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=== Anti-Airs === | === Anti-Airs === | ||
Cammy's selection of anti-airs is fairly broad, though each has specific applications. | |||
Cannon Spike, whether normal or OD, has air-attack invulnerability for its first few frames, though the stronger the version the less it has (excepting OD, which has full invul for the first 8 frames). This makes it good for stopping jump-ins that come at Cammy from further out, and work especially well if it can be timed to hit at the last possible moment so that Cammy can hit with the earlier hitbox and do more damage. | |||
Another, slightly riskier option for jump-ins that come from further out is to use either 4MP or 4HK. 4MP reaches above Cammy's head, which may let it catch closer jump-ins if timed right, while 4HK covers an arc in front of and above Cammy. The main benefits of landing either move is setting up the opportunity to Drive Rush afterward, either to cross under the opponent if they're close enough or set up DR 5LP > Spiral Arrow for a very beefy knockdown (anywhere from ~+35 to +42 if set up correctly). The main reason this is riskier as an option is because these moves are more likely to trade or lose to characters with stronger jumping buttons, in which case a Cannon Spike is a better call. | |||
Dealing with close-range jump-ins, especially to stop the opponent from using a crossup jumping normal, mostly boils down to either using a crosscut input for Cannon Spike, using j.LK while jumping straight upward, or trying for a backward jump and an air throw. If the crosscut Cannon Spike hits an opponent that is jumping toward the corner, then Cammy's oki options are, while not great, a little more flexible than j.LK, but j.LK having its own crossup hitbox makes it more likely to hit in situations where the opponent's jump arc is more ambiguous about whether it'll cross up or not. | |||
=== Anti-Projectile === | === Anti-Projectile === |
Revision as of 14:27, 22 June 2023
Neutral
Cammy's neutral game relies on a few major cornerstones:
- Taking advantage of her movement speed to get in and harass people with her normals
- Whiff punishing bigger moves with her longer normals, or Spiral Arrow if the distance requires it
- Calling out lows or grounded AAs with Cannon Strikes, or the occasional Hooligan (very risky)
Ideally, Cammy wants to try to get in close so that she can either pressure the opponent with strike/throw mix, or get a knockdown or launch to get okizeme going. The length of her 5LK makes it a fairly decent shimmying tool, and her 5MK and 2MK are great harassment tools at midrange, with 2MK pulling double duty as a good normal for punishing and confirming into a Spiral Arrow if it's buffered correctly. 5HK is her longest-reaching grounded normal; it can either punish the opponent after a slow button if a Spiral Arrow is too risky, or lock them down from acting so that Cammy can walk closer and harass with slightly faster buttons like 5MP or 5MK. 5HP has less range, but does move forward a bit, so it can sometimes be used to pressure people into blocking a 5HP~5HK target combo, especially if the second hit is canceled into j.214K or j.214KK.
In closer quarters, 2MP is fairly easy to confirm into another 2MP if it counterhits, allowing for 236MK, 236HK, or 236KK to hit. 5MP links to 5LK and 5LP when close enough, which lets it convert into 236MK. If 5MP counterhits, it will link into 2MP.
Using Drive Rush out of a Drive Parry gives many of Cammy's shorter and quicker normals a bit more range, and turns them into amazing starters for a variety of combos.
Offense
Frame Traps
Light Chains and Special Cancels
- 5LP~5LP/2LP or 2LP~2LP/5P or 2LK~2LP/5LP - beats 4-frame normals and non-OD DPs if the second LP is immediately chained into.
- If 5LP or 2LP counterhits, can link to 2MP > 236K/236KK; if not, use the 2nd LP to confirm into LK/MK/OD 236K. This basically applies to any frametrap in this section if 5LP or 2LP counterhits, so make liberal use of it.
- 5LK > 236LK/MK - Spiral Arrow beats 4-frame normals clean, but loses to anything with invulnerable startup. Doesn't work if other normals come before 5LK, making it risky to use.
Medium Links
- 5MP, 5LP/2LP - beats 6-frame moves if they don't have invul, but will trade if the LP isn't input quickly enough.
- 5MP, 5LK - slightly better reach, but only really works against moves with 7+ frames of startup.
- 2MK, 2MK - best used if you can hit with just the tip, and not advised to use against someone that uses a lot of fast crouching moves, normals with long reach, or normals that aim low, as the gap between 2MKs is punishable. However, it does great at going under standing jabs and most normals that aim higher up.
Heavy Links
- 2HP, 5LP/2LP - shuts down 3-frame moves, and even if 5LP/2LP is blocked, going for 2MP > 236HK after said block will still stop 3-frame moves without air invulnerability when the 236HK comes out.
- 2HP, 5MP - trades w/6-frame moves, but stuffs 7-frame moves easily.
Okizeme and Mixups
TO-DO: General notes about how Cammy runs oki and mixups.
From Anti-Airs
If Cammy can successfully hit with a 4MP, 4HK, or 4MP~5HK, DR 5P > 236LK grants a +44 knockdown. Even if Drive Rush is omitted, using 236LK in these situations leaves Cammy in the rough neighborhood of +35-39 depending on the timing of the 236LK.
