Cammy has 950 health (50 less than Bison) and 950 stun (equal to Bison).
Cl.LP, godlike +4 on block, excellent at anti airing cross up attempts.
S.LP, +3 on block.
C.LP, +3 on block.
C.LK, -1 on block.
All of the above all Cammy to put on strong close range pressure. All of them have 3 frame start up and are all chainable
Cl.MP a good anti air for characters directly over her head.
S.HK reasonable poke and strong anti air. Can be countered via focus dash and punishable if blocked at close range (-6 on block)
C.MK 5 frame poke with moderate range. Most common poking tool, normally buffered to Spiral Arrow.
C.HK, not often used, -8 on block.
Cl.HK decent close range anti air but dreadfully unsafe on hit (-7) or block (-11).
J.LK, her cross up jump.
J.HK her best air to ground jump in. Deceptive range and difficult for Bison to anti air with S.HK
Her throw range is limited. Joint worst in the game.
Her air throw has the slowest start up (5 frame) and least range in the game.
Her Focus Attack is quite good.
Forward dashing after a level 1 focus attack leaves her at -2 on block or hit.
Forward dashing after a level 2 focus attack leaves her at +4 on block.
Excellent anti air with a fantastic hitbox, lots of invincibility and has a large amount of active frames. Covers a huge range.
Can be FADC into another Cannon Spike, Super or Ultra.
When used as an OS from a jump, will beat all 4 of Bison’s EX reversals, but will mostly whiff against backdash and can be punished if Bison Teleports.
5 frame start up so can be safe jumped off a throw.
Can be stuffed clean with Bison’s Pesudo Fake Safe Jump.
Massively unsafe on block.
Leaves Cammy at -1 after a forward FADC.
Air to ground special move with good frame advantage on block and hit.
Only works off a forward jump.
Can be blocked low or high.
Very difficult to anti air for Bison.
Best counter is to try to get it to whiff in front of you and pressure her from there.
If you have to block it the higher you block it the less frame advantage you give her.
If you know one is coming in from really high you could try to focus attack it but thats highly risky.
If you can predict one at close range, neutral jump hard kick works well.
The EX version is demonic. No height restriction means it can blow up crouch tech hard. Even more frame advantage on block and hit.
If it hits low to the ground it can combo into Ultra 1. Works off neutral and back jumps making it deadly counter to Scissor Kick pressure.
Cannon Strike can cross up but that will most likely will occur if you happen to be blocking in a crouched position.
Mainly a combo ender for Cammy. Knocks down on hit. If it hits twice, it perfectly sets Cammy up for a cross up J.LK.
Will be thrown out randomly from time to time as a get in tool.
As an OS it can counter backdash and teleport, but will loose to EX.PC.
Stuffs Scissor Kicks but whiffs against PC.
She can punish EX.PC on block with Spiral Arrow if she blocks it from a little further back than point blank range. But point blank EX.PC is safe.
Massively unsafe on block at close to medium ranges, but at far ranges it can be made safe.
Hits twice only at close range. At medium to far range its highly susceptible to Focus Attacks.
Can be stuffed with C.MK. C.HK will also win if its already gone active.
At close range the first hit can be FADC. If she dashes forward from this she will be at -1.
Cammys dedicated Focus Attack breaker.
Safe on block and allows her to start a block string. Juggles to Ultra on hit.
Projectile invincible. Has a lot of low and mid body invincibility but upper body remains exposed throughout the move.
Comicly slow, easy to counter hit her out of it.
Poor move that won’t be seen much.
Can be used as an air grab, ground grab or a sliding knockdown attack.
Strength of move determines the range.
The slide is -1 on block.
EX version tracks and can be a good move punisher.
While the air grab is quite effective the other 2 options are not.
The ground grab does not connect on crouchers and the slide attack is very slow coming out.
As a result a Bison player can simply crouch and mash C.LP on reaction to this move and get a free combo off it.
Most Cammy players will use it very sparingly as a result.
The ground grab if timed correctly will connect on a waking opponent even if he is crouching. This is because
that on the very first frame after recovery from a knockdown the game considers the character both standing and crouching.
You can counter this by pressing any attack button along with crouch on the very first frame of recovery or much more simply by performing a reversal.
Good super with good damage that can be combo-ed into. Mostly seen cancelled from Spiral Arrow.
As an OS it can counter backdash and teleport. EX.PC, EX.DR and EX.HP whiff and allow Bison to punish.
Can punish EX.PC on block. It can also punish a HP.PC blocked at point blank range but it barely connects
-35 on block, punish with anything.
Excellent Ultra. Can be set up from an FADC Cannon Spike or off a hitting Spin Kunckle.
As an OS it can counter backdash and teleport. EX.PC, EX.DR and EX.HP whiff and allow Bison to punish.
Can Punish EX.PC on block.
-35 on block, again punish with anything.
Counter Ultra that Cammy will almost never use. Least she won’t if the player is half way sane.
Counters all none armor breaking moves. U2, PC and throws will beat this free, otherwise wait till she goes into recovery and punish.
Bait and punish.
General Match Up Info.
