Anyway, sober comments.
Lets talk about Cammy. I played a lot of Cammy in Beta 1. I’ll follow DevilJin01’s model (I don’t have the frame data for cammy unfortunately)
This is a bit like walking forward with s. lp with rolento in sfa2. Frame advantage on block so good for tick grabs. s. lp, walk forward, s. lp is pretty strong. Has good range for a quick jab.
Doesn’t have huge range but it’s fast and with cammy’s walk speed it can be menacing, it’s like a mini version of Birdie’s s. mp. You’re looking for s. mp, s. fp xx qcf+rh, which you’ll get plenty of with s. mp counterhits. Just walking towards people threatens this move so they might turtle up and cammy’s fast walk speed offers you a throw. C. lp x 2, s. mp has just enough space between the jabs and the mp that it looks like a tick throw is coming, so you can try that out.
Huge hit box in front of you. This move reaches further than it looks. It’s a little slower than s. mp but probably only 1-2 frames slower. On counter hit s. fp, s. mp xx drill is a combo so you can look for that.
Massive hitbox as far as c. lps go. On counterhit this USED TO combo into s. fp but considering the removal of the light to mediums links c. lp probably has less hit stun than before. Whether that affects counterhit hitstun on this move, I don’t know. c. lp x 2 xx qcf+rh is a hit confirm but be careful on that.
Different from her c. mp in other games. She does a punch towards the opponents shins instead of a straight punch like before. It’s fast for a c. mp but has a little less range. c. mp combos into itself. c. mp x 2 xx special is good to go. Good hit confirm.
Crush counter. This was a move I didn’t use that much because it was on the slow side and didn’t fit in with my gameplay so I won’t say anything about it for now.
This move feels like it has that typical tradeoff between c. lks and c. lps where you’re getting a smaller hitbox in exchange for the move hitting low. C. lk pushes people back less than c. lp. At close range c. lk, c. lp, c. lp xx qcf +rh works.
Everyone knows Cammy’s c. mk. It’s the same deal here. There’s no hit confirm here so you should place it at max range since it seems to be relatively slow in this game. Other than that, it’s what you’re used to.
Honestly a pretty crappy sweep. It’s fast to start but the recovery is pretty poor, as is par for the course for sfv sweeps. However the range isn’t as good as most other sweeps which limits the usefulness of the move. It is faster than c. mk, but other than situations where you’re punishing moves that c. mk can’t quite punish in time (like a blocked max range sweep from Ryu or something) you might as well do c. mk xx drill.
Here’s where Cammy is a monster. You should be using this move regularly, it’s fast, reaches very far, and recovery is excellent. Once you get people used to having to deal with this, it’s funny how often you can just walk right up from afar and throw them.
Unfortunately this isn’t cvs2 cammy’s s. rh, It’s a pretty slow arcing roundhouse that causes a crush counter. It can be used as an anti air. This might be more useful now that her b+fp can’t just anti air everything mindlessly like before.
This is a great new move! Especially as a meaty. It is fully airborne so it cleanly avoids throws and most low kicks. f+rh leads to standard standing combos like s. mp, s. fp or even at distance c. mp xx drill. On block it is safe but you’re at a disadvantage (probably -2) and you’re right in throw range.
So let’s talk about her biggest nerf:
No more b+fp, which was probably the best anti air in the game.
That’s completely gone. It’s b+mp now and her target combo is now b+mp, hk. The b+mp now seems to be a poor anti air and you can no longer do f+rh, target combo either, the b+mp outright whiffs after f+rh now.
New info on that target combo I won’t get into since I only have played her in the beta, not in the new builds. For sure if you want to anti air with cammy for now though you better use dp+mk (note MEDIUM KICK) since medium seems to have upper invincibility. It’s the same deal as Ryu’s dp.