Shhhh! Keep that on the DL brotha! We Sim players want all cammy players to forget the STRONG button ever existed…LOL … J/k
Actually I never new that… But that make some sense, thinking back to many of my Sim v. Cammy matches.
Shhhh! Keep that on the DL brotha! We Sim players want all cammy players to forget the STRONG button ever existed…LOL … J/k
Actually I never new that… But that make some sense, thinking back to many of my Sim v. Cammy matches.
Wow, thanks for all the information, Chen. You actually made me interested in playing Cammy. I usually like to pick low-tier and/or under-appreciated characters, anyways.
Great thread!
c.MP -> c. MK -> Cannon Drill
Im having trouble getting c.MP -> c. MK -> Cannon Drill to work. Mainly, I have trouble with c. MP -> c. MK. I can can connect c. MP -> c. MK, but it doesnt seem to link very easily and feels almost “unnatural.” I have to hit MK a dozen times right after I hit MP, and this messes with the 2 in 1 timing I need to cancel the MK into the Drill.
I’m guessing the c. MP -> c. MK is a strict timing issue where you have to know the right frame of animation to hit MK on, but I need help with this or else I wont be able to take advantage of opponent’s mistakes and score a big chunk of life with this combo. How do you guys execute this?
Ok, so I practiced the combo. The timing is still a bit weird, but I’m making progress with it, albeit slowly. Progress is still progress though. But, with progress, comes new issues. This time in the form of Guile.
This matchup is ridiculous. He can stay in DB and keep me away with c. Forward, sonic booms, or if I jump/Hooligan, his Flash kick. And even if I manage to predict and hop over a sonic boom, his decreased recovery means I get c. Fierce’d all day.
JChensor’s advice was rather helpful…
Could you James (or anyone else) talk more about this matchup? The c. Strong tip was helpful, but theres gotta be more to this rather unforgiving match that needs to be elucidated. Please talk more about strategies/tips for playing against Guile.
The key to linking after any move is learning how long it takes for the move you’re linking from to recover. It’s all about timing. Mashing the next button rapidly won’t get it. On my link FAQ, I remember saying that crouching strong is Cammy’s second easiest move to link from (close standing fierce is definitely much easier as it recovers just as fast as crouching strong while causing more hit stun).
Keep practicing. You’ll slap yourself once you realize how easy it is…especially if you’ve done the same link with Ryu or Ken.
Is short short super worth practicing? I can get the super to come out, but it never combos, the only time it did I had turbo turned on, so I suppose the timing is too strict to get consistently, right? Bare with me, I’ve been playing her since 2 days ago.
What do you mean by ‘short short’ though? Is that two crouching shorts? Is it close standing short followed by crouching short? If you had to combo it off of a short, I would use the latter combo simply because you can’t interrupt a weak attack once you’ve chained into it from the same move. In other words, you’d have to link the two crouching shorts together in order to interrupt that second crouching short into the Spin Drive Smasher.
So, if you were able to get close standing short, crouching short XX Spin Dive Smasher to work once, that would be the one you would want to practice.
However, per my FAQ, Cammy can link the following after a crouching short: any jab, any short, close/stand strong, crouch forward, and stand fierce. You’d be better off learning how to link to her close medium attacks or the interruptible frame of her standing fierce and using that move to combo into the Spin Drive Smasher with no problem.
I need to play people, not to make a combo video.
Anyway I was obviously referring to cr.short, cr.short xx super.:rolleyes:
I think it depends on how good your execution is. Personally, I couldn’t do it to save my life, and in all the “pro” Cammy games I’ve watched I can’t remember seeing it once, but it’s quite possible.
Personally, I have better success with that one when I time the button presses rather than mashing the MK.
I suck, but since nobody else has responded (yet), here goes…
Strategically, Cammy’s worst range is when she’s pushed way out at long distance, because Guile would love to bombard you with Sonic Booms. You’re generally harmless from that range. The Cannon Drill is probably just going to bonk into a projectile, and the roll either doesn’t have the range to grab him or gives a fast Guile plenty of time to see it coming and punish appropriately. You can try to creep forward with the jab Spin Knuckle, but it’s difficult and dangerous.
