Cammy General Discussion: To Bee or not to Bee

We’ve had this discussion before on the Cammy forums and in general discussion and shit. Certain people say they can visually hitconfirm the cr.mk hitting but honestly… there are other things that are better indicators for deciding to cancel from cr.mk imho. If you see startup or recovery of a move you can decide to cancel because you know almost certainly it’s going to hit, another way is seeing them standing and then committing to the cancel.

For me this is the only way i can “hitconfirm” of a single cr.mk, reacting to the hitspark in anticipation of it hitting is impossible for me.

What has helped me to confirm off of Cr. MK into Spiral Arrow in neutral is to buffer the QCF input during The Cr.MK. if it hits, press K. If not , don’t press K.

Negative edge

Yeah, no. I dont think that normal has any play in it for hc. Karin I can hc her cr mk. Cammy, i cant figure out. Pretty much i got to see em stand, walk forward to hc. Which id ridiculous.

Ranked is hilarious because no one wants 2 actually get better they just want the W. I find it funny tho cause people do the weirdest things in ranked.

“SFV Bug fixes: The issue which added an additional frame of lag to PlayStation 4 fight sticks on PlayStation 4 has been identified and patched. Now input time is unified across PlayStation 4, legacy controllers and PC.”

I cannot tell you how fucking excited I am to hear this and that it came so soon. Holy shit now I won’t drop meatys when going from PC to PS4 due to that one extra frame of lag. It seems like it’s so minuscule but dashing in to beat a wake up 3 frame jab is 1 frame specific. It’s the difference between doing 250 damage or eating 300+ damage for Cammy. The one extra frame of input delay meant I needed to hit my dash/button one frame earlier to compensate. This cost me so many games. Now finally I can stop blaming the lag and just blame myself for dropping a combo. Everything is right in the world again.

Actually the window isnt 1 frame specific. cr.MP has 3 active frames and s.LK 2 active frames meaning it’s 3 and 2 frame specific.

and considering the input buffer this game has there exists no true 1 frame setups/combos unless you have to walk up to combo

Thats ranked in basicly any game.
I used ranked in SFIV later to learn new chars. It was the way I learned Rose,since noone could deal with the reflect,the backdash or play footsies in ranked.

In endless I played some better people, I actually had a group in IV and now is everyone gone,cause… reason.
However in endless I actually played people that were serious and it was actually the way to improve.
The more strange thing was that most of the stuff I practiced with Rose carried over to Cammy, outside of all the setups, I prefered the pressure way anyway…

What I want to say, you’re right people in ranked don’t want to become better,they just want the W, thats why flowchart Shotos are allways a thing,even in Super Plat…

One buff.

I just want one tiny buff. That’s all.

Can her CA have a slightly bigger hitbox and/or and slightly smaller hurtbox? Is that too much to ask? I’m tired of losing matches because someone jumps at me late in the game and I react with a CA, which works most of the time, but recently I got beat by an air-tatsu by Ken and a Ryu j. LP.

Just DP xx CA and all your problems are solved.

Oh I agree with you, but let me put this into context so it will make more sense why I’m so excited for it specifically. So say I have bad reactions and I hit cr mp on the last possible frame after the SA dash to meaty a 3 frame jab, that means I only have 1 frame to hit the meaty even though technically yes I could have hit cr mp 2 more frames earlier for it to work as well.

So why does a 1 frame adjustment matter on PS4 if we get 3 frames anyway? As far as I know the buffer only rolls forward, so the button must be pressed early to utilize the extra buffer frames otherwise it still can be a 1 frame specific move. Now on the PS4 the input delay was/is 1 frame larger than PC, so you have to hit the button 1 frame earlier on PS4 to equal the same input timing you would playing on the PC. That means PC players are used to hitting a button later based upon visual cues than those playing on the PS4 to hit the same timing. Now since the buffer favors you only if you hit early and not when you hit later, the 3 and 2 frames you speak of actually shrink to 2 and 1 frame links for the PC user playing on a PS4 as they are used to hitting buttons with their slightly slower input timings. Yes the buffer is there but we have been practicing trying to hit that buffer one frame slower which is the opposite of what you want to do if you are trying to gain the maximum benefit from the buffer.

