Cammy Match-Up Thread Index

All I can say about Cammy after a week of grinding is…wow, I need to drop this character and go to flow chart ken. I’ve studied everything and practiced and practiced and she just can’t deal with non stop jumpers, vega, necalli, or rashid.

It was fun for a bit, but I’m out!

Thanks for the info, it was helpful but Cammy just isn’t for me.

Good god I need help with Bison! His buttons just feel so much better than mine. Doesn’t feel like I can press anything without being stuffed in close range.

What do people do against scissor kick pressure? I try to wait at range and whiff punch, end up eating something silly. usually an EX scissors.

He’s quite difficult to Anti air ( His fierce is pretty good) as well as all the devil’s reverse shit. any tips?

Supposedly he’s free on wakeup but I’m getting jabbed out of pressure - cr.p > TC I’m being reguarly thrown out of!

I’m going to take it to the lab today but is there anything obvious I’m missing here? Slides and Devil’s inferno I can punish ( although certain block strings have enough pushback to make it difficult).

Mikas has ways to keep Cammy out?
It’s the other way around, not only that Cammy outranges Mika by far, she can also shut every way for Mika to get in down with 2 buttons.
If you see she charges st.hk to get in, react with a st.hk for a free CC, st.mk to keep her at range back+mp as anti-air.

Practice the timing for the st.hk CC, if Mika players see that this doesn’t work they usualy start to panic.

You are correct that Bison is pretty free on wakeup. If you’re getting jabbed (or worse thrown) out of what you’re doing then it means that you’ve mistimed whatever you where trying to do. Bisons fastest normal is 4f.

There really isn’t Scissor Kick pressure in this game as all versions except EX are negative on block though they can be spaced such that they’re more or less safe. In the event that the Bison player has spaced the Scissor Kicks to be safe said Bison player will have also basically reset the neutral.

I can’t really comment on the anti-airing as I have more experience in this matchup from the Bison perspective but I don’t recall b+MP or DP ever not working.

Strategy-wise I would say that working to get Bison to burn V-Gauge on V-Reversals is a really good idea as he has one of the best V-Triggers in the game that turns him into a damage and stun dispensing monster which isn’t something that Cammy is going to hold up well against being the most fragile character in the game.

We really need an editable OP. :frowning:

How are you guys going about Karins and Lauras? Every Karin and Laura I bump into plays incredibly lame and defensive. Almost to the point where they won’t engage in any sort of neutral game…even at the Gold League level :\

I ran into my first Gief today since I’ve started learning Cammy. I tried using pokes and had some success but couldn’t do anything once he got in. Tips?

After Gief gets in, it’s the same as always been against grapplers.
Three options on your wakeup: Meaty, grab, bait.
Backdash gets you out of grabs and baits. You get ch against meaty. We should be able to backdash a grab and punish with arrow or CA. Have to test it though.
Jump punishes grab. You get hit by meaty and can get AA’d against baits.
DP fucks meaty and grab. Eat a CC combo 40~50% combo against baits.
Blocking defends against meaties but you could possibly be in for a tick command throw mixup. Neutral against baits. Loses to grab.

Well, I don’t think you need to zone Gief in this game. His wake-up game without meter is just like most characters. He doesn’t have a 2 frame SPD anymore (it’s 5 frames). His Lariat still loses to throws. His fastest normal is 5 frames, so as long as you keep your frame traps to a gap of no bigger than 4 frames you are in good shape.

Your normals are good, but watch out for st. HP. If a Gief does st. HP a lot, whiff punish it. Make sure to mix in crouch blocks in your neutral game in case of random sweeps. You can really mess up his AA game with dive kicks.

If he’s pressuring you, don’t hold up or back dash. Back Jump is your best bet if you expect an SPD. Yes, you won’t get to punish it (actually maybe you can with spiral arrow or CA), but at least you’re out of pressure. If he doesn’t SPD and goes for jab pressure you’ll most likely get air reset. If he does nothing, it’s all reset.

You just need to remember that this isn’t SFIV Gief.

lol,same here,i lose to some damn defensive karins and lauras, play incredibly lame, spam elec fireball, lure you to come/jump in without doing anything else,same goes to karins. :s

Just watched a replay of Poongko’s Cammy and saw that V skill goes through Birdie’s chain.

It does?
Thats kinda interesting, I just blocked his Chain and punished with arrow, I have to check this.

