Street Fighter V

Street Fighter V

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izenrann Dec 3, 2016 @ 6:48am
Getting started with Cammy - advice?
So I got my feet wet, did some trials (which got easier as I practiced more, like most things!) and actually got a few wins online! Go me! Maybe this fighting game thing is not as hard as I thought...or so I thought.

I now have lots more questions regarding our favorite amnesiac secret agent.

1. What to do in the normal game? Like, I understand that you try to poke or score a counter hit into damage, but how about straight forwards offense? I was playing against a Karin the other day and she just straight up walked up to me and started some combos - do you do that at all with Cammy?

2. This is a general fighting game question, but in general, how tight do your inputs have to be? I typically can execute moves about 70-80% of the time...would like to be better, but missed button presses never killed anyone yet. I sometimes end up doing Cannon Spike instead of Spiral Arrow, and vice versa.

I used to be SO down about this, until I watched some match-ups of pro players and I noticed that they too drop inputs and miss opportunities now and then. Guess we're all human after all.

Do you guys ever drop inputs in a match? How about when you get sweaty fingers from being pressured? Just wanted to know what other experiences were like.

3. Is the timing for her wakeup Cannon Spike especially severe, or I am just doing it wrong? I used to be able to do wakeup DPs in Guilty Gear all day every day, but not here.

4. How lenient is the flow of chaining moves into each other in SFV? Like, can you do any light into any medium, or is it much stricter? It seems to be a lot tighter than most fighting games.

Thanks in advance, and more to come!
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Showing 1-15 of 21 comments
"神" Dec 3, 2016 @ 7:05am 
Last edited by "神"; Dec 3, 2016 @ 7:05am
Providence 777 Dec 3, 2016 @ 7:05am 
Originally posted by izenrann:
2. This is a general fighting game question, but in general, how tight do your inputs have to be? I typically can execute moves about 70-80% of the time...would like to be better, but missed button presses never killed anyone yet. I sometimes end up doing Cannon Spike instead of Spiral Arrow, and vice versa.

I used to be SO down about this, until I watched some match-ups of pro players and I noticed that they too drop inputs and miss opportunities now and then. Guess we're all human after all.

Do you guys ever drop inputs in a match? How about when you get sweaty fingers from being pressured? Just wanted to know what other experiences were like.

3. Is the timing for her wakeup Cannon Spike especially severe, or I am just doing it wrong? I used to be able to do wakeup DPs in Guilty Gear all day every day, but not here.

4. How lenient is the flow of chaining moves into each other in SFV? Like, can you do any light into any medium, or is it much stricter? It seems to be a lot tighter than most fighting games.

Thanks in advance, and more to come!
I can only answer a few of these:

2. Tight compared to what? We need a frame of reference to understand what you consider "tight".

3. It's more strict than SFIV, because wake-up reversals should require skill and practice, so yeah if you're screwing up, that's fine for now becuase it takes some getting used to.

4. It's character specific, there's no real golden rule across all characters.
Last edited by Providence 777; Dec 3, 2016 @ 7:06am
Providence 777 Dec 3, 2016 @ 7:09am 
Oh and yes, everyone drops their combos EVERYONE.

Many times a high stress match in SF is about doing your best to not screw up more than your opponent lol.

The more seasoned players know how to recover after a mistake or several and still win regardless, pro's do this a lot.
Cipher Esteria Dec 3, 2016 @ 8:06am 
Originally posted by "痛":
I will save Cipher the trouble!
http://steamcommunity.com/sharedfiles/filedetails/?id=628525053

:steamhappy:Hurray, I was usefull :steamhappy:
entity Dec 3, 2016 @ 8:43am 
I've got ultimate Cammy guide for ya fella:
1.Jump
2.Divekick or EX Divekick
3.Repeat
Black Oozaru Dec 3, 2016 @ 8:44am 
In training mode i guess you should have about 100% accuracy, in matches that changes, but aim for that, as much as everyone drops their combos you will want to make your errors as little as possible
Last edited by Black Oozaru; Dec 3, 2016 @ 9:04am
"神" Dec 3, 2016 @ 8:53am 
Play with alot of sugar. Becoming salty in matches causes major avoidable losses.
And master that guide. It helped me and it will help you as well.
Last edited by "神"; Dec 3, 2016 @ 8:54am
Black Oozaru Dec 3, 2016 @ 9:00am 
Originally posted by swagskheletor:
I've got ultimate Cammy guide for ya fella:
1.Jump
(eat a DP)
2.Divekick or EX Divekick
(without a very good spacing just block or eat a CC/grab, thats only for EX, the regular is pretty much eat a CC/grab)
3.Repeat
(until you die, wont take that long, 900 life/stun, make 1 mistake and you die)