Now you can argue, “You should just be learning to hit faster on the PC to try and match the PS4 timings”, but again that still shrinks the PC users buffer window to 1-2 frames and can result in the move not coming out if done too early. So a move could work on PC but then didn’t work on PS4 even though it was the exactly same timed input and that is where the issue was.

You also have to keep in mind the already larger than usual input delay in the game and how this makes it harder to react to things in time. When I’ve watched replays using frame trapped I counter hit/punish almost 50% of my attacks on the last possible frame (anti air, wake up reversal, dash punishes). That means on PS4 I would lose to those counter hit attempts whereas I wouldn’t have on the PC making this 1 frame difference huge for me. Yes it was an advantage on PC, but it became a huge crutch when playing on PS4 at tournaments.

I wish I could increase my reaction times, but I don’t know if it’s physically possible. I average 350 ms on this game:

What’s your response time?

That’s 21 frames. I can get it down to like 18 frames if I’m anticipating the move, but that’s about it.

If you’re curious why this was an issue or how it feels with different input delays, try playing on PC with v-sync off and try to tech a grab after landing. You’ll find you’ll miss it as you’ll input the grab to early. You actually have to wait longer to hit grab to beat their grab as you’re input delay is lowered. This means you can react to things later, but you still have to time them properly. It just goes to show how important our visual timings to input timings are in this game. The more unified the game is the better it is for all of us and that’s why I’m so excited about it.

Honestly I’m not going to be surprised if a few PS4 players are like man I’m dropping combos after this update as they may be hitting too early and completely missing the buffer now.

tl;dr

But yeah, just do the setups then. It’s read based anyway. Look how they recover and adjust your timings and setups accordingly. You do way too much math, just play man.

Wrong thread.

Yo did you guys watch the TGS SFV tournament? Top 8 had hella Cammy! Grand finals was heartbreak for Poogko as he lost to Gamerbee. Poogko lost the game because he didn’t DP+HK Necalli. The DP+HK would have been in range and would have killed! As a general rule when AA DPing with Cammy, always use DP+LK but DP+HK will reach farther than the opponent thinks it will. I’ve won many GAMES with the range of DP+HK. Lots of Poogko and Kazunoko Cammy to watch on youtube soon!

I’m a pad player but I have no trouble switching to stick on a moment’s notice. I like to lounge about when I play, not possible with a big heavy stick.

Think I saw Kazunoko use s LK, c LP, s LP, s LP, s MP, c MK block string with a tiny walk towards gap in-between the 2 s LPs.

Cipher is gonna be PISSED with the two top 8 cammy representatives we had in that tournament. What a glorious day. Too bad for the team kill though.

Yeah, this year Japan Cup’s top 8 had lot’s of Cammy action and the grand finals were a total DP fest :smiley: I was totally rooting for Poongko when he came back from losers, and even more when he reset the bracket. Poor guy, always so emotional.

How do you guys feel about letting the opponent up instead of using a meaty? It’s more honest, resetting the neutral. It might be good since a walk back to c MK, special move will punish wakeup buttons. Her walk speed might mean, after letting them up, walk towards to that s LK, c LP, s LP, s LP, s MP, c MK block string could still work. I heard LI Joe I think it was say it on a podcast that Japanese players tend to do this often.

I feel like your game has far less pushback than mine

In a game where offense is the best you can get and with characters having really shitty defense and with people not learning how to defend properly I don’t see how letting someone up and NOT putting them into a mixup on wakeup is a good idea unless you wanna shimmy them because your predict a tech/dp.

Also who cares about honesty, I want to win, fuck honesty in my playstyle. On top of that the blockstring doesn’t work, the best Cammy can get are 3 lights and even if it’s a stagger string theres no need to use it unless you’re fishing for something specifically.

Well of course it’s for a shimmy. Anyway here’s a Cobelcog grand finals. https://www.youtube.com/watch?v=s2DWDgIK_ag