I was wondering what my fellow cammy users have been doing vs the beast that is kazuya… I’m not quite sure how to fight him at all . i get punished for doing just about anything it feels like with mist step etc…

Attack with cr.MK and Sweep. Don’t use far.HK, as Mist Step goes through it. Know what strings you can mash MK.Cannon Spike in. Know what moves you can do raw Launcher through, since it has lower-body invulnerability (I think it eats through his whirly-bird low kicks). I think you can use cl.HP > cr.LK > Hit-confirms or whatever to stop him from mashing miststep through Cammy’s regular frame traps.

Generally a lot of cr.MK xx Special Dash Cancels into point-blank shenanigans.

Hugo dies to Cammy because she has a great AA and solid punish options for Lariat on block. Hugo really has little on her. He can’t even use his Clap Traps, since that’s a free reaction DP in every situation due to their startup. If you have the life-lead, Hugo is toast. If you’re forced to approach, I’d say Hugo is at the advantage.

For Kazuya i tend to just walk him to the corner (my strategy for every matchup lol), when he realizes you’re doing it he’ll try mist step or jump, they rarely walk from what i’ve experienced as his air to air is so good, if he jumps then DP him, he’ll rethink his jumping, backdash mist step attempts a few times, let him build confidence that you’re afraid of it then next time he does it try jump over it with a j.LK crossup into the combo of your choice, fs.HP with an OS DP on the end is also good because of the active frames and the distance it reaches. You can also just go for a late DP, more often than not it trades and you get up first because you know the knockdown is coming he doesnt.

As Krackatoa said learn what chains of his aren’t true blockstrings because he’ll stop the mindless high low mixups when you show him you know how to beat them. At the moment the big advantage tekken characters have is their unfamiliarity so they’re getting away with murder in terms of punishable blockstrings. Give it time :wink:

Hugo i find easy, again, anti air, dp claps, get a life lead and run the hell away. He’s too slow to catch you and SA goes under body splash to get out of the corner, let them get wreckless with the jumping and then anti air them some more. Try frustrate people as much as possible…as for gief, not got much experience against him but the SPD range is very much a problem.

I’ve found that after landing an EX Spiral Arrow instead of doing st.HP xx Cannon Spike for the extra damage a pretty good setup is to juggle with cr.LK xx LK Sprial Arrow, then immediately jump over them for a cross-up LK or empty-jump throw/cr.LK. If they quick-stand the opponent tends to be surprised by the cross-up since their juggle-state was “reset” by the mid-air LK arrow hit. If they quick-stand and Reversal DP, it whiffs, allowing a free punish. On taller characters (Sagat, Hugo), the cross-up can be extremely ambiguous and can hit in front instead if you wait a fraction of a second before jumping.

I closed out several wins last night using this, but needs more dedicated lab time to see if it’s reliable against all quick-stand DP reversals, or if the opponent can auto-correct the DP reversal with adjusted timing.

It’s a good idea to use this SA ender after long juggle combos too since using Spike instead would grant like +6damage anyway…
If you use HK SA instead, it cross down, and positions you for a meaty cross-up divekick performed immediately after (on quick stand), for a quick double change of direction.

So who do you guys think will make for good partners with Cammy? And what spot do you use Cammy on? I personally use a Cammy/Hwoarang team with Cammy on point. They have pretty good synergy with each other, and can both tag each other in very easily.

I was using Cammy/Steve, which evolved from Balrog/Steve and Guile/Steve. Worked pretty well for me, and I made it up to 1800, playing between classes and on weekend casually. I switched over to Cammy/King for a little bit, because of their alts and I found that both really do fit like a glove. I feel right playing them and their chemistry is great, as the pace of each character forces the opponent to adjust. Both characters dominate the air as well, with some of the better jump-ins in the game. I bumped my way up to 2800 just by playing on Friday and Saturday.

Raven eats me alive. I simply have no answer to him. He’s so ambiguous with his teleports and I generally have a hard time getting in on him and staying in. Anyone have any tips?

