First one hour impression. Abagail’s anti air is pretty spotty. He has to use the right one depending upon where you jump in on him at so he definitely isn’t as hard to deal with as Gief already. His normals are also very slow. I think he will require a lot of setting things up to get in. That armor run is pitiful even compared to giefs bear grab. You can get beat it with grab or even f+hk to beat the armor and get a nice combo. His grab range is also short compared to Giefs. His plus side is he can get a lot of damage from afar fairly easy if you misttime or misplace stuff. My biggest problem so far is whiffing on him as his body seems way bigger than his actual hurt box. Also you have to train yourself to hit later on jump ins as he’ll recover before you land with his height. Gief and Fang have that problem too, but it’s far easier to misjudge height against him.
Abigail’s got a few anti-air options. His f+HP and and cr+HP make it difficult to jump in. Also, his st.lp can cancel into a command throw mixup.
Vrumm Vrumms hurtboxes seem normalized.
Try to cross him up, it’s hilarious to look at.
Cammy is literaly inside of him when she crosses him up.
Watching Cammy crawl up his body like a ladder to throw him had me laughing the first time I saw it.
The hurtboxes being so off from his body is really annoying. It’s not just bad on his upper body either. I had a number of times where’d he do Nitro run into Punch and I do cr mk to watch it whiff deep inside his leg. The model is just ridiculously over-sized for the game. I think they need to shrink it to what SK edit looked like or adjust the hurt boxes to how it was for Hugo so shit actually hits closer to what his body is. I mean isn’t that the trade off. You’re huge, get more health, more stun but have a bigger hurtbox too.
As far as jumping in on him. There are certain ranges where you can and cannot jump in leaving spots to attack. You have to set it up. The problem I’m having is landing a hit in that spot and then him recovering before I land. Also his V-skill to CA makes it super risky to divekick/jump in on him when he has CA. It even beats the v-trigger divekick. It’s like the easiest parry/counter in the game at this point into huge damage.
It’s still too early for me to tell though. I played about 30 matches against Abagail and some stuff at first that I thought seemed hard to deal with ended up being easier to counter than I thought.
Cammy’s max damage combo in the corner will whiff on Abigail. You cannot do jumping hp, b+mp, st Hk xx lk SA xx EX DP. You have to do the jab before the TC combo otherwise it will whiff the SA because he bounces off the wall. This is a loss of 10 damage. You’d think Capcom would compensate by allowing it to hit in mid screen like it does against Chun and Rashid, but nah.
jiHK TC LK SA EX DP works just fine against abigail on the corner as long as you do a tiny step back before TC, not hard at all.
You get freaking true throw loop in the corner against the guy and you want more? lol
Oh no shit. I didn’t think to try the walk back after the Hk considering you need to be close for B+mp. I was just letting people know the usual combo doesn’t work, but nice to see it does with the little walk back. And yeah I want more. MFer is a double wide with 1200 health and can stun/Ko me in one wrong guess, so yeah an extra 70 damage when I land a hit in the middle of the ring would be nice.
I hope capcom just reverses the properties of the LK and MK DPs. s LP will always trade or lose, SunTzu. You don’t use s LP as anti air, WTF? I’m talking about LK DP getting counter-hit while Cammy is still standing on the ground after getting up by a crossup. With the LK DP nerf, she might have to spend 1 bar on EX DP to AA a meaty crossup.
Just wondering how successful b+MP is to AA meaty crossups since I’ve always used LK DP as AA exclusively.
It all depends on the characters normal, the spacing and where you are in the ring. For example if you are in the neutral and they go for a jump in that looks ambiguous than LK DP will sometimes win or trade depending on the opponent, but if you do the df df motion so you are never standing, than MK DP will still work but it has to be done very late when the opponent is on top of you. If the opponent is not on top of you that means you had other options like walking slightly forward to make it whiff or doing B+mp instead. b+mp will work most cases for cross overs. The exception is when you are in the corner as this will let moves that would normally whiff pass over the B+mp and still hit as they are pressed against the wall (ie try Juris mk from point blank in the corner and watch it cross up and hit). It’s at these times when things get a little wonky as I don’t think you can ever reliably do DP as the opponent crosses you up at a timing that doesn’t allow for the normal auto correct dp timing. What I found works in these situations is to do f+mp at the time you would normally do b+mp as they cross up mid way rather than at the end of the jump. This is only in the corner though. As far as them doing a meaty cross up on your wake up, MK DP will work but it has to be reversal timing.