Bison has a bit more mobility than Cammy although shes not exactly slow.
He wins the footsie war on the ground.
Her damage output is better than Bison’s.
Air to air neither character is dominate. Cammy has a lower jump angle than Bison so it can be quite awkard to hit her.
Air to ground Cammy completely dominates. Mixing up Cannon Strike, EX.Cannon Strike and J.HK can make Bisons life hell.
Cammy on the other hand has so no such problems with both an excellent normal (S.HK)and special (Cannon Spike)anti air option.
Bison will want to try and keep her out. Footsies on the ground, along with Focus Attacks to deal with Spiral Arrow. If you can snag Spiral Arrow a few times with focus attack you will make her very weary of using it. He will also want to stay out of the corner as much as possible.
Keeping her out when shes in the air is tricky. Neutral J.HK and J.MK are good if you make a prediction.
Otherwise its a gamble using S.HK, you may get lucky and get a counterhit, but if you get your timing wrong, Cammy gets a massive reward.
C.HP is somewhat effective against her J.HK but because she could switch over to Cannon Spike at any time, you need to be confident thats what she’s going to do.
You can also use EX.PC to get away, but she could OS that with Cannon Spike. Don’t do this is she has Super or Ultra 1 stocked.
If possible try to get her to whiff it in front of you so you can start pressure off C.LK\poke\LK Scissors. But be careful, Cannon Strike is active all the way to the ground. Miss time anything and your eating big damage.
Cammy’s Pressure Game
She has several ways to score a knockdown, random Spiral Arrow, C.MK buffered to Spiral Arrow, combo into Spiral Arrow/Cannon Spike, Cannon Spike anti air or a tick throw. Once she gets the knockdown she can start her godlike pressure game.
If Spiral Arrow hits twice, she’s in perfect postion to cross you with J.LK. If you block this, mash RDP Teleport like a mofo (except if your in the corner).
Block Cannon Stikes high to reduced frame advantage and reduced the chance of a ambigous cross up.
If you have no meter don’t bother Teleporting or back dashing, she will have an OS to cover that.
If you want to trade some damage for the chance to escape, you can use DR/HP to take a reset and take your chances from there. Don’t use this if she’s crossing you up or if your right in the corner (unless you have meter to EX.PC on recovery).
Her cross up game is quite ambigious due to the fact that she can change to Cannon Strike in the air. Its all about experience and reads here.
If she direclty jumps in at you and you have meter mix up Teleport and EX.PC for a 50:50 to get out.
Once she has U1 or Super stocked, then the 50:50 can lead to Cammy landing a a raw Super or Ultra.
Dealing with her block strings. Crouch tech is good when she doesn’t have meter, and remember she has less throw range than other character. Learn the range she can throw you from so you know when to stop pressing buttons. Her counter option is frame traps. Once she has meter but extremely careful about crouch teching as EX.Cannon Strike will blow it sky high. Look for gaps to EX.PC through or teleport out if your not near the corner.
Life becomes much more difficult when she has Super or U1 stocked. You can FADC an EX.PC but thats very costly on meter. You could use and empty EX.DR and hope he won’t react to it with Super/Ultra, or you could extend an EX.DR late in attempt to bait a Super/Ultra. Very risky when near the corner as she can simply back dash and punish you if she reacts properly.
The worst case scenario is being pushed to the corner when she has meter and Ultra stocked and you have no meter. Even with some meter of your own its extremely grim scenario.
After this is a matter of taking a gamble with a normal or a jump out or correctly guessing and teching a throw.
If your totally Boss or f**king insane you can use S.LK or C.LP to interrupt an EX.Cannon stick.
Bison wins on the ground with pokes and Scissor Kick pressure. Like in most match ups Bison does well if he can get his opponent to the corner. He just has to be mindfull of EX.Cannon Spike off a neutral jump the same as he has to be mindful of other characters neutral jumps. If he see it coming he counter with J.MP or even a Focus Attack if he’s close.
Bison can safe jump her Cannon Spike off throws, stuff with the puesdo safe jump set up. He also has unblockables off both throws. See the 2nd post in the Bison Labworks thread for details on these. He also has a safe jump set up off slide FADC backwards J.MK.
If Bison gets Cammy into the left corner, J.MK will not cross up. J.HP will not cross up unless peformed very late. J.HK will cross up.
In the right corner, all 3 moves will cross her up.
Ideally you will want to time these jumps in’s to be meaty otherwise she could walk her self out of them unintentionally. Whiff C.LK off a forward throw or C.MP off a backthrow before jumping. She can anti air these jumps with Cannon Spike but off a back throw she will have to reverse the input.
Cammy has a quite a large hitbox which is quite a suprise given her small size. She’s easy to cross up with J.HK and pretty much all Bison’s obscure combo’s work oh her. You can even land J.HK,C.MP(delay it slightly),C.MK xx PC/SK as a cross up.
If your going OS Cammy I recommend S.MK against her backdash. S.HK tends to whiff.
Don’t bother going for Head Press chip on her wake up. Cannon Spike beats it clean.
Thats pretty much all I got for tonight. If I think of more I’ll add it. ~~Azza