Cammy Combo/Tech Thread: Target Confirmed!

CipherCipher CatchphraserJoined: Posts: 1,698
edited December 2016 in Cammy
Welcome to Cammys Combo and Tech Thread
Here you will find a list of Combos for Cammy.
Below the Combos you will find tech to level your gameplay up.
I will try to add every usefull Combo for her.And as much Tech as possible too.
Have fun discussing. Maybe you can find characterspecific Combos or Setups and Oki.

Informations you might have to know to understand the Combos:
- ->= Link. You connect one Normal with another. Works only if the move you did has enough frameadvantage to link into other moves.
- xx = Cancel. This means that you cancel your Normal/Special into a Special/CA Move.
-CC = Crush Counter. In general a counter that leaves the opponent open for a long time.
-CH = Counterhit. You hit the opponent the moment he want's to do a move.
- CA = Critical Art. This is the name of the Super Moves in SFV
- st. = standing, self explaining
- cr. = crouching, self explaining
- (999/999)= The first number shows the damage the Combo will deal, the second number shows the stun the Combo will deal.

tumblr_mzeh4s6o3w1qd9g7oo1_500.png

Bread and Butter Combos:
cr.lk -> cr.lp xxHK Arrow (118/253)
cr.lp -> b+mp xx HK Arrow (154/293)
cr.lk -> cr.lp xx HK DP (154/280)
V-Skill -> st.hp xx HK Arrow (212/355)
V-Skill -> st.hp xx HK DP (228/ 395)
cr.lk -> cr.lp -> st.lp xx HK Arrow (141/294) /croucher only
cr.lk -> cr.lp -> st.lp xx HK DP (146/329) /croucher only

Punish Combos:
cr.mp -> cr.mp xx HK Arrow (194/310)
cr.mp -> cr.mp xx HK DP (210/350)
st.mp -> st.hp xx HK Arrow (212/355)
st.mp -> st.hp xx HK DP (228/395)
cr.lp -> TC xx HK DP (222/380)
cr.lp -> TC xx MK Arrow (195/345)
cr.mp -> b+mp xx HK Arrow (194/310) /croucher only
cr.mp -> TC xx HK DP (262/410) /croucher only
cr.mp -> TC xx MK Arrow ( 241/375) /croucher only

V-Trigger Combos:
st.mp -> st.hp xx V-Trigger Cancel -> st.hp xx Arrow -> DP (340/530)
cr.hp xx V-Trigger Cancel -> cr.mk xx Arrow -> DP (312/457)
CC st.hk -> cr.hp xx V-Trigger Cancel-> cr.mk xx Arrow -> DP (376/575)
F+hk -> cr.mp xx V-Trigger Cancel -> st.hp xx Arrow xx DP (342/485)
cr.hp xx V-Trigger Cancel -> st.hp xx Arrow -> DP (326/497)

Crush Counter Combos:
CC st.hk -> f+hk -> cr.mp xx HK Arrow( 298/455)
CC st.hk -> f+hk -> cr.mp xx HK DP (312/490)
CC st.hk -> cr.hp xx V-Trigger Cancel-> cr.mk xx Arrow -> DP (376/575)
CC st.hk(anti-air) xx DP (216/360)
CC st.hk(anti-air) xx MK Arrow (189/315)
CC st.hk(anti-air) -> cr.hk (198/315)
CC st.hk(anti-air) -> st.lp
CC st.hk-> f+hk-> cr.mp XX V-Trigger Cancel->st.hp xx arrow DP (402/597)
CC st.hk -> cr.hp xx V-Trigger Cancel-> st.hp xx Arrow -> DP (397/610)
CC st.hk -> walk forward -> st.mp, st.hp xx V-Trigger Cancel -> slight walk forward -> st.hp xx Arrow -> DP (400/637)
CC st.hk -> walk forward/dash -> TC xx L Arrow -> EX DP (371/575) Corner only

