nope nope nope nope NOOOOOO!.. i refuse to believe that anyone, with a level head and the most remote idea of how a fighting game is built and played, would take away the aspect of a character’s cornerstone move that made it viable and basically formed the spine of her playstyle… our killerbee is all about the adamant rushdown (and cats), the high risk and greater reward of having a small british girl in your face breaking the rules of gravity and wrecking shop simultaneously…
i’m still holding out hope that this is just an early testing mishap or a cruel cruel farce… the only alternative i can see is giving her the MvC2 still hooligan/cannonstrike combination that also acts as an overhead… otherwise they better make Charlie top tier and yun and yang suck immensely
And I was thinking about something, if they shorten the range of the 2 hits of the HK Spiral Arrow, won’t it change the timing of the opponent’s wake up? The opponent should wake up ealier if he’s knockdowned earlier.
And will we still be able to punish some moves like Honda’s HP headbutt?
the change is not that they don’t allow tk, it’s that you have to do none ex strike at the top on the jump arc like akuma’s dive kick. that’s why tk strike, low strike don’t work anymore.
I’m sure they won’t change the distance of RH spiral arrow. They’re probably just going to make her 2nd hit’s active hitbox activate earlier, so, yeah, she’ll probably still be able to punish Honda’s HP headbutt.
I’m more interested in what the -next- location test changes will be, as that will solidify the direction they want to take things in (A little more, anyway.)
I’ll live with whatever changes Delta Red may get. As I said, I can endure there not being a non-EX TKCS, and a regular CS done from a decently low jump arc. I really like SFIV Cammy’s playstyle, particularly. It’s more fun than spamming SA all day for chip. If I wanted to do something like that, I’d play Bison, honestly. Even if they did nerf her, I’d still play her. It’d be a waste of time to quit her after almost two years.
This Cammy is much preferred to CVS 2’s “Dial-A-Normal” Cammy for me. Just my two cents.
And who knows? She -could- still be just as good as she is now in SSFIV Arcade, but for different reasons. Or possibly the same if nothing changes.
You know, I gotta say, spin-knuckle ain’t that bad if you’re careful with it. It actually has this mental effect of making people hesitate because of her movement methods. It also does good chip! And more often than not, people just block it. At the very least you get some spacing and make people start looking for it. That can work for or against you, depending.
And actually, I had a thought along the lines of her CVS2 incarnation. What if you could only do Cannon Strike at the apex of her jump, but the descent was like almost instant? That’d be… very interesting, actually.
I don’t know how much more useful it’d be, because I think by the time she reaches her apex, people could react. Still, you’d never have to worry about angling the move right for frame advantage, and you’d get a nasty, beefy combo. Also, you could use it for wake-up pressure still by varying it between LK for real hits, and HK for baiting Dps/attempting cross-ups. It’s be very different to say the least.
I suppose I’m pretty impartial to this at the moment due to it not being official yet, but I will miss it if it’s gone. I like the idea of adding more hitstun so you can combo from a higher CS; I think that’d be okay. j.lk crossup is still boss
Now, if they in fact do take away her ability to CS anywhere but the apex of her jump… I’ll rage pretty hard. Cammy’s my favorite character and I’ll still play her (at least a little) but this change would be pretty dramatic.
The easier normals thing is lololololwut? and I’m confused by what’s meant with the hk SA change.
What can easier normals to combo do? Maybe we won’t have to take a pause to do bnb? Maybe her mediums do not push her as far back making a combo like cl.mp c.mp c.mk hsa an easier combo?
What I puzzled me about this removal of TKCS is why only for Cammy? Rufus’ dive kicks are way more abusive and 10x safer than Cammy’s.
Just look at Jwong or Rickty O’s Rufus, it’s impossible to tech throw against them, every SINGLE dive kick is a 50/50 situation from them and no one complained and just 1 missed block = auto galactic tornado combo with knockdown, rinse and repeat or Ultra1 if metered… Cammy’s dive kicks can be focused, but Rufus’ dive kicks are almost impossible to focus.
If they don’t want players to abuse dive kick shenanigans, then I say remove all instant dive kicks for everyone not just 1 character…
I’ve tried to play some matches (some against Alioune) without attacking with TKCS and I think for the moment it’s not that a bad thing. I realized I actually rarely use it to attack.
And Alioune just told me he never attacks with TKCS because it’s useless.
DING DING DING. This is the main problem. Regular TKCS basically only beats actual throws, soooooo it’s good against a handful of characters and people who don’t know how to OS tech?
Delayed TKCS is imperative to her IV design if they want her to be a good character. It lets something that is pretty damn rare in SF4 - continued offensive pushes - be possible.
Height restriction if they do decide to nerf it better not be bullshit.
The only parts where he uses TKCS to “attack” is in combos, he’ll just use other combos. I can see only maybe one (not even sure) delayed TKCS to attack.