Street Fighter X Tekken/Cammy
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- Standing Light/Jab Punch
- Quite simply one of Cammy's best tools and pressure tactics. Cammy's st. LP has the range, speed, and priority to constantly harass your opponent. Coupled with her high walking speed, Cammy has the ability to do a walking jab, which means that you can link around 6-7 (maybe 8 in the corner) jabs by holding forward while linking your jabs so that Cammy takes tiny steps between each jab. More in-depth information is located in The Basics section below. --G. Henson 09:47, 1 August 2012 (UTC)
- Standing Medium/Strong Punch
- Has two versions, a far and close version.
- cs. MP comes out quickly, so it is an OK anti-air tool. It's also good for juggling mid-screen. Links into most other moves, including cr. HP, st. HP, cr. MK, and cr. MP.
- fs. MP can also be used as an anti-air tool for opponents landing in front of you. Doesn't link into anything. --G. Henson 09:47, 1 August 2012 (UTC)
- Standing Heavy/Fierce Punch
- Has two versions, a far and close version. Both are special-cancelable and they link into each other. They both do the same damage as cr. HP.
- cs. HP can link into cr. HK. It can also be used to anti-air to some effect. cs. HP can also be used effectively in juggles.
- fs. HP can cancel into Cannon Spike and combo successfully despite the distance indicating otherwise. --G. Henson 09:47, 1 August 2012 (UTC)
- Standing Light/Short Kick
- Not nearly as good as her jab. cs. LK hits low and fs. LK may be used in shenanigan anti-air moments, but her jab is preferred in most ways. --G. Henson 09:47, 1 August 2012 (UTC)
- Standing Medium/Forward Kick
- Has two versions, a far and close version.
- cs. MK is cancelable, but you will likely not use it since cs. MP, cs. HP, or cs. HK are better options.
- fs. MK is a good poke, especially when Cross Rushed into fs. HK or fs. HP. --G. Henson 09:47, 1 August 2012 (UTC)
- Standing Heavy/Roundhouse Kick
- Has two versions, a far and close version.
- cs. HK can be used to anti-air, but more importantly, can be used to JC. More a more in-depth analysis of JCing, see below in Advanced Strategies. cs. HK doesn't link into anything and is actually unsafe if used as a normal hitting move.
- fs. HK is a good poke and can be linked to by cr. HP. --G. Henson 09:47, 1 August 2012 (UTC)
- Crouching Light/Jab Punch
- Good to extend and begin combos with. Nice reach and priority. Also chainable. --G. Henson 12:56, 1 August 2012 (UTC)
- Crouching Medium/Strong Punch
- Comes out fast and can be used effectively in midscreen juggles. Has decent priority and links into itself. Lacks the range of cr. MK though, so use only when the distance allows. --G. Henson 12:56, 1 August 2012 (UTC)
- Crouching Heavy/Fierce Punch
- Can link into cr. MK and fs. HK. Good as anti-air. If you trade with your opponent and score a counter hit, this move causes so much hitstun that you can still follow through before your opponent recovers. Can link into Super, but timing is tricky. --G. Henson 12:56, 1 August 2012 (UTC)
- Crouching Light/Short Kick
- Good to extend and begin combos with. Nice reach and chainable. --G. Henson 12:56, 1 August 2012 (UTC)
- Crouching Medium/Forward Kick
- The old standby. Good for footsies, two-piece punishes and is likely to be your main crouching tool. Links with almost anything Cammy has and has great reach. --G. Henson 12:56, 1 August 2012 (UTC)
- Crouching Heavy/Roundhouse Kick
- Your sweep. Causes a hard/untechable knockdown, opening mixup opportunities. Unsafe on block, but at maximum range, gives little time for punishing. Best to hit confirm into. --G. Henson 12:56, 1 August 2012 (UTC)
- Neutral Jumping Light/Jab Punch
- Almost never used. --G. Henson 12:56, 1 August 2012 (UTC)
- Neutral Jumping Medium/Strong Punch
- Has the most horizontal distance of her neutral jump attacks, which isn't much. --G. Henson 12:56, 1 August 2012 (UTC)
- Neutral Jumping Heavy/Fierce Punch
- Fast startup. Can be done really close to the ground because of this. This or MP is preferred when neutral jumping. --G. Henson 12:56, 1 August 2012 (UTC)
- Neutral Jumping Light/Short Kick
- Only instant overhead Cammy has, which isn't saying much. --G. Henson 12:56, 1 August 2012 (UTC)
- Neutral Jumping Medium/Forward Kick
- Is good for air-to-air, but is overall just a bad option. --G. Henson 12:56, 1 August 2012 (UTC)
- Neutral Jumping Heavy/Roundhouse
- Same as MK. --G. Henson 12:56, 1 August 2012 (UTC)
- Diagonal Jumping Light/Jab Punch
- Useful for beating out moves to get that last bit of vitality to take a win, but not useful beyond that. --G. Henson 12:56, 1 August 2012 (UTC)
- Diagonal Jumping Medium/Strong Punch
- Decent priority, but j. HP is preferred when priority is a concern. --G. Henson 12:56, 1 August 2012 (UTC)
- Diagonal Jumping Heavy/Fierce Punch
