U guys having problems are focusing on the wrong things ur so quick to try and get out of neutral and start mix ups. Instead learn how to fight in the neutral. Learn to poke, whiff punish and the range of ur normals. Cammy is a lot different from how she was in SF4 but one fundamental rule still applies and thats patience, dont be in a rush. When you try to rush and get in thats where you will get blown up because SFV Cammy is not a character that can just go in.
I will agree with you about hitboxes tho, right now they r fucked and Capcom really needs to sort them out
@iAntique nice vid man. Alioune is 2 gdlk, watching that vid has given me some new ideas.
unsafe specials has always been the case for cammy. ^^; you are not supposed to (generally) use them outside of AA/Confirm/punish.
her normals are amazing compared to her SF4 normals. i really love her ground game alot. but unfortunately thats all i see with the character right now.
good things: good walk speed, decent damage, good anti airs, good normals.
however i do agree with some of the above, the character is still lacking options in comparison to the other characters. i can see her having really really bad matchup if she stays the same. and her Divekick is almost useless
there is not much use for her ex bar other than super or ex arrow (to go thru fbs). or to end Vtrigger combo with ex dp (if you already wasted 1 special before).
i think the rush down cammy is gone ^^; time to be more lame. extremely lame. believe me, play a turtle keep out Cammy and you will have more success.
If someone has solid defense and can tech grabs really well and doesnt press buttons it puts Cammy in a situation where there isnt much u can do. Other Characters have options to force the opponent to do something. Ryu has his fireball that chips, so does chun, bison has his scissor kick and characters like R.mika and Laura have command grabs. With all those characters eventually u have to do something against them because they have at least 1 thing that forces u into a situation you dont want to be in. Cammy really doesnât have that which is why I believe they have made her ground game so gd but even then it can be difficult at times
My biggest issue with cammy is that sometimes target combo in ca whiffs the critical art. Like rly? You made the read, got the hit confirm, comboâd it, then the critical art just whiffs? Happened to me more than once. I feel like itâs safer just going for critical art from spiral arrow or cannon spike instead of target combo tbh.
In the meantime, you solved the problem yourself. Donât use it. They even made the special to super cancel nice and easy now by changing the super motion to qcf,qcf.
Right now, I wouldnât call Cammy the best. Sheâs definitely good, but sheâs gained a few deficiencies as the betas have developed. IMO, she could use a bit more range on some of her hitboxes (st.hk needs to hit crouchers), f+hk could be safer, v-skill could use a bit more invul or speed, cr.hp needs to be a crush counter again, etc.
That said, it seems that alot of people are losing because theyâre playing her like SFIV Cammy, which is the furthest from how Cammy has traditionally played, which is basically a more offensive Chun, aka buttons on buttons except slightly more aggressive.
Stop using target combo into CA. Special into super (or plain old 3S style low forward super) is arguably more reliable.
Did anyone test if she is plus after her cannon strike on block?
I found it weird that she cant cancel to Knuckle (V Skill) from her normals like Laura can since she is a rushdowner
Because she isnât built around left/right mixups.
Again, sheâs more about buttons and fishing for counterhit.
The amazing thing is that Alioune doesnât even have some of the optimal stuff down (e.g. when he gets a CCh st.HK, he doesnât combo into cr.mk xx arrow). So you can see that he already has the neutral down.
Iâm sorry if Iâm making it sound like I think sheâs z-tier, I tend to emphasize the bad aspects over what I like about her (Iâm still maining her after all).
Two things about the video:
Damn, fighting Necalli is so cool. That theme man.
Counterhit crmp into crmk. I feel like a moron for not figuring it out before.
And for those looking for left-right mixups: Cancel the TC into heavy hooligan. If they quick rise you get a super meaty iffy looking opposite side spiral arrow.
Thatâs what Iâve been trying, but one thing in ST her low forward doesnât whiff even when halfway into the opponentâs space So weird that you canât eyeball proper normal spacing with the disjointed hit and hurtboxesâŚ
She has good buttons, but at the moment nuetral feels like a pattern reading game. Every other sf you can whiff punish solid mediums and heavies on reaction. I do like how the game forces you to have a good confirm game though
Thatâs what Iâve been doing myself as well. In fact Iâve been playing ALOT of ST between beta sessions because SFV Cammy and ST Cammy seem so similar as far as buttons are concerned; at least in my opinion.
In other news, this low forward hitbox thing is getting REALLY lame. Getting tired of thinking Iâve got a good whiff punish/poke only to see her foot pass through the opponent. Holding out hope that theyâll address, but at the same time thinking I might have to just start adjusting for itâŚ
on soft knockdowns people should roll back in every situation. Free escape. Only downside is that u get closer to the corner. Doesnât matter really since u can just alpha counter out of the corner if u block anything lol. (F+3kicks).
I find st mp is very good frame trap. Can confirm into crmk xx arrow.
If they donât roll back they have to take the 3 way mixup. They canât backdah lol they get hit. Backdash is really shit in this game.
throw
crlk, crlp xx dp/arrow (confirm, yes we need to learn 2 hits confirm). Meaty crlk beats throws and backdah.
block bait dp. Into hefty dmg.
For the second wake up pressure option you can meaty crmk xx v trigger, confirm it into stjab xx arrow into dp.
I feel cmd grab characters are better overall so far.
Itâs not the low forward hitbox, itâs the hurtbox from the other guy.
Apparently everyoneâs hurtboxes are more or less the same and they are really vertical and close to the torso. There is simply no hurtbox on the further leg during idle animation for any character. Try it out against Dhalsim and youâll see Cammy does have a hitbox almost to the end her boot.