Cannon Spike! The Cammy Thread

The reason I brought that up is because I think a meaty Slide vs a deep Hooligan Throw may perhaps work as a mixup. Something I read several pages back.

So doesn’t that make close MP an option select with throwing =3

Thanks so much for the info :tup:

You’re smarter than you think you are. :slight_smile: I know a good Cammy player that loved (and probably still loves) to do that. (You know you like that, Milo.) :slight_smile:

Appreciate all the information, srlsy! =]
BTW, where do you find the frame data? I would love to take a look at those <3

http://nki.combovideos.com/flame.html

NKI’s site is really good for info. Reeeeaaallllyyyy good.

Standing Fierce Punch is an AWESOME Meaty Attack. In fact, I use it as well along with the other ones I mentioned, again, to keep the opponents on their toes. The biggest weakness is that there is no hit confirming Combo off of Stand Fierce like there is with the other two options. But otherwise, Stand Fierce is really, really good.

YAY! Masaka is posting in the Cammy Thread! You were the only one missing after Milo starting posting in this thread, too. :slight_smile:

But yeah, probably does miss on some characters, but as mentioned before, it gets all confusing for the opponent when that happens. In fact, I’ve had it whiff, I just thought my timing sucked. Maybe it just missed on them, but I rarely ever get punished for it.

Oh yeah, Sagat. In vanilla, Sagat killed Cammy. But in HD Remix, the fight is a LOT better, actually. Spin Knuckle from a screen away through Low Tigers works great because if Sagat throws another Low Tiger, the fist actually hits him for a trade, but you knock him down and you are still up. And if he throws High Tigers to nail the Spin Knuckle, a Roundhouse Drill eats that up if you predict it.

  • James

Even if it’s meaty she can’t link to something and then Cannon Drill?! Hard attacks must have more pushback in ST than in Super. I don’t know if I like that. My lip is still poked out like it was on the Chun Li thread. :sad:

So, based on that info…I’m starting to think cl.:mp: as a meaty/option select throw attack is the way to go. At least if that hits, you can still follow that up with cr.:mk: XX Cannon Drill/Spin Drive Smasher. (That link actually makes the combo into the Spin Drive Smasher pretty easy to do because of how much time you get to buffer the first :qcf: in before you do cr.:mk:.) If you throw, then hey…do it again…or block ‘n’ bait the reversal…or whatever.

!!! That link still works?!?! Yay! I’m not sad anymore. :slight_smile:

So…is there any chance of being able to go into a Spin Drive Smasher instead of a Cannon Drill? How would that look on the joystick? I’m thinking cr.:mp:, :qcf:, neutral+s.:hp:(the elbow), :qcf:+kick?

I know…I’m being greedy…but it’s what I do. I love combos. :slight_smile:

Yes, that’s why I advocate using the close standing fierce Punch to low forward link, as you don’t really NEED to hit confirm, you still still be safe, and they can’t interupt it.

Question on close standing fierce. I try to get the timing down exactly but sometimes I whiff with it because I do it a bit too early! (I am paranoid about doing it late and eating my opponents wake up combos). How do you time the close s.hp? Do you walk forward after Knock Down and Press hp as soon as you approach or do you pause for split second? Also sometimes in the corner, the s.hp uses the backfist instead of the double fist. I thought I was close enough but still sometimes the backfist version come out instead. Do you push the joystick forward to ensure the double fist version every time?

On the s.mp combo chain. I use it as my standard combo instead of the c.mp. c.mp version will always hit, s.mp version will whiff against most crouched opponents.

Questions on hooligans? Do you guys ever use mp or lp versions? If so under what situations? I find myself only using the hp version because of its distance and speed advantage to ensure a proper grab. I also started to use hooligan cancel to cross up for a standard throw or sweep or just to confuse my opponent but I am wondering if there are more advance tactics or combos with hooligan cancel? I searched youtube and I don’t see anyone using hooligan cancel ever in tournies.

Actually, due to yet another bug in STHD with code recognition, it’s easier than that. Even though Hooligan was changed to QCF + Punch, QCF x 2 + Punch doesn’t result in a Hooligan Roll. It just results in the Punch button you pressed. So it’s actually a lot easier to do the combo above like so:

cr.:mp:, :qcf:, :qcf: + s.:hp:(the elbow), kick

Where you press the s.HP and the Kick ALMOST at the exact same time.