I’m running Cammy/Kazuya btw with Cammy on point. Though I’m considering grabbing someone other than Kazuya

The early concensus is that Raven eats everyone alive if played smartly. I’ve had the same problem since it feels like his teleports have such short windows of recovery–I get counter hit out of every punish attempt with his cr.LP. A neutral jumping HP as soon as Raven vanishes can sometimes stuff his post-teleport offense but Cammy’s neutral jump normals seem so poor that I haven’t found anything reliable. The only thing that works against Ravens who don’t play so smartly is to use EX spiral arrow to get under his standing shurikens–if they’re TK’ed you get negligable damage and it’s much harder to convert into good damage. We should both hit the lab on this, because I’m really in the same boat as you. It might just be a difficult match-up no matter what, but there’s still a ton of exploring to be done yet.

You can DP Raven’s cr.HP SDC on block, I think. Raven also doesn’t have an anti-air he doesn’t need to time like MK.Cannon Spike, so you can mix him up with EX Cannon Strike vs. Standard jump-in to get a hit, provided he doesn’t TP or Air-to-Air. Raven also doesn’t have any kind of invincible reversal that leads to big damage, unless he has Super, so you can pressure rather safely with grounded frame traps.

Punish blocked Alter Ego’s for max damage. Punish Windcross for max damage. Punish botched combos for max damage.

Raven’s one weakness is that if you get the lifelead, he’s pretty toast versus down-back. No reliable overhead outside of MK.Alter Ego (Which doesn’t do much damage/is mad punishable) and SFxT’s piss-poor throw game means all he can do is jab, throw and shuriken. Approach patiently and play super lame once you’re ahead.

Also, being mindful of your current frame advantage is necessary so you don’t press buttons when you’re not supposed to when either of you are starting up jab strings. Don’t give your opponent an opening for damage (Use lots of cl.LP > cl.LP > cl.HP and cl.HP > cr.MK/far.HP confirms) and you’ll be pretty safe from jabby retribution up close.

EDIT: Oh yeah, well-timed crossups into cl.HP versus Raven’s wakeup are safe, as j.LK/j.HK may whiff against his LK+HK Alter Ego, but the cl.HP will clock him anyways

I’m running Cammy/Lili at the moment, not the best team but I like Lili since she is kinda like a Tekken version of Cammy. In 2v2 with my brother we play Cammy/Law with my Cammy on point. It’s a really solid line up with huge damaging combos.

Does anyone know any safe jump set ups?

It is possible to OS Alpha Counter, for example with 2 bars :db::f::d::df:+:hp::hk::mk: > :mp::mk: …
If Alpha Counter triggers, confirm it with a damaging combo.
If it doesn’t, EX Spike xx TC comes out instead of the very unsafe launcher.

How has the frame-trap game been going for you guys? I’ve moved away from simple jabjabjab for more damaging frametraps when up close. Here’s a neat string.

Starting from any jump-in:

cl.HP > far.LP x far.MK x cl.HP xx EX CS > Dash

After the first cl.HP, you should be able to confirm off of a successful jump-in. If it’s blocked, far.LP is an easy frame trap. If it’s all blocked, far.LP x far.MK x cl.HP works because far.MK moves Cammy’s center mass forward. Cancel into EX CS if it’s blocked. I don’t think you can really react to the EX CS dash, but it leaves you at -3 or -4, I think. The sheer speed of it means they won’t be able to react to it anyways, which allows you to follow up with more traps/throw provided they aren’t mashing. It keeps you inside, and even if you botch the final hit-confirm (You actually connected with chains, then followed into cl.HP xx EX CS > Dash), you can still combo with light normals.

Mix this up with jab strings and other normals to keep your traps unpredictable and not prone to Alpha Counters (It will also make it harder to react to EX CS Dash Cancel). It allows you to be keep pressing buttons and lay on pressure. You just have to watch for invincible reversals. Fit in Walk-forward > Jab where applicable.

