Cannon Spike! The Cammy Thread

No doubt other players will feel differently, but my approach to Cammy is: Above all else, mix it up. She has to keep her opponent on his toes, because her rote game isn’t good enough. In fact, her rote game flat out sucks ass (whereas Ryu, Guile, Dee Jay, Dhalsim, et al. have excellent “if A then B” styles on which good players can generally rely).

Like I wrote a couple of years ago, I think any Cammy player’s main concern should be reducing his predictability. That means letting your opponent know that you are making FULL USE of her arsenal, that you have no qualms about throwing out any attack at any time, within reason. Cammy doesn’t have anything as consistently reliable as sonic boom spamming, or variable speed hadouken coin tosses, or recovery-free dashing low punch rushdown, or get-out-of-jail-free headbutts, or jumping short of the gods, etc. (although her drills are much better, and go some way toward making her less labor-intensive). Unless she’s fighting Blanka, Zangief, or T.Hawk, she has to work hard from start to finish.

To tie the slide in to all of this, it’s her second best meaty attack, just another way to vary your offense (which is a must against any experienced player). In fact, against Boxer and perhaps a couple other characters, the slide is a more reliable meaty than the almighty backfist, since it hits at ground level and reduces the chance that Cammy will be hit high with a reversal attack if your timing is a little off.

Freakin’ excellent post. Sums up Cammy beautifully, as she really is a chore to play with. However, her backside victory pose makes it all worth it =). And really, isn’t that the reason we use her? =P

I agree here, but I have come to hate a matchup with Blanka. His speed just messes me up too much, and keeping him locked down has proven to be beyond my ability. If I’m not getting spammed with his fierce rolls, then I’m landing into his electro-field. Sure, her DP works against the rolls (and Drill works against the electro, but a decent Blanka won’t let you see that until it’s too late), but they’re so friggin’ fast that I miss much more than I hit.

Gief and Hawk seem to be played nearly the same. Sure, Hawk has his riser and dives (easy to see coming and counter with DP), but the general rule of thumb is to play keep away (as with Gief).

Ok, I’ve been trying for a while now, and I still have no solid ideas on what the xx means in
c.lk, s.lk, c.lk xx super
Can someone help?

“A xx B” means you cancel A into B.

Questions vs jumpy playing styles, ie ChunLi (Voltech style) and Dictator (T3R_Dictator style):

What is the general strategy vs this type of opponent? I find myself chasing them all over the screen at least 1/2 of the game clock.

Should I just stay in 1 place and let them come to me? My style of rushing my opponent down failed miserably because when I chase them my defense is not as good.

Also I am having problems using Hooligan throw vs certain chars.

ChunLi, Dictator, Blanka and Vega. It seems that I can’t get my hooligan surprise against them because either they are jumpy all the time or they have super fast attacks. I want to incorporate Hooligan throw against them so I don’t become 1 dimensional when I play against them but I can’t find that window during game vs those chars.

Any help is greatly appreciated. Thanks…

if you mix it up and hit them with thrust kicks when you see they are in range, especially the roundhouse version, they will think twice about jumping. Also if they are close and they want to jump like crazy, keep pounding them with standing medium kicks, it can catch them in the air on the way up. It is important to be aware of the ranges of Cammy’s anti-airs, so you may have to use close standing medium punch as well if they are jumping in but like right on top of you. It’s just something that you have to have patience with. It is esential for you to do damage first, so they will stop doing the BS jumping around to run down the clock, and actually try to fight you. But don’t be too anxious to do damage to them. If you turtle at the max screen distance, you might not be able to do anything to them, but they can’t do anything to you either…

example, against bison, from full screen, if they are playing a gimicky run-away style, if you hang out on the full screen away, that gives you the most time to counter what they are doing. Wait for them to do the head stomp or the psycho crusher. Jump straight up and hold forward and press medium punch. This will beat out both of those options, and also give you a chance to get in with a combo. If they happen to do something else out of range, then you just whiffed a jumping medium punch at full screen. If they are severly turtling at full screen, use that opportunity to start building your meter a bit with short cannon drills or whatever. Anyway this is kinda my strat against runaway. I’ll try to play voltech this week and see if I can come up with any more ideas against the style.

Voltech is hella hard to beat. He doesn’t play around with Chun:sad:

Standing Med. Kicks are so god-like it seems to me, I can beat out short SRK’s (though it’s always damn close to hitting me !!!><) with it.

And Syxx could you please do that (play voltech and get a strat)? I actually won a match against him and it was 1-1 until he started doing that jumping shit in the final round and proceeded to rape my face off.

Another little thing I noticed is that doing a JF medium kick against an opponent in the corner really seems to throw them off and I can get a few hits in, I want to know if others have done this or was it just the people I used it against got anxious and allowed it to hit them?

whatever you say, just because you are bad doesn’t make other people unbeatable

so I made a little compelation video of cammy combos and just overall good playing. Now it might look like a omage to Syxx since most of the snips taken are from his fights but it’s just the only cammy vids I could find that looks decent so props man.