Counterhit Combos:
CH cr.mp -> st.mp -> cr.mk xx MK Arrow (229/395)
CH cr.lp -> st.mp -> cr.mk xx MK Arrow (181/359)
CH Hooligan Slide xx DP (228/360) / corner only
CH st.mp ->cr.hp xx V-Trigger Cancel ->st.hp xx Arrow -> DP (361/550)
CH st.lk -> TC xx M Arrow (222/359)
CH st.lk -> TC xx HK DP (250/394)
CH st.lk -> TC xx L Arrow -> EX DP (311/479) Corner only
CH back + mp -> st.hp xx HK Arrow (210/375)
CH back + mp -> st.hp xx HK DP (240/415)

EX Meter Combos:
TC xx EX Hooligan xx Grab (252/350)
TC xx EX Hooligan xx Cannon Strike -> HK DP (264/410)
cr.mp -> TC xx EX Hooligan throw (283/410) /croucher and corner only
cr.mp -> TC xx EX Hooligan xx Cannon Strike -> HK DP (292/460)
Hooligan Slide xx EX DP (244/330) /corner only
V-Skill -> st.hp xx EX DP (260/395) /tends to whiff
V-Trigger Cannon Strike -> st.mp -> st.hp xx Arrow -> EX DP (380/537)
EX Cannon Strike -> HK DP (168/380)
CC st.hk -> f+hk -> cr.mp xx EX Arrow (312/490)

Sidenotes:
The V-Skill BnB Combos are mainly used after either meaty V-Skills or as projektile counter, they're pretty much useless raw unless your opponent is drunk or sleeps.
All combos can be finished with CA for extra damage. The Super deals raw 320 damage, in most Combos it scales to 80% for 256 damage. It will never do less than 50% of it's damage, so you will allways deal at least 160 damage with it, no matter how long the Combo was.
If you want to combo into CA, use M for Combos that end with SA and H CA for Combos that end with DP.
Post edited by Cipher on
SteamId, leave a comment before adding!
Street Fighter: Cammy
Tekken: When's Jun? , Lili, Josie
Guilty Gear: Ramlethal

My SFV Cammyguide!
«13456713

Comments

  • CipherCipher Catchphraser Joined: Posts: 1,698
    edited October 2016
    Great, well then.
    I will collect the tech here. You can either post the stuff or send me a PM, I will add it later.

    Whiffpunish tech:

    Cammy "Vortex"

    Frametraps :dizzy:

    Some Cammy Stuff,including a 4f safejump

    Ririks playlist( includes everything for Cammy)

    Instant Air Divekick

    Ririks Okis
    Some MISC. Oki setups:

    1. TC > Hooligan
    -Staple vortex, control cross up with MP and HP versions and same side with LP version.
    -Divekick back to the same side for more mixups
    -Razor's edge will auto-correct.
    -Regardless of follow up you can always get a safe meaty.
    -Not DP safe.

    2. TC > MK Spiral Arrow
    -Sets up cross j.LK on neutral tech
    -Will cross up some reversals
    -Misses on no tech and back tech but you can at least get a meaty on landing.

    3. TC > EX Hooligan CS > Neutral j.HP
    -Can safejump 6 frame reversals (Ex. Cammy HK DP)

    4. EX CS (TK or regular are fine) > Neutral Jump j.HP
    -This can safejump some reversals but has a lot of trouble with 4 frame or faster.
    -You can for sure neutral empty jump and land c.LP/c.LK to meaty.

    5. DP
    -You get no oki midscreen :'/
    -Corner, you get to walk up and perform any meaty of choice.
    -You can cross up j.LK in the corner which can cross up some DPs.

    6. Spiral Arrow
    -Anywhere you get to walk up and get any meaty of choice.
    -Midscreen after HK Spiral Arrow, tap back and then jump forward j.LK for cross up.
    -Midscreen after EX Spiral Arrow, jump forward j.LK for cross up.
    -You can cross up j.LK in the corner which can cross up some DPs.
    -HP Hooligan to cross to the other side.

    7. Midscreen Backthrow vs Neutral Tech
    -MK Spiral Arrow can meaty vs neutral tech but is unsafe on block.
    -Dash up c.MK is your best option without taking a major risk but its not a real meaty.
    -Alternatively you can tap forward a bit and then LK Spiral Arrow to get a safe spiral arrow, but this also isn't a real meaty.

