I think the most consistent crossup is the J.LK…

Why do I always feel like I can’t go close to Blanka? I always wait for him to come and counter/punish him.

If I want to C Strike, I get electrocuted, if I walk to him I often have to crouch block because he has many options to attack me (electricity, balls, footsies). What is your strategy against blanka and how do you get close to him?

If he uses electricity and he’s far enough, I do Spiral Arrow, if I’m too close and try SA or a normal attack, I’m electrocuted so I don’t know what to do.

Electricity has to be point blank. If you’re walking up to him, you shouldn’t have to fear it at all. Only if you’re rushing him down.

Horizontal balls are pretty punishable. I don’t think many Blankas will just be throwing them out.

Footsies: dunno what to say here. Footsies him back I guess lol.

If he ever whiffs electricity, U1 him. It should beat it everytime.

Walk toward Blanka… You shouldn’t be jumping in against him anyways because his EX balls are amazing AAs to keep you out.

Learn to “offensive walk”, walk a step or two, stop block, then proceed, creep you way in. Blanka can’t do anything to you either, all balls are punishable on block. If he wants to stop your advance with slides, he has to guess you’re not blocking low, because if blocked, he’s in a world of hurt.

Also cr.mk is GDLK vs Blanka, it has good reach, hits under electricity and if hit, you can cancel into HK SA for a nice 3 hit combo.

If you somehow need to c.strike, AIM FOR HIS HANDS and keep the c.strikes low. Even in electricity (maybe except EX electricity, but who uses EX electricity anyways), you can c.strike through it if you aim for his hands.

There are only a couple of things you need to worry about Blanka with Cammy:

  1. After Blanka scored a knockdown on you, he can do some hop shenanigans to confuse you and try to get a few hits in or score another knockdown, rinse repeat.
    – this can be beat by good blocking, or if you are good with auto-correct c.spike, you can also c.spike him out of his hop shenanigans (be careful, he might on purpose trying to bait for a c.spike too).

  2. After knockdown, he might use ambiguous U1 on you
    – again, if you have meter, you can get out with EX SBF or if you have ultra 1, you can escape out with U1, or if you have U2, just mash it out.

This match up favors Cammy because Cammy nullifies at least 1/3 of Blanka’s arsenal (vertical, rainbow, horizontal balls).

^ According to Eventhubs, EX electricity has the same range as HP electricity.

Thank you, actually I have no problem for the defense against Blanka, I know exactly how to punish each of his moves. My only problem is that I have to wait for him to attack to hit him. If he doesn’t do anything, I just wait for him to do something.

Could you explicit your “offensive walk”? I just walk to him, crouch block and sometimes bait him with a cr.lk. I don’t think it’s enough though. :sweat:

I quote this from Maj

here’s the link to footsies: sonic hurricane dot com ? Footsies Handbook

Just walk a step or two, pause, hold down back, wait and see his reaction to your “walk”, if nothing, continue until you get into your attacking distance (usually about sweep range).

Ok thank you for the link, I thought there were only 5 chapters (that I had already read), I’ll read the remaining ones now.

what do you guys use to punish wakeup FA dashers?

like hk sa knockdown -> j.lk crossup… their reaction is FA absorb-> dash (forward? back?)

emmm…

sigh… :looney:

cant you react to a dash and SA them? if they dash forward spike that ass.

yeah lol… but the thing is that im already (busy, brain and execution) preforming an OS (sweep, sa, cs or whatever) in my jump…

the FA absorb nullifies OS (since it only comes out on whiff) :rofl:

double OS (first absorb = doesnt come out), second to stuff or punish the dash/forward/back (most probably using Ultra or regular SA)

am i over-thinking it ???

:looney::looney::looney::looney:

I have a few questions I was hoping you guys could help me with. I’ve been sticking with Cammy’s Ultra1, I haven’t used Ultra2 at all yet in an actual online fight - is it good, and when and who should I be using it against? Or should I stick with U1?
I’m still having problems with Balrog, as he just rushes me down - any tips against him? Because there seems to be a lot of Boxers around ATM.
Annoyingly, Ken is giving me problems - I’m beating him 50% of the time, but he seems to just Fstep kick constantly and spam the uppercuts. I’m not having trouble with Ryu oddly.

