Cannon Spike! The Cammy Thread

Any tips on punishing LP Shoryuken spammers? I always freeze up

when u block pound the MK button

btw just won an offline tourney today using cammy exclusively

i have no fear

because no one played honda

Sounds awesome Syxx and thanks for the tip! Hearing your success makes me a tad bit jealous. I look up to you awesome peeps
The frustrations are definitely catching up though, but i’m trying to hang tough and get better

u just gotta be like

3 dragon punches in a row?

YOU GOTTA EARN IT SON

:rofl: I know…then i get pwned later because a burst kick came out instead of a cannon drill :mad:

anti akuma strats… go!

Use drills to run away from air fireball. Try to backfist through ground fireballs. Punish lp SRKs with lp drill. Most importantly, if Akuma ever has meter, BAIT THE DEMON.

Honestly this is a really bad matchup for Cammy.

I guess you could try to bait demon but anyone who’s decent with akuma is going to tick that bs or use it as an anti air or some other unavoidable shenanigans

Go over air fireballs with hooligan throws?

Question against Blanka’s tick->bite.

Lately I’ve been playing a lot of Blankas and most of them are now resorting to tick->bite as a tactic. I’ve tried to reverse throw the tick->bites but my success rate is 1/10 at most so a huge advantage to Blanka players. I just found this website http://nki.combovideos.com/data.html#distance and I just realized that Blanka has a 15 pixel range advantage over Cammy so if the data is correct for remixed, then it pretty much matches my experience of getting out of tick->bite. So is there another “easier” way of getting out of the tick->bites? I can get reversal timing SRK but only about 20~30% range and if vs good Players who mix in tick->bites with tick->wait->rolls, then the reversal SRK is very dangerous for Cammy since Cammy’s SRK is no longer safe on block and lack invulnerability during start up.

Most my matches against Blankas go like this:

I start early attacks and pressure them from the get go, once I tick off about 1/2 of their life bars, then they started to use tick->bites and I can see them coming but very difficult to pull off reverse throw or reversal SRKs (BTW, reversal drill gets knocked out cleanly by jump.lk from blanka). Blanka’s jump.lk has higher priority than Cammy’s jump.mp.

Any suggestions?

Faux123

Tick raging demon and anti air raging demon aren’t inescapable. Test it out in training mode if you don’t believe me. Put the computer on jump…it is impossible to raging demon someone who is holding up on the controller.

It works in matches because to escape tick raging demon or anti air raging demon you have to expect it. 1/60th of a second is too long. Thats why I suggest baiting it.

Follow up to my question. I’ve organized the throw/reversal throw data based on the website’s data and I have come up with the following throw advantage table against Cammy. I was shocked myself how short Cammy’s throw ranges are. Looks like some chars have major advantage over Cammy (argh…mainly Blankas and Hondas).

To Throw	Reversal Throw	Advantage	Effectiveness

Zangief SPD* 136 87 -49 command throw > normal throw
T.Hawk SPD* 108 77 -31 command throw > normal throw
Honda Oicho* 94 70 -24 command throw > normal throw
Honda 89 70 -19 Yikes, Honda can seriously tick throw cammy
Blanka 89 72 -17 Yikes, Blanka tick bites owns ?.
Dhalsim 89 77 -12 OK because Dhalsim is slow easy to get out
Zangief Normal 94 87 -7 OK because most Gief go for SPD
Boxer 76 69 -7 Very good when used with headbutt
Dictator 77 70 -7 Fairly effective against Cammy
ChunLi 73 67 -6 s.mp->throw or jump.lk/mk throw are effective
Claw 73 70 -3 Not too bad due to insane speed
Ryu 73 71 -2 Even
Ken 73 71 -2 Even
Akuma 73 71 -2 Even
Guile 73 72 -1 Even
DeeJay 73 72 -1 Even
Cammy 67 67 0 :slight_smile:
Sagat 73 74 1 Hm?just slight advantage for Cammy
T.Hawk 73 77 4 Can be dangerous because of his SPD
FeiLong 65 71 6 Hm… Must Tick Throw against Feilong :slight_smile:

Crap. Hard to format a table. How to read:

First number is opponent’s throw range vs Cammy, 2nd number is Cammy’s throw ranges vs them, 3rd number is the difference of the 2. So negative number is good for them bad for Cammy and Positive is good for Cammy bad for them.

