Cammy Video Thread

It’s pretty bad honestly.

  1. You drop a combo in favor of a faux mixup. It will always be blocked by crouch-blocking and will most likely be punished by mashed DPs.
  2. Even if the ex-divekick does hit what you should do is reset the opponent with st.lp (hits higher) and either dash or walk forward to raise pressure (possible cross-under) since that would still keep the throw/meaty mixup but would add the danger of side switching.
  3. It didn’t look like your cr.hp hit meaty at all. Try the st.mp, st.hp combo since it starts up 4f faster and you’ll have time to confirm the combo before wasting v-trigger.
  4. No reason to cr.mp xx spiral arrow after v-trigger activation in your case since you’re probably close enough to do any combo you’d like.

https://www.youtube.com/watch?v=E-bEiCipyKU&feature=youtu.be

is this a better video

No offense man - and no pun intended - but all you’re doing is EX Dive jab dash. This has been a thing since the fist beta of the game that Cammy was available.

cool story bro.

@mobbdeep you’d be better off doing cr lp, cr mp instant TK ex dive kick. If it hits you can get the jab dash under. The hooligan is just too slow to catch someone honestly, but after cr lp, cr mp most know they can usually push a button so the TK ex dive kick will catch them. If you like doing a hooligan. After a few tick throw setups, ie jab to grab, throw in a jab to mp hooligan. It will cross them up, if you practice the timing you can dive kick on the other side hitting them at waist height and get a cr mp xx hk SA combo. It works if they aren’t used to it, but you definitely can’t abuse it as jab beats it pretty easy.

thank u man u seem cool u got psn also was my video bad ?

My CFN is SunTzu. I play on PC. Bad is subjective. I mean it’s not a bad recording. There’s just better setups like carup was saying. I’m not going to say it’s not viable though as there are situations where doing hooligan can be better than dive kick as it’s a different timing. It’s something you’d have to train to set them up with though otherwise you will most likely get jabbed out of it.

thank u man i appreciate it.

Hurricane237 vs BrickSWE (Zangief)

Spoiler

https://youtu.be/6kkCEOcWtjw

ValhallaRoom vs Billy_Cat (Ryu)

Spoiler

https://youtu.be/MaxlbUzKNjk

osayu online matches

Spoiler

Compilation by XusesGB

Spoiler

https://youtu.be/INmJ10qfMbM
Highlights up to 3:27

vs mkt-iwate (Balrog)

Spoiler

https://youtu.be/YOPOYOdME7E

vs Umehara (Ryu)

Spoiler

https://youtu.be/SnQ1_ck7Ld0

vs Fuudo (R. Mika)

Spoiler

https://youtu.be/XQhIrnxWd_w

https://www.youtube.com/watch?v=jDvu4syoDbU&feature=youtu.be

Can anyone tell what spiral arrow Osayu used at 1:50 and why did he use it? I noticed he barely uses the hk version. Is that divekick setup really legit?
The Osayu x Daigo matches really show the struggle. That guy is so good at playing patient with his jump back tech OS it kind pisses me off.

Osayu has been doing this for a while now, it’s the light SA. I’ve messed with it a bit myself briefly but honestly i still don’t really understand.

On Normal Recovery(NR) i’ve tried different things from different knockdowns and at best you are -1 on block. On hit you can get the st/cr.lp, TC so that is nice but to leave damage on the table by comboing into a lk SA kinda defeats the purpose if the following offense will stop after it is simply blocked. Cammy has no overhead to threaten with(which is fine) but with the meaty divekick there is no threat of a throw either… Instead you yourself are put in a very disadvantegeous situation.

*different cancellable normals leave you at different ranges. If you used a normal thta leaves you close and you do the meaty divekick then you are PUNISHABLE by 3f normals…

You can do a meaty divekick if the opponent decided not do a recovery option. So a button xx hk SA and you walk forward and recognize that they didn’t use a recovery then you walk back slightly and do hk divekick. It’s meaty and hits low enough to be + on block.

