Cannon Spike! The Cammy Thread

Thrust Kick is Cammy’s only unthrowable special. You’re just going to have to mash one out.

Piano all the kick buttons. It doesn’t matter which one you get.
If he’s in SPD range, any will connect; even if he stops and tries to crouch under it.

can someone give me a run down of vs vega? Basicly the questions I have are, if you block the wall dive mixup (the one where he can throw you also) can it be punished in anyway? It seems if he lands near me I can throw him but I’ve been out of range and still hit him in a standing medium punch. Also for his super, is there a position I just don’t want to be in? I can run away forever, so is there a right answer to that situation or is it just going to connect vs me no matter what I do? I understand hitting him out of the air, and dping his wall dive and all that, oh and for his mixup, is it just best to block? I can hit him out of the air with medium punch and medium kick but I was wondering if there was a better answer to it. Anyway help would be appretiated. I know the matchup definitely isn’t in cammy’s favor but some advice would be helpful. Thanks.

From what I’ve played vs Vega I can tell you this:

After you block Vegas wall dive he can use c.mp/c.lp which will not give you many options.

For his super I found it best to use j.lk or j.mk as soon as he starts the wall dive, keeps him away.
His mixup on block gives him enough time to pressure more i think.
It’s best to pressure Vega at his Wall Dive attempts. If he pressures you, he pretty much can pressure you without any interuptions.

That’s all i can tell you there, Vega certainly isn’t one of the best matchups, but it’s alot more workable than other matchups.

THIS is why you guys REALLY use Cammy:

http://wa4.images.onesite.com/capcom-unity.com/user/kenshiro28//cammy/large/cammysfiv.jpg?v=202200

You’re not fooling anybody. LOL Damn she’s hot.

Against Vega’s Wall-dives, I usually jump back strong. I have no idea if this is the “best” way to handle it, but I tend to use Cammy’s jumping strong the same way I use Dee Jay’s jumping jab, and in the Vega fight, that’s my way of stopping his dives, and tends to work with Cammy as well–with the added bonus of sometimes getting that nifty air-throw. I’ll sometimes Cannon Spike instead, if the timing is perfect, but that’s pretty rare for me. If I’m in or near the corner when he dives, or if I feel I’m too late to start that jump back strong, I usually use a drill kick to get under/away from him as he lands.

Most Vegas I fight love to spam that cr. mp, and Cammy’s low forward goes right under it and hurts their feelings. Once you’ve got them scared to throw that out willy-nilly, that helps your pressure game a bit. Also, maybe I’m just fighting bad Vegas, but I find if I walk forward just outside of their cr. mp range, I can bait out a roll or slide pretty easily.

Darn you blitzfu, you saw right through us !!! Then again i never said i played her for any other reason.

Yea, I use jumping mp a lot against Vega as well. But as you already said, standing mp/mk can beat his wall dive attacks clean if you time them right. If you are within about half screen range when he tries a wall dive, use hk spike to pop him out of the air. This is when you make your move. Once you knock down vega things get a lot easier, I’ve had reversal filp kick fly right over my meaty attempts, so I’m not too afraid of that move when I’m on the ground. I wouldn’t advise trying to tick throw Vega too much, he seems to have a big ass throw range from my experience so my attempts usually get shit on:bluu:

One thing I noticed is a lot of vega’s like to slide after throwing (even if you soften it), and that is a great way to get damage on him. I’ve also played ones that will knock you down, walk up to you, and jump right over you to make your DP whiff, so I tend to wait him out unless he’s coming in with his charge back forward punch special. You can actually reversal all of his meaty attacks with dp from what I’ve experienced, but if you mess up, he actually has a very good meaty combo string (not sure what it is), and one more hit can lead to a dizzy so you gotta be careful. Another thing I try to do is let him chase you around a bit, by doing the cannon drill after he attempts the wall dive but it really isn’t going to earn you any damage. He’s definitely a challenge, I was looking more for like “this attack beats this one in the air” or “such and such a move will stuff his super every time” type stuff and what I’m doing ok, but that darn air throw seems to beat out a lot of my options, so I’m kind of looking for a solid answer against it, but maybe just sticking to jump straight up and forward+MP might be the way to go.

