Cammy vs Turtling Balrogs
Any words of wisdom you guys can send my way about this match-up? I've seen vids but it looks like you have to out-turtle him and that's no fun. My strategy is rushing the crap out of him and it's proven inconsistent. My main issues are his jab (I don't believe Cammy has anything as fast), his headbutt (Cannon Strike doesn't beat it, and it trades in his favor), and her lack of a solid cross-up.
Any other Cammy or 'Rog players willing to help?
Responses (4 total)
it is one of those matches that if it is a tourny match can be boring if cammy hasn't got a health lead.
like casper said you will have to poke the turtle out of his shell. play patient and safe, balrog easily punishes cammy and as cammy's weakness seems to be down back this suits a balrog player with a health lead.
use instant cannan strikes to build meter from full screen away then you can start to use fadc to make your moves safer. another cool trick I've seen is when cammy will sit just outside of boxers sweep range then just dash forward and throw, then when your opponent picks this up and adjusts you can cannon spike or spiral arrow.
her short is her best cross up and cr.short is also 3 frames so it's the same as rogs jab
Like first response, to beat a turtle you're going to have to give him opportunities that he think he can take advantage of and punish him when he comes out of his shell. For example, a deep Spiral kick is punishable on block by balrogs cr.lp, cr.lp, cr.lk heavy hb bnb combo, but spiral kick is not punishable at the right distances.
So like Gief, you give them an easy punish (especially if they're turtling) so they can whittle down your stamina, then you give them something that looks like a punish, they react on that easy damage and you punish, i.e. whiffed spiral arrow to (hopefully) blocked cannon spike/ultra etc.
also the Spin knuckle, although unsafe, will break armor and go through a lot of balrogs dash punches (albeit hard to do on reaction). You can apply pressure with safe jumps and spiral arrows. Savor every life lead you get and wait/build meter, low level rogs will get impatient, rush, and lose, but others you will have to bait and punish HARD since you'll only get one or two opportunities.
In this match Cammy definetely needs to take chance to win the match. Use your back dash and lk spiral arrow to make Balrog whiff rush pnches so you can punish, throw him out of all ex rush punches. And learn to bait out certain reactions from the player with dive kick and take advantage. If they like to jab after your dive kick - cannon spike, If they do nothing - throw, and then you can start your mixups to get the lifelead. Lastly, make sure you land cannon spike into Ultra you need all the damage you can get in this match.
Note- The BnB cr, lk, lp, lk, spiral arrow whiff's on Balrog, instead use cr. lk, lp, lp, spiral arrow
It should be noted that Boxer's L attacks (punch, kick, standing, crouching, close or far) are some of the fastest in the game. They are his key moves to start his link/BNB combos, as it always lead into the Buffalo Headbutt and subsequently into his Ultra or his EX loop.
That being said, being a non-projectile character (like Cammy) against a Boxer with a life lead is difficult to get in on. Certain projectile characters make it easier in that the recovery on their projectiles allows for more opportunities to exploit if they choose to apply pressure from a distance (Seth and Dhalsim don't suffer from this as much because of the range of their limbs, and Guile doesn't suffer from this much because of the charge nature of his projectile which has less recovery than others which don't require a charge).
With any of these non-projectile characters, you have to play a footsie-like game in order to bait reactions from the turtling character.
Specifically with Cammy, I'd look at her Cannon/Spiral Drill as well as the Hooligan Combination. I'd space these effectively to fall just outside of the range of Boxer in bait a Buffalow Headbutt. With the Hooligan Combo, you would have to fall short as well.
I'd also recommend adjusting the space on these moves to randomize actually hitting the turtling opponent with the very last frames of either of these moves (by all means don't use the throw version of the Hooligan). This shifts some of the pressure to the turtler, in that you can start chipping if you have the time.
Of course there's a high risk/reward ratio with this approach, but if you have a problem with a turtling character to begin with, you don't have many other options at that point.
