Cannon Spike! The Cammy Thread

Is it me or does she move faster or at least do her moves come out faster? I searched youtube and she still looked tough in ST but her moves dont seem to come out as fast as they do in HDR. I’m trying to zone with fireballs and pokes but I am just not having any luck against her. I know you keep saying the j.mp was nerfed but all the Cammy’s I am playing do not need to jump in to advance on Sim. And the Hooligan throw comes out so damn fast if you are in down back block mode when it comes out you are done. I know it is coming and still can not stop it.

Hooligan is at least 25% more effective online than off first of all. So you can abuse Hooligans as Cammy with less fear online. Second, J. MP was so good in ST, it had the neutral hitbox when moving, it was ridiculous against Sim… now with that said, I can still Neutral Jump, bait limbs and still MP if I time it correctly. I think its possible that some of her moves might have gotten a frame or two better… but I don’t know.

I don’t lick my lips to fight a Sim, but I’m not scared.

Getting in against a good reactionary 'Sim will require you to take at least one risk. Once you are in, though, you can cause some havoc with mix-ups. The only way he can push you out is with his superior throw range, but at that point he really has to anticipate it. 5.5-4.5 at most. You either get in immediately or else you’re at the mercy of his limbs all day. And st. jab is a very effective AA for that damn vegetarian!

yeah i love beating on thawks and sims so freeeeeeeeeeeeeeeeeeeee

Anyone have any proposed uses for far s. strong? Anyone get it to consistently come out?

Nope, when your far enough away to have it come out, its almost always too far away to actually hit your opponent (except as anti-air)… I think Close St. Strong is underrated though. I do like st. forward though alot.

cl. strong is great for many things including tick throwing, linking into other normals, it’s cancellable, super fast to come out and recover, anti-air, etc.

st. forward is great, but i have a hard time using it as anti-air. long range, good priority and stays out for a while, but a little slow. cl. forward is awesome and I think underrated…links into a lot of things, cancellable, good anti-air, among other things

Anybody that’s read my FAQ since Super SF2 should never underrate cr.:mk:. One of the best and most linkable normals in HDR. Too bad it’s not unblockable for the folks that ruin her day by turtling. :frowning:

Yep, Cr. MK her best normal easily.

Yah, Irvine uses the shit out of st.mk(cls), especially in the crossunder situations he sets up.

I need to start copying the technique, particularly when punishing badly whiffed srks and such. It leads to more damage on certain characters than st.fp -> rh.drill does, and jacks up the dizzy.

Can someone give me some match up tips against Dictator? Should I be defensive and try to score a knockdown? I usually get shower by head stomp. I also try the offensive approach but I usually get kill by j.mp if I jump or scissor kick if I walk forward.

Use neutral j. lk to stop his stomps, scissors, and crusher. Advance slowly. Block a slide and then cr. mk > drill - follow with a cross-up into any tick throw. That’s the bare-bones strategy.

Cross-under cl. mk is the greatest thing ever. Can also trade or even ward off claw dives, which leads you to cross-under shenanigans.

As for the Bison matchup, it’s a tough one. You want to play defensively and have him come to you since everything you do can be countered very easily. Advance forward = eat PC or scissors. Stay too still and he’ll get you with the headstomp. Neutral j. lk can work well like Norieaga said, but crusher beats it from the front (it will still beat crusher if you land on top of him, however). If you want to advance, it’s important to throw out some normals so he’s hesitant about throwing out scissors. cr. mp has great priority and will beat scissors if timed correctly. You can try advancing with the drill, but make sure not to miss or he’ll punish you greatly. Main goal is to get Bison cornered where it’s very hard for him to escape, but if you leave a gap, he’ll crusher out. Hooligans are risky since he can always jump back mp and always hit you out of it. Opting for Thrust Kick in this situation is useless too since it will miss if he’s jumping back. Overall, a very hard matchup for cammy, you have to play very smart and cautious to win this one.

Actually neutral jump lk will lose to crusher if bison times it properly

Someone neglected to read my post! :nono:

How reliable is it to punish a Crusher in the middle of blocking, i.e. block it once as it’s going through to the other side, then immediately throw out a s. fierce at the end of your blockstun while he’s still passing through?

I’ve been dp’d as I crusher through someone, have you tried that.

Also it may not have as many active frames, but neutral jump strong should be able to stuff crusher more consistently, have you tried that?

I’ve tried it, but it looks like I don’t have the timing down, plus I don’t know which side to do it on as he’s going through you. I have seen someone do a cl. fierce in the middle of one though after a block, like it was a reversal, so that’s why I asked that.

Yes, I know the awesomeness that is neutral j. strong and I use it from time to time, but the lack of active frames just seems to get me more in trouble since good Dics know the timing of it. I’ve used j. roundhouse to counter it from the front, but it’s not an easy task.

Honestly, most of the time, I’ll block the crusher and reversal TK or if they go to the other side drill once Cammy faces the other way.

Netural J. Strong works and actually jump back J. Strong works in a very similar manner to the way it works against Honda’s headbutt, but that’s not reaction so much as making educated guesses.

The trick to fighting Bison is to get the knockdown and attack on wakeup. He has very few good options on defense and Cammy has tools to punish him… but whatever you do don’t go chasing his jumps with TKs… even when Roundhouse TK looks like it should hit, Bison’s jump arc is so fast you’ll whiff way more than you think you should and you’ll eat scissor kicks when you land for your trouble…

Hey duders, just started playing Cammy. Any tips? I put an hour into the practice mode a little earlier then went online and won two matches… out of ten. :frowning: Against Ken. :’(

Well first of all be encouraged, depending on who you talk to the tier listing says Ken is either a 3-7 or 3.5-6.5 matchup. So that’s not too bad! lol.

I don’t know where you’re coming from in terms of game background or character background, but in SF2 in general there’s a couple things to remember. Spacing, poking and footsies are the name of the game. Meaties are awesome, and Cammy has so many great meaty options, her problem honestly is she has too many and you can get greedy. St. Roundhouse, close strong, cr. forward, all great meaty options.

Against Ken in particular, its actually very much like a SF4 match, bait and punish. cr. mk when he lands off of whiffed jab DP, cr. fierce when he tatsu’s over your head or jumps in from the wrong distance. Do not try to backhand through fireballs, Ken’s are slow enough that his fireball will still be in your hitbox when the invulnerability frames drop off unless you time it perfectly and usually use a fierce which puts you into his sweep range.

Don’t be afraid to hooligan cancel over fireballs (use short for this, highest arc, least forward movement), you can out poke Ken for the most part. Good luck out there and welcome to the HDR Cammy family.