None of those idiots getting wrecked were using the game’s wakeup options though. If you don’t quick rise of tech roll, Cammy can easily impose her mixup game.
Be honest,are you surprised? I talked with people,who say they don’t know that these options exist. They ended up,waiting the whole time for their character to rise and still taught that throws are hard knockdowns.
Dunno, a bunch of people I fought felt too aware of it and didn’t try any sort of jump in or cross up shenanigans. In fact, I got more than a few by not doing anything on knockdown because they just went close and stood there.
Yeah u really should quick rise against cammy’s if only 2 throw off her timing. The new thing I have seen mostly is people mashing grab on wake up which is a terrible idea
Cammy is good, but she does NOT need a nerf stick. I’m not even planning on maining her but I’m salty about them taking away her lights. I mean, if medium links are pretty easy I guess it’s not too bad, but we want these characters to be fun, diverse, and honestly, everyone should be called “scary” in some form or another. Look to VF5 capcom, everyone in that game can wreck you. And Akira is not head-and-shoulder above everyone at the top of the tier.
What makes me salty about seeing Poongko playing Cammy is in those highlights he wasn’t playing the type of players I see everyday in ranked here in the states. I mean where was the wake up OMG hit frantic buttons crap.
All I’m saying is, if I’m wrecking some dude he’s going to wake up CA or do something crazy guaranteed!
Happened since Vanilla, has already happened in SF5, lol.
You’d think new people in a new game would TRY to learn it and not play like a 2 year old…
Anyone notice her st. Mp cr. HP doesn’t combo anymore after the maintenance? I mean I never tried it in a match but I could get it consistently last night and now there seems to be more start up on cr. HP or maybe more pushback on st. Mp?
Well when we get the build where cr.LP doesn’t link into cr.MP anymore, we can just jump over to cr.LP s.LP s.LK instead, unless they took away the special cancelability on LK too. s.LK hits crouching characters, even small ones like Chun and Cammy, so it’s pretty consistent. Just a little less damage and stun, and a tighter cancel window.
Also, Cammy’s b.HP is my favorite button in the whole damn game so far. Stuffs everything, even Bison’s headstomp. I’ve only seen it lose to Cammy’s j.HK because that normal shrinks her hurtbox. Otherwise it’s a monster of a button.
I mean yeah ultimately that would be awesome, but confirming off jabs and lights is the only way to stuff people who mash throw and jabs themselves on wake ups and on jump attacks without resorting to an Ume-shoryu and getting punished if they block.
It seems like it would be an easy fix: just make jabs and lights unable to special cancel, literally leave it as a “get off me” tool, otherwise this shit’s gonna stay like SF4.
An entire generation of FGC people have been conditioned over the course of 7 years to mash jabs and throws in order to blow through Focus Attacks and spammed reversals because they were the safest strategies to use to counter both of those things while still confirming into damage and a KD. That kind of conditioning doesn’t just go away until you forcibly remove the ability to do those things from the newest entry in the series.
Jabs and throws are very powerful right now in SFV since meaty set ups are very tricky to time now with 3 kinds of recoveries available to the player (slow, quick, back). Removing the ability to special cancel jabs and lights encourages going for medium and heavy meaty attacks (crush counters, yay!) while ensuring that if they get blown up by wake up jabs, the person waking up can’t convert damage off of it.
It’s literally just fighting fire with fire at this point, jab/light confirms are just gonna be a thing until Capcom makes a change. I hate it, but it’s just what we have to deal with right now.
Probably means I’m ass at meaties then. Not trying to turn this into a big dick competition, just sharing my thoughts about it. Exchange of information and ideas.
You’re right though, when I do hit my meaties correctly, confirming off of a s.MP into anything feels awesome. s.HK is also great when they’re in the corner, it’ll catch people jumping or CC any errant buttons they press since its start up is relatively fast. Faster than cr.HP anyway.
If there’s one interesting aspect to hit confirming any combo that I do enjoy, it’s going directly into Hooligan if they block the whole thing. It’s pretty gimmicky but if they’re trained to be patient and block, it opens up opportunities to surprise grab them, or make them guess if you’ll land in front or behind them with either the slide or dive kick. Feels like a decent way to maintain pressure while giving yourself mix up options. EX Razor Slice is even safe on block I think. The non-EX is definitely not though.
And then you have glorious EX Cannon Strike resets. Can reset with either b.HP or s.LP, go for a cross under or a fake cross under depending on the timing of the reset, or cancel the b.HP/s.LP directly into Hooligan and completely mindfuck them on where you’re going as they land. It’s fantastic. If you TK the EX Cannon Strike, you actually won’t travel far enough to travel through them, you’ll stay on the same side. If you hit it from a higher angle, you’ll pass through them normally and end up behind them.
Just holding out with Cammy until R.Mika is playable…