So let's share stuff we've learned as being mains for characters:
The biggest thing I learned by being a Cammy main is to NOT do a Spiral Arrow when I want to but when I don't want to. Everytime it looks like its a good time to do a Spiral Arrow... its actually a bad time because I almost always get punished. Now I throw out Spiral Arrows when I feel like I shouldn't and I usually hit who I'm facing.
I love her V-Trigger. It can be a game changer. It's another move of Cammy's that I should do when I feel like I shouldn't do it. The more random the V-Trigger... the better it is.
NEVER JUMP... especially against Nash.
Don't rely on Hooligan Combination so much. I can't help it though. I love that move so much.
Don't let Ken players bully me into a corner.
Don't let Karin players have better spacing than me.
Don't let Ryu players go Hadoken crazy even though they're gonna do it anyway.
Hmmm... I'm thinking of more...
Here's as much of my Cammy tips and tricks as I'm willing to publicly divulge:
1. Incorporate her j lk, it makes everything else possible.
2. Don't let players ever get away with jumping any closer than 2/3 screen distance away, ever. St hk is probably the best mid range (read: jumping to close distance but just out of attack range) AA in the game, and b mp is even better for jump ins that are in range to land.
3. Throw more than you would with other characters. She doesn't have an overhead, so Jump/low/throw is your mixup.
4. cr hp is excellent but frequently misused. People use it to poke... what? Use it to punish.
5. Crouch block more than you would with other characters. Health is important and it's better to eat the weak overhead or throw damage than to chance taking a big combo or even a knockdown. Also you can blow up cross ups sometimes by crouching.
6. Know your max damage combos and practice them. This is especially important with her.
His B+F won't really work against any good zoner (unless he uses the EX version) and his d+u k and d+u.p are really predictable and can get dealt with.
Sometimes zoners can just switch up their moves to bait out that charge move. That heavy version of the b+f charge move is punishable.
But similar to Laura, when I know that he has that meter to work through my fireballs/ traps (as FANG) I'm either not going to do them as much or be mentally prepared for them. And Alex's EX one can be punished very heavily, probably even with a heavy normal.
I meant as far as punishing stuff (fireball/ryubenda in your case) from afar, not just to teleport. I think EX stomp is safer on block than elbow in the case of burning meter to close the gap (also you can vary the distance to make it safe on whiff).
That's true for her BnBs and her mixup tools, but does she really have better approach options and AA?
Definitely better AA (cr mp and WAP), approach options is debatable since Alex can get full screen and destroy projectile zoning when he has meter and/or V-trigger, but Mika has the charged HK, speed overall and some crafty normals like f + mk, cr hp, sweep, etc to close smaller distances.