SF4 Dash Cammy buffs wishlist

They do that anyway.

casey_MDK your avatar may be my favorite one yet…lol

I would leave SA the same in terms of its safeness, but i would make it her armor break. Thinking off the top of my head, most if not everyone elses armor break moves them forward and is more like an instant hitting attack. SA already catches opponents dancing from far away by hittin low, and if spaced right is safe, but now it would take care of ppl that Focus dash all the time from a distance.

I wouldnt mind SBF being faster, I do agree with jchensor that it would be kinda cheezy because it leads to ultra, but either A) thats ok(lol), because it would still be a special move that would have to be timed pretty well to hit. or B) make it to where it would have to hit them into the corner to ultra only. That wouldnt be to bad for either side, as it does hit them back some, and would give the opponent some leeway. Rufus would still be a bit more cheezy as his can come from the combo and end with ultra if your in the corner. Cammy’s couldnt be combo’d.

I do agree that some of her normals are a tad meh, but i wont comment either way.

But overheads, or more hooligan options. I’m not really see’ing.

i don’t know why people want hooligan to grab crouching. it can already grab standing and airborne. i’m pretty sure that akuma’s and gouken’s can’t grab airborne and that capcom wanted at least one of the three positions to be safe from grabs. while it is unfortunate that cammy doesn’t have any good answer for db, i think hooligan would be way too powerful if it could grab crouching, standing and airborne.

i’d like to see cannon strike able to crossup even though i still do this just to trick people who don’t know cammy the machup. even if i land on their back side, cannon strike still hits their front.

i’d like to see spiral knuckle be less useless. (faster, more invincible frames)

i’d like to see the ultra complete on falling and otherwise airborne enemies (if sakura can have it, why not cammy)

and i’d like to see some sort of overhead, preferably a command normal.

also have the armour break any other special besides spiral knuckle or hooligan sweep. armour brake had to be able to be done on reaction for it to be useful i can throw it out hoping my opponent is going to focus attack. and even if he does he can release it and hit me out of the spiral knuckle when i land, before i hit. i mean seriously that move does not perform its intended purpose.

Because it really sucks having 90% of your options destroyed by someone holding down/back waiting for you to do something. At least that might have a chance of putting a stop to that. A match that consists of nothing but having to pry the turtle out of his shell is not fun in the least.

In my case a faster sbf, a safer not 100% but better than it is now SA and CS from hooligan is what I would like to see.

If you’re using Hooligan randomly and often, you’re doing it wrong, to be honest. Judging by the easy timing of fthrow into mp Hooligan and CS into hp hooligan, Capcom meant for it to be used as wakeup hijinks and the occasional fireball punish.

EDIT: Besides, even if it could grab crouching, what would stop people from spamming c.jab and beating it out anyway? It’s already the best way to counter Hooligan, and I don’t think that would really change.

If you want to approach downbackers, learn spiral arrow safety distances and learn to pressure with dive kick block strings and tick throws. And EX spiral arrow is great for lp fireball spammers that can recover in time to punish EX hooligan.

In a game where Sagat can do the same amount of damage that Cammy can do in less moves, being “too powerful” wouldn’t really be a problem.

She can grab crouching opponents in HD Remix, and she’s still the worst character in that game on that tier list, so the hooligan being too powerful certainly would not break her game in IV, especially since you can forward-dash to get out of it.

Oh yeah, and Hooligan hitting crouching opponents is the only item on my wish list. Everything else is gravy. :slight_smile:

Well, if they jump akuma can punch or gouken can parry. They can also dive kick, throw and sweep. Cammy doesnt have as many options and thats the issue.

Also, Akuma and Gouken have ambiguous cross ups from their hooligan dive kicks whereas Cammy wouldnt. Fierce travels too low unless maybe they are crouching or waking up. Strong is so slow that it would lose all abiguity. EX is supposed to always travel in front but it sometimes randomly lands behind which i suppose is ambiguous for both players O_o

^for akuma his ex flip palm always whiffs on opponents and his dive kick isn’t an overheard like Gouken’s is.

^Also to whoever said Sagat’s TK is safe is not right it’s only safe if the last hit is the only hit.

Cammy’s CS should be her armor break just not an overhead. SBF should be about ex speed and ex sbf should have less recovery and invincible on start up so it’s a viable wake up getaway option. She doesn’t need to much more in the way of cross-up game she has enough wake-up mix up as is. Also make her ultra finish do some more damage I mean come oonnn you’re breaking their fucking neck and it does a pixel of damage.

ex SBF is invincible on startup

and akumas dive doesnt need to hit overhead cuz his palm does, right?

I say Cammy’s gauntlets should shoot out of her arms like rockets. EX version follows the enemy, has some splash damage, but overall does less. She can only use that move twice per round :smiley:

Oh I didn’t know exSBF was invincible prolly cause I never use it.

I would trade dive kick overhead for palm non over head anyday for akuma BTW.
(I don’t know if you can) but you should be able to do a hit before her ultra like blanka or c. viper with cMK->ultra

well viper can do it by doing a super-jump cancel, blanka’s is just a tight link.

Cammy can do it after a counter-hit c.hp, but nothing else combos into the full ultra except a jump-in like everybody else.

dunno if others agree but i think cammy needs armour buff, its not possible to take that much damage from every character with expecially a ken shoryuken taking away 1/3 of hp. thats ridicolous

dude viper can do cMK->ultra

no super jump cancel

I can even do that shit just only in training mode.

if you ex tkcs you can combo into the ultra, I use this mainly, with the hooligan/back + grab mix up. Land on either side and go for the ex tkcs into ultra. Its one of those times when i think a tkcs has a bit more success upon landing than usual uses. That or if you jump in towards your opponents and do a really late ex strike, sometimes they will try to grab or, crouching counter because they expect you to already land. those are the easiest way’s i know of combo’ing into her ultra, sadly both are based around shenanigans… as always.

shenanigans are what make cammy absolutely fun, though.

I argee with you on the part about her normals, they do need to be better cause they were always a strong suit of hers in past games.

I kinda disagree on the Spin Knuckle part though. Having another way to land the Ultra wouldn’t make her cheesy. She only has about 3 practical ways of landing the Ultra (out of the 9 that I know of) and most of time you will land it off Cannon Spike FADC and punishment situations. I think it having 23-25 frames of startup is reasonable cause it will actually hit punish fire ball users and you can actually get off the Supercancel from it

I think that her Sprial Arrow should be the armor breaker instead.

I mention some stuff about her Spin Knuckle and others in this [media=youtube]iSXmlOsh3Og"[/media]

I hope you guys comment on it and in here.

if they give her a neutral j.rh that isn’t dumb as shit. that would make me happy. :lovin:

To be serious, I agree with everything you said 100%.

I think it would be fun to have a different super, but I guess I like it. I can punish off a cr MK -> SA -> Super for great damage.

Lol you live in Riverside right? I almost feel like I should drive up there so we can go over Cammy strategy! If that ever happens, I’ll buy dinner/lunch!