Cammy General Discussion: To Bee or not to Bee

[s]With the reduced pushback of st.mp she will probably be able to do st.mp, st.mp oH on standing opponents now. It’s less damage than st.mp, st.hp ofcourse but on crouching opponents you’ll probably be able to do st.mp, st.mp, cr.mk. Currently it just barely misses.

When you read that she potentially can do st.mp, st.mp, cr.mk on crouchers it might seem VERY good but the combo itself requires you first be absolutley point blank, choosing between a potentially more damaging combo oH but less pressure oB, or more pressure oB but a weaker combo oH(a key design philosophy in Guilty Gear).

If you can hitconfirm well you would be able to do st.mp, st.hp on standing and st.mp, st.mp, cr.mk on crouchers.

All speculation ofcourse IF this is even possible.

*EDIT
I’m sooooooooooo setting myself up to be majorly dissapointed about the potential juggle combos and this st.mp change lol
In these 6 years i’ve been playing SF i’ve never NOT been dissapointed by Capcom.[/s]

SCRAPPED!

My money is on juggle being tc spiral arrow dp, which would be pretty meh unless its straight up better than tc hooligan dive dp

Damage nerfs for everyone!

It hit Birdie pretty good I want to say, he lost damage on allmost everything.

The TC change is kinda weird, the second hit whiff now on crouchers, but back+mp forces the opponent to stand, what means we can still do cr.lp -> TC, what is lovely.

So it sounds like we lost dive shenanigans in exchange for more frame traps and a true block string

Did they really need to make so many changes? I know some of them are minor, but I’m counting over 50 changes for Cammy. Why 50? Does every other character have 50 changes? It’s way too much.

Cammy is still good. That is all.

She can now do tc into arrow (not sure which) into ex do in the corner

Saw it, definately is the lk SA and ofcourse we can’t do it midscreen lol.

Nvm.

What true blockstring did we get with the patch?

We can’t h.dp through fireballs anymore. Tested and she gets CH by the fireball now. Hurts the Laura and Fang (ryobenda+nishikyu) and maybe Rashid matchups. Also hurts the ryu/ken matchup if you’re Xiaohai XD

She can exSA through them frame 1.

True, but now she has to spend meter instead of getting that for free and using the extra meter for super or ex dives. Makes those matchups a bit harder.

This is the only thing I think they got wrong. The properties of lk dp and hp dp should have been switched imo. They made hp dp throw invincible and lk and mk dp projectile invincible. It’s the opposite of what you’d expect to use in those situations as most people use fireballs at the end of longer strings. I had this all wrong. No DP is getting through a fireball regardless. St hk DP still gives us a chance to stop grapplers without meter so it’s not as scary. The extra push back of hk dp gives us a little more time.

I’m also concerned about hk dp dealing with neutral jumpers now. This might die down now that we can’t dive kick as much but like 75% of the people I play against neutral jump immediately after a block string to try and catch a dive kick, so I do hk DP to punish. However now that it’s not invincible at all I wonder if it’s going to trade or get beat by things like ryus heavy kick when coming down. If that’s the case that match up just got way more annoying. Confirmed this is no the case.

Why use H Dp, if you can use st.hk for a sweet crush counter?

I know these dumb neutraljumpers, walk forward and back+mp or just do the H DP earlier.
Or do St.hk for sweet 200+ damage.

I anti-air since the Beta with Normals there is no need to DP unless it’s Ibuki.

All potential juggle combos i thought MIGHT work, same goes for the st.mp with “reduced” pushback(it isn’t even noticeable), don’t work. Welp, like i said, i set myself up for dissapointment.

TC xx lk SA, DP 300 dmg / 410 Stun (corner only)

  • Does 20 more damage than TC xx EX Hooligan xx EX Strike, DP, same stun though.

The st.lk, b.mp, st.lp, st.hp pressure string works great. Pretty easy to switch between st.lp on regular hit and st.hp on counterhit.
The last sequence st.lp, st.hp only works on crouchers oH unfortunately.

EDIT, LOL, the counterhit pushback of necalli his cr.lp pushes me out so that it’s impossible to link a st.hp after b.mp. This fucking problem again Capcom.

jlk TC xx lk SA, exdp (works anywhere) 303 damage

For some reason jmp TC xx lk SA exdp (work anywhere) 333 damage l, but when u start the combo with a jHp it doesn’t work unless in the corner

Edit: this is character specific works on chun but not Ryu, dunno bout anyone else

Yeah they aren’t neutral jumping that close. It’s outside of the st hk range. It basically makes it difficult to move forward as if you try and jump/ instant dive kick they can anti air or make it whiff. If you try and walk forward to b+mp you can only get close enough to where their attack would force you to block (b+mp will whiff a lot of times as their hurt box moves in and out). I basically have to time it so I can move in as they are landing to force them into the corner, but when they do it all fucking match I’m like ok man HK DP, HK DP, HK DP to try and get them to finally stop so we can actually play a match. If HK DP loses to those air trades now I see this becoming a really annoying problem, but I’ll just have to wait and see when I test this out in a few hours.

Oh you thought they fixed all the broken counter hit shit? Come on. I knew not even to ask. Floe’s stream last night was hilarious. He was so right when he was said, “look at all of these moves they added leg hurtboxes too. It’s like they only finished half of the games hurtboxes on release and thought we’ll get to them eventually.” We should expect around season 5 for the difference in counter hit knock back to be fixed but by then it won’t matter.

Janky fighter v. Get used to it lol