You mentioned people jumping at you in an earlier post, how exactly is a DP too far away then? Cammy her CA goes almost fullscreen, extremely fast, combined with a DP xx CA it is HUGE damage as an anti air, gives great knockdown pressure, can even be used as a corner escape. What more do you want from a CA?
If they are far away, why are you trying to anti air then, just walk forward then until you can anti air their jumps with a DP.
Im sorry but this seems like such a non issue unless you are trying to catch people jumping away and at that point it’s a risk to do in the first place. Almost no character can chase down backjumps as good as Cammy.
I’ve been thinking, Cammy has a few special moves that allows her to switch sides, sometimes it’s good…more than often it gives worse positioning.
[list]
[] EX Spiral Arrow
[] VT Spiral Arrow
[/list]
She also has EX Divekick and V-Skill but those aren’t an “issue”.
I would like it if you can be given the choice to switch sides. After chasing a character like Ryu or Guile and you do EX SA and if you are kinda close to the corner you give them a LOT of room to run away again.
Same goes for VT SA really(hough close to the corner this isn’t and issue for VT SA, it won’t switch sides).
A button (combination) so that you can decide to stay on the same side or switch sides. When you are in the corner you can then combo into EX SA and switch sides, which is great midscreen it’s otherwise “useless” as combo tool and even as a tool to go through projectiles it gives knockdown pressure but switches sides.
How about this for EX SA:
[list]
[] LK+MK = same side
[] MK+HK = switch sides
[/list]
For VT SA:[list]
[] LK or MK = same side
[] HK = other side
[/list]
Yeah if you aren’t using both attacks of the V trigger use v trigger DP. It does more damage and is a faster move than the V trigger SA. Cammy’s DP+HK goes SOO far, agreed. DP+LK is the most common version though. They usually try to crossup. Here’s video of the s LK, c LP, c LP, c MP, c MK. The s LK into c LP can’t be 3f jabbed, the c LP, c LP is a normal hit hit confirmable 2-hit for a Spiral Arrow or Cannon Spike DP combo. After c LP is blocked, they can’t 3f jab the c MP. If they try to, or do any non-invincible move, the c MP CH combos into c MK into SA or DP. There is a big gap in-between the c MP and the c MK though so try to counter-hit confirm the c MP before you do c MK if possible. Then, VS a day 1 Urien! https://www.youtube.com/watch?v=0IxWAxa8vSwhttps://www.youtube.com/watch?v=-SgsahOm8K0
Now that you mentioned side switching… I played against this Cammy player named xGuisty (I believe either him or haztlan are the top ranking Cammy here in Brazil) who would special cancel into ex hooligan and/or divekick the fuck away of the corner.
I got told today that I play defensiv and reactionary.
Guess I play the wrong char,it was nice with all of you, but it seems I’m not made for Cammy. walks out the room breaches trough the wall back in
To hell with that! If I knew how someone plays up and down it’s totaly fine to do this!
I need a break from V anyway, since I play on PS4 constantly against Super Plats it’s getting boring.
I’ll still be here,if someone has stuff for the techthread I’ll do my job.
@Cipher Honestly to me it’s starting to feel like we need to play Cammy more defensive and reactionary or at least make it appear you are. Rushing in non stop mainly results in all blocked attempts, tech’d grabs or a reversal in your face. On the flip side faking rush ins has benefited me more recently as people are getting so used to her block strings and setups. You basically have to play opposite of what everyone is expecting to get them to fall into stuff so to speak.
It wasn’t even this. I played this Laura and knew what he would do, so I just waited and blocked the sweeps and anti-aired the jump-ins.
Waited for him to be - and took my turn.
As I got bored, I started to jump a lot,what should actually have killed me.
Thanks god he couldn’t anti-air.
Fake pressure and setups are actually quite entertaining. Since I’m not allowed to tell names, I say it like this.
As I tried to get back into SF with IV back in 2013, I searched for numerous people to practice with me, I’m actually a fast learner,but I need some days to get the stuff into my head.
I had one who said me over 30 times in one session I should stop doing cr.mk at this exact same point over and over again and I just couldn’t. It took me some days till I changed this entirely.
I basicly knew the whole time what I was doing wrong,but I couldn’t adjust at the moment.
Later then, I got someone else to “teach” me, it was actually him whinning about bad MU’s that weren’t bad,while I tried to learn something. So I got a bunch of Crossup Divekicks and Setups ready and used them and everytime they got blocked. So Instead of doing H divekick in the setup for the crossup, I started to use L and hit him in the front. He couldn’t actually block anything on wakeup anymore,since I just faked the setup and did the opposit.
