Cammy General Discussion: To Bee or not to Bee

@ronnietheking You can of course just do it without taking into account what the player does, but more savvy players will catch on and will just jump to punish your instant dive kick after your block string. Just keep what I said in mind when you notice it stops working. Things at lower ranks work well whereas they don’t as you get higher as people learn to counter things.

I think people underestimate how much of a difference this can make. On the surface, Ryu has 100 more health than Cammy. That’s basically a sweep or a cr.HP. But Ryu’s 100 health advantage is a lot bigger than 100 when scaling kicks in (both combo scaling and health bar scaling).

If I had a nickle for every time I combo’d into CA, and the opponent is left with 1 pixel of health and I’m left with no EX bar. Or I land what I think is a game winning throw, only to have my opponent get back up. The same thing in reverse - I’m almost dead and I’m getting thrown. Within milliseconds my brain goes from ‘that throw won’t kill me’ to ‘oh wait, that throw won’t kill MOST of the cast, but I’m Cammy…and now I’m dead’

It’s the reason I love fighting against Akuma. He has only 25 less health than Cammy, but sometimes he feels like butter and I’m a hot knife.

I’m not complaining about Cammy’s low health, but I think a lot of people overlook how bad it is to have 900 (plus her low stun).

Well a health buff just won FR20, so yeah it’s pretty important. Ibuki’s health buff kept Xian alive against Fuudo when he went for that EX DP at end of round.

caugh
http://www.capcom-unity.com/combofiend/blog/2017/03/15/street-fighter-v-season-2-balance-update

Cammy

L Cannon Spike
Added a hurtbox for frames 3-6F
Added throw invincibility for frames 1F to 6F
Limited the follow-up attacks after a hit at the base
M Cannon Spike
Added a hurtbox for frames 3-6F
Added invincibility for airborne attacks for frames 1 to 6F
Limited the follow-up attacks after a hit at the base
H Cannon Spike
Added attack and projectile invincibility for frames 3-6F
EX Cannon Spike
Expanded the downwards hitbox
*
Neck Spiral
Added an air throw (press LP+LK during a jump)
*

http://i.imgur.com/q2XSS36.png

http://25.media.tumblr.com/tumblr_m8embeMapS1rwp5qio6_400.gif

https://cdn.meme.am/instances/500x/51831033.jpg

WE IN THERE FAM and Cipher! An air throw, let’s go.

FYI The change to DP only being air invincible on mk forced them to give us an air throw as the range of mk CS can cause certain jump in attacks to whiff. The air throw will be a viable option against certain attacks that make anti air’s whiff, so keep this in mind. PS get ready for the Cammy salt.

I only had one legimate change for Cammy and that was the throw invincibility on HK and how it’s shit considering the risk reward compared to say a jab. Will changing it to LK with it’s 4 frame startup make it more viable against Gief now?

EX Cannon Spike
Expanded the downwards hitbox

I’m pretty sure this means TC into lk spiral arrow will now work on ALL of the cast ANYWHERE on the screen. When I checked the hit boxes on this they barely missed, so now that the hit boxes are expanded they should hit everyone without that one frame walk forward before the EX CS. Oh shit I just realized this might also mean that it may work after st mp, st hp EX CS now too. Oh damn we may actually have multiple legitimate uses for meter now.

wow!

Lmao we got buffed

I swear she gets fed with a golden spoon every single time lol

Just to break it down so people have a better understanding of what these changes possibly mean for Cammy.

L Cannon Spike and H Cannon spike basically got swapped. What this means is L Cannon Spike is no longer hit invincible at all to hits which means she can’t use it as an auto correct dp to beat deep cross ups or to break in between strings safely. L version was the fastest at 4 frames so in a sense this is a nerf, not a buff.

M Cannon Spike lost invincibility to hit attacks so she cannot use this in between strings either. It’s her go to anti air now but it’s range is farther out so it’s prone to whiffing on close jump ins. This again in a sense is a nerf with a slight buff as it will no longer trade to jump ins but that really wasn’t a problem for her before.

H cannon spike basically changed places with L cannon spike. It gains invincibility on frame 3-6 with a 6 frame start up so it can be used to break in between strings to punish things like cr mk to fireball combos. Although she had this on her L and M versions before this is still a slight buff as the H version has more range which should allow her to punish fireball attacks easier.

EX Cannon Spike expanded hitbox. I believe this means her TC into LK Spiral arrow will now combo into EX CS on every character anywhere on the screen. Before it was just in the corner except against Rashid or Chun li. I will not be able to confirm this though until release, but if true this a buff for sure. Oh this might also mean st mp, st hp xx EX CS might actually work and not whiff now too.

Air throw. I believe this was added to compensate for the nerf to L Cannon Spike so Cammy has a way to deal with the certain jump in attacks that M Cannon Spike will whiff on. If she gets Oki off of this it’s most certainly a buff, but if it’s the same as a Cannon Spike it really won’t make much of a difference to her game.

