That’s what they say but I’ve yet to see it. I hope it looks like the hooligan air throw.
So apparently LPN release a doc with some changes for now. Here it is:
https://docs.google.com/document/d/1QBjFjsdMevMnO46a1iewsR0Diav5fbwj4_6Cku1FHUE/preview
[CAMMY]
-increased recovery frame on all dive kicks. EX has to land on the knee or lower to be ‘safe’
-air throw added
It’s bittersweet AS FUCK, but we finally got our airthrow. Ex having to land on the knee or lower to be safe is absolute bullshit.
I will still wait for the patchnotes before I say anything beeing good or bad.
A useless airthrow, exactly what we needed.
Changes to the divekicks is criminal.
I was about 2 ask if I was the only one who didn’t give a shit about her getting an air throw but it looks like I wasn’t lol
But alas I’m just gonna wait to see the official patch notes
I give precisely zero fucks to an air throw as well. We already have/had the best AAs in the game.
And IMO we should always bitch about these kind of things. There are far too many stupid shit being nerfed only because the community cried about it and/or general lack of knowledge. Folks crying about Cammy being dishonest all day while thinking her divekick hits high, regular divekick is always plus, hooligan is a mixup, v-skill is free get in and her throw is loopable and stuff like that. Even Ken’s run got nerfed and that was punishable af.
Besides we all know how praising Cammy back in the beta worked out for us =)
what about dancing in and out of range of buttons is that a good thing.
@mobbdeep Yes of course. If you know the opponents range and what button they want to push at that range you can definitely walk in and out to whiff punish. It’s not the easiest thing but it’s doable. I do it a lot against Gief’s charge punch or Ryu’s sweep. The way I learned was if I was in a match and someone kept hitting cr mp for example and I kept getting caught I would go into training and record the dummy doing somewhat the same thing that happened in the match. Then I’d try walking in and out with different buttons to see if I could catch it or beat it (I think this helped me pick up on other people’s cadences better as well). This works most of the time but every character seems to have one button that’s just really good like Chun Li’s St Hp or Gief’s jab that makes it difficult to punish. They can still be beat but it’s significantly harder to deal with those than any other button they have. Against those moves I just try to stay out of those ranges because I think that is where they want me to be.
I’m just curious how this is going to be balanced. I mean if normal dive kicks are punishable on block and can easily be anti aired (ie reactable), but are now presumably -3 or more on block (sans EX) at any location how can they even be used. You’d basically be jumping into a full damage combo every time. Even if you did manage to hit them by reading a button the follow up has even more potential to drop now doesn’t it with the added recovery frames? Maybe they increased positive frames on hit or just made EX more in line with the normals on block? It does say unsafe though so that has to mean more than -3 doesn’t it?
So to recap we lose our invincible DP (grapplers are loving this), we lose our best get in option (all zoners are loving this), and we got an air grab in return (only Cipher is loving this).
This is whats eating me. We must have reasons to burn our meter in ex-divekicks and the only reason I’m thinking of is regular divekicks being total ass now.
I guess we’ll see.
I agree there was no reason to nerf regular divekicks…they are in no way too good and by all means fair. They can be anti aired by everyone if your too predictable and even for the characters that have more trouble dealing with them can still punish if they learn to recognize when they are unsafe…even a solid cammy gets a lot of dive kicks that are -1 or neutral…they require skill to use and should not have been nerfed. An air throw was something I wanted but it doesn’t really add much as far as making a character with cammy’s archetype better. Ex-Dive also doesn’t make sense as there are many safe moves in the game that use meter…its a fair trade. Losing the Dp invincibility would be annoying since its cammy and shes always had it but I honestly wouldn’t mind it that much as I find the other nerfs a bit more sinister…the grappler matchup will be really bad now with no dp and her health/stun so they should give her something to compensate making divekicks bad…Hooligan and v-skill were already unuseable outside of a few once in a while situations. Spiral arrow is only a combo-tool so basically none of cammy’s special will have much utility if divekicks and the dp catch a nerf.
i like to whiff punish with sprial arrow cause correct me if im wrong if u whiff a button with alot recovery and u got a button that is fast enough u can do it ?
I knew they were going to nerf her dive kick thats why I was so hesitant to release any dive kick videos before. And I’d trade air grab for dive kick any day.
Reminds me of something, if DP’s lose invincibility, does that mean we will be able to airthrow them?
Because that would be extremly fun.
Why would you need an air throw with b.mp, st.hk and dp?
Also, it’s been said that regular DPs lose to meaties, not that DPs invincibility is gone. It can be just a frame one thing, that would still keep them useful for almost all AA purposes.
@mobbdeep I don’t recommend SA raw. I even hate using it as punish against stuff like Karin’s sweep at max range as the trade off is so bad if you mistime it. Sadly raw SA is very low damage especially at farther away ranges and if they happen to block it’s really high damage for them. It’s better to hit confirm into it with cr mk or st hp. Basically I buffer it right outside of the range I’m looking for to catch the button I want. If it whiffs I’m fine and if it hits I’m good too.
Yeah I think they said frame 3 it becomes invincible, so this means it should still beat frame traps right? Do you think this change will make it a little harder to punish late jump ins? Man if auto correct DPs lose to cross ups because of the lack of those 3 frames I’m going to be pissed. I hate when Ken, Ryu, Nash do that cross over shit on wake up where their move appears to hit the air because Cammy is smaller than her hurt box. I had to practice that auto correct timing for hours to get it right to stop that shit. They were really close to me when I hit it so I’m worried those lack of invincibility frames might be a problem.
Let’s be real though they only did this because they wanted scrub Ken’s to think more than “I got knocked down, DP! they’re hitting me with a button, DP! they blocked my attack, DP!”
It’s a cool buff, but useless. With the exception of maybe maintaining corner control depending on where it throws them, this was a useless buff to make us happy about making dive kick that much harder to use.
This is because Capcom is incompetent. If you nerf one of her best tools, you have to give her something that means something.
Meanwhile, Chun-Li.
Well you get pretty little damagage, but advantage in wakeup, so i think is usefull.
Xian says that The imput delay has been decreased to 4 frames… on twitter.
well i only use when it is moves with alot of recovery if they whiff it.