Cannon Spike! The Cammy Thread

I think Milo has some great points with his use of the backfist. Jab I agree is the most useful, but ironically for closing distances and working to get through fireball traps and pushing a shoto back into the corner where it becomes a matter of advancing, I find that the medium backfist can often draw out the fireball and the movement up especially if they’re expecting the fierce SB if you’re getting a little frustrated.

Moral of the story, mixing up the backfist distances, can help you get through traps and chipping with it can work if your distance is perfect (for this purpose Milo is absolutely right about jab SB).

Is anyone else having trouble getting the hooligan to come out as part of a combo string? I’m hoping there’s some trick to it that I’m just not getting, because I’ve tried and tried to get it to come out immediately after following a combo like crossup lk, c. mp, c.mp, hooligan, but try as i might, that damn hooligan just won’t come out when i want it to.

Syxx573 comes to mind as one person who seems to have it down pat.

But…it’s just another special move. If you can Cannon Drill at the end of that combo, you can Hooligan Combo at the end of it. I’d say keep practicing.

For what its worth, here’s my take on Cammy’s matchups: Any disagreements from the Cammy crowd?

vs. Ryu 3.5 - 6.5 (Oh look… fireball traps…)
vs. Ken 3 - 7 (better DP and actually slower fireball help Ken)
vs. Honda 2-8 (Pure lard grease…)
vs. Chun 5-5 (Really pretty even)
vs. Blanka 6-4 (My kick is better than your bite)
vs. Zangief 5.5-4.5 (If I can stay out of the corner)
vs. Guile 3.5-6.5 (Oh sing a song of stuffed…stuffed…stuffed…)
vs. Hawk 6.5-3.5 (Thrust Kick makes this difficult for the great totem)
vs. Fei 5-5 (Crouching Cammy > Chicken Wing)
vs. Dee Jay 4-6 (Max out… AGAIN???)
vs. Boxer 6-4 (this is purely my experience…)
vs. Claw 4.5-5.5 (Wall Dive??? AGAIN???)
vs. Sagat 5-5 (Really pretty even and easier to close distance)
vs. Dictator 4-6 (Who’s offense gets started first… they win)
vs. SIM (How’d I forget Sim???) 6.5-3.5

We generally agree. Read my comments if you like :slight_smile:

Try this: when you perform the last link into Hooligan, release the pad and then perform the Hooligan motion. Must be fast. Let me know if you require clarification :slight_smile:

Yeah, I mean .5 on the Guild matchup, 1 on the fei matchup, .5 on Vega, 1 on Saga and 1 on Dictator? That’s an AMAZING amount of agreement. (This actually makes me pretty proud of my deduction skills)

What about Sim? :slight_smile:

try taping the HP button when doing the motion after the second c.mp, so like during when the second c.mp is about to hit, slide from down to down forward to FULL FORWARD and tap HP a couple times. Also, if you are getting the MP version instead (because of negative edge) hold down the MP button when you press HP when doing the hooligan. Usually I go for either standing or crouching MP, then crouching MK (hold onto MK) then qcf HP,HP to get it to come out.

My opinion on the matchups

vs Balrog (4-6)
vs Blanka (5-5) Hard to call but I think this one is about even
vs Chun-li (4-6) leanring toward 5-5 though
vs Dee Jay (3-7) His normals are very good in defending vs Cammy trying to get in IMO
vs Dhalsim (7-3)
vs E. Honda (1-9) Sorry, but saying 2-8 here, you really should try your hand against a good Honda and you’ll understand. I think Cammy can squeeze out a win every once in awhile but it’s tough and Honda really needs to be screwing up
vs Fei-Long (6-4) Cammy is def better than he is, though getting a DP or Super blocked can lead to a lot of damage for him
vs Guile (3-7) Guile can beat cammy with 1 and possibly 2 buttons, but don’t tell them that
vs Ken (3-7) Ken can space out Cammy very well with his DP arc as well as his slow fireball which is difficult to deal with and spin knuckle just doesn’t work against
vs M. Bison (4-6)
vs Ryu (4-6) easier to get in on than against Ken
vs Sagat (4-6) Leaning toward 5-5
vs T-Hawk (7-3) Another easy match, especially if you have good D and don’t get cornered
vs Vega (3-7) Vega’s still good in this matchup, and takes away the safe on block cannon drills (for the most part) His throws and speed can be hard to deal with. If you get a lead in life, the matchup is much easier however
vs Zangief (5-5) Leaning toward 4-6. His crouching HK to punish DP really helped him in this match in HDR and random lariats are an easy to to deal with her jumpins and Hooligans

vs Cammy

Mirror match from hell :rofl:

Oh I agree that Cammy / Honda is not just bad, I think its the most one sided match up HDR. If you want to say 1-9 I can respect that. Hell, if you had said 0-10, I’d understand that. I’ve played some very good Hondas and it is difficult. That just seemed (as bad as it is) too one sided for any matchup in HDR. (Not that I think those arguements aren’t valid).

No way Syxx, the Rog vs Cammy matchup is in Cammy’s favour. Easily.
Missed Headbutts are massively punishable, and her pokes and hooligan setups are perfect vs rog.
Gotta be 6-4 Cammy’s favour.

I just gotta say, and this isn’t on topic at all…but I read in another forum a while back…people were saying that “Guile has tons of style.” I don’t know, it might just be me, but I think that Guile is one of the most boring characters in the SF universe. He’s really tied with Balrog, imo, as the characters with the least amount of style. What do you guys think?

