Cannon Spike! The Cammy Thread

IIRC, Gief can beat c.mk with his own standing mk. Thoughts?

Thanks to everyone in this thread. My Cammy has improved ten-fold. Still having a bit of trouble with Honda, Guile, and Dee-Jay though…

just s.mp splash

jumping forward MP does not beat Ken’s sweep… or even tie

so I’m at a loss… do I have to be so patient with the fireballs? The Ken I play is no scrub and a very smart player. Maybe I just have to read his spacing better. If I get in it is still a chore but I can beat him once I get in range most of the time. Back to watching (most irrelavant) ST vids

You really don’t want to jump forward, jump straight up then try to cannon drill to close the gap. Also a whiff grab lp hooligan can be used also depending on the range he is at.

yeah… i got fucking scrubbled out with that shit. I’m still having a hard time against Gief, T.Hawk, and Honda (not because of headbutts or pokes winning, but stupid ochio)

Unlike Blanka, I can’t get out of ticks… (Blanka - vertical ball or reversal backhops will save me from most tick attempts)

Vs Hawk : Stay bac and far MP works wonders for me. If he somehow manages to get in, you just gotta be nice with reversal dp’s. Far MP beats his air dive clean, so that move is almost out of the equation for hawk in this matchup.

Need pointers against a very offensive oriented Guile (Mooglelot :P).

I tried everything but I still fail at countering his style. I see his setup well in advance, but I can’t do anything to prevent it from happening. If I SRK after his sonic boom setup, I noticed his cross up jumping short kick count as a meaty safe jump, so by the time SRK hits, he’s safely blocking on the ground while now I am vulnerable in my recovery frame and in the air. If I don’t SRK his meaty jump short kick, then I would get locked by his c.lp lp mp combos and he will throw if I just block them or he does another cross up j.lk again and repeat and rinse. I also tried s.mp but his cross up j.lk is a true cross up, so the s.mp will whiff and I will eat his 3 hit combo (cross up j.lk, c.mp, flash kick) which by the way against Cammy has an 80% chance of dizzy. I can pretty much eat up any Defensive Guile with my Cammy without too many problems, but his style of rushing me down with Guile is giving me lots of headaches (Hooligan is almost out of question, because he has charged flash kick the whole time).

Syxx, Luigi-bo any suggestions or tips…

Hooligan destroys Moogle, get him with it once (most likely at the opening) and he’ll be afraid of it for the rest of the match. He also goes for reversal flash kicks a lot, but doesnt get them a lot. So bait his fk and punish with fierce into drill. He also falls apart if you get him into a corner. You can do whatever you want to him then:tup: Be is a good Guile tho, not to take away from the dude. You gotta know your drill spacing too. I you EVER block his c.rh, you can drill/super him befor the second kick comes out.

I’ve been reading up on the last many pages and some general questions have popped in my head, so I guess it won’t hurt to start asking (Bare with me, I don’t have access to playing the game freely yet).

  1. What are Cammy’s meaties? And does Hooligan slide kick actually count as a meaty as well?
  2. Does j.LK actually combo if you successfully crossup? How deep does it have to be?
  3. What are Cammy’s horrible matchups besides E.Honda?
  4. Does Cammy’s “Thrust Kick” have Invincibility frames?
  5. Scrubby question, but I can’t playtest anything for myself, does her Cannon Drill hit low?
  6. Does Cannon Drill go under projectiles?
  7. How does Cammy punish Blanka ball from block? (I can do it on reaction if I anticipate it)
  8. Is there generally a way to train the opponent to get comfortable on the defense?
  9. I know that Cannon Drill (LK version) is safe, especially if properly spaced (all Cannon drills are safer in general compared to her SF2T version). But is CD(LK) safe if it’s blocked when struck deep?
  10. I noticed that Cammy doesn’t have any f+Normals, so does that mean she can walk towards the opponent and poke, or is it not practical?
  11. Doesn’t Cammy have Airthrow? Does the positioning allow Cammy to take advantage of anything?
  12. What moves put Cammy in favorable positions in general?
  1. Favorites are close standing HP, which is difficult to reversal and reversal throw. You can also meaty low RH. But I usually stick to standing FP because if they are expecting you to do it every time you can start tick throwing them when they give up trying to reversal you. Close meaty HP into low MK works very well, and is totally safe, so practice that link.

  2. j.LK will combo into my favorite, cr.MP, cr.MK, cannon drill, but it can also combo into standing FP, cannon drill. The thing with the cr.MP, cr.MK, cannon drill, the different power cannon drills are character dependant, sometimes you need to do LK cannon drill, sometimes HK cannon drill… I haven’t gotten this combo to work on Chun-li at all though. As far as how deep… with j.LK it actually doesn’t need to be done that deep at all, when you are following it up with MP or cr.MP especially.

