Cammy General Discussion: To Bee or not to Bee

pay attention to charge and slowly walk them into the corner as a basic strategy. ex dive is useful if they sre anti air happy

So oddly enough people are still bitching about cammy lol and they think shes braindead…I just found that funny. Plus people are saying how did she get buffed when the majority of what cammy got was nerfs outside of frame advantage on some normals and an inconsistent combo extension outside the corner. Its interesting as I honestly don’t think many characters in V require a very complex strategy to work outside of fang. Other than that anyone having trouble with Juri now…I haven’t paid attention to her changes but that character has been giving me a lot more problems lately. Seems she always can convert off something, and it seems harder to dictate the pace of the ground game idk…I’m just having more trouble with her and she wasn’t much of an issue before.

The game changes indirectly buff her since she has the best meterless DP in a game where they are now all 3rd frame invincible. You can still use it well for anti air and to snuff moves out in neutral. Shotos have to compensate even more to deal with Cammy’s neutral. On top of that she was already one of the best shimmiers and frame trappers and now they’ve given her a plus 3 on block button that’s also been buffed with reduced pushback on block and hit. Which improves her already dangerous close game. s.MK which was already a decent button is now faster at 8 frame startup and got a total frame reduction so it’s harder to whiff punish.

Easily top 5 now considering characters that Cammy players commonly complained about like Chun got nerfed and the new strong characters I’m sure are pretty fightable for her.

She’s definitely not braindead though and definitely one of the more honest and reaction intensive characters.

Welcome to the club. I’ve been trying to figure this match up out since S2 as before he really wasn’t a problem. Here is my advice. Don’t over extend or do anything risky to get a hit especially if he has v-trigger or meter. What I mean by this is once you finish your block string wait for him to do a dash punch, overhead, whiff a st hp or cr mp, a target combo etc. If you attempt a shimmy or try go back in after a string when you are negative you will get caught eventually and as you’ve already learned if he has v-trigger and two bars of meter it’s a dead Cammy. It’s best to play this match up fast at first then tone it down and play it as safe as possible and let him take the risks. In general I don’t recommend jumping on him unless you have ex divekick or v-trigger divekick. His AAs are too good.

So now you are probably asking but then what do you do if he just turtles up and blocks everything? You beat him with your faster walk speed, better neutral buttons, and capitalizing on the fact that so many of his options are unsafe.

Here is a list of his punishable moves:
1.Cr hk is -14 punish with cr mk xx sa
2.All of his target combos are -6 at least including his spin overhead (FYI he can only overhead if he spins first so just look for the spin to block high, but keep in mind he can cancel the spin and go into a cr mk low. The key here is to not give him that much space to pull something like that off. If you are at the right range you’ll catch him before he can do it.) Depending upon range cr mp, st mp, or st hp xx special can punish any of his TC’s. The one to watch out for though is his cr mk x cr mk which know hits low on both hits. It’s a semi fast longer reaching low so trying to walk back or forward on him can lead into an easy v-trigger death moment so do be aware of it’s range and if he has v-trigger try to stay out of it unless you have the advantage. That means if you are in close range doing a tight string then just block low right after if you are still in range. If he goes for the TC you get a free punish. Waiting him out is a big part of winning this match sometimes. It sort of feels the same way it did for Cammy at the beginning with the Birdie match up.
3. Dash punch is -4 at least (only v-trigger and ex is safe). Can punish with jab into special if you block it at the right range.
4. Dash low is -7 at least (only ex is safe). Can be punished with st mp, st hp xx special
5. Screw Smash (his dp) is -10 at least. Can be max punished.

