Cammy General Discussion: To Bee or not to Bee

As far as Necalli st.RH goes, that move is so slow that people were already whiff punishing it on true reaction. Hurtbox stays out all day.

So you don’t honestly have to worry about moves coming out accidentally for that particular whiff punish.

Well, Ryu stMK continues to be an issue. Yeah you can whiff punish it with crMK, but if I could buffer jabs into SA it would be much easier. Not to mention that after a jab you recover extremely fast so if they do anything else you still can react properly. But right now I have to put too much effort into it to make it viable. In SFIV it was easier, thats for sure.

Anyway, HK SA starting up in 7f can punish a lot of things, even max distance Nash’s fHP for example.

Yea my personal theory is that the buffer in this game “turbos” an input for extra 3 frames which is way it makes buffering specials so cumberstone.

Anyway about the viability of buffered jabs, I tested this a long time ago because it’s something I love doing in SFIV, and it doesn’t work all that well honestly. Cammy’s jab have poor reach and just 2 active frames so it’s definetly not a stop sign like Honda’s or Cody’s jabs. I recorded the dummy buffering and moving and would walk around and s.mk with Ryu/Chun and trades rarely worked in my favor (like 2-3 times out of 10).

It’s good for tagging dash ins and for little shimmies (eg: cr.lp x2 upclose and you’re out of range for another light, so buffering here means it tags any button they press).

That’s the n1 thing that has me keeping a lot of interest in Cammy. Punish all moves on block.

well 4active frames makes st.hk a better anti-air.
You know what a great feeling it is getting a CC st.hk as anti-air?
I could become Lee and do this:

every freaking time!

Exactly, as far as counter pokes goes all Cammy has is her crMP, but the angle makes it really bad against a lot of buttons. The rest puts her hurtbox forward for a decent amount, so you’re better off walking back and buffering crMK. Thats why I wanted to buffer jabs into CA. Just to put some things into check. What I was doing was buffering bMP into target combo in the neutral game. It’s a decent counter poke with really good reward on it, but the problem is that it has only one active frame (the “towards” portion of the move). All the others active are the upwards/AA portion of the move. So yeah… back to walkback crMK I guess.

have you tried st.mp? on max range of it,you should still be able to connect cr.mk.
Dancing around at the max range of certain moves and then whiffpunish them was allways a viable tactic with Cammy.
Or just bully them, it’s not that hard. People tend to jump a lot the moment they loose the groundgame.
And then you have your anti-airs.

And that was the main selling point of Cammy to me. She pretty much has the best meterless AA of the game. Maybe Necalli’s can fight for that spot too. But the range on HK and 130dmg on all Cannon Spikes is way too good. Not to mention that bMP can’t go wrong against crossups, at all. stHK is a greedy AA that will be the go-to choice against Gief. She has everything covered in that area.

Going from Vega to Cammy must feel like quite an upgrade in the AA department

How are you guys dealing with Chun? She has better buttons and walkspeed, so it’s difficult to beat her in the ground game. I would think the goal would be to try to rush her down but she has a good reversal in EX SBK and Cammy’s mixup/rushdown game seems pretty weak atm.

Get the life lead then lame it out?

Is it known that her jiLK can be used as fuzzy guard instant overhead? It has to be done when opponent is in deep blockstun (like after a blocked jiHP). And you need to do jiLK, njLK and bjLK are not good ideas. But yeah, it works. It should be legit to push the opponent to stun or to KO.

And her V-Reversal is safe on block. She is negative, but she is almost full screen, not sure there is something to punish her. It would need something like Chun’s USFIV Super.
Also, it always works on Heavy buttons (opponent can’t recover in time to block it). But lights and mediums can be blocked and consenquently uppercutted. But it’s hard. Not only the V-Reversal is really fast but the side switch seems to screw up the motion.

Last thing of the day: I’ve done a combo-list with her most important combos. I did it in order to see if I can understand better the optimal combos to use in each situation, her meter management etc. If there is something missing, please let me know: https://docs.google.com/spreadsheets/d/1fw1aPdyvQ-dHhoMCflLnGgzZYO8qsl-izHZiuBu06yY/edit?usp=sharing

j.mp also works. More damage and stun.

Don’t know how complete you want to be with that list, but you could add lights conversion (ie: cr.lp x 2 xx special), counter hit combos (ie: cr.mp, cr.mk xx special), v-skill combos (v-skill, s.hp xx special) and

Missing TC EX Hooligan divekick Cannon Spike (only have it listed after cr.lp or crush counter) [280, 410] (~70 damage for 1 bar, not bad)

s.hk (crush counter) VTC IACS s.mp, s.hp xx SA, EX DP [376/577] is the best CC combo from far, but costs one bar and v-trigger so only really worth it for closing out rounds

@Haztlan Have you tried s.hk(CC), cr.hp xx v-trigger, [best follow up possible]? How did it compare?

It’s there as the last CC combo from upclose

They have actually removed j.mp fuzzy guard lol

Merged double post.

Yeah, I had in mind to add 2 crLP xx SA and CH combos, will do in the near future.
I didn’t included TC into HC EX Divekick into DP without the jab first because I wasn’t able to think when I would land that combo without prior hitconfirm (like jab or a stHK CC).

Jump ins, divekicks and non CC punishes (supers?). Basically same scenarios you’d use s.mp, s.hp but are willing to spend a bar for the extra damage.

I was thinking to add jump ins combos as a whole. But just the ones that we will really use. Like to get max dmg after a stun, jump on fireball etc. So I’d add the jiHK bMP TC … altogether. And dive kicks… well, if I ever use them I’m always going for stLP xx HK SA because I’m confident in the amount of hitstun that it has. But anyway, I’ll add them later anyhow.

EDIT: Now you guys can edit the spreadsheet too. Could’ve sworn that I had it enabled…

EDIT2: I updated the dmg list, and @otori, I didn’t knew about that combo, thanks. I’ve also included the CC stHK "I"ACS stMP stHP xx HK SA CA that does 481/497 among other stuff. I still have the counter hit only and jump/dives to finish off. https://docs.google.com/spreadsheets/d/1fw1aPdyvQ-dHhoMCflLnGgzZYO8qsl-izHZiuBu06yY/edit#gid=0

I can’t buffer cr.mk xx super on p1 side lol, super comes out even on whiff fml

Doesn’t crMK xx HK DP works from any range? So can’t you just buffer crMK xx HK DP and react to the hit with super to deal even more dmg?

I dont know if it was already mentioned or even is a thing, but i am used to do the 623 motion for dp in sf4: I think it is a good shortcut because it ends in downforward instead of forward , so its a tad faster, you can’t accidentally lets say SA with cammy.
But now i have noticed that in SFV you cant do 623 kick 236 kick to cancel a dp into super, apparently need the full two circles ( in usf4 the shortcut input works for super).

Its no big deal i guess, i think its better from now on to make it a habit to do the complete motion for dp, but would have prefered it if they had kept that shortcut for said reasons.

Good point.

I was actually trying it out with Chun-li, ended up posting here because of the buffer system discussion. If I do it fast I get Legs, if I do it slowly I get the super regardless of whiff. I suck.