Cammy General Discussion: To Bee or not to Bee

Yes, my sincere apologies Cipher for overreacting a bit when Abigail came out. Definitely not going to make a comment on Cammy’s match up against Menat for now. Although, I am interested to see and learn how others play against Menat, since she has quite a few ranged attacks (like Dhalsim) and can be a challenge for Cammy to get in close.

This wasn’t specific pointed at you.
This was the case with all DLC characters so far.
i’m currently looking at Menats Hitboxes and our DP will be very very important.

So there’s been a lot of buzz going around how the next updates will include an updated V-System, featuring new V-Skills, V-Triggers, V-Reversals, and of course, new Critical Arts. I’ve read that players will be able to customize what V-Skill, V-Trigger, etc, they’ll be able to use. This is exciting news and if this were true, then I can’t wait to see what will Cammy’s second V-Skill, Trigger and her CA will be.

What do you think, everyone? Cammy players or not. If Cammy does receive a second V-Skill, V-Trigger, V-Reversal and Critical Art, what do you suppose it will be? Perhaps something to help her range like a Knife Throw? Or maybe something that will utilize her quickness and speed for potential mixups.

Hello there Cammy mains.

I’m trying to collect some fight money by fighting Survival Hard.
Are there any tips for beating the CPU? Moves or combos that work well?

Thanks in advance for any help offered.

Cammys second V-Skill beeing knifethrow would be awesome, since according to the lore shes incredible skilled with knifes.

Second V-Trigger, I still have hopes, that one day she gets some practice from Rose, so Soul/Psycho Powerd Mode would be nice, something like Soul Powerd Special Moves would be awesome.

Second V-Reversal, the beginning of her CQC U2, where she jumps on the shoulders of the opponent and snaps their neck.

Second CA, might be boring but Spin Drive Smasher would be the go to.

If it still works, mash H DP, thats all you need to do if they haven’t changed the AI.

S3 is definitely coming with some major changes. There’s been easter eggs hidden on the websites, whispers between people in the know, and data-mining pointing to all of this happening for S3. We should finally have the game we should have had on launch day, so if Capcom is smart they’ll call this Super SFV to try to get some people back on board.

With how aggressive Cammy is currently I feel like the new v-systems she gets will be more defensive. With how many counter/parry attacks we’ve seen this season I could see her getting her CQC as a 2nd v-skill to counter a hit much like Kolin’s. This would give her a possibly better option against non fireball characters with longer range normals as the current v-skill is pretty useless against them. However this might become her 2nd CA as well, as it would be more of a defensive option for her. I’m not sure about her v-trigger. I mean I wish they gave her something visual like a glowing green or something around her body like everyone else seems to get when active, but I don’t know what they can give her that would be balanced or end up not being completely useless. A set of knife projectiles that could be used in v-trigger would be cool, but seems like they’d could end up being pretty useless too unless they lead to some good damage/setups like her current v-trigger does. Keeping with the defensive option it could be a viable v-trigger against grapplers as she’ll have a projectile to keep them out. Depending on how they change her v-reversal it may be a whole defensive v-trigger package centered at helping her deal with those match ups.

HK DP was the go too. For some reason the AI responds to your attacks and tries to counter which results in them always getting hit as you are invincible. They also don’t optimally punish the DP if blocked. However this was all before the DP nerf, so it may not work as well now.

I would like to see the counter come back. I thought it was cool in SF4. Just hated the fact that it would get blown up by reversals and armor breaking moves

At long last I managed to beat Survival Hard with Cammy.

It took me about a dozen more tries, but I finally cannon spiked my way to victory.

I still haven’t done it. Died on the last round and was like f this mode for life lol

does walking foward after a failed frame trap but it is still your turn help with pressure.
like say they block 2 normals that are plus on block and after that i walk foward can i get a counter hit setup ?

