Cammy General Discussion: To Bee or not to Bee

A bunch of changes, and the couple that disturb me the most was, widened hurtboxes? now will be easier to hit us? and smp no longer will be a good counterpoke?

Gotta love how Cipher went from mad to just being SRK’s comic relief in the course of a year

If he didn’t lack self awareness he would stop but he is comedy gold.

How is it possible to get a counterhit state on hooligan throw??

how many Scummys are jumping ship? Just my early impression, but it seems that the meta gonna favor characters that build super the fastest. Also with the lack of fast damaging supers, more micromanagement of meter; wouldnt zoners be favored in this meta now?

Better beeing a comicrelief,then beeing a dumb idiot whos only good point is to complain like a little wussy.
Thats the case for both of you.
If you two would just use 1 time the last 2 braincells you two have remaining, your life would be much easier.

You two are the ones who bitch about everything first.
Necros Matchup disccusion in the MU thread were not only proven by me as one of the dumbest “argumentations” ever, but also many others pointed out how his entire concept doesn’t work.

And for you Carups.
You’re here since the Beta, bullshitting about each and every little thing.

After all this time are you two the only things in this god damn forum, who constantly piss me off.
How stupid can 2 human beeing be?
The only one who might be dumber than you two is DSP and that might be an insult for him!

You don’t build meter if your fireball hits nothing and so far had most fireballs increased recovery on the PSX build.
Imagine Ryu’s fireball having just 5 frames more recovery, V-Skill would look pretty sweet from there on,jumping in would be easier too.

And lets be real, how many zoners does this game have? 3 if you count Dhalsim and FANG as Zoner, 4 with Birdie.
Guile is realy the only zoner who does this with a fireball.

Lmao… Wow

Come on man. Just give it a rest already. You’re being really immature and it’s time to get over this.

Why are you even still here? Didn’t you say Cammy is definitly lowtier now and you will main Necalli?
Do me a favour and get the fuck of my lawn!
I’m tired of your lame ass and your incompetence!

Facepalm

And now go away. Go far away. Never come back!

But if I left I would miss out on all our meaningful and productive conversations.

Good!

We were joking, man. No need to live up to our expectations :shake:

Can we go back to Cammy now?

Sounds good to me carups.

If st.mk ends up being buffed like the rumors indicate, then she definitely has an appeal to me. It’ll be a good tool to build white damage

Official changes:

CAMMY
Hurtbox:
 Adjusted hurtbox when changing direction while crouching
Gyro Clipper:
 Reduced damage from 130 to 120
 Reduced CA meter gain
 Adjusted so that collision box does not stick out during attack animation
 Changed second hit only when it is possible to KO
Delta Through:
 Reduced damage from 140 to 130
 Adjusted so that collision box does not stick out during attack animation
Standing MP:
 Added hurtbox around feet during active 6F~13F
 Expanded hurtbox around hitbox in forward direction
 Somewhat reduced pushback on-hit
 Somewhat reduced pushback on-block
 Changed advantage on-block from +2F to +3F
Standing MK:
 Changed attack startup from 9F to 8F
o Reduced overall animation by 1F
Standing HP:
 Changed advantage on-hit when cancelling into V-Trigger from +11F to +9F
Crouching LP:
 Extended how active frames from 2F to 3F
Crouching HP:
 Reduced damage from 90 to 80
 Changed advantage on-hit from ±0F to +1F
Crouching HK:
 Reduced damage from 100 to 90
Jumping MK:
 Somewhat expanded hitbox in upward direction
Knee Bullet:
 Increased stun damage from 100 to 150
Lift Upper:
 Made below changes to advantage on-hit and block:
o [on-hit] ±0F to +4F
o [on-block] -2F to +1F
 Changed hit property to forced standing hitstun
Lift Combination:
 Adjusted so that second hit does not affect crouching opponents
V Skill - Axel Spin Knuckle:
 Changed all boxes during animation to be on the ground
V-Reversal - Strike Back:
 Changed attack recovery from 29F to 24F
 Changed hit effect from flying knockdown to ground reel
o Advantage is +2F on-hit/-2F on-block
L Cannon Spike:
 Added hurt and throwable boxes to 1F-2F
 Changed 3-6F to physical attack/projectile invincibility
M Cannon Spike:
 Added hurt and throwable boxes to 1F-2F
 Changed 3-6F to physical attack/projectile invincibility
H Cannon Spike:
 Added hurtbox to 1F-7F
 Added throw invincibility to 1F-7F
EX Cannon Spike:
 Increased juggle potential when used in-air combo
Cannon Strike (including V-Trigger):
 Increased CA meter gain on-hit and block
M Cannon Strike:
 Reduced block stun by 1F
EX Cannon Strike:
 Increased damage from 60 to 80
 Changed position of hitbox during animation
 Shrunk hitbox during animation
 Expanded hurtbox during animation
 Changed landing recovery during animation from 9F to 13F
Hooligan Combination to Cannon Strike:
 Increased CA meter gain on-hit and block
 Increased block stun by 2F
Hooligan Combination to EX Cannon Strike:
 Increased damage from 60 to 80
 Changed hitbox position during animation
 Shrunk hitbox during animation
 Expanded hurtbox during animation
 Changed landing recovery during animation from 9F to 13F
EX Hooligan Combination to Cannon Strike (including V-Trigger):
 Fixed bug that when activating EX Hooligan Combination by cancelling out of Lift Combination, link attack Cannon Strike (V-Trigger) was not registered as a counter even after hitbox appears
Laser Edge Slicer:
 Increased CA meter gain on-hit and block
Fatal Leg Slicer:
 Increased stun damage from 200 to 250
 Increased CA meter gain on-hit and block
 Changed duration of hitbox from 4F to 2F
Cross Scissors Pressure:
 Reduced recovery after hit by 2F
 Increased stun damage from 200 to 250
 Increased CA meter gain on-hit and block
 Changed duration of hitbox from 4F to 2F
L Spiral Arrow
 Increased recovery on whiff by 3F
 Reduced damage from 80 to 70
 Increased juggle potential when used for air combos
 Adjusted floating on-hit
M Spiral Arrow:
 Reduced damage from 90 to 80
 Increased juggle potential when used for air combos
 Adjusted advantage to match that of H Spiral Arrow
H Spiral Arrow:
 Increased recovery on-hit by 1F
 Increased juggle potential when used for air combos
EX Spiral Arrow:
 Increased damage from 120 to 140
 Increased juggle potential when used for air combos
 Changed projectile invincibility during animation from 3F-15F to 1F-15F

