Does anyone know the effects of “Limited the follow-up attacks after a hit at the base” for light and medium C. Spike for the new patch change? “Base” meaning grounded hit? or lower hit box?
Been comparing the old and new data for grounded hits and it doesn’t seem to be any different. Anybody can tell me what is going on?
Searching for a match 4+ bars was taking awhile so I made this video. The combo is similar to a Karin CC s HK staple combo. As you can see, it does more than with f+HK, c MP. A walk forward is required before the second s HK to be in close range so the s MP, s HP can reach. Being right up against the opponent when you hit the initial CC s HK is probably required as well.
https://www.youtube.com/watch?v=EOOzaAgDgl8&feature=youtu.be
@forest31 Comparing this to Karin’s st HK CC combo makes me smile. If only our st hk could do what hers does. You do get a little more damage (3 damage isn’t much) with this version, but I still think the second one is better as it does more stun, and if you do have CA you can go into it at the end rather than v-trigger for 510 damage. There’s a lot of times that you’ll end up just getting the meter for CA when the last CS hits, but if you already hit v-trigger after the first st hk CC then you already blew that opportunity and doing CA at that point just nets you less damage overall. I’m also not a fan of the walk forward combos in the game, especially with a character that has to be 100% all the time. I mean say you get the st HK CC, you walk forward and then watch the next st hk whiff as they crouch blocked because you were one frame off on the walk, so they punish you and you lose all that damage. At that point all I’m thinking is FUCK why didn’t I just go for the easier one that does 402 damage instead of 405 and always hits or at least forces a block if mistimed. Unless it’s a guaranteed CC at a specific range like against a blocked DP it’s a gamble to go for those combos imo. Even st mp, st mp, cr mk xx SA whiffs on me sometimes unless I was right on them on the first hit and even then the counter hit pushback can screw with it. In most CC situations in the neutral, like what Karin would be able to land at a distance with st hk, I almost always have to do the dash B+Mp TC combo as nothing else effective will reach besides SA.
I’m a diamond Cammy and I get frustrated by Dhalsims but Verloren wow
https://www.youtube.com/watch?v=sN3m07hvEe8
How did you reach Diamond?
I’m still surprised you passed trough gold, since you start to discover now shit we know since february 2016!
I got over the Guile matchup maybe. SunTzu a micro walk is a pretty common occurrance in SFV combos to maximize damage. So I guess you don’t do the below Ryu all resouces combo? Also, after a max distance CC s HK, as I show, dash, b+MP, V Trigger, s MP, the s HP is prone to missing due to range. Cammy’s dash is actually pretty short compared to a lot of other characters.
https://www.youtube.com/watch?v=_qPm5XhoTqg https://www.youtube.com/watch?v=LDVUNtlTHHY
@forest31 Oh I agree they are pretty common in the game. I just prefer to avoid them if I can choose a simpler option that does only 3 damage less. Also I wasn’t recommending to do st hk CCdash B+mp activate v-trigger with my last comment if that is what you inferred. I actually don’t recommend activating v-trigger after a st hk CC combo. You mentioned it whiffs in one option and the other option only nets you 60 extra damage using the whole v-trigger over just doing the standard TC combo into CS (370 vs 310). You can even net 354 damage if you want to use one bar of meter to do EX hooligan dive combo instead of just CS. Blowing a v-trigger there just seems like a waste of resources due to the scaling.
I kept getting my LP DP lose outright to the Vega’s jump ins. It gave him a few counterhit jump ins and was the big difference in the match. I think the Vega matchup got a lot harder for Cammy with the LP DP’s nerf. Guile’s c MK looks really good to try to counter Cammy’s s MK. Look at that Kolin Blockstring! I’ll do a video on it. When I was looking to Super I found moving my thumb over to the PS4 controller’s analog stick made it easier to react with Super. I didn’t do that in that last round VS Kolin. Constructive criticism appreciated!
https://www.youtube.com/watch?v=-Xm7KdANpaQ
Use M DP or back+mp
Whiffpunish cr.mk
Stop pressing lp, after Kolins cr.mp, thats + on block
General stop pressing Buttons after shit that is + on block.
You’re getting whiffpunished like crazy and still throw stuff out of range out, while your opponents just wait for this.
