The Cammy White Thread

I don’t find much uses for the Hooligan into EXCS once people realize they can forward roll : (.

an expensive bait? @_@

Feel like I’m just losing to everyone now. My entire game is just get in close enough to do stand jab pressure, then mixup with throws. It’s a joke. Also my sub character king has awful footsies too. Gotta look for some other character. Maybe I can keep it up with Cammy, but whats the point, tons of characters have great jabs and they have way more options in a fight. I don’t understand why Cammy is designed the way she is in this game.

One thing I like is for a bar you can do HK.SpiralArrow and Tag Cancel out of it to “get in” on your opponent whenever you want with your other character. Cammy might do well partnered with a grappler.

Also this is a really poor replay but check out the damage on EX.CannonSpike in Pandora mode, even scaled after two hits…
2:46 jab jab EX.CSpike
[media=youtube]dl1VT6oUX-8[/media]

I have to drop Cammy in SFxT :frowning:

I just can’t get used to how she is in this game. Her range feels too short, almost nothing is safe, CS is just too slow (would rather have it be the speed of Lili’s), and I can almost never get a decent punish with her.

I don’t want to drop her, I just can’t play her in this game because I am trying to play her like in AE when this game is almost nothing like AE. Trying to reuse my main in SFxT was a bad idea so I’m trying to learn characters I’ve never played.

I should be getting the game today and I’m super pumped to play Cammy. However, it looks like Cammy mains are disappointed in her this game just because she plays differently :confused: I hope it’s not too bad when I pick it up, because ya know, I have Cammy on my fight stick so I really feel like I should be playing with her lol. I am excited to find a partner though, should be fun. I hope I can get used to her.

My main problem with her is her meter management and actually getting in. Unlike AE where you had ultra and ex CS to go through fireballs in this EX CS feels like a total waste of meter, it doesn’t charge up fast enough to use charged SA to go through fireballs and her super feels like a waste too. With the fact that fireballs can be dash cancelled now and her inability to pressure effectively i can see Cammy being really bad sometime down the line unless some amazing tech comes to light. She really feels like a waste of meter on a team. Making guesses in relation to meter in AE is bad, making them in this game where meter is so much more important feels like giving yourself a deliberate handicap.

Her TK CS is soooo telegraphed now and if you do it later you can’t combo off it. With Rufus i find him being tagged in by Cammy sets up some really cool combos. Ive started doing cs.HP > fs.HP xx HK CS > tag combo as you get extra height, extra damage off the CS ender over the SA ender and the push back off the CS on block generally leaves you nicely out of punish range unlike the SA which leaves you nicely beside them for any combo they like. I really think CS is much better in combos in this game than SA.

I think if you main Cammy in AE you should play her for a while to get used to the game system…but it’s bearly been a week and i can see some serious limitations on her in this game compared to say Rufus, Ryu, Kazuya, Rolento. It’s funny that it’s easier to rush down with Ryu than Cammy :stuck_out_tongue:

Wow so much bitching over one of the best characters in the game.

i love cammy but she just feels off in this game i dont see how you could say shes one of the best in the game. id love to hear your reasoning behind why you think shes one of the best in the game so far

I just feel the game is designed to play around her strengths. Normals and footsies are king, jump ins are more potent, probably the best DP in the game, huge damage off of everything, great cross ups, etc. . . She has all the tools to succeed, and lacks very little. Hits like a truck and moves like a Ferrari.

Footsies are average at best, DP being the best means very little since it gets stuffed often unless you read a jump, and in that case any DP will beat it. Not sure what she is getting huge damage off, unless your opponent is eating jump ins for no reason your damage is going to be limited to things like short jab short spiral arrow or chain combo, and the cross up is a nice tool but I wouldn’t be calling it great.

The thing that makes her pretty good is her 3 frame normals, especially her standing jab imo. But that is not enough to hold me to a character. I’m not arguing that shes garbage, but people calling her great is a bit of a leap.

You’re not really using her normals properly if you feel she’s average at best. Standing far HK, mk, cr mk. cr fp, standing jab are amazing plus the no cl HK being JC adds another dimension to her normals. Her DP does a truck load of damage as is invincible on the first few frames, she can capitilize if it happens to trade in the air too. Jump ins are much better in this than SFIV as well, don’t be afraid, especially now that jhk can cross up. She can easy link her jab into anything.

All these normals are the same as from SF4 in terms of what they do and so I can compare them to other characters and feel they are average. Not saying shes handicapped, but I feel like she loses a footsie war to characters designed around them. The jump cancel is a nice trick, but the cannon strike cancel is too slow and gets jabbed out of, and if you do it high you wont get anything from it. Her air neutral jump normals are awful again, and so the only other thing you can do is cross up. Everyone can capitalize on air trades, and most characters get better juggles than Cammy.

