Cammy General Discussion: To Bee or not to Bee

God Elena.
I switched my Subs with Ultra, but could never drop my hearthstone.

she’s following me now for 14 years, it would hurt to much.

Wait wait wait wait. How come everyone is saying Cammy is top tier now? She’s the second least played character this whole beta. Do that many people watch Poongko’s stream?

Let me quote Alex Valle here: " Most people who started SF with SFIV, will play anti-footsies chars,because SFIV did a terrible job in teaching fundamentals."
Or something in this direction,he said this on Twitter and chart proves him pretty much right.

Also the Beta was online only,most people relai rather on gimmiks and tricks to win,rather than a good neutral and solid gameplay.
I watched Poongkos Stream too… my hearth was bleeding again.

Cammy is good, she is the character you will enjoy the most if you want to play serious. She has what everyone says the game will be, offensiv oriented footsies.
Cammy can pressure up close and zone with her normals from range.
Her damage is good and she has nice anti-airs.
The divekick is still usefull,but needs much better spacing to be + on block.
It’s still good to bait DP’s out and gain some ground by using them to short your jump over fireballs. Cammy has basicly a simple hoptechnic in SF, thx to her divekick.

And it’s really fun grabing people with M Hooligan after they throw fireballs.

She’s incredibly complete, has many get-in tools (v skill, hooligan, air cannon), has some of the best normals in the game, hit-confirmable cr.mk (hard to do but possible, similar to 3S low forward confirms), hooligan/v-skill shenanigans, various antifireball maneuvers, probably one of the best supers in the game, etc.

Really it depends on how the throw game meta develops, which definitely feels like Capcom have already laid the foundations of already. Has anyone noticed that when you hold back/downback and throw and it whiffs, a different noise is done compared to neutral/forward throw? That tells me they really put in a lot of thought when designing the meta-game, because you now know if they were going into a block into throw vs. an aggressive forward throw. That, in addition to removing the cr.tech OS and possibly more measures shows they really have a vision on how the game should be played and will stick to it (I doubt SF4 developers intended the insane throw tech game that developed in SF4.) Plus cr.jab’s to interrupt is highly encouraged due to its speed+beating throws.

Random question, what can Cammy combo after a normal cannon strike ?

Have to hit them super low, but the move has a high height restriction and not a lot of active frames meaning the lowest you can hit them is around the knee unfortunately. If you do it perfectly you are probably around +1 and anything else is negative. High enough you are punishable. On hit the best you can possibly combo is a cr. MP but cr. jab is definitely the goto unless you are positive you had it perfect.

People are saying Cammy is reasonably good (I don’t know about top tier) because looking at the cast she has super solid normals, good damage, better then average pressure, EX Divekick that is good, and in general the rest of the cast (except maybe Birdie, Karin, and Necalli) don’t seem to have anything that could give her a lot of trouble. Her only issue at the second seems to be 1 or 2 characters are better then her at footsies though neither is as fast or have a divekick so will be interesting to see where she ends up. Lower than upper-mid tier looks like an impossibility to me to be honest though.

Wow. That’s pretty accurate by Valle. I was actually one of those people when I started playing SFIV. I mean I played other SF games in the past but It was for fun and not actually learning the game in depth. Just little nice combos and stuff. Before I touched SFIV my last fighting game was CVS2 but I was a kid and I didn’t even know there was a FGC until SFIV. So yeah I basically learned how to play with SFIV. I’ll admit, looking back I avoided characters like Ryu or any solid footsie characters because I wasn’t understanding things like playing patient or well spaced moves etc. From the online aspect of the game I saw pokes here and there but mainly relying on specials to win matches. It really backfired though once I played against a Ryu player who basically destroyed me in the neutral. After awhile I picked up Rose and just did trial and error to learn things as I mentioned before (well placed normals, fireballs, and patience). Which is something I should’ve learned from the start but wasn’t properly introduce to that aspect of the game.

I started playing SF serious in 2013.
I play Cammy since I’m 6, but I was never good, until I really started to practice a lot and took the game serious.
Thats basicly the reason why I never droped her, she’s following me now over 14 years and is the character I connect SF with.
That I relearned the game by playing people way above me also helped me, I need to be destroyed to learn good and I learn pretty fast.
But I’m a little bit slow when it comes to adapting.

And hey, I beat Tyrant during the last two Betas twice, beat one of the best Giefs on PC and allmost won against Problem X.
They would probably destroy me offline, but so far I’m happy with my results.

