This doesn’t really bother me. St hk is a way better cc. It leaves opponents standing after dp’s if timed right so you can get a nice follow up. At least from what I’ve tried
I agree it isn’t a big deal. I am curious about what u said about Cammy’s StHk cc from what I tried on the Beta most I could get from it was a SA or super without v trigger that is
That’s silly. Having a dive kick vs. not having a divekick is a big deal. SF4 Cammy is the proof of that.
SF4 Cammy isn’t “reliant” on her divekicks either, but they’re better in that game, so she might as well use them. As a whole, her normals in that game were considerably better than this version of Cammy. It’s just that SF5 Cammy has little else to her name outside of VT, so she has to lean on what she has.
SF4 s.RH, c.MK, s.MP, and c.MP were all excellent pokes in their own ways, s.MK was good to cover for s.RH when it was too slow, and c.HP, s.jab, and even s.short were all situationally useful in neutral for counterpoking. Maybe most Cammy players didn’t use enough of them, but that’s not the character’s fault.
SF5 Cammy actually ends up feeling more one-dimensional, because she doesn’t have a lot of the different angles in her normals. She doesn’t have a c.MP or c.HP to hit high pokes from a crouching position, and her punches are considerably stubbier in general, so without s.RH as a real poke she has to rely a ton on one button (standing/crouching MK)… And in SF5, it’s easy to play around a one/two-button footsie character. (Also probably contributes to people calling her boring.)
The nice thing about divekicks is the same as it ever is - you have variety in your options, which helps you cover weaknesses like that in your approach. A nerf to her most useful divekick is effectively a nerf to her ground game as well.
That said, it’s a pretty small nerf, so it probably doesn’t change much. But “it doesn’t matter because she doesn’t need divekicks” isn’t the reason why.
Neutral jump EX divekick in particular is going to be missed if she ever finds herself against a Sonic Boom-style projectile. Very useful tool in that kind of matchup, or against any character who has to commit to their anti-airs (charge characters in general.)
Did they change her CA from QCBx2 to QCFx2 or am I lunchin’? I really feel like it was the former before but I didn’t use it a whole lot so…I’m probably just lunchin’…
Excellent R-D
Her cr.hp in V feeled similar to the old st.hk in IV and I realy want her SFIV cr.mp back.
Her gameplay in V is realy normal based,I tried to use her divekick as good as I could,but outside of hops over fireball,I found no real use for it.
It’s pretty pointless if you hit the opponent with it,if they’re able to block it,you’re pressure is gone.
You have to hit very deep to be 0 on hit and it’s just not worth it.
EX Divekick is the only one that realy allows you to mix your groundgame up.
Her gameplay might be linear,but there’re other way worse than Cammy.
Also remember kids CVS2 Cammy had 2 major weakspots
-her sht jump
-her sht roll
You might notice that Cammys in CVS2 used Divekicks if they jumped. Well her divekick was amazing in CVS2,she could do it while neutraljumping and backjumping.
I’m just saying this for a simple reason:
Cammy is known ingame and lorewise for her strong offensiv,she attack from different angles grounded and from the air,she is fast and hits hard.
Her divekick doesn’t has to be like in IV. I don’t want again Vortex and 50/50’s the whole time, But I want a little bit more than a good looking move, that stops my offence.
Honestly more concerned about the damage nerf to cannon drill and removal of cc from crouch fierce. Having to end combos with dp is worse in terms of spacint.
Yes, I have to say…I miss her cr. fierce CC more than I do her jump back/neutral EX instant dive kick right now. St. Rh just doesn’t seem that useful as a CC right now…
I was able to get better video of the combo I was talking about a few pages back, along with another CA combo (though I think it’s been featured in a combo video)
To the person asking about combos after CC HK, I didn’t test it this beta, but last beta you could:
HK(CC), dash, target combo, Cannon Spike https://youtu.be/Bo6qlq6JTCs
Unless I’m drunk, HK no longer hits crouching opponents … good luck with Crush Counters now with cHP gone … only anti-air HK remains a valid option I guess.
Cammy is going from great to ok to meh in just a few beta tests
Her EX spiral arrow took a huge nerf. In PC beta you can use it for whiff buffered cr mk xx EX spiral, and its 0 on block. Safe blocked at all ranges and switches sides with good positioning and corner escape, which fit well with her whole side switch alpha counter. Seemed like that was the kind of idea they had in mind with her defensive footsie gameplay.
EX spiral arrow is now extremely unsafe on block, -12 or more and leaves you right next to them after it switches sides. It is now completely unusable as a tool and is basically just spend a bar to go through a fireball, which is redundant with her v-skill.
EX spiral arrow was honestly my favorite thing about the character. Dealbreaker for me.