Cammy still deals ALOT of damage. Can you do the :hk: jump cancel into cs mid screen?
Nice shit man, I’ll add all this stuff to the OP hopefully soon, just got a VITA and trying to remember my US PSN account password…
Also is Cammy’s Canon Spikes back to Vanilla damage? In the second combo her DP did 75 damage @ 50% scaling. What’s the damage values on her Spiral Arrows and SRKs if you don’t mind answering.
Yes.
The problem with close hk is that you either need to land a lucky jump, crossup hk, or point blank ex tkcs.
Or something like:
Ken/cammy team:
Any combo into hk/ex tatsu, mp+mk ( call cammy), j.hk (Ken still in tatsu hit animation), close hk, jc hk tkcs, close hp, far hp, HK Spiral.
You can do the same if you team up with vega using ex rolling crystal.
Yeah, Cannon Spike has been changed quite a bit, it now resembles old Super Ryu’s set of DPs.
LK Spike: 120 dmg, 5F startup, fully invul up to hit
MK Spike: 130 dmg, 5F startup, fully invul up to hit
HK Spike: 150 dmg, 5F startup, no invul up to hit
Also there’s no more damage differential depending on AA or grounded hit - it always does the same damage.
That’s interesting. Does that mean we should be using MK spike for deep antiairs and HK spike for early antiairs?
is jump cancel only on hit or also on block?
Maybe LPN was just trying the HK version all those times he got stuffed in his demo vid for Cammy, not expecting the other versions to be great since AA in general is pretty bad…
EDIT - Also is HK or EX SA tag canceled ASAP safe on block? DP as well is another one? Maybe EX only?
Framedata on normals that I’ve tested for:
Normal Startup/Active*/Recovery(Chained) BlockAdv(Chained) HitAdv(Chained)
cl.lp 3/2/8 +3 +7
cl.mp 4/4/11(15) +2(-2) +6(+2)
cl.hp 4/4/14(25) +2(-9) +8(-3)
cl.lk 3/2/9 +2 +6
cl.mk 5/3/17(22) -3(-8) +1(-4)
cl.hk 10/5/24(31) -9(-16) -3(-10), JC: +19 +25
far lp 3/3/7 +3 +7
far mp 7/4/17(21) -4(-8) 0(-4)
far hp 7/3/22(29) -5(-12) 0(-7)
far lk 5/3/10 0 +4
far mk 7/2/17(23) -2(-8) +2(-4)
far hk 9/2/24(33) -6(-15) -1(-10)
cr.lp 3/2/9 +2 +6
cr.mp 6/4/11(17) +2(-4) +6(0)
cr.hp 6/4/13(24) +3(-8) +9(-2)
cr.lk 3/3/9 +1 +5
cr.mk 7/4/17(22) -4(-9) 0(-5)
cr.hk 7/2/24(32) -6(-14) KD
nj.lp 5/4/Land+4
nj.mp 5/4/Land+4
nj.hp 5/3/Land+4
nj.lk 5/5/Land+4
nj.mk 5/7/Land+4
nj.hk 6/3/Land+4
j.lp 5/5/Land+4
j.mp 6/3/Land+4
j.hp 6/4/Land+4
j.lk 5/7/Land+4
j.mk 6/4/Land+4
j.hk 6/5/Land+4
Forward Throw: 8/2/19
Back Throw: 8/2/19
Airthrow: 8/2/Land+4
Launcher: 13/4/52 -34 Tag
*Active frames are estimated by using SF4 active frames for the same normal. No sense in wasting a ton of time getting those down exactly when the guide will be out in a few days.
Also, Cannon Spike is still 5F and not 4F, I was counting visually at first. There’s no animation on the first frame of any ground attacks (except for launcher), but the startup is still there.
Will mess around with specials later.
Ah ok that’s what it is! I’ve been getting hit out of HK spike all day. Guess i’ll just have to use mk from now on.
Am I the only who really doesn’t care for either of Cammy’s alts in this game? I don’t know, but I definitely prefer Cammy’s 1st alt from Street Fighter 4.
Got a link to the 2nd alt? Not really a fan of the King inspired one…

This is from the models found on the disc for SFXT. It’s nothing too special, and since I’m not a Tekken expert I don’t know who this is suppose to be.
I don’t think the 2nd set of alternates are meant to be anyone… seems first set is Swap Costumes, 2nd set is originals/made up, like i’m looking @ Lili’s one now and that’s either a Halloween reference or a I-NO from Guilty Gear X shout out.
One odd thing they changed was cammy’s c.lk. It lost a lot of its range, so you can’t do c.mp, c.lk anymore. I’m assuming the priority has been nerfed also
Well, what are you guy’s opinion’s on Cammy’s 2nd alternate costume?
Crossup Strike:
[media=youtube]zHqgxjWMfss[/media]
Cammy Solo Combo (made it 3 days ago but kept it private, nothing different/new from what DaFeetLee already posted)
[media=youtube]qzSqt5ytcMU[/media]
Interesting stuff with the JC cl.HK. That does a LOT of damage. Is it only jump cancel-able on hit? Any mixup possibilities after a blocked one?
I honestly felt like Cammy was severely lackluster from the time I had with her. Cannon Strike is really, really unreasonably bad, even EX Cannon Strike is nothing to write home about. It feels very difficult to open people up without a decent dive kick. She still has her same, good frame trap pressure with her normals from SF4, and her grab ranger probably isn’t too different from SF4 either, so that’s good, at least.
On the plus side, her normals seem to be a great fit for this game. Having a fast, long-ranged low normal is a great asset for footsies, and cr.MK fits it. You can hit confirm it into a tag combo quite easily. I assume she can also tag cancel somewhat safely with Spiral Arrow. That, paired with her not really needing meter, makes me think that she’d be a great first character.
Cannon Strike isn’t that bad. It’s up to +15 on hit, and the delayed TKCSs are usually in the +10 and up range. It’s just 7 slower startup (more likely to get CH out) and less safe on block than in SF4.
Awesome stuff Olympian.
Who you guys thinking of teaming cammy with?
I got to play the game at PAX Prime and had a good time with that version of Cammy. I played a couple of hours over the weekend and think its a crying shame what they did to Cannon Strike. It is just ungodly slow from input to active frames.
It’s cool that Olympian showed that we can TKCS out of roundhouse since it is apparently jump cancel-able, but it’s going to take a long time for me to adjust to how the new CS operates.
I’m gonna have to do a lot of soul searching for a partner though.