Cannon Spike! The Cammy Thread

Cammy sucks. Keeping the thread alive.

C’mon, she ain’t that bad…normals are good…hooligan is good…cannon spike is at least decent…super is not useless…good foot speed…just needs a way around those fireballs is all!

She’s the worst for sure. Her “mix-ups” boil down to using the Hooligan but the setups can become so predictable that you can counter if you’re ready. Her knuckle is useless, I don’t even use it all unless its a jab going through fireballs at max distance to build meter. ONCE in a blue moon I’ll whip it out just to catch the opponent by surprise. Her throw range isn’t good enough. The effectiveness of her cr. mk is hampered by the fact that its hard for her to get in versus turtles in order to use it. Her jump is very floaty and makes it much harder to catch fireballers with a diagonal jump. In fact, I can’t even remember the last time I diagonal-jumped in a match (though I guess that’s better for me as a player since I don’t need to jump to get in). Yadda yadda.

Why is she worse than the other supposed lesser-tier characters?

T-Hawk: He has better damage potential, awesome and far-reaching normals, and it can be hard for people to escape ticks.
Blanka: Unorthodox style, an annoying jump, and rolls which can catch people by surprise.
Fei-Long: Rekka can deal massive damage, very fast. He has an overhead and that awesome cr. fp.
Zangief: Damage potential, is good versus some top-tiers.

/$0.02

I agree; worst character in the game.

Kara’ing whatever normal you like into hooligan/drill can be a good way to turn someone’s reactions against them. I like using low moves, people often respond to these by crouch blocking or trying to trip ya with a rh or something.

Mostly I hooligan first to set up the drill after putting the idea that I telegraph my hooligans into their head. This also makes it easier to land random, untelegraphed hooligans later on, too.

Fake hooligan’ing in certain situations can be pretty pro, too - situate yourself in a crouching position within hooligan range of a reversal happy opponent, then stand and crouch again real fast to mimic the hooligan motion. You’ll often be rewarded with a nice, punishable srk/flash kick/whatever by your opponent.

If you take the drill aside, ST or HDR, you get some interesting data which I think explains better why she is (ST/HDR standards) weak in real competitive matches. I think the issue is somewhat relatively straightforward way to counter her stuff:

vs Guile:
Hooligan combination: flash kick.
Diagonal jump: flash kick.
Spinning backfist: flash kick.

vs Ken:
Hooligan combination: shoryuken.
Diagonal jump: shoryuken.
Spinning backfist: shoryuken.

vs Ryu:
Hooligan combination: shoryuken.
Diagonal jump: shoryuken.
Spinning backfist: shoryuken.

vs Honda:
Hooligan combination: headbutt.
Diagonal jump: headbutt.
Spinning backfist: headbutt.

vs Boxer:
Hooligan combination: cr.fierce/headbutt.
Diagonal jump: cr.fierce/headbutt.
Spinning backfist: cr.punch(any)/headbutt.

vs Sagat:
Hooligan combination: tiger uppercut.
Diagonal jump: tiger uppercut.
Spinning backfist: tiger uppercut.

vs Fei Long:
Hooligan combination: flame kick.
Diagonal jump: flame kick.
Spinning backfist: flame kick.

vs Dee Jay:
Hooligan combination: cr.fierce/upkicks.
Diagonal jump: cr.fierce/upkicks.
Spinning backfist: cr.anything/upkicks.

vs Chun:
Hooligan combination: st.forward/upkicks.
Diagonal jump: st.forward/upkicks.
Spinning backfist: sweep.

vs Cammy (LOL):
Hooligan combination: cannon spike.
Diagonal jump: cannon spike.
Spinning backfist: cannon spike.

All these actions can be done on reaction. I suck with the other characters and will not pretend I do not, but I believe the counters will not be too complicated.

A hilarious… but truly sad statement on Cammy. But like Miles said, that’s why we have to use all the tools, including fake hooligan to bait and PUNISH!

Fixed that for you. Please don’t use Spinning Backfist against Chun.

fify.

Blockstring/combo every Cammy should learn:

St.jab - st.jab - cr.short - thrust kick

Fantastic against shotos, fatsos, Guile and Dic - give your opponent two and a half chances to think you’re going to tick them!

Not so hot vs. Vega, Chun or Rog.

Works in ST as well, but you gotta hit confirm off the second st.jab or you’ll run out of input window for the thrust kick.

And of course you can substitute the thrust kick for a super.

I wish Cammy has a fireball so she won’t get turtles to death by shotos and headbutt :stuck_out_tongue:

So hey, played some good Guiles the other day. I don’t main Cammy but I still use her when the mood hits me. Anyway, Guile’s cr. mk gets priority over Cammy’s. What a “great” match, gotta love neutral-jumping booms all day and having zero options.

Pretty much how I felt when I fight Guile, DJ, and Chun-li, but Cammy is fun to use nevertheless. IMO anyway! :stuck_out_tongue:

Cr.mp can stuff Guile’s cr.mk. It’s hard to follow up on without risking a flash kick, but at least it’s better than being pushed back into donkey kong range.

Guile cr. mk has terrible priority. Cammy’s cr. mk has more priority and is a lot safer to spam. At worst yours will trade with Guile’s. The only way you get hit by his mk is if he tags you during your startup frames. Also donkey kong range is awesome :tdown:

Cr. mk will be stuffed if you’re right outside of your range, but still in his range. It may have crap priority, but Guile’s cr. mk still has longer range than your own and he’ll hit you on your recovery frames. Cr. mp works well, but only outside of his cr. mk range or much closer where you can tag his startup frames.

It actually doesn’t get stuffed, even outside your range and inside his. By stuffed I mean both hitboxes are out, but you get hit and they don’t. He only has a 3 frame window to hit you while your cr. mk recovers and 4 frames during your startup vs 8 frames of his startup and 9 frames of recovery where he will get hit. Although your cr. mk has a 7 frame recovery, his cr. mk extends his hurtbox 4 frames before his hitboxes come out (enough to get himself hit instead). If you are out of the normal range of your cr. mk, the first 4 frames of Guile’s cr. mk won’t get hit, but he is still much more likely to get hit than you are.

Basically, the odds are pretty stacked in your favor for using your cr. mk vs his. If Guile is spamming it while you are out of range his range, just cr. mp instead for free damage.

You’re right, I didn’t mean to say stuffed. But I do get hit with it more often than you think after I throw out cr. mk. Either impeccable timing or lots of luck on the opponent’s part.

All of Dhalsim’s extended limbs have shit as priority, but they still own you from a distance the same way. Guile’s cr.forward is similar, if used in a similar fashion. It is a losing strategy to go for trades with longer range moves, even for boxer, I would say.

Dhalsim is more of an extreme case and his priority isn’t really that bad for his good pokes (at least in comparison to Guile). I actually go for trades as Zangief vs. Dhalsim and Vega because at some point they get stuffed by sweep or you trade heavily in your favor. Even if I only successfully stuff it like 1/3 times, it more or less breaks even damage wise and I get a knockdown.

Imo you have to go for trades or you just give them free reign to poke from far away all day. At the very least you should make them weary of counterpokes.