Cammy General Discussion: To Bee or not to Bee

The same guy who tried to sell people for months in the MU thread,that Cammy can’t fight 90% of the cast,says now she needs a nerf.

I need a long break from this forum,otherwise I might become insane.

Add BS_Ramma. I don’t really use RammaCricket much anymore.

And yes, people love uploading matches from casual these days. Not sure why I’m so worthy of being uploaded lol.

Probably. I think you go for cr. HP way too much. It’s a great button, but you have this pattern of cr. HP > st. HP. You started eating a CC for your troubles or I’d seismo after your cr. HP and knock you down.

You also go for the same shimmy set-up. I think you need to mix things up more.

…and use more st. MK. That button is a nightmare for Necalli. IMO, Cammy brought slightly beats Necalli. You have to control the neutral game. Use all of your tools. Dive kick included.

Ya I think ill start doing long sets against better ppl so I can break up my patterns. I picked up that pattern cr.HP>st.HP from short sets in rank/casuals. Works against randoms. Problem is I dont play as much as I used to. I’ll get on one day then wont for the next 4-5 days.

After EX divekick is blocked Cammy does a hop animation. Here’s a strat for that scenario. If you hold down-back, it will look like Cammy does a second hop when she goes into crouching. The moment you see her begin the second hop/crouch, grab!

In the corner, after Cammy lands a grab, is a dash into s LK a true meaty? Dash into c MP is too right?

After Cammy hits a combo into QCF+HK mid stage, what do I do as far as whiffing dashes or buttons to get a meaty s LK?

Someone said there is an easy crossup LK safe jump off of QCF+MK or QCF+LK?

How did you get out of Gold without knowing this?

How do you guys feel about the state of this game and its longevity…The management of this game has been poor to say the least…the fact that were a year in almost with no in-game chat…country filter…and I won’t even start on the dlc. Would you all even buy another version of this game…as I’m sure you’ve all noticed this game has tapered off quite a bit faster than sfiv did and It has alot to do with capcom’s horrible launch. This is the primary fighter for me for now but it is a bit unsettling…how capcom has handled things…

@forest31
If regular forward throw -> dash is minus, it will still be minus in the corner. The only thing it changes is the distance you throw them, not the timing. You have to walk forward and hit your button in the right timing.
Hk arrow dash st.lk should still be a meaty (unless the dash cr.mp meaty setup hits in the last frame, which I don’t think it does). Just be mindful of back rise when you dash. Safer to just visually time it (unless you’re agaisnt Mika’s weird ass animations).
The safe j.lk is after TC -> lk arrow I think. I’m pretty sure either the tech or video thread has videos on this.
My turn for weird questions: Ex-dive is never ever minus and always plus, right? (Like, is this really a fact, tested and so on?) It’s funny how lately I’m being hit out of the followup st.lk in a scenario so common as blocked ex dive.

On st.lk, cr.lk vs st.lk, cr.lp:
Have you guys seen how Daigo and some other players have been using a kind of “defensive shimmy”? In some occasions he blocks the first hit low, holds back for a couple of seconds and then cr.mp xx ex hadou.

I actually feel the game has pretty good balance to it. It’s not bad to be honest. I would play it more often if time allowed. Akuma was just announced so I’m excited to see how he is. I think Capcom just needs to find a way to spice it up for others. For me its fine.

Game is clearly not finished but there have been some promising comments made by the CEO of Capcom and Ono himself about continued support of the game even with lack luster sells since May. Having a CEO comment on a game means good news as far as support, so I expect we will see a lot of improvements for next season. One of the reasons why most of the things you mentioned have not been implemented is because the 2016 year had already been budget-ted and time allocated for. The whole dlc and update plan was already laid out making it difficult to move things around from a corporate stand point when working with a skeleton crew, (ie hey we could cut dlc costumes and work on a new ui interface instead, but then how do we make up for the lost dlc revenue? It’s stuff like that that puts a damper on changes happening quickly. It also doesn’t help a percentage of what they do is outsourced to other companies which requires additional budgeting as it’s not based on already in house salary workers.

