Sadly, Jumping Towards and Jumping Backwards Strong is WORSE than it was in vanilla ST, a nerf that was HARDLY justified, IMO. It was nerfed only because it “owned” Dhalsim, even though Dhalsim DID have a way to stop it. So as a result, it’s not as good anymore. But Jumping Straight Up Strong is still every bit as potent, so turtling for Cammy vs. Honda is really good because of that move. Just make sure you buffer the DP motion when you land EVERY TIME. If you see Honda charge, tap the three Kicks. If you don’t see him charge, don’t hit anything and just Jump Straight up again.
Vs. Dictator (M.Bison), you should be using jumping short (LK) and jumping strong (MP) more often. Straight up j.short stuffs the torpedo, and (as you know) j.strong stuffs just about everything else.
Vs. T.Hawk, jump straight up with RH (HK). Kills his dive for free.
Also, be sure to cancel more of your blocked normal attacks into hooligan rolls and drills (see Keits’ Cammy videos, he is an excellent Cammy player and he has this down pat). The hooligan is extremely effective at making opponents nervous; three or four hooligans after a blocked normal in a single round will often have the other guy’s teeth chattering for the rest of the match (e.g. they will often jump up or backward after blocking a normal, at which point, free TK). Exploit it.
Also, as Keits wrote, your opponents were not good, time to seek better play.
Other stuff that only I and maybe two or three other Cammy players do, for some reason:
Cross-up short. (I saw you do this a few times, nice work.) If you connect with it, you get a 3- or 4-hit combo (c-u.short -> st.fierce -> TK or c-u.short -> st./cr.strong -> cr.fwd -> CD) that does 30% to 45% damage, with a possible dizzy. If you screw up the combo and the opponent blocks, hooligan roll. (Note: You can also cross-up with strong and fierce, but these are much more difficult to do.)
Meaty spinning backfist. I showed this to James Chen back when he figured Cammy was a waste (which turned out to be right at high levels of play, but that’s another thread). Seriously, I don’t know why I am the only person who ever does this. It is very difficult to reverse if you time it and space it properly (although the timing is the most important thing), almost as hard to reverse as Fei Long’s meaty st.fierce (the king of all meaties). If it hits, you get one or two hits of very good damage and it knocks down. If it’s blocked (people tend to get the picture really quickly once they get knocked down a few times), you get one or two pixels of block damage and you are in the opponent’s face again, and since it has essentially zero recovery, you can immediately follow it up with another attack if you like (cr.fwd -> hooligan, for example). I have made highly skilled opponents frustrated and nervous with this tactic, and it is a mainstay of my Cammy arsenal, one of my favorite weapons actually. (Kuroppi would jokingly shout “YOU CAN’T HIT THAT!” when he saw people trying to reverse it, or when he failed to reverse it himself, though of course it is possible to hit it.)
Meaty hooligan slide. I’ve long found this to be a great mix-up move, especially when then opponent is down and Cammy is far from him (though it’s useful at any distance). After getting hooliganed numerous times, your opponent will be conditioned to expect a grab attempt, and think that you have tried it too early – only to find himself hit low. Done properly (again, space and timing), this tactic is safe on block, and I have literally won matches with it (though using it often is a mistake).
I’ve found this (jump straight up. Short) can be a good opener to mix in as well vs. Dictator. My only comment on this. Lots of good info man. Especially this:
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Are you using a specific backhand (jab/strong/fierce only) or is it really just a matter of what distance/timing is needed for the situation?
You know, my friend was doing that to me, and I STILL call that “The Milo Cooper.” I never did it because I kept getting Hooligans instead, and I could never consistently do the move to the point where I was confident in doing it. With this new motion, I would definitely do this a LOT more often.
Your Cammy looks fine, to be honest. You’ve got a lot of the basics down. The two main things that stand out to me right away are these:
You’ve already noticed taht Meaty Low Strong into Low Forward really is a crappy distance if they block. So if you think they are going to block, learn this Block String (although I still adamantly hate the term “Block String”): Meaty Low Strong, Low Short (those two combo). THEN do Low Forward and you are at max Low Forward range where Cannon Drill is guaranteed to be safe. I noticed a lot of times when they were blocking, you’d do Low Strong, Low Forward and freeze. The other thing you can do is walk back after that and just go the proper distance if you were hoping they’d get hit, and they didn’t.
Another great Meaty recommendation that I use a LOT these days (mix them all up, don’t be predictable), is to learn the timing of Meaty Stand Strong so that it hits LATE, when her arm is all the way up. Then, you can take a step and do Strong again (hits on the first frame) and then Low Forward. ALL three of those combo, but nothing you buffer after Low Forward will. But this puts you at perfect max Low Forward range, so buffering into Short Cannon Drill there works fine. Plus, it’s really weird looking, and opens a LOT of opportunities for Throws (after either Stand Strong).
You do a lot of Short Cannon Drills after tip of Low Forward and just by aiming well. The thing is I noticed that after the enemy blocks, you freeze again. You wanna DP, and you did sometimes, but then when they do nothing, you freeze and wonder what to do. Hooligan Rolls there are too obvious, and your opponent will start stuffing those consistently if you try it there. In HD Remix, if you nick them with a max ranged Low Short, just do another one. It’s continual pressure, and if they block, there isn’t much they can do. And often times, even if they try to sweep you back, you’ll nail them with the second Short Drill. So after the second Drill, you can then do max range Low Forward into Cannon Drill again. And repeat. NOW if you start throwing in Hooligans or walk up throws, it gets tricky.
