Cannon Spike! The Cammy Thread

one of the bad situations i know you can get into that matchup is… getting hit by his j.RH cr.RH, because if he cross up body splashes you and you try to reverse with close st.SP and you either lose or tie, you will probably get dizzied… if you stand there and block the cross up… well it seems i am basicly screwed, unless i can throw or thrust kick him when he lands… it’s pretty rough stuff

If you space your c.mk correctly, which should be the only thing causing you to get hit by a c.hk on trade most likely, I don’t think he can close the distance fast enough for a crossover splash. j.hk should not be hitting you because you have no reason to be jumping into the air, in this matchup gief is the one who has to take the risks with jump ins, you’re supposed to be controlling him from the ground.

i forgot to mention this yesterday

I was playing and a cammy player was hitting me with j.mk -> super, 6 hit combo. Sometimes twice in a match

So i was playing around with it. The timing is diffilcult for me (+ cold weather fucks up my hands) but i seem to get it every so often. Out of a good hundred tries i’ve nailed it about a dozen times

Anybody want to try this and get some data on it?

I am a long time lurker here, this is my first posting here (I am an OK cammy player with 586-187 record on PS3 with faux123 handle, but my ranking is 0 right now due to ranking bug was around 1700). I had problems with blanka and hondas but with the j.mp, I can pretty much neutralize most players out there. Nowadays, the most problematic match up for me are vs turtle guile and turtle boxer. Against patient and fairly decent players of those 2, it is very difficult for me to tick down their life and 1 misstep or bad trade, then you will be behind the life curve and I found it very difficult win after that. Guile is a bit easier because most of his attacks are slower but high damage vs cammy’s c.mk. I tried to hop over sonic booms with jab spinning fist but if they are good, they either block it or flash kick it right after. j.mp do not cancel the new flash kicks, so the entire game consist of ground control for my cammy but constant sonic booms and lack of pressuring (I played a few good guiles who can flash my c.mk->short cannon drill pressures). I tried to mix up c.mk ->hooligan throws and c.mk->cannon drills but against turtle guiles, they just flash kick me out of both. Similar situation with boxer, except boxer is even more difficult due to buffalo.headbutt->rush puch low or buffalo.headbutt->grab. since buffalo.headbutt is safe on block, to time reversal canon spike is very difficult and good players they will sometimes fake a grab or a rush let me commit my reversal cannon spike and come in and either grab me or rush punch me. c.mk->cannon drill is a better tick against boxer than guile, but any misstep turn into a bad trade against boxer since his punches takes so much damage on cammy.

Any suggestions?

Thanks,

Faux123 (on both xbox and ps3 but mostly play on PS3)

If Guile is doing flashkick after your c.mk>drill/hooligan then just do c.mk and nothing afterwards to bait a whiff, then you have free hp>drill punishment afterwards.

Thanks, but unfortunately I am talking about those player’s who can flash kick on reaction. If I chain my c.mk->short cannon drill, they can flash kick me on reaction (reversal timing) and break the chain and hit me before my drill hit them. So against them all I can do is c.mk tick tick tick, but still blocking their sonic booms which is not a good trade. That’s why I mixed in jab spinning fists but the fist is too slow against good guiles. They simply block or can jab or flash kick me again on reversal timing. It becomes a very difficult game of patience but without the safety of a projectile tick.

I also mixed in baiting them to commit flash or sonic booms, but still difficult. Once falling behind the life curve, it become a game of waiting and baiting with guile having sonic booms to further tick away.

Against all other chars, my style of play is constant pressuring either via a well timed j.mp->c.mk->short drill and/or cannon spike or simply walk using cammy’s foot speed and do c.mk->short drill and if they block mix in hooligan or repeat the same c.mk->drill tick. It works even against honda’s and blankas with a well timed j.mp. But against guile and boxer, my style of constant pressuring is neutralized by their ALWAYS charged flash or buffalo headbutt. The game turned very boring and into a game of absolute agony and patience… I just want to hear if another style can be used against those 2 mentioned instead of the boring tick tick tick and pray you are ahead on life curve.

