Is there any way to tag out Cammy safely (tag cancel into blockstring)? She doesn’t seem to have many.
With Cammy/Juri I have tried to do HK SA xx tag(Juri) > 2HP(blockstring) but it’s not consistant, whiffs a lot.
I can 2MK instead but that leaves me far and prevents me from getting a decent pressure going afterward.
Spin Knuckle can be tag cancelled into blockstring iirc but it’s going to be punished before I get to tag cancel it… >.>
I usually do HK SA and tag cancel that, then do a move that moves me forward with the next person. With Bison, I slide, with Nina I Geyser. This is on hit though. On block I jump and go for the cross up since its one of the few times you can actually jump without some lame-ass neutral jump MK snuffing you.
We’ve made a beginners guide to Cammy. I hope it helps anyone starting cammy!
Random stuff learned yesterday:
90% of players in the D-C ranks fall for the braindead easy cr.HP, st.MK frametrap. Counterhitting my way to B rank at the moment =P.
Juri has several normals that put her hittable hitbox completely under Cammy’s standing normals. bleargh. Might need to start doing cr.MK, st.HK chain instead for her.
Although really, I know I should be frametrapping with walk-jabs, but that’s not as braindead, lol.
Man I can’t play 2 Cammy in different games. I ended up doing cl HK in SF4 as part of my block strings and lost my touch with cl st HP as anti air. lol FAIL. I’ve no intention of switching my main in SF so I guess I’m going skip Cammy in this version. Gd luk guys! I may not be playing Cammy in this version, but I will definitely be rooting for all you Cammys in SFxT…well except against me. =x
Anybody trying to add more spin knuckles into their game? It has some pretty massive frame advantage, and blows through some stuff. Ex-Spin Knuckle is a good corner escape too (used to use it in SF). But yeah, I especially start looking to hit it near a corner. Doing any SBF->s.HP, s.HP, cr.HP, SRKxxExchange is some healthy damage.
I’ve been an avid SK fan since my first Cammy outing. I never knew the frame data but it just felt safe, especially at the spacing that it should be used at. EX-SK against fireballs is a great way to get an easy 400+ off J.HP, S.HP, S.HP, SRK (my variation anyway). I use her with Steve so everyone is worried about his ducks, SK often gets over looked.
The regular versions of SK seem pretty garbage due to their startup, but might do have some utility against Tekken chains, as the LP version is listed as having massive varying invuln frames, IIRC. Generally, if you land a regular one, your opponent was sleeping or committed to something ridiculous. At that point you’re just taking a big risk by throwing it out, especially since I think it’s aerial counter-hit bait.
It’s pretty hard to not see a SBF coming, reacting with a block is easy, reacting with a reversal xx tag is also easy…that’s half your life gone for a possible 120 damage? Totally not worth it. Cammy has insane footsies, anti-air’s and mobility, she really doesn’t need guesses like random SBF or EX CS to win. Guess it’s nice to have some surprises but the risk outweighs the reward far too much imo.
Insane footsies? Her kicks aren’t cancellable. Her boost combo is beyond wonky. Hk and Hp whiffs all the time. Besides her Dp and Spiral Arrow all her specials take six years to start up. I dunno it just seems like Cammy is regulated to derp jab pressure in this game, and I don’t like it.
Her DP is 5F just like SF4.
Her C.MK is still cancellable, and her s.MK hits from damn near fucking half screen…
I don’t know if I agree with that. yes, her specials take time to start-up, but the idea of using them raw besides anti-air DP never crossed my mind. Were you throwing out raw SA in SF4?
As for her footsies, she’s got great Air to Air in j.HK, she’s got two cross-ups, she’s got a solid jump-in, her s.MK as Wasted said hits for days and can be chained into sweep. Cr.MK hits far and is relatively fast/safe, and cl.HK is jc-able allowing you to go into cross-up games. I’ve yet to have a problem matching peoples footsies with Cammy’s and I’ve played quite a few matches.
Her chain is amazing…if you think you’re too close to get fs.HK as the ender use HP and it WILL hit, i have no problems with her chains anymore. I dunno anyone else who can confirm a magic series from half screen apart from Gief and Rufus…i found Giefs magic series much worse than Cammys. I’ve been using other chains like st.HP <> cr.MP xx st.HK xx Launch and it’s all high damage normals, meterless tag, long time to hit confirm, easy link, great damage scaling considering it’s a chain.
