Cammy General Discussion: To Bee or not to Bee

In a game where most everything is unsafe, -2 isn’t really that much lost advantage. Combine that with the forward movement of the move, plus Cammy’s good buttons and walkspeed, you still have a good option to walk your opponent into the corner. I mean, this is a big part of her gameplay, put hitboxes in front of her and push her opponent to the corner. And then there’s what every other player here has been doing since Beta 1 - bait out a low and use it to crush it.

Ok Mr.Divekick I explain you why f+HK is amazing as a meaty.

Meaty= Hit the opponent with the last active frames of the move. The hit/blockstun is different in this case. If you hit the opponent normaly,the Hit/blockstun starts after with the first active frame.Now you hit with the last 1-2 active frames,your hit/blockstun starts later and you get more advantage out of the move.
Take Cammys SFIV cl.mp as example,amazing meaty. If you hit it as meaty you’re not +6,you’re ~+9,what gives you more Combo options.You also get more advantage on a blocked attack. The same way work Cammys Divekick setups in SFIV,they all hit meaty.

A meaty f+HK is 0 or even + on block. It beats throws and as meaty leads into more pressure,pushing the opponent into the corner.If someone is stupid enough to mash lk/lp or throw you will get a counterhit and can follow up with st.mp -> st.hp for a nice and heavy hitting punish.
Hell, if you space f+hk correct and hit with the tip you might be +.
Not to mentoi that meaty/throw is a powerfull Mixup in SFV.

Can you actually back that up with some kind of proof? Because I do believe it’s a “meh” tool. It’s there it’s ok and does an okish job but then again it is also way too easy to whiffpunish. Most overrated move in the game imo.

Like I said,it’s best used as a meaty. I usualy made st.mp -> st.hp xx HK Arrow and followed up with f+hk. They either had to block it and I got a free frametrap or they didn’t block and I got a free Combo.

Sadly I have no videos(I suck in making Videos or even recording)
All I can add is that I tested it with the gf while she waited for a match and there is no real option to beat it,outside of wakeup CA.

It’s similar to Rose cl.mk in SFIV,just that you have to space it better or you’re at a disadvantage.

I’ma just leave this here and be on my way.

https://www.youtube.com/watch?v=cmoyR0BKDT8

Right, now do that same set up on block an mash jab vs it. Or have them back recover or slow recover, the move has some use for sure but in wake up situation (vs 3 different wake up timings) you are better landing a meaty s.mp or b+mp where you get a ton of block advantage and is much easier to adapt vs wake up timings. That situation is so rare and if the outcome is really your opponent getting hit by a slow meaty you were better off doing b+mp, s.hp xx hk drill

F.HK can be used to corpse hop should they not quickrise. Pretty sure you could come up with some sort of freeform set-up once you get comfortable with it and you’re ballsy enough to read your opponent.

Just my extra 2 cents.

It will have some use in good players hands for sure, I even think it will be used as a meaty to compensate for the numerous wake up times. I just wish they tweak it a little to make it more interesting. But who knows maybe she doesn’t need it too much. Didn’t know about the corpse hop either, might be good for when a player doesnt use a recovery, something like dash up b+mp(whiffs bc they stay down) dash forward f+hk(corpse hop)…etc

I got way more mileage using st.mp as a meaty than f+hk but that video is cool I’ll try to implement some of that stuff. I wonder if cr.mp CH, st.mp, st.hp xx hk sa works or if its too far for the st.hp to hit. Did anyone have trouble with the st.hp whiffing? St.mp needs to be hit very point blank for the link. I wish she could still link into cr.mk =[

the only character I was able to link ch cr.mp -> st.mp -> st.hp was Birdie on everyone else the combo whiffed. However on everyone was ch cr.mp -> st.mp -> cr.mk possible.

ch cr mp -> st hp is also a pretty good link on ch

There is a stress test planed for today.
Playable characters will be Karin,Ryu,ChunCammy,Rashid and Laura.
Hope PC gets playtime too.

There’s a thread going on @ /r/streetfighter about buffs/nerfs in this latest beta build and guess what? Short end of the stick.

"Every special use half bar during V-Trigger.

EX Cannon strike works only if you jump forward.

Cr.LP - Target combo can’t connect to Cannon Spike anymore (withou Cr.LP it connects anyway)."

EX Cannon Strike nerf doesn’t really do much since she’s not reliant on her divekicks anyway.

Long as Cammy got dem buttenz

Back ex-divekick is mainly gimmicks anyway. Not being able to IA ex-divekick with 32147 will be a shame but I’m not sure we had that before.

I doubt Peter would be okay with nerfing her buttons, considering that he played her in CvS2.

P-Cammy carried me for years haha, I just think a lot of people have a certain outlook of Cammy coming from SFIV. I hope they make her close normals a little more pressure oriented, one of the best things about Cammy in CvS2 was her close FP and how you can just bully with it, I know they wont bring something like that back in this game but a +frame FP would be great.

http://youtu.be/Va9wTebr-30

No cc on cr.hp

Goddammit…so they did take it away…the fuck is that about?