3-7 matchup. I’m serious.
I’ll try to be helpful. I’m trying to learn the match-up better currently myself.
In terms of footsies, use a lot of f+MP, s.HK, and c.LK. If the Cammy likes using c.MK, start using more s.HK, c.LK, c.HP (risky) or HK Tsurugi. The biggest tools you have to watch out for on her end in terms of a ground game are s.HK, c.MK, and anywhere near max range for her three normal SAs. Buffer poking doesn’t really work with s.MP or c.MP, there’s not much point for Cammy to excessively stay on the ground or actually attack you, and her specials are airborne. Plus she walks faster than you can react to, she’ll walk into range before you even know it and get punished for a blocked MP/EX Hayate. Basically, you want to get to a position where you can Tsurugi, dash, c.HP, or f+MP; FA use should be generally limited to trying to punish max distance SAs, because Cammy walks far too fast to use it at mid-range consistently - she’ll have walked out of range more often than not. Do not jump directly at Cammy, her AAs are insane and easy to use at any occasion, even outside of her Cannon Spike.
Once Cammy is knocked down, you have to delay all your safe jumps by 1 frame. Use:
EX Oroshi, dash, c.LP, neutral jump HK OS c.HK (c.HP misses :()
Back throw, s.MP, neutral jump HK (bad positioning, but it’s the only way outside of delaying the normal setup by 1 frame)
Punish DP with Yamase.
The big point to this match is AAing and someone starting pressure, much like vs. any dive kick character. It is TOUGH to AA Cammy outside of a Fukiage. Different timings on her Cannon Strike will vary your normals’ effectiveness, ranging from AAing, whiffing, or plain getting counter-hit. You can FA any CS for a free crumple, but it’s quite risky as she can j.HK, HK DP, or empty jump throw, or empty jump c.LK > s.LP, or even empty jump U1. Ultimately, it’s a guessing game. The best advice I can give for AAing is to Fukiage if able (helped by using f+MP or light attacks excessively and looking for the jump) or to use a very late c.MK, or a relatively late s.MP. s.MK and a well timed c.HK will win more often than not to a high up CS, but EX CS will wreck them.
Once Cammy is in, it’s rough. Extremely rough. Basically, you cannot press buttons, at all, ever, in a million years. Her frame traps are brutal and allow for easy hit-confirming from one normal into a multitude of others. You basically have three options when under pressure: mash EX Karakusa (I’m ashamed to say, but this is important), crouching FA/throw backdash, or blocking. Do not try using the c.LP+c.LK+c.MK tech, it’s far, far more trouble and risky than it’s worth since Cammy lost her ability to CS on command without meter. The hardest part here is escaping; try pressing buttons and you’ll eat a fat combo, block excessively and you’ll give her a bunch of meter and eventually get thrown. Just try to safely get out and don’t get overeager with your escape options unless you’re given a reason to use one specifically.
Cammy’s throws lead into mix-ups, especially rough because of her dive kick and decent cross-up. In specific, her backthrow leads into a cross-up/dive kick/empty jump mix-up hell that can drive you up a wall. I believe you can FA absorb dash forward either attack if she jumps from cross-up range and punish a CS, but don’t quote me on that. I also believe there’s an OS block here: block back, then block forward immediately after. Can be messed with.
Other things of note:
- j.HP is a fake cross-up against Cammy in the corner.
- Don’t always quick rise. All of Cammy’s combo ending specials can get teched, yet you’ll find that’s the expected result and you’ll have to contend with a meaty. On the other hand, don’t always stay on the ground, you’ll be in the corner in two knockdowns flat.
- Escape U2 is viable - Cammy can’t punish it in a lot of cases, save for a DP FADC attempted on your wake-up. Even if she has U1.
- You can use a “reversal” crouching attack to duck under meaty Hooligan Throw. Otherwise you’re screwed. One popular time for an uncrouchable HT is after U1.
- If you block FA2, don’t tech at all. You’ll die.