The only reason i can think off why Osayu would combo into a lk SA and go for that meaty divekick is to make his offense less lineair, on hit it also allows him to reliably combo into the TC without a jump(but the divekick is negative anyway on block so this defeats that purpose…)

Just looking for some general direction & feedback on how to improve generally.
Can upload more games at some point.
(Also just got an Octagonal gate on the way hopefully I prefer it!)

https://www.youtube.com/watch?v=https://www.youtube.com/watch?v=4RWkh1rv4Cg

Edit: Can watch here also, for some reason video won’t embed properly.

Your video is set to private so that is probably the reason it won’t embed.

I’ll try and give some pointers on general gameplay and some small tidbits on the matchup itself but from watching the video it seems you just have to clean up your gameplay(going in with a gameplan, less executional mistakes, knowing when you are negative and positive which basically means knowing when to take your turn, also get familiar with yourpunishments) and to not overcommit so much(taking unneeded risks when there clearly isn’t a need for it). Regardless, good job on winning the match!

Cammy has the advantage on the ground with her superior pokes and walkspeed. Necalli his neutral game revolves around his v-skill and st.hk mainly, these are the things you have to watch out for the most. Other buttons are his st.mp and cr.mp and cr.mk. st.mp and cr.mp of necalli will be used for counterpoking, which means to catch the recovery or startup of your pokes during neutral, cr.mk is a long range low, which will be cancelled into either lk/ex stomps or ex slash if necalli has charge.

When playing against Necalli you want to hover right outside his st.hk range and bait him to press the st.hk but make it whiff, you need to be ready with your st.hp xx mk SA for the whiff punish or something else of your choice. Go in training an record Necalli walking back and forth and press st.hk, see what works for you. This isn’t easy but it’s necessary. You harass Necalli with your st.mk and figure and see how they’ll respond. Do they clamp up, do they start jumping, dashing, do they start counterpoking etc, you need to get a feel how they’ll deal with it and build a counter strategy based on their response. Another thing about necalli that you have to deal with is his v-skill, it is VERY hard to punish it on reaction, best tool to use on reaction is her super, so start buffering at ranges you thing necalli will do v-skill.

The big downside about Necalli his st.hk and v-skill is they have big recoveries, which means that right around the time you jump and they threw out those buttons you will punish him for it. If you have a read on the timing and spacing when Necalli does these things you should jump. Dashing, whiffin light divekick, just staying mobile in general outside of Necalli his st.hk makes you less of a target for the v-skill. There will be situations where the v-skill will miss completely, be ready to punish those with say a SA.

Once Necalli has V-Trigger OR/AND Critical Art you need to watch out for Necalli his cr.mk, this button becomes by far the most dangerous one in his arsenal. What necalli players tend to do is a dash into cr.mk xx V-Trigger activation or cr.mk xx lk Stomp xx Critical Art. You need to watch your toes then. Doing some neutral jumps around Necalli has max range distance of a dash can deter him from dashing in haphazerdly, you might even get a juicy neutral jump punish on a whiffed cr.mk. If you happen to block the cr.mk and Necalli does a V-Trigger activation you want to v-reversal then. Necalli is very positive after a cr.mk xx VTA on block to the point he can mix you up with a command grab or a button.
If Necalli is fishing for cr.mk xx lk Stomp when they have a Critical Art available be aware that the lk Stomp is -4, you you have multiple ways to punish this:
[list]
[]cr.lp(3f , not much range)
[
]st.lp(4f, bit more range)
[] A VTrigger hk dp(when you are already in Vtrigger mode)
[
] Critical Art
[/list]

You can also interrupt the cr.mk xx lk stomp of necalli with a DP but you have to make a guess if they’ll cancel it. It’s risky and tough to do but good to know regardless.

st.hk of Necalli is -4 on block [list]
[] Reversal Critical Art(all distances)
[
] cr.lp(3f, not much range)
[] st.lp(4f, bit more range)
[
] VTrigger hk DP(almost max range)
[/list]

When playing against Necalli you almost always want to use back recovery after every knockdown, specifically against these:[list]
[] slash ender
[
] dp
[*] V-skill
[/list]

Necalli hardly gets any knockdown pressure if you use back recovery midscreen against these moves. You do back recopvery by pressig back or 2 kicks right when you are knocked down. I suggest just tapping 2 kicks repeatedly when you are gettgin knockded down.