  3. Well According the the wiki Claw and Boxer but I’m not that familiar with those matchups as I haven’t played one that has dominated me yet.

  4. Yes

  5. Yes

  6. Just akuma’s air fireball (important)

  7. It can’t. You must hit him out of it if you want to truely punish a missfired Fierce Blanka ball. You can hit him out of it with simple jabs, or a thrust kick. If you goes for a meaty one, I’ve been very successful hitting him out of it with a thrust kick.

  8. Keep doing lows. Crouching MK, and LK cannon drill will get them to block low until they can get an opening. Let them depend on reversing your cannon drills. You can really confuse people with only these two moves. Make sure you are linking your crouching MK’s when in range as you inch towards them, and if they try to reversal you and they whiff or block, make them pay. Example… shoto’s will go for a low risk LP SRK as you get close enough where they can’t really fireball, expecting to hit you out of cannon drill which leaves them vunernable. It is imperitive that you punish their SRK attempts with standing MK. DO NOT LET THEM LAND and then try to attack them, you may end up eating and SRK and it’s back to square one. Just take the MK damage. If you manage to knock them down with cannon drill, get in their face with a meaty standing HP, because as I said, it is hard to reversal. This is another thing that can get them comfortable in blocking because then you can start mixing up your offense in this range. And for god sakes, don’t jump back.

  9. Absolutely not. You’ll get the ranges down though.

  10. Walk up MK works great, and also keeps them from jumping in many cases. The range is pretty sick on this move.

  11. Cammy has 2 airthrows. One which is done with MK or HK, and the other, more damaging one, which is done with MP or HP. The punch one can only be done on her way up from jumping, so you gotta be ready to change which button you’re going to press to throw. Getting the Punch version throw is a priority though, because it does more damage.

  12. Throws, and Hooligan (in the corner) are my favorite two.

Many thanks Syxx :tup:

  1. You can go under Sagat high shots too.
  2. I’m surprised super wouldn’t work, but I’ve never tried it.

Oh ya good call with the high tiger shot

also I think the only time you can punish the ball on block would be if he was in the corner and you were past mid screen next to him then in that case I think you should be able to punish it.

I use Crouching MP and Standing MP the most myself. I try to mix up between them to keep opponents off guard. C.MP leads to C.Forward into Drill on reaction pretty easily, which is why I do that. S.MP leaves you in a WORLD of Frame Advantage, so you get a lot of fun mind games after that, but it’s REALLY hard to time that properly as a Meaty Attack.

Claw isn’t bad to me. But Boxer is pretty bad. Guile and Dee Jay are also very bad.

Actually, in ST, I’m pretty sure the Cannon Drill does NOT hit low. It does in CvS2, but not in ST.

  • James

well… when i went to training mode, when you set the computer to guard all then they block low… but after setting the cpu to “controled by controller” it can in fact be guarded high.

As for meaty close hard punch, I have found it more reliable and safer option for wakeup. Here is my whole writeup on the mixups following it… keep in mind it’s pretty basic stuff but this is the mindset I’m in when I’m playing so some people might find it a little helpful.


close st.fierce -> hooligan
close st.fierce -> cr.forward -> hooligan
close st.fierce -> cr.forward -> short cannon drill
close st.fierce -> cr.forward -> wait
close st.fierce -> throw

These are some of my favorite, obviously the first one is pretty scrubby and I’ve seen many people use this one. But you can legitamately keep them locked down with close standing fierce to a proper linked cr.forward and keep them guessing. If they try to attack to get out of a “predicted” hooligan, the cr. forward will hit and you can generally chip with short cannon drill. However you need to be careful in the corner since there is little to no pushback you can be punished, though you usually don’t end up taking much damage from a blocked drill that isn’t done at super deep range. This is one of my favorite setups to use as a meaty standing close fierce is difficult to reverse, so I tend to go for it a lot. Of course if you feel that you are getting too predictable after the standing close fierce, crouching forward string, the other option is to hold off a bit and wait to see how your opponent reacts. Because DPs and other reversals will stop hooligan and cannon drill in their tracks very easily, if you wait you can actually punish many reversals by either throwing another cannon drill (roundhouse version if your reaction time is fast enought) or if you want to play it a little safe, walk up a bit and do a standing medium kick. Another thing I should mention is I’ve actually gotten meaty standing fierce, crouching short, cannon drill to combo (happened on sagat in the corner) but I need to test a bit more to see what character and other situations I can get this to work.

The main thing to remember here is eventually in say, a tournament match, if you can get the other player to play more safe than they usually would you can get away with this link a lot, get them to fear the hooligan attempt, and freeze or try to reversal you, letting you keep the advantage. In fact, abusing close standing fierce on wakeup can let you get away with other things that are much easier to reverse, such as a simple close tick jab to throw. The more you can keep them blocking or trying to throw out reversals, fearing a safe cannon drill or hooligan, the better chance you have to get in with a throw, or a counter to their reversal.