[media=youtube]MNV6Jn_1ibM[/media]

It also is sporting a jazzy rendition of the cammy theme

I swear I’m, gonna punch you one of these days:rofl:

Voltech is good though. I never said I didn’t beat him. He did have more wins than me, but I got a few as well.:bluu: YOu just gotta play hella smart.

ANYWAY, Is there a sure-fire move to beat Psycho Crusher besides Cannon Spike? I can sometimes beat it with a standing jab or standing medium, but they don’t always work.

It’s not brainless easy, but jump strong beats it pretty clean.

In regards to playing against a “jumpy” style: I’ve found that being patient pays off in dividends. Let 'em play hippity hop for 60 seconds if they want. They WILL eventually get just a LITTLE too close, allowing you to nail 'em with a Thrust Kick. They WILL eventually land just a LITTLE too close, allowing you to get a cr.MK (or two) in, and maybe even swing it into a combo (especially if you’ve gotten a Super built up).

I just play cautious and patient. Use MKs to tick off the damage, and be patient for that one opening that will either seal the deal, or FORCE them to come after you, giving YOU the advantage.

And don’t get caught up in the hippity hop yourself. While some people (like the aforementioned “Voltech”) may be able to use this as a skilled tactic, I find that it’s usually noobs that employ this behavior. They’ll reveal plenty of openings if you just wait for 'em.

Thanks, but unfortunately the 2 I mentioned are far away of being noobs. Against Voltech, its like 7~1 against him and vs T3r_Dictator I am about even or just below even. Both of them use jumpy styles as skilled tactics sometimes I get frustrated because they can poke me here and there and then I have to chase them just to retaliate. Cammy has fast walking speed, but Chun and Dictator are even faster :sad: It’s not like they completely dominate me, but I just want to know if there’s another tactic against those skilled jumpy styles.

Hey guys VOLTECH here haha yeah just happened to be trolling in the Cammy Starts page and to my surprise saw my name popped up lol. Anyway thought I’d let you know I got some vids posed on youtube if you wanna study my style and see if you can crack it :smiley: [media=youtube]b57scWlOT_o[/media] BTW I posted like 4 of these matches against Faux123. Sorry Luigi I didn’t get ours on tape ;( Oh and I’d say that Cammy’s best tactic against me is to make me come to her and mix it up. A predictable Cammy is a dead Cammy ;(
P.S. Luigi - sometimes I let her win just for the eye candy :wink: jk I’ll be out for about a week so you got plenty of time to practice - peace out

:bluu:

Voltech was rushing (faux123) down with a lot of medium punches, going for the throw. Basicly this leaves him exposed for a dp, even if they hit, since thrust kick beats medium punch as well as a throw. Like he’s saying, if you get him to block he’s more likely to stay on the ground in the charge, and you are more likely to get hooligan throw vs chun especially she doesn’t have a charge. You have to take advantage of chun doing the spinning bird kicks, it shouldn’t just be free chip damage for her, pound that standing medium kick against it if it crosses up and whiffs or you block it high.

Here are variety of combos that I came up with while practicing in training mode… These are all possible as i’ve done them before online and offline, they all depend really on the timing of ur inputs…

Like you can pull off a 2 hit combo that takes off just as much health as giefs SPD… You j.HK XX cannon spike…

you can do j.lk, S.lk x 3-4 XX cannon drill/spike/ super if timing is on par… (8-9 hit combo if super connects)

S.lk x 5 (pretty simple combo)

S.lk x4 XX cannon drill/spike (5 hit combo, slightly more damage)

C.mk x2 XX cannon spike (3 hit combo)

S.lp x 4 XX cannon spike (5 hit combo)

These are all combos that I came up with and they seem to work fine for me… All depends on the situation

Hi all, i’m new to srk and although i’m not new to ST, these forums are extremely helpful so thankyou to all. I play Cammy in HD Remix quite alot, and can honestly say ive improved thanks to all of you who post on here. As far as playing jumpy style chars, i find if your able to pin them down once, a good mixup game can lockdown and win you the match. Also i noticed when i play jumpy chuns, when you do pressure and lockdown, there always looking for a way to jump back out of it and get back in there comfort zone, for this, i like cammys jumping forward, i find it works quite well against chun. Of course, maybe the chuns i play are scrubs lol.

Nice job. Who did you practice these on…and did you use a turbo button? :slight_smile: (Nice job, either way.)

Also, here’s a combo to test…

cl./cr.:lp:, cr.:mp:, cr.:mk: XX Cannon Drill/Spin Drive Smasher

I’ve seen and done the above combo without the jab at the beginning, so I’m just trying to figure out exactly how much further that combo can be stretched.