View Full Version : Cammy Guide (K, C grooves)
Burghy
09-11-2003, 03:07 AM
Hi! Now I write stuff about Cammy. ok
Here's the outline and then I'll take billions of years to fill it all in.
1. Overview
2. Scrub Cammy Play
3. Normals
4. Specials/Supers
5. General strategy
5a. Zoning/footsies
5b. Mixups
5c. Air/ground game
5d. Basic combos
6. Specific vs. match-ups
6a. Blanka
6b. Sagat
6c. Sakura
6d. Bison
6e. Cammy
Burghy
09-12-2003, 01:25 AM
Overview
Cammy is probably the scrubbiest top tier character. She has superb normals with no recovery, easy pressure strings, easier combos, the easiest super combo in the game, air throws, and a crappy roll.
Use Cammy if:
- You want to win
- You want to win without using much effort
- You want to win without using much effort and can't do repeated DP CCs
- You want to piss other people off
Cammy can play zoning and rushdown equally well. Her weaknesses are that she can't take much damage (and therefore shouldn't trade much, unlike Sagat or Blanka) and her normal jump is one of the slower ones in the game. Oh and she has a bad roll.
Burghy
09-12-2003, 01:31 AM
Scrub Cammy play
First off, if you want to be good with Cammy, it helps knowing how scrub Cammy is played. This serves two purposes: it acquaints you with some of her useful moves, and it shows you what to look out for and how to vary your patterns.
Here's the Scrub Cammy Pressure String (SCPS for short):
(optional crossup lk), close hp, low mk -> lk spiral arrow, lk cannon spike, lk cannon spike... repeat
If you're playing against losers and want them off the machine as quickly as possible, you can just do this thing every round and probably OCV them. So it helps to learn this to save yourself time and energy.
Why does this work? Let's go through each move in turn and see where the vulnerabilities are.
Firstly, the crossup lk. Cammy's jump lk has ungodly priority and stays out forever (more in the 'normals' section). After crossup then the close hp hits. This is bar none the best normal in the game, and there's no gap between this and the low mk.
The low mk -> lk spiral arrow is something you will be using occasionally because it's not entirely safe. For the moment, though, observe what happens here because this is representative of Cammy. There is a tiny gap between these moves where you can DP her out of it, however, most people will either block or mess up their timing on it. Then the two cannon spikes at the end punish any attempted retaliation.
Cammy has a lot of these strings which don't combo but only have a small amount of 'empty' time in between. (an example is close hp, far hp, far hk) Against good players, you won't be able to use these much because they will be punished almost every time.
Anyway, that's how the scrub Cammy is played. It's not a bad template at all. The following sections will show you how to improve upon this template and turn Cammy into a cheap annoying character whom your opponents will fear even more than Blanka!
Burghy
09-14-2003, 06:46 AM
Normals
Cammy has the best set of normals in the game. Let's begin!
Throws
Cammy has two ground throws and two air throws. For both, the kick throw leaves you in a better position after the throw.
After a punch throw on a ground, you do not recover from the throw in time to punish a safe fall. After a kick throw on the ground, you can run/dash and do a roundhouse kick. We prefer to use the kick throw for this reason. If you're lazy though you will sometimes still get the punch throw when you're going for an ambiguous close fierce/throw thing. In this case, just run/dash up and continue the pressure as you would normally.
Cammy's air throws are roughly equivalent in usage but the kick throw is better because if you miss, you get jump roundhouse which is a better overall attack than jump fierce. Not much else to say about this move.
Punches
Cammy has good punches. For convenience, LP = jab, MP = strong, and HP = fierce.
Jumping: The only jump punch you'll occasionally be using is the fierce punch. It stays out longer than a normal heavy attack will stay out and also has the same motion as a punch throw. It's your most damage jump attack as well so you can use this to punish dizzied opponents.
Good when used on a hop because you maintain frame advantage afterwards, and you can combo to L3 super on reaction if it hits.
Crouching: crouching MP is an insanely good move. It's used in her bread and butter combo (cr mp, cr mk -> spiral arrow) and it gives you much frame advantage afterwards. In a run groove you can do repeated run cr MP to do some guard crushing. It comes out fast, too. It stuffs many things in a similar way to Sagat or Ryu's cr MP moves.
Crouch HP is a mediocre anti-air and is super cancellable. I don't use this move much at all but some people seem to like it. Can't recommend it as Cammy has other normals which are better.
Standing (close): Cammy's close LP can be used to set up the standard whiff throws (e.g. crossup LK, st LP, throw or cr LK, st LP throw). No use otherwise.
Close MP is an uppercut move. Can hit crossups but if on the ground, don't use it as it leaves you at frame disadvantage. I prefer close HK for anti-crossup purposes, so I never use this.
Close HP is Cammy's best normal move bar none. This is a punch that gives you three gazilliona frames. You can do anything after this move.
Basically this is your standard in-close game to stuff whatever they want to do with the huge threat potential the punch has. Then after you have them whimpering and cowering before your close HP you can do the other mixups.
Standing (far): Only useful one is far HP. The first part does 1000 damage and is cancellable, the tip of the punch does 1100 and isn't. Another move with insanely high priority. Do this in preference to st roundhouse if you're at that range, because it gives you lots more frame advantage. Also, you can do the level 3 link with this move as you could with your close HP. Scary! Stuffs jumps that are starting more often, too. Highly recommended.
Kicks
Cammy has good kicks. Maybe those boots are special high-priority boots or something.
Jumping: Jump LK is a good move. You want to do this almost always when you jump. It will stuff absolutley everything for air-air and outprioritizes an insane amount of things on the ground.
It also crosses up. The tip of the boot has the most priority but the whole leg has great priority. Just do it a lot. A great move for hops/small jumps, too.
Jump HK is good air-air that is more damaging than jump LK. It also shares the motion with kick throw. So if you're sure they will jump, do this move instead for the extra damage.
Crouching: crouch LK is like every other cr LK in the game. Three of these will combo into super. A useful combo to practice to add extra sting to your Cammy.
Crouch MK is another great poke that hits low and reaches far and is cancellable. This is another move that makes up the basis of Cammy's poke game. Many people can't do much against this move and the companion st MK. You recover in time to punish rolls, so against those people just do this all you want. Not sure about the frame advantage but it's somewhere around even, I think.
Crouch HK is a sweep. Boring
Standing (close): close HK is a double-boot to the sky. Good against some crossups. Also if you're against an annoying C groove back-jump in corner type of player, dash/run in and do this and it'll kick them every time.
Standing (far): st MK is another insanely prioritized kick move. It comes out really quickly and retracts quickly. Have no hesitation in throwing out millions of these as it's safe if blocked/rolled. Stuffs jumps that are coming out, too, because of the angle. No one can duck this move.
St HK is another of Cammy's insanely good normals. Use in the same way you'd use Sagat's cr HP. However, in addition, it also seems to be a good anti-air in the vein of Vega's cr HP, let them land on your boot. Many characters (e.g. Sagat) have no jump attack that will hit Cammy at some jump angles.
Also super-cancellable. If you have fast fingers, you can train yourself to cancel into super after you see whether it hits or not. Also links from a close HP.
Can be punished if rolled. However, don't let that discourage you from throwing out this kick as much as you want because it controls space superbly.
50mOrEcEnTz
09-14-2003, 09:02 AM
cammy's fp throw has HELLA range man...screw punishing safe falls...thats like using dahlsim's kick throw instead of noogie...
Archer
09-16-2003, 12:23 AM
That's good stuff, Burghy. Keep it comin'. Thanks.
- Archer
Burghy
09-16-2003, 04:51 AM
Specials/Supers
Luckily, this section will be short because Cammy only has two super moves and two special moves.
Specials
Cannon spike - dp+K
This move is useful. You should use it a lot.
All versions have similar priority but the dp+LK version is safer than the others and the difference between moves is only 100 damage points. Unfortunately the dp+LK can sometimes be punished after a successful air JD, it depends on if the other guy has a far-reaching horizontal move.
Wait until as late as possible to kick them out of the air, otherwise you'll trade and/or get the crappy damage part of the move.
Doesn't work too well against Sagat's jump HK but I'll explain how to own Mr. Sagat in the vs section. Against almost all other characters this is your basic anti-air.
You can also use for punishing pokes. If you're playing against a scrub, usually they will be too slow when punishing this move and you can hit them with another one afterwards. Ahahaha! How scrubby. Anyway think of this as punishable (because it is, if your opponent knows what he's doing) and don't stick it out at random.
Siu a.k.a cannon strike (qcb+K in air)
This move is great because it changes your jump arc and has high priority. Does 800 damage or so. It has piteously little stun time whether hit or blocked so if you hit their head with it expect to get DPed. If you hit their foot, you can combo from it.
When I'm not paying attention or playing scrubs, I like to do a cannon strik that hits their chest and then do dp+K immediately to catch their mis-timed retaliation! Ha ha! I'm so skilled. Anyway, I don't recommend doing that.
However, a blocked foot-kicking cannon strike is something you will like because it gets you into Cammy's optimal range. You should try to do this. Also an elementary mix-up is foot-kick cannon strike to close HP, or whiffed cannon strike to punch throw. The different strenghts vary the angle so you can go nuts with this when you know Cammy sufficiently well.
Spio Aro (qcf+K)
This move should only be used in combos or very, very rarely you can do a max range cr MK -> qcf+LK. Not recommended though. Never stick this move out on its own, it's a sign of desperation.
Also some crazy people have been saying you can RC this and use it as an anti-air. More power to you if you do that, but with non-RC spiral arrow being a poor anti-air and Cammy's roll being so vulnerable, I'd say you must have at least 80-90% RC consistency before you try this.
Rolling thing (db, qcf, uf + P)
Never use this.
Hop punch (hcb+P)
Never use this. No, seriously. It's safe if blocked and you can tag on a super in the corner if it hits. But if you can get this thing to hit, this means that you're playing some loser scrub. Therefore, you could win without any effort at all just doing the scrub technique I mentioned above.
Supers
Spin Dive Smasher (qcfx2+K)
Never use at level 1.
You can combo this from a billion things, and you should use it only in combos. I see I have a basic combos section later, so it can wait until then!
Ok an exception to comboing from basic things is an absolutely guaranteed hit. For example if Ryu does cr MK -> hadoken you kick his ass between the hits. But generally, save it for combos because having meter makes Cammy scary.
For your interest, here's a partial list of things Cammy can punish with a L3 spin dive smasher:
Hibiki any qcf+P, hit or blocked
M. Bison L3 kicky super
E. Honda headbutt blocked on ground
Yamazaki snake arm at any range, hit or blocked
Ryu hurricane kick super (the other super punishes too so just spaz in one direction)
Vega cr. MP/cr. HP
Shoto cr HK, Geese cr HK
Blanka direct lightning super, any level
Eagle hcf+K, any strength
In K groove you can run your fingers over all three kick buttons to get more kick inputs and more likelihood of reversal timing.
