Cammy’s jump strong will beat just about all of Sim’s anti airs, including his slides. This lets her jump in almost with impunity (minus jump back fierce) She has has a hella ambiguous crossup (editor’s note: when you’re not going for it all the time) that if it’s connected, leads to 4 hit insta-dizzy combo, or hooligan if blocked.
Sim can’t really sit back and chuck fireballs, as Cammy can pretty much jump straight up and down and hit strong on the way down to beat out limbs. Plus once you’ve got him in a groove of throwing fireballs, there’s a good chance you’ll be able to connect a jump in on him.
He’s still got jump back fierce which you have to watch out for, and he can jump back and RH drill a hooligan attempt, which he has to do instantly. However, Cammy can mix it up with jab or strong hooligans, which will grab the RH drill. He also can’t RH drill out of it if he’s in the corner.
She has all of the tools to effectively shut down Dhalsim. Unfortunately, she gets steamrolled by most of the rest of the top tier. She also does very well vs. Vega and the shotos, Ken moreso than Ryu.
There’s supposedly a page of ST frame data floating around in the ether somewhere, but I have yet to see it.
Re: Bison vs. Rog: Bison can standing forward or roundhouse all of Balrog’s rushes from half screen or better away. Balrog’s standing fierce can be ducked by Bison, which leaves him free to scissor kick, or jab torpedo afterward.
Balrog, OTOH, can low strong Bison’s scissor kick attempts, still has the dangerous tick game, and is much more dangerous once he’s able to get close to Bison.
I think this fight is fairly even. It’s pretty much a stalemate if they’re at half screen or greater distance. Bison can’t really scissor kick in safely, and Rog can’t just rush at him all day. Up close, Rog has superior pokes, but if Bison can push him back out to standing forward/rh range, he’s got the advantage now.
hobbles back to the rest home