So it looks like Cammy will be doing just as well as she did in SF4AE2012? She’ll do okay, people will get decent BP (or whatever the equivalent will be) with her, she’ll be arguably ‘high tier’, but no one will be using her to win tournaments (Evo not Gamestop) since there’ll be better much options that require less effort (Rufus and his dive kicks, for example). Does that sound about right?
oh man. close hp and close mp lost their AA properties.! but you can combo from EX Spiral mid screen into st.cl.hp Spike.
strike is so slow.
Cammy looks so dull in this version. Wish they did something with her useless specials, backfist and hooligan being the exact same just blow.
If you combo into holligan throw it is unscalled!!!:eek:
Wow. Strike is still not an overhead. Hooligan doesn’t grab crouching. They added extra startup before she rolls.
Forward throw. Mp hooligan trap doesn’t work anymore. Strike is too slow.
Good stuff: close hk is jump cancelable. Links into cannon strike. From there u can link anything.
Double fierce combo works into HK Spiral hits twice.
Crhp, crmk, HK Spiral hits once.
Trial20: close hk, jc ex strike, close hk, jc ex strike, stand hp, EX Spiral.
Cammy seems to be a good char. Since strike isnt an overhead, does she have any? Havent played much SF.
They’ll never give her an overhead. Ever. With the reduced speed CS it would have been useful. Would have been nice had they given her back her hooligan grabbing crouching, but i guess it was better to nerf.
She looks like a solid character regardless, just incredibly vanilla.
Notes:
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nothing links after strike if its not tk’d. Or hits below the waist. The same for ex strike. Both are extremely slow. You can link close hk only from ex tkcs and jump attacks. The timing for the link is very weird.
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SBF is significantly improved. It comes out fast. Ex version causes a wall bounce:
Followups to ex (juggle):
Dash, crmp, st.far.hp. Spike
Jump regular or ex strike (land), Spike.
- her super links from crhp. Combo: st.cl.hp, cr.hp, super.
Familiar combos are possible.
- crossup j.lk, crlp, st.cl.hp, crmk, HK Spiral (2hits)
- st.cl.mp, crmp, HK Spiral (2hits)
- crlk, crlp, st.far.lp, crmk, Hk Spiral (2hits)
Can followup with crossup j.HK, st.cl.hk, jc hk strike, st.cl.hp, st.far.hp, HK Spiral (2hits) (with bars you can loop close hk into jc ex strike)
St.far.mk is a good poke. I feel it has more range compared to sf4 but the only possible followup from max range is st.far.hk.
You can cancel into specials from close hk as well using jump cancel. Close hk jump cancel into arrow or spike is possible.
Nice on ex SBF causing a wall bounce. Can SBF be comboed in?
Hmm, you say HK jump cancel into arrow or spike is possible, do you know if jump cancelling into a TKCS is possible? That could be an interesting combo: j.HP, s.HK xx TKCS (ex if necessary), s.MP - s.HP - Launch, then post launch stuff with incoming character. Could be a potentially strong 0 meter BnB, or 1 meter if EX CS is necessary.
No
yeah i already mentioned that you can loop close hk into jc ex strike. its actually the only way to get multiple strikes in 1 combo.
Examples:
- 1bar mid screen: jhp, close hk, jc hk strike, st.cl.hp, st.far.hp, EX Spiral, st.cl.hp, HK Spike (459dmg)
- 2bars mid screen: jhp, close hk, jc hk strike, st.cl.hp, crhp, Super (541dmg)
- 3bars corner: jhk, close hk, jc ex strike, close hk, jc ex strike, st.cl.hp, st.far.hp, EX Spiral, stand mp, stand mp, stand mp, HK Spike (502dmg)
should i post videos or the capcops will be all over my channel?
oh another thing. both st.cl.hp and st.cl.hk will force stand oh hit.
I say hold off on a video, better safe than sorry. Definitely very cool that you can do that though, sorry I didn’t see the earlier mention. I was a tad worried about her combo potential, but just knowing that opens up so many possibilities. Very excited to try out either Cammy + King or Cammy + Julia.
cannon strike is kind of meh right now. I don’t find myself using it much because there’s a lot of delay. But at least she has a really good footsie hit confirm with c.mk,s.hk chain. If it hits go into launcher, if not you push them out. It also sucks that they toned down AA’s. c.hp isn’t as good as sf4 and her dp, like everyone elses, has suffered.
2 Bars off a jump-in:
J.hk, s.hk JC EX CS, cl.hp, s.hp, ex SA, cl.hp, cl.hp, HK DP - 482 damage
J.hk, s.hk jc HK CS, cl.hp, s.hp, Super - 541 damage
1 Bar off a jump-in:
J.hk, s.hk JC HK CS, cl.hp, s.hp, ex SA, cl.hp, cl.hp, HK DP - 466 damage
Wow I didn’t even bother to read Olympian’s post. I’m a derp. lol. Need to find more damaging stuff!
How is cl st hk as an AA in this game? Also when used as an AA what combo can we do with jump canncel follow up?
In general, her antiair normals are pretty terrible. Cl.hk looks like it should be used for extremely vertical jumps but even then, it’s not that good. If you get a counterhit, you can only get a JC EX CS afterwards and nothing else. If it’s not counterhit, you don’t get anything afterwards.
How is Cammy’s air to air normals than in this game? It seems that we the reduced invincibilty frames on most srk moves and the active frames being toned down on ground to air normals we’ll have to go to the air. Air Throw will be pretty important than… but how’s the Air to Air normals looking like? And if we get a counterhit on air to air normals that puts them in juggle state right?
fuck i want this game already.
Air to air seems just like sf4 to me, and yes CH in the air leads to a juggle. I’ve been messing around with cl s.hk and so far the only thing it seems good for is mixups on people who mash after blocking it.
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Max damage I found for now