I totally agree with this and it is one of the reasons why I stopped playing sf4.
I really didnât like that I had to guess correctly between 3 different tech timings to frame trap crouchtech (fast, regular, or delayed) and that even then I still had to also guess correctly on 3 different frame trap timings for hitting stand tech (much easier since you could hit them low, but I digress, that was rare) and then I also had to guess if they were going to reversal or jump away (yep, I actually had people jumping out of my throw attempts on occasion. It wasnât a usual thing but it did happen occasionally) it all just made sf4 feel like out and out work to me.
And to top it all off, at the time there was no way outside of playing people, to practice the timing to hit something such as delayed crouchtech.
You couldnât easily set it up in training mode so you had to have someone be your dummy for awhile⌠Never met anyone willing to do that for decent periods of time (I would have reciprocated of course) but lol funnily enough the 4 players that I found that were the best at frame trapping delayed crouch tech consistently all had had live in brothers that also played the game at high levels⌠Doesnât take a genius to figure out part of their training regiment or why they had an unfair advantage at the time (and yes I know about the new t-mode way to practice against crouch tech)
The point still stands that it as a BASIC mechanic was extremely overpowered at an intermediate level of play and made the game exceptionally boring if you didnât use a divekick/srk fadc character who could frame trap very easily with those moves.
My solution was I quit the game. Good riddance to crouch teching and shit netplay. Now I play SG as my main gameâŚ,SOOOOOO much better. When I throw people they get thrown unless they guessed right. If they teched and I went low I win 99.9% of the time. If I went for throw and they blocked low, then I usually still throw them.
I feel like the choices I make actual,y matter and that because of that I can actually learn and that my losses are earned and so are my wins.
But Iâve been playing that game for over 3 years and Iâm ready to share my time with it with another game so thatâs why sf5 (amongst other fighting games) is being given a shot by me.
Also, I just realised this is off topic. Sorry. Wonât happen again (canât believe I posted in the cammy thread.)
How safe/unsafe are her Cannon Drills? Are we talking like SFIV (unsafe), Super Turbo (Safe from the right range/against the right character) or HD Remix (safe except at point blank range - drill loops!)?
I keep wondering why exactly Cammyâs Cannon Strike is now limited to her forward jump. I was watching some old CvS2 vids and John Choi was making good use her it out of a backwards jump. Yet at the same time, it wasnât exactly as strong there it was in IV.
I think itâs just knee jerk reaction to the strength of dive kicks from SFIV. I was randomly playing SFIV again on PC because I felt like it, and Juri has the same thing where you have to jump forward or straight up to dive kick. It just seems tacked on.
Itâd be nice if you could do non-EX cannon strikeâs jumping back. It is great for baits, catching people hitting buttons or just off guard in general.
Anyone besides me think it is odd she doesnât have an Air Throw in SF5? Could be simply because she wasnât completed yet and will have an Air Throw later down the line.
Iâm curious how many colors each character will have in the end.
of course DLC costumes will come, kinda hoping there is at least 1 costume you can unlock or something.
That second color Blue/white is sick! I use color 6 on the original outfit itâs a deep blue (kinda like Chunâs original)
I like how her eyes change color on the second slot. Hopefully they can take this further with hair color swaps etc.,
I made a red head cammy in SFxTk (not even much of a red head fan) but she looked smokeânâ haha
I hope at least that medium and heavy attacks are safe at range. If youâve played CvS2 Cammy, her rushdown came from playing âoffensive footsiesâ with her strong pokes at mid range. Unlike most other games, rushdown in Street Fighter doesnât have to be point blank.
Regarding safeness:
cr.HK is definitely not, f.HK not at all. cr.HP I donât know, I donât understand what it should be used for.
s/cr.MK are really good.
As there are only ps4 pads on the Japan setups I have been playing only with s/cr.MK and throw.
Cammyâs cr.Fierce and s.RH are her crush counters. I think their could be some good setups to land the cr.Fierce crush counter but not sure what you can link after wards. I know at least with s.RH crush counter you can link Spiral Arrow after wards.
s.HK is cool bc you can anti air with it too. DP is too steep (and requires a motion erf pad) so itâs nice.
BTW cross under dashs are like amazing to anti air in this game.
I noticed at around 1:23 of that first video, Cammy does some pressure strings with fierce, then dashes in to continue pressure. At about 1:25 the fierce hits, but it looks like it caught Ryu jumping. What I notice is that there is significantly less of an air reset when this happens, resulting in Ryu being left in the same pressure situation.
In SF4, he wouldâve flown back about 1/4th of the screen, giving him some breathing room, and spacing opportunities, and a chance to reduce his stun gauge. It seems intentional, but this is the first time Iâve seen it, so I donât know how it works for all the characters. I wonder if there could be strong reset potential when this happens. Like maybe Cammy can cancel the fierce into a hooligan + dive kick for some 50/50 ambiguity upon landing into big damage.