*In general players that are low to mid level have a problem that they focus too much on what they themselves are doing and less on what the opponent is doing. I’m not sure how you look ath the match when playing but when i was still relatively new to FG’s i found this a huge revelation. Maybe you are already trying to do this then forget what i said.

*Starting a match with a gameplan is the best way to play in a calm and controlled manner, whatever happens in the match you have something to fall back on, your gameplan. You will have a general gameplan for the matchup itself, A gameplan based on the habits and tendencies of the opponent, a gameplan based on if you are on offense in their face or you are on defense. It can be as simple as this: “if they block my jump attack then i’ll do a throw(a blocked j.lk, st.lp, throw, on hit you finish the combo)”. Having all these gameplans to stick by will make you a more solid player as you actively think during a match and you can make adjustments based on what the opponent is doing. It just helps you grow as a player.

FIRST ROUND
You begin patiently playing the neutral and using st.mk after a blocked st.hk from Necalli, good. However as soon as Necalli did a completely random slash, which you blocked but failed to punish, Necalli hit you a few times with cr.mk into lk stomp. From her on you started jumping a lot. It is by luck that you aren’t getting anti-aired as this player his anti air ability isn’t that great fortunately.

After a j.lk you did a lp hooligan. I imagine this was due to an executional error where you somehow held forward and made a hcf motion. You had this same mistake happen later in the round. Just hold back or neutral after you do a jump to avoid this.

After you got throw by Necalli you didn’t use normal recovery, press down or 2 punch buttons right before you hit the ground. You can just tap the buttons multiple times during the throw animation and it’ll work.
If you aren’t using normal or back recovery you allow Necalli to get pressure he shouldn’t have.

You did a dp on wakeup and hit him, doing it early in a match can be good to show that the opponent should be wary of them. Second time same situation after a throw you did another dp and he baited you. Honestly against necalli midscreen when he doesn’t have meter you don’t want to over commit with dp’s a lot as there isn’t a lo to be afraid of yet. His command grab doesn’t give him pressure, his throe gives him very small bit of pressure. The potential damage o getting hit by a full Crush Counter punish is far worse than a throw. Fortunately he doens’t have a punish ready.

Now you are full screen, necalli only has 2 options, v-skill and slash. Only low level players will use slash like that. If the opponent tends to do them, just hold down back most of the time and walk back or forward for a bit and hold downback again. Slash is -6 at the best and it’s always punishable from every distance, the heavy and ex slashes are even more negative. If you are unsure just do cr.mp xx special after blocking a slash.

If you jump you can’t block nor do you have any control over the match. Try not to jump too much as it can create scramble situations. At lower levels simply standing in a jump distance is enough to bait the opponent to jump. Cammy has her dp and b.mp there isn’t any reason to be afraid of opponents jumping, she can EASILY deal with every jump. It’s one of her key strengths.

Again you didn’t use normal recovery after necalli his forward throw. That this Necalli would do a slash on your wakeup you couldnt predict, it’s is so random it would have caught a top player too lol.

SECOND ROUND
You start patiently and them opt to go for a jump and you used j.lk from a distance wher eit would never have reached the Necalli player anyway. Because it whiffed you get extra recovery frames on landing and you happen to get caught by the Necalli his st.hk, Unfortunate but you shouldn’t have pressed a button in the air form that distance andy, especially not the j.lk. Cammy her j.hk would have been much better choice though that probably would have whiffed too. Doing jumps from those distances is only good for one reason, baiting anti airs. You jump from a distance wher ethe anti air wil whiff if you didn’t extend a limb in the air. This will make players hesitate to anti air you which opens up jump opportunities that do reach late rin the rounds.

