Cammy General Discussion: To Bee or not to Bee

Well you can’t frame trap at that range really so what you described is a shimmy that is done in the neutral range to whiff punish longer range normals that stick out like Giefs hard punch or Necallis st hard kick. It’s basic footsies stuff. It’s definitely something you want to try and do in the neutral but it can be hard to do unless you know their exact moves range and when they want to do it. If you don’t you will get hit out first by being too close or you’ll react too late and not get the hit. It takes a lot of practice to do effectively and consistently. More so than setting up a shimmy to punish a whiffed grab after a knockdown as that is more easily baited.

what about using true block strings to push your opponent into the corner.

Not really viable. You’ll be pushed out too far yourself after 3 to 4 buttons, so the opponent could either hit a button or walk forward at the end of your string. Using a block string as a way to push back is probably the least optimal way to get someone into the corver. Using long range pokes with slight forward walking movements to keep them pinned down as well as spiral arrow knockdowns would be the preferred way to get your opponent in the corner as Cammy.

Hey Capcom! Switch Cammy’s DP’s versions’ properties to the way it should be! DP+LK is her anti air DP, not DP+MK! Very very frustrating doing DP+LK and getting counterhit! Not just trading! Eating a counterhit jumping attack! DP+MK is not Cammy’s anti air DP! It moves forwards too much!

Fix your mistake ASAP!

You’re 10 months too late on that one.

What’s really messed up is they did this so the DP properties were universal across all characters and then I was watching the Zeku stream today and it appears his ex invincible DP is the light version for anti airing not medium, so they aren’t even sticking to the universal layout with new characters anyway so why did they change hers?

To be honest with you though I heard we are getting our DP back for season 3. I mean I think we all know EX dping now is pretty shit as jab is the better choice in most situations. Now that we have to not only spend meter or use the right DP for the right situation (grab, air, or ground), with the same risk of losing 40% and being basically stunned, you really have to question it’s viability. I mean if they have to make it so it’s not invincible frame 1 so you can’t mash that shit out I get it, but don’t force it to be only this DP works here and this DP works there while it still has the same risk as the fully invincible version. If I’m going to take the massive risk the DP imposes at least make them all invincible to everything as the SF gods originally intended. The range I use it should be the only factor I’m considering if I’m taking that much risk with her life and stun imo.

Capcom consistency is inconsistent.
Who is surprised?

Wonder if Season 3 has the SPD for Cammy I orderd.

Pick the right AA for the right situation.
st.hk, back+mp, DP etc.

Should make it easier.

I still take st.hk over the DP because if I hit it’s usualy a CC and I get 250 damage.
(and since everyone online is learnresistent, their next action is to jump in again)

I want to mentoi that it’s pointless to complain about to weak AA’s.
I generaly play characters with good AA tools and the opponents will NEVER stop jumping no matter what. You can AA them for 500 damage, they will jump-in again regardles.

It’s pointless to complain about to weak AA’s, you can AA them for 500 damage, they will jump-in again regardles.

THAT LOGIC OMEGALUL

bMP+stHK+meterless DPs are far from dealing with all jump angles as there is a lot of situations that she doesn’t have an anti-air that doesn’t require EX meter. Specially crossups and delayed dives.

Say you’re against a Necalli, without meter your best bet is to either “AA” like Vega does, which is either not AA at all, air to air or walk back to make it whiff or under to punish it. Which are all ass options that Vega can do better than Cammy and even then they all are ass options.

But ok, since they’ll jump on me regardless there is no point in actually having a solid answer for when my opponent input upforward.

This is gold.

I’m hoping Capcom will realize they made a mistake and restore Cammy’s LK DP in Season 3 or Arcade Edition!

s HK is slow but does work. I’ve been doing j LK as AA. I try to concentrate on my ground spacing not on the air. So when I see they jumped, ub+LK is a great “oh sh1t he jumped” reaction. Then I can go back to concentrating on the ground.

No I ment it different.

Do you realy think people will stop to jump around all of a sudden, just because everyone gets stronger AA’s?
Especialy for online matches is this pure dreaming.

I look at this way. Currently you can do an easy jab to anti air stopping any follow up pressure. The damage is very minimal so I don’t blame them for risking another jump in, but after Abagail was released and I got parried for 30%-70% of my life for jumping in I started being very cautious about jumping at him. There is a limit to what you are willing to risk.

Correction, I do u+LK, not ub+LK. u+LK keeps Cammy close to maintain pressure. And because j LK is a crossup, it will still hit if they did manage to jump over Cammy.

I still jump at players who consistently anti air with a button, not a DP, with a slightly after peak jump air QCB+LK. This specific timing of divekick will actually punish opponents who did an anti air button correctly! I think sometimes you can also convert into c LP, QCF+HK.

I like always anti airing with LK DP because I know there are lots of moves in SFV like a slightly after peak jump air QCB+LK that will beat anti air buttons. Good point though, people, especially those with anti anti air tech like Cammy, will jump again.

is this a sign of somebody being afraid to press buttons

u press a button once that is plus on block u netural jump then u walk up and throw them ?

@mobbdeep if someone allows you to jump right in front of their face and still lets you throw them before reacting, then yeah I’d say they are afraid to press a button.

is that a good tatic to employ

In most cases I think it is better for Cammy to shimmy instead of neutral jump after a + frame normal like st mp. The reason being is you’ll get the same result but faster in most cases. A neutral jump just like a shimmy can bait a delayed grab, however a jump takes far longer to do then a shimmy so the opponent can usually react in time to either block or anti air you. That being said there are still some intansces where doing a neutral jump would be better than a shimmy, like against a gief that likes to EX spd in between your strings to beat tic grabs. Doing a neutral jump here would net you a big punish vs a shimmy that would most likely still get grabbed by the spd, however this requires a hard read on your part. If he doesn’t spd expect to get anti aired jab into a mix up. Overall a shimmy up close is better then a neutral jump to bait something.

what about after a frame trap that they did not press buttons between the string.

Now that Zeku is available, I wonder if Cammy will have a better time against the old or the young version. Also experimenting which moves are punishable.

If you shimmy and they don’t press buttons then you get to do another frame trap, go for a grab or shimmy again. It’s all a mind game at that point trying to bait them to do something. It’s rare someone will let me dance in front of them for too long unless I’ve scared them so thoroughly with frame traps they are too scared to do anything. In that case you get to do whatever you want.