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 foeâs health without the use of the hooligan because if you do get too hooligan happy (especially against even average quality players) youâll 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, iâd 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 donât hooligan off of that too often, though iâd 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 donât 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 thereâs 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 youâre 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 youâll 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 >_<