Cannon Spike! The Cammy Thread

Press forward + kick near their neck/chest area (make sure you’re not neutral). Hopefully you’re not trying to do lp+lk like in SF4. Training mode, practice s.hp, c.mk hooligan throw, or just s.hp hooligan.

Thanks, I’m getting it to connect a lot more now! I think I was hitting the forward + kick button like a millisecond too early lol

I FUCKING HATE BLANKA!!!

that is all

^ Yeah, my most hated match by far. I can never get comfortable and start my cr. short > drill shennanigans. If only I could record my matches with Grey Invader, Real Decoy, and some of the elite Blankas. The whole match I’m pacing back-and-forth and throwing cr. mp’s. And Blanka’s speed and erratic movements make connecting a pain. Not to mention I’m always “mentally” preparing the Front Kick, which stresses me out. lol.

One of her easiest matches. I have yet to meet a Blanka player who presents a consistent threat.

Jumping :lk: and jumping :mp: for aerial dominance, standing :lp: to eliminate ball attacks, front kick to beat the inevitable jumping :lk:/:mk: shenanigans, hooligan grabs to capitalize on the subsequent turtling, cannon drill to hit electricty for free.

Plus, he is easy to cross-up. Cross-up :lk: into shenanigans vs. a Blanka player is some of the most fun I’ve ever had in this game.

Match was like 7:3 Cammy in classic ST, 6.5:3.5 now thanks to the improved Blanka ball recovery.

I dunno man. In ST, Cammy vs Blanka was more like 6-4. Now I think it’s even more balanced. I’d say 5-5 or 4.5-5.5 in Blanka’s favor.

I think we tend to forget that even though characters like Cammy, Vega and Honda can turtle down and stop Blanka from most of his attacks, Blanka can also shut them down as well. So then what?

c. lk or mk shuts down cannondrills and vertical ball shuts down hooligan grabs. While Blanka turtles it up he can go ahead and charge his super meter then that gives him yet another anti-air. Lot’s of problems right there.

I have yet to meet a Cammy that made me say WTF am I gonna do? :wink:

No disrespect to some of the better Cammy’s I’ve played. I’m merely looking at this from a character matchup point of view.

Blanka isn’t necessarily a hard match up for Cammy. The only Blankas I have problems with are staredown Blankas who do nothing but sit back and counter with Balls, which caneasily be beaten with j. strong.

People should crossup more with Cammy. I find Gief, Guile, and Honda prime targets (Not Blanka, because even with his easy hitbox to crossup, his bite range and 0 startup frame reversals make it a risk).

Gief can definitely hit you with a wakeup clothesline if you try to cross him up. A good Honda can time it just right to hit you right as you’re going over. Guile is the most reasonable of the 3…sometimes Flash Kick will be stuffed…sometimes it will hit. Depends on how early or late you go for the cross-up?

Shotos are definitely the hardest to cross-up…their head hitboxes are too small and don’t go back far enough since Cammy’s crossup isn’t the greatest to begin with…

Good games Norieaga. You’re definitely improving.

Dude, I hate that Bison matchup so much. Just pick your Hawk next time, lol. But maybe you can help me: how does one go about countering the lk scissors trap? When I do a cr. attack it gets stuffed by all of Bison’s it seems, and I’m always stuck in a block animation like I’m paralyzed. I just can’t move…at all.

Its pretty much an illusion. You have a couple frames to reversal Cannon Spike after you block the LK Scissors.

Frame data! :slight_smile:

http://nki.combovideos.com/flame.html

This is the frame data for Dictator’s Vanilla ST Scissor Kick. Since the kick wasn’t changed for HDR, we can use this information.

:lk::@3@5@8@10@10
:mk::@3@5@8@10@11
:hk::@3@5@8@10@12

The numbers, in order, are grounded startup frames, aerial startup frames, 1st kick hitting frames, 2nd kick hitting frames, and recovery frames.

So, if you look at the last two numbers, the question you have to ask is…what hitting frame of the 2nd kick is hitting you? If you look at the :lk: version, you can see if that even if the first hitting frame of the 2nd kick is hitting you, (10-1)+10=19 frames. Blocking the move puts you in 21 frames of block stun, so Dictator gets 2 frames of advantage!

Like Jiggly said, you do get some time to reversal Cannon Spike…but, IMHO, it’s easily a mix-up that’s in Dictator’s favor.

What’s a better meaty attack preceding cr. forward? Cl. fierce or cl. strong? I’m having trouble figuring out the difference between the two moves’ active frames and recovery.

Basic answer? Both are great as meaty attacks, as they already give you tons of frame advantage on standing opponents. They are two of the most linkable attacks in the game.

I think the difference, however, is that you can alter the timing on cl.:mp: and, if they decide to block low upon standing up, you can mix up between making contact with them (hitting frames 1 and 2) or throwing from pressing a direction and :mp: (hitting frames 3-6) because that part of the move whiffs on ducking characters. (Somebody please correct me if I’m wrong.)

Check out the frame data link that I posted above and you should be able to see what I’m talking about.

Hey OJ, do you know how many invincibility frames Thrust Kick has? So SRK has 4 invincibility start up frames and can go through FB’s…Thrust Kick cannot unless it was a really meaty fireball. Maybe around 2?

I would guess at least 4 frames, since it has 4 startup frames, but since the frame data doesn’t say it, I don’t know.

Well, while its true Gief can lariat on wakeup to hit you out of a crossup attempt, he’d need to get it withint he reversal window and usually just better off blocking and countering with an SPD. Same with Honda. I should said above Cammy players should crossup on wake up rather than actual play. Land a crossup combo on Honda and he usually gets a dizzy.

I dunno man…I’ve tried many times to cross up good Gief players, but I’ll end up getting smacked with a lariat, reversal or not. And I’d rather not get knocked down by Gief with him next to me.

Same with Honda. I’ve played a Honda that could consistently reverse my cross up attempt every time on wake up. It was very frustrating to say the least. Most other Honda’s I can usually cross up with no problem, but once I run into a Honda like that…I have no idea what to do.

I can’t get over the insane amount of priority the dragon punch has in the game. it cancels her cannon spike, you can’t j. lk it, you can’t j. mp it, wtf are you supposed to do to guys who spam them? i’m fairly positive it can knock her out of her drill, too.

Punish.