1st round, i am against down-back guile.
wtf am i supposed to do? its like nothing works. if i jump he uses flash kick, if i dash he just jabs…

Cammy has no easy answers to this; you just have to outplay the turtle. Keep the pressure up at all possible times and use your frame traps to interrupt the eventual jump or sonic boom Guile will try, then convert your counter hit into extra damage with a combo. Tick-throwing still works well in this game, it’s just much harder than in previous ones. Keep in mind as well you can use spinning back fist to go through projectiles if you predict it well, just use them carefully. Finally Cammy’s super is a great way to punish a sonic boom on reaction from mid-range, but not full screen.

Remember that once you’re in his face make sure you stay there, repeated cross-ups can result in a missed flash kick (facing the wrong way) so you get a full punish. Patience is key.

Gosh i’ve been delaying writing this up… Wall of text incoming!

Hey guys, been playing this lovely lady from day 1 and i’ve got pretty good feelings about her. However, there are some matchups that i honestly haven’t god the slightest clue how to handle yet.

So first of all i’d say that Cammy’s got three main strengths at the moment.

  1. An extremely solid anti air (one of the best in the game by far in mk. Cannon spike)
  2. Some of the best pokes in the game (s.mk, s.hk xx Launcher)
  3. Amazing frame traps

Thus to get decent i’d say first of all get your poking game up to scratch, learn the range as best you can of s.mk chained into launcher, learn when you’ll need to do far.hp instead of close.hk whiffing.
Once you can out poke your opponent chances are they’re gonna be jumping at you… So all you need then is to anti air on reaction every time. Once they’re scared to both jump and press buttons you can get in for free and use your frame traps etc. Be wary of their anti airs but most of the time if you space it for a cross up j.lk you’ll be safe.

Few things i’ve learned over the past few months:
[LIST]
[]It seems like Cammy is more of a chain into launcher character than a solo combo character, i’m yet to find a combo that she can do solo (without meter) for more damage than a linked launcher combo into a damaging partner. And even if you have meter, something like: J.hk, cl.hk, Jump cancel TKCS, close.hp, far.hp XX Hk cannon spike (tag) into a partner’s extension usually does more damage than EX spiral arrow st.mp, st.hp xx hk cannon spike. (Ex spiral arrow combos ARE useful however when your partner doesn’t have the health to get tagged in or you want cammy to specifically keep applying pressure.
[/LIST]
[LIST]
[
]Characters with normal anti airs (Juri, Ibuki, Rufus etc.) can all be baited into a counter hit if you do a high dive kick near the peak of your jump. Normally it’d be unsafe but when they stick out their limb to anti air you the delay on your jump will score a counter hit into a combo of your choice.
[/LIST]
[LIST]
[*]Some of Cammy’s hard matchups are those who are both difficult to anti air due to their jump arc and also their ability to keep crossing you up once they get in on you… To avoid this (especially with characters such as Juri/ibuki) neutral jump air throw them in order to force them to rethink constantly going for crossups.

[*]On that note… USE CAMMY’S AIR THROW! It’s pretty godlike in this game. A lot of people like rolling and jumping away on wakeup to avoid pressure, if you can read a jump and don’t want to contest with some other characters godlike air to air normals just air throw them and go in for another mixup.
(Quick note is that if you can read a Juri going for a vertical teleport on wakeup, just jump right up after her and throw her. TRUST me it’ll rattle their cages enough to make them sit there and block next time)

[*]Don’t be afraid to throw out a max range well timed spiral arrow (hk), if you get the tip to hit it’ll be safe, and whilst in the poking game where people are afraid to jump it’s nice to catch people off guard and get a mixup on their wakeup.

[*]Frame traps:
So the best frame trap block string i go for usually off of a jump in is: s.lp, s.lp, cr.hp, s.mk, s.hk.
There’s multiple points to catch people mashing buttons here, if they’re pressing any buttons after the two light punches they’ll get the cr.hp in the face which you can link into the s.mk for a high damage launcher combo. If they block the cr.hp, delay your s.mk slightly and chances are they’ll think that they’re far enough away in order to press buttons only to get kicked in the face.
If your opponent gets used to blocking all this, after the cr.hp just go for a jump in as they’ll be expecting your far mk and you’ll cross them up from this range.
If you don’t want to jump in, after a cr.hp you can do cr.mk CADC into standing light punch for either a tic throw, more pressure, a TKCS or whatever else you want (block to bait those mashing bastard?)

