Yeah, the biggest thing that kills me about some of the balancing concepts with the lowest tiers is that they really “shook the marbles up” a lot regarding the fundamentals of how they played. In fairness, I never really played Cammy in ST much, but I can definitely understand how you?d be used to her previous playstyle. I do like the new command motions for her in particular (mostly because overlapping commands suck, and the fact that unlike so many other move changes, nothing was done to nerf these to keep them “balanced”). I love the speed of her new Drill, but the loss of the priority in front really sucks in footsie games where you can have your opponent feeling safe out of your crouching forward range. (Of course, now that Hooligans are easier, you have that option too.)
I think, as you do, that the Spin Knuckle wasn’t buffed quite enough. Never really had a problem building meter with her though…perhaps some blend of ranges from O.Cammy’s jab version (not totally neutral, but shorter than currently at least), N/R.Cammy’s great fierce range, and a halfway point for strong? Would be simple enough to implement, relatively speaking. If the damned thing could just get over Ken’s and Chun’s fireballs a little easier, was just a little faster (like Hawk’s dives though, not too much, like six frames tops), and most importantly, was a bit harder to sweep before her hitting frames go active…yummy. Of course, the way I play Cammy is really aggressive, so I can understand wanting to have a version that could end in a good string from a neutral position.
Her normals?well, there?s the option to give her diagonal jumping strong back those few pixels at the bottom, since Dhalsim can now punish her much easier after a blocked Cannon Spike. If it doesn?t happen, oh well?but having those pixels back would be helpful against a few other opponents, like Guile or sweep-happy Blankas or even Hondas. (And I?m still for Dhalsim getting the easier motion for his super as a better counter option for him, but I digress.)
More to what you said though, Cammy could use like one more good mid-height poke similar to Chun?s standing strong, or Fei?s shake-hands. Wouldn?t have to even be as fast or as high-priority as those; just start with a move she rarely uses, like standing roundhouse. Shave her blue hitbox back like two, maybe three pixels at her foot (from the four frames where her farthest active hitbox comes out) so that she would have a better chance of beating moves that kill her like lunging HHS or headbutts, and even some of Claw?s pokes. It should be JUST ENOUGH to beat a move like Honda?s headbutt with almost no margin for error, so that if you?re late at all he still gets a favorable trade. This alone would open up Cammy?s game immensely, but a TON of things could still beat it. At least you?d make the Hondas and Claws of the world have to work for it a little bit more.
And nah man, you rant as much as you want =P You?re really good at being analytical and have a great perspective as a designer, so your ?rants? are pretty informative.
Yeah, I like your thinking on the sound effect for both dives being the same. They have the same hitboxes and speed once he actually takes off at you?though this is definitely one of those things we?d just never know without some good playtesting.
I actually had the same idea as you regarding lowering Hawk?s hitbox to the floor on the startup of Rising Hawk, as this could definitely help him versus Guile and Claw. Anyone else willing to play footsie with Hawk should already be at a range where it shouldn?t matter anyway. The only thing is?I think it might actually be a little too good against Guile. Sure, he shouldn?t be blocking your HDR dive anyway, but it does happen, and your ground pokes already beat his. If you could just thump his forward and roundhouse attempts immediately afterward every time he threw it out, he?d be a goner since it would be so much easier to stay in on him. Hell, I?d risk spamming the move in his face all day, because it neutralizes half of Guile?s options and risks a very favorable knockdown position for you. You connect even once, and it?s potentially curtains for Guile. If I?m missing something here, feel free to enlighten me gridman
But yeah, I?m biased towards the two dives for the potential for more mixups and fun (as well as a real tool against a few key characters, like Honda and Boxer).
To compensate, I?d give him two more tweaks (besides fixing any bugs he currently has).
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Give the slide portion of his recovery hitboxes that actually match his body. Check out images #3 and #7; they?re the same boxes, but shifted up and back slightly in the later image. This allows Hawk to be kept out by ANYTHING on the ground. Jab mashes, sweeps, specials, supers?you name it. If, however, both sets were at the same position that they were in #3, you could slide in just short, and if your opponent was just jamming on jab, and they didn’t catch you…you?d be in. You?d be able to punish them for being brain-dead for a second, which is exactly as it should be. It would even clear under a few moves like DeeJay?s upkicks, which Hawk could really use?and the beauty is that any other mid-height or ground move, at all, would still keep him out. (The first part of Claw?s flipkick could still catch him though; you can?t win them all, heh.)
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Give him back the range he had as N.Hawk on standing roundhouse. It was wonderful for punishing some moves, and keeping some pressure on from a distance. To keep it fair, extend the blue hitbox at his feet the same distance as the red hitbox while it’s online so that he would be just as sweepable as before. (This would also still give you a reason to use standing fierce, considering.)
Hawk wouldn’t be as 100% solid on the inside as he was in ST, since he’d still have the whiff and no more active grab frames. But he would have more things to keep the opponent guessing, better pressure tools, and a few more sneaky ways inside…and since he’s still damned scary once he’s there, it would make for a great (but not stupid) T.Hawk. Now, if it were realistic to give him the Condor Spire, well sure…but good luck with that.
I know I type here a lot, but I really am passionate about the long-term longevity of this game and how it could be improved. (That, and I?m recovering from minor surgery, goodbye deviated septum!) The game is great, but the best part about any game is that it brings us together. What Jiggly said earlier really was spot-on. I?m always looking forward to the ideas you all have, and that we together can work toward.