The only way Ryu can parry Cammy’s specials is if she just throws them out and any gd Cammy player won’t do that. Not 2 mention Ryu’s parry is easily baited. Ur entitled to ur opinion but honestly I think Cammy beats Ryu, in this build anyway
Maybe you have to play her longer,her groundgame is amazing,she outfootsies Bison,Nash and Ryu without problems and is on pair with Chun. You can also react to most projektiles with V-Skill. You should only divekick if you want to blow anti-airs up,what means you have to delay your jump-in with it.
Also her CA can punish everything fullscreen on reaction, I even whiffpunished some Normals with it.(But I buffered the CA at this point.)
You had to have been smoking to think Cammy was weak. Especially in her beta version where she plays the closest to a SFIV character where you just light normal your way into victory. Not to mention spiral arrow and canon strike basically being free to throw on block in V Trigger. Most people consider Bison, Cammy and Birdie top 3 in the beta with the others just under them.
EX Divekick is already mad plus on block when spaced correctly, and Hooligan~Divekick also seems to be plus or safe in some situations. Hooligan~Divekick is a very interesting choice off air reset s.H (Especially after landing EX Divekick), or off any other air reset opportunities involving cancellable normals.
Also, no divekick in SFIV is designed to cleanly beat out an anti-air normal should the anti-air normal be timed properly. The power of divekicks are the ability to delay your moment of impact until the anti-air normal has no active frames left, giving you the free hit. The way someone has to beat your divekick is by delaying the anti-air normal. That means they risk eating a regular jump-in j.HP. With the overall nerf to DPs in this game, Cammy’s divekick is an amazing option.
With throws being so strong in this game, Cammy’s EX Divekick gains potency, as players are more-or-less forced to throw tech to beat the throw option in this game (Or OS V-Reversal/Throw Tech). EX Divekick eats all of this and leads to more pressure.
Cammy’s V-Skill eats certain fireballs on reaction, from what I could tell at mid-range. This means characters are all forced to play in footsie range, which is where Cammy is quite strong.
The new arc with her DP means you can actually counterpoke OS with H.DP in this game. This is hilarious. You can still do it with Spiral Arrow from long-range, too. H.DP is amazing for catching neutral jumps, which are normally done as an effort to hard punish EX Divekicks in neutral. People are forced to plant their feet.
Cammy has cr.LK,cr.LP confirm. On block, tick-throw or TK EX Divekick. On hit, cr.MP xx Spiral Arrow.
Her far.MP reaches forever and is + on block, setting up great traps at close range.
And you might say “But, Krack! This mostly hinges on EX Divekick”. Well, in V-Trigger, jump back Divekick functions in a similar manner, but leads to even more damage and is safe on block at heights where you clear far over standing normals, not just lows. ಠ_ಠ
Cr.lk Cr.lp will no longer combo into mp so those confirms will no longer work.
At this point in time I think we all have a bit better idea of how Cammy works but I think its better 2 wait till we see the new build, cause a lot of this stuff may change
Yeah it’s only light to medium. You can still do lights to special and lights to super like Alpha or 3S.
There are also exceptions like how Vega can still do c.LPx2, c.MP with his claw on (not sure about off). I would imagine Chun Li still retains her frame advantage to link into mediums when in V Trigger also.
Seems like spin knuckle builds a tick of meter the instant you use it. I guess they weren’t happy with it, and decided to make it more useful fullscreen instead of making it any more effective.
I’ve always been of the opinion that as long as she can’t do Cannon Strike from any height, she should be able to do it when neutral or back jumping without the need for an EX bar. I was expecting them to give her that in USFIV, TBH. What do you guys think her chances of getting that ability in SFV?
Divekicking from neutral jump is a lot stronger in some ways because neutral jump is usually a passive non-committal option that you can suddenly turn into an attack. Forward jump is more like two different attacks, question being how much you can change the arc.
In the SF4 matchup vs. Dee Jay, because his slide is so good and covers pretty much everything you can do when trying to jump forward over a fireball, neutral jump EX divekick is very important because it actually beats the slide, and then he has to guess what you’re going to do when you neutral jump, which could eventually reopen the forward jump option.
My impression of SF5 Cammy’s divekicks was that they’re less steep now/they go farther, so they’re weaker than they used to be in a forward jump but they would be even stronger in a neutral jump. And that’s not really the direction they want to take the character, anyways.