    8. Midscreen Forwardthrow vs Neutral Tech
    -LK Spiral Arrow can meaty vs neutral tech but is unsafe on block.

    9. Corner Forward Throw vs Neutral Tech
    -Slight Delay s.HP/walk a bit s.MP are good

    10. Post-Super Arts > Spiral Arrow LK/MK > c.LP meaty

    11. CC c.HK > Dash Up c.LP whiff > neutral jump + whatever button
    -Safejump vs 4 Frame DPs


    Other neat things I found:
    -s.LK has VERY little knock back. From point blank you can do s.LK and you will still be in range for a throw. s.LK > Throw without any walking is really good tick throw.
    -s.LK and s.LP both hit crouching opponents which is a first for Cammy (I think)
    -Good way to bait throw techs is just to use Hooligan Grab. ex. s.LP > Hooligan > Grab to beat their tech attempt like a god. But otherwise just frame trapping is easier.

    OKi against all 3 wakeup Options:

    Throwtech tech:

    Corner Setup after MK Arrow:

    Framegaps for Frametraps from Necrotrophic:
    We need more,could someone send me a full list with all possible framegaps pls?
    3 frames
    st.lp cr.mp

    4 frames
    cr.lp cr.mp

    5 frames:
    cr.lp stmp

    6 frames:
    cr.lp cr.mk

    7 frames:
    st.lp st.hk

    8 frames:
    cr.lp st.hk

    Leandro Joses "How to punish character X" Playlist:
    Instant Overhead and Fuzzy Guard:

    Easts Meatys for normal quickrise:

    Easts Meatys for backrise:

    Mixup tutorial:

    EX Hooligan vs untrue fireball blockstrings:

    Anti-Jump Throwtech BS:

    Our CA has 3f startup:

    Tweet with all Knockdown framedata:
    Cammy Stuff V2:

    Easts Spiral Arrow Set-ups:

    V-Skill crossup tutorial:

    Optimasation:

    Meaty MK divekick,after LK SA
    Post edited by Cipher on
    SteamId, leave a comment before adding!
    Street Fighter: Cammy
    Tekken: When's Jun? , Lili, Josie
    Guilty Gear: Ramlethal

    My SFV Cammyguide!
  • CipherCipher Catchphraser Joined: Posts: 1,698
    reserved
    SteamId, leave a comment before adding!
    Street Fighter: Cammy
    Tekken: When's Jun? , Lili, Josie
    Guilty Gear: Ramlethal

    My SFV Cammyguide!
  • CipherCipher Catchphraser Joined: Posts: 1,698
    And just in case.
    reserved.
    SteamId, leave a comment before adding!
    Street Fighter: Cammy
    Tekken: When's Jun? , Lili, Josie
    Guilty Gear: Ramlethal

    My SFV Cammyguide!
  • BowerTowerUKBowerTowerUK Joined: Posts: 7
    Well for basics Bafael's post is pretty good, I have a few notes on the video though.



    http://pastebin.com/raw/AG0Q4546

    Notes on standing HK crush counter in to V-Trigger as a reversal specific punish. Walk forward cr HP xx V-Trigger, st HP xx... I like better than dash back strong xx..

    Notes on standing HK at mid-screen. I managed to crush counter a Bison several times in the same match, he tried from long range dash in to his dwn-fwrd HP and st HK. The max punish at this range is just MK/HK spiral arrow. CC st HK xx V-trigger dash stHP/crMK should work at that range.

    I guess most of the combos should work when the game launches. Now's just waiting on release day to test.
  • YunityYunity Joined: Posts: 468
    Probably should have a standard link library as well as normal counter hit link library.

    E.g.

    Standard Links Library:

    St. Mp, st. Fp
    Vt spiral arrow, vt canon spike
    Etc..

    Normal Counter Hit Links Library:

    Cr. Jp, b.mp
    Etc..
    Daigo wrote:
    Yun’s awoken to Satsui no Hado. In many ways. Or maybe I should say he couldn’t keep from awakening.”
  • CipherCipher Catchphraser Joined: Posts: 1,698
    Guys, wait for the release. I will hit the lab before I will start playing and try a bit. I WILL NOT PUT BETA COMBOS IN!
    Just for the simple reason that they might not work, have different damage/stun or similar things.