Timing Meaty Attack is nothing more than just practice and getting used to it. There is no secret to it. And I use Jab Hooligans all the time from a screen away to get over Fireballs. Jab Holligan + Kick in the air (to cancel it) is a pretty good way to get closer over Fireballs, but any closer than a screen away and you usually end up being easily punished.

Oh, right, that Combos… but the Crouch Forward leads to nothing. I prefer doing Combos that lead into Drills because it knocks them down and sets it all up again. But Stand Fierce doesn’t give you any Knock-Down Combo potential. But… maybe Meaty Fierce into walk up Fierce into Roundhouse Drill might work, almost like Fei Long. :slight_smile: I’ll have to try it out!! :badboy:

  • James

Ok, so I haven’t read through all 19 pages yet. As such, this may have been covered, and might be a real basic thing that I’ve only just discovered…and maybe I’m completely out to lunch (I’m sure someone will let me know).

But it seems to me that Cammy’s suplex throw has some pretty great priority on wakeup. I’ve pulled Guile out of a Flash Kick, Sagat out of a Tiger Knee…it just seems much more reliable on wakeup than trying to get a Thrust Kick to execute. For some reason I have a bitch of a time getting her TK to come out on wakeup.

I can pull Ken’s DP on wakeup about 80% of the time, but her TK only works for me about 25% of the time (on wakeup).

Anyway…just thought I’d share. Any major disadvantages/dangers to this?

I want to know the answer to this too.

I’ve seen a few people use cross up canceled hooligan into throw or thrust kick a few times, but it’s not a common tactic (that’s not a bad thing!)

I will occassionally switch to the MP hooligan against Dhalsim. Somtimes you run into a Sim who likes to use jump back RH drill as a counter to normal move canceled into the fierce punch hooligan, which actually does work. Switching to the MP hooligan will allow you to grab him when he lands from the drill.

Absolutely, you may up eating a full meaty combo. I learned the hard way that you can end up eating close to half life if you mistime a wakeup through. However it is worth the risk. Just don’t depend on it, you will start getting baited.

Example: they will close in on you after knocking you down, and then move out of throw range , you will whiff a normal, and get hit by whatever they have planned. So in that situation, you may way to try to wake up DP (thrust kick) instead. Just don’t do it too often, because if you do wakeup DP too much, that can be baited too, and you can get punished as well, because of the changes to her DP in HD Remix making it less safe on block.

Against some characters, they have no good response to her wakeup DP being blocked, but as you learn the matchups you will find out which ones can punish it for a lot of damage and which ones can’t. Also, you will learn which characters can knock her down, rather than just knocking her to her feet. You obviously want to DP to get out of eating more damage, but you will figure out when it is better to try to throw, when it is better to DP, and when it is better to simply block as you play more. There is never any one absolute correct answer, but some choices are better than others depending on the situation you are in.

This is more general strategy that applies to freestyle characters especially but just to kind of give you the mindset.

Does s.MK (far) or s.FP (far) combo into anything?

Pretty sure the S.MK (far) doesn’t combo into anything (or else I’d have been missing out on some big damage)

Forgot if it was the s.FP far or near or both that combos though…

s.MK doesn’t link into anything and you can’t buffer it.

Far s.FP can be buffered if the elbow hits and I’m pretty sure rk cannon drill combos into it. The arm hit can’t be buffered, so you can’t combo anything.

And…if you remember from the one time I played you in Street Fighter 3: The Next Generation at SHGL, I CAN DO THAT!!! :stuck_out_tongue: :smiley:

See…and here you were making me get ready to abandon close fierce altogether. The meaty combo you suggested…I’m very sure that’s going to work. Very…sure. I’m also willing to venture a guess that walk-up cr.forward XX Cannon Drill would work, too. Hmmm…I wonder if there’d be enough time to do walk-up cr.forward XX Spin Dive Smasher.

Whoa…hey…umm…I’ll be back. Gotta go borrow a wet wipe from my son for the drool on my chin. :slight_smile:

I have done walk forward c.mk->super before by accident (i was trying walk forward c.mk->drill tick but somehow every once in a while it will result in super), if it connects, it will always resulted in a 5 hit super combo (so c.mk + 4 hit super)

Awesome thread! Thanks for all the tips and advice :slight_smile: