Cannon Spike! The Cammy Thread

Grand Finals from a couple months ago :slight_smile:

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grand finals from the previous weekend should be up soon :slight_smile:

edit:

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That match that you lost to Ryu in the Finals, it was really close, Syxx. And you lost to FloE, which is nothing to be sad about.

My only real advice was going to be that you used Stand Fierce as Meaty a bit too much, but you started changing it up a lot more in the 2nd set, and it definitely helped your game a lot.

The only last bit of advice I have is that, when on a roll, it’s really hard to break through Ryu’s constant barrage of Fireballs, especially now that he has the fake. Sometimes, when you try to get through too many times in a row, you’ll take too much needless damage. And this happens the MOST when you are 3/4 screen away from Ryu, which is probably the most dangerous distance to be from Ryu.

Which is why in this situation, I almost always just Jump backwards. Get a full screen away. Reset the match, and he can’t mess with your mind as much from that distance. At 3/4, he can keep you guessing and keep dealing damage, but from a screen away, there are no mind games, because you can 100% react to anything he does.

Oftentimes, from that distance, I’ll even sit there, because no Ryu can resist throwing a Fireball eventually. And when he does, Jab whiffed Hooligan, straight up Jump, etc. is a good way to advance without him being able to easily punish you (the only way is if he chases your Fireball, which means you’ve gotten HIM to close the gap, which is fine in itself).

After you land from either of those, his Fireball is still slightly on screen… he can’t throw another one RIGHT away. So the “frame advantage” is slightly in Cammy’s favor. You have a half a second to walk forward, and now you can try to get HIM to guess what you are gonna do, rather than the opposite. You can Jab Knuckle, just keep walking, or go for a Forward or Roundhouse Cannon Drill. Or something. But as long you keep getting hit by a Fireball at around 3/4 screen away, he can usually throw another one before you finish recovering from getting hit by the previous one, making it FAR easier for him to react to what you do because, not only are you more predictable because you have a much smaller set of options to choose from, but because he will already be moving by the time you are reacting to the Fireball. Which is why, in those situations, I often block it, or Jump straight up over it, and go backwards, to reset things. Put myself in a position where I’m not at a frame disadvantage against Ryu.

Anyhow, that’s mostly philosophy, rather than concrete advice. But hope it still helps a bit.

  • James

CAMMY FTW :slight_smile:

I wish I could hold my own against DGV’s Ryu though - I can never really do damage to him with her :frowning:

Just in case anybody cares…

In finalizing my FAQ (yes, I’m still working on it…you try raising a year old boy with a full time job and total hotness for a wife!) :), I found that my old SNES SSF2 links from weak attacks DO still work. Yes, folks, you CAN link attacks from jab and shorts and yes, you can rapid fire chain ANY jab or short.

And, by the way, crossup fierce, crouch strong, crouch forward XX Roundhouse Cannon Drill is still her most powerful non-super ToD and it works on six characters. :slight_smile: I won’t tell who until the FAQ comes out. Shouldn’t be too long from now, though. :slight_smile:

man i was landing crossup light kick, crouch medium punch, standing far fierce, cannon drill on guile like crazy last weekend. So sexy.

^^

You are so wrong, Syxx! :slight_smile: I’m going to have to edit my FAQ again!! WAAAH!

Regarding the psycho crusher, jump back with a strong punch and it should snuff out the psycho crusher. This works on Dic’s Fierce psycho crusher and (i believe) his jab and strong one too, though I could be wrong on that.

I should preface this by saying that I totally agree with James Chen regarding the fact that you need to be able to take off 75% of your foe’s health without the use of the hooligan because if you do get too hooligan happy (especially against even average quality players) you’ll be getting your teeth busted up pretty quickly. So, that being said, lets discuss hooligan set ups.

What I use the most is her standing fierce, usually because they will block it (which is what i want them to do) and then i follow up with a fierce hooligan for the grab. You can do the same with her standing forward, standing strong, and standing roundhouse. Oh, and of course, crouching strong or forward into hooligan. Hell, anything really.

Standing forward you would be better off with her strong hooligan or fierce hooligan. Standing strong depends on whether your foe is blocking high or low and from what distance, so you have to use your judgment with that. If they block high and are a tall character, i’d say jab hooligan, if they are small and in a crouch block, fierce or strong hooligan. It all just depends. As for the standing roundhouse, i will admit i don’t hooligan off of that too often, though i’d lean towards a fierce hooligan.