If you find your MK DP whiffing on jump ins it means you are doing it too early or at the wrong spacing meaning you should have used another tool like b+mp, lk DP or even st hk. For example Necallis dive kick has a delay and spacing that can make your b+mp and mk dp whiff. In those situations LK DP usually works at the same timing you’d do b+mp and will usually win. If they are too close for even lk dp to hit then you can just walk forward and punish. You could also react to the delay of the divekick with b+mp and that will still work, but you run the risk of eating a jumping hard punch if you get used to delaying rather than reacting to his stutter in the air.
If I’m still not understanding please layout an example I can try out into training mode as I’ve found options that work for every jump in so far. My problem is being able to tell which jump in it is fast enough sometimes as I tend to auto pilot b+mp a little too much.
I hope capcom makes it so only reversal DPs aren’t invincible. So on the wakeup you’re screwed just like Capcom wants, but in the neutral they are invincible so you can play with an invincible move.
I mean, I get it that they want you to have only a couple of options to defend yourself. But why I can’t react to Mikas charged stHK or Akumas fHP in the neutral? Fuck, I can’t even AA Ibuki with MK DP because it gets counter hitted by the kunai. #MakeDPGreatAgain(AtLeastOnNeutral)
Hatz DPs coming back to what it was come start of next year. Watch.
I’m using Cammy QCB+LK divekick almost always. I use Necalli and Lord Akumer also and Cammy QCB+LK is more like those divekicks. Like you jump fully but as you start to descend from the jump’s apex, you try to make their anti-air whiff with QCB+LK! Even if they DP, QCB+LK will make the DP’s tip graze Cammy so she takes minimal damage. I think I’ve gotten my QCB+LK DPed, ground teched, then punished their AA DP! QCB+LK is great for instant divekicks too. Even if it whiffs, which is obviously bad, it’s generally safer than the other versions. QCB+LK after a small blockstring is great.
What do you guys do after a blocked s LK, c LK, s LP? I see Cammys do c MP but c MP is prone to being out of range. I sometimes get a counter-hit s LP, and counter-hit s LP, s HP is a CH combo. s HP also should always reach post s LK c LK s LP blockstring, and s HP on its own is somewhat hit confirmable if you’re on point.
Post s LK c LK s LP blockstring I’ve been using microwalk, s MP, c MK. I really like s MP c MK in general because of its high hit confirmability and reliable range. Using microwalk s MP c MK, I can get another normal hit hit confirm string post s LK c LK s LP blockstring, often followed by a s MK to prevent a jump! After a forward throw in the corner, I think microwalk s MP c MK can be a post throw meaty! Am I right? Ig’s better than c MP, c MK because ig’s a normal hit hit confirm.
I’m finding the AbiGAIL matchup very fun! Cammy jumps onto his face like a Half-Life Headcrab! I grew up on X-Men VS Series games and I often picked Wolverine. I’m used to matchups like Wolverine VS Juggernaut or Sentinel. Just make sure you time your meaties well. AbiGAIL’s EX run’s armor starts on frame 3. Pester him with s MK similar to the Guile matchup. He’ll abuse c LP and s HP so whiff punish with what you can. Even QCF+HK is useful in matchups like these as a whiff punisher! Don’t respect AbiGAIL, dash or double dash on occasion!
A lot of AbiGAIL’s moves are very punishable but have a bit of pushback, making Cammy s MP, s HP miss sometimes. This got me thinking: I should use Cammy’s b+MP,HK target combo more to punish a lot of things like blocked Tatsus. s MK, c MK will punish AbiGAIL moves with pushback, but keep in mind s HP, Special move will do more since the scaling is reduced even though it’s less hits.
