They also look at online data and if I recall cammy had one of the lowest win rates online. Who knows what they’ll do. All we can do is brace for the changes.
Oh you mean ch c mp into s hp? In any case, I really like s MP, c MK. It hits normal hit and the c MK is long reaching. Good strat about listening for a meaty timing, but we should really be whiffing normals. I think s LP or c LP are the best ones to whiff in SFV.
Cammy’s grabs give no guaranteed meaty buttons except in the corner and her whole game revolves around grabbing so she’s fair: block and take the grab and you’ve escaped her. Her frametraps are sound and she has an invincible DP so by design she does well in this game where jabs and jumps are strong. Capcom should just give other characters 3f jabs, sound frametraps and invincible DPs. I wanted to use Juri but I’m too set in my ways with Cammy and it seems like a lot of combo practice I don’t want to do. I feel like lots of other players are the same way. They have a regular/original cast main, tried to switch to a DLC character, but stuck with their main. Frankly, aside from Guile and maybe Urien, the DLC characters are crappy. It’s also widely agreed the grapplers are the worst in the game. Capcom is too scared to make grapplers good. Nerfing Cammy is the wrong way to go.
It would be nice if they fixed Cammy’s S.mp hurtbox, because I honestly don’t believe it was intended to be designed the way it is lol. On the 3rd active frame, her hurtbox extends. I know hurtboxes are generally extended during the recovery frames, but I find it weird that her hurtbox just randomly extends during the last active frame. I’ve checked other characters that have medium attacks with 3 active frames and none of their hurtboxes seem to extend during the last active frame, just the recovery frames. Anyway, it kinda takes my confidence away from using it as a poke. Since none of the other characters with 3 active frames on their normal seem to have this issue, I don’t believe it was an intentional design lol.
He plays Chun and wants Cammy to have her walk speed nerfed and normals made more stubby? It’s interesting he brings up being able to open characters up without an overhead. You basically need that walk speed to get those openings. If you nerfed that and lessened the range on her normal’s how the hell would she ever open someone up?
Throws cannot be blocked. Everything is unblockable to a dizzied fighter, or to a fighter stuck in hitstun. Cross-ups done in particular situations can come very close to seeming unblockable because of their sheer ambiguity. In previous Street Fighter games, some cross-up setups were actually unblockable. Although these kinds of unintended tactics are usually bugs, the fighting game community tends to be fairly open about allowing them; if it’s in the game, it’s in the game.
i think i have a unblockable but can anybody tell if this definition i think it is it came from the offical e guide.
I think you have it mostly right regarding unblockables. Regarding throws, normal throws cannot be blocked but can however be teched. Command throws which cannot be teched can still be escaped by doing things such as backdashes, jumping or (throw) invincible attacks. Cammy her hooligan throw cannot be backdashed or jumped out of but can be interrupted and the startup of this move gives enough time to the opponent to react to it.
In SFV Cammy had something of an “unblockable” but you had multiple ways to get out. EX Divekick, st.hp xx Hooligan xx air throw. There are a few frames you are considered standing before transitioning into a crouch when wakeup or after an air reset. You could escape this by pressing a crouching normal for instance. Cammy could cancel into a divekick instead so it would beat the crouching normal, you still have to make a read. She also didn’t get anything from the regular hooligan throw. To be honest it wasn’t that good.
It was removed after the latest patch, now you can simply crouch block and the hooligan throw will completely whiff, you don’t even have to press a normal anymore.
You might be unable to block it so technically it’s an “unblockable” however if you can simply crouch under it then it is kinda useless. Another downside to the air hooligan after a reset or on wakeup is that you have so much time to react to it.
*Technically you are right but in the context “unblockable” is used by people it almost always refer to inescapable unblockables(USFIV unblockables could actually be blocked by inputting a block direction 1f before the opponent tried to do it, so it was almost luck if you could block it) Doing something like a meaty command grab for instance wouldn’t be considered an “unblockable”, it’s just a good mixup.
*Don’t get too hung up on the words “unblockable”, “mixup”, “reset” etc. It doesn’t matter what call it, the only thing that really matters is if it’s practical.
basically and correct me im wrong but basically what u saying i have ghetto unblockables they unblockable in the technical sense but they not " good setups " but they can be escape.
