What you need is a change of perspective.
The problem with this comment is that fireballs are not always meant to hit something (or moves in general). They can be used to pressure your opponent into acting, and they can also be used to protect you from the front. If you get really tricky with them, you can also play mind games, like don’t throw a fireball when you think they will - then, they’ll go for a jump, cannon drill, spin knuckle or something, and you can punish them for it.
This is what you want to do. You will hardly ever use a fireball from long range with the intent of hitting your opponent. Think of it like you’re lighting a fire under their ass to get them to stop sitting around.
If you’re behind in health, you can take a step forward or something, and then start throwing fireballs, which will force her to block, jump, or go backwards, i.e further into the corner, where she eventually will have no place to run, making it so that she has to block or jump.
Try thinking of fireballs in this manner, and your use will improve significantly.
You’re going to have to do better than mixing up the speed; you have to alter the actual timing in which you throw the fireballs, too. A lot of times, if your opponent is close enough to hit you, you’ll have to let the fireball go really late, so that it trades (i.e, you get hit right after throwing the fireball, then your opponent lands on it). This seems bad, because you’ll likely be losing the trade. But, think of the positional advantage - she is knocked down, and you aren’t. Now, you can go for, say, a meaty fireball, crossup J.Mk, bait a Thrust Kick, or do a meaty DF+RH.
Block low, holding down-back. If you don’t get hit by a cannon drill, she’s doing a hooligan throw. It sounds obvious, but it’s that simple. If you don’t block three attacks in rapid succession, fire away with upkicks.
This is hard to deal with, but this is exactly what keeps Cammy competitive in this match. Basically, it’s a matter of what to do, and you have a few options:
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Block holding downback, for anticipating a Thrust Kick or Hooligan Combo. You can punish Thrust Kick with S.Hp, Fireball, or Super. You can punish Hooligan Combo with Upkicks.
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Lightning Legs for anticipating anything where she stays on the ground. It’ll beat any of her pokes and her Cannon Drill.