Gosh i’ve been delaying writing this up… Wall of text incoming!
Hey guys, been playing this lovely lady from day 1 and i’ve got pretty good feelings about her. However, there are some matchups that i honestly haven’t god the slightest clue how to handle yet.
So first of all i’d say that Cammy’s got three main strengths at the moment.
- An extremely solid anti air (one of the best in the game by far in mk. Cannon spike)
- Some of the best pokes in the game (s.mk, s.hk xx Launcher)
- Amazing frame traps
Thus to get decent i’d say first of all get your poking game up to scratch, learn the range as best you can of s.mk chained into launcher, learn when you’ll need to do far.hp instead of close.hk whiffing.
Once you can out poke your opponent chances are they’re gonna be jumping at you… So all you need then is to anti air on reaction every time. Once they’re scared to both jump and press buttons you can get in for free and use your frame traps etc. Be wary of their anti airs but most of the time if you space it for a cross up j.lk you’ll be safe.
Few things i’ve learned over the past few months:
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[]It seems like Cammy is more of a chain into launcher character than a solo combo character, i’m yet to find a combo that she can do solo (without meter) for more damage than a linked launcher combo into a damaging partner. And even if you have meter, something like: J.hk, cl.hk, Jump cancel TKCS, close.hp, far.hp XX Hk cannon spike (tag) into a partner’s extension usually does more damage than EX spiral arrow st.mp, st.hp xx hk cannon spike. (Ex spiral arrow combos ARE useful however when your partner doesn’t have the health to get tagged in or you want cammy to specifically keep applying pressure.
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[]Characters with normal anti airs (Juri, Ibuki, Rufus etc.) can all be baited into a counter hit if you do a high dive kick near the peak of your jump. Normally it’d be unsafe but when they stick out their limb to anti air you the delay on your jump will score a counter hit into a combo of your choice.
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[*]Some of Cammy’s hard matchups are those who are both difficult to anti air due to their jump arc and also their ability to keep crossing you up once they get in on you… To avoid this (especially with characters such as Juri/ibuki) neutral jump air throw them in order to force them to rethink constantly going for crossups.
[*]On that note… USE CAMMY’S AIR THROW! It’s pretty godlike in this game. A lot of people like rolling and jumping away on wakeup to avoid pressure, if you can read a jump and don’t want to contest with some other characters godlike air to air normals just air throw them and go in for another mixup.
(Quick note is that if you can read a Juri going for a vertical teleport on wakeup, just jump right up after her and throw her. TRUST me it’ll rattle their cages enough to make them sit there and block next time)
[*]Don’t be afraid to throw out a max range well timed spiral arrow (hk), if you get the tip to hit it’ll be safe, and whilst in the poking game where people are afraid to jump it’s nice to catch people off guard and get a mixup on their wakeup.
[*]Frame traps:
So the best frame trap block string i go for usually off of a jump in is: s.lp, s.lp, cr.hp, s.mk, s.hk.
There’s multiple points to catch people mashing buttons here, if they’re pressing any buttons after the two light punches they’ll get the cr.hp in the face which you can link into the s.mk for a high damage launcher combo. If they block the cr.hp, delay your s.mk slightly and chances are they’ll think that they’re far enough away in order to press buttons only to get kicked in the face.
If your opponent gets used to blocking all this, after the cr.hp just go for a jump in as they’ll be expecting your far mk and you’ll cross them up from this range.
If you don’t want to jump in, after a cr.hp you can do cr.mk CADC into standing light punch for either a tic throw, more pressure, a TKCS or whatever else you want (block to bait those mashing bastard?)
[*]Ground throws and hooligan throws:
Use your ground throws whenever you condition your opponent to block as per usual, the second they start teching use a slightly delayed instant cannon strike to clip their crouch tech limb for a combo.
Hooligan throws are GREAT for punishing dashbacks which some characters LOVE to abuse (Law, ibuki, julia). If you can read them on wakeup or after a slightly unsafe move.
