i wish her v trigger had more of an animation/aura around it like the rest of the cast. hopefully theyâll do something about it, or itâs already there but hard to see on stream.
Does anything glow on her?
I truthfully never noticed.
I really love her hair dynamics, sometimes they are infront, maybe one, then they fall behind her - really cool details!
You guys notice the scales that have been added to the sides of her leotard. Very nice details. Sheâs missing her scars though and I hope they come back.
I like the idea of her double knee attack for adding pressure but itâs a little too unsafe on block to capitalize on it. As of right now, it seems kinda worthless.
Yeah its pretty dope how her design in the game looks. Not gonna lie at first I wasnât feeling her face when she first got revealed but I had a change of heart.
I was at e3 so here is all the information Iâve gathered on the character through play testing and watching others play the character. For anyone else at e3 please feel free to correct any mistakes Iâve made in this list.
Cammy:
General Impressions:
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[] Sheâs incredibly strong in this build of SFV. Iâd say tied for 2nd best character in the game.
[] Sheâs the only character that plays like a SFIV character, imo.
[] Sheâs the only character that can link her medium attacks from her light attacks ie. cr.jab x2, cr.strong xx spiral arrow.
[] Sheâs got the fastest walk speed in the game.
[] She feels incomplete in comparison to the rest of the cast. Sheâs the only character that doesnât have a different animation when her heavy normals are blocked, which makes me think sheâs incomplete.
[] Her V-Skill needs some fine tuning right now cause it felt kind of plain.
[] Her throw and throw bait game is realllllyyy good.
[] Based on her stats page on the vs screen sheâs tied with Nash for the lowest vitality in the game.
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Normals:
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[] cr.Jab is amazing up close and allows her to easily confirm into her BnB.
[] cr.Short wasnât particularly great but the push back allows you to set up tick throws or throw baits with EX Cannon Spike.
[] s.Short is really good at harassing people up close with itâs speed and range. You can poke with s.Short, walk up s.Short, etcâŚ
[] s.Forward is like ST and CVS2 levels of good. Super good poke and very nice tool in the footsie game.
[] cr.Forward is CVS2 levels of good. Amazing poke and amazing whiff punish tool. Special cancel-able into spiral arrow so thatâs what youâre going to fish for in the neutral game.
[] s.Strong looks more like her CVS2 s.Fierce but doesnât have the same range. The hit stun on is really good though and itâs mostly a combo starter and filler. You can link into her cr.Forward after wards like in ST and in SFV you can link into her cr.RH after.
[] cr.Strong is good for frame advantage in pressure and good combo filler. Itâs special cancel-able as well.
[] s.Fierce looks similar to her CVS2 close s.Fierce. Pretty sure you can link her s.Strong or cr.Strong after wards but canât remember. Not sure if it was plus on block though.
[] cr.Fierce is similar to her cr.Fierce in CVS2 and SFIV. Itâs also one of her Crush Counter starters. If you land the Crush Counter, I think you can link into cr.Forward after.
[] s.RH animation is something completely new to SFV, IIRC. Itâs pretty decent as an anti-air as well. Itâs her second Crush Counter in the game. After a crush counter you can combo into Short Spiral Arrow. If V-Trigger is activated then you can do short spiral arrow, cannon strike or super.
[*] cr.RH is her standard sweep in pretty much every version. It doesnât have a separate block animation like the rest of the cast.
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Command Normals:
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[] f+RH - Cammy does a weird hop into a double knee for 2 hits. I think it can go over lows as well. If this hits you have all day to confirm into a big combo after wards.
[] b+Fierce - Cammy punches straight up. I think she had a similar normal in a previous game but I canât quite recall, atm. Good anti-air against cross ups. It has a ton of hit stun on it and is your biggest punish starter. She can link into this after her f+RH command normal as well. She can do things like b+Fierce xx V-Trigger, cr.Forward xx Spiral Arrow, Cannon Strike or Super
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Specials:
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[] Spiral Arrow - No longer hits low but are pretty fast so can be used in neutral game when spaced properly. All versions cause a knockdown on hit. Short version hits once and travels the least distance. Forward version hits twice and travels farther. RH version hits twice, deals the most damage, and travels the furthest of the three. The Forward and RH versions are very unsafe on block. The Short version has that SF4/ST levels of frame disadvantage. The opponent needs to be quick on the punish otherwise you can do the ST gimmicky shit of DP or throw after wards. The EX version pierces through them on block so itâs pretty safe.
