The c lp range change allowed for tic grabs that were true 3 frame, so it’s better when you want a true frame trap to use cr lp as 3 frame jabs can CH you if you grab. This forces the person to tech or jump/back dash after the cr lp to avoid the grab whereas with st lk you could 3 frame jab or tech or jump/back dash to deal with it. This is the best change she got in my opinion since she now has a true tic throw and she can combo from cr lp (CH) to cr mp cr mp. It also gives her another option besides having to start with st lk meaty every time to threaten a throw.
c LP, b+MP, s LP, s HP Yeah this is a good one. Sometimes doing cr mp or st mp after a blocked B. MP is good at catching people doing delay buttons as well, but st lp after is a true 3 frame trap.
cr lp to st hk is to beat the delay tech/back dash, but if they do it early you’ll get grabbed and if they do nothing you’ll whiff the kick and get punished. It’s basically another way to do a shimmy without actually doing a shimmy, but comes with slightly more risk reward. I only do it if I know they are going to tech, for example I’ll do a few dive kicks to get them used to that timing then I’ll throw in a jumping HP after they are scared to anti air and after the st hp is blocked I’ll go for a grab to see if they are teching. If they are the next jump I do jumping HP - St HK and I will almost always get the crush counter. It takes conditioning obviously, but that’s what Cammy is about.
For Bison. Don’t neutral jump. His weakness is he has to come to you. The problem is he has good normals that are plus, beats you in the air and has safe specials that move him forward. Because of this you have to play this match up a little bit different than other characters you can basically maul non stop. I personally don’t rush Bison down at the beginning. I try to space myself right outside of his F+hp and I look to see if he is charging. If he goes for F+HP you can cr mk xx spiral arrow to whiff punish it. If he walks forward you can st mk to poke to keep him out and if he dashes you can do cr lp TC or cr mp x2 if you are fast enough. If you see him just holding down back he is waiting for you to walk forward and will most likely poke with mp mks or use a hk scissor kick to pressure. You should bait this by walking forward into it’s range then doing a st hk to crush counter or dash back to make it whiff and then punish. It’s important you stand at the range to bait the hk scissor kick as it’s 19 frames of startup while lk scissor kick is 11 frames. They st lk version doesn’t go very far though and is punishable on block with st jab so they usually reserve that one for combos rather than neutral since mk and hk scissor kick are safe on block. Once you get the knockdown then you can rush them down and mix them up with shimmies, frame traps, grabs etc. If you get pushed back out just walk back to that range and wait for them to have to come to you to get the life lead back. They will usually make a mistake when they need to come to you. The Bison match up for Cammy usually means you have to have some reads/reactions to punish them along with good spacing rather than just block something or just jump/divekick in which is why it’s harder to deal with him for some people. You have to beat him in the neutral and then maul him on wake up because that is where he is weakest. Just be prepared because sometimes you will have to grab a Bison 10+ times before they will finally tech making it slow game to get your damage in. They say, “take the throw” for a reason.