While crouch strong, crouch forward is a good link to use, doesn’t close standing fierce offer more frame advantage? Close fierce, crouch forward XX Cannon Drill and even close fierce, far fierce (the elbow frame) XX Cannon Drill work pretty consistently regardless of the Cannon Drill version used…right?
The only disadvantage I could see would be that crouch strong would have more range than close fierce…which would make crouch strong more practical to use anytime you’re not sure your opponent will be close enough to you for close fierce to come out.
After Close Fierce, Cammy is too far away for a Cannon Drill to Combo. Tip of Low Forward does not Combo into ANY Cannon Drill ever, and tip of Low Forward is what you are getting after a Close-up Fierce.
Hey, James (or anyone with an answer), I have a question: is there a special trick to comboing into super from Cammy’s cr. LK x(?)? I’ve been trying it by doing cr. LK, cr. LK, QCF, cr. LK, QCF + LK. I just assumed it was the same concept as cr. MP, cr. MK, super, which I can get pretty consistently.
I guess a further question would be: is it even worth it to super combo from cr. LK?
I don’t cancel into super… sorry, I can’t really help you on that. But my idea is this… if you save the super for when you really need it, like getting out of a fireball that’s going to finish you off, or a trap that you can’t get out of by dp’ing, it’s much more worthwhile then using it in a combo, since if you’re that late in a match with a full super meter, you’re opponent is more likely to be nearly dead. unless they let you get away with a bunch of blocked cannon drills and what not. Also I like saving my super until the end especially if a blocked one will kill them since it ticks a decent amount.
Just a thought. Not saying it’s not worth learning how to cancel into it, obviously, but I think there are better uses.
Unless of course you have good enough reflexes to hit confirm from 2 cr.lk’s go nuts! I only use jumping lk anyway, since her medium attacks are so good and link into each other.
You can do the combo, but… it won’t connect. It CAN connect, but only with SUPER, super accurate programmable pad timing. The Super just comes out too slow for C.LK x 2 into Super to Combo consistently.
Gotcha, gotcha. In that case, I guess I’ll just stick to cr. MP, cr. MK, super and save the cr. LK’s for tick set ups. Thanks again for all the help, guys, especially jchensor, Syxx, and Keits!!! Gotta gets to crackin’ on my Cammy tricks now before the Chicago tourney!
So I haven’t noticed anyone mention this yet… how often should I be going for throws with Cammy? I mean outside of hooligan throw, which I’d say I go for on average slightly less then once a round, I almost never throw anyone. When I do its usually by accident. Instead I’m usually doing a lot of poking, trying to stay within safe cannon drill or safe spinning back fist distance. If I’m in close its usually because I just went for a wake up cross up and upon landing I’m pressuring with crouching strongs and crouching forwards.
Cammy has pretty good walk speed, should I be utilizing that to standing throw more? What about when I’m jumping, I tend to jump with short mostly but lately I’ve been trying to train myself to jump with strong instead (except when going for a cross up) and that has already caused me to get a few accidental (but not unwanted) air grabs, should I actually be aiming to get these?
Just in general, is non-hooligan throwing something I should even really try to incorporate into my game or should I stick to my current scheme of poking where my only real anti-turtling punishers are the chip damage of safe cannon drill pressure and the occasional threat of hooligan throw.
if you’ve got them turtling and you’re in range, go for a throw… gotta mix up your attack patterns somehow
Her recovery off of whiffed special moves is very short so that’s also a good opportunity to throw… example… begining of the match you do a lk cannon spike, they jump over you and whiff, you are in range for a throw… or you miss a wakeup lk thrust kick and they don’t hit you out of the air in time you are usually in range for a throw… and why not go for it? Espcially if they are planning on throwing you? Because if they manage to get it off when you already have your throw soften buffered.
not to mention after blocked special moves and poorly timed crossups
throw throw throw
and don’t forget the air throw
2/3 of your buttons are going to throw so if I’m coming in with a jumping strong or roundhouse, I’m usually holding forward in case they are in range to get at throw off.
another time I use a throw is after hitting them out of the air with an anti air normal move like close standing strong or close standing forward (which you will want to use in certain situations instead of thrust kick) then run them down and tick throw… or go for the crossup mkx3 combo if you are spaced right.
Throwing works spectacularly well when you got them under pressure, so even when you whiff something you can mash that throw on your way down. Examples being a whiff hk cannon spike or super that puts me behind them as they miss with a sweep in front of them. THROW TIME!
On the Ken matchup it says use standing forward to keep his srk’s honest, I usualy do fierce > lk drill as punish when they whiff since it does a lot of damage.
Is there a reason not to do this when the possibility is there, meaning, as long as I know the fierce will connect is there a reason to go for forward instead?
Forward is most likely the best option she has when she’s too far to walk in and do fierce>lk drill punish.
Because it’s actually fairly tough to get in there. Trying to Combo Ken after a whiffed Jab DP will get you Jab DP’ed when he does it again, because he recovers so fast. And getting knocked over is not good with Cammy. It’s just safer to hit him out of the air, especially because, as you surmised, MOST of the time he whiffs it is when he’s too far away to easily punish with a Combo.
I, personally, tick throw pretty shamelessly with Cammy. If I get a knockdown, sometimes I’m going to do a jump in for a combo, and sometimes I’m just going to go for the throw. I like to tick off of cr. jab (which lends itself nicely to fake-outs with cr. fwd/short CD), j. jab, or j. strong. The latter two, if you fine tune the timing of your throws a little bit, look pretty much identical and unless they actually take the hit there’s no way for them to tell how long they’ll be in block stun. The j. jab, you can pretty much throw as soon as you get to the ground, the strong, it’s better to give a little bit of a hesitation before you do it. If you’re precise enough with the timing it’s pretty hard to counter.
I know it’s difficult, since it’s a 19 frame window of going for it rather than the 26 frame window Ryu has. But, there’s also 20 frames startup + active frames so it’s not as if you have to react that fast really it’s just that it’s difficult timing it for a combo which is especially obvious online.
Looking at the pure speed of far fierce it’s 4-2-6-7 while her far forward is 6-7-8 so the 1st hit is faster than forward and the second hit is the same speed as far forward is. And while only her first hit combos the 2nd hit does more damage than forward. So in my opinion far fierce seems like a stronger choice than forward since when combo’d into drill it gives knockdown and does a lot of damage while also making them fear throwing out srk. As far as I know Nakamura uses far fierce to punish whiffed srk as well, but I can’t find a video on youtube with him fighting Ken, I’m pretty certain I saw it on the SBO '08 DVD though.
I’m not telling you to give up forward, I’m just saying it’s definitley worth it to try and go for fierce in every situation where you know you can, whiffed moves especially, since it’s 30% off their bar for free.
just a question, is there away to get between gief and hawk, low jab (blocked) to 360, or do I just not have to get into that situation in the first place? I tried to reversal throw between the jabs and the 360, but to no avail.
Afaik the only thing that gets you out of the situation 100% is reversal SRK.
It’s appearantley also possible to reversal throw the 360 but it has never ever happened for me so it’s not something I would go for.
If you’re using Cammy however, atleast in ST, you should have the tools to keep Zangief away the entire match without him having much of a say about it.
Cr.mk, cr.hp, srk and hooligan might actually be the only things you need to use to beat him. Be careful with the cr.mk vs. his cr.hk though because getting knocked down on the trade will cost you.