tag in cammy from asuka’s hcb+K, they’ll be super high and the dmg from that ender is better
question: Edit, answer was obvious
tag in cammy from asuka’s hcb+K, they’ll be super high and the dmg from that ender is better
question: Edit, answer was obvious
So after a night at EZ, I have come to the discovery of some new cammy stuff (at least for me it is)
We were messing around with a Ryu/Cammy team and so far this is what I have.
Off a DP tag in, Cammy can immediately do cr. fierce and then wait for her opponent to fall a bit and then super which will work.
In all Cammy doesn’t seem like much of a point character. She can get big damage from being tagged in however.
We did (Ryu) low forward xx EX shoryu xx tag cancel (cammy) (walk forward a bit) close RH xx jc can of sprite, stand fierce, far fierce, ex spiral arrow, cr. strong xx can of sprite xx tag cancel (ryu) low fierce xx shoryu (really hard to hit, so just low forward).
My bnb is basically cr. jab, stand fierce, low forward xx spiral arrow or low forward ~ RH ~ launcher.
I’m finding the opposite problem, Tagging cammy in doesn’t seem to get as much damage as other characters. Most of the time its stand fierce cannon spike, and maybe on higher ones you can get stand fierce crouch fierce stand strong c spike at best.
It really makes a difference a difference on how you tag your partner in. So in essence Cammy can’t get a lot of damage off of light a dp tag in or a simple ground bounc tag, but those aren’t the optimal times to tag her in imo. Find something that allows her to come in and be attacking a grounded opponent. Ryu’s stand RH and EX Shoryu, Law’s machine gun punch, Akuma’s stand RH, Ken’s Tatsu, Vega’s rolling crystal flash are just a few examples. Be on the lookout for moves that hit multiple times before your point character leaves the battlefield. I believe it is those moves that are the ones you should be going for to get the massive damage Cammy combos.
Hmm yeah I actually hadn’t even thought about that stuff haha. I’ve been so focused on just using Cammy / King that I haven’t considered other combos.
What’s everyone’s opinion on how to pressure wakeups with her in this game? With the slowed down throws, walk up frame traps after a safe jump just aren’t that good anymore. Also I was testing s.RH xx TKCS meaty in some matches, but according to the dive kick chart that’s -1 and that seems about right. I kept getting jabbed out of any followup after that. It’s nice if it actually hits since you can combo afterwards, but it doesn’t seem worth it to me because on block you’re -1 right next to your opponent. With meter that mixup is much better since EXCS is safe on block and combo-able even if you do it high. So s.RH xx jump and EXCS right before you cross up, coupled with actual crossup lk has been working for me well. Also like someone mentioned EXCS is easier to link into after jump cancelling s.RH so that’s a plus too. But yeah, any ideas of better options for wakeup pressure? The AE cross up/non cross up normal dive kick mixup is NOT safe anymore.
Also does anyone have any good ambiguous setups for people that like to forward roll?
Can she actually catch someone out of the roll?
Only thing I can think of that could catch a roll is like… j.HP, Spiral Arrow, Hooligan or (shudder) Spin Knuckle. Oh, I guess if you walk a bit at them and then jump you can make it ambiguous if you’re going to CS, EXCS or do your typical j. LK crossup. That seems to require prediction, though.
My team, which has been slowly getting work (don’t have the game, unfortunately) is Cammy (point) and Balrog (reserve). Sometimes I switch the two around, though… but I have a bit of trouble figuring out what to do on the switch when I bring Cammy in. I’ve settled for just the chain, throwing in a CS, or like st. MP into stuff, but it’s mostly just messing around.
I dunno if this will be use full but in finding cr.LK cr.LP cr.LK>cr.MK>cr.HK>Launcher. A good way just to hit confirm into a launcher/swap over. \
[>=Chain to next move]
but im also finding making my team work a little slow. Im just trying to figure out good Launcher swap overs for both Cammy and Asuka.