If you're in K groove, don't worry about your meter running out and having to spaz your super. You should aim to guard crush and then combo into super, instead of being like some hyper monkey eating billions of scissors. (Ow! These scissors make my monkey throat hurt!)
Targeto Brulee (qcbx2+K)
The real name is Reverse Shaft Breaker, which sounds thoroughly disgusting so I won't use it.
Use this move only if they are horrendously predictable with their jumping, and only at level 3. Otherwise, stick with the other super.
Misc: against really tall characters such as Sagat, a level 1 blocked targeto brulee is mostly safe (in the same way as Ryu's hurricane kick super). Since this isn't an S groove guide this info is useless to you.
noodleman
09-17-2003, 07:39 AM
Originally posted by Burghy
Rolling thing (db, qcf, uf + P)
Never use this.
I disagree about this...you shouldn't use this move all the time, but there are chances to catch people off guard, since you can throw from it.
What i do sometimes after knock down is other than the close fp, far fp, hk block string, is to go close fp, far fp xx rolling thing with fp...and depending on how your opponents reacts....
a) they where expecting rh, so they block, then you throw them
b) if they look like they going to try and retaliate, switch it to the dive kick, then continue with block strings
c) do nothing if you did the lp version and land for a safe trip (though this doesn't happen very often)
you can also mix up the distance with different punchs, with lp version being easy to dive kick right in front of them for more pressure/throw
This move you can probrably catch your opponent off guard a couple of times in the match
edit: you got alot of good stuff here, thanks!
HoneyBBQGrundle
09-19-2003, 08:20 PM
Tonight I traded a close st hp with something from Ken(not sure what move), and was still able to combo into super. I don't know if this is common knowledge or works every time but i haven't seen it before so I thought I'd mention that. Also her TK punch move is far from useless and against certain people cannon drill should be abused.
rObOtNiK
09-19-2003, 11:04 PM
BBQ, it depends on what you trade WITH, if you recover from hit stun before your opponent does. that is, if the FP gives more hit stun then whatever you traded with then you may be able to combo a super, because you finish reeling from their hit but theyre still in hit stun so you can hit them again. so it probably isn't "consistent" unless youre up against some idiot who does only 1 move all game.
HoneyBBQGrundle
09-20-2003, 07:57 AM
Yeah I know that but I can't think of many moves with longer hit stun than Cammy's st hp, and since the super comes out so fast it seems like it would work more often than not. However, since her hp has so much priority it doesn't seem to trade with too many things.
SSJGogeta
09-20-2003, 11:40 PM
but wait everyone is forgetting reverse spin punchy move goes through fireballs (i find useful VS shotos and Guile)!!!!!!!!!! and has slight invincibility on start up!! WTF never use Hooligan combo???? that's the most retarded thing i've ever heard. i've never seen a great or good cammy that doesnt use it. It's insanely good for mix ups. St fp cr mkXX fierce hooligan combo can grab, or cancel into dive kick which hits foot then leads more pressure or combo. Also after comboed or hit spiral arrow fierce hooligan combo after you recover, and it grabs all attempted safe falls and you can cancel into cannon strike and it crosses up tactical recoveries or normal recovery. AMAZING. i see that in your sig you use c cammy. Combo into lvl2 spin drive samsher wiff cannon strike cancel DEEP st fpXXfierce hooligan combo. They get hit the frame they come out of hit stun for extra damage. Along with her corpse hops her hooligan combo is big part of mixup game. Peace.
K-Cammy: Power of d.MP
You all know how Chun-li is considered a top character because of her whiff punishing ability right? All Chun has to do it stay just outside the range of the opponent's most likely to be used poke. If the opponent whiffs, Chun presses s.MP and counter hits the opponents limb as they bring it back. Chun gets like +9 and has plenty of time to cancel into her kick super before the opponent's hit stun wears off. Cammy has the same ability. Only her's gives you an even bigger window to attack and, if you're in K-groove, a whole lot scarier.
Pick computer Ryu. Have him do repeated d.MK's and set him to "All Guard " as well. Now with K-Cammy, stand just outside the range of Ryu's attack. After Ryu's kick comes out and whiffs, press d.MP with Cammy. Notice you just hit Ryu's limb from like half screen away? Also note that since you just scored a counter hit, Cammy is now at like +12 or something ridiculous like that. Plenty of time to LINK an instant level 3 afterwards. A Chun player has to CANCEL into her super on the last frames when they do this with s.MP. The Cammy player on the other hand, can punish the whiffed limb, take a ten minute horse porn break, then come back and do the level 3 for it to all combo.
d.MP is for punishing those low and mid pokes (Chun-li's ahem...), s.HP and s.HK for everything else. With s.HP you can link the super. With s.HK, you have to use it like Chun's s.MP.
Conclusion? Practice your Cammy jiggling! Everytime I press d.MP, low jump HK, s.HP, far s.HP. or s.HK I'm always buffering in a qcf, qcf motion now. If I see my attack connect, all I have to do is double tap HK and I'll link (or cancel in s.HK 's case) a free raged super everytime. Cammy gets MAJOR frames on every counter hit. There's no reason for a player not to link the level three afterwards everytime it's so freakin easy. Cammy is the true scrub character... :lol: :lol:
SSJGogeta
09-21-2003, 02:36 AM
Originally posted by kcxj
K-Cammy: Power of d.MP
Cammy is the true scrub character... :lol: :lol:
Indeed totally scrubby.
Burghy
09-22-2003, 06:32 AM
Replies have been noted and valid contributions will be included in revision after the guide has been completed along with proper credit. Thank you.
I've been playing Cammy for like 3 days now. Or whenever Burghy started this thread... I forget. Anyway, here's some more stuff I found.
Useful Combos:
These were all practiced and used in versus with K-groove if it matters...
d.MP, far s.HP, link level 3
No point ever canceling the far s.HP. Linking the super afterwards does just as much damage without the risk of not knowing whether your moves are hitting or not. Linking after the d.MP is fast. 2x tap your buttons
d.LP, close s.HP, link level 3
Same idea as the first combo. Jab comes out quicker than a strong punch, so at certain times this is the better option up close. Linking after the d.LP is normal speed.
far s.HK xx level 3
Always buffer in a qcf, qcf motion anytime you press this button. If you get a counter hit, you have plenty of time to react and cancel into super that way. It's even easier than Chun's. If you're a decent Cammy player, there's not reason you should ever mess this up.
close s.HP, far s.HK xx level 3
Simply an exercise in linking after a close s.HP. Link timing is slow. 2x tap this for sure.
d.MP, d.MP xx qcf+K
I like this better as a bnb combo than the d.MK one actually. d.MK and d.MP both do the same damage. d.MK hits low, but nevertheless, I still like d.MP better. d.MP give you much longer time to react to see whether your attacks are hitting or not, and as a result, whether or not to finish your combo. With the same idea in mind, if the opponent blocks, I would much rather be making him block d.MP, d.MP than d.MP, d.MK. d.MP gives you like +6, letting you do whatever you want afterwards. d.MK leaves you at even frames. See the math? d.MP is better in my opinion.
d.LK, d.LP, d.MK xx level 3
Hey, I'm cool like Ryu.
close s.HP, far s.MP
This is good against the big guys. You're left at even frames, whereas s.HK would leave you at negative something.
justcusimasian
09-23-2003, 09:53 AM
Great stuff, it's nice to see that people are playing Cammy again, no matter how scrubby she is. I just added Cammy to my K team and have a few questions.
- My current K team is Honda, Geese 2, Cammy. Should Cammy get the r2 instead of Geese?
-I have seen and heard alot about Cannon Strike(the dive kick)xxL3 Reverse Shaft Breaker as a safe block string. Obviously I wouldn't abuse it since it uses a L3, but for chip or GC damage. Is it that safe?
thanks
jreinert13
09-23-2003, 10:28 AM
Thats the worst block string I've ever heard....
Saying you should combo Cammy's S.Roundhouse XX Super everytime it hits on reaction is essentially saying you should combo every poke in the game into super everytime...it's definetly not a slow cancel...
just use it like Sagat's S Fierce.
Stay just outside Cammy's S.Roundhouse range. Press roundhouse XX QCFx2 + Roundhouse...if they don't move forward you wiff a roundhouse(super won't come out because you can't cancel a wiffed move) if they walk into the roundhouse or press a button they aren't blocking and will get hit(unless the S.roundhouse loses to a the poke...which never happens) by the roundhouse XX super.
unfortunately, like Sagat's S Fierce, if they jump they get hit by the roundhouse and you miss the super....so you have to learn how to see them jumping before the roundhouse hits...
**so another thing you should always be doing when attempting S.Roundhouse xx super is watch what your opponent is doing as your roundhouse is coming out, which allows you to react better
justcusimasian
09-23-2003, 11:28 AM
Dude do you mean me or kcxj? Because I didn't say anything about a s.HK.
SSJGogeta
09-23-2003, 03:30 PM
Originally posted by jreinert13
Thats the worst block string I've ever heard....
Saying you should combo Cammy's S.Roundhouse XX Super everytime it hits on reaction is essentially saying you should combo every poke in the game into super everytime...it's definetly not a slow cancel...
just use it like Sagat's S Fierce.
Stay just outside Cammy's S.Roundhouse range. Press roundhouse XX QCFx2 + Roundhouse...if they don't move forward you wiff a roundhouse(super won't come out because you can't cancel a wiffed move) if they walk into the roundhouse or press a button they aren't blocking and will get hit(unless the S.roundhouse loses to a the poke...which never happens) by the roundhouse XX super.
unfortunately, like Sagat's S Fierce, if they jump they get hit by the roundhouse and you miss the super....so you have to learn how to see them jumping before the roundhouse hits...
**so another thing you should always be doing when attempting S.Roundhouse xx super is watch what your opponent is doing as your roundhouse is coming out, which allows you to react better
Did you even read what KCXJ said? Just do empty qcfx2 every time you hit the fierce kick button and if it hits and they don't block, super. EVERY other normal doesnt have the range cammys st RH chun lis st mp and sagat fierce has! Thats why this is very effective. And top decent players use this as a large advantage. I don't think I EVER saw INO miss a chun li st mp or cammy st RH into super EVEN ON AMERICAN STICKS!. I find it easier to do the motion actually if your walking backwards as well. So zone your opponent by walking out of their range and then throwing out the attackxx super. I find this works very well and the motion is easier to do.
Burghy
09-23-2003, 04:19 PM
Also could I ask you guys to delete all these posts once I'm finished with the guide and then repost them at the end?
I'd like it as one complete set of posts with comments further on. Thanks
Actually I'll create a few blank posts now, I guess.
Originally posted by jreinert13
Thats the worst block string I've ever heard....
Saying you should combo Cammy's S.Roundhouse XX Super everytime it hits on reaction is essentially saying you should combo every poke in the game into super everytime...it's definetly not a slow cancel... *snip*
Read my post again please. I said the s.HP, s.HK link is slow. The s.HK xx super is a normal speed cancel. You've been smoking too much if you're trying to say canceling s.HK into super is not practical though.