    Still 5 days to go.
    SteamId, leave a comment before adding!
    Street Fighter: Cammy
    Tekken: When's Jun? , Lili, Josie
    Guilty Gear: Ramlethal

    My SFV Cammyguide!
  • CipherCipher Catchphraser Joined: Posts: 1,698
    I did some work.
    SteamId, leave a comment before adding!
    Street Fighter: Cammy
    Tekken: When's Jun? , Lili, Josie
    Guilty Gear: Ramlethal

    My SFV Cammyguide!
  • YunityYunity Joined: Posts: 468
    Does cr.lp, b+mp xx st. Hk xx ex hooligan>k, dp/ex dp Still work?

    Daigo wrote:
    Yun’s awoken to Satsui no Hado. In many ways. Or maybe I should say he couldn’t keep from awakening.”
  • CipherCipher Catchphraser Joined: Posts: 1,698
    I didn't get it to work. On the other hand I never did this before, so it might just me fucking the timing up.
    SteamId, leave a comment before adding!
    Street Fighter: Cammy
    Tekken: When's Jun? , Lili, Josie
    Guilty Gear: Ramlethal

    My SFV Cammyguide!
  • SareturuSareturu Joined: Posts: 19
    edited February 2016
    Yunity wrote: »
    Does cr.lp, b+mp xx st. Hk xx ex hooligan>k, dp/ex dp Still work?

    Yea, still works. Its highly meter wasteful, though.
    Ending it with simply targetcombo - dp is just 30 dmg less, for no meter.

    Edit: Although, it DOES look flashy as fuck :D
  • RenderinoRenderino Joined: Posts: 2
    edited February 2016
    CC st.hk -> walk forward -> st.hp xx V-Trigger Cancel -> slight walk forward -> st.mp -> st.hp xx Arrow -> DP
    396 damage
    632 stun
    works on everyone standing
  • RammaRamma Team Blockstring Joined: Posts: 1,511
    cross up j. LK can combo into st. LP if done low enough, so you can combo st. LP into her target combo. At least it's something.
    PSN/XBL: RammaCricket | CFN: BS_Ramma
    SFV: Cammy/Necalli | Fun Subs: Ryu, Alex, Gief
    USFIV: Cody | Alt: Zangief
  • The-OlympianThe-Olympian 4 the Glory of Gaea Joined: Posts: 2,134
    Cc shk f hk crmp vt sthp xx arrow , dp. Still higher damage at 402 stun is lower tho 597.


    Lol max range stmk vt links into super directly. No need ch. might lead to nice setups using vt strikes /
    What of the Hunting, Hunter Bold? Brother, the Watch was Long and Cold.
    What of the Quarry ye went to Kill? Brother, He Crops in the Jungle Still.
  • RammaRamma Team Blockstring Joined: Posts: 1,511
    st. LP x3 xx Special Works on crouchers as well.
    PSN/XBL: RammaCricket | CFN: BS_Ramma
    SFV: Cammy/Necalli | Fun Subs: Ryu, Alex, Gief
    USFIV: Cody | Alt: Zangief
  • The-OlympianThe-Olympian 4 the Glory of Gaea Joined: Posts: 2,134
    Setup:

    After arrow knockdown:

    1) vs normal quickstand: immediate lp hooligan (cancel later into strike/grab) will force whiff reversals and they auto correct in the wrong direction. You can either strike them into the ground or cancel the hooligan early to land and fully punish. Some reversals u can hooligan grab while they are still in mid air.

    2) back roll recover: use mp hooligan it would replicate the above scenario.

    I will continue testing ... It works on anything above 3frames reversals.
    What of the Hunting, Hunter Bold? Brother, the Watch was Long and Cold.
    What of the Quarry ye went to Kill? Brother, He Crops in the Jungle Still.
  • RammaRamma Team Blockstring Joined: Posts: 1,511
    edited February 2016
    Dive Kick after EX Razor Edge Slicer will cause Ryu's DPs to whiff at the very least.

    You can either strike them into the ground or cancel the hooligan early to land and fully punish. Some reversals u can hooligan grab while they are still in mid air.