For this match you want to be at about max st mk range (you can use this to bully a little bit at that range), which is right outside of his st hp range (the can CC your st mk if you are stupid about it so make sure you are not just spamming it). If you see them doing st hp, you whiff punish it with cr mk xx SA as it lunges him forward and stays out for a bit. Go into training to learn the range to punish that as they like to fish for CC with it. His cr mp is their main poke and is annoying with it’s speed and range, but Cammy’s cr hp beats it if they keep trying to spam it out so learn that spacing as well as it’s an easy cr hp v-trigger activation for us. St hp buffered into special can also catch his cr mp but is a little riskier as you have to be closer and you can be punished if it whiffs. In general I try not to whiff buttons especially against Rog as his specials will catch anything you whiffed with their speed and range if they happened to throw them out (some do look to punish your whiffs). I do whiff cr mk buffered into SA at his max st hp range even though it is a whiff as it can still catch his specials before they activate but it is still a risk. You can also mash jab to try and stuff his specials while walking forward, but again it’s a risk. Another thing of note is I don’t dance in neutral a lot in this match up like I do with other characters because of how fast his EX moves come out. You can’t really react to them especially online, so I tend to make methodical safe movements to get to the range I want. Like if he walks forward, I walk forward, if he whiffs a button, I walk forward, if he is holding down back I’m not walking forward until he does a negative move or loses charge basically.

Once you get an SA you can apply meaty pressure and keep working him to the corner. It’s ok to mix in some grabs (like tick throw st lk - grab as you can usually grab his v-reversal if he does it), some shimmies, or delayed buttons to catch him hitting something to keep them guessing, but realize a lot of these rogs are looking for the shimmy or walk forward grab to hit a button so you don’t want to get caught while he has v-trigger. Once they have v-trigger you have to put on the brakes and just wait it out until they make a mistake like the cr mk cr mk TC. By the time they have v-trigger you usually only need one or two more combos to finish them off, so playing it safer later in the rounds usually plays out better here. You just want to make sure you put yourself at the range that makes his normals whiff, but his specials still unsafe on block or while they are coming in. Honestly the hardest thing to get used to at first is his overhead while being patient as he can still activate from that and it can be a tricky fast mix up to see. Just try to get to that st hp max range and look for the spin, try to catch him with the cr mk before he reaches you or be ready to block high for a punish after otherwise just hold down back and wait for your opportunity.

Also one gimmicky thing that sometimes works against these charge characters is doing V-skill after a light attack string as it kills their charge when crossing up, but better players will hit you out of it. If they are turtling up a lot and don’t have v-trigger it’s worth a try. I’ve definitely caught some teching late or jabbing at the wrong time with it for an easy hit confirm into CA, SA or V-trigger. It’s definitely a gimmick but doesn’t hurt to let them know you’ll do it to keep them on their toes. It gets rather easy to beat Cammy if you get used to just blocking down back as all you have to do is focus on the tech.

People are complaining about cammy because she is fast and can apply a ton of what seems like unrelenting pressure. This gives her the ability to apply a lot of offense and since people like to apply pressure and not take it they complain about that character. Even the mirror match to me is much more stressful than vs other characters as it’s much more fast paced, but at the same time no one’s calling it unfair when they are pressuring Cammy and killing her in two combos where she has to hit them with 3, 4 or more combos. They are only complaining when they keep trying to do their cr mp that they use against 75% of the rest of the cast in neutral and get hit out with our faster higher priority hp. They say “WTF why the hell does that beat me every time” rather than “maybe I should stop trying to hit that button right there and try something else”. The ones that aren’t complaining are the ones that figured her out and are bodying the shit out of her right now. People need to play her to really know. I don’t think people realize Cammy doesn’t have one unsafe ender or special (dive kick isn’t safe you have to jump). She has to confirm and execute perfectly every time otherwise she’s eating a point blank or CC max damage combo. You have to play her really solid and have to read or condition your opponent well too be good otherwise she’s free. The only thing I think is really tough for the opponent against Cammy is her v-trigger divekick and her walk speed as she can really get in your head with shimmy’s, but if you just say fuck it and eat the grab rather than try and hit her at that range it’s really not that bad since it resets the neutral. It’s really only an issue if you are about to be KO’d or in the corner but that’s what v-reversals and EX moves are for. It’s not like she was season 1 Mika where she could instantly get you into the corner from anywhere. She has to work for it multiple times.

Nice insight on the Balrog matchup. Do you mind reposting it in the Balrog thread?
I’m currently debating whether I should buy Balrog and Urien so I can properly learn the matchups. Get my brain used to recognize each move as I have trouble distinguishing what each of Balrog’s buttons and specials are.