I run into this problem over and over again, I know what I’m doing wrongb,but I can’t adjust at the moment, I need some time to reflect and think about it.
There was someone I played during Beta 3 I guess, who had this incredible braindead Ryu.
He mashed DP on wakeup and as soon he blocked something/got hit or did wakeup neutraljumps, not to mentoi how his entire gameplan was basicly “if I can’t jump in, I run to the other side of the screen and chuck plasma without end.” I don’t know how often I lost this day against this incredible stupid way to play. The next day I played on PS4got again 4 times matched with him, he lost out of the 8 rounds 4x perfect,since I shut his entire gameplan down and he started to panic left and right.
The sad part is, he uploaded the match from the first day,but refused to accept that the second day even happend.
I don’t care anymore what others say. The best way I learn is by doing lots of mistakes and realise them myself, I might need some days or even weeks to do so, but at least I do it.
Well,like I said fake stuff can be pretty good, I recently started to fake jump-ins by doing early divekicks and it resulted in a lot whiffed DP’s to punish.
If they mash and you get hit by it, and if they also tech all your throws you are predictable as hell. Cammy has one of the best if not the best pressure in the game. Being offensive while also maintaining a good defense in neutral is the optimal way to play her. If you just stand back and whiff buttons like an idiot it will only work against people who haven’t really grasped the game yet.
Under the current circumstances it is simply impossible to play Cammy reactionary and I used to be someone whos basic neutral gameplan was reactionary (Ibuki Juri in SF4)
Cammy’s offense is very good but he’s right a lot of it will be blocked, at least at first.
The reason why she has great frame advantage on block is because she’s essentially a frame trap character. Getting your frame traps going against good players usually takes a little while before you get used to their timing.
Once you get a read on their defensive buttons her offense hits like a truck
It’s simple and I’m surprised nobody understands what I’m talking about. Maybe I should’ve been more specific. I’ll set a scenario…
Cammy has 1% health and Ken has 20% health. We are both as far away from each other as possible. The Ken jumps forward. A DP will not hit him, it doesn’t reach that far (even if it did, it would only hit after the DP has crossed a good portion of the screen, so it wouldn’t be cancelable into CA). As soon as I see Ken jump forward, I do my CA, which will hit him and kill him.
This scenario happens to me a lot, not just against Ken, but against every character. I have won many matches in this scenario.
However, rarely it’ll lose if the Ken jumped forward and did a Tatsu or if Ryu jumps forward and throws a jab. I don’t want to lose because someone did a full screen jump in at me and I reacted with something that hits (most of the time) with great damage.
Anyone have issues dealing with people walking back when you go for a tick throw? This has been happening to me a lot lately lol. I try using c.mk to catch them as they walk back, but they usually do a sweep that just ends up beating my c.mk lol. It kinda just throws off my whole offense because they block my frame traps and just walk back/sweep when I try to throw them. Do I just anticipate the sweep, block and punish? If anyone could give me advice, I would appreciate it lol
@Shiroyasha gave me the advice of doing the mixup immediately or very early in your pressure string(throw, shimmie, frametrap) after i played him a bit.
If you do extended blockstring pressure, they’ll start holding back and walk out of it. If they sweep then i assume it is perhaps after atleast 1 medium attack depending on your blockstring. Do the cr.mk earlier in your string, it doesn’t matter if it isn’t a good frametrap at this point, i assume they don’t press a lot of buttons if they are holding back, but if they do…then you frametrap or stop your offense and go for a whiff punish.
Another string which is great against people holding back is st.lk, cr.lk, st.lp.
Long answer: Always tick with st.lk. It basically has no pushback which means you can throw without walking forward (and in turn your opponent won’t get away from your throw just by walking back). You can mix it between tick throwing and doing the st.lk, cr.lk, st.lp string which also catches people walking back.
SFV is fast paced but I notice people often waste time being at half or full stage away just doing forward, back, forward walks. This time is a great time to keep doing neutral jumping HK, keeping your distance. They know Cammy wants to divekick but neutral jumping HKs act as a fakeout. I often get the jumping HK to hit them too into c MK or s HP, DP+HK, adjusting the combo for being at a distance. Although now that I think about it f+HK, c MP, DP+HK might work. Or it might not, lol. Neutral jumping HK, DP+HK should work if c MK is out of range. Neutral jumping HK, DP+HK could still be damaging!