Hooligan Oki
If the opponent doesn't backrise, 236LP~P can be used to bait invincible reversals in certain situations, as Cammy's arc will cause the reversal to travel past her and the P followup will drop her back down to the ground fast enough to punish. Common ways to set this up involve hitting with j.MP > j.214K to bring the opponent down with her, then using 236LP as soon as Cammy lands.
For more specific Hooligan Oki setups and ways to set up Hooligan Oki, check the guide to Hooligan Oki in the Documents section of Cammy's Resources page.
Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated
Knockdown | KD Adv. | Oki/Notes |
---|---|---|
Forward Throw | +? | ? |
Back Throw | +? | ? |
2HK | HKD +? HKD +? (Punish) |
? |
vs. Burnout
Drive Rush
When cancelling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.
Gap Value | Meaning |
---|---|
0 | True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal |
1 to 4 | Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack |
5+ | Large blockstring gap; opponent can interrupt without an invincible attack |
5LP | 5MP | 5HP | 5LK | 5MK | 5HK | 2LP | 2MP | 2HP | 2LK | 2MK | 2HK | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
5LP~DR | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
The following table lists the general BnB combo routes when cancelling a button into Drive Rush on hit.
Starter | Hit Adv. | Combo Route |
---|---|---|
5LP | +? | ? |
Defense
Reversals
Anti-Airs
Cammy's selection of anti-airs is fairly broad, though each has specific applications.
Cannon Spike, whether normal or OD, has air-attack invulnerability for its first few frames, though the stronger the version the less it has (excepting OD, which has full invul for the first 8 frames). This makes it good for stopping jump-ins that come at Cammy from further out, and work especially well if it can be timed to hit at the last possible moment so that Cammy can hit with the earlier hitbox and do more damage.
Another, slightly riskier option for jump-ins that come from further out is to use either 4MP or 4HK. 4MP reaches above Cammy's head, which may let it catch closer jump-ins if timed right, while 4HK covers an arc in front of and above Cammy. The main benefits of landing either move is setting up the opportunity to Drive Rush afterward, either to cross under the opponent if they're close enough or set up DR 5LP > Spiral Arrow for a very beefy knockdown (anywhere from ~+35 to +42 if set up correctly). The main reason this is riskier as an option is because these moves are more likely to trade or lose to characters with stronger jumping buttons, in which case a Cannon Spike is a better call.
Dealing with close-range jump-ins, especially to stop the opponent from using a crossup jumping normal, mostly boils down to either using a crosscut input for Cannon Spike, using j.LK while jumping straight upward, or trying for a backward jump and an air throw. If the crosscut Cannon Spike hits an opponent that is jumping toward the corner, then Cammy's oki options are, while not great, a little more flexible than j.LK, but j.LK having its own crossup hitbox makes it more likely to hit in situations where the opponent's jump arc is more ambiguous about whether it'll cross up or not.
Anti-Projectile
Cammy's specific tools for dealing with projectiles mostly boil down to using Spin Knuckle, Cannon Strike, Hooligan Combination, or SA3. Each has their particular upsides and downsides.
Spin Knuckle is the most straightforward of the options, particularly if using the MP, HP, or OD versions. These all have projectile invulnerability for some part of the animation and will let Cammy skip straight through a projectile to land a hit. In most cases, that means she can throw in a linked normal afterward (especially if the Spin Knuckle counterhits) and go for a Spiral Arrow, Cannon Spike, etc. However, the opponent can use a faster or slower fireball to hit Cammy outside of the projectile invul window, deliberately shimmy to throw off the spacing and make the Spin Knuckle whiff, or flat-out neutral jump it and come down with a punish.
Cannon Strike requires Cammy to be a bit closer than Spin Knuckle, but getting a counterhit with it, especially if the spacing is done to hit the opponent's feet, opens the opponent up for combos just as well as Spin Knuckle does, and has the added bonus of generally keeping her above lower-angled projectiles. Much like with Spin Knuckle, misjudging which version of Cannon Strike to use can result in Cammy landing directly on the projectile, and if Cammy gets over the projectile but uses Cannon Strike from too far out, the opponent may be able to anti-air and knock her out of Cannon Strike, much like they would any other jump-in. This is usually a concern against Ryu, Ken, or Guile.
Hooligan Combination doesn't need Cammy to be close at all to evade a fireball, as even the HP version's lower vertical velocity is enough to get it over a fireball if used at the right time. The followups also nuance things a bit more--Cammy can use Cannon Strike out of it to much the same effect as if she were using Cannon Strike on its own, but Razor's Edge Slicer brings her profile low enough to avoid a number of mid-height projectiles if her timing is right. However, Hooligan's fairly floaty no matter what version is used, so it carries a slightly bigger risk of getting AA'd if it's used too frequently.
Super Art 3 is the most expensive option, and requires a fairly good sense of timing--it starts up fast, has complete invulnerability for the first 8 frames, and can reach full screen, but the farther Cammy has to travel, the less likely it is she'll get the punish if SA3 is done too late. However, if executed correctly, the raw damage will clinch out rounds and matches when opponents get careless.
Fighting vs.