Crouching strong i usually follow up with a strong hooligan, but again, it often depends on the situation. Low forward i will go into the fierce hooligan.

keep in mind that all of this is based on if they block the basic attack. The purpose behind the basic attack is to take advantage of the stun block, allowing for the hooligan to snatch. If they don’t block and the basic attack does hit, go for a combo or a canon drill/canon spike.

If they get hit by the standing fierce, i will two in one into a canon drill (usually a short canon drill) or canon spike depending on spacing. The same can be said for the other basic attacks previously mention. Of course there’s also the option to stick out a standing fierce, and if it hits, do nothing.

But what if the blocked fierce into fierce hooligan starts to really work, but then they catch on, what then?

(evil grin)

That is where the fun (and her mix up) begins.

They block the standing fierce, and they know the hooligan is coming, what do you do?

It really depends on the distance and what character you’re up against, so you have to use your judgment and knowledge, but i would either say short canon drill or some canon spike, or. . . nothing, and you let them counter attack, which could whiff, then you punish accordingly. This is when you get into psychological warfare.

Example. With Dhalsim, if he blocks the standing fierce, you can hooligan. If he blocks the standing fierce and jumps back to avoid the hooligan, canon spike. If he blocks the standing fierce and tries to counter attack, a short cannon drill or cannon spike will usually knock him out. And if any of your stuff hits, Dhalsim is knocked down, and the guessing game restarts with dhalsim trying to figure out what you’ll do, putting him on defense and you in control.

So, every time you stick out a standing fierce (or any basic attack) and your foe blocks, they have to figure out if you are going to . . .

A) Hooligan
B) Cannon Drill
C) Cannon Spike
D) Do nothing

This puts them in a shit guessing game situation, but only if you properly set up your mix game, which is also why I suggest you read up on what James Chen had written in past posts about conditioning your foe.

Just make sure you use more than just her standing fierce, and even if you use a multitude of her basic attacks, be careful on your own predictability because cats like Ken can do a wake up jab DP (or other wake ups like a flash kick, flip kick, jab buffalo headbutt, etc.)

You put all that together and your Cammy should be able to give anyone a hard time and a run for their money.

Except for Honda >_<

^^

I think the above is great, but there’s one thing you can do to make your setups better…

Use her links!

If you watch Syxx573’s videos, you see him make abundant use of close fierce, crouch forward XX Fierce Hooligan Combo and also crouch strong, crouch forward XX Fierce Hooligan Combo. Linking normal moves together, mixing up what normals you’re interrupting, and mixing up the special moves you’re using helps your Cammy to be the one thing that she absolutely needs to be in order to win…unpredictably random.

For more setups, check out my HDR Combo FAQ on GameFAQs.com. Pretty much all of the Hooligan Combo setups I listed were inspired from Syxx’s videos.

that is a very good point and exposes a bit of a flaw in my own style of play, as I will be the first to admit that I don’t really combo much, much less link her basics into the hooligan which means I should start adding such into my repertoire, so thanks for highlight such! BTW, whats the url to your gamefaqs page? Am I just being blind or did i miss it? I’d enjoy broadening my cammy wisdom so if you could put that up it’d be appreciated. Thanks for the extra insight!

Here the direct link to the FAQ. It’s listed under Super Street Fighter 2 Turbo: HD Remix in both the XBox 360 and PS3 console lists.

http://www.gamefaqs.com/console/xbox360/file/939066/56195

I still need to add uses of the close strong, stand fierce (the elbow) and crouch strong, stand fierce (the elbow) links though.

Much thanks sir!

I faced DGV’s Ryu last night, and I didn’t know he was anything special until I saw this thread. He perfected me 2 times. He was doing moves all over the place, and I couldn’t even react with the stupid 360 d-pad. I got nervous a bit and I whiffed the Cannon Drill into the Front Kick. That was the only mistake I needed to make to lose. Eek. Anyway, some tips I can share with Cammy and some questions I have:

Questions:

  • How can I better use the Spinning Knuckle? Its only invincible on start-up?

Tips:

  • I like to use cr. medium kick into Front Kick on wake-up, works like a charm
  • cr. medium kick x 2, if they block immediately Hooligan throw
  • I find that Cammy has no cross-up game. Syxx, am I wrong?
  • In my experience with Cammy its that her stamina is too low. No room for mistakes.
  • s. jab into tick throw
  • Front Kick after the super move catches people off guard
  • Use cr. medium kick from sweep distance, then combo into low cannon drill. Keep doing this to poke, and the drill will get you out of harms way. Mix in Hooligan throw.

More to come :slight_smile:

I would say you should try to just jump over hados more instead of block. straight jump up.