I can do it easily. The whole reason I wrote it down in the first place is after watching the Japanese play Cammy so much. I don't think I've ever seen them miss a s.HK xx super. Ricky Ortiz does it no problem either. The secret is to double tap your buttons... but if you don't want to listen then oh well.
jreinert13
09-23-2003, 09:16 PM
listen if you're saying S.Roundhouse XX super is a regular cancel then I have no business talking to you, no matter how drunk I am right now. Yes it's easy to do...but its definetly not something you time on reaction, and it's definetly not slow in comparison to most cancels in this game...I've seen Ricky videos(that's all I can judge by, never seen him in real life) and he ALWAYS punishes wiffed pokes with S.roundhouse XX super...but that's completely different. Same with Ino I have a bunch of vids with him and it's always punishing wiffed pokes, jding into S.RK->super or using the method I mentioned...and yes I've seen a raged Ino Cammy hit with roundhouse and not super......
I read kcxj's post and no one I've seen does that shiet on reaction everytime. Yes it's a practicle cancel but in no way are you cancelling that shiet on reaction everytime, this is just my opinion..maybe I'm wrong, I don't care.
peeps can't even S.Strong XX super with Chun on reaction everytime and thats a slower cancel(EDIT: especially slower when using the the buffer techinique). There's Chun's buffer technique where you can time the cancel to only work if it's hits and there's punishing wiffed moves.....but noone is doing that on reaction to every hit.
btw justcauseimasian I was refering to you regarding the canon strike into lvl3 as the worst 'safe' poke string ever...I don't think anyone will argue that.
fuck maybe I'm just completely wrong...whatever.....
:lol: :lol: :lol:
Posting while drunk is top tier. Ok, I've had my fun here. Everybody delete their posts once Burghy finishes writing up his guide ok? Srk might actually turn into something useful at this rate.
justcusimasian
09-25-2003, 09:48 AM
Well about the Cannon Strike block string I didn't say it was something to be abused. It is a desperation string for chip/GC that's pretty much exclusive to K-Cammy at the end of rage. Don't use it if you don't want to, I'm just saying it's a safe way to chip, and I had heard about it being abused in tourneys(can't remember who it wa).
Gwai Lo ½
09-25-2003, 09:51 AM
Originally posted by justcusimasian
Well about the Cannon Strike block string I didn't say it was something to be abused. It is a desperation string for chip/GC that's pretty much exclusive to K-Cammy at the end of rage. Don't use it if you don't want to, I'm just saying it's a safe way to chip, and I had heard about it being abused in tourneys(can't remember who it wa).
the only way this MAY be a safe way to chip is it will kill them... otherwise there is no way this is safe. It will lead to you losing a lot of life.
Binarystar
09-25-2003, 10:18 AM
you can do lvl 1 canon up kick super thingy on blanka and it's safe I think. cause on the way down u cross them up funny but u on the same side..it pretty random I think
Dont listen to me try it outs!!!! It's not 100% for obvious reason but it still cool cause i said so.
Burghy
09-25-2003, 04:46 PM
Did you guys even read my special/super move section?
ok next section should be going up tomorrow.
Originally posted by Burghy
Did you guys even read my special/super move section?
I like how you're just figuring out now that not only is this forum practically unmoderated, but half the people here haven't passed the second grade either (ie. they don't know how to read)... :lol:
Binarystar
09-25-2003, 06:15 PM
if u are referring to me i was pointing out cuzimasian guy out that doing it with lvl 3 is not a great idea...
jreinert13
09-26-2003, 12:26 AM
Sam maybe he was referring to me...
I'm just posting because of S.RoundhouseXXsuper on reaction to every hit seems impossible, and after a counter hit doesn't make any sense..unless counter hits extend the cancelable frames in a normal???? I never heard of/noticed that
Otherwise, the only way a counter hit would be relevant is if the super was linked but Kcxj specifically said "or cancel in S.HK's case" followed by "If you get a counter hit, you have plenty of time to react and cancel into super that way.....If you're a decent Cammy player, there's not( :lol: ) reason you should ever mess this up"
So I guess my question is: do counter hits extend cancelable frames?? :wtf: I thought it just extended stun time..
or and as to "don't know how to read". Honestly I only skimmed through Burghy's post. So unless what I said above is true or Burghy said "every other post, besides mine, is nonsense" I guess I'm missing something
Everytime I post in this thread I'm hammered..wtf
Originally posted by kcxj
far s.HK xx level 3
Always buffer in a qcf, qcf motion anytime you press this button.
jreinert13: I dont think the kcxj said anything about S.RH XXsuper on reaction. correct me if im wrong but what i think he meant was that if you input the motions everytime you hit a s.rh you will have plenty of time to react if you land it because the motions have already been put in.
He insists that I keep trying to say s.HK xx super is a slow cancel. It's not. If he wasn't piss soused everytime he read this thread then he would realize I wrote that s.HP, s.HK is a slow LINK. It was my misfortune of writing one right below the other that's the cause of this hilarious confusion. Anyway, you can't link a super from s.HK and dude... my hands are like... huge.... :eek: :eek: :confused:
jreinert13
09-26-2003, 11:49 PM
Why are you guys repeating the same shiet again...
I KNOW he said input the QCFx2 everytime you hit S.Roundhouse, but he is still telling people to land the super on reaction to the hit. We'll just ignore the reference to a counter hit(which you guys already seemed to conveniently do)
IF you are cancelling that shiet on every hit(and yes I know you are always doing the QCfx2 motion.......), you'd be doing that with about 10000 other pokes in this game..and would be a C Groove god...
Kcxj, you think you puting S.HKxxlvl 3 above S.HP, S.HK xx lvl 3 caused this confusion? :wtf:
the reason I mentioned 'not a slow cancel' is because you're talking about S.Hkxxlvl3 on every hit, which would only be possible if it were a slow cancel imo.
I'll admit that
1) I normally play on a faster speed than default(although I know what default speed is like)
2)I'm hammered again(going on 6 days straight... dear god), which is making me think twice about what I write...even though it really seems like I shouldn't be.
btw if I'm coming across as an asshole, I'm not trying to be...
EDIT: Oh and obviously you can't link S.Hk->super....I only made reference to that because you specifically said 'counter hit', which would only be pertinent towards linking the super. I know it's not possible, that's my entire point.
and Sage after the first phrase in your post...you proceeded to basically condradict yourself :wtf:
Gwai Lo ½
09-27-2003, 12:35 AM
Originally posted by kcxj
Useful Combos:
far s.HK xx level 3
...
If you get a counter hit, you have plenty of time to react and cancel into super that way. It's even easier than Chun's
So umm.... yea.. then what did you mean by this? if it's easier than chuns... chun is a slow cancel? and i reiterate what jreinert said... how does counter hit affect canceling time?
Burghy
09-27-2003, 04:31 AM
I was reading this book about this architect guy called Howard Roark or something
And then he builds these buildings but people don't like them and deface them but he doesn't mind and stuff
But then later in the story he has these great buildings but they get modified, and he dynamites the whole building!!
Anyway I'm just rambling here and stuff, don't mind me
Burghy
09-27-2003, 04:58 AM
General strategy
Your general strategy with Cammy is: TO BE CHEAP. Ha ha! I am not kidding.
Ok to clarify a bit: Cammy's main strength is her stupidly high priority. This means that many times you are able to press buttons while your opponent will be unable to do this. All of Cammy's good moves also are unpunishable. Imagine that your opponent is some naked guy in a dungeon somewhere who hasn't been fed for days and is skinny and pale. Then he is taken to a room where his hands are tied to the ceiling leaving him hanging from his arms in the middle of the room. Then you enter the room and you have this big stick and he sees you and whimpers and begs for mercy. You then give him stick beatings a lot.
This is sort of what it feels like playing Cammy. Therefore, you must use this to your advantage! Cammy is also a good tournament character because if even if you get nervous and freeze up, you will still be able to land her easier level 3 combos. This will save you during 'clutch' moments.
Anyway, the first thing you want to learn is the maximum ranges of these moves: st HP, st HK, st MK, cr MP, cr MK. Next, if you're in C groove, you want to learn the exact length and duration of her dash. In K groove, you want to learn her run speed and to cancel runs with cr LK, and then learn when to stick out a poke during a run and have it hit at maximum range. Then learn Cammy's jump arc and the speed of her jump, and where you can jump from to get a crossup (this is easy). You must also learn the exact range of her jump LK, jump HK and air throw and be prepared to use either one on reaction.
Next learn her maximum throw range. Unless I am mistaken both throws have the same range (although I could be CRAZY!) Learn at what distance st HP turns into close HP. Then memorize for which characters crossup LK, close HP, cr MK -> HK spiral arrow combos.
If in C groove, learn Cammy's quickest meter-building method (qcb, ub+HP/HK - kara-cancelled tiger knee cannon strike) and when to use it. Learn how to punish rolls with close HP into ouchies.
This is about it for basics! After learning these you may even want to skip the rest of the strategy section and figure things out yourself. Would be a waste of effort when I've kindly written a lot of stuff below which you could get useful information from, though.
*kara-cancel HP -> cannon strike for meter building trick courtesy of kcxj
Zoning/footsies
As mentioned above, learn Cammy's four ground pokes (st HP, st HK, st MK, cr MK) and her 'meaty' punch thingy that some characters like Ryu and Kyo and Sagat have and that always seem to be cr MP. You can use st HP, st MK and cr MK with wild abandon and no one except the fastest rollers will be able to punish. st HK is vulnerable if rolled so don't go so crazy with this thing although you will be surprised at how much you can do this (if you are able to make them scared to roll).
Against some characters, you can do these moves slightly *outside* of their range, making it intentionally whiff. Most characters's pokes will move the character forward slightly before the attack comes out, so if they try to punish at that range, they will move into your attack and get counter hit for their troubles.
st HP, st HK and st MK are all good for tagging people out of jumps. So if you have them in the corner and are beating them with sticks and anticipate them trying to jump out, you can use these more to keep them in the corner.
Using spiral arrow randomly as a poke is a sign of desperation. Don't do this. If you're losing poke wars with Cammy leave the machine and never play CvS2 again. Many people also do max range cr MK -> LK spiral arrow as a poke. I recommend that you learn the range at which the spiral arrow will be safe, and then promptly forget about doing this except against scrubs. Against good K and P groovers this will get you completely killed and you risk eating a level 3 or CC against other viable grooves. There's enough time for your opponent to see if you cancelled into the spiral arrow or not before punishing your folly.
In K groove, low jump HP, low jump HK and low jump LK are all good options to use as pokes. low jump HP and low jump HK are safe if blocked and if you are raged, you also have enough time to see if it hits before doing super. God Cammy is so scrubby
Against sucky characters this is all you need to win.
5b. Mixups
What you say!!
5c. Air/ground game
What you say!!
5d. Basic combos
What you say!!