You answered your own question. I’ve been grabbed out of super by his regular wall dive grab:sad:

Hi guys, new here. I’ve read most of the pages here but after playing some today, I just need to ask. Does Cammy have an attack that connects against crouching opponents that are blocking. Like Ryu’s forward and Mid punch that goes over the top and hits twice on the head. That would be sick.

Hooligan Throw (or any other throw).

Just be warned that hooligan can be reacted to, so use it sporadically to catch them off guard.

cool thanks…i was looking to maybe beat on some turtles when I get up close. I was playing against a turtling Guile yesterday but you could tell he wasn’t all that good at it. He let me move up close because he wasn’t throwing a ton of sonic booms and he missed his flash kicks pretty often. I just had to make sure I didn’t get hit by any of his sonic booms and I could wait for him to land after his missed flash kicks. He took pretty big risks with it and I made him pay for it.

How do you guys play against an attack spamming Ken? I usually get pinned in a corner by spin kicks and shoryukens all day. He’s so quick. I usually play defensively and wait for the right opportunity to put some decent damage.

^^

Thrust Kick and ye ol’ tried-and-true for just about everybody cr.:hp: beat the Hurricane Kick if you don’t let it get directly overhead and it’s been said a whole lot on this forum that you want to hit Ken on the way down from a missed :lp: Shoryuken because of how quickly he recovers once he lands from any Shoryuken and because of the online hiccups and stuff. Personally, if it’s a :mp: or :hp: Shoryuken, I’d say air-throw Ken on his way down if you can.

If you let him get close from spamming all of that stuff, beware the knee bash loops!

Vs Attacking Ken’s:

If he spams jab DPs, you can use s.mk or use your own thrust kicks to beat him (mk version for me). Make sure you use both attacks while on his way up but not while he’s still on the ground(because by the time your moves come out, ken should be on his way down).

If he spams tatsus, just use thrust kicks to knock him out of the air, a couple times like that he will stop the tatsu spams, alternative is to block while standing up and throw, but its bit more risky and you will lose some life while blocking.

If he spams fireballs, just walk forward until u get close enough, you can either thrust kick him or hooligan him on reaction. Better is to use spin knuckle to get over his fireballs and punish him, u don’t have to hit on every knuckle, use it to control space (make sure u use different versions of spinning knuckle otherwise ken can bait your spinning knuckle).

If he jumps in, just thrust kick him like Ken does to other jump ins.

^^^ that’s some good stuff there man, thanks!

I played against a Honda today who knew his shit. He messed me up in 3 straight rounds but I definitely had the chance to change the tide of the battle at least 2 of those rounds. He would enter his stare and I just started jumping and small kicking in mid air and I knocked him out of that rising belly hit twice. I fucked up though. Both times I went for a low fierce sweep and of course was blocked and then tick thrown in the corner. That’s just a bad habit I have. I guess I should have gone for some less risky moves like maybe a high punch followed by a weak canon drill. I don’t know.

I think the worst part now is that I’m intimidated by any Honda’s that show up against me. I gotta get that shit out of my head and play my game.

In general, Cammy’s Low Forward works really well against Vega. It can snuff Vega’s ground pokes (Crouching Strong) pretty decently, though he can get you too. But at least you have something to fight against his best defensive poke.

These days, in HD Remix, I tend to go for a lot of Cannon Drills more often. Especially on Wall Dive happy Vegas. See, the thing is, in vanilla ST, a Roundhouse Cannon Drill would hit EVERY Wall Dive attempt. So if you saw him go off the wall, you just did the Roundhouse Cannon Spike and win every time.

However, thanks to the fake, he can bait it and hit you. And that’s very irritating. Thus, my tendency to go for more suicide Cannon Drills. They aren’t really suicide, but I use the Forward and Roundhouse Drills a LOT more from farther away. The idea is that you WILL beat all of his ground pokes with this move. And if he decides to go off the back wall, the whole point of doing the Drills is to close the gap… even if he fakes, now, and you did a Roundhouse Drill, the Roundhouse Cannon Spike WILL get him. And, to be honest, even if he blocks the Cannon Drill and decides to punish you, unless you REALLY time it badly, he can’t really hurt you all that much. The most damage he MIGHT be able to do is a Crouch Strong, which I’m willing to take ALLLL day if I can get in Drills and Spikes on him.