Faux123

If you’ve achieved that ranking with mostly Cammy, Faux, I think you’re doing fine. Guile is one of her toughest fights. You can’t fault yourself for not doing well on that fight against the better Guiles.

(For the record, I have been being really hard on Cammy recently, and I’m trying to give her more credit. I’ve been using her more, but I still die fairly consistently to good Guiles and Dee Jays.)

If you CAN get in close enough so that you are doing Crouch Forward into Cannon Drill and Hooligan Rolls, you are already doing better than I am against good Guiles. I get mopped up by good Guiles who keep me out all day. But if you are getting into that range already, the only real extra trick I can recommend, which I actually posted a long while back, is to do Low Forward but DO NOT BUFFER IT and follow up with a Short Drill OR a Hooligan Roll. But DON’T buffer it.

It doesn’t sound like it makes any sense, but it DOES help. The timing of it is weirder, and the more space gives them more room to hang themselves with accidentally getting hit by the Short Cannon Drill. When you Buffer it, they are stuck in Block stun for a while, so it’s actually easier to Razor Kick in between on reaction. But when you don’t Buffer it, you can end up Drilling, Rolling, or doing nothing. And just because of that, the timing to react to it and Razor Kick it is weirder.

Think of it this way…

Even though Honda’s Headbutt is faster, oftentimes it’s EASIER to DP the Headbutt than it is to DP the Hand Slap. And that’s because the Hand Slap has such an irregular and unpredictable start… because the player is mashing and he may just mess up the mashing and have it not come out. I dunno if anyone else has this feeling, but it happens to me all the damn time, and I end up eating Hand Slaps.

So if you play that way with Cammy, and make it harder for them to react, it’s much better. Granted, you give Guile more time to react with other moves that CAN stop the Drill, but then you mix it up WITH Buffering and now you’re all crazy!!! :slight_smile: I see Nakamura do this alllll the time with Cammy, and it works really well for some odd reason.

  • James

His Cammy destroyed mine earlier tonight :frowning:

lol i’m up to 900+ - 200 with cammy… well i did play alot of chunli the last few days, but i do better with cammy… any other cammy players on psn i’ll play you guys

Unanswered question from a couple of pages ago:

Are there any counters for Cammy to Chun’s lightning legs? I swear none of my attacks have never managed to get through those massive thighs…

You know what tends to work if you dont abuse it against a guile. Jab Hooligans canceled into the fall down. Bait the flashkicks and then punish.

I’ve been using Hooligan Cancel a lot lately. It’s really a nice layer to add to conditioning your opponent to block. Against some opponent’s, Gief for example, I will Hooligan Cancel into a short DP. It’s really satisfying seeing them react prematurely with the lariat. Typically after H.C. I will: short DP, cr.MK, or do nothing.

Especially in this case, if you successfully bait the flash kick, and punish him, the next time you put him in the same block string, a Hooligan Throw just might do the trick…or maybe H.C. again to see if they’ve learned their lesson.

Cammy:lovin:

hmm i gotta lot of faith in cammy… even against good people… not gonna name names or anything lol :slight_smile:

she’s just not as trash as a lot of people thing despite some of her poor matchups (i mean against people who play the matchups properly)

Thanks for the tips. I am doing much better now against Turtle Guiles and Boxers (my record is going down to the toilets but I like the improvements I made against those two 799-284).

Match up ranking from difficult to easy for me:

Zangief-> >40%. His jumps are so high priority, it is so annoyingly difficult for me to keep him away. I can cannon spike here and there but lack of invincibility, with meaty kicks, Zangief can get close very quickly or results in bad trades with his insane damage normal kicks. Are there any easier way(s) to knock him out of the air with a simple normal move with Cammy (I have some success with j.mp, but if both hits, its a bad trade for Cammy)?

