Cannon Spike! The Cammy Thread

Hey guys, I wanted to share this match. I do a really good job against DJI’s Guile in the first game (BTW, he is a pretty darn good Guile…) but I personally struggle against Zangief so bad. Here’s the video, any advice? Anything you would have done differently on the Guile match? I’d love the feedback. Tear me up!

http://www.youtube.com/user/WorldWarriorsLeague#play/uploads/0/haidE3vwnZ8

The first thing that stuck out for me is that you never seemed to actually cancel cr.:mk: into the Cannon Drill. Can’t you cr.:mk: XX :lk: Cannon Drill from max range and be safe if Zangief blocks it? I saw Sirlin spamming that like mad in his videos from Evo. Not only will you end up safe on block, but if you hit with it, you’re likely to get a 2 hit combo because Zangief is so big.

In general, I’d say that you need to use cr.:mk: more. Specifically, make more use of its range. Get more familiar with what you can do with it at different ranges. Make Zangief get around that move. Beware trading with his cr.:hk:, but make him either get around it or get hit. Much like when fighting T. Hawk, you’re trying to make Cammy better than that hit song by Kris Kross back in the '90s. “Kris Kross’ll make ya…JUMP JUMP!” When he jumps, you absolutely must punish every jump with a Thrust Kick…or any other anti-air that will actually hit clean (cr.:hp:, cl.:hk:, cl.:mp: if he’s really close (not likely because being that close means he’d take you for a ride on the SPD train)). Remember, blocking a jump-in is asking to be ticked into SPD…unless you can reversal Thrust Kick really well. Also remember that Cammy has st.:mk:, st.:hp:, and st.:hk: to mix up your pokes with. Use more buttons. :slight_smile:

Oh…and use “straight up jump and then walk forward” to cover ground against Guile. He recovers too fast to reliably jump at him when he throws Sonic Booms. But, I did see that you anticipated a Sonic Boom and had a jump-in opportunity on him…but you only hit him twice! WHAT?! :slight_smile: If you hit with j.:hk:, cr.:mk:…you had better finish that with either a :hk: Cannon Drill or a :hp: Hooligan Combo grab! I’ll take 35%-45% damage over 20-25% anyday. How 'bout you? For more information on that…guess what you should do? Yup! READ MY FAQ on GameFAQs.com!!! :smiley: I have combos and tricks from the best Cammys on this site in the combo section. Take a look and make your Cammy deadly.

Ok, here we go.

v. Zangief

  • link cr. mk into drill, but beware of cr. jab and his sweep
  • if you connect a cr. mk > drill for chip damage, BLOCK. He will sweep anything that comes next
  • st. fierce is good for jump-ins and his hop move. Also use it to protect space. st. RH too
  • mix hooligans (ex. after the drill chip, he sweeps thinking drill, you hooligan)
  • master thrust kick reaction, gief can only jump in on you (this is what i need to work on personally)

I notice how you lost one round against 'Gief (Around the 4:11 mark) after you did a meaty st. mp and he blocked. People say Cammy has an advantage, but hell, its definitely a match she can lose in a flash. Never come close to 'Gief. You were too confident because you had him in a corner trap. Keep the trap going…but also keep your distance

v. Guile

  • walk forward and use cr. mk and st. fierce
  • good match opener is st. fierce
  • CROSS-UP!!! j. lk > cr. mp > drill/hooligan/tick/whatever
  • hooligan over booms
  • use knuckle as a psychout; guile will get used to you walking forward that he might flinch
  • you got lucky with the jumping RH’s you landed, guile’s boom recovery is usually too 1337…but if this works, dont let me stop you :slight_smile:

The thing is, it almost seems kind of pointless to mix it up vs. Honda since everything you can throw out can be countered. Headbutt beats pretty much all your normals or trades at best. Hooligan will eat a Headbutt, and that’s pretty much what he wants to watch out for, throw attempts will be Oicho’d, fakeout throw into Thrust Kick will be blocked and then headbutted as you’re falling down. I know that mixing it up is important, but it seems as though Honda will have an answer to everything you have, and it will be beat what you will throw out.

The thing that makes Gief (and shotos as well) tough to Cannon Drill is that their sweeps are very very fast. Your distance must be ON POINT if you don’t want to be swept, which is really really bad in this match-up and can turn the tides really easily. If you can trick him into throwing out a sweep when you are safe, you can throw out a cr. mp (or Thrust Kick if you’re feeling brave) and it should hit his sweep clean. This may discourage him from throwing out sweeps liberally after blocked CD’s which will allow you to resume your pressure game.