For Bison match ups. His Scissor kicks are a problem because of the spacing. He is negative on block for lk and mk enough to punish with a jab based on spacing, which makes you think his hk scissors is punishable too but it’s not. The way to tell the difference is the start up. His lk and mk start faster so if you see it’s quick you can punish, if you see it starts slow and then the kicks hit just walk forward and grab. He is -2 so none of his moves can come out first and its hard for him to stop the grab. After them getting grabbed a few times they’ll usually stop doing it.

I’ve only found one workaround for defensive karins and lauras and it’s not great as you have to put in a lot of work to get in (she really needs an overhead to deal with this shit). You have to get them in a habit of teching grab as that’s really our only option at this point and they know it. Once they tech a few you can usually mix in a different string in and they get caught. (For example on wake up I’ll do cr. lp X2 walk forward a little and grab. They get used to that rhythm so then I switch to cr. lk cr. lp walk forward, and their grab whiffs so I get to st mp st hk combo as the timing feels the same but distance slightly changes throwing them off). You can also do the cr. lp X2 and then instant hp hooligan grab. If they grab it whiffs and you get the grab. You also have enough time to confirm it they grabbed otherwise do nothing and the slicer comes out (unfortunately the dive kick comes out too slow to punish the grab and if you hit it and they block you will be punished on landing due to how close you are). Our st mk poke seems to beat a lot of their stuff at range so if you get the lead you can do what they just did to you and lame them out. Just have your anti air game on point. You can CS or Hk crush counter into super or another CS (shit is lethal)

I had to respond to this because I felt exactly the same way with her. Low health, low stun, cross over lk required stupid late timing, dive kicks require accurate spacing, easy to get jabbed out of hooligan, no overhead, some of her hit confirms seemed really hard to react to but then I stopped crying and went into the lab for a week and just practiced every single one of those things that I thought sucked and I got better with her. Sure I could have picked Ryu and have a much easier time getting to this point because well Ryu is pretty fucking easy, but he is also pretty fucking predictable. I have a friend who just cross over mks with him into ridiculous amounts of damage and it seems so easy, and pretty low risk considering an AA is only worth about 10% damage but if he gets that easy hit confirm he gets 30% + easy. But that’s the thing. That’s all he has so once you shut that down he is screwed. So how do you shut down these non stop jumpers. Easy. Anti air practice.

Here is a list of anti airs and their range uses to use them at:

Far Range: hk Canon Spike

Mid Range: mk CS

Standard jump range: St hk (hit it at the top of their jump arc. If it crush counters follow up with CS or critical art for crazy AA damage)

Close range: lk CS

Cross over range (if already standing): b+mp (after hit dash forward to end up on the other side to mix them up. This shit catches people like crazy as they mainly go for cross ups, if they catch on delay the dash and you don’t cross up)

Cross over (on wake up): lk CS (must be reversal to hit) I’ve found sliding the stick on the bottom back and forth quickly and hitting lk tends to work more consistently as the auto correct can easily be mistimed. Since her CS are fully invincible this beats all cross over attacks, something some other characters do not have. + to Cammy.

The main thing is not to be put in those bad jump in situations though. For example if you get knocked down make sure you are quick rising every time. MASH them two buttons when you get knocked down (make it habit, don’t give them free setups). For example against Ryu knockdowns the 2xKicks button makes you roll back making it impossible for him to cross over on wake up. If you hit 2xPunches you quick rise instead and can b+mp before he crosses over. Actually you can even take a step back and if still jumps you are in perfect st hk range to punish hard.

There is no character in the game that can jump in on Cammy for free, so if you can’t deal with it you need to hit the lab. Practissse! Or you can just go the easy way and then be free when everyone figures out Ryu/Ken’s basic setups. Either way good luck to you.

For the life of me good shoto’s and Laura are the only characters giving me fits right now. I’m getting better as I forced a third round on all, but one fight as the last shoot I fought capatized off of all the rookie mistakes I made. I learned a lot from the losses tho.

^ Yeah this stuff works. I use it sometimes (HP Hooligan works best). Basic frame trap set-ups of course.

I more see the problem with getting in close enough to condition them with tech baiting to begin with.

Same issue here; haven’t beat a single Laura since launch. All of them seem to know what they are doing and it’s really frustrating. Any insight on this would be much appreciated!

I feel like if there is something no one can even start think of complaining about Cammy is her AA potential. Seriously, if you’re having trouble against jumping opponents don’t even try to switch characters. This is as good as it gets.

Yeah, having a hard time thinking who has better anti airs. Cammy’s AA game covers both near and far.

I would say that in terms of best anti-airs the conversation includes Cammy, Ryu, Nash and maybe Birdie.

Would definitely add Birdie to the list. Nothing seems to beat his AA.