Cammy vs blanka

Yeah there are:

Aside from jumping, its usually between cr. forward xx fireball. Small jump easily over that.
Some people will do cr. short x2, cr. fierce for some reason, I dunno why.

Just gotta keep in mind that Rugal has no serious BnB type combos, so you can get away with some BS occasionally.

My friend plays K Cammy as his R2 and I play K Blanka as my R2.

Honestly once I’m forced into the corner it’s practically over for me. I just have to constantly bait his stuff in hopes of actually doing damage, otherwise it usually doesn’t go in my favor really.

;p

I really thought he was good at first too but it just didn’t pan out cause sure he is good once you pin the opponent into the corner but getting the momentum against someone with him is really hard.

Like for example he should kill Cammy but in practice he doesnt cause he can’t even get a fireball out without getting kicked in the face. You have a whole array of anti air moves, and no good ground moves. Low fierce is the only thing that seems good at all and it is slow. It’s like a weaker version of blanka’s low fierce, same properties for the most part but since it is the only move that he has on the ground, it’s alot easier to deal with than Blankas cause he actually gives you other things to think about.

If you can get a clutch parry or rc wall grab thing, or if your opponent doesnt realize that they can just rush you down anytime they want and plays carefully against you, then you can win alot easier cause then you will have time to get your fireball game and low jump B-boy kicks out but if they just climb in your grill nonstop right from the start Rugal has a real problem usually from what I have seen. Of course there’s dudes like Namameso who are skilled enough to get that parry that they need alot more often than others…if you’re that guy then use him, his super does alot of damage. But 95% of you aren’t that guy, I’m certainly not so I gave up on the guy.

I’ve used Rugal on my main team for years now and I can say that there is definately shit you can do with him.

C-Rugal is definately the best Rugal. The other ones aren’t even close in my opinion. That Namaneso guy is an anomaly, he must have sold his soul to the devil or something. Rugal is really like a poor mans Bison. I’m talking really poor, though. Like, welfare checks, food stamps poor.

Rugal’s main objective is staying alive long enough to land that lv2 cancel. In the past I would waste time with his big wall comboes to do damage, till I realized his lv2 cancels do more damage and require less meter. In fact outside of a couple of situations I don’t even do his wall comboes at all.

If Cammy is st.hk’ing you out of your reppukens then you’re obviously not rc’ing them, so rc them. From there if she’s in K she can either start low jumping, jumping, spiral arrowing or some kind of jump dive kick to get in. Rc reppuken stops her spiral arrows and his two main anti-airs st.mp and cr.mp should shut down everyone thing else.

The patient methodical Cammy’s I have no major problems with, it’s the spaztastic random dive kicks X 30,001 ones that tend to give me trouble.

Also my main corner game is:

  1. Rc reflector (safe on block, stops wakeup uppercuts lv2s and activations sometimes)
  2. st.lk into reflector XX counterhit shorts (if they try to throw or mash or something. The st.lk looks just like the st.mk only it’s a lk thus leaving you in optimal range to hit confirm shorts into super.)
  3. st.mk into reflector (comboes on counterhit which could lead to genocide cutter er heaven and does good chip)
  4. Throw
  5. Bait
  6. cr.lks super

I usually just mix all those up. If someone blocks the reflector I’ll either dash reset bait or cr.mk fireball.

And Rugal does have a bnb: cr.lk,st.lk XX genocide cutter.

Also use the air fireball move. That shit is scrubby but it works. Just don’t use it too much.

I had good runs with Rugal if the person was patient and turtley but like you said it is the ones that attack well and constantly that are trouble cause Rugal doesnt have a strong ground game at all it seemed to me. Although I only used P and K so I dunno how good RC fireball is.

I’ve been using C-rugal for years, cammy can still hk rugal after his invincibility ends and before the lp repu reaches her, and mp/hp repus don’t let me move in (which is what I wanted to do…)

though, in my opinion, P and N are rugal’s best grooves. that low jump hk is too good, I personally use C cuz 1. I suck at parrying and 2. stupid 6 frame N groove jumps costed me quite a few matches

I guess K rugal is pretty helpless vs rushdown, I only used K for a few months, but C and N actually are ok against rushdown, just gotta speed up his game accordingly to keep up and know when to use counterattacks