Been incorporating crossup and neutral jumping LK into my game as much as possible too. Neutral jumping LK still hits if they dash under your neutral jump, and j LK’s speed also makes it a great anti or air to air. I want to incorporate her target combo into my game more as it can add lots of damage and stun to those j LKs as well as divekicks.
I was ‘feeling myself’ as Mike Ross says after this VS Karin match. Note the mid stage Karin combo where she uses 3 ex moves! He never did stuff in-between c mp and c mk. You guys sure I should switch to s HP after c MP? https://www.youtube.com/watch?v=Enbrak3RWXU
Just reacting to a comment ‘use ex hooligan to get out of the corner’: ex hooligan never crosses up. By design it always hits from the front. Also in regards to block strings, incorporate divekicks and forward dashes. I especially like forward dashes into grab. Abuse those 8 frames! s MK also bullies opponents from outside of c mk range and prevents them from jumping.
@ shiroyasha So you don’t get hit by mashing DPer’s in your strings? At what point do you think to yourself I need to stop hitting buttons after getting reversal’d on their wake up or in the middle of your strings? If you get DP’d on their first wake up do you become more hesitant on the next one or do you just continue to pressure them? I’m constantly asking myself this question against Ken’s and Ryu players. The more I rush in the more I get wrecked, but if I chill and use one or two button block strings, block after a dive kick or jump in rather than continue with pressure I find I win more often as they will reversal.
As of recently I’ve found if Cammy dashes after a SA one of two things is going to happen. They are either going to block/tech or reversal. Almost no one hits a normal anymore when they see that dash. First couple of months it was non stop jabs getting blown up, but that isn’t happening any more. So in this instance I’ve found not rushing in with a dash to maintain pressure to be far more rewarding, although i’m still not 100% on the timing for both normal and back recovery.
Against certain Bison’s I’ve been running into walls. They tech only on the first and second hit, if you do not do a second light attack before your shimmy you will get grabbed by Bison, so this extra walk back and in again gives them extra time to react. If I stop my string early to walk in or shimmy they nearly always hit something as soon as they see me move either hitting me or pushing me out. If I continue the string, say st lk, cr lp, st lp, cr mp they just continue to tech block the first two and then wait to see if I shimmy or not. If I do not shimmy they do not hit a button until I stop or move back. In these instances I’ve been stepping back and letting them dash in or jump in for me to punish and I chill out as much as possible on my wake up so I don’t get CC’d.
This is what I mean by playing more defensive or reactionary vs the earlier months of the game. I’m not talking about standing back defensively and whiffing buttons. I mean I’m reacting and adapting to their over reliance on their reversal, their unwillingness to hit a button on wake up as much anymore, and them being better at dealing with Cammy pressure by playing less rush down and more defensive and reactionary so that they aren’t 100% sure how to react. I’m trying to flip the script so to speak.
P.S. We need to play each other. You’ve said my Cammy’s crap twice now, but it’s always followed up by some vague statements that isn’t really helpful. “Being offensive while also maintaining a good defense in neutral is the optimal way to play her.” Well yeah, but doesn’t that apply to everyone and what does that mean exactly for Cammy? Maybe if you play me you’ll be able to give me some useful criticism rather than just respond that my Cammy is crap every time I make a post.
Dayum, challenge issued! BTW I’ve found in the bad Guile matchup that it’s important to block on their wakeup more often than using a meaty button. Guiles love to wakeup ex flash kick, so let them kill themselves! I don’t know if you guys watched the VS Karin match I posted but I won by whiffing a s MK to catch Karin’s long reaching v skill. Someone posted that s HK has more range than s MK, which I find hard to believe. But it dawned on me that that s MK hit on counter-hit. So if I had done s HK instead of s MK the s HK would have crush countered! In SFV dashes count as doing a move, too! Whiffing s HK VS dash happy characters like Necalli/Nash could yeild a big payoff! I just don’t know what I’d combo with. Would f+HK, c MP, DP reach? If not, c MK, DP? I’ll have to hit the lab, but it reminds me of how Karins spam s HK. Also, do you guys agree with me spending super in round 2 when down on life to try to win in round 2 intead of saving it? I just figure why not try your best to close it out? And I did. I stumbled upon this video, have you guys seen it? https://www.youtube.com/watch?v=XNkvAc9keUg