Wat?

You said the problem was people walking backward after blocked buttons. Show me a non-CA move that is in range to punish a c.mk on block AFTER already being pushed out by another blocked normal or two, AND walking backwards.

-3 is only a problem if 3 frame moves can reach you. There isn’t a single non-CA move in the game that can reach and punish a properly spaced c.mk.

Edit: Basically, if you’re close enough that blocked c.mk would be punishable and you’re worried about that, then use c.lk instead? c.lk, c.lp xx HK SA hit confirm? I guess we’re just having a hard time understanding your issue. Use lows. Lows beat walking.

so seems like you can -sort of- do this with lk SA vs 4 frame jabs…that’s neat i guess, dunno how useful it really is.

That was an easy one.

Kappa. I may have exaggerated in the disavantage of crMK, but really, you missed the point that no one will ever feel bothered by getting hit by 50 - FIFTY - dmg to get away of trouble (even when they are read).
I was doing this crMK, but buffering SA and canceling into it when I confirmed that he was walking back. Sure, a sudden downback will screw me over… thats why I made that post.
Walk up crLK crLP is no bueno since the pushback is way too big and the difference of walk speed is not that big to compensate for it, not even against someone like Necalli.

Late jumpback tech plus walkback only loses to a strike that lands on frame 8~11. It is the only way to confirm into something meaningful.

Max range c.mk can’t even be punished by reversal V-Trigger HK CS. Just tested (which was annoying - set dummy to guard recovery HK CS, set 2P V-Timer to infinite, switch from dummy to human, manually activate V-Trigger as human, switch back to dummy, set to guard all). It can be punished at some ranges, but at the tip HK CS will totally whiff.

Honestly, if they don’t feel bothered by it, you’re kinda winning? Is 50 damage a lot? I don’t know, take 50. Take 50 twice. Is 100 damage a lot? No? 150? 200? 20%+ of your life seems like a lot. Pokes add up dude, not everything is supposed to lead into a giant combo.

I’m watching James Chen’s stream right now and he was talking about this exact thing - using long ranged low pokes to limit your opponent’s movement. If you missed the segment, but it might be worth trying to catch the replay from the archives, could change your mind.

Whaaaaaaaaaaaaat?
Poking with long range normals to limit your opponents? That sounds like zoning,Cammy can’t zone,therefore this argument is invalid!
Just kidding.
Thats what I told people a lot, that Cammy is able to zone effective with her normals.
What answers I get, you may ask now.
Well here are some steamquotes:
“Cammy and zoning? lol”
“Cammy can’t zone.”
“I read this to…just lol.”
“Cammy has no fireball, how is she supposed to zone?”

sigh
You can always try it right?

50 dmg? You can hitconfirm cr mk into drill/dp

lol, but what about recording a crMK, blocking it at max range and trying to VT HK DP?

Anyway, if you’re expecting to read right 100% of the time, and you manage to get 3 openings in a round you’ll score 150dmg. If he heads your crMK once he will jab you out of your 7f move and he probably will score more than 150 in one guess. That is how poor the option is.

And using normals to stop movement is completely NOT the case here. Getting 50dmg in neutral game is good. Getting 50dmg when you won in the neutral big time and is now in position to meaty someone is pretty sad.

@MAGUNITO
Yeah, I want to see someone set dummy to RANDOM guard and trying to hitconfirm into SA from crMK alone 5 times.
In a game which the input lag is 8f you need to react in less than 5f to confirm the cancel. No human can do that, man.
People see the others walking back and SA right away, which was what I was doing, but if he crouch blocked right before the crMK hit them you’ll cancel and you’ll get punished.

Yeah but even top pros don’t always get the confirms. My point was that even if you don’t/can’t confirm it, random poke damage adds up quickly, and if people aren’t respecting it then I see no reason to consider it bad. basically it’s about conditioning, right? Either you eat the low every time and I stack that damage up (more with occasional hit confirms), or you eventually, begrudgingly learn to respect it and hold d/b, and then I get to do the stuff I actually wanted to be doing anyway.

It’s way harder to get the c.mk spacing right if you record the dummy, plus you might mess up the reversals. For the purpose of my test I found setting the dummy to reversal to be more useful. You could do it either way, but it’s a lot harder to get the correct spacing if you’re trying to walk into it at just the tip.

IDK man there’s some disconnect going on between us here. I’m not saying you should “meaty” with c.mk because that’s a pretty bogus meaty. I’m saying if you’ve done two hits of a blockstring and you’re worried about them walking back (that is where this conversation started, right?), then c.mk is the button to stop them.

c.mk is the furthest thing from a “poor option”. It’s one of the better hit-confirmable lows to stop enemy movement in the game. This move is really, really good.

To address this, I think people think about “hit confirms” in the wrong way. I agree that it’s hard to hit confirm c.mk 100% of the time, especially on a dummy just doing random guard. Even if you hit confirm it some of the time, though, you’re still getting a decent payoff. So long as you don’t screw it up and SA on block you’re in good shape. Err on the side of caution.

To what I was saying about hit confirms, though, I don’t think the “dummy on random guard test” should be the true benchmark. The thing is, if you’re doing that, the only information you have to respond to is whether c.mk hits or not, so you have a relatively small window to confirm. However, in the case we’re discussion, it’s my opinion that you shouldn’t be waiting to see if c.mk is a hit/block and confirm from there. You should be looking to see if they were walking backwards when you pressed c.mk -> this is a significantly longer window to confirm into your SA. It’s like what I was saying earlier about the b+mp target combo. I’m not trying to confirm if b+mp hit and then do the hk; I’m trying to c.lp, b+mp… confirm if c.lp hit, and then go.

