Cammy General Discussion: To Bee or not to Bee

I am COMPLETELY ok with her being a character without a bunch of derpy target combos.

Normals are really good so far. Tracking on her Hooligan slide/divekick is pretty great, her V-Reversal swims upstream on fireball tossers in a nice way, and I’m liking her EX tool kit. Being able to juggle off of an EX Cannon Strike is entirely pleasant.

Cammy frame data is avaiable in gilley’s document

So it’s confirmed that any lp into b.hp is a 3 frame link thanks to the buffer. Surprised that f+hk is -2. Felt more like -1 or 0 at times, then again, with most jabs having a 3 or 4 frame startup, -2 is effectively safe.

The Camster is sounding pretty good again to my ears. Might need to give her another run.

Yes that’s right, the Camster.

So st.mp into st.hp really was a 1f link. Huh, that’s weird, is the buffer only 1f? It felt easier than her 2f combos in sf4.

The buffer is 3 frames, so that’s a 3 frame link at most.

It’s forward moving so I wouldn’t be surprised if it’s effectively -1, 0 or even plus if you hit it late enough with the proper distance.

I was playing the dhalsim build at Canada cup and it seem like her cr.hp is no longer a crush counter. It is a bit faster now however.

Hm now that I read the framedata from the beginning to the end and back I’m a bit confused.
cr.mp -> st.mp should be possible,but I was never able to hit it,the timing should be the same as for cr.mp-> cr.mp.
Good damn it. cr.mp->st.mp-> cr.mk would be a awesome BnB,if I had known this earlier I would have tried this more during the last Beta.

btw. I had a funny discussion yesterday with someone ,who said Cammy has Dumb Mixups in V-Trigger and you can stop it with V-Reversal.
Basicly V-Trigger Arrow-> DP/Throw.
It was hard to explain him why this is a bad idea.
In the end he said I suck and have no clue what I’m talking about and should ft5 him in 3S.
Sometimes I have to ask myself, why I try to talk with someone like this.

I think the standing animation adds more frames than crouching, which is what’s making it not link.

I think that frame data google doc thing might just be inaccurate? I think st.mp is more than 5 frame start up it seems. Otherwise f+hk , st.mp would still work and it doesn’t.

Y’all gonna have ask @gilley about that.

yeah it is 6f startup according to my recordings, I probably typed it wrong. Fixed!

Probably old but b+mp gives huge +frames on block and hit as a meaty. Can get a s.hp iirc on hit.
I wish s.hp gave you a c.mk on ch so you can kind of use it like you did in cvs2. HP is just underwhelming in general, so is f+hk which I am still not certain what to do with. It should also give a c.mk on hit as a lot of times it puts you out of range for c.mp. Hit confirming off dive kick is also very sketch, most times you hit it it leaves you in jab range but not for a second one. You either commit to jab xx special or just get a jab only, just seems like maybe if they gave dive kick some more hit stun it would make it more consistent. Crouching FP(which someone claims has been altered in the new beta version) was another normal that was kind of weird. The CC was nice so you can fish for it but I think it would be better suited if it was faster+more active frames and canceled into super. Otherwise still liking her, good walk speed and normals go a long way in this game.

You should probably be fishing with f+hk every chance you get. If it’s blocked, it recovers fast enough (-2) that it’s basically safe and can even lead to frame traps if they try to press anything slower than a light (which will miss is spaced right). Basically, work your way in to f+hk, cr.mp combo range and work from there. Even if you don’t always get combos from it, you still end up walking your opponents to the corner.

As for the divekick, I get the impression that they don’t really want it to be a go to tool for her for combos. It’s more or less there to act as a divekick - i.e. a tool for her to alter her jump arc.

Her divekick can also be done very low,Cammy can basicly do Hops with it.It’s easy to go around Projektils with it or Bait DP’s out.

I figure they don’t want her divekick to be a one stop shop for pressure but you can already combo jab from it you might as well make it consistent and not a guessing game if I should s.lp xx drill or not. You can do dive kick low but the actual hitbox disappears very quick so you can actually get swept out of mid screen dive kicks.

As for f+hk, I wouldn’t be in a rush to be -2 and for how slow it is I would rather take the two steps to get into c.mp range and get an actual advantage. If it went over lows or was unthrowable I would definitely fish for it more but as is it is just CH bait and -2 is basically mash jab on me pls.

The fastest jabs are 3 frames, if f+hk is blocked they can’t punish you with them. Also, don’t it’s active frames beat out lows? At least it feels like that. The only time I’ve been hit out of it is during startup.

have you even played the game?

You can’t be serious right now.
You should do what I did and use only Hops with it. you can link cr.mp out of it without problems and cancel into a arrow.
F+hk goes over lows and is amazing as meaty,I also was never thrown out of it,just hit,what lead into a air reset.

I think you are using things that seem good vs people that don’t know what is going on. Dive kick mid screen is a zero sum game and is punishable, you can not combo c.mp with any consistency. F+hk probably seemed good because it is easy to time but you lose advantage…and for what? It is not a mixup someone would literally have to be mashing for it to be useful, and again Im sure that was what you were dealing with so have some perspective. A better meaty is b+mp or c.mp it is more difficult to set up but you get an actual advantage. After f+hk you realise you can no do anything to beat a jab or even a fast c.mp? You lost all pressure for a meaty with no mix up…