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Cammy vs. Character Strategies: Super Street Fighter 2 Turbo HD Remix

Last updated on Dec. 25, 2008

5 Comments

Cammy vs. Character Strategies: Super Street Fighter 2 Turbo HD Remix


Here are some strategies to employ against the other characters when playing Cammy in Super Street Fighter 2 Turbo HD Remix.

Blanka Match Up Information

vs. Blanka

When Blanka begins to do his stare down (charged up and waiting to unleash a Beast Roll) begin to spam Light Punches, this will knock him out of his attempt as long as you time it correctly. Also Jumping Medium Punches will do the trick.




E. Honda Match Up Information

vs. E. Honda

This is regarded as Cammy's toughest match up. When Honda is charged up, he has a variety of ways he can counter your moves, so you're going to be looking for opportunities when he cannot do a Headbutt/Sumo Splash.

Your best bet is to do some block damage to E. Honda and run away so he tries to close ground. When you get away from him start jumping straight up and down with Medium Punch, which should knock him out of his Headbutt if attempted. If he times his Headbutt as you're landing use a Cannon Spike to hit him out of it.

Using the above tactic will usually entice Honda players to get out of their defensive stance, and it will often be your best shot at winning against good players.

Use Crouching Medium Punch or jumping straight up with Medium Punch against his Hundred Hand Slap. The Slap had its priority reduced big time, and its damage was knocked down, so you should be able to hit him out of it now as long as your timing is good.

Use Cannon Drills for pressure when it's smart to do so.

And just hope that luck is on your side...

Guile Match Up Information

vs. Guile

Another tough match for Cammy players. Use a lot of Hooligan Throws and Slides against his barrage of Sonic Booms. Mix these up with Spinning Backfists to keep him from using the same counters over and over again.

Try and attack him whenever he loses his charge, and once you've scored a knock down keep up the pressure with your Cannon Drills and Hooligan Throws.

If he misses a Flash Kick, use a Hard Kick Cannon Drill to get close and do a little block damage.

Ken Match Up Information

vs. Ken

There's two huge keys to playing against Ken.

1) Staying just outside of his sweep range to punish his Light Punch Shoryukens.

2) Using Standing Medium Kick as an anti air and ground poke.

Standing Medium Kick is fast enough and has long enough range that you should be able to knock Ken out of the air whenever he jumps in at you, and you can use it when you're on the ground to apply pressure.

And if you stay just outside of sweep range, you should be able to counter any Light Punch Shoryukens on reaction.

These two things should keep him from throwing out random Shoryukens and applying consistent offensive pressure on you, and they should open up YOUR offensive pressure game. Remember, for you to stay on him with Cannon Drills, he needs to be afraid you'll punish his Shoryukens if he misses.

Keep in mind Ken's Light Punch Shoryuken is something he's going to throw out there often — unless you can make him pay a price for doing so.

Contributions to this guide by JChensor, Dodgers2213, AzN_Skater, Missing Person, Yokai and StiltMan.

Posted by Norieaga on December 23, 2008 at 6:17 p.m. #1

Feel free to post these if you want:

General Strategies:
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- Use LK Cannon Drills to prevent a counter, and right after landing it throw a low MK to keep the opponent blocking.

- Jumping in the air with your opponent gives you priority if you press FK or MK to throw them.

- Burning knuckle can be a good opener against mid-range characters such as Ryu, who may throw a Hadouken to begin the match

- For corner traps, keep spamming high LP and low LP, and high MK and low MK. Mix it with a medium Cannon Spike to keep your opponent trapped.

- Never do a fierce Cannon Spike unless you're sure of a hit. This is one problem I need to work on. I'm always tempted to use a Cannon Spike when I think there will be a jump, but there usually isn't.

