Ok I just saw Poongko on Stream.
I’m now sure, that I have to do 5000 divekicks more each round, Jesus Christ I never saw so many divekicks in my life,not even in a Rufus Mirror.
And got punished on block by mashed jabs almost every time unless it was EX divekick.
Poongko honestly wasn’t playing her that well. Still has a while to go.
Infiltration is the only player I feel legit is starting to build a meta around the game. He’s very in tune with multiple characters on a level that no one else is. Maybe only LPN and Combo get close. Everyone else still feels like they’re playing mostly on feel.
Feels like Poongko doesn’t know how to approach with her on the ground. Still trying to use divekicks and hooligan to try to bypass the ground game which is odd since that’s where she excels the most. IMO, that guy who won a tourney with her in the UK probably has a better understanding of her at the moment.
It was weird to look at.
After his first round I wonderd why people just don’t block and punish.
He did 90% of the time divekick->DP and he didn’t even try to punish fireballs in V-Trigger.
It’s not like a V-Trigger Arrow can punish every projektile from Fullscreen.
Infiltration keep throwing SB’s on his wakeup, he was in V-Trigger,he just had to wakeup with Arrow, they don’t recover as fast as Guiles or have his Startup.
He had so many options to win on the ground and rather started to jump and divekick.
Not to mentoi what happend every time someone blocked him. CANNON SPIKE!!!
He was trying 2 play her like it was SF4. He clearly hasnt got as much time with the game as he would have liked. Personally I don’t see him playing her when the game comes out, I dont think SFV Cammy fits his playstyle
You can play the character however you like. I’m thinking of trying her out since she’s the closest to a rushdown character in the initial roster.
Doesn’t mean that how you like to play a character is viable though.
Sure, I’m not advocating for rushdown sim, but Cammy is probably the only offensive character in this game that’s not a grappler. She still has left/right mixups and a divekick. I think the general plan is still neutral into spiral arrow > knockdown pressure.
You must have not seen Nash being played yet. Necalli seems to be one of the only characters with a true block string as his normal pressure as well which is pretty big.
Talking about Poongko’s decision to play her like SFIV Cammy.
I didn’t know Necalli’s stomp was a true blockstring, that’s really cool. Him and Nash are just too slow for me though.
Nash is kinda hit and run as well.
Sure, I’m not advocating for rushdown sim, but Cammy is probably the only offensive character in this game that’s not a grappler. She still has left/right mixups and a divekick. I think the general plan is still neutral into spiral arrow > knockdown pressure.
Ken,Nash,Laura is basicly Abel(Mixup character not Grappler),Rashid,Necalli,Vega,Bison.
But yeah Cammy is the only offensiv char that’s not a grappler.
Talking about Poongko’s decision to play her like SFIV Cammy.
Is that how you should play Cammy in IV?
Man I was so wrong. I tried to play Footsies and outsmart my opponents, I just had to divekick.
Can’t wait for the next Beta, I hope the new Stages will be included, I want to look a little bit more on the Doll in the background.
And of course kick some butts with Cammy.
Cammy’s Divekicks in V are comparably strong as they were in IV:
Without meter:
lk.Divekick, st.mp into whatever on hit
Normal Hooligan Combination, target combo (back.mp xx st.hk) into whatever on hit
With super meter:
Ex.Divekick or Ex.Hooligan Combination, st.mp into air reset on hit or whatever blockstring/tickthrow/frametrap on block
With V-trigger:
All Divekicks allow for blockstring/tickthrow/frametrap on block and big damage on hit
Cammy’s Divekicks in V are comparably strong as they were in IV:
Without meter:
lk.Divekick, st.mp into whatever on hit
Normal Hooligan Combination, target combo (back.mp xx st.hk) into whatever on hitWith super meter:
Ex.Divekick or Ex.Hooligan Combination, st.mp into air reset on hit or whatever blockstring/tickthrow/frametrap on blockWith V-trigger:
All Divekicks allow for blockstring/tickthrow/frametrap on block and big damage on hit
I don’t think that alone makes them as strong as they were in SFIV, especially since normal divekicks are now hella unsafe aside from a low hitting lk version.
EX Divekick also isn’t as effective now since you can no longer do it from a neutral jump. Besides, you get way more out of saving meter for super.
In any case, going to the air has an added element of risk in this game since there’s no trip guard (getting sweeped on landing results in a knockdown).
V-Trigger is the only time that she’s really a true divekick character. That said, it’s still usually better to save it for damage, especially since they now consume more of her meter (she can’t do VT divekick then convert into VT Arrow then VT Spike anymore). That plus saving super plays into her main strength in this game which is her ground game and good buttons.
Wait what? They’re awesome on hit for sure, but Cammys divekicks in IV are also realy good on block.
The only good divekick she has in V, that is realy good on block, is EX or V-Trigger.
You need to hit them realy low in V to be + on block.
Sure there now is a greater risk to using Cammy’s divekicks if blocked, but I still think they are a great tool to approach an opponent who is concentrated on beating her excellent ground game. Especially if you not only compare them to her SFIV versions, but instead look at the context that is the design philosophy of SFV and the amount of commitment that comes with every decision.
Sure there now is a greater risk to using Cammy’s divekicks if blocked, but I still think they are a great tool to approach an opponent who is concentrated on beating her excellent ground game. Especially if you not only compare them to her SFIV versions, but instead look at the context that is the design philosophy of SFV and the amount of commitment that comes with every decision.
That’s not the same as saying that “divekicks are comparatively as strong as they were in IV”.
Also, approaching and getting in on an opponent isn’t necessarily the goal with Cammy. V is a much more buttonsy game, one major fundamental difference from IV (that brings it closer to older SF games) is that you’re more or less playing footsies for footsies sake, whereas footsies in IV were more to allow you to start your setups/mixups/etc. So there is more advantage to be gained by playing her at specific ranges that aren’t necessarily up close - mostly at the ranges where she can abuse her low forward and stand forward.
Dive kicks like Killer Instinct have to be done much more on reads now. Pretty much every dive in KI is negative on block and it seems the same for SFV minus EX/V Trigger. You don’t use them to safely pressure on block like SFIV dives.
That’s not the same as saying that “divekicks are comparatively as strong as they were in IV”.
Also, approaching and getting in on an opponent isn’t necessarily the goal with Cammy. V is a much more buttonsy game, one major fundamental difference from IV (that brings it closer to older SF games) is that you’re more or less playing footsies for footsies sake, whereas footsies in IV were more to allow you to start your setups/mixups/etc. So there is more advantage to be gained by playing her at specific ranges that aren’t necessarily up close - mostly at the ranges where she can abuse her low forward and stand forward.
When did I say that my comments express the same exact thought? Why shouldn’t I present different angles of what I want to communicate? Of course I tried to add to my initial statement that everything I said is in the context of a new game with different values.
Anyway: There is nothing like a correct way to play or “goal with Cammy”. We can only discuss general strategy based on assumed risk/reward. Following that I don’t think that even her meterless lk divekick is too much of a commitment considering the antiair evasion due to her changed jump trajectory and the combo potential on hit.