So that leaves straightjumping over his Booms from long range. Why not jump forward? Because Guile can anti-air trip you from long range, which is a key point in this fight. Your jumping attacks don’t have as much range as his ground footsies, and none of them hit have hitboxes low enough to hit Guile’s leg anyway. So he can carefully pick apart your long-range jumps with the tip of either his c.forward, which is easy for him, or the more difficult but much more threatening c.RH. If he hits you with this sweep, he can throw a Sonic Boom on you as you get up, pushing you back and leaving you right where you started. Now, a lot of Guiles aren’t used to fighting Cammy, and if your opponent doesn’t use anti-air tripping, then by all means, just jump over them. But we’re assuming a worst-case scenario. Also, remember that he can lull you into jumping from closer in than you might expect, because he can take a couple of quick steps backward while you’re in the air and then trip from the right range, pulling the rug out from under you. Moving target!
So jump up, up, up over his long-range Sonic Booms. Every time you successfully jump one, you can gain just a little bit of ground by moving forward before the next Sonic Boom is approaching you. You may have to jump several in a row, so you have to be patient. And getting hit means you take damage, get pushed back, and possibly get knocked down, so it takes a lot of accuracy. I think getting smooth at straightjumping his Booms is the most important skill you can develop in this match.
When you work your way into medium range, things get a little better for Cammy. If you correctly predict a Sonic Boom, you’re close enough to roll over and grab him. I don’t know why it is, but the shape, flight path, and release of the Sonic Boom makes it feel like the easiest projectile to roll over. You can also do a jab Spin Knuckle to go through a Boom, but honestly, I don’t even mess with them in this situation. Randomly doing Spin Knuckles is very dangerous because he can just hit you with a c.forward or whatever, and it’s very difficult to do them on reaction to a midrange Boom. That leaves only guessing as to when he’s going to throw one, and if you’re going to take a guess, why not just guess with the roll, which is a lot faster?
Note that at midrange, straightjumping Booms is now very dangerous. Guile can trip you as you’re landing; the only reason he wasn’t doing so before is because he wasn’t close enough. I find it hard to accurately straightjump Booms at this range anyway.
If you can, you want to intimidate Guile and push him back into the corner. Then he can’t keep running away from you. It’s almost like playing a grappler in that sense.
At close range, Cammy’s offensive options start to open up. You can do short-range rolls out of nowhere that are very difficult to react to in time. You can do rolls right over his Sonic Booms. If he starts spamming c.forwards, which aren’t the fastest moves in the world, you can roll right over them too. If he stops doing much of anything, you can chip him with the short Cannon Drill, which has a wider “safe area” against Guile than most characters, because all his long-range attacks are rather slow, and he has a lot of trouble punishing it after block. You can try shenanigans like walk-up throw out of nowhere, walk-up cold Thrust Kick, or walk-forward stutter-step to try to bait a Flash Kick.
All this doesn’t necessarily mean Guile is screwed at close range, because he isn’t. Technically he has an answer for everything you could do; there’s no magic win button for Cammy at close range. Close range merely happens to be much less favorable for him than before. Remember that he can sobat (towards+forward, hopping kick) over your footsies. If for some reason he decides to jump at you, Thrust Kick him.
Tactically, both characters would love to do crossup mixups. Those are the best offensive situations for each character. Developing a strong crossup game will really help you pound him after you get a knockdown. Guile’s crossups are equally deadly in the hands of a good player, so you want to be especially careful not to get Flash Kicked. Not only does that open you up to his crossup, but if you had him in the corner, now he gets to change sides and has the entire length of the stage to do his runaway, Sonic Boom, anti-air trip ruitine again if he needs it.