Random backfists without setup and reliance on Hooligans.
At least I learned that Diamond and Silver Vegas play 1:1 the same.
Random Sweep, random Barcelonas, random Walldives, jab mashing and the same blockstring without using mixups, Jab -> Commandthrow /throw
The more funny thing is, how you got hit by all of this constantly.
Also you rely to much on Jump-ins and Hooligans.
@forest31 Wow you must have been in that guiles head because dude was just letting you whiff st mk all day. It’s like he forgot he has sonic boom.
I think you know most of this already but just weren’t thinking about it at the time. This is what I saw that might help you.
Against Kolin: Note that neutral jump is a good option to beat her v-skill in neutral range. They love throwing it out to catch pokes or you walking in since it’s basically safe at that range on block, but if you neutral jump it’s a nice chuck of damage (note last round last game how well it worked for you). Cammy’s v-skill is pretty bad against Kolin in most cases as her fireballs are in the air anyway, so I don’t recommend using them against her. You got hit out way more times then you hit her.
@ 6:56 This hooligan was solid as it was sort of hard to see coming with the setup and is good for catching those always trying to walk back, but doing the one right after was definitely YOLO.
@7:02 This is where you lost this round basically. You jumped here hoping for a cross up, but it looked like a good range for lk divekick to be safe and might have caught her low kick into a combo. Kolin has good anti air options, so you have to scare them into not wanting to anti air. Try starting with a quick divekick as it’s harder to react too. Eventually they will start throwing out counters to stop it so then you can start doing delayed jumps in or empty jump ins which makes it tough for them to get a read. Sadly she caught you with a jab here and did a cross under giving her the stun. I pretty much always assume a dash is coming after an anti air jab now, but it does feel like a guess most of the time.
@8:29 After the v-trigger dive kick you go for a grab. It seems like you hadn’t been paying attention to what your opponent has been doing, but had been looking to react or try something random to catch her off guard most of the time. At no point in those rounds has the Kolin player shown that he/she does not want to walk back on block (except when cornered which is the round you won since she couldn’t walk back). You should have used that information to determine the most likely option the opponent was going to make next and then taken that away from them forcing them to do what you want. For example if you had done on her wakeup/block st lk to cr lk, cr lp xx SA repeat until she stopped walking back, then changed to st lk-grab. This would have forced her to not walk back and then forced her to have to hit a button or take the grab. In either case the option she prefers (walk back) is gone. You have to read the opponent and then condition them based on those reads. I’m guilty of this as well though as after a few hours of play I tend to go into auto pilot rush down mode from it getting so repetitive.
Against Vega: Mk DP has to be really late (frames 1-6) to anti air his wall dives and even then they can whiff. On top of that you have to do the slide method as they can switch sides screwing up inputs making you get SA or just the kick. It looks like you were doing them too early in most cases or his cross up screwed you up. If I’m not feeling confident to anti air it I will try to spiral arrow out early. The season 2.0 and 2.5 DP changes are a bitch but I’ve felt since season 2 DPs are fairly useless and end up costing you rounds more than saving you anyway. Basically if an opponent blocks one of them on your wake up it’s GG as you’re almost always going to be stunned. With so little reward to risk it’s just not worth it anymore.
@17:27 You shouldn’t do dash hooligan after CA. If you want to hooligan you should do hp hooligan v-trigger divekick as it will hit meaty or you can do dash dash whatever to meaty.
@21:39 Why do you do cr mp to meaty here? Maybe it’s something I don’t know but it seems unoptimal in every way. Besides cr lp, nothing frame traps Kolin after it here, and confirming cr lp to st hp isn’t the easiest to do either. What’s even more odd is you commit to cr mp xx cr mk which has a massive gap and if you do hit confirm the counter hit than st hp is the more optimal combo. Maybe it’s just your habit but doing a st mp or st lk would be better in all situations that I can think of when you go for a meaty. .
can u rushdown with cammy.
AHAHAHAHAHAHA WHAT
If there’s one thing I learned over EVO this weekend, it’s that Karin is a better Cammy.
