Regulation Type = Fix
Spoiler
Spoiler
Fix
Standing MP to Hit 2.3 Grid Tiles [currently about 1.9] away from Standing Cammy’s front foot to Standing Ryu’s front foot.
Support
Possibly do to the fact that Cammy was designed to have Fast Walk Speed and surprising Special Attacks, her Medium Punches were designed to be very short. If this is true then it is because of the fact that Cammy’s Medium Punches are very short that her Standing MP was designed to be able to Link into Standing HP or any Normal Attack excluding Forward HK after a Counter Hit, and her Crouching MP was designed to be able to Link into Standing HP after a Counter Hit. Thus her Medium Punches were designed to be very strong in Combo Damage potential because they were designed to be very short.
So why specifically?
Spoiler
Reason #1
Standing LP Hits about 1.8 Grid Tiles away from Standing Cammy’s front foot to Standing Ryu’s front foot. Standing MP Hits about 1.9 Grid Tiles away from Standing Cammy’s front foot to Standing Ryu’s front foot. There is no legitimate reason that Cammy’s Standing MP has virtually the same Hit Lenth as her Standing LP.
Reason #2
Crouching MP would be half a Grid Tile longer and 1 Start-up Frame faster than Standing MP do to the fact that Crouching MP has less Combo-ability and less Damaging Combo Potential than Standing MP. Standing LP would be half a Grid Tile shorter than Standing MP because Standing LP is a Light Punch.
Spoiler
Fix
Standing MP to receive a decrease in Pushback On Hit by -1.6 Grid Tiles, Crouching MP to receive a decrease in Pushback On Hit by -?.? Grid Tiles and Crouching MP to receive a decrease in Pushback On Block by -?.? Grid Tiles so that Crouching MK always connects after Standing MP or Crouching MP has Hit from it’s furthest Attack Range.
Support
Hit Confirmable Attacks are Normal or Special Attacks that have enough Hit Stun so that the Human Player who lands a Hit on the opponent has enough time to visually comprehend that he/she has indeed Hit the opponent and can now administer another Attack that will Hit in time to make the multiple Hits count as a Combo. Standing MP and Crouching MP are Cammy’s central Hit Confirmable Normal Attacks as well as the Normal Attacks to be executed when seeking Cammy’s Practical Highest Damaging Punish Combos and Neutral/Footsie Links.
So why specifically?
Spoiler
Reason #1
It is imperative that Cammy’s Hit Confirmable Normal Attacks [Standing MP and Crouching MP] always connect into another eligible Attack after she has successfully landed a Hit using them do to the fact that her Hit Confirmable Normal Attacks are designed to be very short. This means Cammy’s trip to get in using a Medium Punch is a harsh one. Therefore it is important that after she gets in and lands a Hit using either of her Medium Punches, her following Normal Attacks [i.e Crouching MK] connect.
Reason #2
Cammy does not rely on Raw Special Attacks. Neither does she rely Special Attacks above Normal Attacks.
- Cammy does not have a Projectile that she Cancels into after a Blocked Poke.
- Cammy’s Hooligan Combination is a risk Special Attack that is susceptible to Anti-airs.
- Cammy’s Cannon Strike is a risk Special Attack that is susceptible to Anti-airs.
- Cammy’s Spiral Arrow is roboticly Safe when used at a specific distance in between about 1 Grid Tile and according to Capcom’s "SFV: Cammy Official Character Guide/https://m.youtube.com/watch?v=WpDApwJz7bk and in quotation at time 7:54, “Cammy’s good up close and at medium range but the further you move out, the worst it gets for her. Since the only thing she has to reach far opponents is Cannon Spiral [Spiral Arrow actually]. If the opponents is full screen, there’s not much she can do about it since she doesn’t have a projectile”.
- Cammy’s V-Skill (Axel Spin Knuckle) appears to be used as a guess against Projectiles when playing hands on or when comparing it’s Start-up Speed to Human Reaction speeds. My reaction speed is about 25 Frames average. Axel Spin Knuckle [36 Start-up Frames] + My Time To React [25 Start-up Frames] = 51 Start-up Frames vs Ryu’s Hadouken [14 Start-up Frames + 32 Recovery Frames = 46 Total Frames] = I was 5 Frames too late with my reaction to a telegraphed Projectile in the Training room, only to be punished by a Light Attack, Medium Attack, Uppercut, Super and ect. Cammy’s V-Skill is a guess and risk technique comparable to a Parry.
- Cammy’s Cannon Spike is an Uppercut [or Invincible Wake-Up/DP susceptible to Crush Counter] preferably used as an Anti-air.
Spoiler
Fix
Crouching MK to have 6 Start-up Frames [currently 7].
Support
Possibly do to the fact that Standing MP Links into Standing HP or any Normal Attack excluding Forward HK after a Counter Hit, and Crouching MP Links into Standing HP after a Counter Hit, Cammy’s Medium Punches are designed to be very short. This implies that Cammy must use another tool to get in. As a result, it is imperative that Cammy’s Medium Kicks be great Normal Attacks.