Those are just my thoughts at the moment, but maybe that will give you some ideas. Good luck! :tup:
Just making sure. Anyway, like I said, I’m sure it’s worth practicing, but comboing into the Spin Dive Smasher from a medium or hard attack would give the super more time to hit, so if you can link into it, you should since you can’t interrupt that second crouching short unless you’re linking it (versus chaining it) from the first. If you can link a crouching short to itself, you probably have enough timing for linking…say…a crouching forward or even the interruptible “elbow” frame of standing fierce.
It is possible, but it has a very strict timing, nowhere as easy as Ken’s, what I’d like to know is if it’s worth going for in a match or would it most likely turn into a waste of meter even if I can get it pretty much consistently in training mode?
And also, who is super safe on block against? I know Sagat can punish with fierce(?) fireball, Chun Li with super, but it’s hard, etc…
Well, that’s what I meant to say, I think it depends on how often you can pull it off it off in a real match situation. If you can do it almost 100% of the time, then great, but otherwise, I don’t know… I think you could argue that the risk/reward on trying it is situational, too; if you were losing the round by a whole bunch but can do it 50%, you might be more inclined to gamble on trying it.
If you try it and miss it, I personally would be more worried about losing close-in position and taking counter damage than losing the super meter.
This is kind of a tricky question, because it depends on the range you’re at. Like if you stand right on top of someone and do the super, you’ll end up so close that they can punish with practically anything. Or if you do the super against certain crouch-blocking opponents from a particular, farther-out range, you can go shooting right over their head on the Thrust Kick part too.
If you do the short-short-super and they block it because you mess it up, you can pretty safely assume they’re going to be close enough to counter you.
But from very longe range, where Cammy ends up as far away and as safe as possible, here’s the breakdown on what happens as far as I know it (and I’m sure it’s missing quite a few moves, including a few supers):
Relatively easy counters:
[LIST]
[]Blanka: Fierce horizontal ball (easier), RH vertical ball (harder)
[]Boxer: Dash punch (any type), s.far fierce
[]Cammy: Cannon Drill (any)
[]Claw: S.far fierce, c.RH, walkforward c.strong, etc. Walkforward s.far forward can work, but the timing is tougher.
[]Dhalsim: Limbs galore – s.far short, s.far forward, s.far RH, s.far strong, s.far fierce, c.far strong, c.far fierce, etc.
[]Dictator: Fierce torpedo, RH scissor kicks, slide, etc.
[]E.Honda: Fierce torpedo, strong/fierce hand slap, etc.
[/LIST]
Possible but difficult (blocking standing up helps a lot):
[list]
[]Chun Li: Super, or walk forward and s.far strong
[]DeeJay: Fierce fireball. Step forward s.RH and RH Sobat Kick (second hit whiffs) can work, but don’t seem as good.
[]Ryu: Fierce fireball
[]Old Sagat: Fierce/RH fireball, RH Tiger Knee
[/list]
Don’t know of a way:
[list]
[]FeiLong
[]Guile
[]Ken (even frame-perfect juice kick seems to fail)
[]T.Hawk
[]Zangief
[/list]
Why does she sound diffent in the Japanese Version of SSF 2
I recently found Cammy easy for me to use in this game, could some help me in improving my game?
Is there anything in particular you have questions on? You’ll probably get more and better help if you’re more specific. (Might not be from me, though, cuz I suck pretty badly with Cammy…)
Well I’m mostly looking for wake-up stuff right now.
Why has all the Cammy Love died down? She’s alot of fun to play.
I wonder if anyone really plays her around here. It makes it difficult to ask for advice. Well, JChensor does I believe, but yea, there needs to be more talk about Cammy going on.
I just picked her up a couple weeks ago. Tons of fun to play.
My favorite thing to do is random hooligans when they least expect it.
Almost OT question here but… is there any situation in the world version of ST where Cammy uses the Japanese voice?
I was playing on GGPO, I did the super and she said spiral arrow and cannon drill, instead of cannon drill and thrust kick. At least I heard that :o