- *I DO NOT ADVOCATE USING THIS TECHNIQUE, BUT IT WORKS FOR ME SOMETIMES* Use the fierce Cannon Spike to land behind your opponent, and then throw them. Can work on a cross-up if the opponent is slow to react or performing a move

CHARACTER STRATEGIES:

vs. Ryu/Ken
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- If you're gutsy, use the Hooligan Throw to counter their fireballs

- Block the Shoryuken and attack with a fierce Cannon Spike

- Duck under the Hurricane Kick and counter with a crouching fierce punch

- Apply same corner strategies as above, but beware of Shoryuken

vs. Zangief
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- Keep withing sweeping distance so that he cannot reach you, and keep applying a mix of low MK's and MK Cannon Spike

- Cannon Drill if he does the Spinning Lariat, but perform it when the Spinning Lariat is about to end

- Counter the Green Fist with the Cannon Spike

- Try not to use the Hooligan Throw or Burning Knuckle because of delays, since Zangief will easily grab you

vs. M. Bison
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- If you're jumping make sure you use LP or LK to counter his FP air spam

- Cannon Spike to counter the Psycho Crusher and the Burning Air Fist

- Crouch and block low often to avoid the sliding kick

- Burning Knuckle is useless in this matchup??

 

Posted by Ex on July 12, 2009 at 11:13 a.m. #2

Here are some tactics I've found successful against many players.

Vs Balrog

This is a fairly decent tough match since it's agrression vs. agression and Balrog wins. However its not an impossible fight or even in heavy favor of Boxer. Your greatest tool in this matchup will be crouching forward kick. This will stuff most of his dashes and will beat out most of his footsie game in speed and/or priority. Cannon Drills are also good since they come out faster than his dashes in terms of distances. The main problem with Balrog is his headbutt which you can't do anything about. Just be patient and punish his headbutt attempts with cr. forwards and don't get over agressive and this match will be winnable. If he gets defensive, punish with Hooligans and ticks. If the Boxer player gets cheesy, it'll be a fair chance for a conter throw so after you counter throw him a couple he should wise up and try something else.

Vs Shotos

Vs Ryu

I usually open with light Spinning Backfist in this fight since it beats the Hadoken and Jab DP if youropponent opens with either instantly, but it loses to to Hurricane Kicks depending on your opponents timing. Also, you can take a step forward and poke with cr. forward but thats risky and you'll likely eat a fireball. Most Ryus will try to zone you rather than hit with their physical mixup game. Learning how and when to use the different versions of your Hooligan comboes and Spinning Backfists are key. My msot successful tactic is using medium Backfist then immediately upon landing, go into a Cannon Drill or cr. forward as this will stuff any fireball attempts. Of course if the Backfist connects just close ground. Once inside his guard don't let up and you will win the fight. Ryu lacks the agression needed to beat Cammy close up, even with his mixup tactics in my opinion.

Vs Akuma

Both an easy and hard fight. Akuma takes so much damage from Cammy's attacks that most careless Akuma players will lose fast. I believe that this fight is actually easier than Ryu even with the air fireballs. The extra startup frames from his hadokens makes it harder for him to counter your Backfists and if timed properly your heavy Spikes will arc nicely under his air fireballs However if Akuma turtles against you or does his infamous fireball locks, you are in good danger of losing. Also don't let him catch you in any of his juggle combos because you will most likely come out without 65% of your vitality.

 

Posted by Ex on July 13, 2009 at 3:18 p.m. #3

Vs DeeJay

In my opinion, Cammy's third worst matchup after Guile and Honda. This is a particularly meticulous fight for you. DeeJay can turtle effectively well against you (albeit not as good as Guile). However Cammy has more advantages in this fight that make it winnable. Biggest advantage is speed. DeeJay walks very slow and Cammy can gain ground on him quickly after a traded knockdown. Cr. forward stuffs his Max-Outs and slides but looses to Dread Kicks (at startup anyway). Cr. strong is a good attack up close as DeeJay can't do anything about it and it beats out almost everything in his footsie game. Use Hooligan Throws sparingly, as he can easily react with Up Kicks. Speaking of Up Kicks, if your opponent gets happy with reversal Up Kicks just bait them and duck. He will sail right over you giving you a free throw/2-piece combo when he lands. The worst situation you can be in is at the other end of the screen with him machine gunning Max Outs. Backfist will counter nicely and sometimes beat out his slide if he tries to counter your Backfist. Also your super can blast through projectiles so conserve it. DeeJay can beat your drills with cr. strong, cr. forward (trip kick), and cr.jab spamming so be sure to mix it up. Machine Gun Upper will almost never be used against you by most players although some people will use it to beat out jump ins and Drills. Cr. forward stuffs it and j. strong can beat depending on distance.