So I suppose what you’re saying is in those situations I mentioned, standing MP would be perhaps even better.

I also noticed a while ago that standing HP is good for wakeup even though it may not look like it, it works.

To answer the OP’s question, you can meaty the slide from the hooligan, but you can’t really follow it up with anything and I don’t think it’ll give you much in the way of frame advantage if they block.

I also like close meaty Fierce into low RH. It does a good chunk of damage and puts them on their back again. I prefer doing this closer to the corner though so that I don’t lose too much position.

You’re right on with it being character dependent. You’ve got a couple of options after cross-up j.LK:

Vs fat characters (Zangief, Dhalsim, Guile, Fei Long and I believe Cammy if you have the misfortune of playing Cammy/Cammy):
cross up j.LK, c.MP, s.FP xx Cannon Drill

Vs normal sized characters:
cross up j.LK, c.MP, c.MK xx Cannon Drill or
cross up j.LK, s.FP xx Thurst Kick (I like this vs. Shoto)

You can actually cross up with fierce (!) against Thawk, Chun and boxer, but it’s really hard and I don’t have any reliable followups. It’s really cool when it hits though!

Doesn’t that miss some characters if they’re blocking low?

Bison and Sagat are also tough matches. Sagat seems a little more winnable now, but I haven’t played really tough Sagats yet.

Close s.mp is so fast that I don’t think it matters if it whiffs if they low block. You’ll see it whiff WAY before they see it whiff so just mash on mp to throw them.

I’ll answer some of these questions. I hope I’m right. :slight_smile:

  1. Any attack can be meaty. :slight_smile: The true question is, “What attacks are best for allowing you to link something after them?” That answer can be found on my SNES SSF2 Link FAQ on GameFAQs.com. She’s the queen of links, so there are plenty of meaty attacks to be found. I’d start with cr.:mp:, cr.:mk:, and cl.:hp:, as those are her most “linkable” attacks. She has tons of options after those moves connect.
  2. Yes. That’s why it’s the most referenced crossup attack in this thread. It’s funny that you ask how deep it has to be because I was just asking NKI about how many frames long hit stun is for jumping attacks. All jumping attacks put the opponent into hit stun for 11 frames…and it’s been that way since WW. So…whether you hit from the front or crossup, it’s the same.
    Skipping to…
  3. Well…yeah! :slight_smile: The first few frames are invincible, but because I’m looking at T.Akiba’s SF2 Frame Data right now, I can tell you that it won’t actually hit until after the 4th frame, like your standard Shoryuken. I don’t know how many frames of invulnerability it has, but you can’t go wrong with hitting with frames 5-7. Do it at the last possible moment.
  4. AFAIK, yes, it hits low…towards the end of the move. I don’t think it hits low at the beginning…especially if that’s a point-blank range :hk: Cannon Drill. Somebody help me out here.
  5. Heh…I remember trying that out in SSF2. The result: SMACK!!! It doesn’t go under or through projectiles. That’s why she has the Spinning Knuckle and Hooligan Combo to deal with projectiles.
  6. If a Cannon Drill can’t get him, try a Hooligan Grab since it’s unblockable. If you get smashed with a Horizontal or Vertical Blanka Ball upon trying those options, you’ll need to either mix it up or pray he spams the roll into your standing jab. :slight_smile:
  7. Sure there is. Don’t use your Hooligan Grab when poking. Do the usual :lk: Cannon Drill from max range into whatever poking string that cancels into another :lk: Cannon Drill from max range. Then…when they’re asleep…do some random poke and cancel that into the Hooligan Grab. It’s more surprising than a tick throw and just as unblockable. :slight_smile: Some have already suggested springing that on someone at the start of the match to put the fear in 'em.
  8. IMHO, from a game design standpoint, no special move should be safe from point-blank range (unless it has horrible startup time) so don’t expect the Cannon Drill to be different. (Just think of how abuseable a :lk: Cannon Drill lockdown would be. That would never fly.)
  9. That’s a definite “yes”. :slight_smile: That means she can tick-throw easily, too. There are plenty of other characters like that, you know?
  10. Cammy and Guile are the two characters in the game that have both a punch and kick air throw. I can’t say that her’s are any more practical than Guile’s though. Punch throw range covers slightly above Cammy while kick throw range covers slightly below her…or is she opposite of Guile? Like I said…it’s not that practical. You could try to use the punch air throw like Daigo used air-throws in SFA3 back in the day against Alex Valle, but that takes some serious anticipation…and you might still eat an attack.
  11. The answer that pops into my head is…any move that gives her frame advantage. :slight_smile: Any weak attack, cr.:mp:, any :mk:, cl.:hp:, and the occasional st.:hk: are good pokes to use in combination with :lk: Cannon Drills and the rare Hooligan Grab.