Cannon Spike! The Cammy Thread

Alright.

Also, for those of you who don’t use meaty c.mk, close s.fp, lk/hk drill should try it out! I love it! Granted the fp isn’t always cancelable against some characters, but I’ve been finding this meaty link super sueful. If the meaty hits, combo into hk drill. If not, the fp gives you perfect space for a safe lk drill. I find this the most useful against : GEEF, Hawk, Guile, Ken, Blanka and Sagat for now. I still need to see if this can work on everyone inside and outside the corner.:bluu:

LOL, I know exactly what you’re talking about.

I had the same problem early on (and still do, at times when I allow myself to get lazy). Like some of us have said before, you’ve got to keep mixing it up, and resist the urge to use a tactic that’s probably going to work. Cammy doesn’t have any aces up her sleeves (unlike virtually everyone else) – she has to dance. Constantly.

Your primary objective has to be unpredictability. If that means sacrificing a sure thing, so be it (unless you don’t care about being able to beat the same player in the very near future). Against any good player (especially a good turtle), the moment you fall into a pattern (and good turtles excel at forcing their opponents into patterns by limiting their options), you are doomed.

Yes yes yes, all 100% true, and I find myself fatigued as well.

:rofl: Do it! (I don’t main Honda, but like I wrote elsewhere, I like to switch to him to chill out after stressing out with Cammy.)

Lol. I’ll never get tired of Cammy. I even put myself through losing 8 billion times to Honda players knowing that I can’t win cuz me and Cammy just have that timeless bond.:rofl: I have messed with Ken and Guile, but I only know how to play Cammy.:bluu:

if I’m tick-thowing with cammy, what is the best way to get them into that situation? I have been doing s.lp on wake up rh throw or j.lk (sometimes cross-up) rh throw. If I am doing it on wake up, should I use a meaty s.mp or c.mp or are the lp and lk ok?

It has been working, I am just wondering if there is a more effective way to do it.

I use every attack except her roundhouses for tick throws. Standing mp and mk are the most successful for me since you can do them meaty. Meaty fp is great too, but I’m more comfy with mp, plue mp and mk are good ass pokes incase you don’t get the throw after the meaty. I sonetimes use close lk. 1-3 times into a throw. Meaty crouching mk into a throw will also work sometimes cuz they’ll expect you to either do another c.mk, a holly, or a drill/backspin.:bluu:

Can someone break down the Guile matchup. I just don’t see how Guile wins this 6-4. I’ve played a few good Guiles and I win most of the time. All I usually do is find ways to bait a Flask Kick and then it’s over. I mixup jumping straight up/over/backfist/hooligan for Sonic Booms and I can almost always counter his post-Boom mixups. Why SHOULD Guile be winning 6-4???

Just to throw in my 2 cents again, though, I think you’d find a combo that works on more people if you tried using meaty cr.:mp: or meaty cl.:mp:. Close :mp: and crouch :mk: both have 6 hitting frames, according to T.Akiba’s Frame Data, so they’re both equally easy to meaty with. However, close :mp: has 5 recovery frames while crouch :mk: has 7 recovery frames. Those 2 frames can be the difference between your opponent recoiling back and still being in range for the elbow frame of stand :hp: versus them getting hit by the fist of stand :hp:.

And, of course, while it may not be as easy to meaty with, crouch :mp: has 4 hittable frames and 5 recovery frames, so it makes for a more viable low meaty up close. The only things I can think of that cr.:mk: has over the two attacks I mentioned is range and faster startup than cr.:mp:. Close :mp: has an amazing 3 frames of startup!

If you are tick throwing with Cammy, don’t pick one and use it. She has a TON of tick-throwing options, and you should know them all. And there are tons of varieties as well.

Standard Tick Throws:
Crouch Strong, Throw
Standing Close Strong, Throw
Standing Close Fierce, Throw
Cross-up Short, Throw

Advanced Tick Throws:
Meaty Standing Close Strong, Standing Close Strong, Throw
Meaty Crouch Strong, Whiff Stand Far Short, Throw (after the whiffed Short, don’t even need to take a step to Throw)

Ways to Build on Those Options:
Cross-up Short into any of the listed options
Start any of the options listed above, but fake a Throw and then pull out Low Forward into Hooligan instead

Stuff like that. Again, Cammy is all about unpredictability. Make sure you can keep yourself varied and the opponent will have a harder time stopping you.

  • James

Because it’s actually really hard to get in on Guile. If you can bait Flash Kicks, the Guile really doesn’t know what he’s doing.

Spin Knuckle should almost never work on Guile. If you are close enough to be a moderate threat, they can hit you with Low Forward everytime.

If you can Hooligan over the Boom and not get punished, the Guile isn’t playing right. Getting over it to actually Throw him is hard, and requires you to predict obvious Sonic Booms. Against good Guiles, you’ll eat more Razor Kicks trying to do that than actually getting over Sonic Booms.

Mashing Crouch Jab beats Cannon Drills for free.

Jumping over a Sonic Boom at him, Guile can, at worst, trade with 100% of your jumping attacks with Crouching Fierce, which he wins everytime in damage and positional advantage.

This is all on paper, of course, otherwise Cammy should never win. But for the most part, everything you can do is at YOUR disadvantage. So while you can win, it’s a very tough match.

