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

It depends completely on where they jump from. LK hits almost straight above you and can stuff crossups, MK is probably the best for most jump-ins from the edge of footsie range, and HK for people neutral jumping at that range or jumping from far away (not much reason for people to jump from that range but they do it). HK has a tendency to go under some jump-ins if you AA too early so be careful with it.

What do you think is Cammy’s best option(s) after a grab? I find myself dashing forward a lot to try and keep the pressure on, but was curious what everyone else has been doing?

Hi mates,
first of all sorry for my bad english.
I got a question.
I see this poonkgo: https://www.youtube.com/watch?v=IGr5tHdDlig
1:06, how can he executes dive kick so quick? Do i miss something?
Can someone help me?

He’s doing a Dive Kick at the lowest possible height. It takes practice. There are a few videos in the video thread about what it looks like, how to practice it, etc.

Off any midscreen grabs she doesn’t really have enough time to get back in and get a proper meaty (or any mixup really) if your opponent neutral techs. In the corner though, you end up much closer on your grabs so you can get a meaty s.MP or try cross up j.LK.

Yeah that’s what I mean you can’t get a proper meaty or mix ups, so what do you like/tend to do after a grab? Do you return back to neutral and poke, dash in, walk forward, walk back.

Oh I see what you meant. You do get your one free dash in, so you should always take that.

After a throw in the corner you can straight walk up throw again or small walk forward and do some crappy meaty pressure. You won’t be very close.

you can get close enough to do st. mp, st. hp/cr. mk. but i know poongko seems to do a lot of f+hk which is easier to time

After a knockdown, I go for meaty st.MP, followed by another st.MP or st. HP. I also try using V skill to cross up.

Just a recommendation, try out meaty c.mp. If it hits you can link into s.mp, c.mk. Also c.mp, c.mp as a frame trap blows up virtually EVRYTHING.

I NEVER use the TC.

Why and when should I be using it?

Tc is perfect to convert a cr.lp into good damage.
If you hit a cr.lp you should go straight into your TC or mix the opponent with a Throw up.
Another good option would be after a crossup. After the crossup cr.lp -> TC xx HK DP will deal a nice amount of damage.

cr. LP -> TC xx MK SA is also nice. Blahblah sacrificing damage for positioning versus HK DP. Can land Critical Art after TC if you really, really need to kill someone and/or have declared war on your own meter. TC xx EX Hooligan -> Divekick -> HK DP is good to have down. Using (dash forward if necessary) TC after a crush counter HK isn’t the worst idea.

Q: Did I set this up correctly? Wanted to test what I could do/get after a blocked cross-up LK. Went to recording options on block and set one slot to cr. LP and one slot to throw. Turned on said recording slots and then started going at the dummy with cross-up j. LK to cr. LP. If I set this up correctly and have properly timed my j. LK I should be seeing counter-hit cr. LP every time, yes?

her ex dive kick is great but why use the normal one? what is it good for?

Absolutely noth- Just kidding.
You can still trick people with regular divekick. You can pretty much always combo cr.lp after lk divekick and if you’ve been reading what cipher is saying then you get the point. You can also just go into another cr.lp and HSA to start your wake up pressure/mixup.

seems like mk dive kick is the best and if theyre crouching cr.lp is gonna land a counter hit. works on standing too but not always.

anyone wanna verify?

The strength of the divekick doesn’t change any number, they all have the same frame data. The only thing that changes is the angle. The “best” divekick is always going to be different depending on your positioning.

ooh ok maybe the reason mk was best for me is because i chose the right angle for it

What are your go-to meaties for Cammy? Also what the hell am I supposed to do when a Ken(or Ryu, I think) is knocked down? The wakeup DP wins over anything I try.