I´m using hugo/cammy so far, what I found was that after hugo’s (ex) qcf+kk you can tag in cammy, charge spiral arrow from ex and hit the super for 1 bar, the full combo takes the 3 bars but from a combo from hugo can be masive damage, higher I got was 679 damage doing
hugo: body press, cr.MP xx qcb.LP, cr.MP, ex qcf.KK, tag cammy: charge ex spiral arrow into super.
tested without gems, starting at 100% health against ryu.
I agree. Cammy is more suited as a secondary in the team. On the other hand I think it’s counter productive for sf4 cammy mains to play her in this game.
It screws up all my combo timing switching games.
Also mad salty about slow ass strike. I played an early build of this game. It wasn’t this slow.
Good luck you guys I won’t play her in this game. She’s meh. The only thing I see potentially good is her walk speed and 3f lights.
Lol close hk. Lol. Call me when u get the chance to hit it. Lololololol.
I agree with you. The strike is absurdly slow, and when you compare it to Rufus it makes me really really sad. Also the combo timing is really weird, like it doesn’t feel natural at all. And being jabbed out of close hk sjc cannon strike all day is not fun I thought it’d be like an inbuilt mixup of some kind but nope too slow to do anything.
Pretty much everything about Cammy so far
I’m with you on this…
I did go straight to cammy when I picked up the game over the weekend, but I’m not feeling it. Strikes are bleh imo. I just don’t like how she’s playing so far. I’ll definitely stick with her cause I love cammy, but I’ll probably never put her on point…or just make her on a secondary team. Hopefully the more time I spend on this game, I can find something that works and a solid partner too.
btw, thanks for all the info dafeetlee
i run rufus on point … and im telling u the team is fuckin nasty … cammy is not bad once she gets in … trust she will make the opponent do sumthing stupid … st mp … its legit … and if i get ur character in the corner and u get hit… ur gonna be pissed at the damage u eat… doesnt matter if it starts with cammy or rufus … ur eating 540 … 1 meter… plus she can combo off of ex messiah … yea its 2 bars … but still because when u tag it leaves the opponent grounded because ur not finishing the move … in the corner … ehh imma just put a vid out cause its sooo much swag… she can tag in and dp twice in the corner off of snake strike lol just go do it … its nasty
Team Teknique!
Rufus/Cammy
Does anyone else feel like Cammy’s footsies have suddenly gotten amazing? I dunno, maybe I’ve only played Tekken players or something so far, but I feel like far LK and far MK have huge hitboxes and beat out a lot of stuff.
Cammy and Lili stuff. The goal of this video is to show different combo openings for Lili+Cammy so a lot of the combo’s are similar. All of the combo’s use three bars and do roughly 330-400+ damage.
[media=youtube]10A0QIpnxWE[/media]
Just rewatched the vids posted in the first post… damn her strikes were sooo much faster!! Sigh…
imo, even though CS gotten worse, the trade off is better normals, better links, jc roundhouse, and more damage. i think overall its a better trade. cs is not completely useless, just have to carefully plan when to do it.
I don’t like that she has very little juggle potential. Other characters have moves that bounce characters off the wall, or even allow juggles like ground bounces etc. Cammy doesn’t have anything like that except for EX Spiral Arrow. Ex Spin Knuckle is once again a useless move in this game : (
haha, it feels like the switch from super to AE. Appease the cammy mains with better normals after crippling her cs (joking about that last bit). Compared to rufus though (been experimenting cause you teknique’s post), its almost absurb that they adjusted cs so much from the previous builds. I was like completely thrown of by the hit stun of cs as well…I mean doing even normal cs, nevermind tkcs, requires at least some movement of the stick, whereas rufus just points and hits a button >.<
I’m also a bit peeved at the lack of juggle potential. I’ve more or less decided to just use cammy’s mobility to get in and then tag out to my main bread winner. They should take out spin knuckle and give cammy normal health lol, soo much more useful.
but yeah, I wish they tweaked cammy to a bit more like a full rushdown character. just imagining what cammy/rufus could be blows my mind =) I also flipped when I realized you could excs out of hooligan xD I remember all that talk from SFIV stuff…was someone listening in??
let’s see them vids teknique <3