Well Cammy’s regular divekicks were all nerfed by 1 frame and her MK divekick was nerfed by 2 frames and didn’t get me started on EX divekick which I almost never use now. Meanwhile they buffed the frames on hooligan into divekick!
You’re generalizing by putting j HK and j HP in the exact same category. A good well placed and timed anti air like Birdie’s c MP will always beat out jump ins. You should learn more about hitbox to hurtbox ratios. Jumps have big hurtboxes which is why anti air c LP can work. It isn’t that jabs are over powered. I don’t know why you think Cammy’s s LP is a good anti air. It’s the same speed, 4f, as b+MP. Cammy’s got a DP too…
Watching Alex Myers owning Japanese players in the Canadacup team tournament was so fruitful!
When Dhalsim left the ground, Alex would uf jump. Really smart. I hate Dhalsim because Cammy’s low life being quickly chipped away while also being pushed farther away each hit it so tough!
Wake-up backdash into c MK buffered into QCF+K was cool. Throw invincibility. I think c MK is still in range after a backdash though, so it might not be reliable.
Lots of c LP, b+MP usage. After a crossup j LK, an early j MP, after an anti air b+MP, dash, even as a meaty! Am I totally wasting Cammy’s potential by not using c LP, b+MP all day? Maybe.
In V Trigger, walk forwards, s MK. Seems overly simple, but in V Trigger, they’re very much expecting instant divekicks.
Nuckledu also did a cool noteworthy sequence. VS a cornered opponent with Guile, he did crossup j LK, pause, c LK, c LP, Flash Kick. After a VS a cornered opponent crossup j LK, the standard follow up is a back throw to put the opponent back into the corner. But after the crossup j LK their tech will get counterhit by the c LK c LP Special Move.