You actually go back to trying to play neutral, but after seeing only two v-skills you did a jump, as did the necalli. This causes another scramble situation, overcommitting to a jump while you have yet fully try to fight it out on the ground.

After getting hit in the air you challenge with st.lp, cr.mp, you can challenge with lights in those situations occasionally, that’s fine. Whenever you do a standing or crouching lp into cr.mp you have to watch for the counterhit that pops up so you can immediately cancel the crouching mp into a special. You did: counterhit st.lp, cr.mp, cr.mk xx SA, this combo doesn’t work and has never worked, cr.mk only combos from st.mp or a counterhit cr.mp. The SA was blocked and you were HUGELY punishable and even went for a throw. It wasn’t your turn yet you still pressed, you basically got away with murder there lol.

After the throw you do dash st.mk,Doing a dash st.mk after her throw is not legit, necallu could have done any medium or heavy attack on his wakeup and it would’ve beaten you. It is only because this Necalli i a very new player you cna get away with this. You have to know when it’s your turn to press. Midscreen cammy doesn’t get to press after a forward or back throw. I’m saying this because you will fight players who know this and others who don’t but still press buttons, think a Ryu who does wakeup sweep.

You try to approach with her divekick, the purpose of her regular divekicks is ruining the timing of the opponents anti-air normals and using the light divekick to bait anti air- dp’s. They are not tools to start your offense with as they are almost always negative on block unless spaced in such a way, namely the medium and heavy divekick very very very low at the toes.

I’m thinking you jump as much as you did because you are of the assumption that you cannot be hit by random pokes and specials on the ground, by jumping you avoid that. This is only true against players who cannot anti air. Do not try to make this a habit as it will bite you in the ass once you start improving.

You got a nice blockstring going with cr.lp, cr.mp, cr.mp, cr.mk, that’s good, also nice block on the j.mk by necalli it was pretty ambiguous.

And here it is, Necalli his Critical art, you can just block it and use whatever punish combo you like, instead you tried to jump. Necalli his CA is NOT a command grab so you cna just block it. This is just matchup inexperience. You learn from it by experiencing these things firsthand. Now you know for next time, just block. After gettign knocked down you didn’t use normal recovery, you ALWAYS use normal recovery against Necalli his non v-trigger Critical Art, he doesn’t get any pressure afterwards. By laying there you give him the opportunity to gain undeserved offense.

You activated Cammy her Vtrigger raw, without cancelling it from a normal. Preferred way is to cancel it from a normal but activating it raw also has some upsides. It gives a screen freeze, this allows you to see what is happening so you cna react accordingly. You see Necalli doing a st.hk and it is whiffing, at this point you could have done a Spiral arrow or even as Critical art. A missed opportunity.

You actually use some pocked in neutral but then suddenly jumped. I expect it’s because you aren’t getting any turnout from these pokes. Try walking forward more so the pokes reach. You both then jumped as you guys were bored of playing the ground game haha. You win air exchange and on the ground after necalli reset from the air you did a raw cr.mk xx vtrigger SA…why? Her blocked Vtrigger SA is not safe on block. You should have done what you did beore, st.lp, cr.mp or just cr.mp, cr.mp. Anyway it all worded out as it actually hit.

THIRD ROUND
It’s more of the same, you know the pressure strings now you need to hitconfirm those. you need to not always jump with j.lk as its main purpose is that of a crossup tool. When staing in front use her heavy normals like j.hp, it gives a LOT more hit and blockstun which means you can actually visually confirm if the jump is hittgin or not and then do a st.mp, st.hp xx Special. On block you would do asomething like a light into a throw or a light into a medium into the rest of your pressure string.

You blocked slash and punished with hk dp xx CA. I’m not sure if you knew this was going to punish the blocked slash or not or it was you panicking and thinking the necalli could still press buttons after it and you just decided to challnge. It worked out regardless.