When doing f+hk, c mp, dp, I think it’s really important to do it as db+mp, d,df,d,df+hk. That way you avoid unwanted supers. I was just doing Ryu’s trials. Ryu c hp, dp, super is an important Ryu combo so using down-back+HP, then the df,d,df+HP DP input makes it way more consistent. Cool how practicing with a different character can improve your skill with another! I had somewhat avoided using the Cammy f+hk, c mp, dp combo because I was scared of wasting all my meter.
I think I get Xiao Hai more after watching him in the Southeast Asia event this past weekend. Here are the options he mixes up with:
s LK (+1 on block), grab
s LK, c MP, c MP
s LK, c LP, s MP, c MK
^
If they try to tech a grab after s LK, they get hit by c MP, c MP, SA. If they’re a 4f normal character, they also get hit by c MP, c MP, SA I think, right? So you only need to use s LK, c LP, s MP, c MK, all of which is a counter hit combo after the c LP hits on CH, if they have a 3 frame normal. Right?
He also tends to use c MP, c MP, s HP as his meaty string. Meaty c MP changes its frame data VS regular c MP, right? And I personally use s MP, c MP, c MK as my meaty string but s HP is definitely hit confirmable by itself and there’s less of an interruptable gap in-between c MP, s HP than c MP, c MK right?
He likes c LP, s HP as well, mostly on wakeup to challenge their meaty’s timing.
On a totally different topic, late tech, that is a very small backwards walk in order to block immediately followed by a throw, while a very useful and strong multi purpose tool/OS, can still be beaten by lows unless down-back is held instead of back. So a meaty starting in a low like c LK, c LP might be good VS opponents who know about late tech OS. I see a lot of top players using c LK, c LK as their meaties after a successful grab VS a cornered opponent, especially Ken players like Eita and Momochi.
Yeah an unblockable setup means no matter what you’re opponent does they have to take the hit basically. I think Mika has one from v-trigger into grab. Basically if you block you get grabbed and if you hit a button, jump, dash back etc you get hit by the v-trigger so you either have to take the hit or the command grab unless you have an invincible move. The explanation seems to be fairly accurate although I wouldn’t really say the community was open to allowing them. We more or less tolerated them on games that were not getting updated ever to fix them.
I believe that it’s easier to do F+HK, DF+MP, D, DF+K. I tried doing it with DB+MP, but it messes me up since you do excessive inputs. The only trouble I get with this way is that I can’t cancel DP into CA consistently. My DP input is still ass on P1 side, so I often miss F after DP input to get the CA (F+HK, DF+MP, D, DF+K, F, QCF+K).
s.LK, c.MP, c.MP has 4f gaps, hence opponent can mash out with 3f jab, but yes, it beats 4f jabs and throw. In my opinion s.LK, c.LP, s.LP and s.LK, c.LP, c.MP are Cammy’s safest blockstrings starting with s.LK, with only 2f and 3f gaps.
You get extra 2 frames of advantage if attack hits CH, so c.LP (4f adv on hit + 2f for CH) combos into s.MP (6f start up). But using only s.LK, c.LP, s.MP, c.MK can get predictable and they can block and mash their way out with 3f jab between c.LP and s.MP. Mixing up this string with s.LK, c.LP, c.MP seems like a good idea, since c.MP will catch their jab.
I personally think that s.MP, c.MP, c.MK is better against 3f jab character (you can possibly frame trap with s.MP, c.MP and c.MK will combo) and c.MP, c.MP, s.HP for 4 framers since it deals more damage, but can be interrupted with 3f jab.
Isn’t late tech best used while crouch blocking? I can’t see why someone would block standing on their wake up, unless they predict an incoming meaty overhead or jump-in.
I think he meant doing a command throw after anti-airing an opponent.
Unblockables midscreen had a 2-4 frame window to block depending on the setup. Most unblockables hit that weird standing frame which could be completely avoided by crouching, letting the opponent switch sides and then blocking crossup via the QCB or QCF motion depending on the side you were. So most midscreen unblockables were blockable but it just took a bit of practise to do it consistently.
However the majority of the FGC bitched about them and never explored their options so they essentially became pre pubatarians (pre-Tatarians) and unblockables were born.