Shut up. I'm not talking to anybody here anymore.
jreinert13
09-28-2003, 12:59 AM
..... :lol:
Burghy
09-28-2003, 05:30 AM
ok guys I need the following information before I do some sections.
1. Is far HP linkable into level 2 or only level 3 super?
2. Is cr LP cr MK a viable link? I have no dreamcast but I recall trying that and finding it never linked.
3. Does RC spiral arrow work as anti-air against Sagat? Apart from a very specific range at which st HK hits Sagta clean, all other angles trade for me for all anti-airs.
I can't test this out because a) I don't have a DC at the moment and b) I can't RC for crap which is why I use Cammy and Sagat and not A-Sak/Bison/Blanka.
4. If you don't have a level 3, what do you do in C groove against an Iori that does repeated RC rekkas?
5. cr HP. What sort of angles/people is this a good anti-air against? I was told it's good against Blanka low jump, but I haven't used this move much at all.
jreinert13
09-28-2003, 09:27 AM
1. Yes it is linkable into lvl2 but the timing is much more strict than the lvl 3
2.Cr.lp->Cr.mk is an ok link but imo it's not really a part of her ground game...especially in C Groove. Maybe in a running groove it's useful but I hardly ever use it. Usually I only do her Jabs up close and always link s.hp after..
3.RC Spiral arrow anti-air works against pretty much every character at the right angle(and is great against P Groove btw). You shouldn't have trouble using Cannon Spike against Sagat(or anyone) just do it deep and you win everytime.
4.You can actually throw Iori out of his RC Rekka pretty easily, if he is just doing them repeatedly...make you sure you learn Cammy's max throw range(which is like half screen).
5.Use C.hp against distanced jump in's and anticipated small jumps. Sometimes its useful to walk under C.Hp anticipated jumps/super jumps
SSJGogeta
09-28-2003, 09:46 AM
Originally posted by Burghy
ok guys I need the following information before I do some sections.
1. Is far HP linkable into level 2 or only level 3 super?
2. Is cr LP cr MK a viable link? I have no dreamcast but I recall trying that and finding it never linked.
3. Does RC spiral arrow work as anti-air against Sagat? Apart from a very specific range at which st HK hits Sagta clean, all other angles trade for me for all anti-airs.
I can't test this out because a) I don't have a DC at the moment and b) I can't RC for crap which is why I use Cammy and Sagat and not A-Sak/Bison/Blanka.
4. If you don't have a level 3, what do you do in C groove against an Iori that does repeated RC rekkas?
5. cr HP. What sort of angles/people is this a good anti-air against? I was told it's good against Blanka low jump, but I haven't used this move much at all.
1. Any LEVEL
2. YES I usually link crshort crjab cr forwardXX super after I jump nothing low jump or I cr jabx2 cr strong into spiral arrow. This works real well after corpse hops.
3. YES. But hard timing somewhat I recommend cannon spike.
what are you trading with? From like more than like half screen you'll trade with a jumping fierce kick. but anything within that range you'll hit clean with a st fierce kick. i like doing a deep st roundhouse as anti air and then canceling into a level 2 or 3 anti air super. it combos off the anti air close RH kick.
4. PRAY or RC back or throw him on start up if he's cornering you.
5. Just USE St roundhouse for low jumps don't know about cr fierce the only time I use it is welll never...... ....... after more test s..... its hard to judge or predict low jumps. most blankas and sagat hit clean if theyre in the right range. theyre too many variables to take into considerations..... some times it doesnt hurt to just block them. But if you in dire straight go ST rh!!
Alphastorm
10-01-2003, 12:31 PM
Hmm...
For those of you that uses the hooligan(2369+p):
You can cancel her lvl2 (either super) with 214+k(air), land, s.fierce(hits them when they are in the air) xx hooligan mixups. I don't like using that move either but that is the only time I would use it.
Random stuff:
I never stop my runs with a c.short. I always use s.jab so I can go into throws when I wiff it.
Her crossup j.short, s.fierce is an easier link when they are crouching.
I don't like her c.fierce as anti air. Why not use the dp+kick??
Also, I have never seen anyone in RL or in vids use s.fwd ever.
SSJGogeta
10-01-2003, 02:49 PM
Originally posted by Alphastorm
Hmm...
For those of you that uses the hooligan(2369+p):
You can cancel her lvl2 (either super) with 214+k(air), land, s.fierce(hits them when they are in the air) xx hooligan mixups. I don't like using that move either but that is the only time I would use it.
hehe how dare you steal my combo!!! LOL I posted that earlier in this thread btw. Cr Short hits low and you can combo off that. I like to mix up cr jab cr short in rush down. St mk is good because it has pretty good priority is fast and has range. Helps keep opponent pinned down. Its like Chunlis st mp but you can't cancel a special off the end of it, but its faster and has faster recovery than chunlis.
Alphastorm
10-01-2003, 08:12 PM
Sorry, I don't have time to read the whole thread. I only skimmed it. Can s.mk cancel into super? If s.mk is that good, how come I never see anyone use it?
And I'm not saying I don't use c.short. I said I use s.jab to stop my run.
SSJGogeta
10-02-2003, 06:55 PM
LOL I was just joking about the combo.
Yeah it can be canceled into any level super at any point of the normal. Ummm well ... She has ST RH which people like to whore out ALOT. People commonly overlook all of her other normals that are good like ST forward. Crouching forward almost has same range and hits low and has about same recovery so that tends to be better choice. I mean ST forward has like 1 pixel or so less range than st RH and has faster startup and recovery. Depends on your style. You can't just rely on whoring out ST rh all day your going to get supered. You gotta mix up the look and feel a bit if you know what I'm saying. Hope any of my educated nonsense helps. LOL
Burghy
10-03-2003, 05:17 AM
ok one more thing I need for my guide
Who must block Cammy's far MP while crouching?
Also, a Sagat question.
YOu know how Sagat vs Sagat, their far HP if you crouch block, you block it. But if you only crouch, you can duck it. Does the same thing happen with Cammy's far MP?
Mummy-B
10-03-2003, 10:17 PM
Cammy is one of the smallest sprites in the game, so I don't think she'd encouter that Sagat vs Sagat situation you just listed. Maybe on crouching Hibiki or something, because she's tiny as hell, but that's the only person I can think of.
Pretty much any sprite larger than the standard (Ryu) will have to block Cammy's far mp even while crouching. So pretty much Sagat, Honda, Raiden, Gief, maybe Blanka (I'm like 90% sure), Yamazaki, and so on.
I'm just posting because of S.RoundhouseXXsuper on reaction to every hit seems impossible, and after a counter hit doesn't make any sense..unless counter hits extend the cancelable frames in a normal???? I never heard of/noticed that
No, counter hits cause more stun damage. Like with Kyo, you can like combo into CC and then juggle with normal combo into a dizzy, but it only works if you land the first jumping hit as a counter hit, because it does more stun. So technically, it gives you like a couple more frames leeway probably, but nothing really noticeable.
Burghy
10-04-2003, 11:50 PM
5b. Mixups
Every character has three basic mix-ups - crossups, high/low, and throws. Cammy excels in throws and is good at high/low mixups, but can't really use crossups as her jump is slow.
You always have to set up your mixup things, or else the other guy will just press fierce punch and BAM you lose momentum and positioning and take a lot of damage. So first off, to set up your positioning, Cammy basically has to make them block a far HP.
That should be easy to do so enough said about that. If you can't even do that then choose a scrubbier character to play. Like Cammy or something.
OK once you
have them where you want, here's a list of convenient moves that hit low: cr MK, cr LK, spiral arrow. These moves hit high: cannon strike, hop LK, hop HK.
Cammy's low jump is rather slow, so it's hard to have high/low like Kyo does. Your main high/low will come from making them habitually block low by liberally using cr MK when they're on the ground. Then, you can get them with tiger knee cannon strikes (do them just as you leave the ground) which needs to be blocked high. Even if they block it you maintain the momentum if you're doing it right.
Anyway there's nothing special to say about the high/low game with Cammy. However, she's really really good with throw setups because her moves have so much priority and most of them link into super, so the opponent will be scared to stick anything out. Probably only Blanka has more throw setups.
Here's a list of the common ones:
whiff tiger knee cannon strike -> either throw or close HP
cr LK (hit or blocked) -> throw or close HP
low jump LK (hit or blocked) -> throw or close HP
close HP (blocked) -> walk forward a bit, throw or close HP. Patented scrub Cammy play!
crossup LK, st LP (whiff), throw
cr LK, st LP (whiff), throw
cr LP, throw mix with cr MP -> combo (cr LP and cr MP have the same animation)
cannon strike (hit or blocked) -> throw or close HP or close LK (more detail later)
The last one deserves a little bit more explanation. Depending on how high you hit with the cannon strike, you can combo afterwards. If you can't, of course, you can immediately throw when you land (the hitstun on the thing is small). You should learn the area where she hits that will lead to either one. If you want to be more advanced, you should learn which strength of kick (they have different angles) will lead to which hit.
Once you knock them down, you can have terrific fun with cannon strike! You can make the cannon strike either hit or whiff, and make it either cross up or not. You don't even have to guess because you can just hold a direction and press HP and then see what's up. Yay go Cammy!
You can also dash over their body for dash crossups. Or dash and then do a cannon strike to crossup again! Or whiff crossup cannon strike into a cr LK combo! Or whatever! Just do a lot of crazy dash or cannon strike things and high/low games. Cammy is sort of like Kyo after a knockdown except not as scary.
Anyway the point is after every cannon strike, cr LK or knockdown, you have advantage. So don't throw it away and pressure them. You can go back to pressing HP and HK once they manage to reset the match.
Alphastorm
10-05-2003, 06:28 AM
Originally posted by Burghy
5b. Mixups
Cammy excels in throws and is good at high/low mixups, but can't really use crossups as her jump is slow.
when you get a knock down it doesn't matter that her jump is slow. You can still crossup short into mind games. And I think her low jump rh has a really long range and gives you plenty of time to combo into super if it hits.
noodleman
10-05-2003, 08:48 AM
Another use of her cross up lk is to mixup the timing for it.
Do it high sometimes to go straight into a throw (becareful, they can throw you back), or do it low to start doing close FP into your regular mixups.
Another mixup that i do sometimes is walk up cr.mk. walk up to the point where they'd have to block rh, and then just hit down+mk at the same time for a practically instant low hit. I get a couple of free hits because people are use to the regular rh whoring and just block high. This is especailly painful if you're raged, since one slip up like that and they'll be eating a lvl3 super.
There's a couple of things you have to watch out about cammy's throws. Her throw range ISN'T larger than anyone elses, it's just that she's thin so that the throw range is longer by proportion.
Lastly, a question. Since throwing is a large part of Cammy's game, what do you recommend doing after a teched throw? I do cr.mk by instinct, which usually trades or gets blocked. Is there anykind of thing you can do other than that?