AA range of MK DP is from people jumping from further away of stMK. If they jump from stMK range, which is where 70% of the jumps come in, MK DP won’t work. For crossups its much worse, of course.
https://gfycat.com/JovialPeriodicIraniangroundjay

And if you think that having a 10f startup air to air which forces you to put your face on their feet before the move actually becomes active is even comparable to having a 4f DP I have bad news for you.

Wait what’s a 10f startup air to air? Are you referring to the grab? MK DP should still auto correct punish cross ups, but yes it will whiff if you hit mk too early. I believe in most cases the proper answer to cross ups will be jump back air grab.

^ That.

Btw, MK DP won’t work against close jump ins (jump ins around your stMK range). You can’t autocorrect when they’re in front of you, it’s already going to the correct side, but Cammy goes way too forward.

I’m pretty sure air grabs are 5 frames?

If they don’t cross up then b+mp should work. If they do cross up auto correct dp should work, so it all depends on distance and timing even in the example video you showed. I’m going to test a few things tonight though and I’ll get back to you.

You need 4 pre jump frames, then 1 jump frame… then 5f of the airgrab startup. The real startup of neutral jump/jumpback airgrabs are 10f. jump in air grab is 9f, though.

Thats why you barely see air grabs at all, it requires a hard read on the jump in.

And you can’t time a bMP to beat both jiMK/HP and dive kick, it’s impossible.

I got bad news. I can confirm what Haztlan was saying about MK CS is true. We cannot use CS to stop cross ups. It will 100% for sure whiff on certain attacks if they cross up. LK CS was only version that worked besides EX of course. I still hold the belief this is why they added the air grab.

http://imgur.com/a/ZsR2p This is an auto correct MK CS vs giefs jumping lk. I also tested on Nash’s mk with same result. Hit box just misses.

However in these situations a pre-emptive b+mp should still work, so there is an option but if you saw a close jump late you can’t really react with an auto correct CS anymore come the new patch, however you still can spiral arrow out to safety so it’s not a complete wash. There may be a few jump in attacks that cause problems, like Mika’s drop or Necallis dive kick as they make b+mp whiff and CS whiff, but air grab should work in those situations as I’ve been able to react with a jumping mp to beat them so it’s not something people will be able to do freely on Cammy, but you will have to anticipate more so then before. We just won’t know for sure until patch drops. Oh man if we get oki off this grab people are going to be screaming salt all over the place.

She’s the epitome of what Capcom want’s SFV to be, so of course she’s going to be treated like daddy’s little princess.

Errr… sorry, but that is complete wash. 7f motion move that all you’re going to do is pray that it just doesn’t kill you, switch sides etc. She will have to worry about where she is in order to AA pretty much anyone. And when Alex, Akuma, Cammy, Necalli and Mika jump on her it will be a 50/50. Cammy got nerfed pretty hard in the dumbest way possible and absolutely no one is capable of seeing it, the majority of them are even saying that she got buffed because she a got a pretty much useless move.

One last thing, since I was so triggered by this earlier and feel some vindication. I’m glad Capcom saw through Chris T’s BS about Cammy being brain dead and how Ken needed buffs. I mean Capcom even nerfed Ken’s thunder kick because they thought it was too strong while leaving the rest of him untouched. I mean frankly, a regular overhead that combo’d and was safe on block did seem out of place in the game. I really hope he doesn’t switch to Cammy now though, since he thinks shes so brain dead and godlike. I mean imagine all the whining he would do once he experiences all her life melt away instantly and is stunned on top of it. That whiny attitude he has is not helping any character he plays. I wish he took more of an approach like Julio does with Ken rather then let me complain about everything and then look to Momochi for answers because I can’t figure it out.

I think you might be over reacting a little, but I’ve been on Reddit trying to clarify as much as possible as yeah a lot of people are thinking the LK version is a buff when it’s a nerf. To be honest I very rarely have to auto correct DP as it is as b+mp, mk CS, or st hk handles most anti air situations and spiral arrow is still an option to get out, except for maybe if they were in the corner and jumped but you could still just block in that particular situation. I see what you are saying about the change though. This may have been intentional to force Cammy to be more aware of the jump ins or they may not have realized doing a universal change on the LK properties to the HK properties were going to cause an issue with cross ups. I mean it barely misses. Same thing happened with EX CS and look they just adjusted that so it may be something they look at later where the MK version has the hurt boxes expanded backwards so it can hit cross ups. I’m willing to wait and see. I mean it is a slight nerf, but I wouldn’t call it a hard nerf. We’ll just have to wait and see, but I’ll definitely be the first to give you credit if this does turn out to be a big problem for her in those match ups.

I kinda agree with Chris T about Ken needing buffs, that character sucks IMO. No range normals, a shitty fireball etc… the only thing he really has is gd damage. In certain match ups he has to take so many risks and if he doesn’t there isn’t anything he can do but lose.

That shit bout Cammy being braindead and Urien and Balrog being fine is dumb as shit tho