Her footsies are insane…i dunno…throwing out a random MK @ a bit more than half screen with a buffered HK behind it is hillariously easy to confirm into a launch, her cr.MK has good distance and is very fast, her cr.MP still has a great hitbox and beats out a lot of things. cs.MP is VERY fast…she has so many advantages in the neutral game i really dunno what to say about her ‘only having derp jab pressure’
Cammy’s specials aren’t meant to be used outside combos, SBF is terrible, it is a one shot thing to get out of fireball chip or surprise someone. Hooligan is a joke and unless you’re using unduckable setups or crossup shenenigans you shouldn’t be using it and why use Spiral Arrow as a way to ‘get in’ when st.MK has better range, is way safer and hit confirms into actual damage.
Honestly…she’s crazy good, there’s a reason why she’s on so many teams. If her specials were safe she’d be the most derp character in the game
It seems her Spike xx tag cancel can be made a little safer on guard, the run animation after tag cancel can be cancelled with normals and specials, which leads to a ~2f frametrap if we do Spike xx Tag Cancel > jab for example.
If we expect an invincible reversal punish it’s possible to bait it with a counter type special like Juri’s teleport or Lili’s counter, or likely other options depending on partner.
We can get a similar frametrap situation with SA xx Tag Cancel too.
Edit: not sure if it’s worth using 1bar for this combo extender, but cl.HP EX CADC cr.LP combos (works too when the cl.HP is from a chain), EX CADC seems to have less start-up before dash.
It’s not worth it imo, might be nice as a ‘whoops i did a chain to heavy’ and cancel so you don’t get punished but for damage you’re already after scaling it so much by doing the chain, then you do another chain and your damage is already down to 50% by the time you get to your combo ender (launch, dp, sa, whatever). Do the launcher, get whatever damage you can off the combo and enjoy the extra bar and a half of meter instead of going for the minor extra damage.
Depends what she’s left at on block. Being able to continue grounded frame traps for meter is a really good thing. Cammy/Raven as a team with a bit of meter gems means I’m usually sitting at 3 bars. You’re going to want to keep pressure going since you don’t have an overhead. Being able to chain into more pressure is great too. I’ll likely go study the specifics when I get home tonight.
Also, what are you on block with Manual Launcher xx Tag Cancel. I gotta go to work so I can’t check.
Yes but you could tag cancel off HK SA to the same effect and have cammy’s health regen as a bonus. I guess that’s not possible off a chain though. Raw launch is -34 on block (yep) compared to HK CS which is -29 and HK SA which is -4 and has a second hit so i imagine it’s much safer than the other 2 and if you do mess up you can tag on the second hit. EX SA is the same on block as HK…i guess it’s very situational, depends on whether you’re chaining, which char has more health, who you want to keep in, whether you can kill the opponents char with 1 more combo and really don’t want them to be able to tag out. I think i’m overlooking the meter gain from blockstrings though, spending a bar to get more pressure, maybe a combo, positioning, ect. I must check how much a cs.HK xx JC CS > jab pressure string builds, it might very well be worth the meter if you gain half a meter back.
She’s at -3 on block / +3 on hit after cl.HP EX CADC. Also -3/+2 after far.HP EX CADC. Hard to react to the dash so it’s usually safe as a pressure tool if not used too often.
It’s possible to use this cl.HP EX CADC LP link during jab pressure, most of the time if I jabjabjab(…) people try to sneak in a backdash which make them standblock, which can be opened with a quick LP xx cr.MK xx HP…
It costs 1 bar but it’s a little less risky and faster than walk > cr.lk > lp.
i didn’t see a cammy Q&A thread so im going to just ask in here (started using cammy about a week ago only because tbh i felt like she was brain dead easy to use and i was having a hard time using asuka as my secondary)…that was at 1100+/- bp fast forward to today and im closing on 3000 (which isn’t much but its obvious some magic is happening here)…
Basically what I came in here to ask is there a discussion on her st.hk jump cancel dive kick and what are the common abc combo’s used for her. Another question is on tag in I usually do cr.mk into dp hk but thats probably the brain dead way of doing things. I should prbably start taking cammy much more serious which is why im here. TL;DR
Hi my name is Diztrukted, and I play cammy (cammy players anonymous)