I’ve been playing SSF2T for a while now, but not really on a professional level. I thought I might share some of the strategies and tricks I’d come up with, as well as questions I have, and see if any of you might have some suggestions to make, or just general comments.
My game revolves largely around pokes with the down forward, standing forward, and cannon drills (the latter for block damage, to force action, and as rarely as possible). If I have to jump in, I almost always use her jumping strong, which seems to snuff a lot of attacks; still, I try to keep to the ground as much as possible.
Against a hangdful of characters, she has a painfully easy dizzy crossup: crossover strong, standing fierce, thrust kick/cannon drill. This seems to work against Blanka, Honda, T.Hawk, and Gief…maybe others, but those are all I’m sure of. Blanka you can cross over with the jumping roundhouse, but only if he crouches for some reason. It looks really nifty, but it’s not really useful.
Wherever possible I try to chain standing strongs/fierces into a downforward -> cannon drill. The former leaves you at perfect range if you jumped in or somesuch, and the latter if you’re deep enough for the close fierce to come out. Icidentally, either chain will dizzy off of a crossup short, but won’t combo after a non-crossup jump-in.
Against characters that can’t reach after a thrust kick, her jumping strong, standing strong, thrust kick/cball jump change up seems pretty lethal. I substitute a fierce for the second strong a lot of times, as it masks the cannonball jump better, but it stops the thrust kick from connecting on a lot of characters. Annoying, but them’s the breaks. Another change up I use is a bit more complicated. I’ll often try to get them to wake up into a turn knuckle, which gets followed by a down forward -> cannon drill most of the time. Since this doesn’t actually link, it’s possible for people to counter it; and if they start getting greedy with the shoryukens, that when the cball jump comes out to catch them on their way down. When they’re not waking up into a turn knuckle, I’ll often use the slide that comes from the end of an unfulfilled cannonball jump, or else go for the crossover dizzy and pray.
A risky, but fun change up I’ll occasionally throw out, is jumping strong -> standing fierce -> jab turn knuckle. If your enemy knows how to counter it, it’s pretty useless, but the funky collision on the jab turn knuckle makes a lot of counters whiff. Most players will see their chance, and then be left gawking as the sweep/pile driver/whatever passses right through cammy and they’re smacked by the turn knuckle. If they’re well trained enough, they may just sit there and take the double dose of chip damage. Risky still; if they wait a little longer, instead of reacting immediately to the openening, it’s much easier to counter, and of course uppercut-style moves beat it most of the time.
So… away with the questions:
The cannonball jump. We all know you can tech out of it by pressing kick with the stick in neutral. Is there any practical use for this? I tried, for a while, to bounce thrust kicks out of it, but she seems to take several frames to recover from it, which is really inconvenient.
Sometimes, she does a stomp on their face; sometimes, she grabs and flips them. They have different recovery times, and leave the enemy at different distances. Any idea how to control this?
Honda. Is there any hope?
I can’t seem to get the roundhouse cannon drill to combo properly; it seems to work differently with different characters and at different distances. On a lot of characters, it seems like it won’t combo if I’m too close, but will if I’m farther away, which strikes me as strange. Not too terribly important, as I almost never use anything but the short cannon drill, but strange none the less. Any ideas as to what’s up? Is it just me? =)
That’s pretty much it. Suggestions/thoughts/comments?
Also, Mazaka, I read some of your Cammy commentaries in some older threads. In particular, if you have any advice to offer, I’d love to hear it =)