SF4 Dash Cammy buffs wishlist

I don’t think it’d be too strong if she could also grab crouchers since the opponent can still hit her out of hooligan or back dash away.
Unlike Akuma and Gouken, she doesn’t have attacks out of hooligan to stuff opponents’ moves.

Even so, if she had a good overhead out hooligan, then I’d be okay with her throw not grabbing crouched opponents.

I’m not sure what to do about her normals, except that I would like to see a normal that advanced her forward a little bit like Dudley’s f+MK or f+HP in 3S.

Aside from that, it would be interesting if they made SBF only slightly faster, but allow Cammy to safely cancel it after about mid-way through the hop or if you could hooligan behind the opponent and then safely cancel to drop behind them.

I’m not sure how either of those would work out, but it’d be interesting.

You know what would be stupid/badass/awesome/pointless?

If Cammy had a SPD.

Nice. I know a ton of people from Riverside. I went to high school in Redlands, though I live out in Santa Monica now. But I still go back to Redlands a lot to visit the folks. :slight_smile:

You should let me know if you guys meet up, Seiku. Maybe we can have a SoCal Cammy meet. Hahaha!

  • James

Make far standing HK reach farther, work as a far anti-air, and cancel-able. She seriously needs a good poke. Okay, maybe not cancel-able, but farther / faster would be nice. If not far HK, far MK. Or crouch MK. Maybe make LK SA slightly safer too.

There’s one problem I see with making SA armor break. The minute Cammy get’s a knock-down, she can win. Maybe not make it an armor break, but have EX hit twice from all distances or something. Some kind of cross-up would be nice, but she already has some insane pressure game, a cross-up (that’s good) might give her too much of an edge against cross-up vulnerable characters (Viper, Abel, Chun) as it basically get’s you in for almost free.

I really feel like they need to watch what they do with Cammy, because they really could make her broken pretty easy.

In SF2THD Remix, her hooligan grab is her equiv version of SPD. There are so many ways to set up for her hooligan grabs in HD Remix, kinda make me whenever I think about her hooligan grab in SF4…

Hey James, I am practically your neighbor. I live 2 mins away from Santa Monica Airport… Let me know when you guys wanna do a SoCal Cammy get-together…

A hip check…

that’s my wish.

As mentioned, Spin knuckle is completely useless. Some change to that would be good.

I noticed that a lot of us have common sentiments on what can be improved. Hope capcom is reading this forum (and I think there’s a good chance that they are).

Nice point! This is notable and I agree. Since her moves are quite unique in nature (i.e. hooligan, strikes, sbf), I think that it could be easy to make her broken since it may be a bit harder to check the long-term ramifications of any improvements for those moves.

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
**
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
**
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.
**
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.
**
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
*
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
**
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
**
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.
**
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

IMO Cammy is already awesome. She and Seth (and maybe Gen?) are really good and deep enough to have been arcade characters. If you think her special moves really need to be buffed then you aren’t using the tools she already has.

She’s got fast walking speed even if her pokes aren’t as good as CvS2
Does good damage, especially with meter
Her special moves suck except for Cannon Strike. So just use cannon strike
Awesome ultra that goes through fireballs and punishes a shitload of things
Rufus style mixups with the instant air divekicks

Why are we buffing so many of her moves, giving them each a purpose, when she’s already proved to be a pretty damn good character? She is well balanced as is. She only has one REALLY bad matchup, Zangief.

So maybe the only buff she needs is something simple like making Zangief unable to punish the LK cannon spike or something like that, or we could give her the safer LK drills. I honestly don’t think she needs anything else.

Cammy can’t do anything against turtley characters, period. She needs a good way to pressure them. You’d think dive kick would work well but it’s unsafe if it’s blocked too high and a lot of characters c.HP just flat out beat it if you do it too late and trade at best.

Now that I think about it, just buffing Cammy’s footsie game would be enough to help her deal with most of her problems. Safer Spiral Arrow and faster SBF would be nice, but Cammy needs to be able to control the area a few feet in front of her a little better.

She can’t do ANYTHING against turtley characters? You mean she has multiple 0-10 matchups?

She has Rufus-style mixups…throws beat blocking, instant air EX dives will beat anything that techs/avoids a throw. Cammy owns “turtly characters” when she gets close, if anything she might have trouble with overaggressive DP characters, but she can deal with those too.

I see it now guys, live stream of a ton of cammy mirrors. Well guys, I’m down for this any weekend. I even have a monitor I could bring. :smiley: Maybe 2 weeks after west coast warzone? We could do my place, but I might be the farthest person from everyone else… Probably a southernish Los Angeles would be a good location. Then again I used to drive to northridge just for a 1 day table tennis tournament…

Oh, sorry. I forgot we’re in super-literal land. :sad:

(Your) jackassery aside, yes, she’s got a crazy game up close, but 1. her dive kick isn’t as safe as Rufus’s and 2. her dive kick doesn’t cross up like Rufus’s. What’s more, the biggest problem Cammy has against defensive players is that she has trouble approaching the smart ones. Hooligan is no good because c.lp spam is enough to beat it. Spiral Arrow might be somewhat useful in getting kinda close, but it loses to fireballs, can’t be used to approach as easily as scissor kicks/tiger knee/etc because of its unsafeness, and doesn’t recover instantly on whiff like blanka ball/tatsu. If she tries to jump/dive kick in, she can easily be DP’d/c.HP’d away. Yeah, she has options, but she has to work a lot more than some of the other characters to even get in the position to be able to use those options.

I love playing Cammy, but it is undeniably tough to hurt a good Honda or Guile, let alone beat one.

EDIT: I want to make clear that when I say Hooligan is useless, I mean it’s useless as an approach. If you know how to set it up properly, Hooligan traps are amazing. Just wanted to say that because it seems like most people in this topic complaining about Hooligan don’t know about H-traps.

If you gave Cammy’s Cannon Strike overhead properties, it would make her broken. Instant Cannon Strike into BnB.

Edit: Unless they made it so only a certain height it gives it overhead properties.

And its a much harder input compared to Rufus’ divekick.

agree, campers are too painfully to face compared to other characters, need something to fix that

you can do things vs. turtlers. Put more effort into gettin around it, vs. just giving up. her dive kick may not be as safe as rufus’s, but her spike is what turns it around.

who said anything about giving up? i’m sticking with cammy.

“Yeah, she has options, but she has to work a lot more than some of the other characters to even get in the position to be able to use those options.”

I’m just saying it would be nice for it to be easier for Cammy to space and approach. You know, to be buffed. Cuz this is a topic about buffs wishlists.

A small thing I would like to see changed is the first hit of her Ultra/Super needing to be blocked low, like Sakura’s. Not really a big deal but if the spiral arrow is blocked low they should be to.