@cipher O I didn’t catch all those I remember daigo putting her as number 5 I thought. Her Karin, and ryu do seem to be the top tiers that they were aiming for…very fundamental characters. I’d like all those changes, and while I do want the air throw id willingly change it for combo diversity…or just make tc into a airthrow a real thing. I want her to have more options because while I love this character I get bored of going for the same confirms…I’d like her (and the rest of the cast for that matter) to have more combo options. The v-trigger shouldn’t even have been an issue…like how do you forget to give her anything cool looking…I vote that her legs get lightning or something. Or we get after images of her after her vt divekick and spiral arrow.
TC into airthrow is Decapres thing.Thats one of the things which make Decapre so unique and it should be Decapres thing.
I want to notice how awesome Decapre would be as sub for Cammy.
Hmm but what if we get no decapre then it should be cammy’s thing in her stead =)
Can be but generally they’re always -1. 3 frame jab characters get their 3 frame jabs into CH combo plus whatever followups. Divekicks that are 0 on block are a victory. I’m sure you saw a +3 divekick somewhere and now you claim regular divekick is +3 but we would appreciate accurate information here in the Cammy boards please thanks.
Actually there are a few ways that help them to be at least +1 I usually…I’ll find the youtube video but you can whiff certain buttons to measure the range until you can eye ball it. Like st.mk range is about where you want to use the hk version to get it to hit at the knee or lower. Also there was a chart the showed that her mk divekick is a bit better than the other divekicks and is easier to make plus on block. Also if you’ve trained them not to dp or the character has no good reversal meaty divekicks are definitely an option and I think they can be up to +5 as I’ve gotten st.mp st.hp to confirm after them.
@Ramma Do you play online anymore I’d like run a few sets later…I don’t play ranked much but I saw you in a couple replays and I’d like to learn a few things if you still get on.
Dude, you demand accurate information and at the same time you make the statement that “Regular divekick is -1 on block if it’s spaced right”. Letting your problems with consistency behind and going directly to the point: LK and HK dives can be +2 on block at most, while MK dives can be +3. Now stop complaining and go learn how to space it right. stLK crLK stLP crMP MK Dive is the dive kick with “training wheels”, go do it, learn that spacing and start doing it when you’re there.

It’s only Xiao Hai, Kazunoko and Poongko don’t do nearly as well.
She’s a glass cannon. EX divekick gets anti aired all the time by normals. Regular divekick is -1 on block if it’s spaced right: bad!
Winning with Cammy is a matter of using the correct attack at the correct time. She has no cheap move. Also hit confirming a ton of times after getting in somehow, usually from the opponent not anti airing.
How the hell does this happen?
How do you use EX Divekick to get anti-aired the whole time by normals?
Everytime someone tries this again me,they spin in the air a moment later.

Can be but generally they’re always -1. 3 frame jab characters get their 3 frame jabs into CH combo plus whatever followups. Divekicks that are 0 on block are a victory. I’m sure you saw a +3 divekick somewhere and now you claim regular divekick is +3 but we would appreciate accurate information here in the Cammy boards please thanks.
This is wrong on so many level.
You should practice more, I get a good amount of 0 or + divekicks now and I don’t have to use the blockstring as help anymore.
What doesn’t stop me to do it anyway,just to be sure.

@Ramma Do you play online anymore I’d like run a few sets later…I don’t play ranked much but I saw you in a couple replays and I’d like to learn a few things if you still get on.
I do. My play time lately has been pretty limited. Probably gonna be that way for another 2 weeks. I got to diamond and have spent the last month+ with alts so my Cammy is kinda rusty.
That said, I dunno why anyone would upload a replay of me
But yeah, I am up to play if you can catch me when I’m on. What’s your CFN?
I posted a video of Mika getting CH c LP almost every blocked divekick about 2 weeks ago, remember?
I’m getting lots of mileage out of c LP into s HP. A CH confirm into a normal hit confirm, great string!
If she gets a ch after every blocked divekick:
Then
learn
how
to
use
it
CORRECTLY!!!
explosion

I posted a video of Mika getting CH c LP almost every blocked divekick about 2 weeks ago, remember?
I’m getting lots of mileage out of c LP into s HP. A CH confirm into a normal hit confirm, great string!
It isn’t really up for debate. You can make MK dive kick as good as +3 on block.
Seriously @forest31 just whiff the right buttons into it in training mode and use her limbs as a measuring stick…after doing that for a while you’ll start to see where you can use the different strengths
https://www.youtube.com/watch?v=NSwM_oLO0IU
This is the video that helped me get started on how to use them safely @Ramma you have some uploads floating around haha in any case are you playing this weekend I’ll add you when I get off today is it just like your signature.
IMO Cammy will definitely get nerfed. Some people really disagree about her being honest when she can almost always get in whenever she wants to with her ex-dive. Regular divekicks are up to +3, it’s been proven already, no point saying otherwise.
Other than that there’s the fact every single player - from rookie to master - knows her gameplan inside out and yet she still manages to get the some of the best results. And she’s only a basic ass character with pumped up stats. This by itself is a huge statement.
Which I think is a such a shame. Capcom should be balancing other characters around her and Karin, not the other way around.
its no different from kens ex tatsu…or any other forward moving ex-move that’s safe on block. I doubt she’ll change much simply because of the fact that she keeps too many other characters in check…as long as she has walkspeed, dp, and frametraps shes going to be strong in this game…that’s what happens when you take a lot of bullshit out of a fighter…(fadc, crouch-tech, option-selects)…the other reason shes so strong is not solely because of her but due to the throw system in sfv. Throws are more viable now and while she doesn’t get setups off of throws…the threat of her other tools makes her throw game very oppressive. They aren’t going to make ex-dive minus if anything they’ll make the hurtbox bigger…however that wont change the fact that she can still bully you with buttons and walk speed. Generally the hardest nerfs are to characters that have something that’s unintended by the developers…cammy on the other hand seems very deliberate, and shes good at what she was supposed to be good at. Chun mains are what should be worried…all those tools and the fact that her hurtbox is different from everyone elses when she crouches means shes a prime candidate for catching the nerf train.
Plus we all know jump back os is going to be gone after this season…that’s a buff to cammy in itself as now you have to deal with her frame trap vs throw bs on wakeup. This isn’t necessarily a nerf either because cammy doesn’t need jump back os she already has one of the best wakeups in the game. Its a nice option but not something that’s as necessary for her as it is for any char lacking a three frame jab, reversal, or good backdash.
Hmm. I don’t know if jump back tech will be gone. I doubt it honestly unless they reduce the tech window by a lot.
Yeah I thought I read somewhere it was impossible for them to remove jump back tech.
They could remove it, it’ll just make other things weird. If they make the throw tech window shorter then throws will become much stronger because teching correctly will be more difficult.
As for Cammy nerfs… She definitely needs one. They need to nerf her throw stun and make up for it by giving her proper meaty throw loops in the corner