Zero-Sennin (talk | contribs) |
Zero-Sennin (talk | contribs) |
||
Line 2: | Line 2: | ||
Member of British special forces unit Delta Red. Distinguished herself in the operation against Shadaloo, with which she shares a fated connection. Hyper-competent but somewhat moody. Currently working at HQ. | Member of British special forces unit Delta Red. Distinguished herself in the operation against Shadaloo, with which she shares a fated connection. Hyper-competent but somewhat moody. Currently working at HQ. | ||
''' | Cammy specializes in '''quick attacks and movement'', closing the gap to run a '''high-pressure, close-range offense with the ability to whiff punish careless opponents for overstepping.''' This makes pressing buttons carelessly against her a very bad idea, as she can evade and counterhit in such a way that will let her get in and start laying down rushdown pressure to keep the opponent locked down. | ||
To that end, 5LP, 2LP, and 5LK are her main pressure tools up close that allow her to confirm into '''Spiral Arrow''' for knockdowns and corner carry. 5MK, 2MP, and 2MK are especially good at mid-range poking, counterpoking, and punishing; 5HP, 2HP, and 5HK are built for punish countering big moves and giving Cammy room to advance on the opponent in various ways; links, hard knockdowns, target combos, or Drive Rush Cancels. With Drive Meter available, it's possible for her to set up extremely plus knockdowns that only make her pressure game scarier. | |||
Her special moves also do a great job at letting her close the gap between her and the opponent to keep things pushing when they really overextend. Outside of its use in combos, Spiral Arrow can clip opponents from much farther away than even her longest normals, and her '''Cannon Strike''' is a divekick lets her crush lows and lets her confirm into combos when spaced correctly. '''Cannon Spike''' is a DP that rounds out the anti-air options provided by 4MP, 4HK, and her air throw, and '''Quick Spin Knuckle''' plays double duty as a gap-closing complement to Spiral Arrow that lets her skip through projectiles with the MP, HP, and Overdrive versions. | |||
Cammy | Once she's in and on top of the opponent, or has pushed them to the corner, Cammy can utilize her normals alongside other system mechanics to enforce a powerful strike/throw game or set up for oppressive okizeme tactics with her light punches, 5MP, and 2HP. One of her strongest tools once she's gotten into the opponent's head at close-mid range is '''Hooligan Combination''', an advancing attack with three separate jump arcs and five separate followups; combined with her other buttons, this lets her run a terrifying set of mixups if prepared correctly. Cammy can also charge up the heavy versions of her Spiral Arrow, Cannon Spike, and Hooligan Combination, increasing their startup time but gaining most of the properties of their Overdrive equivalents in exchange. While these require a bit more setup to use, they can also let her get the benefits of the Overdrive versions at no cost to her Drive Meter. | ||
The main tradeoff for Cammy being so dangerous once she's managed to close the gap is the strong scaling on her gap-closers or mixup-enabling moves, which pushes her damage down a bit. She also has to be exceptionally careful about becoming too predictable with her options, as many of them are easily called out and leave her vulnerable if | The main tradeoff for Cammy being so dangerous once she's managed to close the gap is the strong scaling on her gap-closers or mixup-enabling moves, which pushes her damage down a bit. She also has to be exceptionally careful about becoming too predictable with her options, as many of them are easily called out (particularly things like badly spaced Spiral Arrows, Spin Knuckles, and raw Hooligans) and leave her vulnerable if the opponent makes the right read. If you enjoy a character that strikes an even balance between rushdown, pressure, and precision counterpoking, then accept the mission of infiltrating your opponent's defenses with Cammy. | ||
{{ ProConTable | {{ ProConTable |
Revision as of 16:06, 23 June 2023
Introduction
Member of British special forces unit Delta Red. Distinguished herself in the operation against Shadaloo, with which she shares a fated connection. Hyper-competent but somewhat moody. Currently working at HQ.
Cammy specializes in quick attacks and movement, closing the gap to run a high-pressure, close-range offense with the ability to whiff punish careless opponents for overstepping.' This makes pressing buttons carelessly against her a very bad idea, as she can evade and counterhit in such a way that will let her get in and start laying down rushdown pressure to keep the opponent locked down.
To that end, 5LP, 2LP, and 5LK are her main pressure tools up close that allow her to confirm into Spiral Arrow for knockdowns and corner carry. 5MK, 2MP, and 2MK are especially good at mid-range poking, counterpoking, and punishing; 5HP, 2HP, and 5HK are built for punish countering big moves and giving Cammy room to advance on the opponent in various ways; links, hard knockdowns, target combos, or Drive Rush Cancels. With Drive Meter available, it's possible for her to set up extremely plus knockdowns that only make her pressure game scarier.
Her special moves also do a great job at letting her close the gap between her and the opponent to keep things pushing when they really overextend. Outside of its use in combos, Spiral Arrow can clip opponents from much farther away than even her longest normals, and her Cannon Strike is a divekick lets her crush lows and lets her confirm into combos when spaced correctly. Cannon Spike is a DP that rounds out the anti-air options provided by 4MP, 4HK, and her air throw, and Quick Spin Knuckle plays double duty as a gap-closing complement to Spiral Arrow that lets her skip through projectiles with the MP, HP, and Overdrive versions.
Once she's in and on top of the opponent, or has pushed them to the corner, Cammy can utilize her normals alongside other system mechanics to enforce a powerful strike/throw game or set up for oppressive okizeme tactics with her light punches, 5MP, and 2HP. One of her strongest tools once she's gotten into the opponent's head at close-mid range is Hooligan Combination, an advancing attack with three separate jump arcs and five separate followups; combined with her other buttons, this lets her run a terrifying set of mixups if prepared correctly. Cammy can also charge up the heavy versions of her Spiral Arrow, Cannon Spike, and Hooligan Combination, increasing their startup time but gaining most of the properties of their Overdrive equivalents in exchange. While these require a bit more setup to use, they can also let her get the benefits of the Overdrive versions at no cost to her Drive Meter.
The main tradeoff for Cammy being so dangerous once she's managed to close the gap is the strong scaling on her gap-closers or mixup-enabling moves, which pushes her damage down a bit. She also has to be exceptionally careful about becoming too predictable with her options, as many of them are easily called out (particularly things like badly spaced Spiral Arrows, Spin Knuckles, and raw Hooligans) and leave her vulnerable if the opponent makes the right read. If you enjoy a character that strikes an even balance between rushdown, pressure, and precision counterpoking, then accept the mission of infiltrating your opponent's defenses with Cammy.
Strengths | Weaknesses |
---|---|
|
|