SSF4 AE Cammy Changes and Discussion

This sounds like a money making scheme by Capcom if the DLC isn’t approved. If they release the DLC they’d have to make it free, otherwise you wouldn’t be able to play online with people who haven’t downloaded it. Also in order to play the new characters you’d have to actually go to the arcade and spend thousands of dollars logging hours on Yun/Yang, further encouraging people ordering cabinets from the evil Capcom Corporation. And then there’s the gap between the East and the West, since Japan has always been more arcade based and North America is more console based it would be hard to hold international events without shipping more cabinets this way…

Did you miss the Sagats, Rufus’ and Ryus? I’m pretty sure they’re still there.

Any official confirmation on the TKCS nerf? I haven’t been checking the forums lately.

Yeah there is really no reason for having two versions of this game. Even the announcement of this nerf made my interest in playing this game drop significantly… I can’t get rid of the thought that every minute I spend on training will be a waste when this DLC comes :(. I was so glad that I finally was able to find a main character that I like to play with after fooling around in SF4 without a real main…

there can’t be any official confirmation until the final arcade version is done.

I rarely had problems against sagat, rufus, and ryu back in vanilla… Regardless if she loses her close to the ground dive kick I’ll play someone else or focus on mvc3

The only character in Vanilla I had major problems with was Gen (LOL, how Gen got nerfed/destroyed in Super… I fear Cammy will suffer the same fate for the AE). Cammy was a stun monster in vanilla. She can stun very high stamina characters such as Sagat and Zangief, in super her stun ability was nerfed a bit.

I can’t imagine playing Cammy without low c.strikes… If they removed that in the final AE, I probably switch to Cody or Rose or just quit SF4 series and play Starcraft 2 full time (right now I am already 80% SC2, 20% SSF4 Cammy).

Also I hate to admit it, but SF4 series is “getting old” for me… Pretty much all the match ups are well understood by now (maybe except Hakan, shit, I haven’t played against a decent Hakan player anywhere). I believe Capcom is realizing this issue too, that’s why they needed to “freshen up” the scene with AE and couple of new characters to keep the game from being stale (which it is slowly moving towards, until AE shows up). But the unfortunate side effect is the “game balance” changes to our beloved Cammy that’s going to drive me away from SF4 series.

Anyways… enough of my ranting… going back to the shadows… lurking…

@ Airemae your probably right and if they use it as DLC there would be almost no reason to play it at the Arcade since most already have Super for the console.
Did anyone else ever feel like like Super street fighter 4 was super street fighter 2 turbo because the intros center around Chun li and Cammy? Also, Street fighter 4 reminds me a lot of Super street fighter 2 because it revolved around Ryu and his new fireball. Hopefully Capcom isnt trying to return to its old habit of making a lot of the same game. ALso, I wish Cammy could go back to being underrated so she wouldnt get nerfed for pretty much no reason thanks Capcom for nerfing her best quality. I cant wait to find out how bad she is StxTekken thats it ill just main Ryu seems he ll be solid in any game.

***Wow did you guys hear about what Fei long may be getting they better add something interesting to Cammy too atleast to make up for the major dive kick loss.

FocusAttack talks SSF4 balance tweaks with Seth Killian : News : EventHubs.com

Yes, I think I’ll switch to Fei Long…

The comments make my face hurt. >_<

Fei Long is really good RIGHT NOW! he’s really Solid.

imagine full ultra animation after FADC

or how c.mk HP Rekka will be sooooooooooo deadly

i will accept the changes if:

  • CW can be crouched (does not hit crouching opponents) right now it has hit boxes EVERYWHERE. hits if you are jumping, crouching, standing, dashing… :rofl:
  • nerf c.mk range and also c.mp :rofl:
  • nerf ultra damage
  • Nerf his Focus Attack. Period. currently its WAY TOO GOOD!
  • and no one should be allowed to do 400dmg+corner push… without consuming meter in this game!!! scale it down or whatever. its just wrong in so many levels.

in comparison cammy needs that initial TKCS to land maximum damaging combo (the Sakombos).

:rofl: Fei Long will be Mega Tier if they buff him furthermore.

Fixed lol.

