These guys are good. No random slides, scissors are always spaced, and inferno is only combo’ed into. Can Scissors be punished on block at all?
Cammy has great buttons and superior footsies in general, but for the love of god I can’t get anyone to stop jumping in. After about 5 hours straight of Cammy abd salt build-up you start to fuck up your AA’s. And Bisons buttons are not that bad either.
Yeah I’d like to see your matches, I need to see how someone else handles him.
Cammy also has got great anti-air. When people jump it is free damage with b. MP, MK DP, and LK DP.
LK scissors when it is two hits seemed punishable by MK super and EX divekick, but that is probably spacing dependent so unless they do it from super close like they hit you with a scissors then do cr. MP->scissors that might be a hard punish to get.
I generaly just keep Bison where I want him and shut everything down he tries.
You should
-ready your AA’s the whole time
-learn to love st.mk and cr.hp
-meaty him if he has no CA
-pressure him every time you have the chance
If he does scissors and they’re safe spaced,just press a good button,backdash or show him the middlefinger and DP.
It depends how they play. If he keeps pressing buttons after scissors,you have to find a way to shut him down. And don’t forget,he’s allways - afer scissors, he can’t do much to stop you from doing things.
Should work.
btw. is it strange that I run yesterday into Tyrant and Problem X? I haven’t fought a single good opponent today, only rabbids.
Here I come with the ghetto scrub setups: crlp, tc xx lp arrow -> jlp crosses and lk divekick hits in front meaty enough for the followup. Loopable against quick rise. Divekick whiffs and lp hits in front if back rise. Hk arrow makes the scenario a little bit better against back rise but I need to test it more.
I knock someone down and choose to go for a meaty. He blocks st.mp and cr.mp. How can I keep the pressure or go back in? I feel like walking up like sf4 cammy is a total suicide this time around since fucking birdie hits me with a jab xx death.
Try to walk back a bit and go back into the footsie game. Whiffpunish and repeat. Mix after st.mp throw and cr.mp up.
I actually like that you can switch between zoning and rushdown with Cammy. God I love that character.
Sadly 90% of my opponent seem to think they’re a plane.
Hell yea I DP just about every jump in. I’ll admit to not using meaties though, something I should really learn.
I tried using reversal CA but he always blocked it when I tried it in the lab, although I wasn’t done testing it when I had to get off.
Guess I just need to git gud.
Is her DP 3 frames?
Edit: Does anyone else have trouble with walk forward Spiral Arrow. It’s really annoying trying to reaction arrow a fireball when you’re moving forward.
The main problem that I have with Cammy is that she has 0, absolutely none, pressure off throws. I was thinking to never try grabs midscreen, but to bully my opponents with stMP crMP wak stMP stMK etc until I finally get a confirm into SA to push them in the corner, where the throw finally has at least some use. Trying to grab midscreen is bad if they tech it and even if they are thrown its not that great.
So I’m worried what will happen when people figure out that they can just turtle forever against her until they take a grab. Taking a grab from Cammy is the best deal ever.
You just can’t do it too fast from forward walking, that’s all there is to it, a way to slow it down without it feeling too awkward(still can’t do it too fast) is using a half circle forward.
I personally just go to crouchposition holding downback and look for it, nothing is coming, then i’ll walkforward again play footsies etc. I don’t even bother doing an ex drill from a forward walking position anymore.
Yeah, I treat EX SA like if it’s a charge move when trying to react it with fireball. If I’m walking… I’m not trying to react with it (because I’ll get EX DP). If I’m in downback/walking backwards, it’s easy punish.
You can also empty jump from range that you can’t get AA and if they fireball you can react with EX Dive as well.
There’s just no reason right now for the opponent to not block. Bad throw/throw is a stupid nerf for her since she’s got no mixup (none that can’t be beat by crouching jab). Couple of blocked moves and the rushdown is gone.
Back in SF4 I could open them up with frame traps and instant ex divekick after they were afraid of getting thrown. This time around her throw feels useless gameplan-wise and it’s her only way to open up the opponent.
This is what I dislike the most about sfv cammy. Not the lack of divekicks or weird setups. This.
Nothing. Biggest SFV let down so far. Slow startup, loses to throws and lows, combo usage is sub-optimal.
Yeah. I’m all for taking out setplays. But taking out ALL the momentum is as far as I can see just bad design.