- Useful for beating out some anti-airs. Does same damage as j. HK. --G. Henson 12:56, 1 August 2012 (UTC)
- Diagonal Jumping Light/Short Kick
- Your main crossup attack. Other attacks can crossup, but require tricky spacing to make it work. Also stays out a long while and starts up quickly, making it ideal for reaction air-to-air. --G. Henson 12:56, 1 August 2012 (UTC)
- Diagonal Jumping Medium/Forward Kick
- Not useful beyond air-to-air. --G. Henson 12:56, 1 August 2012 (UTC)
- Diagonal Jumping Heavy/Roundhouse Kick
- Your main jump-in. Good hit stun and range. Will allow you to combo at most distances, even if you clip your opponent with. --G. Henson 12:56, 1 August 2012 (UTC)
- Spiral Arrow
- When performed, she flies forward close to the ground in a drill like movement with the distance being different on each version of Kick used to execute the move. The EX version has fireball invincibility. This move is Cammy's standard combo ender. You may use it to close distance with an opponent as well. The HK version hits twice if performed close enough, but the MK version will do more damage if you are t0o far for the two-hit HK to connect. This move is highly unsafe if done too close. Always hit confirm into it or perform at a distance where the end of the move's animation connects with your opponent so that you can recover. Be aware that the Spiral Arrow can be charged, so make sure you don't negative edge or hold the Kick button too long or you will break the combo. This move can enable a Juggle state under certain conditions (see Juggling section below). --G. Henson 00:42, 30 July 2012 (UTC)
- Cannon Spike
- When performed, Cammy will do a kick that will carry her forward in an upward arc with the distance being different on each version of Kick used to execute the move. The EX version does a bit more damage than the HK version and carries Cammy the highest/furthest. This move is Cammy's best reversal and her highest priority move. Has invincible frames on startup. Can be also used as a combo ender (does more damage than Spiral Arrow) and an anti-air. This move is unsafe on block (doubly so on whiff) and shouldn't be abused. Additionally, if your're not at close range to hit and your opponent ducks, you will likely whiff since the move doesn't have a good downward hitbox. However, the move travels a great distance horizontally and will catch players jumping backwards if timed properly. --G. Henson 00:42, 30 July 2012 (UTC)
- Spinning Backfist
- When performed, Cammy will do a quick hop forward while spinning, then land and do a two-hit punch (if landed close, otherwise, one hit) with the distance being different on each version of Punch used to execute the move. The EX version goes the same distance as the MK version and causes a wall bounce. This move is primarily used to dodge fireballs and low attacks. It has invincibility to all low attacks, throws, and projectiles during the first half of the spin animation although high/jumping attacks will hit. During the second half on the spin till she lands, she is once vulnerable again. Once she lands she will do a decently high priority punch that hits twice. Although this move has decent utility, it is difficult to use it on reaction. The move (especially the HK version) is also highly telegraphed and can be blocked or even punished on reaction by experienced players. Also, due to how slow the LK version moves, the MK version is the only that's really useful for taking advantage of predicting a fireball. This move can enable a Juggle state under certain conditions (see Juggling section below). --G. Henson 00:42, 30 July 2012 (UTC)
- Hooligan Combo
- When performed, Cammy jumps forward while curled in a ball, with the distance and arc being different on each version of Kick used to execute the move. The EX version will home in on your opponents position, even in the air. The Hooligan Combo adds to Cammy's mixup game and has four different actions it can perform depending on your input after performing the initial command:
1.) Doing no further input after inputting a Hooligan will have Cammy go into the Razor's Edge Slicer, a slide kick. You can either catch an opponent off guard with this during your mixup or can let it come out to catch an opponent jumping backwards. While you can cancel a normal into a Hooligan, you cannot combo into the slide kick. This move can enable a Juggle state under certain conditions (see Juggling section below).
2.) Doing input for a throw after inputting a Hooligan when you are in proper range will have Cammy grab the opponent and do a throw. The throw can be different based on what direction you do, but the damage is the same. Cammy will only grab a standing or airborne opponent, but not one ducking, so don't try to abuse this. The Hooligan Combo will go over some projectiles, allowing you to take advantage of predictability. Also, you can cancel into the Hooligan to catch an opponent offguard with the throw.