Except for her head, she’s invincible until she lands from the hop, at which point she’s fully vulnerable. I got that sentence from Sirlin’s website (http://www.sirlin.net/articles/street-fighter-hd-remix-cammy.html).

Also be warned that sometimes the move will actually whiff against Ryu. Really, it’s too slow to rely on using on reaction against his Hadoukens, but she certainly needs this move as an option in her mix-up game. This has been stated previously in this thread.

You can do soooo much better than that. Try using meaty cl.:mp: linked to either cr.:mk: or st.:hp: (the elbow)…interrupt into Cannon Drill. Add those hits to the knockdown you just scored and there’s a good chance your opponent will be dizzy.

And that’s only one option. :slight_smile: Read my FAQ on GameFAQs.

That’s a decent one…especially if you can time the cr.:mk:s so that they combo. If you’re hitting with them, a Cannon Drill will give you guaranteed damage. However, and this was mentioned earlier in the thread, too, but cr.:mk:, while a decently ranged normal, isn’t the best move to link from. Cr.:mp: and cl.:mp: are. Cr.:mp: will recover faster than cr.:mk:, giving you a more “air-tight” link to either combo with or tick with. That’s why cr.:mp:, cr.:mk: is her most used link in this game. Check my FAQ and you’ll see.

Also, try looking up some of Syxx573’s Cammy videos. You can get a whole lot more deceptive with your Hooligan Combo throw setups.

WHAT???!!!

Read my Cross-up, Link, and Combo FAQ. The link is a few posts up. As it’s been posted innumerable times throughout this thread, cross-up :lk: is her most reliable crossup. However, she can also cross-up with j.:mp: and, my personal favorite from SSF2, j.:hp:.

You definitely haven’t read my FAQ because all of this information is in there. :slight_smile:

Remind me…does cl.:lp: hit low? I’d think cl.:lk: would be better if you had to use a standing attack. However…

Cl.:mp:, meaty or not, is actually better because you can kinda option select with it. It hits ducking opponents, so there’s no worry about it whiffing on ducking opponents. However, you can make it whiff and then throw them. If they block, you can either link just about any normal move and a few jumping ones, interrupt into a :lk: Cannon Drill or :mp: Hooligan Combo, or…walk forward and throw.

Of course, a reversal throw or reversal special move will still beat meaty attacks and tick-throw attempts, so use this sparingly and mix up what you do after the cl.:mp:.

You gotta be unpredictable to win with Cammy. That means using moves that open up many different options.

Ooh wee…that’s called a desparation move. It’s a reliable one, but if you get away with that, it’s because you’re playing online. The Spin Drive Smasher is not Ken’s :lp: Shoryuken. It has five landing frames…as opposed to Ken’s three. That’s a good amount of time for someone to walk up and combo you if they have good timing…and that’s if they don’t just super you before you land.

Don’t use the Spin Dive Smasher for block damage unless they’ll be knocked out by it.

Yep…Sirlin also posted that on the Cammy changes page. You can also mix in another :lk: Cannon Drill or a Thrust Kick.

A word of advice to you from my stickied post. I know that you’re excited about everything you’re finding…and that’s a good thing. But, one thing that I’d highly recommend to you is that you use the search function on the threads and search the threads before you post. You’re repeating a lot of information that’s already here and you’ll find that there’s a lot more that you can add on to what you already know.

Apologies, was just posting what I normally do/use. This is actually my first look at this thread, as I didn’t plan on going back to Cammy after playing Dee Jay pretty solid. However, lately I’ve had great success with Cammy so I thought I’d see what others are saying.

^^

No problem. I can get with that. I’d also recommend, if you haven’t already, taking a look at the thread I made regarding being new to the forum. Most of the challenge in trying to learn this game is really all about being able to see what’s right in front of you. Some of it’s obvious, some of it isn’t, but you’re guaranteed to run into it if you search.

Remember…this game originally came out in 1994. That’s a whole lot of time for resources related to this game to have been created. Keep that in mind when you read the thread and when you post.

Against a player as good as DGV, you are just straight f*cked.

He is pretty much a world class turtle Ryu. He has his spacing, timing, and counterattacks down pat. He will zone the sh!t out of you and that is Cammy’s biggest weakness, by far.

Stats come into play, here. Ryu beats Cammy in every chart laid out by pros, and DGV is sure to show you the truth of it.

By the way, he uses a joypad (so I hear).

I was facing Jiggly last night, and man, I think my Hooligan Throws came out <50% of the time. I always feel like half my battle is beating my own d-pad. Its a shame the MadCatz d-pads cannot be found, as I’d have bought one quite fast.

I don’t get why nobody uses the Analog. It makes a world of a difference.