But allways keep up practicing,allways try to become better. I think that I know every version of Cammy and regulary play ST and CVS2 helps me to figure her faster out and I can focus on her gameplay.
It shouldn’t need much time to see that SFV Cammy isn’t about Setups and aerial attacking and more about bully your opponent with your good Normals.
My anti-airing is still not good enough, I do a lot cancel I don’t want,because I press the button to early and I still try to FADC sometimes(stupid SFIV habits) and I start doing predictable stuff I would normaly not do, the moment I get salty.

And don’t worry, I relearned footsies and spacing with KoF 98 using Leona and Ralf,once you understand how the basic works,you can choose the char you want to play.
The fact that I love neutral characters also helps me a lot. Rose is the only char I permanently played as Sub and I still use her
I use Cammy,Juni,Juli,Rose and Nash in Alpha3.
Leona,Ralf,Rugal,Whip are my most used KoF Chars.

I love footsies,pressure and zoning. Cammy allways gave me this, thats why I put so much time into her, I really want to master her as good as possible and want to go to the big tournaments, if I think I’m ready. But this will take a lot of time.
Well at least I can write some Guides inbetween. Just Steamguides but better than nothing.

I think b.mp is a better conversion option. Faster and more damage?

But cr.lp is more reliable.

Just wanted to say what’s up to the cammy community. Street fighter 5 will be the first fighting game I take seriously and I like how cammy plays. I’m 30 so I got into fighting games a little late cause I always got my but kicked and always quit. I quit sf4 the first day lol. But I’m dedicated to this game and only plan on playing this game for a long time. I will be all over these forums when the game comes out learning all I can from you guys. I will be putting in a lot of work in training mode learning tech and practicing what I learn from here.

Where’s this character usage chart at?

@Juicinator , Got ya beat mate, I’m 32 (33 later this month, lol)
But welcome to Street Fighter and SRK for that matter.


I didn’t spend much time with Camster this beta, but what exactly are her frame trap monster buttons I hear about?
I was doing
Cr. Lk into Cr. Mk
Cr. Lp into B+Mp or St. Mp
Cr. Mp, St. Mp, St. Mk and if I knew they’d hit a button I’d try Cr. Hp for CCs
My best CC was going into F+Hk, Cr. Mp xx

Anything I’m missing or better? I should have spent more time with her, but I caught myself playing her too SF4ish so I stopped and went on to Laura.

St.MP into cr.MP is her “best” frame trap. It’s a 3 frame gap which means it will beat anyone mashing even a 3 frame jab. Being able to visually confirm into CH cr.MP, cr.MK/st.HPxxSpecial is important to make this scary (I practiced by setting the dummy to random block/random CH and looked for the longer hit reel). Once they start respecting this you can do stuff like st.MP walk forward cr.LP or LK/throw mixup or st.MP walk back cr.MK/st.HP to punish whiffed buttons.

cr.LP into cr.MP is another good one. 4 frame gap so some characters can mash out of it, but honestly if they’re mashing jab after one crouching light you’re probably going to win anyways.

st.LK leaves you even, but the range and hitbox on that thing is so good for a 4 frame normal that not a lot of characters can deal with it if you just spam it at the furthest range possible, especially in the corner. Stuff like st.LKx2, st.HP/cr.MK to set up multiple st.LKs into dash up throw/cr.LP was working pretty well for me.

Of course all this might change at release but her frame trap game feels pretty simple and straightforward, just have to see what the final numbers are.

BAS said “easy char, easy wins”

Finally got to try out Cammy properly on the cracked beta. The buffer window in this game feels really weird.
Cammy can actually do a regular tk divekick but at a pretty considerable height.

It’s kind of similar to Chun’s tk legs but a bit stricter. Hits about shoulder height when upclose so it’s not that good for pressure but maybe I can find some uses with further testing.

Anyone know if you can still get your replays somehow? Or are they lost in the ether forever? I was working on recording my sessions, but got caught up in life stuff before I could get them all. Wanted to upload some Cammy stuff to get some pointers and all that jazz.

Does tk’ing a divekick also work for non-ex versions?

There are charts for all the three days of the beta. They can be found over here

Yes, I meant the meterless versions.

I found that I had great trouble in playing footsies vs Chun and Vega. I standardly was using st.mk and cr.mk buffered into drill, and they seemed to get blown up vs these chars. Any tips?
Also found great trouble in finding a use for her v-skill? It generally seemed too slow to do on reaction vs fireballs and I just resorted to ex drill instead. Can’t really throw it out in neutral vs decent players who can just normal/dp it on reaction.
Also found that non-ex divekicks were rather useless.

Against Vega stHP xx Drill is your friend. Best way to punish his fHP.
Also, stHP works surprisingly well vs Gief’s whiffed charge punch. It works from ranges where you could’ve sworn that it would not reach.