My personal problem is i can’t cancel for crap. I just don’t get the mechanic or something…I would love to do combos I just can’t seem to do it. I don’t know if this is pad related or if its something i just dont get

I KNEW IT!!! :slight_smile:

Ok…this is what I want you to do, then. Your homework is to go into training mode and practice cr.:mk: XX :mk: Cannon Drill. To help you with the special move cancellation mechanic, you can…

READ…MY…FAQ!!! :slight_smile: Yes, I have it in there, too! I’m telling you, man. If a beginner read my FAQ, they would progress to intermediate level very quickly. Go to GameFAQs.com, go to the XBox 360 section, look under HDR, look for my name, click on that FAQ and read the whole thing. It may not be revised yet, but it’s still very good. In fact…it was good when it was the SNES SSF2 Link FAQ. :slight_smile:

But, for those that need it here, special move cancellation is a snap once you follow these instructions.

  1. Make contact with your opponent with a cancellable normal move.
  2. When the move hits, immediately perform the special move you want.

Note that the technique is called “cancellation” because you are cancelling the recovery of the normal move you did. So, if you finish the input of the special move either right when or shortly after the normal move hits, the special move will immediately come out. That’s how combos are born.

Go to practice mode now and try it. IMHO, the easiest people to learn how to 2-in-1 (or “cancel”) with are Ryu and Ken because you can use one button (:hp:) for all of your easy combos. Once you learn how to cancel using the same button for your normal move and special move, then you can move onto using one button for your normal move (like cr.:mk:) and then another button for your special move (like :lk: or :hk: Cannon Drill). :slight_smile:

It’s never too late to learn. I didn’t really learn combo mechanics until Street Fighter Alpha was out…believe it or not. Yep…1996. I could already punish and attack pretty well before then. Ah…but when I learned combos? The world was never the same…as evidenced by the Combo FAQs I’ve contributed to. :slight_smile:

Edit: What’s really shameful about all this is that I was buffering keystrokes way back in the early 80’s. Anybody remember those super-slow IBM XT computers?! :slight_smile: Yep, I’d press keystrokes before the computer could respond and it would suddenly process all of those keystrokes in one fell swoop. That’s the same thing that’s happening with 2-in-1 cancellation. Your special move or super move input is being buffered during that hit/block pause and then it comes out right after the pause. Remember, folks. It’s a computer program…not just a game. :slight_smile:

Well, yeah, he does. The matchup is 8-2, its bloody difficult.

**Silver **- cancelling is pretty simple. In fact, the fact that you don’t know how to cancel makes your Cammy that much more impressive lol. That reminds me of the time I beat Ninja Gaiden Black on the hardest difficulty without knowing how to counter. Let’s say, for example, that you want to do the following:

crouching medium kick into light cannon drill

You first push “D + mk” to do the crouching kick. IMMEDIATELY as it connects, you push “F + lk”. The moment you push “D” for the crouching kick, you have started the “D” sequence for the cannon drill. And you finish it with F + lk.

And look: if you remove the crouching mk from the equation, you get:

D, F, lk = cannon drill.

All you’re adding is cr. mk.
D + F-lk = cannon drill
D (cr. mk) + F-lk = cr. mk link into drill

If I see you online I’ll show you it in action. One of the major components of Cammy’s game is linking either fast or slow. A common tactic is to throw a cr.mk and wait for a reaction, and then do a REALLY late link with the drill.

EDIT: Just have to say I’m really impressed with you, Silver. I’d definitely say you’re a good Cammy, and watching you beat Djii’s Guile was VERY impressive (he’s a great player, knows more than 1 character well). Considering cr. mk > lk drill is Cammy’s absolute main weapon, that’s just crazy that you’ve been winning without it. You have some amazing reflexes.

Well boxer’s blocking hitbox is very different from his static one. He leans back alot. That and he has one of the thinnest sprites in the game.

Silver honestly your only problem was getting super impatient and being overly aggressive (fancy).

You did some really unnecessary things which lead to you getting killed. Stuff like randomly jumping at Zangief, or way mistimed cannon drills.

If you rewatch your video you’ll notice that you’ll be doing fine with your ground game and then do something stupid which will result in you dying.

Really? Standing fierce? I’ll have to try this. I also like jumping up in place and throwing out a roundhouse/short/strong.