3.) If you do the input for a throw during the Hooligan Combo and you are not in throw range or if your opponent is ducking, you will cancel the Hooligan combo and you will not throw or do anything but land. Once landed, you can attempt to walk-up throw, do a Cannon Spike to beat out any counter attempts, or simply block.
4.) You can also do an EX Cannon Strike in the second half of the Hooligan animation and combo out of that.
--G. Henson 00:42, 30 July 2012 (UTC)
- Cannon Strike
- Can only be done midair while jumping forward. When performed, Cammy will pause for a quick amount of time, then do a kick aimed diagonally towards the ground with the distance and angle being different on each version of Kick used to execute the move. The EX version can be done jumping backwards or neutral and causes more hit stun than meterless Cannon Strikes. You can use Cannon Strikes to delay your landing and throw off an opponents timing. You can also do them closer to the ground than regular aerial attacks, which can throw off an opponents timing. For a more in-depth analysis of the Cannon Strike, see the below section in Advanced Strategy. --G. Henson 00:42, 30 July 2012 (UTC)
- St.mk buffered into st.hk from max range is mostly safe and a really good poke. Hit confirm into launcher.
- Use cannon spike MK to antiair (HK has less invincibilty, so dont use it outside of conbos). If you have meter, tag cancel the cannon spike anti air into a full conbo (most characters can hold up forward and get a jumping attack off then combo)
- cammy's st.lp is one of the best in the game. Keep walking forward and jabbing, hitconfirm into launcher. If they are scared to press buttons because of jab pressure, go for cs.hk JC or a throw. Going for crossups in jab pressure is strong too. If opponent has dp, bait out by varying your jab strings
List of moves that enable a juggle state
- Hooligan Combo (no input) > Razor's Edge Slicer
- Best done in the corner. With practice, one can cancel into a Hooligan Combo from a normal to catch an opponent off guard with the slide kick. If done midscreen, a full Super Art can be done easily for 405 damage.
- Spinning Backfist
- It's preferable to land this in the corner, but if landed midscreen, it is possible to juggle with a full Super Art if done at the right time (albeit difficult) for 425 damage. The EX version of this move causes wall bounce for different comboing opportunities.
- Spiral Arrow
- To juggle with this, it's mandatory to have your opponent in the corner. You must hit your opponent with the very edge of the attack so that you can actually recover in time to take advantage of the juggle. An old tactic is to use an EX Spiral Arrow vs a fireball thrower (EX SAs are invincible to fireballs), get the juggle state, and mash out your Super (good for 335 damage). Takes practice to get the spacing down. Alternatively, you can time it so your opponent lands on your SA while jumping.
--G. Henson 20:47, 19 July 2012 (UTC)
Instant Cannon Strikes
Instant Cannon Strikes were a big part of Cammy's gameplay in SFIV, and she still has the ability to do them. However, some changes were made to the mechanic:
- They do not have nearly as much hit stun as before.
- Instant CSes are a lot slower, causing followup attacks to be timed differently in order to combo.
- They can no longer be done in rapid succession as in the past and they don't combo into each other.
Still, they can can be used to:
- Punish attempted grapples (especially on wakeup)
- To punish throw tech abuse
- To extend certain juggles and wall bounces (i.e. EX Spinning Backfist)
- To simply open a combo.
There are two kinds of instant Cannon Strikes:
1.) An Instant Cannon Strike with meter (commonly called a TKCS, a Tiger Knee Cannon Strike) is very easy to pull off. Simply perform the Tiger Knee Motion backwards (D, DB, B, UB) + two Kicks (or simply use your Triple Kick/KKK button) and an EX Cannon Strike should come out very close to the ground. TKCSes can be used with jump canceling cs. HK to create a loop and extend a combo.
2.) A meterless Instant Cannon Strike is a lot more difficult to pull off consistently and requires some practice before it becomes natural. There are many motions to pull it off, but here are two:
- The direct motion is QCB > UF + LK, MK, or HK. This is somewhat difficult to execute consistently, especially with a pad or controller, but it is the most direct way to get one out. Practice is recommended to get used to this input
- A somewhat easier motion is to do a 315 degree motion starting from Down-Forward to Up-Forward (imagine a compass; Start from Southeast and rotate clockwise to Northeast) and pressing any Kick button. This input has to be done somwhat fast so that you don't jump backwards, so that the CS comes out close to the ground, and that the buffer doesn't expire. Once you get the timing down, instant Cannon Strikes will come out. If you miss the input window, you will likely neutral jump or jump backwards.
NOTE: Due to SFxT's somewhat strict jump input, pay special attention to whether or not you are actually jumping forward during your input, since meterless TKCSes don't come out unless you are actually jumping forward.