If he does mixups after knocking you down with Wall Dives, just let him. If you get hit, you don’t fall over. Just try and block the correct way. There’s not much you can do after you block it. If he goes off the back wall and you are close enough, Jumping Forward under him works wonders too. He cannot stab you at all if he gets above you. Your Jump Forward will win.

  • James

played a bunch of pretty good guys yesterday. Had a losing record last night :frowning: I learned some important things though. Ryu’s crouching weak punch can knock out Canon drill. Played against some good Vegas last night too. They gave me sooo much trouble. Too fast, I find myself in a corner with hardly any opportunities to get out. I think I’m at the stage in my game where I have all the basic moves down and some good knowledge of other players and how to deal to certain character but I need to make the step into an more intermediate-advanced player. Shit is tough…the more I play though the more I feel I need a stick.

Cammy Super Turbo Vids

Hope this is helpful:
http://www.streetfighterdojo.com/superturbo/cammy/cammymatches.html

It’s a page with links to matches with top Japanese Cammy ST players.

ya i followed that web page, it was useful

well as expected, I ended up facing vega in the grand finals at the tournament this weekend. Even though I ended up losing 4-2, the matches were CLOSE as hell. Like almost every round was close. Anyway, the advice on here really helped me from getting seriously beat and I’ll be more ready next time.

Hey guys, after working on this thing for at least a month, I think I may finally have a finished FAQ. But, I need your help in checking my work.

Check out these combos. I know some of them may not be all that practical, but what I really need to know is whether or not they work. Use the following key as you read.

, = Link Combo

  • = Chain Combo or Rapid-Fire Chain
    XX = 2-in-1 or Special/Super Move Cancellation
    NE = Negative Edge
    MP = Motion Partitioning
    CP = Charge Partitioning
    KC = Kara (Empty) Cancellation
    RC = Renda (Rapid-Fire Chain) Cancellation
    SC = Super Combo
    TT = Tick Throw
    @ = Dizzy Combo
    R@ = Re-dizzy Combo
    ToD = Touch of Death Combo

Basic Combos:

  1. Close strong, Throw (TT)
  2. Close fierce, stand fierce (the fist)
  3. Crouch forward, crouch forward
  4. Crouch strong, crouch roundhouse
  5. Close fierce, crouch fierce

Intermediate Combos:
6. Close short XX (2 hit) Roundhouse Cannon Drill
7. Jump fierce, close fierce XX Roundhouse Cannon Drill
8. Jump roundhouse, close fierce XX Roundhouse Thrust Kick
9. Jump fierce, crouch forward XX Roundhouse Cannon Drill
10. Jump roundhouse, crouch jab, crouch strong XX Roundhouse Cannon Drill

Advanced Combos:
11. Meaty close strong, stand fierce (the elbow) XX Roundhouse Cannon Drill
12. Jump fierce, crouch forward XX Spin Dive Smasher SC
13. Jump roundhouse, crouch jab, crouch strong (MP) XX Spin Dive Smasher SC
14. Jump fierce, close fierce XX Fierce Hooligan Combo (TT)
15. Jump roundhouse, crouch forward XX Strong Hooligan Combo (TT)
16. Meaty close fierce, stand fierce (the elbow) (MP) XX Spin Dive Smasher SC
17. Cross-up short, crouch strong, crouch forward XX Short/Roundhouse Cannon Drill (ToD; Short for Chun Li, Ryu, Ken, and Akuma; Roundhouse for the rest)
18. Cross-up short, crouch strong, crouch forward XX Spin Dive Smasher SC
19. Cross-up fierce, crouch strong, crouch forward XX Roundhouse Cannon Drill (Wider characters only)
20. Cross-up fierce, crouch strong, crouch forward XX Spin Dive Smasher SC (Wider characters only)
21. Cross-up short, close fierce, crouch forward XX Fierce Hooligan Combo (TT)