Cammy Q&A: Ask simple questions here!

preciate it man…i noticed whenever i spam the motions over and over i do it like once but doing the correct motions on the controller she always jumps…thats my problem…and also does it work best with light kick???

After a year reading these forums, I felt I had to register just to thank all the work everyone’s been doing. Thanks to you all I learnt the basics of cammy and advanced from scrubby to scrubby that at least knows what is doing wrong and what should be doing instead ^^U
I’ll try to be more participative from now on ^^

Crossup

From reading this forum, it seems that you all really love Cammy’s new jumping lk crossup, but I’m having trouble understanding how to implement it. The only way to combo from it is to hit really late, and I don’t see that fooling anyone into blocking the wrong way. If I hit early, I can often cross them up but all I get out of it is one light kick. Could somebody explain how this should be incorporated?

thx

If you jump at the same distance for a cross-up and do a Cannon Strike instead, they have to react quickly. It’s basically just mixing up your game to start your combos rather than relying on one thing. :slight_smile: I think all the players here really like her new cross-up because it adds a new rushdown tactic to her already incredible game. Also it’s easier getting the cross-up to combo when the opponent is in the middle of getting up.

Hope that helps.

this is really stupid and i feel retarded for asking but im having trouble comboing anything off of a jf cannon spike, i can only combo/link off of tkcs… any tips or am i just dumb :frowning:

i realized i may justbe doing the cannon spikes too early in the jump

I’m assuming you mean Cannon Strike? You can’t combo Cannon Strikes that connect really high up except for EX Cannon Strike.

I was looking at the frame data and I’m starting to confuse myself. Cammy’s Cr.Lk is +2 how is that possible if you can link it with Cr.Lp which has a 3 frame startup.? Also how is the Cr Lk>Cr.Lp a block string if isnt safe since Cr.Lk leaves you at -1.?on a side note Im just asking because I’m trying to attempt to use frame data for counter hit related stuff.

you can cancel short and jab, so there’s no recovery on the moves when you press them quickly. Technically you’re not linking them, but canceling the moves.

Cammy’s BnB variations:

cr.lk [cancelled into] cr.lp +4 [2 frame link into] (3 startup) cr.lk [special cancelled into] HK SA
cr.lp [cancelled into] cr.lp +4 [2 frame link into] (3 startup) cr.lk [special cancelled into] HK SA
cr.lp [cancelled into] cr.lp +4 [2 frame link into] (3 startup) cr.lp [special cancelled into] HK SA
cr.lk [cancelled into] cr.lp +4 [2 frame link into] (3 startup) st.far.lp [special cancelled into] HK SA
st.cl.lk [cancelled into] st.cl.lk +4 [2 frame link into] (3 startup) st.far.lp [special cancelled into] HK SA
etc…

Character Specific BnB:

cr.lk [cancelled into] cr.lp +4 [2 frame link into] (3 startup) st.far.lp +4 [2 frame link into] (3 startup) st.far.lp [special cancelled into] HK SA (6 hits)
st.cl.lk [cancelled into] cr.lp +4 [1 frame link into] (4 startup) st.far.lk +5 [3 frame link into] (3 startup) cr.lk [special cancelled into] HK SA (6 hits)

Damaging Combos:

cr.hp +7 [2 frame link into] (6 startup) cr.mk [special cancelled into] HK SA
cr.hp +7 [1 frame link into] (7 startup) st.far.mp [special cancelled into] HK SA
st.cl.mp +6 [2 frame link into] (5 startup) cr.mp [special cancelled into] HK SA
st.cl.mp +6 [1 frame link into] (6 startup) cr.mk [special cancelled into] HK SA
st.cl.mp +6[1 frame link into] (6 startup) cr.hp +7 [2 frame link into] (6 startup) cr.mk [special cancelled into] HK SA or MK SA
st.cl.lk or cr.lp +4 [1 frame link into] (4 startup) st.cl.mp +6 [1 frame link into] (6 startup) cr.mk [special cancelled into] HK SA or MK SA
st.cl.lk or cr.lp +4 [1 frame link into] (4 startup) st.cl.hp +3 [1 frame link into] (3 startup) cr.lk [special cancelled into] HK SA
etc…

I’m beginning with Cammy, soi hpoe my question is not too stupid…

Where does the dive kick hit your opponant ? Does it hit low if your doing it late ? Can you do a crossup ?
Does Cammy have an overhead attack ?

no overhead!! :nono:

Cannon Strike hits High… can be blocked standing or crouching… :karate:

I do light kick variation because it gives me the least painful fuck up I’m used to, which is a light dp. Or the worst you could do out of that, is a jumping light kick, so I prefer safe because in chances that you do fuck up, you’re not damaging yourself so much.

If you can get creative, she certainly can perform overhead attacks, some of them very ambiguous. She doesn’t have an Overhead normal attack though, if thats what you mean.

Even though I’ve been playing her for a while, I think I am still playing at a beginner’s level. Besides my retarded random SA that ends up with me dying, my biggest problem is CStrike followup. I can followup a TKCS and a"crossover" CStrike but when i hit them with a regular one I can’t seem to know what to do. I try comboing off of it and it seems like I can’t get the timing and I just get reversed. Is it even possible to combo off of it?

You can definitely combo off of a regular CStrike, but you have to hit a bit above waist height or below to make sure you can follow up-- you gotta learn Cammy’s BnB first which is:
CS cr.lk, cr.lp, cr.lk xx HSA

You can also do a more damaging combo depending on how low you hit such as:
CS cl.mp, cr.mp xx HSA
CS cr.hp, cr.mk xx HSA
CS cl. hp xx HSA

Hope that helps!

Pretty strange, against Fei Long, it does only 4 hits and 244 damage against 5 hits and 300 damage for all other characters I’ve tried. Is it a known fact?

edit: same thing for Guile, Rufus and Boxer. All the bad matchups for Cammy lol. :sad:

I had never noticed.

CS cl.mp, cr.mp xx HSA makes 280 damage but it’s a more difficult combo. I think I’ll use CS cl. hp xx HSA against them from now on, it make 272 but is really easy.

use MK arrow for those characters

286 damage, I’ll use that. Thanks.

yeah against some characters hk only hits once…

such as: Balrog, Adon, Abel, Fei, Rose and Guile (who else?? hmmm sometimes chun??)…

if you want FULL damage then replace c.mk with standing far mp into hk sa… in this combo hk will hit twice…

c.hp, c.mk, hk sa completely whiffs against Juri… so be careful you have to use the standing far mp instead… or just go for cl.mp, c.mp, hk sa…

against Fei to get maximum damage use this combo:

tkcs, cl.mp, c.hp, c.mk, mk sa 320 damage :karate: