Cammy Q&A: Ask simple questions here!

Yes you can. Here is the Cammy thread with a lot of information and combo ideas.

http://shoryuken.com/f278/delta-red-basic-training-attributes-moves-combos-list-245686/

Btw, you should really read through some other Cammy threads. They will help you out a lot so you won’t end up having to ask questions much.

ken can dance circles around you post knockdown its not even funny… especially after forward throw or hp srk knockdown… and believe me you will get thrown when you play ken his kara throw is really good…

after forward throw:

  • crossup tatsu
  • ambiguous crossup
  • stuffs cannon spike
  • safe jump, tech, combo, OS sweep
  • unblockable jump attack
    .
    .
    etc
  • corner = vortex

i believe ken got a mini vortex post forward throw… but its all none armor breaking therefore having U2 as a scare factor will at least relieve this pressure…

also U2 beats safe jumps! :rock:

but i dont know… im still on the fence on this…

I guess I better start learning how to use U2 properly then.

I played Joon, the Ken that took out B0kkin and myself on XBL the other day. Had a ft 5 with him. I’ll post it here when I upload them to the internet. I also had a set in with XBlades, Fei Long. I’ll post that one when I get the chance to as well.

:rock: cant wait…

Joon Vs B0kkin (evo) was BRUTAL!! and painful to watch to be honest :wasted:

U1 or U2??

ultra 1 all the way bro

personally i would pick u2 against him just to make him back off of his oki pressure a bit.

Looking forward to seeing those matches.

whats the Bracket [17] in Cammy’s Cannon Strike startup.

I think if you tiger knee cannon strike (input the QCB then UF) it becomes 16 frames of startup because you have 4 pre jump frames before your in the air so the cannon strike(12 frame start up) comes out instantly as soon as your airborne? What frame data are you reading from?

it’s from the wiki page I was talking to him last night.

Hey guys, I was wondering. Can Cammy stuff her own dp with CStrikes? Or does her dp beat strikes or trade?

yes possible, very risky tho! you have to be on point. if you miss the timing her reversal Spike wins most of the time.

your strike will look like a crossup, and you will see the first line of cannon spike effect coming out.

it has to be so deep and hitting her back. (easier done at the corners)

strikes to use: mk and EX

Carpark and I did the math for those numbers between the brackets. I tried to see the TKCS as one move. The first four frames are indeed the jumpframes before the cannonstrike.

This post is the first in a long line of thinking about the TKCS and frames:
http://shoryuken.com/f278/cammy-moveset-attributes-174983/index17.html#post8669661

It resulted in this:
"Tiger Knee Cannon Strike:
(pj) pre-jump frames

LK, MK, HK: 4(pj), 12(s), 2(a), 5® +11(h) +8(b)

{TK Cannon strike information is from Nerfherder’s analysis}"

Note: I personally like to use the ‘real’ startup and active frames. Not the overlapping ones. Since most people do it differently my posts can be confusing. The wiki is 100% acurate AFAIK.

ken’s unblockable setups are… interesting to say the least.

basically it’s a 1 frame ambiguos jump-in timing where if you try to block in the front he hits you crossup and if you try to block cross-up he hits you in the front. that being said, it loses to AA, crouching (well, one setup can be crouched under, the other can’t. i think the fp can be crouched) and focus backdash.

How high/low does your jump height need to be though? The same height as for Ryu/Ken’s dp or…?

I havent had time to get on and practice lately, so just wondering which height of my jump I should be attempting this from when I practice.

EDIT: Nevermind, I figured it out during casuals earlier tonight lol.

In which situation do I use LK CS over HK CS? Or med? Does the different strengths have any influence on having a bigger window to combo anything after?(since the frame data say they are equal) Are any significant advantage on the hitbox of any of them?

Hope somebody answers this, I’ve been having these doubts for a while thank you.

As far as i’m concerned, all the regular versions of CS give the same time to combo afterwards; the difference lies in the path they follow to go down. It’s all character specific: on some set ups MK CS will cross-up while HK and LK CS will not and things like that.

Gotcha, thanks dude!

also, to add to that: lk strikes are very very good at stopping your jump short to bait AA’s