I messed around in training mode trying to interrupt Cammy’s normals during their active frames from across the screen using Seth’s vacuum special. Some of them get pulled further than others, so this seems like a decent method to test how far uncancelable normals would move forward if they were cancelable.
Crouch strong barely goes forward at all compared to how far she gets pulled at neutral. Crouch forward goes 1-2 training room squares further forward. Stand strong goes 3-4 squares forward. Stand fierce goes a little over 5 squares.
So, it should move you forward more when canceled than her other moves, although that might be negated somewhat by its pushback.
From this, I think it’s not unthinkable that far fierce xx cannon spike could combo on several characters… Right now, close strong, far strong xx cannon spike WOULD combo on crouching Ryu if it weren’t for the fact that far strong whiffs on Ryu’s hitbox. Far fierce has a better hitbox against crouchers, so I would bet close strong, far fierce xx spike combos on crouching Ryu after a cannon strike, if not in other situations.
Also, don’t forget the changes in the Arcadia article.
Even if far fierce gets a damage nerf, close comboing into far should give her a better combo against characters the usual max-damage links don’t work against. I doubt cannon spike will reach after this combo, though.
I speculated earlier wondering if cannon spike might have some changes to its properties along with the damage change to Sagat’s uppercut, it would be interesting if they tried to make the choice between arrow and spike more important again.
Jeese, I forgot s. hp got buffed that much too. Like every one of her normals is +6 or +7 now XD. And that can be linked off a normal CS or crossup lk reasonably, and plaaausibly hit confirmed. There will never be a need for a light link combo again.
Imagine EX TKCS cl. Fierce -> cr. Fierce -> st. Far Fierce xx SA o: It’d only work on the characters who TKCS cl. Strong -> cr. Fierce -> st. Far Strong xx SA works on, like Rufus. I tested and TKCS cl. Strong -> cr. Fierce -> st. Far Fierce already works on him! :tup: In Super cl. Fierce has a little bit more pushback than cl. strong. Assuming they didn’t increase pushback, the reduced recovery should make the combo work! And assuming my math isn’t failing me, even following up with MK SA should cross 400 dmg :looney: Can anybody else in the game have 3 fierces in one combo?
Edit : It’d do less than 400 if far HP does anything less 110 damage actually…
Just wanted to say that is an awesome and creative way to test it. Bravo!
At this point, it is pretty much a given that Far Fierce is faster. No way all these new combos would work because they upped the plus frames on every move. No, hopefully they made far Fierce a 5 frame start up like Guile’s Far Fierce. Because then it wouldn’t just be good for Combos, but also good for trying to stuff other moves. Her Footsies game would be a lot better if it has some decent priority, and OS’ing it into Drill all day would be fantastic. Most of the time, Far Fierce doesn’t reach opponents, so Buffering it into Drills in case it stuffs an opponent’s pokes would be super deadly. On whiff, you’ll get no Drills.
Not to be a dick, Boss…But that sounds like wishful thinking lol. Cl. mp is already +6 on hit and on its way to geting better frame advantage, as you know. As it stands, even if they gave it just one more +frame that would make that combo work.
It’s pretty much confirmed cl.MP -> sweep is gonna be possible regardless of far HP’s startup. Cl.MP is already +6 on hit, and it’s getting more frame advantage in AE. It only needs 1f more advantage to combo to sweep!
By frame-stepping through the video (which is @ 29.97 fps like most vids released; so 1 frame of video time = 2 frames game time) you can clearly see three distinct startup frames on far fierce before the spark appears. This indicates a startup of 7 or 8 frames on far fierce… and there’s no way that was made any slower. The startup animation is also identical to the startup animation in the hitbox videos, so chances are it’s still the same.
I should also be able to test just how much extra frame advantage close strong gives, by comparing Cammy/Hawk’s poses at the end of it compared to how it is in SSF4 now. I’ll check that out later tonight since I’ll have to do some 60 FPS capturing for that.
It’s really never worth checking frames on anything that’s not 60fps video. Regardless, if there were 3 frames before a hit-spark appeared, you’re neglecting the fact that moves become active 1 frame before the hitspark appears and before the other character shows signs of being hit. I remember that being pointed out when someone checked a 60fps video for frame changes before SSF4 came out.
cl.st.MP, cr.HP, f.st.HP xx LK Spiral Arrow, HK Cannon Spike
This doesn’t work with cr.MP or f.st.MP because they don’t deal enough hitstun (try it against Fei in the corner… everything connects, but the combo drops before the SA hits.)
f.st.HP on the other hand… who knows :rolleyes:
Plus there’s FADC Ultra for tacking on another 100 or so damage.
In all seriousness, though, I think it should be a tad bit faster. Crouching Jab gives +4 on hit right now. They’d have to increase that to +7 as well to allow for the supposed Crouch Jab into Stand Fierce Combo. And that seems… WAY too generous. I can’t picture them doing that. In fact, even increasing Crouch Jab to +6 seems a bit generous.
It would seem most likely to me that Crouch Jab gets put to +5 on hit and Stand Fierce gets to 5 startup. Or Crouch Jab really does get made +6 and Stand Fierce is only one frame faster at 6 frames of start up. I just CAN’T see them making Crouch Jab +7 on Hit. That allows for Combos of pure ridiculousness, namely Crouch Jab into Sweep. Even Crouch Jab being +6 is pretty silly, as that would allow for Crouch Jab, Crouch Fierce, Crouch Forward into Drill and stuff like that. Which is why I can’t see them doing anything but making Crouch Jab +5 and reducing startup to Far Fierce to only 5.
But you know, after talking about this, ANY of those three solutions that allow for Crouch Jab into Far Fierce works for me. If I don’t get one benefit, I get another. And they are all pretty damn good.
Combos are easy compared to how hard Fei Long’s are, and by hard I mean redundant with no real challenge to be had. I would rather trade in that cannon strike for an over head attack. Not to be confused with cannon spike.