Cannon Spike! The Cammy Thread

Honda is slower in a walk, and if he wants to go forward he loses his charge for everything. Hundred hands loses to both cr. mp and j. mp, and st. jab stuffs the headbutt. You can go forward and still do everything in your arsenal, he can’t. The butt splash can also be pretty easily air thrown if you’re already up in the air, so that’s not even an answer for him against you jumping around defensively.

I had troubles with Hondas early until I realized that the jab stops the headbutt. I’d been trading those at work and thought that was the best I could get, but it’s now apparent to me that I just was not being quick enough and got unlucky. This changes a lot for me against Honda, because if I don’t have to be afraid of the headbutt on the ground any more then I’m going to basically treat Honda like a slower Blanka with better defense and throws. I’m already not scared of Blanka as long as I don’t fall behind, so there’s no reason I should be that scared of Honda either. It takes patience, and it’s certainly easier to figure out Honda’s side of this fight than Cammy’s… but stopping headbutts and hands that trivially are huge.

i actually did that anti-air standing strong, walk up st. short (crossup), standing strong x 2 cannon drill thing yesterday too… it’s good… u can’t really set it up, but if you manage to get an anti air off with standing strong, it’s worth going for

*@2:45 in this video, except it shows it with a super, ([media=youtube]pN5JjotDMAg&feature=related[/media])

I haven’t practiced cross up fierce that much but does it only work on certain characters or what?

Having some problems vs. Dictator. Specifically just walking backwards and throwing out Psycho Crushers.

It’s not much of a problem really, just annoying more than anything else. If they do a fierce Psycho Crusher, I typically can jab or Cannon Spike it on reaction. However, I have a problem against jab Psycho Crushers. I’ll try to jab him and get hit, and if I Cannon Spike it’ll trade (in his favor most of the time), or I might twitch and do it early and get beat flat out.

jumping strong punch beats psycho crusher

basicly my vs m.bison strat:

against heavy psycho crusher, i like to turtle in the corner and if i block it i get advantage on the throw

i run back to the corner and let him come to me until i get an advantage on life, and then take my time picking him apart… avoid doing low attacks… since he can beat them out with his specials. Just remember the key against him (imo) is that jumping back strong, and making him come to you, instead of you having to go to him. Especially if you stuff psycho crusher in the corner, you can get cross up jumping strong, crouch strong, crouch short, cannon drill.

Jumping light kick and jumping strong can stuff his dive attacks… and also punish knee press with thrust kick, and obviously you want to punish the slide with her bnbs, which ever one you want is up to you, but imo just punishing with crouching short cannon drill works fine.

Also another thing, I don’t think M. Bison has that great of a reversal game going for him, but be careful of his super.

Yo what’s the deal with c.strong->s.fierce->cannon drill? On bigger guys like Gief I’ve been able to get a deep j.mp into c.mp, s.hp, lk cannon drill, but against shotos I haven’t even been able to get the cannon drill out after HP. I mean it’d be one thing if the combo didn’t work, but the cannon drill doesn’t come out at all.

Also, is there a real use for backfists outside of lp? I’ve actually been getting punished trying to use the others, by Deejay slide, Ken jab shoryu, etc. And I don’t see it beating anything as a meaty, especially since it’s so obvious.

What are her BnBs? I’d like to put them on the first post

c.strong --> c. forward --> roundhouse cannon drill seems to the the most popular BnB

That’s my shit, I get so many chip kills it too.:rofl:

My Cammy BnB: Holligan throw:rofl:

That combo only connects with Far Fierce, because Crouch Strong pushes Cammy out of the range of Close Up Fierce. Far Fierce can actually hit in two places: the elbow when she starts it, or the fist that swings all the way out. ONLY the first hit is Bufferable. And so this combo only works on fat characters, because only on fatter characters does the first hit (elbow) connect. Against thinner characters, it still comes out fast enough for the last part to connect, but that part of the Fierce is no longer Bufferable, so you can’t Cannon Drill anymore.

  • James

BnB:

Crossup j.lk->c.mk->CannonSpike

why c.mk? i like c.mp better. i find it easier to cancel

Why not do both and get the stun???

I don’t know if theirs any good reason to use c.mk over c.mp but I can say the reason I do it is ease of use. I use an arcade stick and at neutral times hover my fingers between the rows of punches and kicks but when I go into either, my fingers are hovering over all of that specific row. As such, if I lead in with a j.lk my hand is already above the row of kicks and its very quick and easy to follow with a c.mk and then a cannon drill or cannonspike as all involve kick inputs.

i dont like that she doesn’t have a standard b&b versus skinny chars. you have to do either short drill or roundhouse drill depending on if they’re standing or crouching

^ Huh? I use the same tried and true combo against everyone. Could you explain?

In working on some stuff, I found that my favorite combo with her is j.lk crossup, c.mp, c.mp xx super

is it worth the effort?

and luigi, i just use c.mp x2 and cannon drill

FUCK YES, but realistically it depends on the matchup/person you’re playing if you even get a super to use. A lot of matches I don’t even have a full meter until they’re at the point where they’ll die from chip damage if I use it.:lovin: I’ve been doing well with usinc reactionary supers after a blocked drill. Sme people are so hungry to try and poke yo out of a safe drill lol.

I have trouble hitting that crossup combo online though. I’ve gotten c.lk into super, non-crossup j.lk,c.mp into super but not the whole shebang online.

You can also do thegood ol c.mp, c.mk, super, but c.mp x2 into super does feel easier since you don’t get any accdental cannon spikes or drills. The timing is mad strict though, wish it was a lil easier.

Mixa- Whatever works.:tup: THe reason I like c.mp, c/mk I think is because I use lk drill in al my combos. That way if the drill doesn’t combo, it’s safe and you get a free flowchart to work with.

Guess I’m officially in this thread now, but I’m too lazy to go back and read this shit so hopefully I didn’t miss anything super important.:sweat:

cool.

that combo is super hard (took half hour to get it once… now, it’s like… 1/10 or 12 that i can hit it… spent wayy too much time on it today though… tired out…

If you’re sweet with croppups it’s something I would learn. Also, if you’re good at counter-poking, learning to do just a c.lk/c.mp/c.mk into super will scare the shit out of your opponent. Get it once and you get away with sooooo much bs afterwards.:lovin: Again, it’s kinda iffy online for me. I always get a lil lag when I need to do important combos.:sad: Also, check my last post, I edited the end.

Actyally how do you go about doing it? Try practicin crossup j.lk, cr.mp just once and then super.

My little methon is hit mp, do qcf as SOON as c.mp hits, hit c.mp again while doing te other qcf andhold c.mp so u don’t get a hooligan, then just slide your finger to mk (it’s the closest kick for me, it’s a timing thing)

For cancelling just one c.mp you gotta be fast at the super input, it pretty much needs to be done by the time u press c.mp. I either buffer this out of a block, or buffer it while i’m crossing up.