    What do you mean by cancel the hooligan early?
    PSN/XBL: RammaCricket | CFN: BS_Ramma
    SFV: Cammy/Necalli | Fun Subs: Ryu, Alex, Gief
    USFIV: Cody | Alt: Zangief
  • The-OlympianThe-Olympian 4 the Glory of Gaea Joined: Posts: 2,134
    Reminds me of how we used to force wrong input or force wrong reversal directions in sf4 hahaha.

    Basically after arrow go for immediate lp/mp hooligan and set wakeup dps. And watch them fly in the wrong direction with u. Hhaha depends on the char and reversal u can strike or grab. Or cancel the hooligan into whiff strike and land then punish with cc sthk
    What of the Hunting, Hunter Bold? Brother, the Watch was Long and Cold.
    What of the Quarry ye went to Kill? Brother, He Crops in the Jungle Still.
  • carupscarups Joined: Posts: 471
    You mean waiting until the hooligan crosses up and then using the divekick to go back to the original side thus making the reversal whiff? Does this hit the opponent if they do nothing or you just whiff?
    Making people DP towards the sky or eat a setup was the funniest part of sf4 Cammy. I'll love if this is back in.
  • AquafisAquafis member Joined: Posts: 137
    The hooligan itself is what makes the reversal wiff because they end up dping the wrong way. Depending on how it happens the dive kick can hit them out of the air or just wiff and make you reach the ground faster. There are times that you can air throw people out of their reversal and you can also just wiff the air grab and land if you feel like it.
  • The-OlympianThe-Olympian 4 the Glory of Gaea Joined: Posts: 2,134
    What of the Hunting, Hunter Bold? Brother, the Watch was Long and Cold.
    What of the Quarry ye went to Kill? Brother, He Crops in the Jungle Still.
  • YunityYunity Joined: Posts: 468
    Sareturu wrote: »
    Yunity wrote: »
    Does cr.lp, b+mp xx st. Hk xx ex hooligan>k, dp/ex dp Still work?

    Yea, still works. Its highly meter wasteful, though.
    Ending it with simply targetcombo - dp is just 30 dmg less, for no meter.

    Edit: Although, it DOES look flashy as fuck :D

    St. Mp, walk forward 1-2 frames, tc xx ex hooligan>grab

    This would be real flashy, plus okizeme, if possible.
    Daigo wrote:
    Yun’s awoken to Satsui no Hado. In many ways. Or maybe I should say he couldn’t keep from awakening.”
  • RammaRamma Team Blockstring Joined: Posts: 1,511
    edited February 2016
    It's not. There's too much pushback on st. MP. You can't even st. MP after another st. MP unless the opponent is crouching.


    Crouching (Corner for some) Only: CH st. MP > slight walk forward > st. MP > cr. MK xx SA is possible though. Found that this morning.

    Crouchers Only (Didn't Test All): cr. MP > Target Combo...you can follow up with EX Hooligan throw in the corner only.

    CH cr. MP > st. MP > cr. MK xx SA
    Post edited by Ramma on
    PSN/XBL: RammaCricket | CFN: BS_Ramma
    SFV: Cammy/Necalli | Fun Subs: Ryu, Alex, Gief
    USFIV: Cody | Alt: Zangief
  • JohnnycanJohnnycan Joined: Posts: 46
    What do you think cammy about? Dou you like cammy? I feel that, she have little combos, really?
  • M00nTigerM00nTiger RIP Starbase Arcade Joined: Posts: 576
    edited February 2016
    On crouchers except Chun-Li: cr.MP, TC xx MK SA or HK DP.

    It does more damage than CH cr.mp, cl.HP but it has less range and you won't be able to VTrigger


    Post edited by M00nTiger on
  • CipherCipher Catchphraser Joined: Posts: 1,698
    edited February 2016
    Noone in this game has a big pool of Combos.
    SFV is about using the right Combo for the right spacing/situation.