If you read articles with Ono he mentions that before this year they didn’t have an effective way of communicating directly with consumers especially those over seas, so a lot of the things like chat, arcade mode, filtering they thought no one cared about. I know it seems like common sense to us, but if you are mainly playing in arcades in japan their main concern isn’t netcode or arcade mode. So the only complaints they are going to hear from those players is how the game plays, is it balanced? You don’t need a chat mode to talk to someone across from you and you don’t have to worry about lag. SFV was there first big attempt when it came to building their own netcode. Now with social media they are finding out a lot of things people want and hate about the game, so I’m sure a lot of this is being worked in now for next year per Ono’s comments recently.

The question now becomes is it even possible? With so many things outsourced and built on others platforms can we have things like voice chat or regional filtering? Can they even set up multiple search lobbies like we saw in SF4? These are all things we’ll have to wait and see about.

I believe the competitive scene will go on strong just like it has year after year. I don’t think SFV will die out like SFxT did, but it’s definitely been a slower build up than SF4 was. For me personally, if they make type to chat or voice plus a way to search multiple players at a time by ping/region etc then I’ll be happy. The 5 bar connection coin toss right now is making me hate the game and the fact that I can’t ask someone something in game or add them as a friend to play later easily is a real bummer.

Cammy gets nothing off a mid stage grab, carumps. You need to dash in the corner as well. And I thought I could get useful information from the walls of text of “Cammy sucks, here’s why.”

You aren’t very helpfull either and Carups mainreason to be here is to bitch about the character beeing bad since release.

Listen up Soldier it works the following way.
Cammy never gets something out of a throw -> dash, you’re always - if they quickrise. This means if they don’t quickrise you have meatys,but barely someone is stupid enough to do this.
Midscreen you have nothing outside of doing st.hp right after the throw. I surprisingly catched a lot people with this. You can also do L Arrow,but this is risky as hell.

In the corner however things change,you’re very close to the opponent,so you can basicly just walk a step forward and do what you want. I prefere either going for another grab or cr.mp. The timing is realy easy,you should fast get used to it.

So and now some salt into the wounds of some people.
K-Brad said Cammy has no bad MU’s, now I can play the “but a pro said” card as well.

You don’t need to dash in the corner off a throw. In fact, you shouldn’t.

This is precisely the point I was talking about. You get no advantage framedata wise for throwing people in the corner. If you throw them midscreen and dashing in is unsafe, the same will happen in the corner.

As Ramma said (and me before him) you neither “need” nor “should” dash in the corner. If you dash, you’re minus. Again, same as midscreen.
What you should be doing after throwing people in the corner is walking forward and visually timing your meaties since you’d still be minus if you dash. Do you understand now?

You can, you just have to learn how to read. My last post addressed all three of your questions.

Toolassisted made quite an extensive research on Cannon Strikes some months ago. It says the EX Divekick can be 0 and -1 in some rare cases, so you can be hit out of s.LK by any 3 framer.

Watching tokido vs du I’m so happy cammy gives guile lots of problems…he literally cannot establish that bs on her anywhere near as easily. I love our character…

Du did eliminate K-Brad 3-0 with Guile, though.

K-Brad didn’t play perfectly, yeah. But neither did Tokido.

I thought it was awesome when it came out, but now I think it’s a little stale. It’s too slow, plodding, and calculated. After picking up 3s again for the past 2 weeks, I have little desire to play SFV.

I’m the only one who doesn’t see this. I think it’s her worst match-up. Walk forward = eat a boom or spinning knuckle. Jump = eat a flash kick or a cr.HP.

I agree, I find it sort of depends on how quickly I can get in on him if at all. Once I’m in his face (and I respect the wake up SUMMASALT) it’s usually curtains, but it’s a long hard road outta hell trying to close that distance as he seems to have a lot of answers to most of her methods of advancing…

cr. MK > Guile

If you are eating back fist, you are doing it wrong.

Guile might be Cammy’s best match.