Your knockdown pressure after the CA was good. You did a throw the first time, second time you did a meaty st.mp, this is good. However if you notice the opponent is not teching throw, ABUSE thise fact, start throwing him at every opportunity. FG’s is all about exploiting weaknesses and keep hammering on those weaknesses until the opponent adjusts. In that line of thought i guess you could say you did the right thing by jumping so much as he was never anti-airing you.

This pressure you had going is good. st.mp on opponent wakeup, try to hitconfirm it though, press st.hp only after the st.mp connects, it gives enough time. You backed off a bit which is fine and you were solidly standing and holding your spot when he was near the corner. You were absolutely read for the jump and anti aired it with a dp. When you have an opponent i the corner be ALWAYS prepared for them to try and jump out over you. Standing at a spot where they cnanot cross you up is the best place to be as you keep them locked down. You have all the space in the world to walk back and forth while the opponent can’t. If you go in too hard when you ahve opponent cornered especially when you have the life lead they will jump out.

Getting hit by a random slash was unfortunate near the end. when you are in the life lead like that you can simply hold down back and walk very little and just react to what the opponent is doing, let the opponent hang themselves in those situations, no need to over commit. The jump divekick was as the round ender was overcommiting way to much. a simple s.mk, cr.mk or st.lk would have also won you the game and thatb would have been much safer.

A little summary:
[list]
[] You need to jump less, play more on the ground(foozies)
[
] By not jumping yourself you can anti air people who are jumping
[] You need to work on your hitconfirms
[
] You need to throw more after you’ve seen your pressure strings getting blocked.
[] Use heavy jump normals when not going for crossup jumpig lk
[
] Get familiar with when it’s your tuurn, are you positive on block or negative.
[*] You have good enough execution and a decent grasp on how to apply pressure with normals but these things don’t matter if you cannot open people up or stop them from jumping or are unaware when it’s your turn.
[/list]

I do not want to sound condecending but this match was mainly won because of the two you made the least amount of errors, which in this match made you the better player. You want to strive for a point where you aren’t playing to make the least amount of mistakes but actually FORCE the opponent to make mistakes, you want to create opportunities when you are playing.

I hope this helps somewhat because you obviousely know what to do when you’re thinking about your play, it unfortunately often, atleats in this vid, devolved in scrambles. Less is more really in SF.

I have a bad habit of tending to worry too much on what I’m doing rather than the other person which costs me (a lot), breaking the habit is something top of the list.

Yeah both were execution errors on my part, I usually try not to use Hooligan too much, probably because I struggle to find adequate times to use it positively.

The recovery option is something I didn’t actually know about (or didn’t take in fully). Will try this out for sure.

I’ve started using the b+MP a lot more now for those potentially awkward/whiffable DPs. I’m finding myself using it at angles I always think I can hit/have enough time to hit from, but generally getting better at judging the quick or deep jump ins.

The best option after a throw midscreen is to just reset the neutral and carry on from there?

I do find myself using the slight screen freeze as way to react with a lot of situations which is helpful. I’ve always tried to cancel st.MP into VT but I think failing to open up people edges me from using it more often than I should.

At this point, I wasn’t sure if it would but for good measure I thought I’d try and find out for future reference, what would have been the optimal way in that situation?

Finding the timing for meaty hits is tricky now and again I’m finding, I did see a video somebody posted where they were purposely whiffing a cr.LP after an EX SA they hit just before the wake-up. Using it as a timing tool to go into a cr.MP meaty setup. Not sure if that’s legit or even something that could be applied outside of that situation.

Not at all, just happy to get some feedback. Much appreciated for write up will take into account and try improving thanks!

Also if anyone’s down to play a few then can add me on PSN [Herbai] or through CFN.
In the UK but connections are usually good for me, unless West Coast then sometimes bleh.