Edit: lol didnt see Sun’s post before mine.

Hm. So vskill is always grounded? That’s kinda unfortunate but I guess it’s not that big of a deal. I had some anti-nash stuff that depended on that.

Overall I’m actually happy with this

Standing HP:
 Changed advantage on-hit when cancelling into V-Trigger from +11F to +9F

I’m not sure what the point of this was. It makes no difference to any move we use or am I missing something?

Jumping MK:
 Somewhat expanded hitbox in upward direction

It wasn’t already too high?

V Skill - Axel Spin Knuckle:
 Changed all boxes during animation to be on the ground

I guess we can’t read a low attack and hop over anymore?

H Cannon Spike:
 Added hurtbox to 1F-7F
 Added throw invincibility to 1F-7F

So the one we used to stop people mashing cr mk - fireball strings is the one we get to use for in your face throws? I think lk and hk properties should have been swapped.

EX Cannon Spike:
 Increased juggle potential when used in-air combo

We may finally have a use for EX CS now. I wonder if it still whiffs in standing combos?

Hooligan Combination to Cannon Strike:
 Increased CA meter gain on-hit and block
 Increased block stun by 2F

I guess they want us to use this as the new dive kick since it will be more plus now, but be easier to react too and punish.

Fatal Leg Slicer:
 Increased stun damage from 200 to 250
 Increased CA meter gain on-hit and block
 Changed duration of hitbox from 4F to 2F

Um I think they mean fatal leg twister and this is grab, so why are they saying block. If active frames were reduced to 2f that sucks. It was already hard to reach people with this move as it was.

L Spiral Arrow
 Increased recovery on whiff by 3F

That means no more raw lk spiral arrow on round start. The damage reduction on all arrows is ridiculous. They already did terrible damage as is with massive risk on block.

H Spiral Arrow:
 Increased recovery on-hit by 1F

Wait. Does this mean she can’t meaty a 3 frame move if she dashes forward after now? Why did they mess with this?

So damage reductions across the board, added recovery frames to most moves, lose of invincibility, less viable grabs and in return we get 50 extra stun on two moves and +1 frame advantage on two moves. I’ll reserve judgement for now, but no one really has to fear her grab, and therefore shimmy, so I see this being so much harder to open someone up and get any significant damage with her.

S2 seems very focused on building white damage. So with the reduced push back on her normals were gonna be able to threaten the throw more.

Cammy lives

Sad about her st.mp getting expanded hurtboxes; it was great at stuffing buttons in footsies :frowning:

Yeah I didn’t think about the potential of being able to build it up more now, but as soon as I block Bison’s F+Hp or Gief’s charge punch I’m going to want to cry.