SSF4 AE Cammy Changes and Discussion

Only people cheering the nerf are those maining characters she beats. Of course, that’s likely and it’s their right and w/e. But I don’t think she is nearly as good without it.

I don’t trust Dimps to do much, but hopefully even they’re smart enough to see what’s essential to her gameplay. Unless she gets a fairly thorough redesign (like Seth seems to be getting), she will be f*cked badly.

This shit should not get out of loke tests and I’d be really surprised if it did. Super didn’t have loke tests so maybe that’s why Gen got owned so badly (but anyone with a brain should’ve been able to see he was ass).

fixed lol

on another note, yeb said he’d learn yun if I learn yang. We’ll be salty twins hahaha

yeah, i’ll still be playing till the arcade edition comes out. if the changes are still final. i’m quiting sf.

haha sorry man, i’m quiting. cammy was the only character i liked playing since her dive kicks suit my play style really well but if we cant even do a low-mid dive kick she’s not even worth learning or worth playing now…

plus i wouldn’t want to spend $1.50 at the arcades to play cammy and have to relearn her again… it would be a waste of money.

hmmm, i still have to disagree. although everyones play style is entirely different their will always be different uses of TKCS.

for me, why TKCS is sooo important to me is simply because of the timing it sets me up for on when to attack on an opponent which also mind fucks them and keeps them guessing on what you’re going to do. TKCS is too important for me especially on their wake up, I can either spam one TKCS (perfect timing) then attack on their wake-up or spam 1 TKCS then bait for a DP. this is my defensive tactic I use on their wake up but if I choose to be offensive after a spiral arrow knock down I can either

A: do two TKCS then follow up with a combo
B: TKCS, lk tick then TKCS hoping they do tech throw or just continue a block string if they block.
or
C: dash forward then TKCS which you can continue with a blockstring or a option select if they decide to back dash or teleport.

although I would have to really read my opponent really well since it is very punishable but if you have the momentum going or you’re reading your opponents every move then it doesn’t really matter. especially if you’re keeping constant pressure with the dive kicks and TKCS throughout the round. Without the TKCS, her dive kick mix-up wouldn’t be as scary.

with an instant dive kick, it would be the same pressure kicks all the time, and all the opponent would have to do to counter is either DP, an anti air attack, air grab, or focus attack.

but capcom wants to ruin her dive kick mix-ups. so GGs

My condolences from the Seth forums.

I was learning Cammy too as well to Cover my Chun.

Few more months till AE release. I don’t see them making many drastic changes.

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seriously high dives that stuffs reversals and crossup into combos that “looks” really easy to do… i mean SERIOUSLY!!.. WTF capcom… how on earth do you allow this and nerf cammy!!!

dives -> straight into combo… no ex meter what so ever…

:nono:

shame on you capcom… SHAME ON U!

wait he didnt instant dive… it seems theres a height requirement???

Anyone think they will give regular Cannon Strike the ability to be done during neutral and back jump to compensate for the fact that you can only do it at the apex of your jump? They MUST do that if they are taking the ability to do it as low to the ground as possible. That’s not going to make her any better, but it’s better than nothing.

Is it just me or does it seems like it crosses up most of the time for no reason or is that guile not blockinh it right? Also, why does everyones dive kicks seem more disceet and faster than Cammys.

They did it with Vanilla. I’d be surprised if the next loctest was running an identical build.

Anyway, I can see why devs would want to take it out. Cammy’s design is still basically that of a shitty character, she just has this one REALLY GOOD thing that makes her work. They can’t fix anything else without nerfing it or she’d be way too strong. And my impression is that Cammy isn’t supposed to be a dive-centric character to begin with; this is by far the best the move has ever been.

There’s still plenty of time for them to alter stuff. I think the TKCS is used too commonly for Ono to just take it out. If he does, though, I’ll need some significant compensation to make up for it.

</forced optimism>

taking our TKCS away and giving us “easier links” is like having your duel modded TE taken from you and you’re given a shitty SE that’s worth 10 bucks.

:frowning:
I’d rather have that TE instead of the SE. Just sayin’

I can’t wait. If they give me a regular Canon Strike with a reasonable amount of hit stun like Rufus gets, then I’m all over this.

I can’t wait. If they give me a regular Canon Strike with a reasonable amount of hit stun like Rufus gets, then I’m all over this.

My opinons about cammy:

  • dont touch her dive kicks(include tiger knee motion)
  • Give her DP 150 Damage
  • Make her Cannon Spike 5 frame DP
  • Make her Cannon Spike less safe when blocked, so she can eat bigger punish if blocked

EDIT: in other words, keep her offence, but nerf her defense.

I think capcom is just afraid of having another CVS2 cammy so they keep nerfing her. She’s just here to flash her ass she’s not for srs play :frowning:

So the japanese SSF4AE wiki has been updated, and along with it, the note to Cannon Strike has been changed.

Previously read: “No longer able to perform at low to mid altitude in air”,
Now reads: “No longer able to perform at low altitude in air”

Hopefully this means it can still be done low enough to alter jump arc / bait out DPs…

link? I tried to find japanese SSF4 AE wiki before but I didnt find it

Argh . . . so I still get delayed instant TKCS? I hope so, because that’s my get-out-of-jail-for-free card.

Link to Cammy’s section: SUPER STREET FIGHTER IV Wiki - ?4???

Unlike some other recent edits, this one doesn’t seem to have a discussion on it. So it could be that the original description was inaccurate and nothing was changed at all from the first loketest… or maybe not. In any case, it’s likely going to be a height requirement similar to how Yun/Yang divekicks are. Since Cammy’s dive starts up so slowly compared to theirs (and Rufus’s), you most likely won’t be able to use it the same way. Whether you input a uf+qcb or qcb+uf, you’ll still have to wait to a certain height before you can press K and have the divekick come out.

I’m hoping it’s the latter, just to cut our losses. At least it’ll leave us with some semblance of a pressure game.

Did you see any more info about the alleged improvement in Cammy’s normals?