Gwai Lo ½
10-05-2003, 10:43 AM
Originally posted by noodleman
Her throw range ISN'T larger than anyone elses, it's just that she's thin so that the throw range is longer by proportion.
Then whey can she throw me when im further away, but if i try to throw at same distance i get wiffed move?
noodleman
10-05-2003, 11:03 AM
if you refer to...
http://www.shoryuken.com/games/cvs2/strats/files/throwdata.shtml
you'll see that cammys throw range is like everyone else's...at 52 pixels. i think the difference is that at 52 pixels from the centre of the sprite, so when cammy's 52 pixels hit the opponents sprite for the throw, your opponent's 52 pixels can't reach cammy (cause her sprite is thinner), giving some an advantage.
I guess what i'm trying to say is that we're both partially right. Her throw range is the same number is almost everyone, but since her sprite is thinner, she can throw people before your opponent throws.
jreinert13
10-05-2003, 01:21 PM
Originally posted by Mummy-B
No, counter hits cause more stun damage. Like with Kyo, you can like combo into CC and then juggle with normal combo into a dizzy, but it only works if you land the first jumping hit as a counter hit, because it does more stun. So technically, it gives you like a couple more frames leeway probably, but nothing really noticeable.
I really hate beating this topic to death...
I know counter hits extend stun frames. I was just confused to why a counter hit was relevant to S.Rh XX Super. Since the stun time isn't long enough to link the level 3, you have to still cancel the super for it to combo. So unless the cancelable frames are extended, the extra stun frames mean nothing.
Mummy-B
10-05-2003, 11:11 PM
I was under the impression you could pretty much cancel the stand roundhouse just about anytime after it connects (blocked or not) while it's still in animation sequence. Maybe I'm wrong, I don't do the rh XX super very often.
lucid-d3
10-07-2003, 08:57 PM
mixup:
i don't think this will happen to often in real matches but this looks cool.
after a real close knockdown, lk cannon spike. it's a right/left mixup.
DominicG
10-10-2003, 09:48 AM
I tried this C combo .... HP does not connect. thanks
jreinert13
10-10-2003, 09:57 PM
One thing I discovered while experimenting with Cammy this week was that she can link Cannon Spike after a meaty C.Strong(if this has already been mentioned in this thread sorry). It only seems to work on crouching opponents, It might and probably is possible on standing opponents but if thats so the timing is very strict.
Don't really know how useful this is until I see how easy I can link Cannon Spike on reaction to every hit. If I can get it to about 95+% then I'll probably use it instead of C.Strong->C.Strong->Cannon Arrow
Burghy
10-10-2003, 10:31 PM
but cr strong, cr strong, spiral arrow does more damage than cr strong, cannon spike!
For the C groove level 2 cancel, you have to be fast. thanks
Thanks for flooding this thread with junk and making it unreadable guys :).
Burghy:
Wonderful job writing to people who don't know how to read.
Burghy
10-11-2003, 02:33 AM
Originally posted by kcxj
Wonderful job writing to people who don't know how to read.
:D :D :D :D
I've decided to post everything in a new thread after I have the guide finished. There's too much stuff here to expect everyone to delete their things :)
Although, some of the postings were useful!
Anyway I'm almost onto the character matchups.
Random questions!
1. Am I correct in that C-Cammy basically has no counter to Iori's repeated RC rekka? What's the frame deal on that thing?
2. What can I punish a blocked Mister Bison scissors with apart from super or a single cr LK?
jreinert13
10-11-2003, 08:23 AM
my point was if I could get C.Strong->link Cannon Spike more consistently than C.Strongx2->Cannon Arrow I'd rather use that because if you fuck up either combo you're going to lose a lot of damage.
Bisons short Scissor kick is unpunishable from a certain range against Cammy(besides lvl 3 I think). But if you ever block 2 hits of it, you can punish with C.Forward or S.Strong pretty easily. Scissor kicks shouldn't be much of a problem since Cammy moves around so fast(difficult for Bison to get in that perfect range)
repeated RC Rekkas should not be a problem. At certain ranges you can just throw him right out of the move, especially if you're cornered.
You can easily RC Spiral Arrow him back if you know he's going to do another rekka
you can super jump back(even up I think) then dive kick counter hit into combo
You can lvl 3 QCBx2 K to punish a blocked rekka
and uhh just keep pressing roundhouse...and umm if you see it counter hit just super on reaction, that works too.
Burghy
10-14-2003, 03:04 AM
5d. Basic combos
Here I introduce combos you should know. I list them in the order that you should learn them.
i) cr MP, cr MK -> qcf+K (2700 damage)
This is the most important Cammy combo. The link is easy, but you never want to mess it up. Not much to say here except that at maximum cr MP range, or if you counterpoked with cr MP, the spiral arrow won't combo. At close range it will always combo. Therefore, learn at what distance the thing will combo. Don't embarrass yourself by getting a spiral arrow blocked.
ii) close HP, link qcfx2+HK (?? damage)
This combo is so completely braindead you should get it 100% after practicing for a minute. After the facepunch you have enough time for a cigarette break before you link the super. There are more damaging super combos but I list this because it's your "safety" super combo. Every character needs something you can rely on 100% under pressure, and this is it for Cammy.
I don't know how much damage this does. Please someone give me a CvS2 Dreamcast CD :(
iii) close HP, cr MK -> qcf+HK (?? damage)
This combo connects on certain characters point blank or after a crossup LK. Against them, this should be your basic combo instead of combo i) above. It connects on "fat" characters. The ones I know it will work for sure on are Blanka, E Honda, Zangief, Raiden, and Chang. I do not know if this works on any other people, but it doesn't work on all the other popular characters.
iv) far HP, qcfx2+HK (?? damage)
This link is also really easy but slightly harder than combo ii). There should be no reason you ever have this combo blocked. It links easily. Just remember that far HP recovers quicker than you think it does.
Having this combo down is incredibly useful because it increases Cammy's scare range significantly. This is good. I can get this 100% under pressure on normal speed settings, and I suck at combos, so there is no reason you can't get this too. You can also see if it hits on ground, hits in air, or is blocked first before doing the super.
v) jump HP, close HP -> qcf+MK (?? damage. Or does qcf+HK do more damage? Where are you CVS2 CD?)
This is dizzy punishing or telegraphed fireball punishing combo. It's the most damaging combo Cammy has without a super. Yeah. Not much to say. But you still need to practice this because the jump HP, close HP thing isn't as simple as it looks (you need to do jump HP late).
vi) low jump HP, qcfx2+K (K groove only) (?? damage)
Practice this to add additional scare factor to Angry Cammy. The timing for it is the same as Sagat's low jump HK, super. Then just go nuts with this and be crazy!
vii) cr MP, cr MP -> qcf+K (2700 damage)
This combo is like combo i) above except it needs to be closer. On the other hand, if the second cr MP connects, you are guaranteed the spiral arrow without needing to judge distances. If you're lazy or under pressure, do this combo instead. [Note: I recommend combo i) instead though, because you can get slightly more range from which the full combo connects, and because the cr MK will hit low]
viii) far HK -> qcfx2+HK (?? damage)
This is the combo I wish I could get on reaction. Or even get consistently. Anyway, this will increase Cammy's scare range even further to ridiculous extremes!
Despite what other people say, I think this combo is quite hard to pull off under pressure. Also, you probably need good reactions to see whether it hits first before doing the super (getting a counter hit won't make it easier). You are supposed to press HK, move the qcfx2 joystick motion, and then wait to see if it hits before pressing kick again. This gives you the maximum amount of time to see whether it hits or not.
You should practice this and be able to get it on reaction if you want to be some super good Cammy player. But don't feel bad if you can't because you just need to move in slightly close for far HP range. If you can't get it, use the combo I use:
viii2) far HK -> nothing (1000 damage)
ix) cr MK -> qcfx2+MK/HK (?? damage)
This combo is useful if you can get it consistently. No one can see if it hits and do the super on reaction, don't worry. What this is useful for is, cr MK is Cammy's fastest and furthest reaching normal move (far HK has more range but is slower) so you use it to punish small mistakes or after just defends in K groove. Did Sagat just have a close HP blocked? Oops, cr MK -> super!
x) cr LK x 3 -> qcfx2+MK/HK (?? damage)
This will make your high/low mixup scarier. Empty low jump into this combo! You have enough time to see whether it hits before you do it.
I can't give advice on how to do it because I can't get this combo to work. But I saw some guy do it consistently. I was going to ask him but I felt embarrassed to because I had just OCVed him.
xi) cr MP, st MP -> qcf+HK (?? damage)
I need to check whethe 1 hit qcf+HK does more or less damage than qcf+MK. Anyway, this combo works on Tallguys. So do it against Tallguys. The link is about the same difficult as cr MK link, but the advantage of this is that you have more frame advantage if it is blocked.
xii) cr MP, cr MK -> qcfx2+MK/HK (?? damage)
Yeah! The link gives you loads of time to combo into super. So if you can do combo ix), there's no excuse not to tag on the super every time. Basically Cammy can combo a super from almost anything. Scary!
xiii) After connected qcfx2+MK, cancel air qcb+K (whiff), close HP -> db, qcf, uf+HP, P/K
Any time after you connect a level 2, you should try to do this. Cancel immediately after the last hit into whiff cannon strike. Then you have plenty of time to hit them with close HP and cancel into the rolling Cammy ball for a throw/dive kick mixup. You can vary how late you hit with the close HP too. Play around with this.
Note: Don't do this if they are raged or show indications of being ready with a level 3. This is painful for you.
xiv) close HP, far HP, link qcfx2+HK
The most damaging ground combo against fatguys (e.g. Blanka, E. Honda). The far HP links easily from close HP. Also the far HP does 100 more damage than far HK and the super is much easier to get afterwards.
xv) jump HP, close HP, far HK -> qcfx2+HK
The most damaging combo Cammy has, if they're dizzy and you have lots of meter. Substitute jump HK for jump HP for 100 less damage but more priority and ease of execution.
xvi) air qcb+K, close HP, -> stuff
Hit them at their toes, and the close HP will combo. Then follow with either far HK -> super, or... not.
xvii) cr LP, close HP, link qcfx2+MK
cr LP links easily into close HP. The main use though is this give you an easy to set up throw/fierce guessing game.
This section may be revised in the future when I get some CvS2 Dreamcast CD!
Fake stuff that burghy told me and I actually believed:
"Sagat can duck under another Sagat's far s.HP if he's not blocking."
"d.MP, d.MK xx cannon drill is a better combo because d.MK hits low."
I should take you to McDonald's and smear hot french fries into your face like an abusive parent you liar.
That Sagat thing made me eat s.HP xx super the other day and it sucked.
d.MP, d.MP xx cannon drill is a better combo because it always combos no matter what. If you hit with the d.MP's you're always going to get a guaranteed cannon drill after. With d.MK, you're sometimes pushed to a distance too far away so the drill doesn't combo.
d.MP, cannon spike doesn't link either. d.MP, level three links beautifully though. You can do it from like half screen away if you get a counter hit d.MP.
jreinert13
10-18-2003, 05:28 PM
Originally posted by kcxj
d.MP, cannon spike doesn't link either. d.MP, level three links beautifully though. You can do it from like half screen away if you get a counter hit d.MP.