Would this stuff something that he commonly throws out i.e. f+mk?

It prevents his hop-in move. Also a good counter after a green fist. With enough spacing it can also act as an AA.

It only stuffs his booms. Here’s how I see Guile’s openers:

flash kick - not common, too risky
sonic boom - quite common
b + mk - common
f + mk - might be common but bad move

I personally feel Guile is most likely to throw a boom. If you connect on the hit then at least you get opening damage, allowing you to be less aggressive and more intelligent. If he does b + mk, at least he’s moving himself closer to the corner. f+ mk is a bad opener for Guile because he’s next to you now.

And honestly, the matchup is a bitch as it is. Facing Guile gives me the absolute biggest migraine next to Blanka. Ken can also be extremely irritating with his arsenal that sometimes has 0 frames of recovery. Seriously, have you guys noticed that YOU can get punished when Ken lands from his super. THE FUCK!!!

Whoops, I meant b+mk, not f+mk. But I didn’t know it stuffed booms…I’ll try it next time!

Also for Ken, I like to use cl. mk when he’s falling down and still in mid-air. It will hit him regardless of what side you’re on because of its cross-under properties. You can mix it up with other cross-under stuff after that; go under him and do another cl. mk into combo, or fake him out and appear as if you’re going under but stay on the same side and sweep, etc.

Standing fierce can stuff projectiles, it has excellent reach and speed. Its a good pressure tactic, especially in the corner when FB’ers use projectiles to push you back.

This is the most interesting this thread has been in weeks! I think anytime I qualify for tournament matches in the WWL, I post the links to those matches here for critique and discussion. I’m going to try to put more linking into my game, I know that’s my weakness right now and if I can get that into my game I think I could really turn into a much better player so I appreciate everything and this discussion has already been much better so let’s keep it up Cammy fans!

Norieaga - I generally use cr. mk for that since it’s her longest poke and I think is safe against any DP attempts at max range. At least I haven’t been retaliated as of yet and I’ve been using it for a while.

Silver - I appreciate the videos man, I want to see you become a better player just as much as you do! I’ll tell you what though, when you DON’T link, you’re greatly throwing off their timing since they are expecting a link. So when you do learn how to link, don’t always do a cr. mk xx lk cannon drill…sometimes it pays to pause in between like in your vids before throwing out the next attack.

That’s been my personal excuse NOT to link. I watch ST videos of Nakamura (who BTW, is playing HDR now…) and he’s linking EVERYTHING in the universe and Cammy is supposed to be the queen of links, but then I throw people off so much because I can be patient and not link that I get people to bite on things, a la, when I take the third round off of DJI’s Guile I hesitated for just a second to get him to throw the boom so I could super, so I think I’m going to go through a growing pain in my game where I force myself to link everything to get it down and then bring it back to where I learn when I want to link and when not to link, but when I do that… EVO better watch out… Cammy’ll be on the loose!

Oh and here’s a match I had the other night where I really was pretty dominant. I felt pretty good the whole series, admittedly TIF wasn’t really on his game. I wish I had it recorded, but GeneiJin87, who’s a pretty good Rog player beat me in our first set in the tournament but then I came back and beat him in the loser’s bracket in the match before this to eliminate him, we always have really good matches but I wish I had them so I could show the differences as to how Rog v. Cammy looks when Rog wins and how Rog v. Cammy looks when Cammy wins because the two matches go VERY differently. [media=youtube]HYivxKSvjWw[/media]

I can get with that. I think the theme of any Cammy advice since alt.games.sf2 has been that she has to mix-it-up to win. Don’t use the same tactic all the time. Make that tactic branch off into as many different options as possible while still keeping an advantage. So, sometimes you link into another normal, sometimes you cancel into a Cannon Drill…or a Spinning Knuckle…or a Hooligan Combo, sometimes you just walk up and then throw…or do one of the above and start the mind games over again. Always keep them off-balance because it’s just about the only way she can stay in and win.

Hey OJ…here’s something to add to your FAQ. j. hk crosses up standing T. Hawk

Not that anyone will ever use it :rofl:

!!!

You have got to be kidding me!!! Seriously???!

I’ll have to check that out for myself.

Yeah, I was messing around in practice mode and happened to discover this one. Tried it on Gief, but I couldn’t get it to hit. Might work on Honda, haven’t tried that. You can even follow up with a combo on Hawk!