Cammy General Discussion: To Bee or not to Bee

I don’t think Cammy can crack the 500 mark in damage anymore.
It was easy in beta 1 to do it.

But to answer your other question I think CA is totally work saving for.
You don’t ever need EX SA or CS for anything really. I tried some EX Hooligan+HK stuff but it really wasn’t getting me anywhere personally.

CA can easily be canceled into from SA and CS as well as a nice addition to VT combos.
The only moment I used meter for was when my VT was running low - you hit a Spiral Arrow and don’t have enough for Cannon Spike you can still get the juggle with EX. It was well worth the stun output!

I think f. RH just doesn’t crush lows period anymore. Also when I got hit with lows I wasn’t airborne like in past beta’s. No way Cammy’s f. RH was -9. Impossible, people were mashing cr. jab afterwards to jab check me afterwards and never got a punish. In a couple hundred games someone would have managed to punish me if it was actually punishable on block giving every player mashed cr. jab like the plague, it was safe on block vs 3 or 4 frame crouching jabs. f. RH is negative but safe.

On meter usage her only useful thing is super and the damage is so low now it is only good for a round ender. I used it as an anti-air a couple times against crossups and it worked fine. I used EX spiral arrow once or twice just to get in through a fireball but in general it was probably a waste of meter.

All in all Cammy felt pretty average this beta, definitely not the strongest but no where near Ken levels of suckage. Her best thing was probably that LK cannon spike was great against people trying to crossup and in general her anti-air was absolute. Jumping against her is just pointless and her normals are above average though ‘the best’ is probably a bit to much. Wish cr. FP had CC so we could V-trigger cancel OS it but all in all my only issue with her is she was extremely boring because all her offense is just gimmicks and you have to implement risky dash grabs just to keep people not feeling safe holding down back.

I forgot where I found this, but it has a mix of beta 2 and 3 frame data and might still get updated:
https://docs.google.com/spreadsheets/d/1976rt8B91PqVCeYJAmcnW1uwVJ0H03QJtV-dJC5ohL8/edit#gid=1087915786

According to whoever recorded Cammy’s beta 2 data, f+HK is -2 on block which makes perfect sense with what you guys must’ve seen in game.

cammy looks incredible

What I don’t like about the past few builds is that V-Trigger is now purely there for damage extensions. In beta 1, since you could get 3 specials out, you could still pop it in neutral and possibly get a full combo (anything into SA xx CS) off a divekick mixup.

Well it was changed back in the new build. The better f+hk and the better divekicks. It’s sad that we got the Cammy from the last Stresstest and not the one from the newest build.

btw I managed to punish Ryu’s cr.mk xx Hadoken on different ranges with different normals.
Point blank cr.mp, max range st.mk. Some Ryus just stoped after they got punished 2-3x.

I got 501 from a combo but required a counterhit j.rh

IIRC it was j.rh(CH), d.fp, VT, walk up s.mp, s.fp, spiral arrow, CA

But IIRC you can get something like 489 damage from:
J.rh, TC, cannon spike, CA.
Both combos work after s.rh CC but deal 10ish less damage

Just curious if ex hooligan>>strike is a good tool to use in neutral. How about ex dive(i.e. Use as soon as its svsilable)? New to sfv and was having a hard time figuring this character.

@Rayartz you claim ca is good to save for, but what setups were you using. for me the super just came cause i was mashing, dp or sa. I did not have a consistent way to set it up. My matches ended with me having a large surplus of meter.

Did anyone else have that classic problem of trying to walk forward or back and forth, then do a spiral arrow, but get a canon spike?

It’s similar to the shoto walk forward then fireball, except with shotos if you do the fireball as a HCF motion you would not get DP. This was not the case with Cammy.

No matter what, I could not stop her DP from coming out unless I was standing still. This made it really annoying to react to fireballs with EX Drill. I got EX DP so many times.

You can punish fireballs from fullscreen or just cancel whenever you hit a cr.mk xx arrow in neutral.

Use half circle forward to avoid that hapenning

Yes, lol - I’ve always hated that!
I was able to negate this by making sure I went D/B before throw the Fireball or Spiral Arrow
of if you’re quick enough and have solid execution let the stick go back to neutral before doing the motions.
CPU will read the neutral and forget the forward

@cheekybiznass
My setups were just basically hit confirming combos for example.
F+HK, Cr. Mp xx SA xx CA (using MK) or St. Mp, Cr. Mp xx SA xx CA
Basically whatever you’re canceling into SA or CS into you’ve already got the hit confirm you need so don’t have to worry about it missing.
kinda like Ryu’s Cr. Mk xx Hadouken xx CA

Within VT you can do the above combos but the SA must pass all the way through and you essentially have to the motions backwards because you’ll be facing the opposite direction. I also always used LK CA for this (damage doesn’t change) but the distance does and if you’re close to the corner MK can miss.
I landed this combo a TON in Beta 3: F+Hk, Cr. Mp VTC St. Hp xx SA xx CA
You can take this same combo with 1 bar and use EX CS if you’re VT gauge is dry.

If you want to use meter I stole an idea from my Karin play and basically Floe.
Say you land St. Mp, Cr. Mp xx CS for the knock down you can EX Hooligan +Hk for Drill. If it hits you can jab, dash under and continue pressure as you see fit.

Hope that helps!

jeez,

st. mp, cr. mk xx CA seems unnecessarily hard, especially after dash up st. mp hit confirm

Just add SA or a cannon spike before the super. Didnt they make all sa strengths cancellable to CA?

Cannon Spike is the better cancel to CA for damage, but if for some reason you’re gonna do Spiral Arrow to CA use MK.

Getting a combo into super off mashed DPs is hilarious.

I agree, only reason i mentioned SA was that some people have trouble with cancelling a crouching attack into a dp, or they just dont think about it like me and autopilot into SA and tack on CA

Basically the rule of thumb in modern SF games is to do crouching moves at a 1 postion (downback) if you plan on canceling into a 236 (QCF) motion. That way when you rotate forward it reads as a half circle and gives you the Hadoken/Spiral Arrow/whatnot. It’s also a decent idea to do that with charge moves in SFV because charge supers are 2x QCF so it gets one of them out of the way.

I mostly used st.mp and f.hk as meaties. Cammy is a strong pressure character. Wow I didn’t think of d.hp xx v trigger. That’s sound really interesting. Was anyone else able to play super rush down? I barely lost any matches playing aggressively. Even the damage nerfs didn’t hurt her at all. =]

I posted a video a few pages back where I spent one round bullying soneone who tried to keep pressing buttons with meaty f+hk on wakeup. That said, I still mostly played defensively though.