Yes she does. Carups is being sarcastic, because compared to characters that have real mix ups Cammys are more gimmicks and is why people consider her an honest character. You wonât have any situations with Cammy where you can get a hit or knockdown and make the opponent guess really unless you call a wake up throw a guess. She is somewhat linear and straight forward in that regard. With that said her v-skill and hooligan dive kicks can be used to cross people up, which is sort of a mix up, but they have long start ups 36+ frames that can be reacted too and crush countered. Online with lag, or against opponents who donât know the match up you can get away with theses gimmicks, but with the opponents that know they really canât be used without risking 30-40% of your life bar. I tend to test them once to see if they can react then decide if I should use it or not based upon how they responded. In my opinion the safest way to test is on their wake up with st lk, cr lp, v skill. Itâs far enough away where you wont get grabbed or easily jabbed and is a more optimal safe spot in Cammyâs string as most know not to hit a button after a cr lp due to her frame advantage. At this range the v-skill crosses them up and puts you right on the other side of them at +2 on block, but they can still easily beat it out by mashing jab or in some cases a crush counter move as soon as they see the twirl. Itâs honestly about the same response time if not more as looking for her walk back shimmy to hit a normal/low to stop her to give you an idea. The point is that itâs very react-able compared to other characters overheads or 50/50 mixups which is why itâs more of a gimmick then an actual mixup.
With that being said to be good with Cammy you will need a solid neutral game, perfect anti air, tight frame traps and proper shimmy timings with grabs thrown in. You will need to be good if not perfect with hit confirming as one mistake is basically 40% of your life bar. Shesâs fast and has good tools, but you have to force your will onto the opponent to win as defending with her is not really an option with her low health/stun.
what about turtling with cammy or playing more patient with cammy like not jumping atht the opponent like literally just sitting back and holding down back and wating for them to jump or do something obviously stupid and then punish them get a knock them down and start your offense. i recently discovered this style and itâs been working for me with cammy
i find this styles works very well against inexperince players what is your take on this.
Playing a lame Cammy is for most opponents a nightmare. Because they think youâre the one who has to attack them and then you just sit there and wait for them to get in.
I once had a Nash who looked absolutly clueless at what to do, just because I stood fullscreen away and was teabagging him.
Playing lame with Cammy is playing the neutral really. Using st mk and cr mk to keep them out whilst using b+mp, st hk, or DP to stop their jump ins is a viable strategy with her, but itâs not really turtling. As long as you have a good grasp on the neutral and can react between footsies and jump ins then playing lame like this is fine. However holding down back, and not moving just allows your opponent to set up on you and take the advantage. Now granted, at lower ranks, sitting back and waiting for them to do something stupid and punish it is a realistic tactic, but once you hit gold or above that tends to not work as well. Youâll start running into people that will just dash - grab on you, go for tight cross ups or pressure strings that you can never seem to react to or punish. The down back strategy really sucks against characters like urien, balrog, Bison and guile as given the chance they can space and harass continuously with no repercussions so youâll never have a chance to punish them.
yeah i slight adjusted my take on turtling is this i netural jump whenever they come and attack and just anti air if they jump but turtling most definitely works which is crazy because most people think of cammy as rushdown and characters like e honda and characters of that nature as "turtle characters.
Also, does anyone think the following is viable? Itâs a quick little video I made for a safe jump after TC into SA. (If opponent quick rises)
If you forward jump LKâŚ
after Light SA it will trade against 3 frame SRK
after Medium SA it will lose to 3 frame SRK
after Heavy SA it will cleanly hit a 3 frame SRK (airborne)
If you empty jump after a Heavy SA, the SRK will whiff (this includes EX DP)
I did not record the following, butâŚ
If your opponent tries a 3 frame AA jab (not tested against all characters)
after a Light and Heavy SA, the jump LK will cross up
after a Medium SA, the jump LK will hit in front (I think any jump in attack will work here)
IF this is complete trash, please let me know and I will delete the video IF itâs decent, I will delete the video and improve upon it. IF this is old news, just tell me âWelcome to February 2016, glad you made itâ
Youâre making a pre-emptive decision to jump before you know what they are going to do (quick rise or back rise as well as DP) to setup a situation thatâs best result is an air trade into nothing. Iâd say itâs not a good alternative to the standard meaty setups; either dash forward or walk forward meatyâs as itâs much harder for the opponent to deal with but that doesnât mean you couldnât try it in a match as the cross up can sometimes be tricky to see in those situations. In general though youâd want to lead with the jumping lk if you are going to jump after the SA rather than empty jump unless they already showed they were trying to do DP it. So you could use this as a setup to take a little damage to get big damage over the match. For example on the first knockdown do the mk version to see if they dp, if they do then do it again but this time do the hk version and empty jump to punish it.