It does work. Your opponent has to be ducking, thats the only restriction(character become fatter when they duck/their hitboxes extend horizontally). It's not at all dificult either(easier than mp->mp)..completely practical.
I don't know if it works on all characters, but I know it definetly works on Cammy...so I'd imagine it combos on everyone.
Burghy
10-18-2003, 06:16 PM
aha I'm a liar.
I tried that sagat vs sagat thing out and I was wrong after all :)
It only works if Sagat is doing cr hp (he'll duck under the thingy)
Also I said the exact same thing you said in combos i) and vii) so I"m not a liar.
delmari001
10-18-2003, 06:16 PM
loads of info on Cammy...I'm gonna work her into my C-groove Ryo, R2 Joe team. I can't wait to practice with her. keep it comin thanx
Burghy
10-18-2003, 06:45 PM
I'll draw this out re cr mp x 2 spiral arrow and cr mp cr mk spiral arrow.
Okay! Distances.
let "C" represent Cammy and "D" represent the other person.
1. Close range
C________D
At this range, both combos will fully connect! So there's no difference between them.
2. Medium range
C______________D
At this range, the cr mp x 2 combo won't connect because the second cr mp will whiff. But the full cr mp, cr mk, qcf+K combo will connect!
3. Far range
C______________________D
At this range the cr mp x 2 combo won't connect. the cr mp, cr mk qcf+K combo will connect up to cr mk. But then the qcf+K will get blocked and you will eat a huge combo!
4. Max range
C__________________________D
At this range, cr mp x 2 combo won't connect. cr mp, cr mk will connect for two hits. But then qcf+LK will be safe if blocked.
Anyway that's my summary of what ranges you should use the combos!
Alphastorm
10-18-2003, 08:14 PM
For the fierce, fierce xx qcfx2+k super:
I hit fierce, qcf+fierce, qcf+kick. It's much easier imo.
Originally posted by Alphastorm
For the fierce, fierce xx qcfx2+k super:
I hit fierce, qcf+fierce, qcf+kick. It's much easier imo.
No, it's not. I bet you get a lot of standing fierce, ducking HK (blocked) xx nothing too. The whole idea of that combo is to think of the s.HK xx super as one move. Go close and press s.HP. If it hits, great. s.HK xx super after that. If it doesn't hit, don't do s.HK xx super. By breaking down the combo into three individual motions, you're making things needlessly complicated I think. :D
Burghy:
How about listing some more combo setups? You know... crosses up, don't cross up, stuff like that.
Examples: (from CvS1, but works just as great in CvS2)
-after close s.HP xx qcf+HK combo, deep cross up normal jump LK. The cross up LK here hits really, really meaty. It's great. If the opponent likes to safe fall, mix that up with s.HKing them or something.
-close Level 3 Spin Drive Smasher (like for punishing a blocked Joe slide etc...), deep cross up super jump LK.
Alphastorm
10-20-2003, 08:35 AM
Originally posted by kcxj
No, it's not. I bet you get a lot of standing fierce, ducking HK (blocked) xx nothing too. The whole idea of that combo is to think of the s.HK xx super as one move. Go close and press s.HP. If it hits, great. s.HK xx super after that. If it doesn't hit, don't do s.HK xx super. By breaking down the combo into three individual motions, you're making things needlessly complicated I think. :D
Well just my opinion. Everyone should use a method that suits them. The combo isn't practical anyway. It does not work on small characters. I always do fierce, rh xx super because that hits everyone.
Alphastorm
10-20-2003, 09:16 AM
Originally posted by kcxj
Oh, you were talking about s.HP, far s.HP super. My mistake. I thought you made a typo.
right. I feel there is less time to do far fierce xx super than rh xx super. That is why I do it as fierce, qcf+farfierce, qcf+kick. No kicks should ever come out.
Anyway, I've discarded the 2 fierce xx super combo from my gameplay because the risks involved isn't worth the extra 100pts in dmg.
Gwai Lo ½
10-20-2003, 10:07 AM
Originally posted by Alphastorm
right. I feel there is less time to do far fierce xx super than rh xx super. That is why I do it as fierce, qcf+farfierce, qcf+kick. No kicks should ever come out.
far fierce xx super has infinitely more time than rh xx super.
Burghy
10-22-2003, 02:49 AM
Cammy - corner
As Cammy, you want your opponent to be in the corner. It is advantageous to you because now you can hit him with lots of things and he can't jump back or run away to avoid your attacks.
Liberal use of st HK and st HP will stuff all hops and jumps. Incredibly, if you press forward while doing these moves to stuff hops and jumps, you will stuff all rolls too as you will throw them! Top tier Cammy strategy: Be 2-3 character widths away from them, hold towards on the joystick, press HK and HP at random times!
Sometimes character with high priority jumping attacks will jump back and try to hit you with them (e.g. Sagat jump HK, Bison jump HK). You don't need to worry about this. Just run or dash in and do close HK, which is a move with tremendous vertical reach. Then you can hit them with attacks again.
With the corner, you can even play less risky and go for less mixups. Because of your incredibly positioning advantage, you can now play for a guard crush. Any attempt to escape the corner, if you are ready for it, will meet with big damage and a return to the corner (exception: Bison's psycho crusher). Meanwhile you wear down their guard bar and get ready to do a huge combo. K groove Cammy especially benefits from corner because now she has a good way to land a level 3.
Summary: Corner good
Dizzy
Every character in this game has either 60, 70 or 80 stun points. Stun points will reset if the character is not hit or blocks an attack for around 2 "free" seconds (i.e. not in hitstun or falling back from an attack in the air, but free to move and attack). Throws will reset the stun meter as they do not count as an attack.
All of Cammy's moves do (damage/100) stun points. Stun points is not affected by damage scaling (e.g. a cannon spike at the end of a L2 spin dive smasher does just as much stun as a cannon spike alone). Cammy can dizzy well against certain characters if you play the aggressive 'in your face' style and avoid throw mixups, but the conventional poking style will not let you stun. Super moves do not do stun damage.
You know how people say that crazy skilled Japanese players mentally keep a point count of how close the other person is to being dizzied? It's really easy! Let me tell you how.
First, of course, you will need to know the opponent's stun point. Extra tough guys like Sagat have 80. Weaklings like Yun have 60. Normal characters have 70.
Here's a list of the stun point total of a short selection of non-sucky characters:
Cammy: 60
Blanka: ?
Sagat: 80
Bison: ?
Sakura: ?
Iori: ?
Chun Li: ?
Athena: 60
Kyo: ?
Geese: 80
Now to simplify your point count, divide the character's stun point by 10. I call this the Burghystun total. For example, Cammy will have 6 Burghystun points. Instead of counting the stun points and losing concentration on addition, use the simplified Burghystun meter instead!
Move Burghystun points
---- -----------------
close or far HP 1
close or far HK 1
jump HP or jump HK 1
cannon spike 1
spiral arrow 1
cr MP or st MP 1
cr MK or st MK 1
dive kick 1
jump LK 0
When the Burghystun equals your opponent's Burghystun total, he will either be dizzied or one hit away from dizzy. Note that some moves do slightly more than 1 Burghystun point (e.g. cannon spike), but those are balanced by ones that do slightly less (e.g. cr MP).
When you are one Burghystun point away from their Burghystun total, try to play for a dizzy. This is pretty straightforward: don't go for throws, and don't run away. Apart from that, just continue doing what you were doing earlier. Note how every common Cammy move apart from jump LK does 1 Burghystun point, so it's really easy to keep track of in a match.
This table assumes that any connected cr MP, cr MK will be followed by a spiral arrow. If you are not in the habit of completing your combos, you can make Burghystun slightly more complex, but more accurate, by accounting for all medium moves as 2/3rds of a Burghystun point, and cannon spike and spiral arrow as 4/3rds of a Burghystun point. I actually finish my combos, though, so I haven't had the need to do this.
Burghystun works!
Burghy
10-27-2003, 05:58 AM
6b. Sagat
This matchup is about even but even a small difference in skill will lead to a totally lopsided result because of the nature of the matchup.
This is completely about superior poking skills. Jumping by either character is banned because of tiger uppercut and cannon spike/st HK. Even low jumps aren't safe against Sagat because of his skilled tactic of mash on random buttons to trade in his favour. You can low jump and hope for a conencted jump HP -> L3 when you are raged, though.
A note on damage: Sagat does around 75% more damage than Cammy for equivalent. A raged Cammy does around 10% less damage to Sagat for equivalent moves. This is why you shouldn't trade with Sagat.
Don't try to play in close with Sagat. His huge damage makes this dangerous for you - if you make a small mistake, it's TIGER FRIENDS! TIGER UPPERCUT! and half your life is gone and he has you in the corner. You should be using only three pokes: st HK, cr MK and perfectly spaced qcf+LK. (You can use qcf+LK because if Sagat jumps on reaction, he is too slow to punish you. And it's counterintuitive to roll a spiral arrow so most Sagats will not do this).
Don't get trapped in the corner because then you are at a huge disadvantage in getting to your optimal poke range. Conversely, get Sagat in the corner because then you can kick him a lot.
If you block a tiger friends (qcbx2+K) from Sagat, normally you can crouch and hit Sagat back with a st HK -> super after he lands. You can't do this if you're in the corner, which is another reason to avoid the corner.
A note on how to prevent Sagat jumping or low jumping:
Perfectly spaced st HK will hit all of Sagat's jump attacks clean (including jump HK and jump LK). If you don't space it right, you will trade in Sagat's favor. At angles where st HK will trade (i.e. Sagat will kick your head), use a late cannon spike instead. Unless the Sagat player is very good, you can do st HK on reaction to low jumps and you will usually hit him clean.
If Sagat knocks you down and goes for a crossup LK, cannon spike him.
Random notes:
You can't punish Sagat after you just defend a cr HP.
His tiger shot (qcf+P/K) sucks and you should punish him severely with a super if he ever does these.
You have frame advantage after a blocked tiger crush.
6g. Athena
Put some other character up against Athena if you can! Because this fight is much pain and no gain for you.
Athena's top tier tactic against Cammy is to press cr HP a lot. It trades or stuffs poorly timed cannon spikes, trades with cannon strike in Athena's favour, beats or trades favorably with all other jump attacks, and beats every singly one of Cammy's pokes clean. The only thing Cammy has that beats this cleanly is L2/L3 spin dive smasher, or RC spiral arrow. Not exactly the safest things to use. Because Athena's tiny and crouches low, you can't even cross her up because her cr HP will hit you. You don't have time to retaliate after you just defend a cr HP. This matchup is a horrible of the century.