Poongko was doing some crazy things, but abusing normals canceled into hooligan to mantain pressure. A thing that won’t last long since it is easy reactable with jab and there is nothing she can do.
While her buttons are good they’re not enough to carry her to victory by themselves.
I really, really wished that f throw didn’t let the opponent so far away, or that I recovered faster, or both. I just want to be able to do another meaty throw/stMP after they’re grabbed. If I can’t do that… It’s hard to see a motive to try a grab other than push the opponent into stun/KO.
EDIT: Ken and Mika don’t get hit my stMP crMP if they mash a button. The crMP whiffs for some reason (probably due to their hurtbox). We gotta use crMP crMP (which is not a real frame trap… but…) or stMP and hitconfirm it with crMK/crHP xx VT and pray that rollback don’t fool us.
So I played a mirror match earlier and realized just how terrible her Divekick is. The other guy kept trying to pressure me with it and if he hit me anywhere above the legs I could DP him on block. Even if you hit them if you’re too high you can’t even combo a jab. And on top of that its weak as hell.
Maybe I’m tripping but am I the only one who feels like damn near everything Charlie do is safe? I don’t have a problem creating offense or playing footsies with him. My problem is when a Charlie player is on offense and doing blockstrings and so on I feel like I’m blocking forever and I’m scared to press a button. Usually Charlie’s I play do a string into that QCB lk move which I’m guessing is safe? There are some other things too he has where It feels like I just have to hold that. I’m not familiar with his moveset to name the moves. Any advice?
I assume you are talking about his Moonsault Slash (the somersault with the blue crescent). It is safe and iirc it’s actually plus (and at least even) on block. But since every Nash knows this they will almost always press buttons after you block it, you can actually sneak in a DP if you’re feeling gutsy.
Your best bet is to stuff it before it comes out. It’s has a slow startup and is pretty telegraphed so it’s pretty easy to DP or even air-to-air. It also will whiff completely over you if he does it too close so you MAY be able to dash under it if you’re looking out for it.
Go to training mode and try b.mp, backdash, dp on reaction…Most nash players try to loop it after one of his TCs (maybe s.lp, s.mp ?) so be on the lookout for that.
No, Cammy doesn’t have her air throw. I just finish playing a Charlie player too who was using the Moonsault Slash. As you mentioned the player was definitely pressing buttons after it so I use dp. I had to see if he had a habit of pressing something after the move to which he did. I am practicing how to stuff it in the lab and b.MP gets the job done. Even if you react late it will trade. DP is the better option though.
My only issue with her throw since most people don’t get pressure off them midscreen is that she doesn’t get pressure off hers in the corner because of that stupid rollback she does. They need to fix that, maybe even switch her forward and back throws so when she throws them away she stays close. She should have a better throw game in the corner.
If you do HK Spiral Arrow->forward dash->cr. MP the cr. MP hits with its later active frames on neutral tech which lets it combo into st. MP. This means cr. MP->cr. MP also becomes a legit frame trap in this scenario.
You can also do HK Spiral Arrow->forward dash->meaty throw if you want the mixup.
She seems to be kinda like Ken from 3S without the awesome overhead options. Her dash is simply too fast to react too at 16f. If they react and press a button they will already be too late to do anything but break the throw. I got a lot of throws 2nd and 3rd round after showing my opponent most of the first round they couldn’t jump at me and that my footsie game was legit. Her footsies are probably top 4 maybe 5 in the game. You can open people up with cr. MK whiff punishes and you get a safe free mixup after every spiral arrow. If your opponent is tired of getting whiff punished, scared to press a button, or is trying to whiff punish you that opens up her dash->throw game. You just don’t dash throw very often and all of a sudden your opponent might stick out a poke in anticipation of you dashing … then you get the whiff punish. There is a lot of synergy with those options. You can reinforce that with cr. MP->cr. MP->cr. MK block string of hers since cr. MP->cr. MP only has a 4f gap and a lot of the cast doesn’t have a 3f normal and cr. MP->cr. MK has a 5f gap so is pretty legit though some peoples hurtboxes like Necalli’s st. MP and cr. MP seem to beat that. Sometimes don’t finish the string and dash after cr. MP->cr.MP or do meaty cr. MP->walk throw.
dash->throw is 21f in total and dash->cr. jab is 19f in total. If people react perfectly by the 18f they can’t press anything without getting caught since nothing will be fast enough at that point.