hmmm…I was still able to punish at LEAST ken’s fireball from near full screen, I think it’s still good enough. Being able to go through cr.mk->hadouken is a bit much
I believe I was also able to punish Rashid’s (this you could almost definitely punish if he did a block string
Yeah, as you see in the footage, I was also able to punish a fireball. Maybe slowing down the startup was a tradeoff for the fact that you can now link cr.mp off the crossup version. At the same time, it gives her a reason to use her divekick.
Tried looking for Cammy’s frame data for beta 2, but couldn’t find it anywhere (ToolAssisted’s Twitter etc).
Anyone with more luck than me ? Thanks
ToolAssisted didn’t do Cammy or Birdie in last Beta. Not sure if anyone else covers framedata.
This if from @gilley . Cammy isn’t done yet but may be in the future. It’s much better presented than tool assisted’s sheet also.
Not sure if someone found this already, seup against quickrise after cannon spike.
whatever into HK cannon spike, dash forward once, jump forward lk. If you put the tiniest step before the jump it will crossup, if not it hits in front, super ambiguous but a long way from a safejump.
Maybe.
I think her j.lk has more advantage now, I was able to link into cr.mp -> cr.mp out of it. I hit Ryus head .
Well after I saw Bafaels Video I tried to punish cr.mk xx Hadoken with different Normals and H DP.
After I found the timing I was most of the time able to punish Shotos for it.
Gonna put up Cammy’s startup, hitAdv, blkAdv, damage, stun this evening
Nice. Was wondering what her data was like
I’m enjoying how easy it is to link f.rh into everything in the world.
I just realized Air Throw is gone, this explains so much. Lots of jumping lp’s during the Beta haha. It was never the best air-to-air in the first place (and lost out to almost everyone else’s air throw), but tons of style-points for KOing whiffed dragon punches with it in IV.
U cant jump in on Cammy her bMP is 2 gd.
If one thing was made clear to me during the beta, unless they change her drastically frame traps r near none existent with Cammy in this game. Seems like they dont want much of that in SF5 which I am fine with
I just hope her good buttons and combo routes remain untouched in these later builds.
As do I. Right now she seems fine to me. She has really gd buttons and decent damage but she does have weaknesses as well so I think they should leave her as she is right now. Maybe I would like a little bit more range on her V Skill but im just grasping at straws at this point
Combofiend said Cammy will get her Airthrow, before the game release.
I hope they make her TC jumpcancelable on hit, I want some Decapre combos.
Are you Cammy fans happy with her SFV update?
I’m new to SF and watching KBRAD in SF4 made me want to pick her up.
She seems to be strong but a little underwhelming and bland compared to the characters in SFV.
perhaps if she had a different v-trigger/v-skill? not sure i cant put my finger on it…
This Cammy is more similar to her sf2/Alpha incarnations, godlike footsies intead of a vortex/air central style.
I love her just the way she is. Her Hooligan seems kinda vortexy if it isn’t abused in a match and like everyone said, she’s got really good buttons. I like her simple, fundamental play style…I think there are enough character options for those that want to go the more flashy/complex route. I really hope they just leave her be as well, she ain’t broke, don’t fix her.
As mentioned, Cammy here is back to playing how she used to in games like Alpha and CvS2. Good buttons, focuses mainly on offensive footsies.
Just watch how Choi and Combofiend play her in CvS2.
https://www.youtube.com/watch?v=ToxoNPSnp7Y
They use alot of poking, specifically st.hk, cr.mk and cr.hp to create space and try to out poke their opponent. Most of their divekick use is actually also as a footsie tool - using it to beat out their opponents poke.