@“DevilJin 01” I can agree with that mostly however I will say that the geif matchup got a bit worse but its like what @SunTzu81 is saying I never see any one mention that she is very much a glass cannon plus she doesn’t get in for free anymore. Cammy is always a bad decision or two away from stun and death. When I play people in locals that know the matchup they play a lot more patient versus cammy so you have to work really hard to get them to open up, but I think being patient is the best way to go against her…you can’t just go ham and hit buttons when she gets in as she was designed to be able to dominate from close range with her normals. However no one complains about the fact that Karin/vega/chun can dominate from the mid range…for some reason people like to list cammy’s strengths and ignore her weaknesses. Just wondering why there’s cammy hate lol I mean I can underst ssfiv or maybe st but not now.

@SunTzu81 a write-up that detailed on the Juri matchup would be nice if you have the time.

Learning his moves is imperative if you plan on being able to deal with the match up honestly. He does have a weird hit stun on his TCs. It looks like you’re stuck in block stun for longer than you’d think hso you have to hit your button fairly quickly after you block to punish them. It does take some practice to recognize the right time to hit and since a lot of them only allow for a one button hit confirm like st lp xx SA or st mp xx SA you have to be 100% sure it’s going to punish and not be blocked. If you’re nervous you can just tap jab as a test to see if it hits to learn the timing in a real match also.

As far as his specials you really only need to recognize the range is close enough for a st lp after you block the dash punch (that’s the straight one) and his overhead which is always preceded by a spin so just look for the spin and block high or poke something out before he reaches you. The rest can all be blocked low and are easily punishable except for his turn punch which can be as little as -2, but that is super obvious as he does a massive wind up before he strikes.

Fixed your post. I hate to be that guy that rants about lag, but since we are talking about people not realizing her weaknesses I need to get this off my chest. When I play Cammy I feel like 75% of my games are lost because of lag and not because I was out played. I recorded 10 matches of myself in ranked and 8 of the 10 had a consistent stutter/rollback. Of the two matches that didn’t I won convincingly to someone two ranks above me (knowing this game he/she was probably experiencing the roll back instead of me but I mainly beat them with solid neutral and not laggy v-skill cross up, dash, shimmy b/s gimmicks.) In 6 of the rounds the opponent essentially teleported instantly through the first half of their jump resulting in my anti air coming out too late with me eating a full combo. On 5 different occasions a stutter on my wake up ended with me eating a full combo rather than getting a delay tech while blocking. I had 4 different instances of a tick grab whiffing through them and their grab getting me (This shit blows my mind the most as it’s technically impossible to whiff a grab due to block stun after a light attack, but I have footage where it shows me in throw range in the live game whiffing on one frame and then on the replay on the next frame I’m magically outside of throw range while still holding forward on the stick.) I had 6 dropped cr mp, cr mp xx SA combos of which 2 of them were last hit and ended up eating a full v-trigger into super combo (60% life) to lose the round instead. 4 of them happened against the same Nash player. At first I thought it was me but in follow up games and training mode I was hitting them fine. With a character that has so little life and has to 100% hit confirm or else you eat max damage combos lag screws Cammy over more than a lot of the cast, especially compared to charge characters. Invincible reversals and EX Dive kick was the only things that really allowed Cammy to overcome the lag as she could blow up any wake up or instantly get in, but that shit is gone now. She has no choice now but to commit to a hit confirm and pray it doesn’t roll back/drop or just stick with the one and done approach in laggy matches so you don’t eat a full combo off her unsafe enders.

To be honest I don’t give a shit about the rest of the features in the game or dlc’s. All I want is a way to filter my connections to only play people 100ms away maximum. I have amazing matches playing against people in these ranges but the game constantly tries to put me in matches with people in other countries. Nothing puts me on tilt more than this. I actually welcome getting out played as it forces me to learn, but when I lose to a laggy as fuck Silver Zangief that does a dash ex grab because I can’t even see the dash I lose my shit. Mainly because I know how to beat it and am looking for it as a punish and because it rewards/teaches players to do bad things that only work because of lag further worsening the experience for everyone. (I know you’ve seen those players that quickly realize the can’t beat you so they try and resort to some laggy dash/mix up bs.) When I play people at locals that mainly play online they are like, “How are you reacting and always hitting me out of everything.” This shit isn’t good for any of us. Capcom forcing these unfiltered matches on us might be increasing the matches possible, but it’s really screwing the players experience. Anyway rant over. Thanks for listening.

i agree with you @SunTzu81, me as a cammy player also faced these problems, when there is any lags,rollback whatever,surely i play very badly due to i can’t hit confirm the things ended up got punished or EX grab from gief as u mentioned, and as well can’t anti air well ><,even i choose only 5 bars only it will still lagging,teleporting around,is very frustrating experience for me.

