Cammy Q&A Thread: Simple questions and detailed answers (hopefully)

No worries man, that guy is a joke even here in germany. He has done quite a few funny acts already, I don’t really post on SRK anymore but sometimes I just come back to cringe at his posts before I just vanish again :slight_smile:

Anyone from the old cammy sub still lurking here?

Hello Tarik you old asshole! Haven’t seen you since the last Brawl.

If you look for Olympia,look at the “anyone else not buying into the SFV hype” Thread, you can find him/her bitching about the lack of Vortex and ambigious setups after knockdowns there.

And stop badmouthing me, I know you love me secretly ,people told me that you change you opinion every 20 seconds ^^

Not really sure if there’s a walkthrough for this since I’m late to the party. However, I’m having a bit of difficulty consistently cancelling into Critical Art from Cannon Spike after simple link combos. The buffer system in SFV is not something I’m used to, as I’ll either end up performing the motion too slow and get nothing, or too fast that I’ll immediately skip Cannon Spike and goes to Critical Art. I would appreciate any tips or advice to get the timing down right.

Also, in that regard. Has anyone been able to perform Critical Art from a V-Trigger cannon spike? The timing seems very strict and near impossible.

@DAPVIP The trick is to keep your stick held forward and move it up and down to make it faster and easier (thinking about doing an arc tends to slow you down). The combo will look like this:

:mp: :hp: :f: :df: :f: :k: (cannon spike) :f: :d: :df: :f: :k: (critical art)

You must hit the second kick at the moment you hear the cannon spike connect. Most people tend to hit the kick before they are holding forward so make note of that. I also recommend using medium kick for the Critical Art as it will not whiff on crouched opponents. However in some cases hard kick will be needed to reach with the cannon spike, so don’t just switch to using medium kick for both. It’s best to do hard kick cannon spike then medium kick critical art if you think they are too far away. Whiffed that medium kick cannon spike enough times to have learned my lesson.

EDIT: Corrected I missed the second down thanks Haztlan. What’s crazy is when I do the move its just :f: :df: :f: :k: :d: :f: :k: I seem to skip the second down forward all together but I think my stick spring is wearing out. Thankfully it still works.

That won’t work? You need D F D F + K and DF F DF F doesn’t do it as far as I remember.

As far as stMP stHP its kinda fine for me (not 100% but getting there), my issue lies with crouching buttons (crMP/crMK). I really don’t have the coordination required to do the input fast and precise enough since from crouching normals I normally combo into DP by doing DF D DF + K. So after the DP input I still have to do 2 QCFs and most of the times I can’t make it in time heh. Guess I need to learn to combo into a DP that is done without shortcuts or should I just keep practicing to make the 2 QCFs faster? I think the latter is the best since it will help me in other situations that I need to react quickly. But I’m curious to know how you guys do it.

By the way, doing stMP stHP (hold forward while pressing stHP) QCF + K then half circle forward + K its a good trick to make sure that you didn’t made the input too fast.

For crouching moves it depends on where my hand was in the combo. For example if I’m doing cr mp crmp and I’m holding down back I will do SA xx CA as you naturally make the first arc motion. If I’m holding df during the move I will do CS xx CA instead. It’s crazy but that slight amount of extra time you have to move the stick like you mentioned will mess you up. I had to spend a lot of time practicing CA on player one side. My hand just didn’t want to go to forward fast enough. I’m pretty solid now except for st hk CC into CA I will sometimes mistime. I think it’s the delay of waiting for them to drop that throws me off. On a side note you can always activate from the cr mp attack and do st hp into SA and then CA.

Is there a definitive list of blockstrings out there for Cammy? Other than finding some myself would be nice to see them all. Tried poking around but nothing definitive in one list

Unlike USFIV you need the Forward input during the first qcf in SFV. D, F, D, F are the minimal required inputs for doing a CA.
To avoid getting the CA while still inputting the Cannon Spike i like to do this:
[list]
[*] any cancellable normal xx F,D, DF+HK, F, QCF+K
[/list]
*I did it from a cr.mk

So i’m inputting the HK for the Cannon Strike(CS), after inputting the CS i end in forward so i still get the required inputs but i’m not gettign an accidental CA, after that you simply do another QCF+K.
You can think about it in a way as doing F, QCF+K, QCF+K however during the first QCF+K you actually input the K before you end in Forward. I personally found this the most consistent way to avoid getting a CA before the CS. Don’t think too hard about hitting the Forward after the CS input, just input the CS and then do another QCF input, you should hit the Forward after the CS pretty naturally after you go back to neutral for the 2nd QCF.

As for doing a CA from a VT CS, i asked this question a few months back on the SF subreddit, afterwards i practiced it a bit and there is no trick. You can do it but you just have to be EXTREMELY fast

@Haztlan But you don’t need to do 2 QCF’s if you do your Cannon Spike via DF D DF + K. You just have to add F and then do the single QCF+K.

I cancel CS into CA just like LockM does. The funny thing is that sometimes I get CS when I hit K while inputting F - F, D, DF, F + K. I think that happens because of the input leniency, feels like the game is still reading the first F input when I hit kick button.

Lol thats right.

But isnt there a third QCF in LockM’s example?

No, that’s just a transition from cr.MK to CS’s F input.

Edit: Well, technically it is a QCF, but it doesn’t come out as CA because it needs Kick to be pressed with that second Forward input.

Thank you guys for the tip. I’ve gotten a bit more consistent with the Cannon Spike into Critical Art. However, V-Trigger Spike into Critical Art is a mystery for me.

As mentioned before, you need to be super fast to cancel V-Trigger Cannon Spike into CA, because you need to cancel the first hit of VT CS. It is totally doable after VT Spiral Arrow juggle, but not raw if I’m not mistaken (I couldn’t do it raw). Imo it’s not very practical because of the damage scaling, unless you are close to finishing off the opponent and taking the round.

Yeah you don’t want to do it in v-trigger. It’s better to SA then do CA. Save the next charge for another SA or dive kick.

is cammys cannon strike aka divekick hightdependent when it comes down to how much its + on block?

for a example, ex one should be neutral on block but someone who plays here said its + when you make it on the right hight.

edit: okay, just tested it out myself and it seems to be the case that different heights give you different framedata.
is there some source which shows you at which hight you get what kind of frames?

Divekick Framedata

https://www.youtube.com/watch?v=zQDmgvzSQ9s

[quote=“Shiroyasha, post:216, topic:177772”]

Divekick Framedata

[/quote]

thx…feels so random. you guys know which version you get out midmatch?

What do you mean? Which version to use in different situations? It’s kinda easy honestly.

  1. Watch the video above and pay attention to the distance Cammy is from Ken.
  2. Always do the divekick as early as possible for best results.

It took a while, but I finally got the hang of the buffer system. Like everyone has stated already, the timing to cancel into Critical Art is tricky. You have to save the input for Spiral Arrow to combine it with the input for Critical Art if that makes sense. It’s not necessarily a double tap (I wish it were) because you have to delay the timing of the second K button as the Spiral Arrow connects.

https://www.facebook.com/groups/164898150234339/permalink/1201058133284997/

Why cr.LK, st.LP xx SA? Why not just do cr.LK, cr.LP xx SA? It’s a lot easier.

Is it because if they block, the st.LP has an extra frame of advantage?