  • James

The first rule of poking on people getting up…

Never use attacks that don’t hit your opponent if they’re crouching.

The reason why should be obvious. They can easily duck your move and combo you back.

With that said, Luigi-Bo and jchensor definitely covered the good attacks to use. In general, any attack that leaves you with frame advantage (any attack that causes you to recover before they recover from hit/block stun) is great for ticking…when you make contact. Whiffed attacks can work, too, but they’ll need to be extremely fast or your opponent will see the move and counter you. Light attacks > medium attacks > hard attacks. Why? Light attacks are quicker and it’s harder to see what’s going to happen next.

Oh…and if you use medium or hard attacks to tick, don’t continually use the same one. Why? Predictability.

Tick throwing is all about disguising your throw attempt. Be tricky or be countered.

I glad someone said all this. I find matchups against a half-decent Guile to be almost a guaranteed loss. Seems he has answer to EVERYTHING I try. Harder than crap to get in close to the sucker. I find DeeJay to be somewhat similar (not just on this matchup but in general)…a decent DeeJay can keep me at bay all day long and punish everything I try.

Yeah man, Guile was a bitch in ST classic, now he’s a SERIOUS bitch, thanks to that mile-long RH flash kick. Destroyed Cammy’s flash kick baiting game.

I actually hate Dee Jay even more. At least with Guile, there’s a small space where Cammy can jump in and he has to commit to a flash kick to hit her without trading and keep her out of normal attack range. Dee Jay can just slide, he hits Cammy for free and keeps his charge. I hate that.

They’re both totally naff. I definitely find them harder to fight than anyone else.

Can the DeeJay matchup be explained in a bit more detail? I haven’t fought ANY DeeJay players AT ALL =(

Frankly…just like Guile…maybe worse. His rising spin kick leaves him more vulnerable than Guile’s Flash kick…but most people are smart enough to realize this and don’t use it unless you’re jumping in on 'em.

DeeJay can play a mean trap game. His projectile seems to have a pretty large hitbox, so Spin-fisting through it is VERY tricky. Her Thrust Kick gets smacked by it pretty easily. Cannon Drill obviously won’t go through it. Hooligan is obviously not work very well to get over the Maxout at half-screen-to-quarter-screen distance (which is where DeeJay should be for the trap), as the startup usually screws her. This leaves you with trying to jump out of the trap…which leaves you on your ass from the rising spin kicks (usually juggled if the DeeJay knows his crap).

Great times. Really. And I’m not just saying that.

Screw you, DeeJay. Go back to your Third World vacation spot.

You can Spin Knuckle through his Max Outs pretty easily, problem is what happened after you spin through them. With proper spacing from DJ, after getting through, you will eat all sorts of nasty counters…

Hooligan works well if you timed it right when he shoots max outs, any slight hesitation on the hooligan, you will get knock out of it. You can mix up your hooligan throw/slides to confuse DJ a little (same can be applied to Guile).

At 3/4 screen distance, you can use lp hooligan slide/cancel to hop over max outs (lp hooligan has high arc easily hop over any projectile). I use this to build meter mainly, beats neutral jump without gaining meter. It has no real offensive advantage.

At 1/3 screen you can use mp hooligan slide to actually slide under Max Outs (it works) but timing is very precise and difficult pull off consistently if DJ mix his Max Out speeds. I do this only to catch DJ off guard. Don’t use this all the time, because hooligan slide recovery is ABSOLUTELY HORRIBLE if whiffed or blocked.

At 1/4 screen or less, this where hp version of hooligan is effective. But you must be fast on the trigger. Watch DJ’s Max Out Pattern and either bait or predict (yeah risk taking but still better than doing nothing) his next max out. Once you predicted/baited it, use hp hooligan you can get a nice hooligan throw and there’s nothing he can do about it.

I agree with ya, faux. Problem is that the timing and/or spacing is extremely tight on pretty much all of those options. Mess up in the slightest and you’re toast…especially with a whiffed Hooligan. I swear she’s takin’ a damn nap during the recovery of that move.

I’m not suggesting that the game should be a friggin’ breeze, but c’mon… Any win Cammy takes home here is WELL-EARNED!

a good space spin knuckle will beat upkicks

gotta watch out for the normals (his standing medium punch is a good anti air)

basicly though a lot of his stuff is beatable by cammy if you use the correct moves and spacing.

Thanks, Luigi, Jame, and OJ

Now I gotta go try that stuff out online.

I kind of find that is the case. Others have said it best, Cammy’s game is entirely based around mixing it up, so you’re going to be having to not only be throwing out different strategies at all times, you can’t ever start to rely too heavily on one. So yeah, if you’re not used to that sort of gameplay, you could definitely find yourself fatigued.

Here’s the fun part though: If you get the hang of that, applying that constant attention, constant adaptation to other characters will help your game immensely all around. I’ve become a better Dee Jay player by playing so much of Cammy lately.

yo thanks! hope to play with you another time! i didnt know you are from the us! i thot you were european because we didnt have any lag (well… if i remember it correctly).

about the cr. mk xx lk drill thingie… argh i still hate the shoulder buttons too much. most of the time my drill wont even come out haha! just some more weeks and i hope i can practice with the TE stick.

and about the cammy fatigue thingie… yeah i can see what you mean but just dont give up! ;p