    Should I rather go for the more damaging Combo and risk that my opponent gains more ground? Or should I rather use the Combo with the better Corner Carry I end up right next to my opponent for more pressure afterwards.
    You have to choose correctly depending on the situation.

    btw guys if you find Combos, would you pls add damage and stun to, otherwise I would have to check this by myself and if I don't write this down I will probably forget it.
    SteamId, leave a comment before adding!
    Street Fighter: Cammy
    Tekken: When's Jun? , Lili, Josie
    Guilty Gear: Ramlethal

    My SFV Cammyguide!
  • JohnnycanJohnnycan Joined: Posts: 46
    Ok i like cammy
  • JuicinatorJuicinator Joined: Posts: 30
    I think they changed the cannon strike up. Looks like you can get a cLP or sLP no matter where it hits them when using the light or medium version. Was it like that during the last betas. I know it's not as effective in past gamed but it will have its uses.
  • CharmingRogueCharmingRogue Joined: Posts: 185
    Juicinator wrote: »
    I think they changed the cannon strike up. Looks like you can get a cLP or sLP no matter where it hits them when using the light or medium version. Was it like that during the last betas. I know it's not as effective in past gamed but it will have its uses.

    Yeah, they buffed her divekicks to give more frame advantage, making them easier to combo.
  • MathewKinetixMathewKinetix Joined: Posts: 2
    So with cr.lp -> b.mp xx hk.arrow (sa from here on out) you can and should incorporate the target combo. So instead it should be cr.lp -> b.mp -> st.hk xx hk.sa (173/310)
  • HaztlanHaztlan Joined: Posts: 1,157
    Juicinator wrote: »
    I think they changed the cannon strike up. Looks like you can get a cLP or sLP no matter where it hits them when using the light or medium version. Was it like that during the last betas. I know it's not as effective in past gamed but it will have its uses.

    Yeah, they buffed her divekicks to give more frame advantage, making them easier to combo.

    Any idea if the blockstun was buffed too? Or only hitstun?
    a= ​Δt / ​Δv
  • CipherCipher Catchphraser Joined: Posts: 1,698
    So with cr.lp -> b.mp xx hk.arrow (sa from here on out) you can and should incorporate the target combo. So instead it should be cr.lp -> b.mp -> st.hk xx hk.sa (173/310)

    Do M instead of H arrow, more damage, or go straight for DP even more damage.
    I see I forgot them gona add them soon.

    When did this change into Combos and tech? God damn it, now I have pay more attention.
    SteamId, leave a comment before adding!
    Street Fighter: Cammy
    Tekken: When's Jun? , Lili, Josie
    Guilty Gear: Ramlethal

    My SFV Cammyguide!
  • JuicinatorJuicinator Joined: Posts: 30
    Cipher wrote: »
    So with cr.lp -> b.mp xx hk.arrow (sa from here on out) you can and should incorporate the target combo. So instead it should be cr.lp -> b.mp -> st.hk xx hk.sa (173/310)

    Do M instead of H arrow, more damage, or go straight for DP even more damage.
    I see I forgot them gona add them soon.

    When did this change into Combos and tech? God damn it, now I have pay more attention.

    Sorry
  • Laggu1926Laggu1926 Joined: Posts: 53
    edited February 2016
    CH st.mp>cr.fierce>vta>st.fierce>hk sa>hk dp 361 dmg 550 stun
    You can end with super ofc for 471 dmg 470 stun
  • PUNKSTER93PUNKSTER93 Joined: Posts: 5
    Hey guys I need some help I can't seem to combo

    st. lp, cr. mp
    and
    cr. lp, cr. mp

    What do I need to do?
  • VhoziteVhozite Awaiting Egyptian Goddess Joined: Posts: 2,712
    She can't combo lights to mediums without a counter-hit. cr.lp only links to cr.mp on CH.
  • YunityYunity Joined: Posts: 468
    edited February 2016
    Cr. Lp, b+mp

    3 frame link(buffer). Have to be right in their face.
    Post edited by Yunity on
    Daigo wrote:
    Yun’s awoken to Satsui no Hado. In many ways. Or maybe I should say he couldn’t keep from awakening.”
  • YunityYunity Joined: Posts: 468
    edited February 2016