Posted this back when the SFVS2.5 patchnotes were released. It’s the same as the meaty crossup Vesper shows that I’m talking about
https://www.youtube.com/watch?v=5nLBq2GurhU
I tend to do s lk, c lp, s lp, cr mp, cr mk but it’s all about conditioning with that string and what they tend to want to do during my strings. If they block a lot I’ll cut it short and try some tic grabs. If they delay tech, I’ll try a st lk to st mp or st hk depending how much they are delaying the tech or a normal. If they are walking back I’ll try st lk - grab or switch to s lk, c lk. If they are blocking and teching everything and the shimmy still isn’t working I’ll look to see where they like to interrupt the string and change it up to punish from there. It really comes down to the opponent and what they like to do then I just try and set it up to counter it. Sometimes I get the right guess the first time and sometimes it takes a lot of knockdowns to get them to do what I want.
This works but requires conditioning as the microwalk is a gap players can jab in between. Necalli players come to mind. It depends on how restrained your opponent is to be honest. Usually if you do it once they’ll feel robbed of their turn and look for it the next time but then you can just do the cr mp instead after the s lp. It’s basically what I meant earlier by choosing my combo use based upon what they are doing or I want them to do.
Vesper did the MK DP too early here for that jump in I think. You can tell there is some variably timing as he doesn’t get the reversal icon meaning the jump wasn’t that deep/meaty to begin with. If you time the MK DP right as Nash is on top of you it will hit, if you do it before he crosses up it will sometimes whiff. It’s all in the timing and spacing and it is very slight. LK DP made it so we didn’t have to time it to so tight and I think it’s because of the one extra frame of activation plus the extra forward movement of the MK DP. Nash basically has one more frame to move away from you and you have one more frame to move away from him allowing it to whiff. Since LK started earlier and stayed closer that never happened. Honestly if meaty jump ins are giving you trouble just lab that particular setup for a bit. I’ve seen some whack ass anti airs work in this game to where I’ll believe anything is anti air-able at this point. .
s LK, c LK, s LP, the c MP is prone to miss, then the c MK will definitely miss. Don’t even talk about grabs bruh that’s a different category. But I will say s LK, c LP is great for that purpose.
No, the point is it’s impossible for Cammy to MK DP that jump-in, Sun.
No fucking shit there’s a gap before you do s MP, c MP you dummy. Microwalking is a huge part of SFV but it’s too advanced for you.
Impossible? I just did it in training using the same setup with mk dp. If I do it too early it whiffs, if I wait until the very last instant it hits. Are you not able to get it? I can make a video if you want?
I sense a big irony of Forest calling someone a dummy.
So you’re saying the Vesper video is wrong and MK DP hits that meaty crossup. Even if this is somehow true MK DP is still not Cammy’s anti-air DP based on the DP trajectory types. Characters like Vega an Bison’s special moves’ entire goals are to overshoot DPs to make them get hit.
Yes that is what I’m saying, and that setup was not meaty. He timed the MK DP wrong and that is why it whiffed. I’m not arguing that the mk dp trajectory isn’t as ideal as LK, but this is what Capcom gave us. It’s a nerf just like vesper said in the video, but mk DP and other anti airs still work. It’s not like we are Alex where you literally can’t do shit and have take the jump in. Cammy has an option that will work for all jump ins. I have yet to find or experience one I have to take.
I’m wondering if someone can help. I have googled for an answer but cant seem to find an answer.
Is CrMp > CrMk > Spiral Arrow or StMp > CrMk > Spiral Arrow a normal combo?
I don’t think it is a counter hit combo as I have tested it but i cant get CrMp > CrMk links consistently which is making me think maybe it is situational? Or am i just missing the links?
cr.mp -> cr.mk xx Special is counterhit only
st.mp -> cr.mk xx Special is a regular combo