Cammy General Discussion: To Bee or not to Bee

Is f.rh punishable on block? I saw kbrad try to frame trap with it a lot, but it didn’t seem to work out well on block.

Is it throw immune or has no hurtbox on legs (can hop over lows)?

Are air cannon spikes (dive kick) negative on block? I also got the impression that cammy got the worst when the opponent decided to mash jab after blocking it, specially birdie.

Thanks for all the insight.

f+RH seemed punishable on block at close ranges. It’s probably slightly negative or neutral if spaced farther out. I don’t know about throw immune or how the hurt box was exactly. I believe it could go over certain lows like Ryu cr.Forward but I can’t fully remember.

I believe the frame advantage/disadvantage on Cannon Spikes were dependent on the height they blocked it. It felt like it was slightly negative on block.

I’m sure her V-Reversal will be fixed
Otherwise what is the point if it just gets blocked? Be patient and wait for a better option if that stays the case.
Thanks for all those notes, I’ll copy and paste them into my Cammy notes.

All V-Reversals were really bad in this build of SFV. Every one of them could be blocked unless you were countering a medium or heavy normal. The throw bait and frame trap game were also really good counters against V-Reversals.

I still prefer Combo-Breakers over V-Reversals/Alpha counters.
PR Rog has a really good point, I don’t take USF4 seriously anymore, kinda hard too considering SF5 is on my mind.
But I’m going to adjust my play style in 4. Seriously gotta train myself to stop using FAs
playing 3S earlier last week, I kept hitting it! LOL, muscle memory is more stuck on USF4 than a game I played most recently 2 years ago when it came back.

I wish Alpha 2 and 3 would recognize my fight stick, I have to play on D-pad PS3 controller :confused:
They are the ones you buy on PSN.

SFV is going to expose SF4 frauds hard. You have little escape options and you have to play the footsie game. No more charging focus because you don’t want to play the footsie game anymore. In SFV, if you get outplayed in neutral you get out played really hard.

Please elaborate :3

I don’t think a game without FAs will expose ‘frauds’; I’ll give you a lot of players use FAs as a crutch.
Like today I had 3500pp Guy use FA non-stop right in front of my Cammy so I just HK spiral arrow, throw or cross uped the idiot and he left after that. He was obsessed with trying to get a focus crumple. Seth players seem to do this a lot as well.
But the average player doesn’t even really know how to use FAs in the footsie game anyway.
However it does help escape certain scenarios, which by high level players you’ll like just get option-selected anyway.

I love footsie play - I mean I play Chun-Li, but SF4 doesn’t reward good spacing and footsie play in my opinion. Footsie play to the average player is just mash jab. Seriously fight a Geif online with Chun-Li do two St. Mps in a row and the Geif will just start mashing green hand. That’s not footsie play - its called OMG GET IN-Hit stuff-play.

Anyway I was more referencing not using FAs to go thru fireballs, no FA-Backdash and no FA for combo extensions. This is just me personally, not suggesting everyone do the same. I’m just wanting personally to go back to basics like SF5 appears to do, just a humbling thing. Interestingly enough, I’ve done pretty good so far playing this way, haha.

I had a dream you can combo Cannon Strike, to Spin Knuckle, to Spiral Arrow, to Cannon Spike. But you had to link from and into Spin Knuckle, so it wasn’t just a mash-out combo. I hope she can actually do it but none of the E3 audience was coherent enough to try. At least comboing the last 3 specials seems very likely.

Oh and off-topic, but does anybody know if there is EX V-Skill?

That entire combo is not even remotely possible to do both in and out of her V-Trigger. Her Spin Knuckle is her V-Skill (MP+MK) and is not considered a special move and it doesn’t get buffed in her V-Trigger. Cannon Strike is her DP and there’s no juggle properties to it on hit. If you mean her dive kick (Cannon Spike) it still won’t work because Spin Knuckle has a lot of start up frames on it. Her V-Trigger Cannon Strike has too much recovery after wards and it still has no juggle properties on it. V-Trigger Cannon Spike doesn’t have enough hit stun for Spin Knuckle to connect as well. At most you can only do three special moves in her V-Trigger as each special move depletes a lot of her V-Gauge. The best combo you can do is Spiral Arrow, Cannon Strike or Super.