Unfortunately, yes. Cammy gets no pressure whatsoever after the opponent does a normal recovery on a throw. There is however 1 way to meaty the opponent but it’s very risky. Do an immediate lk SA, this beats all normal buttons of the opponent on their wakeup. Unfortunately you are punishable on block with the lk SA. There are times when this is usefull but you have to make a read based on what the opponent did the previous times you threw them. This is more of a desperation tactic if you need to keep up pressure.

If the opponent doesn’t use normal recovery, GREAT, now you can dash up and pressure.

In corner she gets meaties after the forward throw.

st.mp is generally a move that is done close enough so you can follow it up with either cr.mp, cr.mk or st.hp. This means once you do st.mp and it hits you press ne of the aformentioned buttons and try cancel it into VTrigger only on hit.(you can do it on block too to extend pressure but is usually doesn’t amount to much) If you do something like st.mp, cr.mp, cr.mk the cr.mk will sometimes hit because people hold bac late in a pressure string. So cancelling into her VT late into a pressure string from cr.mk isn’t a bad idea. After a cr.mk xx VT, she only is allowed a raw hk dp though.

There are other buttons which are better to cancel the VTrigger from when only doing it from 1 hit, namely Cammy her cr.hp. It gives a lot of hit and block stun, on hit, depending on the distance, you can link a slight walk forward st.mp, st.hp. On counterhit you can link f.hk.
If you activate it from pretty far you can do just st.hp xx SA or cr.mk xx SA. From max range you can just do a raw SA and it’ll still connect. On block you are atleast +9 i believe so you can definately still push the advantage. Something more advanced is hitconfirming if the cr.hp is actually hitting and only then press the VT. This is very tough to do though but it can be done.

Necalli his slashes on block:
[list]
[] lp/mp/hp slash = -6
[
] ex slash = -13
[/list]

In theory you should 100% of the time be able to do cr.lp(3f) / st.lp(4f) / b.mp(4f) / cr.mp(5f) / st.mp(6f) / st.hp(6f), however the slashes can be spaced in such a way where the last active frame is blocked, in those instances Necalli is -4 and he has a lot of pushback so it is extremely difficult to punish him then. Having said that though it is pretty easy to recognize when he is highly punishable. Necalli is right next to you when you block the slash. I personally like going for b.mp as it leads into her target combo, if b.mp whiffs the rest of the TC won’t come out and i’m safe. It also gives me access to her EX hooligan which does big damage. If you have VT available i say do a cr.mp xx VT if you are unsure if your normal will punish the slash.

Some punishes for regular slashes:
[list]
[] b.mp>hk, mk SA/ hp dp
[
] b.mp>hk xx ex hooligan xx divekick, mk DP(when necalli is close, you can also end in hooligan throw for better knockdown pressure)
[] st.mp, st.hp xx special(when necalli is close)
[
] cr.mp xx special(when necalli is a bit further)
[/list]

  • If you have VT available you should cancel the normals in VT, example, st.mp, st.hp xx VT, st.hp xx SA, DP
  • For sake of simplicity just remember 1 or 2 combos, don’t overcomplicate these things in the beginning.

If for some reason you ever block a EX Slash you should do either of these this:
[list]
[] f.hk, cr.mp xx hk SA/ hk DP
[
] f.hk, cr.mp xx hk DP xx CA
[] f.hk, cr.mp xx VT, st.hp xx SA, DP
[
] cr.hp xx VT walk forward very slightly, st.mp, st.hp xx SA, DP
[*] b.mp>hk xx EX Hooligan xx Divekick, DP(or end in hooligan throw)
[/list]
All depending on how much meter you want to blow or what pressure situation you want.