--G. Henson 20:04, 19 July 2012 (UTC)
Jump Canceling (JC)
In SFxT, Cammy has the ability to cancel her close standing Heavy Kick into a jump into any direction, similar to Super Jump canceling for C. Viper and Ibuki in SFIV. When used in combination with her EX Cannon Strike, she can lead with this technique to extend some combos. The required input, however, is tricky. Some methods of doing this:
- Do the input for a neutral jump or forward jump, then do and time the input for a Cannon Strike so it comes out as close to the ground as possible. Requires practice to get the timing, execution, and rhythm down. Make sure that you don't press the Kick button until the precise second (or frame) exactly after Cammy would be jumping, or the game will count the Kick input for the ground and you'll just jump.
- Cancel the HK with the TKCS motion. The motion can not be done too quickly or you will lose the buffer and you will just jump. Ensure you do not press any Kick buttons until Cammy (technically) leaves the ground.
JCing also has some mixup utility. If you jump forward after JCing a blocked cs. HK, you will be in perfect position to cross up with j. LK and your opponent has little time to react. If your opponent is in the corner, you can do a mixup by using j. HK instead, which won't cross up, but may trick your opponent into thinking you will. Conversely, jumping back may allow you to bait and punish those who button mash reversals, assuming the reversal doesn't hit you. If you do jump back, do so with j. HK or j. MP. You may also neutral jump and continue a mixup approach.
--G. Henson 20:36, 19 July 2012 (UTC)
Bread and Butters
NOTE: Most BnBs can be led by an instant Cannon Strike or jump-in.
- cr. HP > cr. MK xx Medium SA (222 damage)
Basic Cammy Combo. Creates perfect spacing for dash canceling a Spiral Arrow to do a throw attempt or continue jab pressure. --G. Henson 19:50, 19 July 2012 (UTC)
- cs. HP > cr. MK xx Heavy SA (231 damage)
Another basic combo. Does slightly more damage than the one above, but the link timing is more strict. --G. Henson 19:50, 19 July 2012 (UTC)
- cs. HP > fs. HP xx Heavy SA (261 damage)
Tight link, but does more damage. One can substitute a Heavy Cannon Spike in place of the Spiral Arrow for a bit extra damage (285 damage) (you can cancel into Cannon Spike easier by holding forward while doing the HP links).--G. Henson 19:50, 19 July 2012 (UTC)
- j. HK > cs. HP > fs. HP xx Spin Driver Smasher (475 damage)
A solid Super Art combo. Can substitute cr. HP for fs. HP for the same damage, but fs. HP is cancelable, making the Super easiser to get out. Bear in mind that it may be worth it to use your Cross Art in place of your Super Art if you have the meter. For comparison, if Cammy is partnered with Juri and Cammy performs this combo, but cancels into CA instead, she will do 590 damage.--G. Henson 19:27, 19 July 2012 (UTC)
- J.hk, st.hp, cr.hp(3frame link) xx hp+hk (tag).
0 bar tag combo- (recommended, does more damage. Only use the above if you can't tag)
- Cr.mp, st.hp, hk cannon spike
After being tagged in (midscreen)-
- Cr.hp x3 hk cs. (Omit one cr.hp for ease of use if needed)
After being tagged in (corner)-
Hit Confirm Combos
Off of walking jab hitconfirm-
- St.jab (walk forward) st.jab (hitconfirm) xx mp xx hp xx launcher.
- St.lp walk forward x n, cr.mk xx SA (not worth it due to difficulty + damage scaling, but option is still there if you can't afford to tag)
- cr. LK > cr. LK > cr. LK xx cr. MK xx cr. hk (151 damage)
A combo designed to hit-confirm easily into an untechable knockdown. This combo is pretty universal between most characters and you can subsitute the Light and Medium attacks with whatever equivelants you want, but using all crouching attacks eliminates some input error associated with switching to standing attacks and back.--G. Henson 19:50, 19 July 2012 (UTC)
- 0 bar no tag- j.hk, cs.hk xx JC, cannon strike (any version, timing is strict), st.hp, cr.mk xx SA.
- j. HK > cs. HK xx JC > EX Cannon Strike > cs. HP > fs. HP xx EX Cannon Spike (450 damage)
A solidly damaging combo. Requires jump canceling a cs. HK. The same combo can be done without using meter.--G. Henson 19:50, 19 July 2012 (UTC)
- j. HK > cs. HK xx JC > EX Cannon Strike > cs. HP > fs. HP xx Spin Drive Smasher (557 damage)
A heavily damaging Super Art combo. Requires jump canceling a cs. HK.--G. Henson 19:50, 19 July 2012 (UTC)
- j. HK > cs. HK xx JC > HK Cannon Strike > cs. HP > fs. HP xx Cross Art (+600 damage)
Requires JCing into a meterless Cannon Strike. Damage varies with teams. --G. Henson 21:14, 19 July 2012 (UTC)