Yes you can walk forward after a failed frame trap to attempt a second frame trap however it depends on what your opponent does and how you have conditioned them. For example, if you do a st mp, st mp blockstring you have performed a move that is +3 on block and starts in 6 frames making it a 3 frame trap. Now if you conditioned them to not hit a button in between the two st mp’s because you counter hit them there a few times they probably won’t hit a button in between them any more or will be doing a delayed normal/tech instead, so what you could do to counter this instead is to do a st mp, followed by a small micro walk forward, and then do another st mp to confirm into cr mk xx SA on hit. This isn’t a true 3 frame trap anymore but probably a 6-9 frame trap depending on how big of a walk you took, so if the conditioning didn’t work and they still hit a fast button in between you would get hit whereas if you hadn’t done the micro walk you wouldn’t have gotten hit. This is why it’s important to vary your block strings as much as possible so your opponent cannot make a read and has to commit to something. I still have a bad habit of falling into certain block string habits. For the most part everyone tends to know once Cammy does cr mk or st mk at the end of her string her turn is over. This is why you sometimes need to stop strings early and walk forward to reapply pressure or backward to see what they are doing to figure out if you can counter what they are doing during your block strings.

is turtling for a few seconds and if the opponent get passive u dash up and throw them a good strat to impliment in your game

It may work once or twice or online with lag, but it’s not a safe strat. Just like looking for a jump, people will be looking for the dash. Doing a dash is just another option to mix things up in the neutral, but is unsafe. That being said it’s always worth testing their reactions. If they can’t react and are giving you that free in definitely take it.

what about jumping at the opponent to get them to get overzealous so u can punish them doing something negative.

Cammy has a number of jump in setups to get the opponent to make a mistake. This tends to work best on characters that don’t have easy AAs, but even those can be baited and punished. Cammy has essentially three to four jump options that can setup an opponent to make a mistake via anti airing.

Jump 1: Standard jump at neutral range with MP (hit it early so the last active frame sticks out to hit the opponent as it extends beyond her hurt box). This can be is used to punish AA jabs in almost all situations as the extended hit box will beat out bad anti air jabs or trade at worst. If you see them doing AA jabs try this out to punish them to stop so they have to do something more risky like a DP or special to beat it.

Jump 2: Instant LK Dive Kick / Hooligan Air Grab Drop. This is used at a distance slightly outside of neutral, and requires some setup of doing jump option 1 a few times to get them conditioned to do DP or other long recovery anti air when they see you jump. The idea is to do an instant LK dive kick that will shorten your jump and make their DP whiff, so you can punish it. This however does not work against characters with fast and good AAs like Cammy’s B+mp, Balrog’s Mp, Giefs Lp, Dhalsim’s Lp so for those type of characters we have option 3.

Jump 3: Delayed dive kick. Against those characters who have good fast AA you can do a jumping delayed dive kick to punish. The delaying of the dive kick causes their normal to whiff while you still hit. The downside is it may not combo and if they do block instead you will most likely be -5, so it’s more of a way to make them second guess their anti air so you can jump in for free, but doesn’t always work if they don’t take the bait. Against those players that have good reads/reactions on the jump I try to do lp hooligan to dive kick from afar so I can get in low and be plus on block as it’s harder for them to get the timing to anti air it.

Jump 4: Cross up LK jump. This is used at a specific range, usually after a specific setup or during a wake up setup that allows you to ambiguously cross up the opponent. It can also in some cases cause the opponent to whiff a DP if they mistime their auto correct. Good option to lead into her TC for good damage and another setup. Sadly seems to lose easily to all AA jabs.

thank u but i was talking about getting the opponent to engage in battle so they get overzealous in their pressure follow ups
in hopes of them doing something negative like just blocking to gain info on their button presses.

I don’t think I understand what you are asking. You want to jump at people to get them to become overzealous in their follow ups?

nah let me rephrase this question i mean is just blocking a good idea to gain some info in terms of picking up what strings your opponent likes to do and moves they like to do.

Oh yeah. My buddy does this to set up counter hits as people are creatures of habit and usually do the same strings over and over. Holding back to learn what they like to do is sometimes worth it vs EX dping on wake up for example. It’s sadly riskier to do against grapplers though especially with Cammys health.