So why specifically?
Spoiler
Reason #1
According to Capcom’s “SFV: Character Introduction Series - Cammy”/https://m.youtube.com/watch?v=FBpVkybf8-E and in quotations at time 1:45, “With no fireball or command grab to speed with, Cammy is all about smothering her opponent and fishing for counter hits”. Even with said suggestions Cammy is not the Fighter with the Base Fastest Crouching MK.
- Cr.MK = 06 Start-up Frames + Projectiles [Chun-Li]
- Cr.MK = 06 Start-up Frames + Projectiles [Ken]
- Cr.MK = 06 Start-up Frames + __________ [Karin]
- Cr.MK = 06 Start-up Frames + Projectiles [Rashid]
- Cr.MK = 06 Start-up Frames + Projectiles [Ryu]
- Cr.MK = 07 Start-up Frames + __________ [Cammy]
- Cr.MK = 07 Start-up Frames + Projectiles [Dhalsim]
- Cr.MK = 07 Start-up Frames + Projectiles [F.A.N.G]
- Cr.MK = 07 Start-up Frames + Projectiles + Command Grab [Laura]
- Cr.MK = 07 Start-up Frames + Projectile [M.Bison]
- Cr.MK = 07 Start-up Frames + Projectiles + Command Grab [R.Mika]
- Cr.MK = 07 Start-up Frames + Projectiles + Command Grab [Vega]
- Cr.MK = 08 Start-up Frames + Command Grab [Alex]
- Cr.MK = 08 Start-up Frames + Projectiles [Nash]
- Cr.MK = 08 Start-up Frames + Projectiles + Command Grab [Necalli]
- Cr.MK = 08 Start-up Frames + Command Grab [Zangief]
- Cr.MK = 10 Start-up Frames + Projectiles + Command Grab [Birdie]
Reason #2
Cammy does not rely on Raw Special Attacks. Neither does she rely Special Attacks above Normal Attacks.
- Cammy does not have a Projectile that she Cancels into after a Blocked Poke.
- Cammy’s Hooligan Combination is a risk Special Attack that is susceptible to Anti-airs.
- Cammy’s Cannon Strike is a risk Special Attack that is susceptible to Anti-airs.
- Cammy’s Spiral Arrow is roboticly Safe when used at a specific distance in between about 1 Grid Tile and according to Capcom’s "SFV: Cammy Official Character Guide/https://m.youtube.com/watch?v=WpDApwJz7bk and in quotation at time 7:54, “Cammy’s good up close and at medium range but the further you move out, the worst it gets for her. Since the only thing she has to reach far opponents is Cannon Spiral [Spiral Arrow actually]. If the opponents is full screen, there’s not much she can do about it since she doesn’t have a projectile”.
- Cammy’s V-Skill (Axel Spin Knuckle) appears to be used as a guess against Projectiles when playing hands on or when comparing it’s Start-up Speed to Human Reaction speeds. My reaction speed is about 25 Frames average. Axel Spin Knuckle [36 Start-up Frames] + My Time To React [25 Start-up Frames] = 51 Start-up Frames vs Ryu’s Hadouken [14 Start-up Frames + 32 Recovery Frames = 46 Total Frames] = I was 5 Frames too late with my reaction to a telegraphed Projectile in the Training room, only to be punished by a Light Attack, Medium Attack, Uppercut, Super and ect. Cammy’s V-Skill is a guess and risk technique comparable to a Parry.
- Cammy’s Cannon Spike is an Uppercut [or Invincible Wake-Up/DP susceptible to Crush Counter] preferably used as an Anti-air.
[details=Spoiler]Fix
Standing MK to have 8 Start-up Frames [currently 9].
Support
Possibly do to the fact that Standing MP Links into Standing HP or any Normal Attack excluding Forward HK after a Counter Hit, and Crouching MP Links into Standing HP after a Counter Hit, Cammy’s Medium Punches are designed to be very short. This implies that Cammy must use another tool to get in. As a result, it is imperative that Cammy’s Medium Kicks be great Normal Attacks.
So why specifically?
[details=Spoiler]Reason #1
• Crouching HP has 9 Start-up Frames, deals 90 Damage, is Cancelable into Super and Hits about 7.9 Grid Tiles away from Standing Cammy’s front foot to Standing Ryu’s front foot.
• Standing MK has 9 Start-up Frames, deals 60 Damage, is Cancelable into Nothing and Hits about 8 Grid Tiles away from Standing Cammy’s front foot to Standing Ryu’s front foot.
- At the moment Crouching HP renders Standing MK useless.