[*]Ground throws and hooligan throws:
Use your ground throws whenever you condition your opponent to block as per usual, the second they start teching use a slightly delayed instant cannon strike to clip their crouch tech limb for a combo.
Hooligan throws are GREAT for punishing dashbacks which some characters LOVE to abuse (Law, ibuki, julia). If you can read them on wakeup or after a slightly unsafe move.
Also, using hooligans after a hard knock down with cammy (if they don’t roll) is great.

[*]Off of back throw and hooligan throw:
Delay a whiffed standing light punch and then go for a cross up j.lk on either roll or neutral wake up (you can do this on reaction). It’ll be completely ambiguous and 90% of the time net you a cr.hp, s.mk, s.hk, launcher combo.

[*]Building meter from full screen: Mashing cr.hp seems to be the quickest way, quicker than dash cancelling spiral arrow etc.

[*]Use spin knuckle to go through any fireball you can read. Remember you can go into ultra mid screen and get a full juggle combo in the corner off of this.

[*]Light hooligan timed correctly goes over fireballs and builds meter. Use it to frustrate keepaway characters so they want to move in on you and make a mistake.
Use Ex hooligan for a full screen fireball read.

[*]Cammy can punish any hard tag in this game from almost full screen if you know it’s coming with her fast walk speed.

  • Walk forward, jump from max range, hit them with the tip of J.hk, land and do far.hp into manual launcher for a high damage punish on raw tags.
    [/LIST]
    That’s all i can think of for now, if i remember any of my other tid bits i’ll come back and put them down. Also, if anyone has any questions feel free to ask, I’m by no means an expert but i know my girl in this game.

Now for my issues.

What’s Cammy’s answer to the following characters / tactics?
[LIST]
[*]I’ll start with my biggest problem… Zangief.
How the hell is Cammy supposed to fight Gief in this game?

  • I try to poke with s.mk and his s.mp just smacks right through her leg 90% of the time for a counterhit.
  • You obviously can’t jump in at him with how godlike lariat is as an anti air…
  • SPD’s range being disgusting meaning if she is in close you’re in a constant 50/50 between a super armor grab, EX SPD on wakeup or a lariat.
  • His godlike jumpins (j.hp, and i think it’s j.mk? might be light kick…) make him a pain in the arse to anti air and even if you do his godlike health means it’s barely a scratch (Not to mention all the health regen/defence gems gief players love to use)
    Seriously. What’s she supposed to do? He’s the only grappler which gives me trouble.
    [/LIST]
    [LIST]
    []Ryu cr.mk / sweep into heavy donkey kick pressure (+1). Apart from trying to DP him in between the string… Is there anything she can do apart from backdash and give him space to zone?
    [/LIST]
    [LIST]
    [
    ]Vega’s who can space well and anti air? It seems like Cammy can’t punish any of his charge moves (although note that i’ve never played the character so i wouldn’t really know what’s punishable apart from presumably his anti air flip kick) His sky high claw move (clings onto wall, goes horizontal across the screen) seems like safe pressure…
    Also, how do you get around the sky high claw all together or the rest of his charge moves? Is there a specific tactic? (Jump backwards heavy kick?) or are you just supposed to sit there and guess block?
    Once in with cammy it doesn’t seem too hard to mix him up but when in the neutral game he seems to just rape her.

[*]Juri was originally a super hard matchup for me but recently with the discovery of air throw winning air to airs and delayed cannon strike beating her cr.hp anti air the experience has been a lot easier to cope with. Still, any help in this matchup is appreciated.

