SSF4 AE Cammy Changes and Discussion

I’m not including the ex versions since we know those are still possible.

TKCS to attack:

0:24
0:39
0:43
1:35

Delayed TKCS:

0:29
1:30

a TKCS is big part of the “sako” combo.

and just like olympian posted…he even uses tkcs to mask his intentions (which i do a shit ton) and uses it for footsies. hell…a delayed tkcs against shotos is a big part of my footsie gameplan. once you get them afraid of sticking out cr.mk…you can approach much easier.

I’m not gonna play Cammy if these changes are made to her and I can’t think of a single alternative to her.

I didn’t check the TKCS because they’re in combos after focus attacks, but 0:29 is not a delayed TKCS and I think neither is 1:30 but I’m not really sure.

0:29 and 1:30 are both at heights that I personally use as a delayed cannon strike.

but let’s take them being delayed out of the question…

the last report was that she could not do non-ex strikes for that height. if that is the case…cammy is ruined.

i’m not going to let it bother me until it has been finalized though.

when you look at the programming perspective. it’s very hard or impossible to just remove tkcs and leave delayed tkcs and ex tkcs along. if they mess with the input code, they might mess up other characters like viper, Sim, Adon too.
the easiest way is not remove it, but change the requirement to perform Cannon strike like it at apex of her jump.
That’s why you can’t even do the low, mid air normal dive kick now.

have you tried to TK makoto’s tsurugi (ax kick)? that shit is too damn difficult. it is much easier to just do an IA tsurugi than TK’ing it.

with that being said…there must be some way to control the individual move’s height restrictions/activations. so a delayed/instant ex-tkcs should still be possible since it is activated with 2 buttons.

edit: the one thing i find funny is this:

can you no longer do the ex-cstrike with qcb, uf +2k? if not, that means cammy cannot have forward movement for a delayed ex-tkcs. :sad:

yeah there have to a way to program it. it’s just harder to do.

The point is none of those are TK , i do jump early canons strike , and only do the tk one fo build meter

but even that is not possible… only strike at the top of jump arch… any other has to be EX strike… :annoy:

That’s not what the japanese wiki says. Where did you read it had to be at the top of the jump arch?

= Cannon Strike
has become impossible to be launched at low altitude ~ mid air. The EX version hasn’t changed.

so basically can someone explain what has been lost from tkcs being removed outside of combos as ex should substitute fine for it

also for building meter is hooligan a good enough substitute can it be worked to replace it?

If Cammy only has full apex cstrikes, the Ryu player could just block or even mash a DP for an FADC ultra or simply focus because full apex cstrike’s stun/recovery is horrible and can be focused to death…

If they make full apex strikes a true overhead and her NEW ARMOR BREAK, then maybe it’s not too bad, but she’ll be just like Juri, thus losing her identity which is not a good trade in my opinion…

You’re right, but I don’t think she’ll have only full apex cstrikes. Where did you all read that?

I think she’ll be able to jump forward and quickly perform qcb+k.

That’s also what I understand from Azrael’s post:

If Cammy jumps normally, she can immediatly do Cannon Strike.

They can remove the delayed TKCS and only allow the jump forward -> qcb + k or EX TKCS. That’s very easy to program (I’m a programmer myself), and Cammy would still be good.

you just said it… only high jumped strikes are possible! therefore you cant combo it… you cant stuff low attacks into combo with it… :wasted:

i texted a friend who play cammy for FUN but not as a main asking “some people say TKCS is useless and that they will be OK without it” his response was:

"No its NOT [insert angry face], i use them strikes a lot too. it has many good uses. there are many many useless moves in the game! but not TKCS.

and ppl spam it full screen for sheer AWESOMENESS not for silly EX Meter"

:rofl:

Its not good at all. TKCS has instant recovery to go with it. Once her foot touches ground you can guard or pull off anything else. Light hooligans while goot bait can be easily punished by long ranged attacks.

probably to have a CS come out you need a UF input FIRST before the QFB motion which would make sense why you could still do ex if the programmed it to where you could still buffer QCB before UB but not before UF. This really isn’t a big deal, Most of my TKCS were used on throw mashing sim and rose scrubs who don’t use crouch tech but use mash throw normally. An instant air divekick will beat that too. I just think ya’ll are gettin mad because the execution to do a TK esque dive kick is gonna be much harder now. Remember that all of these are early builds they could change anything on a whim. Right before launch in super Akuma could combo into U2 out of dp fadc and out of demon flip slide yet that was denied real quick a 3-4 months before release.

Cammy is gonna be fine. I love spamming TK CS on peoples wake up to intimidate or scare the opponent but when it comes down to it this will not effect how you play against really good people because really good people won’t give a shit that you’re TK’ing. It’ll make me sad that a few tricks will be gone but really she’ll stay the same.

LP spin knuckle is easy to build meter and built the equivalent to like 3-4 TKs. So just use it sparringly and carefully.

most of mine too done by pressing uf first then early qcb… but thats not the main issue im having with this “nerf”… i TK for the awesome effect, bait, backthrow setups, OS… oh wait… there are ALOT of uses to it… :annoy:

the problem is that even this uf early qcb is not doable as i understand from:

“has become impossible to be launched at low altitude ~ mid air. The EX version hasn’t changed.”

to have low altitude strike it can only be EX… otherwise regular strike is from mid to high altitude…

be in shock/panic mode plz like the rest of us :slight_smile: (well at least most!)

not to mention that the big combos can only be done by starting with TKCS, walk then combo (some of sako combos arent doable without TKCS, we will have to burn meter to do so)

dont forget its bye bye to our ambiguous j.fp and j.mp setups