Very easy to complaint about cammys steamrolling you, not that easy to pull off. If you want to play this character you have to know that you will have to make her work, yes she is very good but not easy to play. If you want a cheap character try Mika, throw yourself at enemies direction, corner yourself, do whatever you like then clap the ♥♥♥♥ out until you get then and steal the round, win without caring about data frame or spacing or any fundaments at all.

PS: Cipher's guide is legit, the fella is very nice too, he helped me a lot with my cammy
Last edited by Black Oozaru; Dec 3, 2016 @ 9:04am
entity Dec 3, 2016 @ 9:22am 
Originally posted by xeqtr:
Originally posted by swagskheletor:
I've got ultimate Cammy guide for ya fella:
1.Jump
(eat a DP)
2.Divekick or EX Divekick
(without a very good spacing just block or eat a CC/grab, thats only for EX, the regular is pretty much eat a CC/grab)
3.Repeat
(until you die, wont take that long, 900 life/stun, make 1 mistake and you die)

Very easy to complaint about cammys steamrolling you, not that easy to pull off. If you want to play this character you have to know that you will have to make her work, yes she is very good but not easy to play. If you want a cheap character try Mika, throw yourself at enemies direction, corner yourself, do whatever you like then clap the ♥♥♥♥ out until you get then and steal the round, win without caring about data frame or spacing or any fundaments at all.

PS: Cipher's guide is legit, the fella is very nice too, he helped me a lot with my cammy
She is very easy to play in this game, she is as simple as Ryu but more suited for offensive gameplan. Dat EX Divekick is just 2stronk.
izenrann Dec 3, 2016 @ 1:34pm 
Well, tight would be within maybe 3-4 frames? Like FRCs in GG I consider tight, if you've played that game. Most of my fighting game experience was with Guilty Gear.

Thanks for all the comments, I did indeed read the guide and will practice it religiously!

So I will have to learn all character chains specifically? That's kind of a downer. I guess I will just practice on Cammy first then.
Providence 777 Dec 3, 2016 @ 1:52pm 
Originally posted by izenrann:
Well, tight would be within maybe 3-4 frames? Like FRCs in GG I consider tight, if you've played that game. Most of my fighting game experience was with Guilty Gear.
Yeah, no where nearly as tight as GG.
Last edited by Providence 777; Dec 3, 2016 @ 1:52pm
Mjarr Dec 4, 2016 @ 12:19am 
Originally posted by izenrann:
So I got my feet wet, did some trials (which got easier as I practiced more, like most things!) and actually got a few wins online! Go me! Maybe this fighting game thing is not as hard as I thought...or so I thought.

I now have lots more questions regarding our favorite amnesiac secret agent.

1. What to do in the normal game? Like, I understand that you try to poke or score a counter hit into damage, but how about straight forwards offense? I was playing against a Karin the other day and she just straight up walked up to me and started some combos - do you do that at all with Cammy?

You can do that with every character even if others are more suited to it. After all, if your opponent can walk up to you unchallenged and score high damage, why they shouldn't do it? Feel free to try it yourself. Feel free to be cautious and turtle instead as well.

Originally posted by izenrann:
2. This is a general fighting game question, but in general, how tight do your inputs have to be? I typically can execute moves about 70-80% of the time...would like to be better, but missed button presses never killed anyone yet. I sometimes end up doing Cannon Spike instead of Spiral Arrow, and vice versa.

I used to be SO down about this, until I watched some match-ups of pro players and I noticed that they too drop inputs and miss opportunities now and then. Guess we're all human after all.

Do you guys ever drop inputs in a match? How about when you get sweaty fingers from being pressured? Just wanted to know what other experiences were like.

Practice. If you play on pad distinguishing between quarter circle and dp input is red line at first. Consider doing 15 to 20 minutes of practice per day to cleaning up inputs. Set up a bar like execute cannon spike 5 times in a row, and if you fail start the counter from 0. When you reach 5 feel free to increase it to 10 or switch to spiral arrow.

