Cammy Guide (K, C grooves)

SystemSystem Joined: Posts: 508,676 admin
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
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Comments

  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • SystemSystem Joined: Posts: 508,676 admin
    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!
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • SystemSystem Joined: Posts: 508,676 admin
    cammy's fp throw has HELLA range man...screw punishing safe falls...thats like using dahlsim's kick throw instead of noogie...
  • ArcherArcher Final Justice! Joined: Posts: 48
    That's good stuff, Burghy. Keep it comin'. Thanks.


    - Archer
    "If all else fails, Rolento-Jab-of-Doom that ish down!" - N, on the benefits of playing 3S Ibuki.
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • noodlemannoodleman Cancer of GTASF Joined: Posts: 5,165
    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!
    "You'd be better off falling asleep with the taste of my crotch in your mouth." - Miyavi

    "no no! it don't hurt if spoon is greasy!" - Zangief Chronicles.
  • HoneyBBQGrundleHoneyBBQGrundle Coco's dead! Joined: Posts: 980
    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.
    I do want to play Barbie Horse Adventures.
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • HoneyBBQGrundleHoneyBBQGrundle Coco's dead! Joined: Posts: 980
    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.
    I do want to play Barbie Horse Adventures.
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • SystemSystem Joined: Posts: 508,676 admin
    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:
  • SystemSystem Joined: Posts: 508,676 admin
    Originally posted by kcxj
    K-Cammy: Power of d.MP
    Cammy is the true scrub character... :lol: :lol:

    Indeed totally scrubby.
  • SystemSystem Joined: Posts: 508,676 admin
    Replies have been noted and valid contributions will be included in revision after the guide has been completed along with proper credit. Thank you.
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • SystemSystem Joined: Posts: 508,676 admin
    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
  • jreinert13jreinert13 Smoked out Member Joined: Posts: 899
    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
  • SystemSystem Joined: Posts: 508,676 admin
    Dude do you mean me or kcxj? Because I didn't say anything about a s.HK.
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • jreinert13jreinert13 Smoked out Member Joined: Posts: 899
    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.....
  • SystemSystem Joined: Posts: 508,676 admin
    :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.
  • SystemSystem Joined: Posts: 508,676 admin
    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).
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • BinarystarBinarystar it's going down Joined: Posts: 116
    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.
    hi
  • SystemSystem Joined: Posts: 508,676 admin
    Did you guys even read my special/super move section?

    ok next section should be going up tomorrow.
  • SystemSystem Joined: Posts: 508,676 admin
    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:
  • BinarystarBinarystar it's going down Joined: Posts: 116
    if u are referring to me i was pointing out cuzimasian guy out that doing it with lvl 3 is not a great idea...
    hi
  • jreinert13jreinert13 Smoked out Member Joined: Posts: 899
    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
  • SageSage 伝説の仙人 Joined: Posts: 1,729
    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.
    凸(▽皿▽#) FU
  • SystemSystem Joined: Posts: 508,676 admin
    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:
  • jreinert13jreinert13 Smoked out Member Joined: Posts: 899
    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:
  • SystemSystem Joined: Posts: 508,676 admin
    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?
  • SystemSystem Joined: Posts: 508,676 admin
    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
  • SystemSystem Joined: Posts: 508,676 admin
    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!!
  • SystemSystem Joined: Posts: 508,676 admin
    Shut up. I'm not talking to anybody here anymore.
  • jreinert13jreinert13 Smoked out Member Joined: Posts: 899
    ..... :lol:
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • jreinert13jreinert13 Smoked out Member Joined: Posts: 899
    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
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