There are still throwloops and meatys after throws on most characters right now.
I wait for the final version, I’m sick of having an entire army of monkeys in the internet who paint the devil on the wall every 5 seconds.
https://www.twitch.tv/sheldontwitching/v/107615630 go to 7 hrs 54 minutes for Cammy. I tried to get him to test everything but he has no idea how to play her so this is the best we could get.
So here is what I was able to confirm.
No airgrab
Normal divekick is still basically the same. EX divekick is -3 if anywhere shoulder or above so it’s basically as bad as regular dive kick on block. If you hit waist level its 0 to +1 from what I could gather but he isn’t placing it well. Do ignore when he tested in slow mo, that screws the frames up. Watch the back dash part later in the video to get a more accurate read on the recovery.
We can still meaty after a forward throw in the corner. He only shows the advantage of +9 on the grab in the video but I can confirm this is exactly what it is now which means we still have enough time to meaty after the throw. No BS if she lost this I was jumping ship.
None of her hit or hurt boxes changed as far as I could tell. If anyone wants to count the frames to see if start up changed please do but I don’t have time.
V-reversal is -2 on block and +2 on hit. No longer knocks down.
Overall thoughts. She got nerfed. No more free ins and no more dp to get people off of you, but we still eat the CC damage on block. We do get a V-reversal that is viable now, but comes at the cost of her follow up and damage potential. Trying to win a match without V-trigger is a chore. Grapplers could be worse now if they get any sort of oki off anything as a meaty command grab is essentially free. If not DP will still be viable to stop them or any other 3 frame trap so it may not be that bad.
This just in, Cammy can potentially DP twice on anti air trade.
DP’s can’t be thrown, this was already tested.
3:37:43 Dp trade into another Dp
3:48:00 v-reversal loses to light strings
Nice. Keep us updated!
Cammy S2 changes:
- st. MP is +3 oB (was +2)
- cr. HP is +1 oH (was 0)
- b+MP is +1 oB and +4 oH (was -2/0). comboes into st. LP
- L Spiral Arrow is -12 oB, M is -15 and H is -12 (were all -13)
- EX divekick is -3 oB. Height limit severely limited - you can only do it almost at the peak of the jump, but at any moment on the way down. No instant EX DKs anymore
- no meterless DP is fully invincible anymore. The best one is M DP which is strike invincible on frame 3, but I think it’s still not throw invincible. VT DP is still fully invincible frame 1 though.
Are you testing the S2beta Cammy?
If so, can you please check if crMP is now 6f of startup? It would make sense with the +3 oB stMP.
And did EX Hooligan EX Dive got the same nerf as EX Divekick?
EDIT:
Counter hit crHP is linking into VT HK DP now huh?
So, MK is strike invincible after 3rd frame, but not throw invincible.
HK is not strike invincible, should be throw invincible then?
What about LK DP? It was the most used one for AAs.
He mentioned no changes in cr.hp on hit and neither in the startup frames of vt hk dp. Why should they link now?
I was ok with ex dive being minus but restricting the height so much is stupid. I guess we’re free to burn meter DP’ing.
Edit: [REDACTED]
Fuck this. I’m waiting for the patch to drop before saying anything good about Cammy.
Err…
Seems to work the same way and it’s -2 on block (dunno the frame data in S1)
cr. MP still 5f. still links into itself.
Yes it is.
Yes, H spike is throw invincible from frame 1.
L spike seems to be strike invincible from frame 3 as well.
Gonna test projectile invincibility right now.
edit: no projectile invincibility on any of them. But L spike seems to beat throws too (probably because of the fast startup though).
Regular dk remains the same? This is nonsense… why would people burn meter in the ex one then?
I’m sorry, I thought I read oB.
What are the practical uses of st.mp being +3? One more frame to walk forward and keep things tight, st.hp is now a 3f trap, cr.mk now safe against characters without 3f jabs. Anything else? I feel like besides the first one, nothing else really affects gameplan but I could be missing something.
I think you meant spike (DP) not strike (divekick).
So no more DPs through fireballs given ex-dp has basically zero forward movement. Not a nerf for me since I’d never ever do this (even Xiaohai apparently only could do this consistently in one single tournament) but I bet someone out there is going to be pissed.
I didn’t think they’d only start being invincible on frame 3, I thought it was just a frame 1 thing. So the best AA dp is only one frame faster than b.mp and has no followups. Basically not worth it unless you’re against weird hitboxes.
- b+MP is +1 oB and +4 oH (was -2/0). comboes into st. LP
nice if true. always thought it was ridiculous being 0/-2. 5lk, 4mp [counter], 5hp xx/?5mp,2mk xx? is not bad damage. I wonder if its easier to hc the tc now with the 4mp.
Frame Traps(maybe):
4mp, 5(2)lp, 2mp
2mp, 4mp, 2lp
Tic Throw Mix(maybe):
4mp, 2lp[counter], 5mp, 2mk xx/5hp
4mp, Throw
5lk, 4mp[counter], 5hpxx
5lk, throw
So they nerfed her ways to get in. Nerfed her defense. Nerfed her damage accessibility. But made her scarier when she gets in, as if she needed to be more scary when she gets in.
^ I dont think bMP is better than crMP in any of those scenarios except for the stLK strings. stLK bMP is a more damaging way to beat people using 3f after the stLK than the crLP that we used. The counter hit combo is of course pretty strong.
bMP crLP crMP doesn’t reach.
crMP bMP crLP neither.
bMP throw is the same as crMP with the same pushback and the +1 on block. But crMP is +5 on hit instead of +4.
So if you’re not fishing for TC hitconfirms with crLP bMP or using bMP after stLK I think you’re better off with crMP, or am I missing something?
Waaat? No more PogChamp with HK DP on midscreen fireballs? Damn… gotta respect crMK xx fireball forever as well.
EDIT: And need meter to beat wake up CA from Ryu? Dayum.
Theory crafting to squeeze as many mids as i can into block strings for white damage.
For some reason i thought bmp, 2lp, 2mp reached. my bad if it doesn’t.
Also 2mp, 4mp was for crouchers, and then the 2lp should whiff just in their face and stuff any button they throw out. i don’t think you get anything off the jab, unless your reactions are glike, outside of you are in their space. May be able to walk up and throw them.
Either way it buffs her 5lk potential damage.
Since we’re really going for it before release…
Does the blockstring St.lk, b.mp, st.lp, st.hp work (range)?
St.lk counterhits, end with TC; B.mp counterhits, end it with st.hp xx hsa; St.lp counterhits, st.hp xx hsa. It looks fun
stLK bMP stLP reaches and combos. But I don’t think that stLP stHP will link from that far (the stLP will also trade with 3f after the blocked bMP).
Oh, bMP has more pushback than crMP. Counter hit crMP stMP crMK works but not bMP stMP crMK.
And @OceanMachine , do you know if counter hit pushback is still a thing? Necalli’s wake up stLP or Chun’s stMP are still immune to our stMP crMP?