I don’t like cancelling lks into his level 2, it’s definitely more economical in the long run, but really, the combo is down to the frame, you don’t cancel that final lk right away and it doesn’t combo, it only happened to me about 10 times ever, not bad considering I’ve been using him since summer 2003, but that’s a chance I’m not willing to take, if for nothing else, cuz losing that way REALLY REALLY sucks =(, worse than losing my potential 16th place finish at ECC10 cuz the stick decided to skip df for me when cancelling into super ;_;

vs cammy dive kicks, I’d try to rc something or just trade in my favor with a standing hp usually

since cammy makes me fear ever throwing repu out (run up CH hk and eat weak CH repu a few times is enough for me…), I wouldn’t say he stops cammy, again, it really depends on what type of cammy, my rugal does perfectly fine on conservative cammys, it’s when they just start random wiggling run up hking repeatedly that I become helpless, her jump is AA-able so that’s not really the problem

psychic RC repu for chip punishment that’s not even guaranteed (if not the first time, they’ll JD it the second time) really isn’t a good answer for her pokes…she stops genocide cutter clean, and, I’m not RCing anything they leaves me wide open for a super =P

I’ve used his c lk st lk dp combo like 3 times my entire life, only when I don’t have a super to cancel into, and I must say, it is the suckiest combo I’ve EVER seen in my life, you have to be literally point blank to get both hits for about 1800 damage, otherwise, the whole combo does like 1000 damage (%@$#@%!!!), I’d rather do 2 lks and random hard and that’d be more damage (1500 fast high priority sweep anyone?), and lowering their guard bar is good for pressuring them into making mistakes anyways

lastly, rugal’s ground game, however weak it seems, is indeed his strongest game (cmon, dive punches and low jump hk isn’t THAT good, they’re just hard to deal with, not really safe), but I think it’s only weak because you’re comparing it to top tier, he has a good variety of pokes for different situations to control the other guy’s space, a godly dash, decent run, great run up pokes, it’s all about threatening them enough times so that they stop rushing you (he really needs a storable level 3 for this), cuz when you can turn any random c lk ™ into 8000+ damage, trust me, they WILL stop pressing buttons =P

K-blanka has answers to K-cammy, I’m sure an absolute max range slide is safe from anything she can do, and that’ll discourage her hk attempts, then you can start low jumping the crap out of her for free, your pokes are comparable to hers even without the discouragement, since st hk isn’t that meaty, I think a well timed KK hop (on reaction) can be used like a pseudo dodge (I’m really not sure about this, don’t say you haven’t been warned when you get st hk’ed again on recovery =P), but all in all, blanka shouldn’t have a hard time keeping it in the middle with his decent pokes, great attack options, and uber low jump and cross up

c mk/hk -> repu isn’t safe, they have at least a full second to think of something between the poke and the lp repu, and mp/hp repus don’t give you the neccessary frames to move back in for more harrassment and are still unsafe, c hp leaves them much tighter frames and will discourage them from trying to jump out so I can keep them cornered, I’m not much of a risk taker =P

and, if their name happens to be cammy, neither is safe

…I don’t like cammy, damn nick (chack not T) and his run up hk abuse scarred me for life with eternal loathing of cammy

hmm, fridays huh? that would explain it, I don’t have class on fridays anymore so I spend it doing other things =P

I am all for trying to make characters good that people dont generally play, as I have used Kyo and Geese since the beta test when I wondered why Campbell’s Hibiki could wake up with short kick against me and I am convinced that their matchups against the top 3 arent that bad, but if they were I would have quit them unfortunately. I think that Kyo loses to cammy and geese loses to blanka, but other than that their top tier matches arent bad and they both actually beat a top tier character in my opinion. Rugal I also tried as my 3rd but I found that he lost to all 3 of the top characters pretty bad, so I had to drop the dude or else get peaced out in 2 at every SVGL tournament. It’s a real shame too cause I think rugal is a pimp, but you win some, you lose some I guess.

rugal is even with sagat

low jump rugal is about even with blanka, and non low jump rugal can manage a blanka

the only top tier rugal really suffers against are the common R1s (K-cammy, A-sak, any hibiki), so if you do use him, he has to be P-groove or R2

but yeah, mostly I just use him cuz he looks cool, I’ve always been more of a for fun player than an attempted dominator

I guess you mean Kyo looses to Cammy because he’d have a semi-hard time knocking her down to start his mixup game, since her s.HK pretty much owns all his knockdown moves?

Guess it really depends on the groove Kyo’s in, P/K. Either of them could take her, P’s free jump ins or K with run following a whiff perhaps. Dunno it’s been a while since I’ve had to think on it most Cammy’s try their damned best to get in close so I never had to worry much.

Kyo IMO overwhelms her if she tries to play his upclose, in your face game.

a really really good move against cammy with kyo is straight up jump hk. you wouldnt think so, but that move is hard for cammy to get around.

