SFA3: Cammy

Is it just me, or is Juli’s (or Juni–i get them mixed up. I mean the red head) standing fierce better than V Cammy’s b+HP? It seems like the range on hers extends a bit farther than Cammy’s. Maybe it is my imagination…

So far, the way I see it, Cammy has the better normal attacks, whille Carrottop has the better specials. Cammy having her far forwards, far fierce, close roundhouse give her better option on anti airs and counters. Carrot top has the air drill, teleprot, earth direct command grab, hooligan that does ridiculous damage, pushblock, and the teleport–kinda makes up for her having some weaker normals. Cammy should have gotten at least one of those new moves (maybe the air drill) instead of the worthless counter, or at least the overhead that the dolls have. At least Cammy isnt a charge character:)

What is the best option for an anti-air vc?

Take your pick [media=youtube]nmmAGpsRo8s[/media]

Great video!
This is what I got from it(correct me if I’m wrong):
(VC2)(St.HP, HP Cannon Spike, MK Spiral Arrow) x N, in corner juggle with HK Cannon Spike x N

Well that’s why I posted the video, there’s multiple different variations you can use. So just pick which one feels most comfortable/consistent to you.

I think the best anti air VC is the first (aka “the MON VC”), although i would use s.HP instead of s.HK. Even though s.HK does a pixel more damage (until damage reduction kicks in anyway), s.HP makes the juggle quite a bit easier since it’s faster and has a hitbox higher above the ground.

What i like about Cammy is her flexibility when it comes to ground VC’s. It’s really easy to set up her juggle loop in a lot of positions, and without sacrificing any significant damage.

[loop] = [s.MP xx qcf LP, s.HP xx dp HK]

[1] dp HK, [loop] (3x max), ender (most damage, least range)
[2] s.HP xx qcf MK, s.HK xx dp HK, [loop] (2x max), ender (a bit more range, least damage of all, even if just a few pixel, very consistent)
[3] qcf MK(LK), dp HK, [loop] (3x max), ender (lots of range, more damage than [2] but slower of course)

Ender would be s.MP xx Hooligan, but the opponent can consistently escape the grab by triggering a faster fall. Can you even punish them rolling away after it if they do it right, inside and outside of the corner ?

The timing for the crouch cancel setup in the corner is indeed really strict for it to be inescapable. I had the most success with what Middlekick showed in his Cammy vid (maybe it’s just me ?): s.HK, whiff b HK, instant j.MK, then a few crouch cancelled j.HP/j.HK (5 max) into ender (b HP xx dp HK builds the most meter back).

Yay Cammy, strong ground game + VC’s that compliment it, it’s really all that matters. Too bad she doesn’t build meter as fast as the other dolls, but whatever she’s fine anyway :>

Yeah, Middlekick’s crouch cancel tech trap setup should be more consistent. The one in my video has to be timed perfectly in order to catch forward techs (but it should be guaranteed against neutral/back/no-techs).

If you delay the thrust kick a little after each FP, it bounces them higher and makes the timing more lenient.
Her ground VC with the most range besides the obvious one is probably s. FP > RH drill starter. The RH one hits faster than the MK one, you just have to make sure you cancel immediately, so it combos from max range.