Doing a meaty in this game is indeed surprisingly difficult because the vast majority of knockdowns you can either use normal or back recovery, there is a difference between the timing of these two.
There are some situations where there is a predictable wakeup timing from which you cannot use a back recovery or any recovery method:
[list]
[] Crush Counter sweeps(can’t use a recovery method here so is’t perfect for doing an elaborate meaty or ambiguous jump etc)
[
] Throws(you cannot use bac recovery after a throw only normal recovery or no recovery)
[*] Some Critical Arts won’t allow a back recovery or any recovery. Cammy her CA gives normal recovery and no recovery options, perfect time to do a meaty.
[/list]

That EX SA setup only works against normal recovery, cr.mp whiffs against back recovery, though you are far enough away to not get hit by wakeup buttons really. Only buttons which have 4 or more active frames can cover both normal and back recovery at the same time. Cammy her cr.mp has 3 so even if she was in raneg, it would whiff and wakeup cr.lp from any character would punish the whiffed normal.

Don’t overcomplicate your meaties. Her are some “easy” ones:

  • After a SA hold forward immediately to walk forward and do a cr.mp as the opponent gets up, delay it very slightly if the oppoent does a back recovery.
  • After a throw in the corner wak forward slightly and do cr.mp.
  • After an ex hooligan throw do an immediate dash, cr.lp.
  • After CA do a double dash and whatever you want.

You can dash after a SA and do an immediate cr.mp against people that tend to only use norma recovery, you have to delay it a bit for the back recovery. I personally find it easier to recognize after i simply walk forward.
Set the dummy on random recovery, record a cr.lp that is 3f(Necalli, Cammy for example) as a wakeup action. Practice doing a meaty cr.mp after a mk or hk SA and beating the 3f cr.lp consistently. This is what it takes in SF to stop people from mashing lights on wakeup.

Recognize when people aren’t using normal or back recovery but do no recovery, these are the times where it is easiest to do a meaty. You can literally see the opponent waking up and you just press a button at the appropriate time.

Well, doing anything into a CA as a punish is great tbh but you could tack on a bit more damage with little extra effort. Cammy her hk dp is 6f so it was a punish from that distance but if you blocked the slash from a bit further away the hk dp would’ve been blocked.

If you do a punish combo when you have VT and CA available you can’t use them both in 1 combo as the VT scales the CA. If you want max damage from a punish combo you go into CA and not use the VT.
st.mp, st.hp xx hk dp xx CA is 459 dmg <-
st.mp, st.hp xx VT, st.hp xx SA, CA = 425
st.hp xx VT, st.hp xx SA, CA is 428

As you can see doing less is literally more and you get a good knockdown situation after the CA and you still have VT available to potentially dish out big burst damage.

I’m from the Netherlands and i have SFV on both PS4 and Steam so i can add you.

MANILA CUP 2016

POOLS
EG K-Brad(Cammy) vs Troyers(Fang)
GGP Kazunoko(Cammy) vs IPT Blickwinkel(Karin)
GGP Kazunoko(Cammy) vs FGS Rainbow Dylan(R.Mika)
EG K-Brad(Cammy) vs PAD $Rodel(Nash)
GGP Kazunoko(Cammy) vs PBE SuperJames(Necalli)
EG K-Brad(Cammy) vs Gootecks(R.Mika/Ryu)
GGP Kazunoko(Cammy) vs Oil King(Rashid)

TOP 16
EG K-Brad(Cammy) vs EG Ricki Ortiz(Chun-Li)
GGP Kazunoko(Cammy) vs PBE Don(Ryu)
EG K-Brad(Cammy) vs Oil King(Rashid)

TOP 8
GGP Kazunoko(Cammy) vs Cola321(Vega)
GGP Kazunoko(Cammy) vs Justin Wong(Karin)
GGP Kazunoko(Cammy) vs Gamerbee(Necalli)

Man Kazu showed me I’ve been playing that Vega match up all wrong.

pardon me for posting poongko vs gamerbee from floe’s re-stream, but man. poongko might not be the ideal cammy to copy, but good god his moments of brilliance/reactions/courage/whatever-the-heck-you-wanna-call-it always get me really fucking hype.

you can rest assured that if you see some random cammy in your battle lounges dashing in and out of your face to try to whiff punish with CA, it’s me.

I need a new pair of ears after today’s grand finals.