I actually like it, man! Have you tested against a different variety of invincible reversals? Most of them are slower than 3f in this game. If Iâm not mistaken TC xx lk.sa -> j.lk is a 5f safe jump in this season (used to be 4f), but I donât know anything about those janky interactions like the ones youâve listed (air resetting, different strengths and so on) or on what happens on different knockdown situations. Like Sun said, Iâve been eyeballing my meaties all this time and donât know a single setup.
Besides, doing this kind of research/exploration is always good for improving yourself, video or no video!
I was trying different things because I couldnât find an easy meaty set up after TC xx SA, like dash, st.mp after hk.sa. TC xx SA is something I donât think Iâve ever used outside of training mode. Iâve seen Cammyâs that are better than me use it from a jump in and Iâve never understood why, so I was trying to see what was so great about it. I know it combos from cr.lp and I use it in the corner if I have EX, but I still donât know why anyone would use it after a jump in.
I have not tested it that much. Thought of it in the shower and tried it really quick before work.
Lol, Iâll take your word for it. I didnât even know safe jumps existed in this game.
I think so too, Iâve never really tried to âinventâ something before. Every iota of info I know about Cammy and SFV has come directly from SRK or youtube.
Until a Kolin post getâs made Iâll just leave this here for now.
Both of her invincible reversals are beat by v-skill. Youâll spin right into her. Time it like you would a meaty cr or st mp punch on their wake up.
After lp and ex ice fists she is -4 and can be punished with a jab into special or b+mp TC if close enough. The timing seems a little odd to me but it might just be because its a new move Iâm not used to yet but the time to hit seems earlier then youâd visually think. Mistiming it is not pretty.
Her cr hk at max range can be difficult to punish. I think it might be longer than Karinâs. You can punish it with spiral arrow at any blocked range. If you have a read on it itâs best to jump with itâs long ass recovery. Do not try to hit into because the second hit will most likely catch you.
Her st hp has amazing range and CCâs standing and crouching opponents so itâs a good poke for them. Luckily our st hk beats its range and can catch it with a CC. Pulled this off a few times tonight. Since itâs at far range youâll have to do a dash into TC to get max punish.
Last thing of note. Her counter move is ridiculous. Easy as hell to do, is instant and counters any jump attack even cross ups. Does 180 to 240 damage and I think she gets oki in certain situations off of it (Poor Ryu man. This puts his parry to shame). This might also be a sign that Capcom is leaning towards better punishes for anti airs to cut down on jump ins. The way to beat it is the same as Ryuâs parry. Just donât hit a button and CC that shit as soon as you land for a massive punish. The recovery is pretty long so you should be able to bait it and punish in time. Unfortunately the ground counters are a little bit harder to punish. I did a st mk in the neutral and saw her whiff the counter so I hit st mk again and she was able to block in time. The move has a long recovery but with lag and input delay this might turn into a move with low risk high reward in the neutral. Itâs not like Ryuâs parry where he has to reach with something after. She automatically gets the damage so it could present a problem. Iâm also not a fan of the cut scene to the animation. Wish she just did the counter without moving the camera around. Not sure if the move makes you not quick rise-able but because of the camera change I kept feeling like I messed up the timing.
As far as her v-trigger freezing your stun bar. It can be a problem for Cammy with her low stun already, but even if she lands too hits and stuns you itâs still not as bad as getting hit by Balrogs v-trigger. The way to unfreeze is to hit her much like Fangâs poison.
@SunTzu81 , thanks for ur information :), may i know which one is her invincible reversals?sorry i didnât try lol, and her counters is a bit difficult to deal with,we canât trigger happy with our st.mk anyway if she has a read, and frost bar is ouchy ==