Cammy General Discussion: To Bee or not to Bee

I’m excited to get my hands on a new Chun-Li…but Cammy, Cammy you look so good! lol
Footsie Heavy is fine with me. Cammy had to take lots of risks in SF4.

She may have more than one (I don’t think so)
But at the events I’ve played as her in I managed to get Crush counter from what is either a new command normal of Back+Standing roundhouse or that’s just her standing roundhouse now (Can’t quite remember) Its a deceptively long range slow kick that arcs upwards that’s a pretty good anti-air.

Someone was poking out normals at mid-long range and I managed to tag one with it that caused them to go into crush counter at very long range, however I had enough time to V-Trigger -> Spiral Arrow -> Cannon Spike on reaction to make up the space and punish.

Oh yeah I forgot about that normal

That move has potential to be completely bonkers if it’s at least neutral on block.

Oh nvm a post above says it’s not safe on block

https://www.youtube.com/watch?v=7P99mUAYuoQ

Cammy breakdown based on our experiences with the e3 build.

Cammy Beta Beginner BnBs:

f= Forward
b= Backward
CA= Critical Art
SA= Spiral Arrow

These 2 you can also hit after a cross up lk but it has to be a pretty late cross up lk to combo the rest still pretty easy tho

cr.lk, cr.lp, cr.mp xx SA

cr.lp, cr.lp, cr.mp xx SA

Obviously you can add a jumping attack to the start of these as long as its a H version

sthp, xx SA

st.mp, cr.mk, xx SA

cr.mp, cr.mp, xx SA

f.hk, b.hp xx SA

f.hk, (b.hp, hk) xx CA

These are pretty basic combos, if you played Cammy in SF4 you shouldnt have much problem with them especially given how easy combos are in this game.

Couple of notes so far

Cannon Strike actually does more damage in a combo than Spiral Arrow, so if you need that last bit of health go for it, absent VT of course.

If you are in the corner then pushback is reduced, so you can do combos like cr.mp st.mp cr.mk xx SA.

Hooligan CS seems to have more hitstun than raw CS, but that may just the game playing tricks on me.

Cammy is so easy. Only interesting thing I found is you can do st. FP->VTC->cr.MP mid combo
and st. MP->st. FP combos. The rest is pretty trivial to figure out and it looks like she likely rapes Nash unless he blows meter on V-Reversal and even than V-Reversal seems baitable.

cr. FP & st. RH both crush counter and can lead to a combo and knockdown afterwards.

Her V-Trigger is interesting it is a damage buff, and her divekick gets a weird mixup to it but not sure how deep of a character she will be.

In V-Trigger you can do SA > CA for a lot of damage off her BnBs. You cross under mid-screen.

[list]
[] MP > HP > HK SA > HK CS
[
] HP > VTC cr.MP > HK SA > HK CS
[] CC cr.HP > Dash cr.MP > cr.MP > HK SA > HK CS
[
] j.CS > cr.MP > cr.MP > HK SA > HK CS
[*] cr.LK > cr.LP > cr.MP > HK SA > HK CS
[/list]
This kind of stuff

Trying to see if she had an OS with her st.hp into V-Trigger. Sadly, it comes out both on hit and block.

On a related note, anyone else posted about her st.mp kara throw?

Alioune @Alioune85

Cammy has 2 kara grabs from cr mk and cr hp. Not as good as chun though.

SFV : Cammy bnb routes 1 (5min access lol) https://youtu.be/Do4csA67Vu0 via @YouTube

There is alot of stuff Cammy can punish with Canon spike from 1/4 screen away.

Canon spike has way less horizontal range in v trigger

The way I see it from 5 mins lol, Cammy will be a footsie char and becomes a divekick char in v trigger.

Like you can punish whiffed normal on reaction with dp from really far, or even bait throw tech then punish with dp.

Game encourages close range but at the same time gonna be harder to ope up people.Cr lks being not cancelable and having pushback and less range in fast normals overall. I guess thats how they want to balance it.
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So that makes it 3 then.

The removal of crouch tech made it so lp+lk throws even when crouching, right? That would mean kara throws from crouching normals is pretty simple then I guess.

V-Trigger stuff:
https://www.youtube.com/watch?v=s5IEF0_j3Zo

Posted it in another thread she has 4 st. MP, cr. MK, cr. MP, and cr. FP. Think her st. MP will be the best though since it is the only one you can do while walking forward. None of them are good enough to do cr. Jab x 2 -> karagrab without a walk forward.

Also her RH uppercut has mind boggling horizontal range. You can basically do any combo into it st.MP->st. FP->Uppercut. You get more damage but you lose oki if the tech. So likely it will be outside the corner do Spiral Arrow, in the corner do Uppercut.

Also st FP->VTC seemed negative enough on block to be punished so looks like it will need to be hit confirmable.

In the corner you can do b. FP->RH->EX Uppercut or VT uppercut but can’t do f. RH->b.FP->RH into it. Might be able to do it with a karainput which would be sexy but didnt’ get to test.

jeez, I didn’t realize. Yes, this will make really hard to read tick throws from crouching lights too.

Urich that video was hot man!
Cammy is looking so awesome. I’m really glad too her combos are pretty much the same as SF4 really, she’s just better at footsies and has a few other tweaks. Really excited to play her

quick question though I noticed in the video last combo:
you went B+Hp VTC St. Mp, Cr.Mk xx etc.,
in a previous combo you hit B+Hp VTC St. Hp xx

Which one is more optimized?
Does St. Hp, Cr. Mk work? This could net a bit more damage in both combos if possible. Sadly I devoted all my time to Chun-Li. So I’m using you guys to find Cammy goodies :smiley:

b+HP > VTC st.HP is the more optimized version. But when entering a corner it’s safer to use st.MP > cr.MK because you’re likely to run into a situation where your inputs get crossed up twice because you enter the corner, but walk out when the opponent is falling into the corner. So far I haven’t found a visual cue or a specific distance where you can know which side you’ll be on for certain.

I don’t know st.HP > VTC cr.MK works, but I could be remembering incorrectly.

I couldn’t get st.HP > VTC cr.MK to work consistently. cr.MP seemed to be more consistent for me.

Does anyone understands exactly how Cammy dive works in v-trigger ? I mean regarding the cross up or not properties. It looked like to never cross up whatever the angle both in regular and v-trigger. However I didn’t see anything regarding the fact to land in front or behind the opponent.

As far as I’m aware of, you can’t cross-up with Cannon Strike at all. The regular version of Cannon Strike will always land in front of the opponent. The EX version has piercing properties to it, meaning it can go through the opponent on block. Whether you land in front or behind the opponent is dependent on your spacing. For example, if you aim for their feet you’ll always land in front of them. If you aim for their chest you’ll land behind them. The same applies to the V-Trigger version as it also contains the piercing properties of the EX version. If anyone has additional information or can correct anything I’ve said please do so.