I hope to sum up all Cammy’s needs in one post…
Video that I made about this topic: [media=youtube]iSXmlOsh3Og[/media]
This is basically everything that I can come up with for Cammy to be able do well in high level competitions. I just tried sum it up at once. Feel free to make any objections to any of what have put down here and say in the video with a reason why disagree. I made this just to get this stuff off my chest. I put as much thought into this as I could.
**Jumping Normals
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When jumping neutral (straight up and down) She has access to attacks that only seem to be good for knocking the opponents out of the air and not for attacking opponents who are already on the ground as is the case with most other characters. A suggestion to make these moves more useful is to allow Cammy to have access to the attacks that she as has when she jumps back and forth when she jumps neutral by holding down on the controller and pressing the attack button
Her directional jumping Short (LK) needs more hit boxes behind her to make it a more viable crossup
Special Moves
Axel Spin Knuckle: Once again its just too slow (36 to 39 frames of startup) and it needs a Major Boost if this move is to be useful for countering Fireballs. Id have to say it needs to be about 23-25 frames of startup to give it a similar usefulness like Chun-Li’s Hazan Shu
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Sprial Arrow**: This is just too risky use out side of a combo. The move just has too much recovery and its too hard to determine the best distance to use it from. In Capcom vs SNK 2 she was able to use this move as a safe long distance sweep as long as it hit in the latter active hit frames. So maybe it should be somewhat like the CvS2 version so she would be able to have some block pressure. Should also be the new Armor Breaker move instead of Spin Knuckle
Ex version of Sprial Arrow is too weak in power when using it to counter a fireball because Cammy usually will hit the opponent for a mere 60 damage. A good change would be to make it have the exact hitting properties as the forward version (1 hit = 120+ damage) combined with the range of the roundhouse version.
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Cannon Spike**: This move MUST be adjusted to have additional throw invincibility frames after the full body invincibilty frames have run out. Cammy is the ONLY character in SF4 that has a Shoryuken style move that does not have this.
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Hooligan Combination**: Normal and EX verisons seem to be fairly useful as it is. No changes needed
*Laser Slicer *: Rarely used move with no real use outside of far away punishing a move with long recovery. No changes needed that can I come up with.
Fatal Leg Twister : Needs to be able to grab crouching opponents to help establish ground game and attack people who only just block low
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Cross Scissors Pressure: A very useful move that grabs opponents who try to jump away from the Hooligan Combination. But if combined with the changed Fatal Lag Twister, this move could make the Hooligan Combination a little too strong so to compensate, this move could be omitted
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Cannon Strike*: Normal version is fine for extended pressure as long as Cammy hits at the opponents waist area (Universal dive kick rule). Because of its attribute that allows it to be used at any aerial point of Cammy’s forward jump it can be used for throw mixups. EX version induces more hit and block stun, can be done from a backward or neutral jump and is a good move for inflicting major health and stun damage in combos. No changes need
Spin Drive Smasher (Super): Very good damage and versatility for punishment situations. No changes needed
Gyro Drive Smasher (Ultra): Very good damage and versatility for punishment situations. No changes needed
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Ground Level Normal attacks (ground pokes)**
Overall, I would find Cammy’s ground pokes to be somewhat below average or average where as in other games they were always a strong asset of hers since she doesn’t have a fireball and it really hurts her in this current version of SF4 when combined with her lack of good special moves outside of combos because she is unable be much of a threat to those who just Block low most of the time.
These ideas are for helping Cammy establish a better ground game and setting up the Hooligan Combination and ways to counter those who become wary of the Hooligan and would want to get away from it.
All versions of Jab and Short (LP or LK) needs to have 2 frames cut off its recovery to help Cammy put together a decent block string.
Standing close LP and LK have a tendency to miss certain characters sometimes. It needs a bigger hitbox to prevent that occurrence.
Crouching and Strong (MP) and Forward (MK) needs to have 1 frame taken off both the startup and recovery to further make use of the powered up LPs and LKs.
Standing Forward (MK) Fierce (HP) and Roundhouse (HK) need adjusted hitboxs to allow better poking from further range.
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Anything else that I have left out probably means that I am fine with it and any shortcomings for the unmentioned move or attack could probably be balanced out with some other move’s usefulness**
While I do not expect all of these suggested changes for Cammy to be enacted upon the release of the next version of Street Fighter 4. I hope that most of them would be used to help make Cammy at her most capable for winning in the highest level competitions without any sign of over dominance