Should’ve been clearer. You can CA after VT spiral arrow in the corner. Just input the super after the SA but don’t reverse the inputs like you do midscreen
Oh, okay that makes more sense. Boom there you go, I’ll have to try that out when I get home tonight. In the corner it’s so ambiguous which side you’re on after you pass through them. You’re behind them, then in front of them together all at the same time. Even makes the regular DP follow up tricky sometimes.
I’ve been playing all the characters so I’d have a general idea of how the game plays, and I have an issue with Cammy that hopefully someone can answer. I’m not even pretending to me a Cammy main or even a SF player in general so forgive me if this sounds stupid as hell:
I tried all of her ground attack, holding forward, holding back, crouching, neutral, her specials - none of them are overheads. Considering how extremely generous the throw tech window is, what exactly can you do about someone down backing all day? Sorry for the stupid question, I just don’t know what the hell the solution is to this for Cammy in particular.
To balance out Cammy’s intense offensive capabilities, she wasn’t given any overheads in SF4. This is especially true since her tick throw game in SF4 was so damn good. This seems to be the mindset they used moving forward into SFV, except the tick throw strategy in this game isn’t as powerful as it was before. You’ll have to frame trap and use the threat of tick throws to open up downbackers and if they won’t budge, just throw them anyways.
EDIT: Unless the asshole you’re fighting is Bison, in which case he’ll just sit outside of tick throw range and out-footsie you with superior normals, safe scissor kicks, and uncontestable airborne pressure.
Why is this fucking character in this game? Seriously, fuck Bison.
You can very much contest after a blocked SK. Otherwise try fishing with cr.hp; it’s pretty good against him as Bison has to play Tank footsies where he pretty much picks a spot and moves only a little from it. Cammy can actually weave in and out
Oh you can fight Bison pretty easy. St.mk and cr.mk are great for this, st.mk should outrange everything Bison has,beat scissor and when he jumps at you just DP him, M goes straight up, it’s a good anti-air. Jumpback HK works also good against him and when he jumps-in from further away use H Cannon Spike,what should also catch him.
Feels like Cammy outfootsies allmost everyone in this version.
Cammy has always been a character that didn’t rely on overheads to open an opponent up. In general with older SF games, throws were strong enough where using an overhead to help open someone up wasn’t necessary and more of a luxury. Just like how Chun Li’s overhead does nothing more than simply take some small damage off the opponent. She needs to be in V Trigger to actually combo off of it so you’re still going to want to frame trap and throw people to set up damage. Now that throws do solid damage and stun and the game has 3S style stun bar that lingers over time, there’s a lot of ways to keep people in the possibility of taking damage with or without overheads.
She’s also very cross up centric with her V Skill Hooligan that crosses up when close enough and her V Trigger cannon spikes. Hopefully with these options, the solid (when you get close enough) throw game and the white chip options, people find block string pressure and normal neutral options that make these things add up and make the offense for Cammy and the other cast interesting. I’m still kinda skeptical on how important white chip will be in a game where there still aren’t many true block strings, but we’ll see.
A great optimal combo for people who likes to press buttons on wake up a punish with Vtrigger is
F.hk x B.hp x VT x St.mp x cr.mk x DP/Arrow ad it does about half of someone’s life. Its also possible to link st.hp instead of her cr.mk for more damage.
played some last night, and finally figured out why this character can be scary. Heres a few thoughts, let me know what you think.
Cammy in vtrigger is scary, you should literally race to get it and pop it as soon as possible.
In Vtrigger, any spiral arrow nets a free juggle afterwards. even if you don’t have the critical art stocked, even just a DP juggle will net a solid 35%-40% life. In v-trigger, a point blank spiral arrow will pass all the way through (even blocked), often times out of the range for a punish, so abuse this! blocked SA in vtrigger, you can probably whiff punish a punish attempt on the pass thru.
EX divekick also has a free juggle, as does a dive kick off of ex hooligan combination.
on knockdown, corpsehop mp hooligan combination into dive kick is pretty effective gimmick at this point at least.
Does anyone else feel like Cammy’s V Skills isnt very gd as a fireball punish right now?
Considering how short the range is I have found that most of the time you would be better off just jumping over the fireball if u have gd enough reactions
With V-Trigger, you’re better off going for Arrow and then doing DP afterwards, unless you have super where you should just use it instead.
In the current beta build, it’s probably one of the best.
Once you have the range down, every time your opponent tries to fireball, they basically eat 250+ damage since her V-Skill links into cr.mk. I’ve been able to use it to make one Birdie player I fought now want to toss out any items ever.
I can’t tell you how many times I’ve flown right through Ryu’s CA with Cammy’s V-Skill to win rounds and matches. The best thing about it is that it’s immediately projectile invincible; you can V-Skill on reaction. You’re right, the range is limited to the mid range distance, but as with every other mechanic in this game it’s all about knowing and understanding the distances of your buttons and the space they control.