Honda-> Against good turtles it is very difficult even with my well timed j.mp. Still bad trades. Against OK players, this match is still very difficult but I have 50% chance of winning as long as I can score early hits. If I am behind on life, then the chances goes down to 20%… Hard!

Clawy -> Speed kills. I win about 50%.

Blanka/Guile/Boxer -> I would say 55% chance winning against them with an exception of a good Blanka with freaking tick->bite or tick->fake->roll combo. Many times I can see the tick bite coming but for some reason, with Cammy it is very difficult for me to pull off a reverse throw <10% success rate (I can time my reverse cannon spike but still really difficult with 25~30% successful reverses).

DJ -> I would say 65% winning for me against DJ.

Chun Li/Fei Long -> I am pretty confident against them. I would say >70% chance of winning.

Akuma-> I would say 75%, most Akumas are newbies.

Shoto brothers-> I would say > 75% chance agains them. I pretty much lose to only good shoto players with space distance control and insane reverse DPs.

Sagat-> About the same as Shotos. There’s been quite a few new Sagat players coming all of a sudden. The tiger knee can be neutralized by a well timed j.mp.

Cammy -> I win most my mirror matches… :slight_smile:

T.Hawk/Dhalsim/Dictator -> most players of them are newbies, so I win most my matches I would say > 90%. I’ve seen very few good Dhalsim player on PS3 ranked matches.

faux123…any tips against chuns lighting legs?

Against Zangief, crouching fierce works wonders as anti-air. Also seem to be having some success with jumping straight up + roundhouse against gief (better than j.mp in this case IMO), but it’s a lot more dangerous than crouching fierce

cr.hp only loses to/trades with body splash, which srk+lk beats out if you do it early enough.

Whenever Gief is in the air, I use fam MP unless it’s body splash. It beats out everything but the splash if timed right.:tup:

Okay…just searched this forum and I didn’t see it mentioned so here goes…

I don’t have this game yet, so take what I found with a grain of salt.

I was messing around with Cammy in training mode on speed 1 on the CCC2 version of Super Turbo and, in a flashback to my SNES SSF2 days, I tried to crossup Ken and E. Honda, while standing, with jumping strong and jumping fierce…and both worked! I didn’t think those moves still crossed up in ST, but apparently they do. When jumping strong crosses up, it looks like she’s hitting the back of their head with the very back of her hand and her lead knee. Jumping fierce looks like she hits with the shin of her lead leg, moreso than her fist. I would’ve tested it on them while crouching, but this family man doesn’t get as much playing time as he used to.

Anyway, I was just wondering if someone could confirm this with HD Remix…especially since you can see the hitboxes now. If these moves still work, there are a few more unlikely jumping attacks that may need consideration.

As a side note, per jchensor, I also went ahead and put egg on my own face in seeing that close fierce, close forward doesn’t leave anyone close enough for Cammy to combo anything after that link…corner or not. I also found that crouch strong, crouch forward XX Spin Drive Smasher is really easy to do with crouch strong, d, df, f, crouch forward, df, f+kick.

sigh Must…get…this…game!!!

j.MP and j.HP do indeed cross up. Between the two, I’ve found j.MP much easier to pull off and more practical for crossing up. The distance can be found after a blocked cr.LP, cr.MP.

It’s tougher vs crouching characters, but I’d imagine it’s character specific as some character’s have really wide hitboxes in comparison to my test dummies(Cammy, Ryu). I’m no family man yet, but I didn’t have time to really test this out either. Once I got j.MP down, I was more than anxious to try and bring it into a real match and it was very nice. I was having more success with it in a few hours than a couple of weeks with cr.LK. Maybe because it just *looks *ambigious, really, it looks awkward as hell.

Stunning with j.MP, cr.MP, cr.MK xx RH drill on a standing character and following up with a super combo is particularly awesome.

Tomorrow is Sunday, so I’ll do a little more research on this. As I said, I’ve never used j.MP to cross up until today, and it is just too nice. Thanks for that, FreshOJ.:pray: …get the game already!