Cammy Q&A: Ask simple questions here!

damn thats a good one thanks man

i keep hearing about Cammy’s back throw mix up game. Can anyone elaborate? Cant seem to find the details…
I mean the range, timing of the jump ins, cross-ups, which cs to use and such
thanks

neutral jump hp is pathetic vs cammy… half screen away just CS if he neutral jump regardless… 1 air hit CS (counter) and about 3rd of his life is gone :rofl:

little further than that … far hk/hp stuffs it! (go for far hk :karate:)… :rofl:

ok im back for more advice
i recently got pinned down by a juri who only did fireballs and that stupid divekick
now i know the divekick is unsafe on block but i couldnt properly punish her for doing it
so can anyone tell me what are the best ways to punish it

everything you need to know about Juri:

http://shoryuken.com/f278/delta-red-intelligence-super-street-fighter-4-match-up-thread-233381/index9.html#post8897967

for more check the front page of the matchup thread… cool references there…

Hi again,

I have a question. How did Cammy get her famous scar?

SF story confuses me. :xeye:

Di,

vega cut her face. The SF story has many contradictions depending if you’re following the ingame story or the mangas or the comics…

To expand on this slightly:
SF comic #4 extra by Hyung-tae Kim

Should I give up on online altogether to learn cammy.

I always walk out 3 steps worse than I did when I entered. Mainly because lag really messes with my divekicks.

Offline I play a few people who can easily keep 3k PP and go 50-50 with them usually, online I cant get past 700PP.

Maybe I’m just too inflexible when learning when people will DP, and since screwing up my divekick timing/crossups to stuff DP’s is a major issue online I feel like giving up entirely and just playing with friends.

Do you guys think it’s smart to forego the extra damage you get in this combo:
tkcs, smp, cmp, hk SA
compared to tkcs, smp, clk, hk SA?
The second combo is much more realiable and I’m curious if it would be smarter to just use that one instead?

I’m no expert but the general opinion is, if you’re playing online(ranked), or playing for wins, just do what you can do consistently.

Practice the big stuff in casual matches and the like.

I need some advice. I really like playing Cammy and it seems that she does well when I play her in tournaments.

What’s the best combo(s) to punish with after a Focus Crumple?

Also, I went to a tournament, any advice for my game with Cammy in general? Thanks in advance.

[media=youtube]ev39TgKd8Rg[/media]
(The last two Cannon Spikes were supposed to be ultras, but my execution was poor at the moment.)

[media=youtube]j_apfxUH6i4[/media]
(I panicked when I Focus Attack Crumpled, I’m used to punishing FACs with Sakura. Also missed some TKCS and got out Cannon Spike instead)

[media=youtube]tUs7FKCa0NY[/media]
(Not much to comment on this one. I punished his whiffed normals with s.MK or .s.HK)

I used to do this combo until I got the timing on the cr. mp. version. It’s much easier, but the cr. lk. will whiff on some characters in some situations, I forget who exactly. It’s worth it to learn the better version, not just for the damage but also for the consistency. However, if you replace the cr. lk. with a standing jab, it will work on everyone I believe.

It’s all about range really imo. Doing all 3 versions of that combo (s. mp -> [cr. lk, cr. mp, cr. mk] xx SA) both increase in range and reduce the amount of frames you have to hit the link as they go up. It’s good to know you have options of all 3. Cr. lk is useful when you hit something nice and close, like a deep EX Cs or meaty s. mp and you are in a situation where you need guaranteed damage. However it really rarely works against certain characters, in my experience I would not even bother against shotos or Guile, as it will often whiff. There are probably others it’s highly unreliable against as well.

S. mp > cr. mp is the one you will probably go to most frequently, it’s a 2 frame link, can be plinked pretty easily (which makes it the same link as cr. lk), and has solid range. It will still miss very easily if you do something like a crossup ex CS into s. mp, or a oddly spaced CS that lands. It’s generally fairly reliable against most character’s hitboxes though, since very few have empty collision space where it strikes (maybe Boxer?). It’s still the one I use the most just because I’m comfortable with it.

S. mp > cr. mk is really the best one to learn though, even if it is a one frame link. I’m pretty sure it will ALWAYS land off any distance where a close s. mp would come out, and the link is really not absurdly hard if you plink it. I’m starting to remember to go for it more often, especially off crossup EX kicks, as s. mp > cr. mk xx SA is basically the only combo you can land off those when they leave you spaced funny from most characters.

Wedge pretty much said it right. One more thing to think about is that when st. mp to cr. mp whiffs your opponent is not in block/hitstun. And it does whiff on some chars. (Ryu for one I believe) If st. mp to cr. mk is timed too late at least you still hit your opponent. Assuming he’s blocking and not mashing you have somewhat of a blockstring.

So with st. mp to cr. mp a whiff will leave your opponent free in his reaction.
With st. mp to cr. mk you have blockstun on your side. Always better IMHO.

Ok, I’m confused on how people approach with their delayed tkcs and tkcs in general since whenever I try to keep applying my pressure I’ll get hit out of it somehow and I don’t mean on wakeup or anything but during block strings. Outside of finding an opening with EX CS I can’t really land any big damage combos

I’m trying to stuff the wakeup srk by hitting ryu’s head with the lk CS but I don’t think I’m timing it right.

also, how do you do the delayed tkcs? when I do it like a normal tkcs I try to wait a little but the j. hk just comes out instead.

any tips?

@ Equasian: Like Rufus, Cammy can be jabbed out of her dive kick.
I use it (in theory) to alter my jump arch and to keep my enemy guessing where im gonna land or hit.
Is is gonna be a jump-in? Cross-Up? Sometimes even I don’t know the answer.

your waiting too long to hit your hk, you do the tkcs motion on the ground then the hk in the air. it’s all about practice honestly

I am supposed to link c.lp to c.lk to cancel it in Cannon drill.

c.lp is +2 on hit and c.lk has 3 frames start up , so according to frames datas
its not even possible.

Is Cammy frame data on Eventhubs completely wrong ?
perharps its +4 or +5 on hit

thx