Still waiting for reply on my question of how to get out of Blanka’s tick->bites…

Thanks,

Faux123

take your chances with srk and eat the ball imo, but i try to stay out of that situation… react to what he’s doing. I don’t mind hiding in the corner vs him and jump MP or jump LK depending on what he’s doing… its just this match I would prefer him to come to me, where with fb characters i have to go to them (at least until i get an advantage)

oh faux and i found out in our first match that spin knuckle goes right thru raging demon

gg faux, dp more

hooligan after your opponent does a “safe” move is good… hope u learned that

oh ya one more thing, don’t over think things on the numbers in this game

GG!!! Wow, it was really nice playing with you. I learned a lot :woot: Yeah, I wish I can be more consistent with my SRK. Damn Sony SuckAsses controller is all I got. I learned quite a bit from playing with you. Didn’t know Ken’s knee will cross after release. I learned that the hard way :wgrin: I saw the spin knuckle thing which was pretty cool to know but I tried later on against another Akuma and I noticed just like the fireballs, only the startup will pass through cleanly but not once she started her hop. I also air-threw your air fireball which was cool. I guess the timing has to be really tight. I also noticed you did quite a number of wake up meaties on me and I couldn’t SRK out of them.

PSN just took a dump right now, cannot even check my scores :shake:. Nothing to do except browsing…

Once again, it was amazing to play with you. Thanks a lot!!!

You don’t know what the fuck you’re talking about. It’s been tested over and over and there are many instances (crouching ticks for example) where demon is inescapable.

Go into training mode, put computer on jump, try to raging demon him. If you can get video proof, I’ll eat my words. Maybe my timing is off, but I’ve tried over and over and I’ve not been able to raging demon the jumping training dummy.

I hit anti air raging demons in matches all the time, but once again thats a reflex and timing thing.

Nice words by the way. Don’t know how you got so offended by my statement that you had to drop the f bomb.

As much of a training mode junkie I am, I know better than to think that if it can’t be done in training mode, then it can’t be done at all. Go check out the Akuma threads that talk about the proper setups along with people who are actually playing this match and you may change your tune like I did. This is one of those things that has to be tested in real-time player-versus-player combat in order to get accurate results.

P.S. Remember that all characters have additional frames that are used to go from crouching to standing. It’s those additional frames that prevent a crouching opponent from jumping out of a Raging Demon attempt.

And now…back to discussion about Cammy. :slight_smile:

Well ok I will be more specific. The whole thing started when i said to bait the raging demon. You’ll notice Akuma’s like to use raging demons at specific times:

One is as an anti-air, so you land into Akuma’s arms. This one is easy. Jump forward on Akuma with a mp or whatever with enough space so you aren’t going to get DP’ed. If you see the Akuma jabbing, he is telegraphing and you know he is going to demon. If he does a lp SRK or lk Hurricane kick, he is probably a better Akuma because he is timing the demon so it goes off as soon as he lands from his special, hiding the input. Regardless, if you see jabs or a lp SRK or lk Hurricane, HOLD UP BACK before you land. Akuma demons, you jump back safely, and you can punish with a meaty drill.

Another great setup is after knockdown, crossover meaty or just meaty air fireball into raging demon. If they are crazy good they will input lp lp DF lk HP, and land just in time to actually throw out the low lk. I haven’t seen an Akuma at this level yet but be warned. Regardless they are trying to tick you into demon. You can block the fireball low, but don’t. Sometimes the Akuma will have you so trained to block his meaty jump ins low that he’ll just not throw a fireball and crossup with mk or hk instead, leading to a HUGE combo which will do as much if not more damage than the demon (j HK, HP, HK tatsu, HP SRK for example). Just block the air fireball or crossup high, then jump is one option. You might eat a combo but it won’t be his worse combo. Another option is reversal HK spike. You can’t reversal LK spike because if Akuma goes demon, you will land right in his arms. HK spike will go through him and into safety. Regardless, this is the worst situation to be in, being crossed up by an Akuma with meter after knockdown.

Another Akuma trick is wakeup demon. I don’t have a lot of advice for this except don’t throw a meaty far knuckle at a knocked down Akuma. Then again you can’t piano raging demon so a wakeup reversal demon is pretty darn hard to hit. Judge your opponent and his timing accordingly to see if it is worth pressuring a knocked down Akuma. Personally I wouldn’t try to bait a wakeup raging demon.

Someone drop me some great Hooligan set ups. Cammy is becoming a favorite of mine to play (aside from the Honda matchup). Right now I use a lot of safe drills and pokes to thrust kicks as well as spinning knuckles against projectile characters. I really want to incorporate some hooligan stuff but and pretty lost on how not to telegraph I am going to do it. Any help would be appreciated.