Reason #2
In questioning a Standing MK with about a 8 Grid Tile Hit Range having 8 Start-up Frames, Karin, who has no Projectiles or Command Grabs and is built to be unpredictable just like Cammy, has a Standing MK with about a 8.4 Grid Tile Hit Range and 7 Start-up Frames.
Reason #3
Crouching MK would be the shortest and weakest but fastest Normal Poke and Cancelable into all Specials and Super. Standing MK would be weaker but faster than Crouching HP, the longest Normal Poke and Uncancelablelable. Crouching HP would be the slowest but most Damaging Normal Poke and Cancelable into Super.
Reason #4
Cammy does not rely on Raw Special Attacks. Neither does she rely Special Attacks above Normal Attacks.
- Cammy does not have a Projectile that she Cancels into after a Blocked Poke.
- Cammy’s Hooligan Combination is a risk Special Attack that is susceptible to Anti-airs.
- Cammy’s Cannon Strike is a risk Special Attack that is susceptible to Anti-airs.
- Cammy’s Spiral Arrow is roboticly Safe when used at a specific distance in between about 1 Grid Tile and according to Capcom’s "SFV: Cammy Official Character Guide/https://m.youtube.com/watch?v=WpDApwJz7bk and in quotation at time 7:54, “Cammy’s good up close and at medium range but the further you move out, the worst it gets for her. Since the only thing she has to reach far opponents is Cannon Spiral [Spiral Arrow actually]. If the opponents is full screen, there’s not much she can do about it since she doesn’t have a projectile”.
- Cammy’s V-Skill (Axel Spin Knuckle) appears to be used as a guess against Projectiles when playing hands on or when comparing it’s Start-up Speed to Human Reaction speeds. My reaction speed is about 25 Frames average. Axel Spin Knuckle [36 Start-up Frames] + My Time To React [25 Start-up Frames] = 51 Start-up Frames vs Ryu’s Hadouken [14 Start-up Frames + 32 Recovery Frames = 46 Total Frames] = I was 5 Frames too late with my reaction to a telegraphed Projectile in the Training room, only to be punished by a Light Attack, Medium Attack, Uppercut, Super and ect. Cammy’s V-Skill is a guess and risk technique comparable to a Parry.
- Cammy’s Cannon Spike is an Uppercut [or Invincible Wake-Up/DP susceptible to Crush Counter] preferably used as an Anti-air.
[/details]
Spoiler
Fix
Missing Crush Counter to be Forward HK.
Support
Cammy is missing a Mid-High Hitting Crush Counter [Crush Counter 1]. Standing HK [Crush Counter 2] cannot prevalently be used as a Grounded Crush Counter because it Hits High only and is almost entirely designsed to be used as an Anti-air. Crouching HK [Cammy’s Sweep/Crush Counter 3] is a chance Normal Attack [Unsafe on Block] because it will cause a Hard Knockdown if used as a Counter Hit and is given to most if not all SFV Street Fighters.
So why specifically?
Spoiler
Reason #1
Standing HP is fast [6 Start-up Frames], has a good Hit Lenth [about 5 Grid Tiles away from Standing Cammy’s front foot to Standing Ryu’s front foot] and is suedo Unpunishable [-3 Advantage Frames On Block with about 3 Grid Tiles Pushback on Block]. This Poke should not become a Crush Counter because it would be susceptible to being abused do to how good a Normal Attack it is and would be too strong/unfair.
Reason #2
Standing HK [Crush Counter 2] is an acceptable Cruch Counter that Hits High only and is used prevalently/practically as an Anti-air.
Reason #3
Crouching HP as a Crush Counter would leave the opponent too far for Cammy to Punish using a technique other than Dash Forward to Light Punch and would be an insubstantial Punish for Cammy. Standing HK already does this when used as a Grounded Poke [impractical] but has it’s uses as an Anti-air.
Reason #4
Crouching HK or Cammy’s Sweep [Crush Counter 3] is a universal Crush Counter regularly given to SFV Street Fighters and is Unsafe on Block because it will cause a Hard Knockdown if used as a Counter Hit.
Reason #5
Forward HK is slow [12 Start-up Frames] but it does move Cammy forward [key reason] and can be used as a surprise Normal Attack solely backed by pressure.
Conclusion: Calculated repairs to SFV’s Cammy.
[/details]
Regulation Type = Buff [Priority Ordered]
Spoiler
Buff Priority [Need = 100%]
Spiral Arrow
Support
So why specifically?
Spoiler
Here
Spoiler
Buff [Need = 100%]
Standing LK to Hit 3 Grid Tiles (currently about 2.2) away from Standing Cammy’s front foot to Standing Ryu’s front foot.
Support
So why specifically?
Spoiler
Here
Spoiler
Buff [Need = 100%]
Airbourne Forward HK
Support
So why specifically?
Spoiler
Here
Spoiler
Buff [Need = 99.9%]
Hooligan Combination
Support
So why specifically?
Spoiler
Here
Scrapped Buff’s [Sensible + Ridiculous]