I believe you can only do such a ground option select to punish backdashes with some sort of chain. Like cr.LK option select U1. I don’t think you can just do j.LK and land and instantly option select U1 if they backdashed your j.LK.

Anyways, FAing a crossup is generally not a good idea. Mix it up more so sometimes they dash into you, giving you a free combo anyways. Or don’t do j.LK all the time so they don’t know if they should be wakeup FAing or not. Like mix in empty jump or CStrikes aimed at their head (depends on your opponent).

I use U2 against Rufus and Viper and sometimes in mirror. Mostly against characters that are definitely going to be pressuring me on wakeup.

Focus attack his Fstep kicks.

I only use Ultra 1 now, even against Rufus, C Viper and El Fuerte.

Check out the match up thread for advice on Boxer, I personally struggle against him as much if not more then anyone else so I can’t really give any advice there.

I’ve still found ultra 1 is at worst equal to, more often then not superior to, ultra 2 in every match up. That said, there are some match ups where its not quite clear, that is, where ultra 2 is also extremely good and you could argue that its better. As a rule of thumb ultra 2 is most useful against non-projectile characters with at least one non-armor breaker that is a major part of their arsenal. Even if the move is so fast its hard to actually U2 it on reaction, the mere threat of the U2 can often cause them to stop using the move all together. Fei Long, for example, is a character I some times try ultra 2 against. U2’ing his chicken wing is very satisfying, and I generally find that once I get U2 built up, he rarely throws them out.

A relatively easy tactic against dp spamming Ken’s like the ones your mentioning is to try to stay just outside of his poke range, that is to say, just close enough to punish their spammed lp dps with cannon drills (I’m assuming its the lp version of shoryuken he’s spamming as the hk version is extremely easy to punish from pretty much anywhere). Once you score a knock down with a drill you can either pressure with something like a j.lk cross up or jump over cannon strike, or if they’re REALLY spamming out those DPs, just walk up, then walk back to bait out the DP, then when they wake up shoryuken immediatly punish with another cannon drill (or whatever your knock down combo/punish of choice is). Do this a few times and eventually he’ll either A) Lose B) stop spamming DPs. If he stops spamming DPs dash in and throw him. Usually if I do that even once they go right back to spamming wake up shoryukens again.

Also, if you get them to near death with a knock down I find its best (if you have meter) to jump and perform an EX cannon strike at them as opposed to a meaty cannon drill or cannon spike. I don’t know how many games I had “in the bag” only to have my meaty cannon drill get stuffed by a wake up dp, said dp oftend FADC’ing into an ultra. EX cannon strike, however, at worst should trade (and assuming you weren’t also at a tick of life that means you win).

I’m probably one of the weakest players on the cammy forum but I can say with confidence that when I see a ken spamming DP, I almost always know I’m in for an easy win.

i guess you are right mingo… i need to break the chain to go into another OS it seems… indeed i was over thinking it… :looney:

and the Guile i was playing did dash into me for the punish… (guessed wrong) :rofl:

Hey guys still working on my cammy but i need some more help, im trying to get my pressure game down but i cannot seem to get out my dive kicks low enough kinda like in this vid [media=youtube]B-GLyTw8xL8[/media] I am under the impression the dive kicks justin used to pressure in the first round were not tk so how does one get those kind of dive kicks out? I have tried just trying to perform them as early as possible but they are always too high to combo off of.

Please any and all input on this would be greatly appreciated.

:qcb::uf: :k:

More exactly: :qcb::uf: (delay) :k:

there are 3 heights of strikes that i mainly use…

TKCS = qcb+uf+k
low strike = qcb+uf+delay+k (cammy takes off the ground for a bit, you can really delay the input and cammy will still strike)
a little higher strike = uf+quick qcb+k

:sweat: