What do u think dudes about the wso finale with cammy? Seems like sweep and vskill are faster now… and the life is lower, also problemx hit the head of nash with a regular dive and still managed to get a slp counterhit on block…
depends on what the other guy was pressing. I would not put stock in anything you saw at that session. to many variables involved. Akuma does look the business though.
so what are the cammy changes for s2 so far? I heard ex cannon strike is -2 above the knees. That’s a shitty nerf, but it’s not too hard to instant air them. what about out of the ex hooligan?
You have a link to this?
Is not yet uploaded, if you have a premium capcom figthers account i guees you can check it out, is the finale of the random select tournament, problemx(cammy) vs imstilldadaddy(nash), by the way medium scythe seems to be pretty easy to punish now and the vtrigger is pretty slow, another insightful changes was ryus fb faster and cmk looks slower but have better reach.
Probably just nash missing the time. No way I’ll believe a regular divekick blocked that high is plus.
1:32:08
Dp AA still works as designed. The only dk i saw on the opponents head was followed up with a dp.
AA jab in 1:36:56 still looking strong lol
Again, problemX could be missing the timings but Nash gets air reset by cr.mp when trying to jump out of blocked vskill. In season 1 you’re +2 so there’s no way to jump in between these two moves. Well, who knows.
yeah nothing substantial can be taking from this unfortunately.
Do you guys think Capcom did a little too much…I’m a bit surprised by how much is changing in season 2 and how drastic they hit certain characters…like Mika is definitely great and deserved some balancing but I think she was hit way too hard with the hammer (I’d say she def caught it the worst from what I’ve read). I can’t recall if sfiv changed this much in one game iteration. Sure vanilla was vastly different from ae 2012 but I think that was a few game cycles later…the meta for sfv was changing as we saw characters like rashid, and birdie’s popularity and viability rise. Also the dlc characters haven’t been snuffed out as much as the main cast. It could be fine but it definitely feels like such major system wide changes should have maybe waited…I wasn’t so upset with anything in the game that I would have been unhappy to see some tweaks to characters that have consistently suffered (Bison, Fang, Zangief, Laura )and just adding the new chars and then see how it plays out after that. Or does everyone feel there is a clear picture of how things work for v and most of it is snuffed out based off this year.
I think their mistake was letting it go this long. They obviously had these changes in mind as soon as DLC characters started to drop, but rather than adjust slowly each month to see how things were effected they waited a whole year and are dropping it all at once with massive changes across the board. This could end up being a huge clusterfuck, but we won’t know until it officially gets released. We have been going off some rather unsure findings, so it’s tough to even say if they are changing it as much as we think. I just hope that they rethink the “once a year adjustments” when things like ken’s air mk tatsu were so clearly broken from the start. Allowing moves like that effects the meta and ultimately ends up hurting the player as they relied on it so heavily for so long.
System:
dp - The dp change was needed, for sure. Especially going from Cammy to Urien, lack of a meterless dp was a real eye opener.
super meter - The ex meter stuff is where I am concerned about the most. I rely on her super alot so this greatly affects my style of play.
push back on lights - how do they expect us to threaten throws, if lights push me so far back. if the lights are chained then yah, but a tick should still leave you in throw range.
Cammy:
ex dk - Nerf to ex dk was needed. I cannot count how many times I was losing neutral, then I would yondame my way in. And there is not much my opponent can do about it.
vrev - If they fixed the vrev so its not super minus on block, excellent. Does not need to knockdown, so long as it resets back to neutral
I might be forgetting some stuff but those are the ones that stick out the most.
I think they’re listening to the community a little too much. If SFV’s proven anything is that our current “top tier” switches around as soon as some decent player shows up.
Ken triad winning everything? Ken is broken. Oh what’s that, Marn winning a tournament? Mika is super strong. Jesus, Xiaohai can DP through fireballs, Cammy is so cheap. Infiltration grinded the game for months during the beta and now wins everything? Nash is god. Same guy loses like the only two tournament he’s been in like 4 months? PEOPLE CAUGHT UP, Nash is now garbage.
Honestly I wonder if the top players are picking the top tiers or we’re picking top tiers based on the top players. Then of course Du comes along and eats everybody up with a DLC character that no one took seriously before and now they’re taking away his cool combo.
Didn’t Combofiend mentoi once,they even look at Eventscrubs comments?
That explains why everyone gets nerfed.
Capcom can achive only on one way their perfect balance. That would be to make every character the same, with the same framedata and maybe different animations at best.

Honestly I wonder if the top players are picking the top tiers or we’re picking top tiers based on the top players. Then of course Du comes along and eats everybody up with a DLC character that no one took seriously before and now they’re taking away his cool combo.
Guile got hella buffed so guile players can stfu. The reason they probably took that combo away is probably because now because of the Buffs 2 his normals it would have most likely been easier and more damage. Guile has been a hella gd character from day 1 just everyone was on the Nash train at that time and let not act like Du has been running solo Guile he played mostly Mika at capcom cup

System:
dp - The dp change was needed, for sure. Especially going from Cammy to Urien, lack of a meterless dp was a real eye opener.
I agree. The initial game idea with invincible reversals was sound and has always been a staple of SF, but I think they saw later on it didn’t promote learning the game and benefited pro players at the highest level too much as the risk wasn’t as great as the reward when having a good read. I believe their initial idea was give some an invincible DP and then make it a trade off for a more damaging crush counter to balance. The idea was to use this for easier to pick up characters as if you didn’t know the right guess on wake up or in a block string you could just DP to get them off of you. High risk/high reward and it worked for the most part at lower levels as they could get you off of them if you pressured too much and you could punish them heavily if they went too crazy. The problem is this didn’t promote learning how to play the game nor did it make the person think, “what tools does this character have to deal with these problems in this situation,” which isn’t what Combo stated they want for SF5. It also hinders players, and becomes a huge eye opener as you put it, once they play someone who doesn’t have an invincible reversal making it less likely they’d want to play one of those characters as they never had to learn how to deal with pressure.

I think they’re listening to the community a little too much. If SFV’s proven anything is that our current “top tier” switches around as soon as some decent player shows up.
I don’t think these changes were brought on by listening to the complaints of the community. If you look at the changes it’s not about saying this move or character was OP. The changes are trying to promote more uniqueness of each character as well as more of a fight in the neutral. I haven’t seen anyone crying characters aren’t unique enough or that invincible DP’s should be removed from the game. Yes some things like chun’s IALs and Ken’s mk air tatsu where bitched about and got nerfed but those were all in line with forcing more of a neutral play for all characters.

From what I read the throw nerfs effected people that could do throw loops and some grappler’s command grabs. Basically they or the opponent were thrown farther apart to not allow for a follow up in time. This should suggest throw loops or advantage in the corner should still be possible otherwise I think they’d have to make far more adjustments to current animations.
Looks like I was wrong, well at least with Ryu about throw loops in the corner. Sorry Fam, but maybe we can get lucky and this will be cammy’s unique tool since she doesn’t have an overhead? Like 50% of my game with her is setting shit up off of a forward throw in the corner, so definitely nervous about this now. Oh and it looks like I was right about late jump in cross ups beating CS now. The preemptive back jump air grab will end up being the counter most likely.
Season 2 beta leak note:
Throw loops no longer in corner
Normal throw in neutral pushes back further.
MP DP invincible frame 3. harder to deep DP to anti air
Asked a buddy to see if Cammy her st.hk still whiffs on crouchers, it does ;_;.
This beta stuff might not be final but tbh i’m done hoping for any positive changes to Cammy.
I’m sorry Cipher
“[–]Euvo an hour ago
cammy doesnt have an airthrow in the new build”