    Cammy ex dive kick safeness.
    Daigo wrote:
    Yun’s awoken to Satsui no Hado. In many ways. Or maybe I should say he couldn’t keep from awakening.”
  • JohnnycanJohnnycan Joined: Posts: 46
    edited February 2016
    My combo
  • carupscarups Joined: Posts: 471
    @Johnnycan Back in the betas following up the CC with f.hk (instead of walk forward sthp or stmp, sthp) did 2~6 more damage and about 40 less stun, making them sub-optimal. I'm not sure if this is the same now, but I bet it is.
  • JohnnycanJohnnycan Joined: Posts: 46
    edited February 2016
    Ahh ok i will try. I do this combo why it is so easy, sorry when i write, i from spain. Which are the the best away to connect CA? I like cr.lp,b+mp +hk +cspike +ca, i like also to pusnish fireball and after spiral arrow, in the corner i use also much s.hp to pressure, i hope that you understood..
  • JohnnycanJohnnycan Joined: Posts: 46
    So?
  • carupscarups Joined: Posts: 471
    edited February 2016
    Try CC sthk, walk forward, st.hp xx vt, walk forward a bit, stmp, sthp, arrow and CA. This combo works without the CA but you do have to be kinda close when you do CC them, so it's mostly for punish. In fact, someone mentioned it somewhere already.
    If it works it should be her highest damaging combo.

    Edit: Found it. It's right here on this thread.
    Renderino wrote: »
    CC st.hk -> walk forward -> st.hp xx V-Trigger Cancel -> slight walk forward -> st.mp -> st.hp xx Arrow -> DP
    396 damage
    632 stun
    works on everyone standing
    Johnnycan wrote: »
    Which are the the best away to connect CA?
    Any combo that has vtrigger spiral arrow or normal cannon spike can be cancelled into CA. Since CA apparently has a minimum damage threshold when performed in combos you don't really have to worry about scaling. Just perform the best combo you can and end it with CA. (To be verified? I'll edit this out if someone ever actually tests this.)
    You can also cr.hp xx CA straight from footsies.
  • JohnnycanJohnnycan Joined: Posts: 46
    Ok after i will try, now i am in the supermarket
  • JohnnycanJohnnycan Joined: Posts: 46
    edited February 2016
    So?
  • JohnnycanJohnnycan Joined: Posts: 46
    It was without ca? Sorry
  • RammaRamma Team Blockstring Joined: Posts: 1,511
    Making Cammy's cr. MP (+5 normally) hit meaty enough to combo into st. MP (6 frames) is incredibly easy. I'm not sure what the active frames on it are, but I manually time it with little to no trouble.

    In the video I posted in the video thread (I'm not gonna double post it by putting it here), I show hitting it meaty off of LK Spiral Arrow, but I've walked up post knock down quite a few times now and had no problem comboing meaty cr. MP > st. MP > cr. MK xx Spiral Arrow.
    PSN/XBL: RammaCricket | CFN: BS_Ramma
    SFV: Cammy/Necalli | Fun Subs: Ryu, Alex, Gief
    USFIV: Cody | Alt: Zangief
  • JohnnycanJohnnycan Joined: Posts: 46
    edited February 2016
    Yes is very good cr.mp s.mp cr.mk Sa :) yujuu thank i dont knew it. This combo only connect in counter hit no?
  • CipherCipher Catchphraser Joined: Posts: 1,698
    Ramma wrote: »
    Making Cammy's cr. MP (+5 normally) hit meaty enough to combo into st. MP (6 frames) is incredibly easy. I'm not sure what the active frames on it are, but I manually time it with little to no trouble.

    In the video I posted in the video thread (I'm not gonna double post it by putting it here), I show hitting it meaty off of LK Spiral Arrow, but I've walked up post knock down quite a few times now and had no problem comboing meaty cr. MP > st. MP > cr. MK xx Spiral Arrow.

    I put the video allready into my second post.
    I put them behind spoiler, so the overview is a little bit easier.
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  • JohnnycanJohnnycan Joined: Posts: 46
    The normal cr.hp link into other normal?not?
  • RammaRamma Team Blockstring Joined: Posts: 1,511
    Thanks cipher.
    Johnnycan wrote: »
    Yes is very good cr.mp s.mp cr.mk Sa :) yujuu thank i dont knew it. This combo only connect in counter hit no?
    Yeah, it works if cr. MP hits meaty or CH.

    And no, cr. HP is even on hit if I remember correctly, but you can cancel it into VT.

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