Street Fighter V

Street Fighter V

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Whizzard May 1, 2017 @ 8:57am
Serious question about Cammy's divekick
Why is it countered by everything?

There's no point to use it over anything.

Airgrabs counter it.
Anti-air specials counter it.
Block counters it.
A jab counters it.

A jab.

Cammy's divekick has an extremely short range (except EX and v-trigger variations), it's unsafe on block (except light variant), and normals counter it easily. It even loses to air normals.

The only thing it's good for it seems, is using it as a combo element. But even then, using it in a combo is tricky and difficult to pull off reliably.

So why create a special attack that gives you no feasible advantage?

I seriously initially thought it's meant to counter anti-air attacks (because DP for example can only be countered with a block). But that's not case at all, when even a simple jab counters it.

Ugh. Sorry, this has been building up in me for a very long time and I just had to vent it out. I don't get why this move has to have all these weaknesses.
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Showing 1-9 of 9 comments
Providence 777 May 1, 2017 @ 9:25am 
at least ground throws don't beat it like they do for the hooligan combination.
To alter the jump arc and timing. You jump at them, they time their AA to beat your button and instead you beat them.
Also if you hit them on their feet the divekick is + on block and gives you a combo on hit.
Cipher Esteria May 1, 2017 @ 11:10am 
Divekicks are there to blow AA's up.
You can alter your jumparc or delay your jump-in and that way beat their AA's or make them miss.
Take a look at this:

http://steamcommunity.com/sharedfiles/filedetails/?id=628525053

Also watch replays on CFN and youtube to see how higher level players use the divekick.
Wezilla May 1, 2017 @ 6:21pm 
Cammy divekick is very dangerous....
ZamasuNeverLost May 1, 2017 @ 6:48pm 
You should watch Keiko on twitch lol when she uses her air dive as mix-up. it's freaking scary
Whizzard May 2, 2017 @ 2:29am 

Originally posted by Wezilla:
Cammy divekick is very dangerous....

No matter the situation, I always get blow up when using it...

Originally posted by Cipher:
Divekicks are there to blow AA's up.
You can alter your jumparc or delay your jump-in and that way beat their AA's or make them miss.
Take a look at this:

http://steamcommunity.com/sharedfiles/filedetails/?id=628525053

Also watch replays on CFN and youtube to see how higher level players use the divekick.

Can you specifify? I only saw one video there about dive kick and that was for instant divekick.
Cipher Esteria May 2, 2017 @ 2:54am 
The tool flows naturaly into her gameplay.
It gives Cammy a additional way in, while she can controll the ground very well and has realy strong defence.
You can setups the divekick after blockstrings and also use it in various ways to get in and/or start pressure.
The trick is to not be obvious with it and use it at the correct ranges for the correct uses.
If you're in st.mk range, you're in range for your divekicks as well.
Use them properly and mix them with your groundgame.

People on higher levels will often rather take the pressure after a blocked divekick, than trying to hit her out of it, because if they misstime or missspace their AA, they can lose a big chunk of health and have to deal with her pressure afterwards.

Visit the Cammyforums on SRK for more infos, the link is in the Guide as well.
Leto May 2, 2017 @ 2:59am 
you're probably too predictable when using it
try to be less static
dives are a powerful tool in any fighting games
i miss a real dive kick tho... yun where art thou ? :steamsad:
LockM May 2, 2017 @ 6:58am 
Only the EX and VT divekicks are usefull for doing it delayed to make normal anti airs whiff. You shouldn't use the regular divekicks in a delayed manner as even if you make the anti air whiff, you cannot combo after it from those ranges on hit. If they are blocked you are almost always negative.

You use regul;ar divekicks in this way:
- Light to bait uppercut dp's(mixup regular max range distance jump with whiffed light divekicks to bait these uppercut style anti airs)
- medium and heavy angle it close to the ground and feet, you do this FAST to beat the STARTUP of non invincible anti airs, you also need to watch if you got a counterhit to optimize your damage.

- EX you can do fast to beat startup of anti airs, or delay it so the anti air whiffs, it's fast enough it can catch the recovery of the whiffed anti air. If spaced right and they'll still able to block you cna atleast continue pressure.

- VT has a clear height restriction but it's always plus, can be used in somewhat the same fashion as EX, because it's always + on block spacing isn't that important to be honest.

- Hooligan divekicks are easier to make + on block, tradeoff is the much slower startup, the hooligan gives it away.
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Date Posted: May 1, 2017 @ 8:57am
Posts: 9