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her fireballs are useless when you are both at the opposite sides of the screen. If you’re chasing chun you are already treading on a very dicey path. Anticipating her kikokens with your spinning axle knuckle is another solution too. Lightning legs can also be beat with hooligans at the right distance. If they can’t be beat due to distance then don’t force it and bail out, reset the spacing. Her throw range is wide, but it also requires her to leave her defensive crouch which means you have to beat her grabbing with a low forward or standing forward, crouching strong, whatever will work. Make no mistake, Chun can be a pain in the ass if you chase, which is exactly why you shouldn’t. Let her come to you. Be patient, then when she does come to you, strike like a viper with a knockdown then let her have fun figuring out your knockdown mix up game. This is a fight of discipline much like Honda, which basically means that if you adhere to discipline adamantly, you will have the power to control success. Don’t force attacks, be patient, know when to sneak in an attack and know when to hold your ground.
Thx for the advice.
I don’t mind staying max screen while I’m ahead, but the fireballs become a huge problem for me once Chun gets a life lead. It’s hard to avoid chasing her down at that point!
Neutral jump is depressingly ineffective vs. jab fireball, so I guess blocking and closing to mk/hooligan distance is what I should be doing.
Chun’s fireball has the same problem as Ken’s fireball. It’s too slow and the hitbox is too akward to knuckle through it. Legs beats Hooligan about 90% of the time unless Cammy has perfect spacing and it has to be a light or medium because the hard punch hooligan is just too low to get over the LL hitbox. Don’t forget to look at the speed of the fireball, if its too fast and you are at full screen you know it won’t reach, if its really slow you have time to walk up and block the fireball and still gain ground.
But I do agree with you on the necessity of patience and getting that first knockdown. Cammy vs. Chun up close is a very winnable fight. The problem is catching up to her. Whenever i play someone like Zass (who’s Chun is top notch) I find myself actually taking a guess and throwing a couple TKs out there to get that cheap anti air knockdown and close distance and if Cammy gets chun into the corner… that fight is over.
@Milo: You’ve got mail too!
in my experience i found ken more difficult to deal with. right now i’m crap vs shotos but hopefully another opportunity will come up to play with a good one in person since i barely feel like going online to play this anymore and i heard a lot less people play online now anyway
Actually the slower the fireball the better
How so?
In my experience, a slow fireball requires tighter timing to avoid, and gives the opponent time to walk forward and sweep you if you jump over it or backfist through it (since you have to react later to get around it).
A lot of times, I actually prefer a fast projectile for closing distance. Bulldogging (i.e. block projectile, creep forward, repeat) is overrated (for Cammy, anyway); projectiles push you so far back in this game (almost half a screen) that a good turtler can keep you out almost indefinitely if that’s your game plan. You have to be able to get in otherwise, and fast projectiles are usually better for that.
Just my opinion.
I dislike the Ryu matchup more than the Ken matchup, personally. I seem to have an easier time stuffing Ken’s fireballs with either mk than I do Ryu’s.
Spin knuckle is as worthless vs. good Ryus as it is vs. Ken. You have to be psychic, pretty much, and as long as you’re being psychic, why not land a jump in rh combo?
Plus, you have to get to the very top of the Ken player pool before you stop getting whiffed supers and fp shoryukens to play with.
See, versus Ryu, the trick if you’re going to use the knuckle is to set up your distances well and make sure you that you hit with the tip of the hitbox on the second hit of the knuckle otherwise its a free sweep. But Ken can make even neutral jumping his fireballs a non option. It’s not quite as psychic as you think, but knuckle is definetly one of the hardest moves in the game to use correctly.
And with Chun and Ken’s fireballs you can NOT knuckle through their jab versions because its in your space too long and you don’t have enough invulnerability frames to get through and even if that worked, often times the fireball can hit the tip of the vulnerable hitbox for your head! No problem with that versus Ryu or Dhalsim or Sagat’s low tiger shot (high tiger shot = free pain)
In my personal experience on paper Ken is harder for Cammy, but there are more good players who play Ryu which makes that matchup more difficult in reality because there are simply more good Ryus then Kens but a Max Tier List type Ken I believe would beat Cammy more often than a Max Tier List type Ryu. (Aniken would beat Nakamura more than Daigo would beat Nakamura)
but lets be honest, every shoto matchup is bad for cammy
Ken is a bigger hell than Ryu if he’s abusing fireballs, as the knuckle really is completely useless in this matchup (as if it wasn’t already useless against elite players).
If you’re wrong with a backfist, generally the worst that happens is that you get tripped. You take a HK’s worth of damage, and you get knocked back a bit. Maybe you’ll get hit with a projectile, but that usually won’t even knock you down. Either way, you just built up your super meter.
If you’re wrong with a jump-in, you take special damage, you get knocked the fuck back, and you might even get juggled. Plus, now the opponent can jump in on you and start with meaty/wake-up/throw games, if he sees fit.
I’ll happily reexamine SK vs. Ryu, because lord knows what I’m doing now isn’t exactly a winning strategy.
Well sadly, there’s not a whole lot of winning strategies… hence they’re 6.3-3.5 7-3 matchups for the shotos…
We Cammy players picked a long tough road to hoe.
I used to think the Ken match was easier than Ryu for Cammy due to his slower fireball startup which you could more easily stuff, but damn, closing in on him is much much worse since that slower fireball and faster walk speed makes it impossible to do anything but block and get pushed back. I haven’t faced a Ken who could fierce SRK my neutral jump over a fireball yet, but I could imagine the nightmares I would have… maybe her worst matchup tied with Honda now? Haha, I actually have more fun facing a Honda…
Slow fireball allows for way more mixups, especially if uses same animation, look at guile’s jab boom.
Fast fireballs are easy for me to get around, slow ones own me.
imagine if kens jab fireball was like, 6 frames slower crossing the screen, you would like never be able to dp through it
So true, and another deciding factor in Ken or Ryu (as harder) is Ken’s chain grab. Also considering Ken’s AA rapes spike, you’re left in a hard place.
so guys what’s some good combos to do after landing a lk cross up? preferably one that works in ST, not just HDR.
Cr Mk xx fireball =/. Can even be cr mp, cr mk xx fireball depending how close you knuckle…dont use knuckle. lol
Crouching medium punch, crouching medium kick xx cannon drill (strength is character and standing/crouching dependent). This will frequently dizzy.
cr. mp, cl. hp xx cannon drill also works. cr. mp, cr. hk if unsure if drill won’t combo and is unsafe upon blocking.