SSF4 AE Cammy Changes and Discussion

I wonder if the change to cannonspike could result in meterless air-to-air dp into ultra like Ryu…

nah.

“Crouching Light Punch, Link into Crouching Medium Punch, Link into Crouching Medium Kick is possible as well.”

Cr. lp confirmed as +6? Godlike. Cr. lp, cr. hp, far st. mp as a hit confirm b’n’b, here we come.

st.Far.HP > cr.MP possible.
How does that work? cr.MP has terrible range on lots of characters…
It feels like they simply reduced its startup.

I still don’t understand their overall reasoning behind all the changes though…

Cammy:
?st.Close.HP recovery reduced.
?st.Far.HP > cr.MP possible.
?cr.LP > cr.MP > cr.MK possible.
?Dive Kick height restriction.
?HK Cannon Drill damage reduced
damage down on HK Drill it already did 60 on the second hit at this rate it’s going to do chip damage on HIT! I remember one of the blogs saying they were changing all versions hopefully they dont make them all weaker. st.Far.Hp>cr.Mp they have to mean close Hp. I never tried to do cr mp after far Hp it doesnt even seem like mp has enough range. Also, I guess that means St.Far Hp is bumped up from +1 to atleast +5 on hit Cr.St.Lp is atleast +5 instead of +4 and CrMp is atleast +6 now instead of +3 unless they changed the start up?

Random normal buffs are random. I’ll take it though LOL.

ugh, so help me they better not screw her up too bad. Cammy’s my first non-shoto and at this rate I may be going back to ken for the first time since when I first bought vanilla. Then again I am liking Fei, just need a tv with less input lag (my good gaming tv is at school but xbox is home) so that I can hit confirm his rekkas better. Basically input laggy tv=no zoning reactionary characters but pressure can still be applied enough to keep things fun.

That explains why someone PM’ed me about those lines regarding Close s.HP. Here is my version of the translation, hope this clears something up:

  • Close s.HP recovery reduced
  • Close s.HP -> far s.HP, Close s.HP -> c.MP links are possible.

IIRC the original Cammy blog mentioned they were adjusting hitboxes… they could’ve extended the range enough…

Wow. AE Cammy is looking to be quite better than Super Cammy. I can’t help but think there are some nerfs that are not being mentioned though ;_;

Yeah, pretty sure the far fierce link into crouch strong was a mistranslation.

The Q&A in week two of the dev blog said light, medium, hard spiral arrow received a “damage review.” Yesterday we learned that HK’s damage is down, but that was the only one they mentioned. I wonder what that means for the other strengths, if that was the only one that changed I imagine they would have just said HK arrow in the dev blog.

Also for idle wondering, between vanilla and super, the changes gave Sagat and Cammy similar mechanics and damage on their non-meter uppercuts. Now Sagat’s low-height uppercut damage is up to 120. I wonder if they also made a similar change to Cammy’s along with the hopback distance reduction, or if they just decided to split their properties.

Yeah, if I can link U1 into a c.HP w/o counterhit, that’ll be nice. Otherwise, her normals are fine the way they are.

I think it was a mistranslation more than anything. They’d have to increase the range of cr.mp to something along the lines of cr.mk’s range for that to work, and that seems like a highly unlikely change.

Plus, it’d be kind of random that they mention close HP’s improved recovery, and bring up far HP instead of mentioning what can be done with the new close HP.

So, cs.HP is the new cr.HP apparently.

Now I’m afraid of [media=youtube]Co9-fCXRbI8"[/media]

Don’t act like TKCS is not a big deal :frowning:
Her new normals might make for amazing frametraps, but it’s still gonna be a pain against grapplers.

Better combos from lights and no more green hand knockdown make me not too concerned about a height restriction vs. grapplers.

I actually link it more often off of trade c.HP than CH c.HP IDK how many people actually know you can trade HP and link it to Ultra actually.

TKCS gone makes me cry but only because it was so damn stylish! From the sounds of it the min height in AE for strike looks to be about the same height as delayed TKCS. So she should still have most of her tricks. The one I’ll really miss is doing strike right before landing during a jump in. They ALWAYS throw tech :smiley:

And her new normals also give her more combos, and increase her damage output quite a bit. Stuff like cl.HP cr.HP cr.MK -> SA MIGHT be possible!

Actually, this should still be in the game, just like Dan’s dankyaku, and tatsu/ex tatsu. I think the height restriction in SF4 is only applied on the up part of the jump (so dan can’t do TKdankyaku, but he can do air dankyaku right before landing).

Unless there has been confirmation of the opposite, I’m confident this is how it’s gonna work.

Juri can low dive with TK motion (delay button press) and she will dive as low as delayed TKCS, beating throws and crouch techs (can be followed by Ultra2)

if its similar to juri, then delayed TKCS is possible. jump quick dive is also possible with juri.

however, juri cant instant TK Dive. :sad:

as i said in the other thread, this is 100% the impression i got from seth killian at NCR.

Capcom just put out an AE trailer.

[media=youtube]SoDMT-g-hwg[/media]

1:55 has Cammy with jump attack into close stand strong into stand fierce canceled into canon spike.