OK, we all know the bad news. Here’s the good news: Cammy is going to have insane new combos and frame traps.
For example:
-Any buff to the recovery of close mp means that on counter hit it can be comboed into ultra (I believe it is just 1 frame short of possible in SSF4).
-cr. lp linking into far hp means that it is at least +7 on hit, which means that Cammy’s new bnb combo is cr lk, cr lp, ANYTHING
-All this frame advantage means Cammy has more time to get airborne on the nerfed cannon strike
-It may be possible to link meaty close mp into ultra
-cr mp might be able to link into itself
-cr mp might hit confirmably link into cannon strike, giving her a better (but still not great) way to hit confirm FADC ultra
-probably lots of other things
I know there is temptation to panic since we all know how good cannon strike is, but since there’s nothing we can do about it, let’s try to find new possibilities with her buffed normals.
Yeah I’m pretty excited. I didn’t use non ex cs a lot outside of meaty wakeup stuff, and that shouldn’t change much with this. Meanwhile if s. mp is getting buffed, omg. Like what +7, +8 on hit? And her jabs getting buffed too? If lp > mp > cr. hk becomes a normal combo, that should be pretty fun for mixup games, and give her some dynamics other than just comboing into SA everytime. And beating throw techs shouldn’t be a problem if she’s getting increased blockstun too, get some nasty counterhit setups now, and should be easier to tick into a throw past one light.
Her “supposed buff on normals” is an illusion. Changing her recovery time on some of her normals does NOT mean they are good now…
What characteristics are required for a normal to be good?
From most important to least important:
Fast startup (pretty obvious why you want this)
Long Active Frames (so you can throw it out there and have your opponents walk into the active frames)
Fast recovery on whiff/block (on hit is not that important).
Most of Cammy’s normals are mediocre because of slow startup and short active frames (except for her light punch/kicks). Even with better “recovery”, it is hard to land a normal if you don’t have tools to set them up with such as low c.strikes.
Let’s say her cr.mk which is currently +1 on hit and -2 on block and let’s say they buffed it so its +3 on hit and even on block, it will always lose to Ryu’s cr.mk because Ryu’s version has 5 startup with 5 active frame and Cammy has 6 startup and only 4 active frames. So if both start the cr.mk at the same time, Ryu WILL always win, so better “recovery” does NOT even have a chance to affect the outcome.
I am quite sadden by the decisions made by Capcom for the AE. I am curious as to what the “MINIMUM HEIGHT” is set to… I hope it does NOT mean jump apex C.Strikes only… Sigh…
That still leaves her with 2/3s of her options, manageable. I plan on walking up and punching them in the face when they try and tech. A trick I constantly fell for against Faux and DBC.
How do you get close now? TKCS isn’t really a substitute for walking…
You can’t walk past footsies… The only thing buffed about her normals was recovery, her normals are still not great for footsies. As it is now, people are atleast of afraid of getting their normals punished on whiff by delayed TKCS. Now they’ll whore them out alot more and still recover in time to react to our jumps with SRK, etc. etc.
one of the main ways i strike my way in, over fireballs, jump early strike, delayed TKCS outside dp range if they c.mk or hk (ryu) i followup with c.lk into Spiral Drill. etc. etc. etc.
not to mention OS. againt sim one of my MAIN teleport punishes are based on tkcs (i hit him by the tip) into OS Spiral Drill. also my beloved OS against Fuerte is no more
delayed TKCS (os corrected spike), combo
strike is important to get in if they put height restriction then its gonna be a problem. unless they buff air strike and make it comboable from any height and also buffed hit box for easier crossup into combo.
The only reason Cammy could maybe do anything footsie wise is because cannon strike is such a threat in all it’s forms it opens up the opponent. This is gonna suck.
I look forward too the changes. I know most don’t but the TKCS was too powerful and too was used way too much.
I do hope she gets a little more buffs then the recovery time decreases on Close and Far Standing Light Punch, Close Standing Medium and Hard Punch & Crouching Light and Medium Punch.
She needs better pokes ch.Mk should get a more priority and a bigger hit box.
As for the bad match ups. Even without Tkcs they are not as bad in Super as in Vanilla.
My main concern is, what exactly is our unmetered mixup? Can someone tell me? We have to waste a bar every time we want to even think about tricking an opponent. I cant throwbait with TKCS and crossup lk/deep hitting lk cannon strike to make them have to block forward when they’re expecting crossup lk. Can we even maintain unmetered pressure? What exactly are my mixup options going to be?
Do we have ANYTHING that isnt a jump in to mixup crouching opponents? I guess she has footsie/throw mixup? A tool every character has ON TOP OF his actual defining characteristics?
Does cammy have any tools or definition as a character anymore? It sounds like once you have a lifelead you can quite literally just chill out hold down back and stop her from whiffing specials for meter(should be easy enough).
I doubt this. I believe that her Standing Far Fierce will now reflect her ST Fierce a lot more and have two hitting phases, the first being with her elbow before the arm stretches all the way out. It’s how it worked in ST and that first phase was Bufferable as well. I’m betting they’re just making it exactly like that, so I think Far Fierce will actually hit SOONER. I doubt the fully extended Fierce will be Bufferable. If it was, it’d actually be really buff.
I actually disagree with that, as stated in my post in the other thread. I think it’s actually pretty good. If the recovery on those moves is faster, I do think she’s gained some distinct advantages up close.
According to Justin, who managed to play the Test Version when he was there for SBO, it’s not that bad. Not apex of your jump. The way he described it sounds like if you did the standard jump into immediate Dive Kick, it still works. You just can’t do it via the QCB, UF + Kick method anymore. So it’s not horrible.
Well, like I said in the other thread, Close Strong and Far Jab having more frame advantage will help a ton. Also, using TKCS as a mixup up close really has become less and less useful to me over time as I keep playing the game. The players that I play against a lot have gotten used to it, so the mileage on it has severely diminished. I’ve been getting a lot more mileage out of straight Frame Traps these days than TKCS tricks (they still work, but only in certain situations, and those situations come up rarely enough that using one bar for it will be worth it, IMO).
The Dive Kick will still be the defining characteristic. But stronger BnBs and better normals up close will help alleviate a lot of the things lost by the removal of TKCS. Landing a Low Jab into Far Stand Fierce into Drill will be really nice, IMO. In fact, if I’m right about the Far Fierce hitting faster to make that Combo work, I’m suspecting maybe she can even do a Frame Trap Counter Hit Close Fierce into FAR Fierce into Drill. Now THAT would be sexy. Wow, I’m salivating just thinking about that!!!
And she doesn’t need to whiff moves for meter in this game. I rarely ever do empty TKCS’s from a screen away, and I find myself always full of meter.