[*]A GOOD guile.
As in, one that simply waits, knows his pokes perfectly and will anti air/sonic boom with perfection. Is there anything she can do here apart from get lucky once in order to get in then keep applying pressure? I know that his anti air options are lacking in this game compared to SFIV, especially where flash kick will miss when crossed up a lot of the time, but he’s still an issue if he keeps his spacing correct.
[/LIST]
So yeah, please help with those characters / problems i’m having. If you have any idea how to get around them it’d be greatly appreciated by myself and i’m sure a few others.

That’s about it i think, i considered making a thread for this ridiculous piece of text but to be honest i think the sfxt Cammy community just needs to be a bit more vocal with everything. If you discover some interesting tech or something to help a matchup post it here because as it is her forum is pretty damn dead. I know she’s a simple character so there isn’t too much to ‘discover’ but when it comes to specific matchups surely we can use all the help we can get right?

Holynido, I appreciate the info and agree that we should be more vocal. I think the problem as it stands currently is that with all the balance changes incoming, some of which have already been promised to be major by Capcom, a great many players (including myself) are only playing casually for now, because investing tons of time on complex setups that may not work in just a few weeks is a waste of time. I’m all for decoding our beloved killer bee once things have settled, but until Capcom has addressed what are considered the “major” problems of assist gems, st. jab pressure, and air tatsus, I feel it’s best to enjoy the game on a less serious level. Plus, I think interest in this game will increase after EVO and as soon as all the Capcom haters find something new to be pissed off about.

That said, your current matchup issues are almost identical to mine. I wish I had some great tech to share but it appears any character who’s difficult to anti-air and controls space well (as opposed to relying on rush-down and mix-ups) is a difficult match-up for Cammy. I know I’m in the minority here, but I think fighting a good Dhalsim is actually a poor matchup for Cammy, since in this game the huge stages give him so much more room to teleport and/or roll to get away from Cammy’s rush down.

I’d say that while characters like Ryu, Ken and Raven are running riot we don’t have to worry too much about our girl getting nerfed apart from something regarding standing jab pressure. (Which to be honest is only good every so often every few games. I haven’t used it personally in my last 100+ matches and i’ve been winning the majority of them at higher level play). Even then, if it does get nerfed hopefully capcom have the brain power to nerf those characters i mentioned earlier and thus make those match ups easier anyways.

For Dhalism, standing jab on reaction to teleport to put him in a juggle state and get a minor juggle combo (st.lp, st.mp, st.hp, hk. cannon spike). If he shoots a yoga flame before hand and tries to pincer you with a delayed teleport just neutral jump the flame when it gets to you and once he teleports to try and cross you up simply come down on his head with a neutral jump mp. (Her best neutral jump normal as far as i can tell so far, they’re all ass.)

If he jumps from 3/4 screen backwards to try and yoga sniper you hk.spiral arrow on reaction to the jump to go under his arms, a lot of the time you’ll have enough time to cannon spike him after going under his arms due to his floaty jump.

Use high cannon strikes to counter hit his anti air (st.mp?)

If he’s teleport happy on wakeup just walk right up to his body and jump straight over it on wakeup to hit his teleported self with a j.hk into far.hp into whatever (spiral arrow, tag etc.)

Don’t be afraid to dp him every time he’s 1/2 a screen away from you or less and in the air. Her spikes will reach him most of the time due to their large range.

Finally, if he’s playing a pure ground game and just poking you with his medium’s. Cr.mp from 3/4-1/2 screen distance from cammy is a GREAT counter poke i’ve found in this game, beats him clean most of the time.

Yes.

Thanks for the Dhalsim info–I’ll definitely try it out if I get to rematch the same player I fought before.

As for the potential nerfs, I’m not necessarily saying they’ll make strong individual Cammy nerfs, but they may change the core mechanics of the fighting system enough to change her game pretty strongly, not to mention all the possible unintended consequences of them tinkering around. After all, the Rolento knife glitch is a result of them removing infinites, and nobody even including Capcom saw coming. I do agree with you that the jab pressure is almost totally useless, it’s just what’s on the chopping block because everyone’s complaining about it so much. :confused:

I wanna main cammy. but i got my problem with turtles using her especially balrog. got any tips?