"Our spirits are better now." General Cammy Discussion

A hooligan throw will always get them.

Yeah but when do you know you will hit?
I try it each round at least once to get the ultra,should i stop fishing for it?

I just know :smiley: haha just kidding man. I don’t know if it’ll hit or not. I try to figure out when or where someone will try to cr jab me and do my move then. If they tech your cspike fadc grab, try it then.

You kind of have to throw/tick throw for people to get into the habit of going for the throw, then… ULTRA!!!

Anti-air Cspike =]

Thought I would go to the pros for this.

I’ve got a major coming up this weekend and I feel alright about my chances. Although it only happens against better players, I have a big problem; I use the air pretty predominantly to create offense, leading to these jumps getting punished sometimes. Normally when I feel locked down, it’s just a bad habit to jump. Basically, how do you guys deal with being “locked down”? I’m trying to learn her footsies a little better (fw,rh,mp, cr. mp, and cr .fw), and hopefully this has the intended effect. But I wanted to try and get some input from some of the best around here. I watched the DJB thing and plenty of Vietnamazing youtube matches - I see what he’s doing but it’s hard to replicate in a tight match.

It’s a big part of the game at higher levels and it could be the difference between me winning and losing this thing. Any input you guys have is appreciated (I stuck this here because I couldn’t decide whether it’s more matchups or more moveset attributes :p)

when I got cornered, a jump back/netral xx ex-CStrike most of the times will caught the other party unaware

other than that, if you time it right againts some character closing in, ex-SBF will go through them and land you on the other side (worked with zangief IIRC)

Killa, I have the same problem as you. I have a hard time when people can DP on reaction. If I were you, I would start practicing. Either against computer or online, try everything you can to not jump. Force yourself to learn pokes and get an effective ground game.

I think this is the big reason why I don’t place well in my local tournaments. I can pull off great combos, tech most throws, have an okay mixup game, I just get DP’d out of the air. :frowning:

Killa, is it a specific character that is giving you trouble? taking to the air a lot isn’t really all too bad. You just have to keep it mixed up and have your opponent on his heels. For a vast majority of SF players, if they are looking for anti-air situations, they will put a lot of focus into and really be lax in their ground games. You can typically spot these situations, esp with guys that are shotos. They will throw a fireball then walk forward a bit before doing something else because they are putting in a lot of focus to see the jump.

With guys like those walk forward on them a lot and pressure with standing MK, or low MK. Then at mid to long range mix up a full jump RH, or a semi-early divekick to make you fall fast and avoid a dragon punch or Anti-air. Also remember all of Cammy’s anti-projectile options like ex drill, or worse yet SBF. The key with Cammy is mixing it up constantly, don’t ever make decisions that you know your opponent will always be looking for. Habits can be bad.

I’ll try what you suggested, I’ve really got to break this habit.

Right now it’s mainly two characters that are hurting me:

FindMyFarms’ Ryu (and some of his other characters) may as well be seeing this shit in 1’s and 0’s because he’s reading everything I do. I try to mix it up, but he is automatic with those SRK’s, and I’m having a hard time punishing his poke whiffs at all. Ryu has a really strong lockdown game and I get to the point where I’m just like shiiiiiiiiiiit, I gotta jump, and then eat a dp. Good zoning with his FB’s and Tatsu’s (I’m gonna try what you said about starting to press towards him when he does this). Really takes me out of my game and makes me hesitate a split second more, which is exactly what he’s supposed to do. He’s also on point with his wake up options, like he’s impervious to mind games. Super hard to get rounds on him. And Ryu isn’t even his main :rofl:

And some local guy’s Bison is stuffing damn near everything I try with his St. MK. This again is a hard one to punish, I went into training to try and get the timing to punish it with st. HK, it’s a hard move to punish. (Despite this I can still go even with this guy, just because I don’t fear the DP as much and I can mix it up a little more).

FA. Learn the differences in lvl 1 FA’d and lvl 2 fa’s so that when you dash forward you know what can beat you and what cant. Never be afraid to FA and then dash back as well. Against a skilled ryu the match is pretty much a back n forth of cat and mouse.
Neutral jumps vs fireball happy ryu’s can work, if you see the fireball come out EX strike is good. You can also focus thru the fireball and try to c. lk to SA or just str8 cannon spike for the invicibility frames if he tried somethin else besides a fireball.

When up close more-so inside sweep range, C. strikes that hit to the toes are much harder for them to DP. You can mix this up with C. strikes that actually miss completely and follow with either a blockstring, grab, hooligan, c. spike, another c. strike. alotta shit basically lol.