Also, using hooligans after a hard knock down with cammy (if they don’t roll) is great.
[*]Off of back throw and hooligan throw:
Delay a whiffed standing light punch and then go for a cross up j.lk on either roll or neutral wake up (you can do this on reaction). It’ll be completely ambiguous and 90% of the time net you a cr.hp, s.mk, s.hk, launcher combo.
[*]Building meter from full screen: Mashing cr.hp seems to be the quickest way, quicker than dash cancelling spiral arrow etc.
[*]Use spin knuckle to go through any fireball you can read. Remember you can go into ultra mid screen and get a full juggle combo in the corner off of this.
[*]Light hooligan timed correctly goes over fireballs and builds meter. Use it to frustrate keepaway characters so they want to move in on you and make a mistake.
Use Ex hooligan for a full screen fireball read.
[*]Cammy can punish any hard tag in this game from almost full screen if you know it’s coming with her fast walk speed.
- Walk forward, jump from max range, hit them with the tip of J.hk, land and do far.hp into manual launcher for a high damage punish on raw tags.
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That’s all i can think of for now, if i remember any of my other tid bits i’ll come back and put them down. Also, if anyone has any questions feel free to ask, I’m by no means an expert but i know my girl in this game.
Now for my issues.
What’s Cammy’s answer to the following characters / tactics?
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[*]I’ll start with my biggest problem… Zangief.
How the hell is Cammy supposed to fight Gief in this game?
- I try to poke with s.mk and his s.mp just smacks right through her leg 90% of the time for a counterhit.
- You obviously can’t jump in at him with how godlike lariat is as an anti air…
- SPD’s range being disgusting meaning if she is in close you’re in a constant 50/50 between a super armor grab, EX SPD on wakeup or a lariat.
- His godlike jumpins (j.hp, and i think it’s j.mk? might be light kick…) make him a pain in the arse to anti air and even if you do his godlike health means it’s barely a scratch (Not to mention all the health regen/defence gems gief players love to use)
Seriously. What’s she supposed to do? He’s the only grappler which gives me trouble.
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[]Ryu cr.mk / sweep into heavy donkey kick pressure (+1). Apart from trying to DP him in between the string… Is there anything she can do apart from backdash and give him space to zone?
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[]Vega’s who can space well and anti air? It seems like Cammy can’t punish any of his charge moves (although note that i’ve never played the character so i wouldn’t really know what’s punishable apart from presumably his anti air flip kick) His sky high claw move (clings onto wall, goes horizontal across the screen) seems like safe pressure…
Also, how do you get around the sky high claw all together or the rest of his charge moves? Is there a specific tactic? (Jump backwards heavy kick?) or are you just supposed to sit there and guess block?
Once in with cammy it doesn’t seem too hard to mix him up but when in the neutral game he seems to just rape her.
[*]Juri was originally a super hard matchup for me but recently with the discovery of air throw winning air to airs and delayed cannon strike beating her cr.hp anti air the experience has been a lot easier to cope with. Still, any help in this matchup is appreciated.
[*]A GOOD guile.
As in, one that simply waits, knows his pokes perfectly and will anti air/sonic boom with perfection. Is there anything she can do here apart from get lucky once in order to get in then keep applying pressure? I know that his anti air options are lacking in this game compared to SFIV, especially where flash kick will miss when crossed up a lot of the time, but he’s still an issue if he keeps his spacing correct.
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So yeah, please help with those characters / problems i’m having. If you have any idea how to get around them it’d be greatly appreciated by myself and i’m sure a few others.
That’s about it i think, i considered making a thread for this ridiculous piece of text but to be honest i think the sfxt Cammy community just needs to be a bit more vocal with everything. If you discover some interesting tech or something to help a matchup post it here because as it is her forum is pretty damn dead. I know she’s a simple character so there isn’t too much to ‘discover’ but when it comes to specific matchups surely we can use all the help we can get right?