@ronnietheking Cammy has good long range normals and walk speed, so you donât have to bulldog with Cammy much really. The only character I can think of requiring Cammy to do some bulldogging would be against Guile and maybe a solid Fang, but itâs so easy to land a cr mk into spiral arrow to get in with Cammy. Most of the time youâll be playing footsies to get the knockdown to apply wake up meaty pressure. Forcefully walking into point blank range while trying to block fireballs/normals is more something Zangief has to deal with and is why he was given armor moves. With Cammyâs normals and walk speed she doesnât really have an issue with getting in close.
I watch a lot of vespers stuff but he seems to have a jack of all trades understanding of the characters, so I take what he says with a grain of salt. I wish he gave a better explanation of why her moves have issues (like he did with Urien/Guile) rather than just saying I think itâs overkill. I wouldnât mind the changes he mentioned besides st lk increased push back.
Out of curiosity, if you could rework Cammys V-Skill and give her a new one, what would this V-Skill be?
I was thinking about CQC (no not the Ultra) giving her a multi utility move.
Neutral V-Skill would still be her Quick Spin Knuckle
Then she would get a variation for each direction you press.
Up + V-Skill would be a neutraljumping AA move, that puts the opponent into a juggle state
forward + V-Skill gives her a KoF style hop, yes you can use buttons during this
back+ V+Skill. Just defence, because I like just defence.
down+ V-Skill ⌠I have no idea, I was thinking of this launcher she had in Omega mode.
@Cipher Not exactly what you were referring to, but after seeing Kolinâs counter move especially as an anti air I like the idea of giving everyone a counter type move in the game like Cammyâs CQC. Itâs something I think will help balance the stronger jump in game as so many anti airs have issues and donât lead to much damage. When you get caught by Kolinâs EX counter from a jump in for 240 damage it really makes you respect them, but at the same time if you bait it and land you can punish too so itâs a fair trade off. It reminds me of SF3 jump in parrys. Me and my buddy would always have some mind game with jump ins because you could parry or not parry. Bringing something like that to SFV would be nice without bringing the full parry mechanic.
We all do. Doing a dive kick after a blocked string depends on what you notice the opponent doing. If you do a blocked string and then just wait, what do they do? If they hit a low then doing a dive kick right then is probably a good idea as you will probably counter hit them. If they hit a high like st hk or jump back then doing a dive kick is probably not a good idea.
I was going to put this in the beginners section, but since weâre talking about dive kicksâŚ
I was playing against another Cammy and the sole reason I lost was because I thought I was blocking unsafe dive kicks, but his cr.lp was beating my cr.lp. It IS possible that I was pressing cr.lp a little too late, but I was like 0 for 7 against this (with a couple of trades). IIRC, the dive kicks I was blocking were slightly above the waist.
The general rule of thumb is - above the waist is not safe, below the waist is safe. But I need more than this.
My questions areâŚ
How many height levels are there to a dive kick? My frame data says a dive kick is -7 to +2 on block. Does this mean there are 10 different possibilities of block stun depending on where it hits? Or is it something like; the Head is -7, the waist is -2 and the ankles are +2?
Is it more about where the dive kick hits on the opponent or is it more about how close Cammy is to the ground? Meaning; if Ibuki blocks a dive kick at her head and if Fang blocks a dive kick at his head, is Cammy -7 against both characters? Or -7 against Fang and -4 against Ibuki? Does someone like Fang have more âlevelsâ of where the dive kick can hit as opposed to someone shorter?
Kazunoko the God put into the loserâs bracket by TS Sabin! Cammy is a pseudo grappler so personally I find the Dhalsim matchup difficult. You have to look at everything the Dhalsim is doing and act/react appropriately. Veloren looks really strong. I wonder if he has a Twitch. I hate how James Chen keeps saying Cammy got buffed when they nerfed the crap out of her. https://www.youtube.com/watch?v=ynLzdpvHY7c&feature=share
Cammy got universally nerfed with some buffs, while almost everyone else got universally nerfed with no buffs so from their perspective she got buffed. I still get in arguments with people saying that she is better this season and therefore got buffed overall.
The Dhalsim matchup I feel is still very much in Cammyâs favor. A lot of Dhalsim players have this way of doing a lot of shit on screen when in actuality they arenât doing anything and it makes opponents get impatient. I didnt watch the match im just talking in general.
I mean I guess u can say Cammy got nerfed but like @SunTzu81 said she got Buffs as well and honestly the divekick nerf didnât really hurt her game that much so I donât really view it as she got nerfed
Cammy is a pseudo grappler?
What the hell? This isnât even remotly true, want to know what character was a pseudo grappler? Makoto, necalli is a pseudo grappler, Cammy is far away from beeing a pseudograppler.
Also how does someone think Cammy got nerfed into the ground? Unable to do shit without using EX Divekick?
Jesus these comments sound like the ones from the dufus I try to teach since 3 years footsies.
âHey I want to play Footsies, tell me how to!â immediently divekicks
See this is what I keep hearing but itâs funny to me because even Capcom realized that the universal nerfs hurt Cammy more than the others so they gave her something to compensate. She wouldnât have gotten anything just like a lot of the cast if Capcom didnât see this. The fact is for 2 days after the patch dropped I lost a lot and it wasnât just because EX divekick was nerfed as people still werenât punishing it as they were so trained to just block after. The difference came from the overall damage and meter nerfs. Things we used all the time like spiral arrow and grab did less damage and built less meter. This made it take longer to KO, which gave people more chances to hit you. To me the last sliver of life is Cammyâs worst enemy and everyone at 1000 health seems to always survive with just a slight sliver of life with the ability to do an easy 60% of your life bar as they have full bars. Couple this with the DP nerf and you werenât able to get people off you in hard to read situations without the cost of meter which meant less damage output and again more chances to KO Cammy. The v-reversal change ended up being a joke as it still whiffs sometimes and is pretty easy to punish by a lot of the cast, so this did not help with her nerfs in defense. In the end this just made all Cammy players stronger, but it doesnât negate the fact that this was a serious nerf.
To compensate she got a B+Mp that doesnât whiff and was made + from - so it was actually usable like I think they intended in season 1, They added 1 more frame advantage on block for st mp, and a corner only juggle combo that costs meter. To me the rest of the changes are inconsequential. So she essentially got a little stronger in the area she was already good at while being nerfed in areas she was already weak. Capcom just moved her farther towards offense, so that is why she is still good, but when Cammyâs on the defensive sheâs going to get caught once and destroyed. To me the only thing keeping her relevant is her shimmy game. The fact that she can force grabs and then bait them is really all she has going for her at this point to score big damage. Take that away from her and I can guarantee you she will be worse than season 1 gief. Catching someone in the neutral to some oki isnât going to win her games if they know all they have to do is block low.