Once you get in on ryu the fight is usually yours to lose. It doesnt take as much timing to beat his DP with your own unlike sagats.

If he tatsu’s , c.lp mp fp all hit him out of it. I usually use jab if i see it coming and then dash under him for a crossup.

Not sure about the bison st.mk thing most i play use HK. But if mk is the kinda sideways snap kick you should be able to jump and come down on top of him ya? If not, random lk spiral arrows can work, although more risky. You could always just back dash out and try to re-establish contact on your own terms.

What makes jumping even more difficult (not just for cammy) in the game is the abundance of normals that cleanly beat jumping attacks and not just DPs. For this reason, a solid ground game is vital to a characters game play, and this is what the top tiers have.

Problem is, I think most agree that Cammy’s ground game could -be much better. Nevertheless, I personally think that a Cammy player should at least hold their own in a ground game so that air-based mixups with TK strikes, cross-ups and an occasional jump-ins can be effective.

I used to depend almost primarily on these air-base attacks…but I since learned that they simply don’t work when the opponent expects them - knowing I couldn’t do much on the ground. This brings me to the oft-repeated sentiment that cammy should have better normals and an overhead. Just hope this will be addressed in SF4 Dash.

2 out of 3 set with Justin at the last tourney i came late because i overslept. 3rd Game he had to go because he was running late.

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Thank you guys a lot for the input and quick responses, I’m already seeing improvements in my play compared to yesterday. It can only go up from here, and it’ll be a real tool.

Is it bad that I block people who use Balrog after I fight them? Whether they win or lose. I fucking can’t stand him, I think he’s a broken character, at least against Cammy. Why the fuck didn’t they do something about that? She literally has no answer to any of his moves. I’ll tell you why, because they just sloppily threw Cammy in this game without any thought as to whether or not someone would be too overpowered against her. I really hope they nerf Balrog some in SF4-Dash… does he really need all of his specials to be safe? In addition to 1209338478347 ways to connect his Ultra?

Coincidentally, I just played some casuals against quite a good balrog player…and I just couldn’t win with Cammy against him. And yes, I don’t have any answer to a balrog who knows what range dash punches to use (rendering them unpunishable). Of course you can crouch against his upper, but that won’t usually happen unless the balrog will be certain that upper will hit.

Balrog player here… (Though I play Cammy once in a while)

IMHO it’s not really an issue of Boxer being broken and needing a nerf. It’s more of an issue of Cammy needing a few buffs to even the playing field a bit on her bad match ups. Rog has his own share of problems, though he definitely has it a lot easier than Cammy does.

Hey, just got my first replay!! Go to new replays and my name on XBL is TragicHero84…it was a Cammy vs Zangief match. Or just add me to ur friends list. Would love to get some feedback! This is the only way I can since I don’t have the equipment to upload videos to youtube haha :slight_smile:

Im pretty much am gonna quit this game until SF4 Dash comes out. All of this work trying to utilize all of Cammy options and still having a lack of ways to land damage has given me more frustration than I would want from playing Cammy in SF4. Plus I dont have any other that would want to use (Fei-Long’s too weak)

I really hope some (if not most) of the stuff i mentioned in my video and the super post i made in the Buffs wishlist thread get used in the Next version of SF4 to make her more able land damage on her opponents without having to resort to gimmicks cause that’s her main problem against certain characters.

Ill keep reppin Cammy but in the next game.

PS: Sanford has also quit till SF4 Dash.

Don’t even act like balrog’s c.lp doesn’t need some type of tweak. I agree with most of what you said, but you can’t say that boxer doesn’t need a nerf.

Sucks that you’re quitting. I came in here looking for more information on why Sanford quit. =\ Honestly, the game isn’t bad if you take it light =)

We all know this game is unbalanced towards console characters =( It’s the console’s fault really for introducing such enticing characters in the first place >.< That coupled with the shortcuts for noobs and anyone can understand why you guys would quit =\ I like Sanford’s move though to go to Tekken, since it’s the last bastion for true gamers that haven’t gone the way of e-z-mode.

Well based on how Cammy has some glitches (Her MK and HK super can go THROUGH Sagat is you buffer it off a connected close HP while hes crouching) and other weird things (Hooligan not grabbing low and being able to be thrown out of Cannon Spike) makes me think that the console characters had near zero testing after their Sprite creation and are really just nice little gimmicks to get more people to buy this game.

After playing this game I basically see that the console release as more or less an grand beta location test for the console characters. But because of that, I feel a little more confident that the console characters will be much better for the next version of SF4.

Hopefully that guy was right about the game coming this winter…