Also, to inb4 you come back and say “yeah but maybe they short walk back then d/b block your c.mk xx SA confirm lol what now smart guy!?”, well, then you got outplayed buddy. If that’s what they start doing, just walk back in and press another button. Walk up and throw. The thing about SF (and FGs in general) is that, so long as the game is well designed, your opponent is supposed to have defensive options to beat you. IDK if it’s just me, but your complain kinda sounds like “boohoo I can’t just walk up and auto-pilot blockstring because smart people will walk back”. Like, ok? You have the tools to beat walking back. If that’s what they’re doing, call them on it. If you call them on it and they stop doing it, good! Keep doing what you wanted to do. You have options, they have options. Sometimes yours are better, sometimes theirs are better. Not everything is supposed to have an equal risk/reward ratio. Some things are high risk, high reward, some are low risk, low reward, some are high risk, low reward, some are low risk, high reward. The thing is, sometimes you have to do the risky shit if you want them to behave in a way that lets you start applying your lower risk or higher reward tools.

There is no “I win” button. Tactics have counter tactics, counter tactics have counter-counter tactics. That’s the beauty of the game. Discern their habits, exploit them, and profit.

You came to the thread, complained about an issue, people were like “here’s how you beat that”, and then you’re like “that sucks because they can just block it and punish”. Well, ok? But we weren’t talking about cases where it would be blocked, y’know?

You pretty much lost me at describing c.mk as a “poor option”.

The disconnect here is that you’re talking about pokes. I’m talking about options after my opponent blocked a single point blank crLP/MP.

maybe from up close start off your blockstrings with st. lk instead. less pushback so them holding back won’t make your throw whiff, still goes into b+mp or cr. lp or whatever on CH.

I hate it when people compare SFV Cammy’s flaws to any other version of her or other games but…this has been around for so long and for so many characters that I didn’t ever think this was a problem. Not everyone has safe specials, it’s just always been this way.

That 5 frame gap though. You get caught a lot if you try doing st. mp to cr. mk. It’s better to do st. mp to cr. mp after a block. I’d only throw a cr. mk out after to continue pressure if they were playing super lame or running away constantly otherwise you are going to get caught with something. I’ve found if you do st. lp st. mp while they block and then walk back a little just on the tip of their medium ranges and hit st. hp you will catch them pushing a button as they just want to so bad when Cammy isn’t pressuring but feel like they can hit you. You can then SA or CS or V-trigger on hit even at that range. It’s a little tricky though I’ve misgauged the range a few times or hit hp to early and gotten grabbed out or it.

Personally I can’t hit confirm reliably off a single mk. It’s just too fast for me to hit confirm. Only time is if I’m whiff buffering it. Up close like that I wouldn’t dare try without confirming a st mp first. Too much risk if you are wrong.

So… how does this beeng around for so long helps me?
Come on, I didn’t claimed otherwise. I asked for an advice, not for the record of the issue. How to beat the “block then walk back” defensive option. Or the late jumpback tech then walk back.

Stop being so thirsty for hits that you throw your body off a cliff. Especially don’t do it three times a round, maybe adapt after the first time.

If it feels like a trap, you’re right. Of course, you can do it too.

==
The funny thing about beating up Cammy in a mirror match is that you can just hang back and watch all the unsafe stuff you throw out getting spammed at you constantly. Just hang back, bait, block, punish, kill.

I have no clear answer myself besides of just accepting that now all your offensive is gone and start again. Dashing in works if they’re not expecting it but it can be really dumb and easily covered by a simple jab. You can however spend a bar to go back in and they’re once again in another throw/block mixup but this is as good as it gets.

How does the rest of the cast deal with this? My opponents mostly just keep hitting til I’m out of range and either jump in or back into fireballs until I open myself up.

Now that you’ve said it I think the only character I have more success being defensive is against Cammy.

@Haztlan I think it would be better to just let them do it and reset the situation. If you feel like pressing them, then maybe you can try walking them down while down backing frequently to avoid sneaky or random buttons to keep you out. As far as the jumping back option, I think H spike is your best option. Otherwise though, I say just walk forward and down back.

SFV Cammy Vs Zangief Punishments
https://youtu.be/rq764O4Pydk

SFV Cammy Vs Laura Punishments
https://youtu.be/znkWVcekmtA

SFV Cammy Vs Cammy Punishments
https://www.youtube.com/watch?v=Bz3_5NjG0pw

SFV Cammy Vs Vega Punishments
https://www.youtube.com/watch?v=B3FONCrI0z8

SFV Cammy Vs Nash Punishments
https://www.youtube.com/watch?v=aQxLCC58eiI

Watching final round and out of all the Cammy players I’m watching (on stream at least) I do not see a single player using the TC ~ why do you guys think that is?

Probably because it’s easy to whiff and harder to hit confirm then a follow up lp xx special or other normal on counter hit in a fast paced match. I’ve also switched to cr mp cr mp SA after a cross up lk instead of the TC. Honestly the hooligan trick James showed in that video after a TC just doesn’t work anymore. Even the hooligan after the EX Dive kick barely works anymore. People have figured it out.