cr mp x2 xx arrow is the easiest
cr.mp st.hp xx arrow if you have a read
cr.lp st.mp st.hp xx arrow if you want to do a meaty and a frame trap after incase they block.
For dps, its all psychology. Bait until they dont want a crush counter anymore. Don’t respect a dp too much either the risk/reward is in your favor
Thanks, I’ll try these out. xx just means cancel, correct?
And how exactly do you bait these DPs? Can they be blocked low? I play pretty spazzy when I get nervous so I might just not be blocking but I feel like I still get screwed when I block low. I also have a crazy hard time even hitting them when I do block it.
Also, I’ve been wondering: In what ways should I be implementing b.MP into my game other than an AA? I don’t like using the TC because of how fast I have to be and how punishable the HK is on block.
I ask because I remember reading somewhere on these forums that using b.MP is good vs Karin when she’s up close.
This conversation belongs in the match-up thread, but I consider a few characters trouble for Cammy.
One of which that Cobelcog and a number of other Cammys have talked about together and agreed on, is Birdie. You can lose against Birdie very quickly, he can be random and take risks, has a solid neutral game, and can play very lame vs Cammy with a life lead. Yes, Cammy can wreck stuff like V-Skill on reaction, but Birdie can win without it. I consider this possibly her worst match, and it’s only 4/6.
The other is Chun. Simply put, she has a better neutral. I think it forces Cammy to take risks and use meter on things like EX Dive KIck. I don’t know if I’d call it a 4/6 out of her favor yet, but it is out of her favor slightly.
It’s possible that Bison is a bad match for Cammy due to just the pure strength of the character once he gets going, but it’s early still.
That said, Cammy has no match that is unwinnable or that level of a struggle.
Characters I previously thought might be bad for Cammy (Nash and Vega for example) seem even now.
After some 100 hours with Cammy. I’d have to say for me Birdie is her hardest matchup just because of his damage and your life. You get 3 maybe 4 mistakes against a good birdie before it’s over, but you have to open him up 4 plus times to get the win. Trading neutrals is always in his favor and if you mistime a combo or read a wakeup reversal wrong it’s pretty much over. I think his extreme push back on unsafe moves also makes it hard as you can’t get full punishes off of most of his stuff and his cr. mp anti airs beat pretty much all of your jumps in really easy. My Birdie game is probably 3/7 right now. Would love to hear your game plan against him Ramma.
Necro,
I think it can be used to move forward somewhat more safely than a dash. So if you are facing someone that is very cr. jab happy for example making it hard to walk in or dash in, you could get in range and do f+hk to catch the jab and then combo off of it.
Max,
The b+mp is good against Karin for one reason. 4 frame medium that punishes ALL her overhead hands and scissor kicks and does more damage than cr. lp xx CS or SA. You can try doing a cr. lp into b+mp to punish instead but I’ve found it has range issues, whereas if you do b+mp immediately after the hands or two kicks hit you will get a TC punish every time for more damage. Also you should never be hitting HK unless you hit confirm the b+mp. That is why I only recommended it as a punish to Karin’s specials. The b+mp is -2, but I rarely see anyone responding after it fast enough to stop me from continuing with st. mp or st. hp. It’s not like her other -2 moves that have long animations for the opponent to read. Other than that it’s a solid anti air tool that allows you to dash under for mixs up. I haven’t found much other use for it besides that so far and I don’t use it much in other match ups unless it’s a crossover like East was saying.
Speaking of her cross over anyone else having whiff issues with that? I swear if they barely move forward that little hit box totally whiffs. She really needs that hitbox expanded. The hit stun is already bad enough at least give me a little more leeway on the hit.
iirc it’s used for her highest damage combo out of a stun (by like 2 damage or something) and you can play a really risky mindgame with your dp after it since people are almost guaranteed to hit buttons after it, other than that it has a lot of active frames which makes it really easy to time it as a meaty and that’s it.
problem with this is it’s -incredibly- easy to punish on whiff, like a complete joke.
it winds up outdamaging st. mp, st. hp combos very slightly (like i said, something like 2 damage) but also does about 30 less stun. so most people opt for the stun instead
Its when you “dance” in and out of range on a players throw space or normal (button) range. You have to condition them to use one or the other before you can punish them for it.