You are forgetting that they are also discussing that they (apparently Seth mentioned this as well) are going to IMPROVE his FA…

That’s why he said they nerf Fei’s FA instead lol.

Yeah, but I wouldn’t expect a nerf if there are planning to make it better sigh :frowning:

Am I the only one who thinks Cammy has redundant moves? I think seeing her do the same stuff over and over has made her more boring.

Here are some hard numbers:

Combo 1: tkcs fierce HK-spike FADC HK-spike: In vanilla does 395 damage, in super does 310.
Combo 2: tkcs cr. fierce cr. foward HK SA: in vanilla does 330 damage, in super does 300.

In other words, in vanilla you’re getting an extra 65 damage for burning two bars of super meter. In super, you’re getting an extra ten–and you’re getting nothing extra at all if you substitute EX-SA for HK-SA.

Redundancy just irritates me no end, but I guess it doesn’t bother some people. I’d even feel better if combo 2 did less damage and the cannonspike combo was unchanged. I.e. my complaint is not about buffing her, it’s just about everything having a purpose.

I think I’m starting to go off Cammy, as much as I like the character. Sako while skillful just did one thing all day; cannonstrike. He used SBF to brilliant effect–once. Didn’t do razor’s edge once, did hooligan grab about three times? And I think he used cannonspike as a ground-level anti-air about one or two times–don’t recall if he FADC’d it or not. Across the span of 18 fights. Don’t think he did air-throw once either (I’ve been thinking in the back of my mind that it could be somewhat dizzying, like a miniature version of Gief’s headbutt).

I’d gladly see her cannonstrike nerfed, and even the general wrecking power of her combos, if the rest of her moveset was a lot more interesting and you would see her doing more situation-based stuff.

I guess I’ll be sticking with her for now, because I’ll probably find something to annoy me with any other character I pick.

i disagree. first combo require almost no skills (0 links? :rofl:)to pull off hence if you want easy damage burn some meter. :tdown:

if you dont know how to use air throw then thats your problem! air throw is important against Akuma, Gen, Gouken, Elf and crucial against Vega.

naked CS FADC CS was broken in vanilla did like 300 easy dmg points ? i used to delay anti airing so that i can get ground CS FADC CS on purpose for the mega easy damage.

now in Super i get my CS out as soon as i can for the air damage. because of the damage nerf FADC out of spike is only for emergency! when you are not sure if your CS will hit or not.

and i dont get the EX Arrow HK Arrow comparison. EX Arrow is not intended to be used in combos.

EX Arrow > Projectiles

i thought this was established from day 1 :rofl:

Spin Knuckle is decent, crucial Vs Guile and Deejay.

learn the proper uses of her moves rather than “I’d gladly see her cannonstrike nerfed”

After reading this thread, I’m more mad that it took you guys THIS LONG to realize how dumb Capcom can be with balancing their characters than I am of the actual tkcs nerf. :confused:

They’ve displayed their stupidity in character balancing long before this happened to Cammy.

It’s not crucial against anyone. And I do know how to use it, I don’t recall saying I didn’t.

It’s not easy if noone jumps in stupidly. And you say 300 damage is broken, but a hit-confirm off of tkcs can lead into that much damage.

That’s nice.

Yes, you don’t get it. I said that a hit-confirm from tkcs in vanilla lead to bigger damage if you were willing to burn two meter bars on the fadc combo. In super, it leads to 10 extra damage, and it doesn’t lead into extra damage at all if you do an ex-arrow instead of a HK-arrow, i.e. one meter bar versus two.

And?

SBF vs. Guile, the fastest recovering fireball user?

Learn to read.

Hmmm… that’s a good point. It never occurred to me that’s probably why Ono’s higher-ups are allegedly denying his DLC proposal. I definitely don’t think they’d go through all the trouble with balance changes and new chars just to make it free, so if AE will not be a “seperate game,” then we won’t be seeing a console release until after it has been out in arcades for a bit.

When I think about it though, SSFIV is like the first game for as long as I can remember that didn’t follow the typical trend of coming out for arcade first, and later to console, and because of that, I don’t know what to expect.

Odds are, they are going to let SuperSFIV:AE sit in arcades for about a year, then port it to console via DLC (which you’re probably going to have to pay for) or something.