I’m just not seeing it, I’ll keep working at it but meh, I feel like this is going to be SF4 all over again with people claiming Cammy is the best but for some odd reason no one will be using her in tournaments/majors.

I’d have to agree with choco. I feel like cammy is good, but won’t really be a great character just cause of how this game runs. Specifically with juggle potential; she doesn’t have a lot of options compared to like 80% of the cast thus far (will probably end up in the bottom 5% when all those other characters come into play). In a game like this, i think that the caharacters that can capitalize in more situations than the others will be in the upper tiers. In terms of her dive kick, its awesome having tk back, but the recovery on it just kills it. I would agree that she hits hard, but a lot of other characters hit just as or harder than her. In AE its absurd how much damage she does compared to the rest of the cast, but its pretty even her, so I don’t really see that as a reason to say she’s good since everyone else can do the same. I’ve played/loved cammy since her debut and I’m actually sort of glad that she may not be top tier, less people going for my girl =)

This character is so good, you guys just need to play her diff than sf4.

She’s all about her footsies now. Best DP in the game should mean that no one can jump in on you. cannon spike got buffed from sf4 (faster startup and recovery frames), tag cancel and you get a bunch of damage off of it(If you think it sucks, you need to use MK in this version instead of HK, HK has no invisibility). J.HK and J.lk control the air-air like crazy. J.hk is has a crazy good hitbox, better than sf4, really good air to ground too. She can jumpin on almost anyone for free who doesnt have a DP because her cannon strike is delayed. If they normal AA, cannon strike hits them out and you get full combo. Because of delayed cannon strike, you have to choose between guarding against CS or empty jump throw. and once they stop pressing buttons you can just go into empty jump low.

St.mk such a good poke, really buffed for ground to ground. SAME range as st.hk, maybe further. Spam that buffered into st.hk into free combo. For pressure just spam st.lp, then hitconfirm into full combo. Don’t need mixups because they are eventually going to be pressing buttons. If they don’t press buttons, cool you get a shitload of meter from them blocking and are still in their face with the best st.jab in the game. Throw out a hp/mk and CADC back in when you get too pushed out. then st.jab some more lol.

Pair her with someone who can do a lot of damage off of a juggle (you’re going to be using cannon spike a lot, trust me) + utulize meter well (because cammy builds so much of it)

TKCS sucks? Don’t use it, not likewe were using it in 2012 anyways.

Best DP in the game still gets beaten by a deep jump in or something too close to react too. HK actually does have “invisibility”, I’m pretty sure the MK just has 1 frame more. J.HK has great air to air, j.lk is iffy. J.HK has always been a great move, no one has complained about it. I’m surprised you didn’t mention it can cross up, I feel like that is one of the better things to come out of this, even if it is situation specific.

If they normal AA and you delay your c spike, you will hit them from too high up and be unable to combo most of the time, and if you can combo they need to time their AA’s better.

St.mk feels similar to SF4, it has less range than St.HK. The difference is that because of chain combos, it’s very useful in the footsie battle, as you can buffer into st.hk into launcher.

“Don’t need mixups because they are eventually going to be pressing buttons.” Really? Because the people I play against will only ever hit a button if I am in throw range, which is incredibly tiny in this game. If they are pushing buttons during your jab pressure they need to learn to deal with it better. Not saying it doesn’t work, but it’s not like some kind of sure fire pressure.

The reason TKCS was nerfed in the first place in SF4 was because throws were such a strong mixup with her, even sharing the worst throw range in the game with Dee Jay it was incredibly hard to keep her off you. Now with throw range being like it is in this game, and with the free rolls on wakeup, they seem to have forgotten why they nerfed it in the first place and just felt like keeping it from being viable.

Cammy footsies and Dp is all you need in SFxT

Play a bit more and figure her out rather than complaining. The game is still a new ;p

Oh I’ll still be playing her more, and yeap you are right this is really early on and so things can change. I’m just expressing my feelings now. Maybe I’ll look back in a few months and be like “oh wow I was such a noob!”

Cammy isn’t a fancy juggler, she does raw damage for very little. The JC allows her to continue pressure or increase damage, hardly a trick. Canon strike still has utility, crosses up just fine.

You’re playing SFIV Cammy, this isn’t her, she’d dead and buried.

From what little I’ve played with Cammy so far, I feel like her normals are better than average in this game… not many characters have 3 frame chainable moves, it’s great for pressure. She also feels better in the AA department than a lot of characters, it seems like Canon Spike is better than a lot of other characters’ AA options, despite its changes.