If you do get in this situation, remember that many scrub athenas will do two cr HPs in a row. This is your cue to L2/L3 them or cannon spike. Athena has poor vitality so your strategy should be to hit her a lot. You don't want to rely on Cammy's pokes here; instead, get right in her face and do your mixups. Be careful though because if you are careless, you eat any level shining crystal bit and it's back to getting your knees pushed again!
Random notes:
Athena really doesn't need to do anything else. Wall start!
Burghy, I keep all this junk in mind when I play against Sagat too.
Far s.MP is good against Sagat. It reaches out far and leaves you and Sagat even on frames (ie. you can set up a counter hit s.HK). Also combos into spiral arrow when you're too far away to do anything else.
RC spiral arrows aren't bad either. They have to be spaced perfectly and used conservatively though. I only use LK and MK versions (MK to go through low tiger shot block strings).
I'm not afraid to use far s.HP either. If you only s.HK all the time, Sagat is eventually going to roll, SUPER!!! and it's going to suck. Far s.HP is safe from roll. Also, when you ever get a counter hit (the startup for Cammy HP's are very fast) it's free link level 3 afterwards always.
Cammy's also a big crossup target believe it or not. Blanka s.MP can hit her (ie. she's as considered as tall as Vega). That's a liability you have to watch out for. If you ever stand still or just block, Sagat crossup LK will get you. Always keep moving with Cammy to avoid that. You have to use her fast walk speed to your advantage.
Renegade
10-28-2003, 09:44 AM
Just to clarify, for dizzy point counting. Here's the Stun Meter Chart from James Chen Systems guide.
:::::::::::::::::::::::::::::::::::::::::::::::::: :::::::::::::::::::
Stun Meter of 60: Akuma, Athena, Benimaru, Blood Iori, Cammy,
Dhalsim, Evil Ryu, God Rugal, Hibiki, Kyosuke,
Mai, Morrigan, Nakoruru, Rolento, Sakura,
Shin Gouki, Vega, Yun, Yuri
Stun Meter of 70: Balrog, Blanka, Chun Li, Dan, Eagle, Geese,
Guile, Haohmaru, Iori, Joe, Ken, Kim, King,
Kyo, Maki, M. Bison, Rock, Rugal, Ryo, Ryu,
Sagat, Terry, Todo, Vice, Yamazaki
Stun Meter of 80: Chang, E.Honda, Raiden, Zangief
:::::::::::::::::::::::::::::::::::::::::::::::::: :::::::::::::::::
Burghy
10-28-2003, 04:38 PM
Thanks to you both.
Edit: I updated with this information in my 'master' cammy file which I'll repost once it's done.
Alphastorm
10-28-2003, 07:38 PM
Dillay Pokai. Where can I play cvs2 in HK?
noodleman
10-28-2003, 10:44 PM
Originally posted by Alphastorm
Dillay Pokai. Where can I play cvs2 in HK?
haha, didn't know you were typing chinglish until i read it again, haha! Sorry Burghy for these random posts on your thread, but it's just too funny for me =p
Burghy
10-29-2003, 05:54 AM
There's this arcade in Causeway Bay. However, people here hate playing with skill and prefer to be scrubby KOF-style mindless attack players. Because that's "fun"! Therefore it's all on speed 5. Want to be able to block Blanka/Vega/Mai/Rock/Rolento low jumps on reaction? No thanks!
Burghy
10-29-2003, 06:02 AM
NOTE: I Havne't played any RC hondas. So advise me on things if I missed any.
6i. Honda
First, see if this Honda can do RC slappy. If he can't, it's a free win for you!
You can punish all blocked headbutts with L3 spin dive smasher. This should discourage him from doing headbutts a lot. Honda also has no answer to crossup LK. He is also a fatguy so crossup LK, HP, cr MK -> spiral arrow is a valid combo and does lots of stun and damage. Apart from headbutt, which you discourage by doing L3 whenever he does, he has no pokes that beat Cammy. His jump-in is slow and easily countered by cannon spike. When he sits there, just walk forward, block for a bit, then press roundhouse! Whee! Do it again! Do it again! Again!
If you're in K groove, and not raged, you can punish headbutts by just defending and pressing roundhouse. (It's easy to do on reaction from 1/3 screen or more away) If you're in C groove with no meter, run away and build meter! Honda can't attack. Jump a lot and if he headbutts stick out jump LK. Otherwise whiff HP -> dive kicks. Then once you get full meter go back to free win tactic.
If he can RC hands, then he gets more annoying because now you can't poke at him for free with st HK. But HE can poke at YOU for free because your roll is so pathetically slow you can't roll and punish a RC hands!
...
I don't think I've played a Honda that can RC hands before. Usually if they can RC hands consistently they use Blanka instead. So yeah help me out on this part.
Random notes:
His roll is fast. So watch out for roll -> grab super or some retarded thing like that.
His headbutt supers are unpunishable. LP headbutt is perfect air-defense so never jump in from the front when he has charge.
Honda's best poke is cr MP but your HK dominates that.
His sumo sit (d, u+K) is really vulnerable at the end but remember to block it high.
Jump back HK is a good air-air move for Honda. That kick has high priority.
Don't trade with Honda because he's damaging.
I play against RC honda alot. RC hands is 100% when JD'd. There's no guaranteed attack Cammy can land after JDing them. s.HP anti-air is JD safe too (sucks for Cammy). Good luck trying to set up a crossup LK. My Cammy can never get into the proper range where I can ever do that. My jump-in will always hit from the front (which Honda LP headbutts for free). I try to beat Honda on the ground instead. All Honda "whiff" attacks are crappy (s.LK, s.MK). Cammy s.HK eats that up. Honda d.MP (his best priority ground attack) is kickable during it's recovery. Know your ranges and when Honda will want to throw out an RC headbutt. JD that garbage and kick them after.
Burghy
11-02-2003, 07:28 AM
6a. Blanka
It's the green machine! As is my wont, I will separate this section into the various Blankas you will encounter.
i) Scrub Blanka
Scrub Blankas are easy to spot. They're the ones who will do lots of jump HK, cr HP, random blanka balls, and roll super! Also they will always do Blanka's super on wakeup if you're anywhere near them.
There's no special trick to beating these guys. Cannon spike will beat all Blanka jump-ins clean. If they whiff a cr HP, you can hit them back with your own st HP. Retaliate all blocked blanka balls with st HK or L2/L3 super. The crossup LK, close HP, cr MK -> qcf+HK combo works on Blanka, also. Your jump LK will beat all of Blanka's jump attacks, including vertical jump HP. In fact, without super, Blanka's only good anti-air is electricity, so you can jump more often than you would normally. Do early cannon strike to mix up if he loves to RC electricity against all your jump-ins.
ii) K-Blanka
K-Blanka is like scrub Blanka except twice as dangerous! Mainly, it's the same fight, except that Blanka is a monster guard crush machine when you're in the corner and he's raged. So if he's raged, never be in the corner. Blanka will usually do the left/right thing with his level 3 super after a punch throw. However, at this distance, a reversal cannon spike on wakeup is 100% safe for Cammy, either you'll hit Blanka or pass through him.
I don't see the big deal about low jump RH. You can't anti-air it on reaction, but he doesn't really gain the initiative that much after you block it. However, low jump crossup MK into HP electricity is really annoying because the electricity takes a lot of block and guard damage. To prevent this, simply do not let Blanka get into that range when he has initiative!
iii) A-Blanka
A-Blanka is annoying because you can't get hit by a single electricity or you lose a bit of your life. Also anyone using A-Blanka invariably can RC electricity for flawless anti-air. Therefore, do not jump much against this monster!
You can win this match if you have a level 3. Wait for him to show off his RC skills by doing RC hop or RC electricity. Then punch him in the face and link to a level 3. Build meter by running away! Blanka can't chase a runaway Cammy well.
Other than that, there's no special scary thing. If he uses RC electricity against your pokes, that's not so bad because he can't CC afterwards. Also you can punish him with a level 3 if he whiffs.
i have a question =/
Build meter by running away! Blanka can't chase a runaway Cammy well.
this is a K and C groove faq... and i myself play a K-cammy... how can i build meter by running away? X_x
or u try to say try to JD when he chases u with balls/jump-ins etc....?
good work btw:)
Blanka can combo easily after a low jump HK. Not many other characters can do that. He gains big initiative I feel, so be careful.
vs. Blanka
Learn how to kick Blanka after his RC electricity. When he whiffs he's at -13 and vulnerable to anything. I'm practicing this the most with Cammy right now (that and DPing crossups and low jumps). It's tricky at first but it's very doable once you get the timing down.
You can kick Blanka anytime he whiffs s.MK too. Your HK outranges that by a lot.
You can punch Blanka back for free everytime he whiffs d.HP. Stay just outside the range and when Blanka whiffs all you have to do is stand there and press your own far HP. You hit Blanka as he brings his fist back.
Learn how to DP crossups and lowjumps ASAP before you play Blanka, as Blanka's crossup and lowjumps are possibly the best in the game. You can practice walking under a Blanka crossup MK and doing d.MK (to go under trip guard) xx super as Blanka lands. It's risky though, as Blanka might not attack. DP is your best option (it takes a lot of practice though). Do f, df, d (blanka now behind you), db+HK as your anti-crossup DP motion. The timing takes practice. Always use HK version too, as LK will be stuffed.
The hardest Blanka to fight is the one that doesn't attack you. I find C-Blanka very difficult to fight against once he gets his level 3. There's nothing totally safe that K-Cammy can attempt against him. Anytime you leave the ground, there's the threat of the super. If you want to jiggle outside his range and/or throw in a s.HK, there's the Blanka df+HP threat. Running just isn't a good idea. You can't runaway yourself when you have K-groove. This match sucks. It's a total guessing game for both characters. This is why practicing to have perfect exectution is so important. You're probably only going to have one opportunity in the entire match vs. defensive Blanka to land your s.HK xx super or whatever. If you mess up at that critical point, there goes the whole match (and possibly your personal anger management skills :lol: )....
Ouroborus
11-02-2003, 04:00 PM
Originally posted by kcxj
If you mess up at that critical point, there goes the whole match (and possibly your personal anger management skills :lol: )....
w0rd
Burghy
11-03-2003, 06:53 AM
I didn't put in vs C-Blanka because my Cammy gets owned by C-Blankas :(
With any groove Cammy, you must learn how to DP every kind of jump in in any situation. Anti-air s.HK can bail you out sometimes, but DP will be your only option otherwise. Cammy's roll is so poor that if you try to roll under a crossup the opponent will always recovery before you and get a free hit. Plus K and P (the two best Cammy's) don't even have roll. Therefore, practicing DP = very important.
Yo Burghy, I found you a new friend.
http://www.shoryuken.com/forums/showthread.php?s=&threadid=16658&perpage=15&pagenumber=4
Last post on the page... :lol:
Burghy
11-08-2003, 04:50 AM
:lol: :lol:
thanks your guy
:lol:
Burghy
11-09-2003, 12:45 AM
Hi. I lose horribly to A-Sak and A-Bison with Cammy because I have no clue how to play against them.
