Yeah this is working for me. I remember doing things like jab jab cr mp, and a lot more cool combos from forward hk, so I guess this is a bit of a jump. Still fundamentals work pretty well.
I think what is really throwing me off is that 30% of cammys leg from cr mk doesnât actually have a hitbox, same with cr lk. Would be nice to have legs that represent where I would hit.
Yeah thatâs the way SFIV was early on before they adjusted stuff and now theyâre making it purposely a part of the gameplay in SFV. Itâs weird visually since hurt boxes donât always match whatâs visually on screen.
The main idea behind what you mentioned is that Capcom doesnât want low buttons being overly strong. In a lot of older SF games when low normals are dominant they kinda just end up being the go to button for too many situations. Youâll notice the standing normals do a better job matching animations since they are purposely made to be longer. Your low normals are still there for catching people walking backwards during footsies, you just have to walk farther forward than before to catch them.
With the game having things like white chip and no attack invincibility on back dashes the idea is to hit people with plus standing buttons like s.MP and c.MP and push them towards the corner. Forcing them to block enough of these normals adds white chip and makes landed footsies do more damage. Then set up throw/button mix ups and build V Gauge to go in more with V Trigger.
Hmm now that you put it like that it makes sense, but I played Birdie and am now trying Nash for the first time and it seems that their normals, even crouching ones, hit in the correct place. I donât mind them weakening the crouching normals but could they just change the animation to show that? I know that is a lot more difficult that moving invisible boxes but imo itâs really frustrating.
Yeah they are the exception. They will give you a long low normal ONLY if it canât be cancelled. Nash works where he has a lot of long buttons that can out poke even other footsie characters, except he canât cancel any of them so he usually canât convert damage off of them. If your character has a cancelable low normal, expect it to have stumpy range.
Thatâs just the way the newer SF games work. Not everything will match visually. Itâs annoying, but top players are just going to be counting the training mode boxes any way.
Since u seem like someone that actually wants 2 learn I will give u a few tips. Since u havenât played since the first beta let me tell u that lights 2 mediums donât combo anymore.
ur hit confirms r mostly gonna b crMK, stMP, fHK and sHP which r all pretty easy
On ur opponents wake up stmp and fHK r awesome, dive kicks r pretty much useless well at least 2 me, some people have found some uses for them and lastly if u block a dp do sHK, fHK, crmp xx SA.
Also just something I have added 2 my game this evening crHP is really gd
My biggest problem with Cammy is that if you space f. Hk to be sort of safe most of times you canât combo afterwards because CR. Mp doesnât reach.
People are gonna hate me here but I play her poongko style, ex dive kick into frametrap and walk up jab infinite. Oh and spiral arrow punish any heavy I block.
Sheâs one of the most damaging characters in the game, really dig that.
It actually has, itâs most of the time the idle animation of the opponent.
Use Rashid as Dummy and spam cr.mk, it will hit depending on his idle animation.
If you have someone like Chun,ignore her forward standing leg and aim for the middle of her body.
The gf wake me up last night and said the beta was online.
I donât know if I was wake or still sleeping but I was able to play ~20 matches before the Beta wenât offline.
Cammy seemed to be untouched.
I sticked with the old CVS2 like gameplay,
walk forward block
st.mp walk forward-> Mixup
cr.lp ->Frametrap/throw
Get the hell out of the Air!
Poking is fun, st.mk,cr.mk,cr.hp are the awesomenes in button form.
Specials are still unsafe as f***, ok she had never safe specials.
V-Skill against Fireballs.
Pls Capcom STOP DOING THEM IN THE MIDDLE OF THE NIGHT!!!
Cannon strike cannot hit crossup at all in this game. She has j.lk (low hitstun/blockstun, I think you can never get a blockstring out of it) as her crossup move, j.mp may have an ambiguous hitbox like Feiâs j.mp.
She has hooligan and v-skill for left/right mixups but right now I feel these are too easy to stuff or block.
You shouldnât relai to much on crossups this time, itâs a bad habit SFIV teached Cammys.
If you have the chance play ST or CVS2 and play Cammy there.
You will be good with Cammy in SFV if you can play a solid neutral. Donât jump to much,donât aatack from the air, donât try to get in with Stuff like Hooligans or Backfists.
Bully your opponents with your awesome pokes and show them that you have no problem with their projektiles, then show them that you can anti-air to make them complete helpless against you.
SFIV had to many ways around footsies in V will people still try to bypass footsies as good as possible.
So you have to be ready to anti-air 24/7 and you should be ready to backfist or M hooligan every projektile they can use.
Yes M hooligan goes over fireballs and can catch some chars during their recovery.
For wakeup pressure, stay with the simple things. Meaty/throw, Meaty/frametrap, bait the DP, use sometimes your crossup j.lk.
If you hit the j.lk,you can go for 2 combos.
j.lk->cr.lk->cr.lp xx HK Arrow/DP
j.lk->cr.mp->cr.mp xx HK Arrow/DP
Both are pretty easy to hit with good corner carry and another meaty/throw mixup.
Donât even try to relai on SFIV tools/habits, you will make this character so ineffective that Dan in SFIV looks solid compared to her.
She has an okay neutral game but I wouldnât call it amazing. You pretty much described just how everyone plays SFV, which is fine but my problem is that Cammy feels a bit lacking compared to other characters. You said that the idle animation makes it seem like Cammys leg misses, but I tried it on several characters and it got the same results. Also earlier it was said that because she can cancel from her cr mk / she is a rushdown type character that her crouching mk is lacking, but I ended up playing Rashid who is pretty rush down oriented and his cr mk doesnât suffer the same kind of effect. Granted if Cammyâs cr mk actually hit at her foot it would be an amazing button that would overshadow her st mk, so I would rather them just fix the animation to make it accurate to where it hits rather than buff the move.
I dunno how you are catching people with hooligans or backfists, they seem pretty easy to stuff out. Even reacting to a fireball people are able to recover in time, and the cross up stuff is a pretty gimicky option that doesnât really hold up. I think what really sets Cammy out is the huge damage she can get off V Trigger, which is compensated by running out after two specials and canât be built easily with her v skill.
Why is everyone so terrified to call her an average character? I mean yeah I was winning probably 80% of my matches, but most people playing right now donât really understand the game that well. Playing online and winning doesnât really make me feel like sheâs a great character, once the game develops more I feel like she will settle into a mid-tier slot.
Itâs really weird that you implying Dan is some absolute garbage character in SF4 by the way.
People are dead set on saying Cammy has buttons, but if you wanna go for that playstyle youâre better off playing Chun or even Karin. Her buttons are worse in this game than SFIV. The only normal I really like is cr.hp.
My take on the character (could be completely wrong) is that she has ok normals to play the ground game until you either get a cr.mk xx arrow or go for ex divekick. I mean, you gotta be stupid not to abuse the fact that EX divekick is plus on block (which in this game forces a 50/50 immediately). The only other special I can think of thatâs plus on block is EX Scissor Kicks but I donât think it leaves you close enough to threaten a throw. Oh I think Nashâs EX Scythe might be as well, but itâs too telegraphed it doesnât really apply.
Cross ups r still there and I feel like after sometime people will find some nasty set ups. 4 example i have one with j.lk and j.Hp where depending on which 1 I do it may cross up or not. The problem with cross ups is that 1. Quick rise is really fast and the timing is strictly and 2. People seem 2 be content on mashing the hell out of anything on wake up so a meaty is just a better option most of the time