Cammy General Discussion: To Bee or not to Bee

So, the general public is in favor of a jump back divekick. Question is, why didn’t Capcom include it in the first place? I can understand that it would be too OP in Vanilla SFIV with TKCS also being there, but there is a height limit now (I’ve always thought they would give her jump back divekick after giving it a height restriction in SSFIV). Can anyone maybe point out a way in which it might be OP? I must be missing something.

For V, I don’t think they wanted her divekick to be that big a tool for her to use.

I agree. Get Cammy back to her old days where she dominated with normals. Not footsie eating specials. Less SFIV, more CVS2/ST

That seems to be exactly what they’ve done. There’s relatively little reason to even jump with her outside of V trigger. Her ground game is extremely powerful.

Hell just playing with her s. mk (which seriously has to be one of the best pokes in the game atm), basic c. mk xx drill whiff punishes, jab tick throws with her walk speed, and meaty f+rh mixups is enough to do very well.

Throw in her ridiculously effective super that punishes everything from everywhere and her amazing b+hp anti air that I think is better than her dp because it resets people, and you’ve got a character that doesn’t really need to ever jump unless you’re just changing things up.

I can’t agree more . Cammy is in no game more fun than CVS2.
I love playing footsies with her and it’s good that Capcom changed her back into this direction.
Dominate the opponent with aggresiv footsies and some basic Mixups, can’t wait for the next Beta.

Just wanted to add even more to this (not like she needs more). Her s. mp up close is so good it should probably be nerfed. s. mp, s. fp xx rh cannon drill is something you just hit all day anytime you walk up to people. s. mp has so much hit stun you can hit confirm it and get the s. fp afterwards especially on counterhit. Doing. c. lp x 2 walk forward s. mp (faking a tick throw) is really menacing.

Oh and then there’s her V Trigger, we all know about that. The damage you can do with f+rh when you have a v trigger stocked (f+rh, b+fp, trigger, s. fp xx cannon drill, dp) is completely inappropriate damage.

I seriously thought Cammy was flat out the best character in the beta. Birdie was dangerous too but Cammy was just so complete with no weaknesses and so many strengths. And all grounded and clean relatively risk free play too. Just the kind of thing you can win a tournament with.

Don’t get me wrong,but the last Beta was still E3 build.
We don’t know how it is in the recent build,my notes I made at gamescom might also be outdated by now.

Lets see how she is at release,Combofiend mentoid they will rather buff other chars than nerfing someone.

I expect some minor nerfs to Cammy. Not enough to make her crappy or to change her game, but just some simple changes.

Like if I was adjusting things I would add 1 frame to the s. mk startup and remove 1 frame of hitstun from s. mp (Minor stuff)

But who knows.


so @“DevilJin 01” was right lol

Aww sad they changed the back+hp, I used it mostly as anti-air anyways or st.hk, why did I never used her DP? Her normals anti-aired so well I had no reason for it,I guess.

lp to mp link was like EVERY other light -> medium link removed,that doesn’t surprise me. We can still chain lights together and then cancel into a special.

Hm,I hope the next Beta is the newest build I have to try some stuff. Medium->Heavy Combos is what I used the most anyways. Looks like I have to practice my meatys more in the future roo.
Without the light->medium links ,a huge amount of player have to adjust,not only Cammys players,but also everybody else.

btw. f+hk->st.mp->st.hp xx Arrow/DP should still work

I’m interested to see just how badly b.MP’s hitbox (formerly b.HP) has been nerfed. That normal literally knocked everything out of the air, including divekicks and even Dictator’s headstomp.

We will have 2 wait and see how bad it is in the next build and if it’s really bad all it means is that u will have 2 use cannon spike as an AA again so overall I don’t think it will be that bad

B+Hp changed to B+Mp…but WHY!?
Changes like that always make me throw my hands in the air.
It is a meaningless change.
Techincally the B+Hp is Close St.Mp, but still - blah
not broke don’t fix it.

Not like anyone was really using light to medium combos anyway.

The most obvious reason: Less damage and less stun.

It’s such a good anti-air normal that bopping an opponent with 200 stun every time they jumped at you was probably deemed too much, I guess.

I agree with you, though, I think it’s BS. I guess they wanted to make Cannon Spike a viable option for anti-airs as well instead of defaulting to such a godlike button all of the time.

I bop people regularly with Chuns 7 frame start up b+hk that im sure also does 200 stun. Like you said, I guess they figure having a dp helps offset needing a variety of AA normals.

Am I the only one who used st.hk all day long? back+hp was what I used against close jumps and crossups,against jump-ins I used st.hk and it was like jumping into a wall for the opponent.

I found that b.HP (b.MP) was more consistent than s.HK for me. The hitbox was large enough to stuff all angles of jump-ins and I rarely, if ever, got stuffed or accidentally whiffed.

I had a tough time finding a consistent jump-in distance where s.HK was better to use than b.HP so I just kept using b.HP instead. That being said, s.HK is the Crush Counter normal so you could get way more damage out of landing s.HK more often because you could fish for CCs into all manners of free damage. I found myself fishing for CCs with s.HK during grounded footsies, then defaulted to b.HP when they took to the air. It is faster than cr.HP, if not as far.

From what I understand now, she has a new Crush Counter normal in the form of s.HP. You could easily frame trap into a s.HP Crush Counter after the new b.MP now, similar to how Ken’s s.HP functions. One of the guys that was playing Ken during WSO was hitting people with that frame trap left and right into free CC damage.

S.Hp being a crush counter is gonna be very strong depending on what u can do afterward. With sHK u could get super or a SA but because the move was unsafe it didn’t allow 4 much options after u hit a successful CC other than those.