Yea vertical jump roundhouse is good and so is low forward and the df+rh scoot kick is good too. But none of that stuff knocks her down unfortunately. It’s just hard to knock cammy down and she is one of the only people who is better at rushdown than kyo is so it’s just real rough, and her stuff is like idiot proof whereas kyo can make lots of execution mistakes if he isnt careful. The fact that cammy’s fierces are the same speed as your shorts really doesnt help, not sure what capcom was really thinking on that one. “Hey lets make a character where fierce is faster than jab, that would be cute”.

Well when Kyo is using his short it’ll likely be for a meaty, fishing for counter-hits, or a tick into throw. Except maybe for the tick to throw since it’s a 50/50 guess in Cammy’s favor perhaps, the short should at least counterhit a mashing close s.HP Cammy on wakeup if she asks for it. Of course this is usually when he’s got the upper hand of course after a knockdown. Like you say he’ll have to work harder here to earn it.

Everything else that the short links or cancels into of course add into the mix, then there’s things like cancelling into rdp+lk off either d.lk or close s.MP, d.LK x 3 (or 2) short jump mindgames (of which he’s got quite a bit), etc.

There’s so many mixups that he should beat her if she fucks up and gets tripped/thrown.

Guess the question really is how would Kyo best go about baiting that fuckup from Cammy when she’s typically dancing around tagging you with s.HK.

Kyo vs. Cammy is a bit hard.
I play Kyo on a somewhat regular basis and there are alot of Cammy’s out here so yeah.

The hard thing is getting in, but all you really need is one knockdown then the guessing game for Cammy starts.

I like to small jump over the corpse at the last second so that if they Cannon Spike, I can block/st. strong/cr. short. Then keep going from there. I use K - Kyo and JD comes in handy when going vs. Cammy’s RH. Walk up, bait, JD, sweep. Thats really it.
Then when i’m in, cr. short x2, small jump down + fierce or st. strong then go low.

Just keep the pressure on.

Yeah one vital thing is like Nick said, you have to JD the roundhouse and then sweep or stand roundhouse xx super.

so…we’ve veered and thrown kyo into the mix now? =P

someone may as well change the original thread topic

the key with kyo against anyone is to keep the pressure on, he can’t really not rush with his unreliable dp and really no defensive/turtling options (this ain’t kof, no bs 1 hit qcf+P pokes for free)

I wouldn’t consider kyo vs cammy a bad matchup in relativity to everyone else in the game, at least kyo doesn’t have to change his basic gameplan for her or be scrubbed, cammy gives just about everyone a hard time…stupid cammy

she’s the same as anyone else to kyo after any good knockdown

The thing with Kyo at first is to maintain st. RH and d/f + Rh distance. Then just get that one knockdown = go apeshit. Do some setups into RH rekka kicks/throw, repeat.

Depending on who the opponent is on wakeup and what they have I vary what I do.

Blanka/Cammy:
Corpse hop, st. strong, CH cr. strong, qcf+ jab x2, RH
If the cr. strong doesn’t CH, then walk up cr. short/throw/small jump down + fierce/cr.strong, qcf+ jab.

Sagat:
Corpse hop, st. strong
far RH (I have a knack for hitting meatys on the first hittable frame on wakeup, 6 frames are unhittable etc. If you land this, it hits really really meaty. Its pretty good with Cammy)

I feel that Kyo’s hardest matchups are characters with large range properties(Vega/Yama/Hibiki!!!/etc) What say you people?

definitely. kyo with low jump can really put up some quick damage when he gets a knockdown, or at least a chunk of guard damage to put your opponent in a tight spot. i’d say his worst matchups are vega/hibiki/cammy, but they all have low life/stun, so getting a few mixups in can sometimes end the round. RC blanka and RC yama are a pain as well, but if you stay at far s.HK range vs blanka you’re in a good position to stay in control. RC yama I’m not too sure what to do against, as i’ve only really played one good person who uses him, but lots of it is guessing right when he goes for RC slashes, and yama’s a tall dude, so your low jump d+HP is solid vs him.

Going vs. top tiers is easy for me. It’s weird/gimmicky characters that I have a problem with. This is part of the reason why I have so many damn teams, so I can play around with everything and see what they do.

I usually don’t have a problem with Blanka. Just stay on him so he can’t get you out.
Kyo’s weakness is being kept out and not being allowed to be let in. So, with large range characters, it sucks for him.

I’ve put alot of stuff at this point in that Geese wiki, so if anyone wanted to talk about it I made a thread about it in the geese section. Just throwing that out there since almost noone checks or posts in the character sections. Only thing that I know of that I haven’t filled out yet are a bunch of the vs character sections, I’ll keep adding to it as free time pops up.

I was wondering…is it ever good to wake up with a normal?