Cipher and SunTzu thanks. But I was getting at a situation: VS meaty crossups. VesperArcade’s video showed it. MK DP whiffs VS meaty crossups and now with the LK DP’s nerfs LK DP loses to meaty crossups. So when people say “Use b+MP” I’m like fuck. 4f is fast for a normal though, same speed as s LP. Who knows, b+MP’s hitbox to hurtbox ratio might make it work or trade with a meaty crossup. I just hate the LK DP nerf so fucking much. I never use MK DP! LK DP is Cammy’s anti-air, HK DP is her long range anti-air. I don’t use b+MP but I probably should since it offers a dash mixup for a side switch, shimmy or grab.
After re-watching that video I realize hooligan after an anti-air DP is scrubby or obvious. 1 dash, then wait or walk forward into maybe c MK is much better. I was over-extending myself with the commitment to hooliganism!
Just want to mention how much I like Cammy’s c MP, c MP, special move combo. It might be the only high-level, great range, legit medium, medium > special move 5f hit confirm in SFV where you can mash 1 button while holding down-back to block first as you recover from something. I find myself laughing at myself as I mash c MP sometimes in scrambles.
Where are the Kazunoko and Xiao Hai matches? I just watched CapcomFighters all day and they were like “Kazunoko has made it to top 8 in winner’s side. Xiao Hai is OUT.” I was like dang it.
st lp may work on some cross ups, but cammys hit box is much lower than other characters st jabs like necalli, ryu, akuma, juri, bison, etc so I don’t see it being as effective on those deep cross ups. Jump back air throw should work in most situations but I agree the universal DP changes suck for her. I still get MK dp trading sometimes as I’m trying to do it soon enough so it doesn’t whiff but it still misses the 6 frame invincibility window (fucking Akuma is the worst with this). However I heard from a little bird in the know come season 3 there will be a massive overhaul and dp’s will be brought back, so we can only hope that is true.
cr mp, cr mp xx special is an easy string but it loses to 3 frame normals so you can’t just mash it out. Also in scramble situations 2x cr lp is your best option as it’s the fastest normal in the game and can be confirmed on the second hit. As for cr mp some people tend to panic with grab in those close scramble situations so if you do cr mp it will lose to the grab as they are both 5 frames, unless you happened to be plus which is hard to tell in this game sometimes. This all depends on your opponents knowledge and what they’ll let you get away with however. I mean I still catch people with the anti air B+mp - dash - cross under - st mp even though I’m supposed to be -2 just because people can’t block the other way in time with the lag, so if it’s working for you definitely keep doing it, but offline I always get caught going for cr mp when cr lp would have worked in those scramble situations. All those 3 frame necallis, balrogs and karins I played last weekend at EVO made sure to teach me not to do cr mp in scramble situations.
When Abigail comes out, I have a feeling that Cammy is going to be a bad matchup for him. Think about it.
[list]
[] 1100 health vs Cammy’s 900
[] Overwhelming power to KO Cammy in 2-3 combos.
[] Long reach to keep Cammy out of close range
[] Armored moves to negate Cammy’s pressure.
[*] A wide variety of moves, from overheads to command grabs, to beat Cammy in her own game.
[/list]
I play Cammy myself (even though I’m not too good with her.) Any tips or things I can utilize for Cammy when Abigail does come out so I won’t have to see my poor Cammy getting tossed around like a ragdoll or even watch Abigail beating the stuffing out of her with his CA?
I heard these storys pretty much before every new DLC char came out.
First the character has to come out and we need MU experience, before we can say anything about the MU.
I don’t want again the drama we had with Birdie, were he wasn’t bad in the end like half of the … it was actualy just 2 people who keeped saying that.
Anyways, I don’t want this again.
Just wait 2 weeks, then we can talk.
I heard he does less damage than Laura so I don’t think you can say overwhelming power. Longer reaching normals usually means slower normals as well so it should be similar to fighting Gief in that you can whiff punish those normals. Same with the armor. Cammy has quick 3 light attack moves to blows those up and they still lose to grab so I’m assuming the match up will be much like playing against Gief except with less oki on knockdown? If he gets good oki too then it’s pretty safe to say it would be one of Cammy’s hardest match ups but we’ll have to wait and see for sure. The plus side, his anti airs may suck meaning we can jump in pretty safely unlike against Gief with that st jab.