EX divekick is almost always -2 now! It’s been turned to shit! Never use!?

You just must learn to space it well, like a regula divekick, its a really good move.

What is really good about it? Please explain. I think it is extremely limited now.

If you think ex-divekick is now shit then you must have never used regular divekicks lol. Ever noticed how you basically have to hit regular divekicks below the waist for it to be plus on block? It’s the same, but it’s got a much lower height restriction.

It’s a nerf, yes (and it’s a much bigger nerf than most people are willing to admit). But still not useless. Just aim below the waist.

@forest31 Go into training. Set dummy to block. Walk up point blank do st hk, st hk then do instant ex dive kick (has to be instant although manually timed still usually ends up being at least 0 on block). You will hit them on their shin and will be +3. If they get hit you will not cross them up so can always guarantee a DP finish unlike when they flip in the air. This spacing is it’s best use now and also why it seems like it sucks so bad from before. Why? because the spacing required to get the +3 (you can get +2 outside of cr mk rather than st hk range) on block requires you to be farther out at a range that looks like Cammy’s turn is over or at a range where they feel like they can fish with a poke. If you do it at the same moment they hit a poke now you pretty much will get knocked out of the air because of the changes in the hit and hurt boxes on it. It is much easier to stuff compared to season 1. I actually think with the changes to the hit and hurt boxes to EX that normal dive kick is actually better than EX as they feel about the same to get it + and don’t require meter. The good news is that v-trigger dive kick is just as good as S1, so as players get used to being able to stuff the regular dive kicks they will end up getting caught by the v-trigger version instead that nets us far more damage. You just have to be sneakier about it’s use whereas before, in the words of Shia Lebouff, we could “JUST DO IT” anytime we wanted.

Lol, that is correct. I never use her regular dive kick. I don’t understand it at all.

regular dive kick is pretty useful. you’re missing out on nice frame trap pressure

I know, I’ve seen it. I just have trouble applying it. I’m a little slower than you guys, but without you guys in this thread, I wouldn’t even be in the race.

Can someone explain what happened in the clip below? I block a non-cross up jump in from Laura, but she still lands on the other side of me. I paused it during the block and you can see that I’m holding back to block, but she still lands behind me. I feel I should’ve been hit with the jump in cross up OR Laura should’ve landed on the same side. If this is a normal thing, then that’s pretty fucked up.

Spoiler

https://www.youtube.com/watch?v=dK8gaDKh4VM

@Greenwood Laura has a setup that allows for a tricky mix up with her jumping mk on wake up. Depending upon when they hit mk it can hit you on the front or the back. It’s meant to be ambiguous as possible, but notice you have a few frames before it hits. In those situations you can always work forward a little bit before it hits and that will guarantee you block it as a cross up. In some cases you may even make them whiff their jump in. If instead you try and hold back on wake up you won’t move as you’ll be stuck in the guard block animation which is what happened here.

As for why you blocked it on the front but she landed behind you is because her hit box hit you on the front, but her body box was high enough to still cross over. Just because you block on the front does not mean the character cannot cross you up. It’s unusual on normal attacks but happens quite a lot honestly. That is why you have to pay attention to where your opponent is. You should have realized she landed on the opposite side and blocked accordingly but since your mind already assumed that it shouldn’t happen you didn’t expect it. This isn’t much more of a mix up then say aa jab dash under would be. It’s definitely hard to react to but if you are watching you will be able to block in time. This cross up setup really only becomes an issue when she starts doing jumping mk into normal grab, lk low normal grab, and then starts mixing in command grabs if you are teching instead. It becomes a mind fuck to deal with, so you have to try and not let her jump in on you.