Hellz yeah, baby. In fact, up+short is golden vs. several characters. It works wonders vs. Boxer, for example (stops his sick-ass buffalo headbutt cold).
It’s situation-dependent, yeah. Generally, as I think Chensor pointed out earlier in this thread, you want the backfist to just barely touch your opponent (it has awesome hitboxes), so you need to select the proper version to get your destination right.
Though I will say that there are times when I want my backfist to land deep (usually if my opponent is cornered), depending on what I plan to do after it hits or is blocked. The risk of getting hit if the other guy reverses it is greater, but man am I in his face if he blocks it.
All of them leave you at Frame Advantage afterwards, which is why they are terrific Meaty Attacks. A super deep Backfist “combos” into Low Forward if blocked. They can’t do anything about it, and the Low Forward is automatically at “max” range, which is great for starting Cannon Drill pressure.
Coming from 3rd Strike, SF2 is proving to be a completely different animal. I decided to pick up Cammy as I had difficulty in her hooligan combination/frankenstiener throw during Aniverserty Collection, but now that the input’s changed I am having a good time with her.
Unfortunately because my experience is mostly 3rd Strike, comboing in SF2 is prooving difficult. I have a few combos I am trying but I am not sure if they are even combos or if there is something I am not getting
Cross-up j.lk -> c.mp ->c.mk ->mk CannonDrill
I can get Cross-up j.lk to work with C.mp. I can get c.mp to work with c.mk. I can get c.mk from the distance c.mp puts me into cannon drill, but for the life of me, I cant string it all together. The second I go for a 3rd hit in any section of this combo, it fails.
I am also having difficulty changing the mk.CannonDrill to Super. To my understanding, to link a super from a crouching strike (c.mk for this combo) I need to input 2, 3, 6, 2mk, 3, 6mk, and I have had success in executing these, but when trying to do it on a cross-up I cant seem to get it to connect.
Any insights, or are these even executable combos?
Oh yeah, syxx… one more thing. You attack T.Hawk a lot. It sucks to know this, but you can ALMOST kill T.Hawk with two buttons: Crouch Forward and Crouch Fierce. Poke at him a lot with Crouch Forward, and if he jumps, Crouch Fierce. I dunno how well it works against the Hawk Dive, because I used to just block it. But I don’t think Hawk got anything in particular that would make getting around that easier.
Does low fierce beat T.Hawk’s jumping jab of the gods, James?
Low fierce is good (though not 100%) anti-air vs. Zangief, but I’ve always assumed it was less useful vs. T.Hawk. (Probably conditioned to think that way after using Chun-Li against Kuroppi’s T.Hawk.)
All of those should be doable, but Chen is waaaaaaaaaaay better at pulling off normal link and normal -> super combos than I. I’ll bet that he’s done all of that stuff.
Guys I need some help vs. Claw. Properly spaced drills seem to beat him out on the ground, and it allows me to start my wakeups, but my biggest problem with him is, you guess it: wall dives.
I can still jump back RH if he tries to come to my wall, but with the new wall dive fake, doing cannon spike on reaction to him flying back to his own wall becomes risky. My reactions betray me now in this situation. If I wait to react until he reaches a point coming forward off the wall where it is no longer safe for him to fake (RH drill range), and I try to cannon spike, he goes over my head. Granted, now we’ve just traded places on screen, but he’s recovered from his dive attack first and can launch another one immediately while I’m recovering.
I’ve tried close RH when he’s right on top of me, and that works if he attacks…but not if he throws. He can also choose to attack outside of the range where my close RH activates and tag what becomes my far RH. Sometimes that trades, but it’s too unreliable as I don’t even think it’s in my favor. More often my far RH will lose with his happens. Jumping up strong doesn’t work either, as I get thrown before he enters its attack range. j.RH loses to claw swipe, which option selects throw for him.
What options do I have that stop Claw from doing wall-dives on reaction? This is what is preventing me from knowing how to deal with him. Good Hondas and DJ’s are still a nightmare though.
Well, this is going to be a guessing game no matter which character you’re playing – that’s the nature of Claw’s wall dive, and what gives it its power.
That said, I like jumping fierce and standing strong, myself. Timed properly, j.fierce will smack the dive cleanly (note that it has greater range than j.strong), and with st.strong, Cammy punches directly over her head (assuming Claw is close enough to her), so you’ll hit him before he can grab you.
Jumping forward is also an option if you’re lower than Claw in the air, though fierce tends to get the job done in that situation as well.
I don’t uppercut too often in that situation. I prefer to just let Claw get his jollies while I keep my j.fierce and st.strong handy, until he settles down. (If he does it repeatedly, I might start doing slightly early short thrust kicks, so I can land in time to block or do another thrust kick if he drops in front of me.)
Her worst matches. Thoroughly hellacious, and now I have to add Guile to that list. Ugh.
Go into practice mode, and practice comboing cr. mp xx cr. mk. Do that over and over till you get the timing down. Then practice cr.mp xx cr.mk xx cannon drill, after you get that down all you have to do is get it after a cross up.
It not that hard once you get it down, the link is kinda slow.