[] Cannon Spike - Standard DP thatâs just as good as her previous incarnations. They all have invincibility on start up and the strength determines damage and how far they travel. EX version hits more and does more damage.
[] Cannon Strike - Her dive kick. Itâs height restricted so you canât TK it low to the ground like in Vanilla/Super SF4. You cannot do it from a neutral jump or a backwards jump only from a forwards jump. Frame advantage/disadvantage is dependent on where it hits the opponent. Higher up is the least amount of frame advantage. You can combo after wards on hit if spaced properly. EX version launches on hit now so you can juggle after wards with any normal (best ones were s.Fierce, b+Fierce, and cr.RH) or Cannon Strike but the timing was weird. It pierces through the opponent on block making it deceptive to figure out which side to block after wards.
[] Hooligan - HCF+P motion now instead of the previous dumb inputs. Hooligan is actually pretty useful in this game and has three follow ups:
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[] K - Cannon Spike follow up. If hooligan goes past the opponent and you do cannon spike itâll track the opponent.
[] LP+LK - Her throw follow up. Against a grounded opponent it whiffs on crouchers. She can air throw them as well.
[] No button - She does the sliding kick like in SFIV. Just like the Cannon Spike follow up if hooligan goes past the opponent the slide will track the opponent.
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[] Unfortunately, I canât remember if EX Hooligan~Cannon Spike pierces as well. We got footage of it though,
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Super:
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[*] The strength of the button determines the attack arc so you kind of need to know which button to use for combos.
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V-Skill:
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[] Itâs her spinning back fist.
[] Goes through projectiles including Birdieâs pop can V-SKill.
[] It can phase through the opponent and then tracks them for a cross up.
[] If you get a close counter hit, you can combo after wards. It didnât look like you can combo after wards on normal hit.
[*] Builds just under 25% gauge on successful hit.
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V-Trigger:
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[] Fast recovery after activation. You have enough time to activate when someone jumps and then anti-air them accordingly.
[] It adds hits to her spiral arrow, cannon strike, cannon spike, and hooligan~cannon spike. Canât remember if the hooligan slide gained additional hits from her V-Trigger.
[] It also causes her spiral arrow, cannon strike, cannon spike, hooligan~cannon spike to pierce through the opponent on block.
[] After spiral arrow you have enough time to combo into cannon strike (need to reverse the input unless itâs in the corner) or super.
[] Can easily combo after cannon spike hits.
[] Her V-Trigger is something you want to activate right away to get chip and pressure started, as youâll be able to get a second one in the same round. However, holding onto it for a V-Trigger cancel combo is also viable.
[] She no longer has access to her EX specials while V-Trigger is active.
[] Cannon Spike can be done while jumping backwards in V-Trigger.
[*] Spiral Arrow goes through projectiles in V-Trigger.
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V-Reversal:
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[] The only character in the game right now that uses 3Kâs to activate.
[] Cammy side swaps and does a kick to their back.
[*] Pretty slow on start up and can be blocked but very valuable for the side swap properties, especially in the corner.
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Target Combos:
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[*] b+Fierce~s.RH - No special animations itâs just the two normals that chain together for some reason. You can link into this from her f+RH. You can even link a super after the target combo.
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Combos:
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[] cr.Jab x2, cr.Strong xx Spiral Arrow
[] s.Strong, cr.Forward xx Spiral Arrow
[] s.Strong, cr.RH
[] cr.Strong (CH), cr.Forward xx Spiral Arrow
[] cr.Forward xx Strong Spiral Arrow xx Super
[] s.Fierce, s.Strong, cr.Forward xx Spiral Arrow (pretty sure this works but canât remember might be CH only)
[] s.RH (Crush Counter), Spiral Arrow
[] f+RH (2), b+Fierce~s.RH, Super
[*] f+RH (2), b+Fierce xx V-Trigger, cr.Forward xx Spiral Arrow, Cannon Strike or Super
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Do you have a couple of examples? Iâm trying to catch up on footage from e3 and see what was possible. I thought I recall seeing Ryu doing cr.jab, s.jab, cr.forward xx fireball but I canât find the video anymore.