Recently I have dropped around ½ stupidly easy crush counter punishes. Best advice whenever you drop something is to consider it business as usual, carry on and fix it later.

Originally posted by izenrann:
3. Is the timing for her wakeup Cannon Spike especially severe, or I am just doing it wrong? I used to be able to do wakeup DPs in Guilty Gear all day every day, but not here.

Not really. Matter of practice and getting used to wakeup timings in SFV.

Originally posted by izenrann:
4. How lenient is the flow of chaining moves into each other in SFV? Like, can you do any light into any medium, or is it much stricter? It seems to be a lot tighter than most fighting games.

Thanks in advance, and more to come!

Unlike gatlings, most combos in SF are more or less link based. Without looking at frame data or character specifics, very rough thumb rule is lights tend to combo to mediums only (if at all) on counterhit. In practice, link means you have to wait the move to be at the end of recovery before another one can be inputted, and if it's fast enough (by frame data) to connect and it was pressed at the right time you have a combo. While SFV has increased input buffer compared to some other SF (or Guilty Gear) titles and thus it does not have to be as strict, timing still boils down to some rote memory practice.
Last edited by Mjarr; Dec 4, 2016 @ 12:23am
izenrann Dec 4, 2016 @ 8:25pm 
>Practice. If you play on pad distinguishing between quarter circle and dp input is red line at first.

What do you mean by this exactly? That it's the first hurdle to overcome? If so, it would be good to know that I am not the only person in the whole who has trouble with QCF and DP motions on pad. :) I find that I end up doing Critical Arts when I try to DP...maybe I am doing the motions too fast?

>Not really. Matter of practice and getting used to wakeup timings in SFV.

Thanks for that! Good to know that my practice in GG is not going to waste. :)

(snip combo explanation)

More thanks for that BTW. So basically in SF it's links, and not cancels and chains? Getting used to a new fighter's terminology takes some time.

So would you recommend just learning the BnB combos for Cammy? SFV's combo system seems a lot tighter and less freeform than GGs.
Mjarr Dec 4, 2016 @ 9:42pm 
While it is possible you are turboing inputs which influences why something odd comes out more often than not, it is more likely you are overdoing it it which overlaps with both inputs and when you thought you did dp, you may hay have already done a shortcut quarter circle into another quarter circle (especially if you moved just a little bit before you planned to dp) by accident and thus CA comes out. In training mode set inputs visible from pause menu and see how the game registers your inputs.

As for combos, I should have clarified linking only applies to normals. You cancel normals to specials and some moves do chain. If a character can mash light punch extremely fast compared to another character, that move is chaining as it "cancels" into itself, but those tend to be rather limited in use overall while special moves in combos are cancelled from a move. Closest thing to gatlings are target combos, which slightly bypasses linking logic and you can simply dial up. Downside is most tc's are woefully unsafe on block.

If we use Cammy's very basic crush counter punish as an example, set the training dummy to counterhit state and stun off. Hit st hk, as it's almost recovered press forward + hk, as f+hk has almost recovered end press cr mp and just as cr mp is about to hit input hk spiral arrow. All normals were linked but the last move was cancelled into special move. If combo counter doesn't add up they were done too late, but if the move does not come out at all or you skip a step it was done too early.

So yes, start from BnB combos and crush counter punish. If it's any consolation there's less to memorise overall compared to Guilty Gear.
Gaxkang Dec 4, 2016 @ 10:17pm 
Originally posted by Mjarr:
W

If we use Cammy's very basic crush counter punish as an example, set the training dummy to counterhit state and stun off. Hit st hk, as it's almost recovered press forward + hk, as f+hk has almost recovered end press cr mp and just as cr mp is about to hit input hk spiral arrow. All normals were linked but the last move was cancelled into special move. If combo counter doesn't add up they were done too late, but if the move does not come out at all or you skip a step it was done too early.

Yeah taking Cammy's basic CC combo as an example...it has a particular timing to it, otherwise the other person will be able to block.

Same for Ryu's basic CC combo.

Some timings can seem more strict than others...less intuitive. Sometimes when you feel like you are using the same timing (or you are) the combo gets dropped...which can feel mysterious.


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Date Posted: Dec 3, 2016 @ 6:48am
Posts: 21