Well, in those situations I use stLK to set the momentum. It is the best poke ever to not extend your hurtbox. You know, its 4f, great range for that speed and the hurtbox doesn’t move AT ALL before the first active frames. Which means you can’t get counter poked. You may lose the trade against far medium/heavy, thats all, though. It’s my go-to move to finish off opponents that have 30~1 life.
All the high end Cammy’s above 200 I played (and was one of until I decided to learn Ken knocked me back up into the 500’s) play aggressive. She can be aggressive, it just isn’t mindlessly using EX Divekick to blow everything in the world up and get in. EX Divekick is still a great option just you have to get their focus elsewhere so the speed works in your favor since the hurtbox is crap this time around.
She honestly felt like one of the stongest characters to me, definitely not in the bottom half for sure. Her only downside is that she doesn’t have a high damage gimmick like Nash or Dhalsim that is safe (advantage in both their cases).
Not just you. Make sure you hold the diagonal though when you press MK, don’t do the motion let the stick go back to neutral then press MK. Part of the reason I’ve been trying to use b. MP more then LK DP for the up close anti-air. I training moded it and that seemed to work, but in the heat of the moment I do dumb stuff at times.
I think the main problem most Cammys have now, was her SFIV version.
CVS2 and ST Cammy was about close pressure with frametrap and throw mixups and zoning with her good Normals.
Her Throws were a good Mixup tool,but didn’t gave her more then CornerCarry and some damage.
Something I really abuse now.
I just walk up after Forward throws and do cr.hp, this hits 90% of the player I play against.
After backthrows I do the same with st or cr.mk and it works perfect.
Cammys neutral is amazing, she can bully allmost everyone from range and pressure them up close. She has good punishs against most stuff.
Whiffpunish and spacing should be on point with Cammy. Abuse your tools to make them nervous and make them feel safe to jump and then anti-air them.
CC st.hk as anti-air feels so good to land.
Just stay simple with her gameplay and do meatys instead of searching for Setups.
Maybe I wait 2 weeks before I start to make my new Guide
I think some of Cammy’s strengths are the conversions she gets in neutral and the corner carry of her combos.
Using Chun as a comparison, Chun controls the neutral very well, but she can’t really buffer anything at range that does anything scary, other than Super.
Cammy can convert normals into spiral arrow, which gives great corner carry and leaves her on top of the opponents wake up.
When you throw mid-screen in SFV, you are electing to return to neutral again, so that does play into your decision making.
However, once you have them in the corner, throws become a lot better for Cammy thanks to her walkspeed and normals.
I’m not a good player, by any means, and I’m not fighting against great players for the most part, but I had a match that sort of illustrates the pay offs of neutral for Chun vs Cammy.
Round 1 Chun follows her fireballs with normals, lands some hits, gets a sweep or two. I lose a good 30% health to this.
I’m looking for a fireball pattern, a jump, or a mis-spaced normal, which I hit with a buffered st.hp. I get the corner, chun becomes a afraid of throws, and that’s the round.
Round 2, I find that this Chun does not anti-air, and then falls into a very obvious fireball pattern.
High level the matchup will be more interesting as Chun players learn to confirm counter hits into damage and learn to pop V Trigger as soon as they get close with it. Chun gets way more conversion options and gets full bnbs off air to air stuff too. Even fun stuff she used to have in beta 1 like c.MKx2 legs becomes possible on counter hit in V Trigger.
I’ve been having alot of fun with Cammy so far. The one match up I just can’t deal with at the moment is Karin. I feel like Karin just wins the neutral game easily. Any advice?
If you’re far away (st.MK barely hits or farther) abuse the hell out of standing LK. It checks all of her spammy nonsense and counterpokes normals for days. Closer than that you just have to be careful and pay attention to what she’s doing. Her good buttons (st.LK, st.MP) are as fast or faster than your buttons, but if she’s throwing out tons of cr.MK you can outrange her pretty easily. Watch out for sweep because the range on that thing is stupid and makes trying to bait things with walk back cr.MKxxDrill dangerous. Punish blocked sweeps with reversal HK drill. If she’s right on top of you you can do an actual combo, but it’s safer just to drill since the range on that move is so dumb. The problem is she gets easier hit confirms and better rewards from her stuff, where as your best poke (LK da god) doesn’t lead into anything. So just try to make her scared to hit stuff by counterpoking with LK, cr.MP (leads to damage but is dangerous if whiffed), cr.LP (counterhit cr.LP links into MP, HP for an easy confirm at close range, can go straight into HP if you are further out) and whiff punishing her st.MP and cr.MK with st.HP while watching out for sweep. Once she starts blocking you can do walk forward LK stuff, dash in throws/cr.LP, and st.MP cr.MP nonsense.
If she jumps at you from close range going for a crossup and you don’t feel confident antiairing just HK spiral arrow out (doesn’t work on wakeup, obviously), but other than that she’s easy to AA.
Standard Disclaimer of “I am a bad player applies” but this is what has been (kind of) working for me so far.
I was stuck at around 2k lp with Cammy by just playing the neutral game. Then I watched how Poongko played her and I completely dropped the neutral game for pure offense. Manged to get over 3k LP and I’m on a 20 win streak. I still play a little neutral by just whiff punishing normals and specials that I see with reaction but I’m not majorly focusing on it like before.