Vs Fei Long

An even matchup. Cr. forward stuffs Rekka Kens, Spike beats Chicken Wing. Both you and Fei have good footspeed, good pokes, and good rushdown game. However, beware Fei's Flame Kick. It can actually hit you out of your cr. forward pokes even if its just the ass end of it. Therefore, for beginner players, don't attempt meaty cr. forwards until your timing is down. The best thing to do about Flame Kicks is the same outlined above with Ken's Jab DP, just punish with cr. forward (or Hooligan Throw if your gutsy which I do). Whatever you do, don't let Fei connect with any hit because you'll like be eating a Rekka Chain. I find my best offensive options are taking it slow and paying attention to the specific Fei player's style. Most Feis will pressure you with a series of Rekka Pokes, tick throws, and overheads.Probably the worst thing you can do is jump while backed in the corner since that gives Fei a free juggle if his Chicken Wing connects. Your Drills are generally good since Fei can't punish them outside of a Flame Kick and if does that its either luck or he is taking advantage of your predictability. Thrusts Kicks are risky, since he can punish with a Rekka Chain, and therefore they should only be used as anti-air. He can also punish a blocked Spin Drive Smasher. Overall, play it smart, play it safe.

 

Posted by Ex on July 13, 2009 at 3:18 p.m. #4

Vs Gief

Another match I find slightly In Cammy's favor albiet 5.5/4.5 at best. Cammy has better pokes, better distance attacks, better combos, and better footspeed. Also, there's the added benefit that Gief is probably the easiest character to crossup in the game (beware his lariat though). Just chip away his life with drills and cr. forward pokes. If he turtles, punish with Hooligans or throws (again beware Lariats which be be used to counter Hooligans on reaction fairly easy). The biggest risk you'll take in the match is if you decide to attempt combos on Gief as most of Cammy's combos require you to be pretty deep and well within range of the SPD. Be sure to finish your hit strings so you can get distance or you'll likely be eating a SPD.Your main aerial tool will be j. strong which Gief can't anything about and sometimes j. roundhouse, which will counter his Lariat if timed properly. You can also effectively turtle against Gief and run the clock if you have to. Cr. fierce and Spikes beats his jump-ins and cr. forward keeps his Lariats and Green Hand at bay as well as stuffing his 360K throw if he does it too close. Do NOT try to tick throw Gief unless throwing for the win, and then make sure you can eat a SPD when you do attempt to. If Gief gets you corner trapped with tick SPDs, your best bet is to reverse with a Thrust Kick or jump backwards with j. strong. If you allow Gief to get in, game over.

Vs Sagat

I have this as a tossup of Cammy's fourth worst matchup between him and Chun. You can stuff Tiger Knees with cr. forward or punish them with a throw upon his landing. His Tiger Shots can also be stuffed with cr. forward and they can be clipped rather easily with j.roundhouse during a jump-in. His Tiger Uppercut has deceptive range and is likely to beat your meaty cr.forward if you do it too close. The worst situation you can be in when fighting Sagat is at the mercy of his Tiger Shots at full screens length. Backfist will counter a low shot and a Roundhouse Drill will counter the high shots, but knowing when to use either of those is the key to getting out of the predicament. Sagat has crappy footspeed and even crappier jump distance so if you can get in, be patient, punish his Tiger Uppercuts and don't lose any ground. Cr. fierce again proves as good anti-air if you are too slow to get Thrust Kicks off in time. Sagat soundly looses to Cammy's footsie game. Sagat also is actually not too hard to crossup, so keep that in mind as well. Also remember that your Spin Drive Smasher can blast through his Tiger Shots so remember to conserve to catch him offguard. Hooligans also work decently well here.

 

Posted by Mohammad on December 30, 2009 at 12:03 p.m. #5

Thanks for posting strategies for Cammy.

 

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