As for the second question, I mentioned previously that she loses access to all of her EX specials while her V-Trigger is active. I believe Combofiend said the same thing during one of the e3 streams.

I was hoping by now I wouldn’t get spike/strike confused, but I blame Capcom 100% for this.

Yeah I meant “dive kick” link something canceled to Spin knuckle, link out of Spin knuckle, cancel to spiral arrow, juggled to DP.

Wait so is Cammy’s special QSK now only V-skill?

As long as you can link a light off her V-skill (spin knuckle)
you should be able to combo after it.
comboing into it isn’t likely, but I’m banking on it offering up some cool reset possibilities.

Uhh, she doesn’t need V-trigger to hitconfirm into super.

On a related note, what exactly are the angles of her CA? Especially which one can comb off crouching normals.

This, with the damages normals do in this game it is likely it will be worth it. Between this and insta ex dive kick I can already see the salty tears. I just hope she is unthrowable/airborn somehow to fish that sweet counter hit.

That’s not what i’m implying here. I said she can use trigger to hit confirm c.MK into super. Basically saying that without trigger she cant hit confirm from far range c.MK. She can cancel into LLegs, but those are unsafe. So most likely the double hits from c.MK in trigger should allow you to hit confirm into LLegs and then into super, or just into super straight away. Considering that c.MK is going to be her farthest reaching poke that is cancellable, making things hit confirmable at that range seems pretty important to me.

Regarding Cammy CA, if she has say Makoto angles to her super, then would it also work like Makotos in that she might only be able to do certain hit confirms relative to her position on the screen? Might end up that going to the far end DOES take longer but might not even be a problem anyway due to larger hit stun maybe. A lot of people seem to play Cammy at E3 so maybe someone can comment if their super missed where they might have expected it to hit. Haven’t heard anything like that yet though.

Right on! The Ex Drill/Dive pops the opponent airborne. Peter kept saying that would be a good time to use the new B+Hp (the Cl. St. MP of SF4) and then I guess cancel that into CS? OR this would be kind of Juri/Sakura-ish; if we can juggle air reset with a St. jab, possibly dash under the opponent? Maybe even utilize that tricky new hooligan as well.

I’m really hoping her Dive has a better hit box than SF4’s, sucks getting DP’d trying to get in.
Cracks me up K-Brad gets away with all those Neutral jumps on an opponents wake up. I get DP’d all day attempting that.
I’d really like to hear more in-depth what K-Brad saw in Cammy, eventhubs little article didn’t go into much.

Anyone think Capcom Pro Talk tonight will discuss some SF5?

This has already been confirmed (in case you haven’t been reading the thread. What I’m asking is what the exact angles are depending on which button.

Wasn’t it already mentioned that her dive kick is worse than in SFIV.

Pretty sure we won’t be getting any buffs on it in this game (especially since it seems she’s being given CvS2 good normals plus more options to get in on the ground).

You shouldn’t be jumping too much in SFV in general. Anti-airs do good damage and everyone in the e3 build had good reliable anti-airs whether it was a DP or a specific normal. People need to get the SF4 mentality out of their heads when approaching SFV. SFV is it’s own game and outside of a few links the game plays nothing like SF4. Cammy is probably the closest thing to an SF4 character, however, I suspect she’ll be changed during development because she seemed incomplete to me. Certain normals will have their own separate block animations like the rest of the cast and will make some of her normals more unsafe, specifically her cr.RH.

Cannon Spike doesn’t have much frame advantage on block and you’ll get thrown most of the time. She doesn’t need to rely on Cannon Spike to get in at all. Her footsie game with s.Forward, cr.Forward, s.Fierce, cr.Fierce, cr.RH, and f+RH is really good in this build. If they keep that design than she just needs to play solid footsies and she’ll be fine. She’s one of the few characters that has built in mix ups with her Hooligan follow ups.

Cannon Strike, not Spike.