I think both characters have a nice style…but I also think this should be the last post about that. :slight_smile: Sorry.

hmm maybe, i generally win against balrog but i dunno still don’t think she has an advantage vs a good turtle rog

Oh yeah, last time we played I baited his Rog into that headbutt and it was painful. But even against a really good turtle rog like Ninja Golf 2K6 on XBL, Cammy can do her own turtling up, stay across screen and drill everytime he advances with any special move, even walking up is dangerous with increased recovery time you can safe drill for tick damage once he loses his charge. The trick is to be just at the edge of drill range (any drill range) at all times, if on any charge punch the arm is still back, you drill right to his knees and he falls over. Heck even if he puts you in the corner, if you’re willing to take some damage on the other side, you can fierce thrust kick to the other side, yeah you’ll take a punch but then you can reset against a turtler or usually hit the reversal thrust kick against an aggressive rog.

Doesn’t Boxer have a really easy way of hitting Cammy out of her Cannon Drill? I thought it was something like spamming cr.:lp:. Please correct me if I’m wrong. From there, Buffalo Headbutt, cr.:hp:, or cl./st.:mp: stops the Hooligan Combo if they’re not asleep. Once those two moves are stopped, Cammy’s long range game is out of the picture and Boxer’s normals outrange hers. Cr.:mk: and st.:mk: would be her only chance at mounting an offense, AFAIK.

Am I missing something?

Yes spamming cr. lp will knock out of drill, but it knocks you up so if the boxer player decides to do anything forward moving you reversal thrust kick it, boxers knocked down, enter cr. mk range and then he’ll reversal buffalo headbutt which will wiff or he’ll stand still allowing you to play the patience game.

As for the hooligans, if you only use fierce hooligan yes it becomes predictable but if you know your distances you can bait movement with the jab or the strong hooligan, cancel out into pressure drills or even into a second fierce hooligan roll for throw and knockdown. I agree rog has counters but you have to like Cammy’s chances better than alot of other characters facing balrog

Agree on most but the following:

Chun 3-7 (can turtle and zone like mad)
Dictator 3-7 (a turtle dictator is cammy’s worst enemy)
SIM 5.5-4.5 (about even match up, cammy has a slight edge because of j.mp)
Boxer 4-6 (throw loop, throw trick, high priority, fast, and damaging special move, etc)

It’s not that easy. You’re assuming that the turtle Boxer will actually move his joystick out of :db:. Since he’ll have the life lead, the onus is even moreso on you to go to him. That’s what the turtle wants. He wants to be able to sit there and win for free. If he can stop everything Cammy has, no matter how much damage it deals to her, and win by time out, why would he ever attack?

By the way, you’re also assuming that the Boxer player doesn’t know about reversal Thrust Kick. On the off chance that he decided to walk forward, since the turtling Boxer probably knows that this matchup is much more desperate for Cammy than it is for him, wouldn’t he make it even more desperate for you by using a meaty poke from maximum range so that it’s likely that you’ll whiff if you try that? But…again…he has no reason to even walk forward after stuffing Cammy’s Cannon Drill.

Just remember that when you’re talking matchups, you need to assume that both players know the matchup. You especially need to assume that they know about universal gameplay features like the reversal window.

The only move that I see Boxer having a problem with would be a Hooligan Combo spaced so that the slide would barely hit him. Even so, he can still Dashing Punch, Dashing Upper, or (even easier option without him losing his charge) st.:hp: Cammy out of it before she can even get to the ground. :lp: and :mp: Hooligan Combos would be as effective as jumping straight up so that he can Rushing Upper you. (Edit: THIS is why we were saying over in the “Rebalancing ST Remix” thread that Cammy needs the Dive Kick option she has from the Hooligan Combo in Capcom vs. SNK 2. She doesn’t have a reliable way of baiting a whiff from somebody when she’s in that move. She also doesn’t have a quick overhead, which would really help her against turtles…the bane of her existence.)

If Boxer is aggressive, yes, I like Cammy’s chances against him. But, if he corners himself and swats any attempt you make to attack, I think Boxer wins. I still haven’t seen any attack that Cammy has that would force Boxer out of his turtle shell. If, by some miracle, Cammy knocks Boxer down, then she has a chance of winning, but she had better mix up Boxer something nice and keep him guessing so that she can stay within her attacking range. Of course, all of that noise becomes very limited once Boxer has a full super meter. In fact, she whiffs anything from her maximum attack range, she gets Raging Buffaloed. What does she do then? Baiting the super becomes her only option.

I know Syxx573, jchensor, MiloDC, and a few others have more experience with this matchup. Maybe they can comment, too.

Agreed on Chun-Li, maybe 6-4 though? A turtle Bison is great for Cammy, I fear the headstomp whores the most! Cammy beats Dhalsim, probably 6-4. Her speed and j. mp are hell for Dhalsim, his worst matchup after Vega. I also think Cammy beats Boxer, but its close.

Chun Li is Sim’s worst matchup after Vega. Cammy is tough but not as bad as Chun Li. What makes Chun Li tougher is her fireball. If Cammy had that oh my god. Sim can do a decent job zoning her. The key for Sim is not getting caught in a corner and really keep the distance. I also notice on-line Cammy can abuse the holigan throw as it is hard to counter. I still think it favors Cammy but again she is not Sim’s second worst matchup.