Would people who know these two matchups please post here? Then I will claim most of the credit for myself because I'm selfish and mad with power! Thanks.
Burghy
11-09-2003, 01:14 AM
6e. Cammy
I hate Cammy users. Cammy is the scrubbiest character in the game, bar none, and you should feel free to taunt anyone shameless enough to choose such a scrubby character to use.
Anyway, here's some tips. Don't ever jump because Cammy's jump is pathetically slow and you will eat cannon spike. You can stick out st HK often because Cammy's roll is so slow that you won't be punished if she rolls through a random poke.
However instead of staying at far range, you should try to get in close to do some real damage. Only get in close when you are on the offense. If she attacks you up close, do whatever you can to get her out. Note that after you JD a close HP from Cammy, you still don't have frame advantage.
Easiest way to punish spiral arrows is with L3 super. You'll have to figure out for yourself when a spiral arrow is vulnerable or not... but if you're using Cammy and you don't know that, I give up on you. Punish blocked cannon spikes with st HK.
If you're more than half screen away, Cammy can't do much to punish you whiffing dive kicks to build meter (you will hit her out of spiral arrow clean). As you can guess, most matches involve 1000000 st HK from both Cammy players. Boring.
Burghy
11-12-2003, 05:13 AM
kcxj: I found a friend who's cooler than your friend!
http://www.fightclub.com.pk/forums/showthread.php?s=&threadid=37568
The first post by "ISSEY MIYAKE"! I think I'm in love...
err.... me love you long time?
Man, why does HK rock you so much? I like the guy who actually understood wtf Issey Fobyake was saying more though. :lol:
"Anyway since all the good players like Hokuro or Kei left because it's stupid on speed 5, I suggest we change it to speed 6. This way, it will be even more fun for the people who are still playing it"
All I have to say to that is...
my english dou no bad la~~~~~u feel ng dou ji ma!!! complain!!!!!need speed 5 !!!!! :lol:
hey burghy, glad to see you're having fun on your Hong Kong trip.
http://www.fightclub.com.pk/media/data/696/161821285-med.jpg
Burghy
11-19-2003, 08:22 AM
That's not me :lol:
Also I am in this HK place permanently
gbursine
11-24-2003, 12:26 AM
burghy can you like, skip ahead, to 6(whatever) and tell me what k-cammy does against chun?
Burghy
11-24-2003, 02:32 AM
Sure, give me some time.
Here's a quick summary though
She can't poke because Chun Li pokes better
That's all Cammy can do
Therefore, Cammy dies a lot.
I'll flesh this out in the future!
epsilon_
11-27-2003, 09:04 AM
Cammy can't s.hk becuase Chun can c.mp super you right unde rit like everytime.
Mummy-B
11-27-2003, 10:38 AM
Sorry I just wanted the 100th post.
Anyway carry on.
Ouroborus
11-28-2003, 11:26 PM
Originally posted by epsilon_
Cammy can't s.hk becuase Chun can c.mp super you right unde rit like everytime.
try stepping out of range
Mummy-B
12-03-2003, 05:10 AM
Originally posted by kcxj
I like your av. Gina Gershon is hot. Did you see the Oct. (or Nov... not sure) issue of Maxim with her on the cover? The best part of the magazine wasn't the Gina Gershon interview, but the Krista Allen pictorial. She's even hotter. Man, I'd like to bang her...
You bet your ass I have it. lol I put Gina Gershon body shot (the black and white shot of her in white bikini, sitting down with legs kinda crossed showing her kootch) on the main screen of my DoCoMo, and Krista Allen's beautiful face on the outside sub display. My phone owns me so hard right now.
Interesting note. Counter hit close FP -> sweep actually linked. It was really wierd. Usually this wouldn't be that great, but as fast as close FP is, you counter hit alot of shit because you're stuffing attempts. I guess.
noodleman
12-03-2003, 09:06 AM
Originally posted by Mummy-B
You bet your ass I have it. lol I put Gina Gershon body shot (the black and white shot of her in white bikini, sitting down with legs kinda crossed showing her kootch) on the main screen of my DoCoMo, and Krista Allen's beautiful face on the outside sub display. My phone owns me so hard right now.
Interesting note. Counter hit close FP -> sweep actually linked. It was really wierd. Usually this wouldn't be that great, but as fast as close FP is, you counter hit alot of shit because you're stuffing attempts. I guess.
Actually, it doesn't need to counter hit, you just need to be close enough for the sweep to reach to link it.
kilokore
04-07-2004, 01:53 PM
I'm gonna get into lvl 2 cancel now heh
Ok in corner with lvl 3 bar, i know i can do s.fp, qcfx2 mk, cancel it at the end and actually hit the apponent in the air with qcb k (any kick because they all do the same damage, but i like using lk), wait like a second, then finish with qcbx2 lk super. This does like oh i don't know 7000dmg, which i find useful, and very easy to execute.
But my question is regarding lvl 2 cancels in midscreen.
I read something like s.fp being able to hit the apponent after i come down with qcb K (cannon strike?), is this true in corner AND midscreen? If so, can i link s.fp into something else?
Man i gotta go home and try this.. let me know thanks!
oh and btw close s.fp does not hit crouching blanka... which i'm sure you all know but i just had to say it because it's kinda frustrating and happens all the time to me haha
Kabojjin
04-26-2004, 01:08 PM
Great stuff in here man, I can't wait until you release the final version. And that Burghystun was good it will really help to keep track of the stun. I'm guessing that damage/100 is a universal stun formula so it works for keeping track on all chars stun?
noodleman
04-26-2004, 07:08 PM
Originally posted by kilokore
I'm gonna get into lvl 2 cancel now heh
*snip*
But my question is regarding lvl 2 cancels in midscreen.
I read something like s.fp being able to hit the apponent after i come down with qcb K (cannon strike?), is this true in corner AND midscreen? If so, can i link s.fp into something else?
*snip*
oh and btw close s.fp does not hit crouching blanka... which i'm sure you all know but i just had to say it because it's kinda frustrating and happens all the time to me haha
1) yes, the s.fp will hit. In fact any move will hit after the dive kick
2) you can cancel the fp into something , but it won't hit, since you're going to hit your opponent in the air, and they'll flip out safely.
3) no one ducks under cammy's s.fp, it might miss cause you did it too early from a wake up, but i'm 99.999% sure that no one and duck under cammy's s.fp, especially blanka. Like cammy says, she's "too short!"
Burghy
04-26-2004, 08:44 PM
No one can, how you say, duck Cammy's standing fierce. crouch fierce maybe some people can duck. Not so hot
ragnafrak
04-27-2004, 09:11 PM
Originally posted by noodleman
3) no one ducks under cammy's s.fp, it might miss cause you did it too early from a wake up, but i'm 99.999% sure that no one and duck under cammy's s.fp, especially blanka. Like cammy says, she's "too short!" This is true for almost all capcom (and most snk) characters, regarding the close s.HP
HoneyBBQGrundle
04-27-2004, 10:12 PM
Originally posted by Burghy
No one can, how you say, duck Cammy's standing fierce. crouch fierce maybe some people can duck. Not so hot
Blanka can actually duck her cr fp if she's as close as possible to him, but not if she's further away. Try it out, it looks so funny.
Burghy
04-28-2004, 01:08 AM
You sure? I've gotten close HP, cr mk -> qcf+HK to combo on a crouching blanka. Maybe if you're overlapping.
Probably won't mtater in a real match because if you whiffed a close HP, just do it again!
HoneyBBQGrundle
04-28-2004, 08:39 AM
It's cr fp, not standing. I just mentioned it because it looks like it should hit him but it just goes right through him, but if u back up a little it'll hit him.
Burghy
04-28-2004, 05:03 PM
I CAN'T READ THINGS ARGARGHRGSUOW@@(@)!!~!!!!!!!!!!!!!!!!!!!1111111111 111111one
Sorry.
Damn, grundle... you edited your post and you know it. :lol:
Nobody except gay James uses Cammy d.HP anyway. That move sucks.
HoneyBBQGrundle
04-29-2004, 08:00 AM
Originally posted by kcxj
Damn, grundle... you edited your post and you know it. :lol:
Nobody except gay James uses Cammy d.HP anyway. That move sucks.
lol actually at first I said it would whiff a standing Blanka too. Then I tried it and edited. I just mentioned it because it looks really funny and I figured everyone should try it and get a little chuckle. I just wanted to say chuckle.
I can get some use out of cr fp against large characters because it combos after st fp. on Blanka for example u can do close st fp, cr fp xx super. It's pretty much just for show though
eightysix
05-11-2004, 06:38 PM
Hm, got some interesting stuff after messing around today:
- Sagat whiffs a C.HP and you're REALLY close, you can walk in and counter-hit with S.MK. Hey that move actually has use other than being parry bait since it's at +/- 0. :lol:
- S.HP beats Blanka's C.HP clean for a counter-hit into super if you have it.
- You can do psuedo-dive kick mixups just like Sakura. Only difference is you gotta do it a little late to be really ambigious.
Edit - Here's something I just remembered:
- You can link a S.HP off of a meaty S.LK. It's all about the timing though. But once it hits, link the S.HP to a Spinning Drive Smasher for some big damage.
MAGUS1234
05-20-2004, 09:40 AM
super ghetto trash mix-up for the day-c.lk,clk,xxFkconnondrill,after recover do lkconnonspike and it crosses side, do the combo with three low kicks or do a mkconnondrill and the connon spike doesn't cross!
justcusimasian
04-01-2005, 01:58 PM
Great stuff, it's nice to see that people are playing Cammy again, no matter how scrubby she is. I just added Cammy to my K team and have a few questions.
- My current K team is Honda, Geese 2, Cammy. Should Cammy get the r2 instead of Geese?
-I have seen and heard alot about Cannon Strike(the dive kick)xxL3 Reverse Shaft Breaker as a safe block string. Obviously I wouldn't abuse it since it uses a L3, but for chip or GC damage. Is it that safe?
thanks
Stupidest post I've ever made. Just wanted to apologize.
noodleman
04-05-2005, 04:17 AM
linking is different from cancelling.
linking is like how you combo :hp: into :hk:, where you wait for the first move to finish, then start the next move.
cancelling means you cancel some frames of a move into another move, the most famous example being :d: + :mk: xx :qcf: + :hp:
HoneyBBQGrundle
04-06-2005, 12:49 PM
A link is just a special type of combo. The st HP-> st HK you mentioned is a combo and also a link. Some things like Cammy's st FP-> super can be both, meaning the st FP can be cancelled to the super, or it can be allowed to finish and then the super can be done. But I get confused sometimes too so someone correct me if I made any errors.
b1ng0
04-06-2006, 09:40 PM
I was reading this book about this architect guy called Howard Roark or something
And then he builds these buildings but people don't like them and deface them but he doesn't mind and stuff
But then later in the story he has these great buildings but they get modified, and he dynamites the whole building!!
Anyway I'm just rambling here and stuff, don't mind me
best post ever. :rock:
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