SSF4 AE Cammy Changes and Discussion

Wish they’d fix cammy’s near useless moves while they are at it. SBF says hi.

Like for example if we could combo into it it would be very nice for when you get someone in the corner. Or give her a safe move to terminate a blockstring with for a bit of chip. I can dream…

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SBF is a free meterless link to U1 for more damage than DP FADC, that’s why it’s never going to be comboable or made better. And that’s why it makes it awesome when you can gimmick it into landing somehow.

Hopefully you ll be able to start her amazing new combos off of a jab because in super things like Cr.Lp>Cl.Hp>Cr.Mp doesnt reach atleast against Cammy I know they might have altered it in some way to make it work but I really hope you can do all these new combos off a jab. Atleast you could do atleast her Cr.Lp>St.Mp>far.Hp from a jab. Just imagine if she could start off most of her combos with jabs then she’d have killer FADC combos.

you’re pretty confused. the only combos off cr.lp in super are links with 4f or < startup (cr.lp > close s.mp > cr.mk/cr.mp or cr.lp > close s.fp).

wat. :bottle:sir, have you been drinking this evening?

in other news, any room aboard the far s.fp hype train? ticket for one, please.

Pretty sure cr. lp > st. mp > far hp xx SA is going to work against EVERYONE, and there might be character specifics where you can sub hp for mp (in training I tried doing a cr. lp, let it recover, then did a ch st. mp into far hp and it linked fine against Juri even). And yeah, this does bring up a good point that FADCing SA into a combo might be worth it now, especially with the RIDICULOUS stun you could do off combos like that (CS > hp > far hp xx SA xx FADC cr. lp > mp > far hp xx SA) o.O. Shit, guess I better practice that FADC to cr. lp link, I’ve never bothered since it was really just a combo vid gimmick before.

ROFL yeah, far st. hp HAS to be getting a stun reduction if it’s cancellable. That combo I just mentioned would do 744 stun based on current values, or 794 if you could get a hp instead of mp in the second part.

Idk about the far HP getting a stun reduction. Even Viper’s HP’s (crouching or standing) wield a 200 stun value, which is why her FFF combo is generally good. Im thinkin thats why they reduced the damage on the Spiral Arrows. Its not like they packed GdLk damage…

Also Viper does that type of damage/stun on a 2 meter combo lol. (j. hk/hp, FFF xx EX seismo, SJC mp Thunder Knuckle, instant jump back EX Burn Kick)

I think you missed my point unless I failed to make one :sad: On one of the AE changelists it said Cl.Hp>Cr.mp could combo I know Cl.Hp>Cr.Mp doesnt combo but if you try it in Super it atleast touches the opponents shields meaning its atleast in range to connect but doesnt havee enough + frames on Cl.Hp to combo. Thats why I said I hope in AE you can do Cr.Lp>Cl.Hp>Cr.Mp because if you tried it in Super you’d find that if you do Cr.Lp>Cl.Hp>then try Cr.Mp the Cr.Mp wont even touch your opponent at all due to lack of range because the Cr.Lp in the beginning.

You’ll be able to do cr. lp > cl. hp -> cr. mk probably, cr. mp might be out of range or at least character dependant. If far hp is getting faster startup though, it will probably replace cr. mk in combos entirely, since I think the functional range is similar, and far hp has a more reliable hitbox against people like Abel or Rog

i get you now.

Some quick notes on my frame by frame pose comparison between SSF4 and AE Cammy close mp & far hps:

  • Close mp has had the last two recovery frames completely removed. This drops hitconfirm time from 28 frames (easy) to 26 frames (still very doable, a bit more tricky online). This does NOT mean the move gains 2 extra frame advantage on hit though, because…

  • Close mp now deals two less frames of hitstun on hit. I judged this by comparing the reel animation of T.Hawk from a SSF4 st.mp vs. the one shown in the trailer - Hawk is in exactly the same position during the all frames of the startup of fierce, on both. It seems that where Cammy’s frames were cut out, Hawk’s (the enemy’s) were as well. This could be due to a frame drop in the trailer, but I judged the movement of things in the background in the AE trailer and they seemed to be consistent, indicating there wasn’t any dropped frame at that time. In either case, st.mp still has the same frame advantage on hit (+6) as in SSF4.

  • Far fierce has indeed been sped up so that it now hits on the sixth frame. This one was obvious when comparing poses. Thanks to the above poster for the tip on the one frame of hitstop that doesn’t show the hit spark / enemy gitting hit.

  • Far fierce enemy reel back animation has changed, it looks less impactful now (like they slipped on something, instead of got punched in the gut). This might mean less hitstun (not enough time to connect some arrows) but not sure and probably not possible to find out from what little time Hawk spends in hitstun before getting hit by C.Spike.

The pics showing these results are taking longer than originally planned to lay out in an easily understandable manner, but the above is what I have found from some pretty extensive testing.

tldr version:

  • close mp still +6 on hit, possibly up to +4 on block due to two less recovery frames
  • far fierce now 6F startup, has different (less impactful) reel animation - possible less hitstun

I applaud your efforts, but just an honest question - are you trying to tell from Youtube? I thought youtube vids were only 30 FPS and screwed up analysis efforts like this. Donno for sure, though.

Again, I’m glad you’re doing this, because Lord knows I couldn’t attempt this lol, just want to know if it’s actually right or not.

Using 60 FPS capture from SSF4, comparing with the official Capcom SSF4AE trailer (CAPCOM?SUPER STREET FIGHTER IV ???) which is recorded at 30 FPS. Character poses throughout move animations are consistent regardless of the FPS setting they are captured in, which makes this method of testing viable.

Really hope these pics don’t show up in this thread, I posted them all as URLs…

Okay, looks like I was wrong about where Hawk’s hitstun was cut. It wasn’t cut at the same place as Cammy’s recovery, which proves it’s not a frame drop in the trailer video.

  • 1 frame of Hawk’s hitstun was cut prior to the start of the comparison shots below
  • 1 frame of hitstun was cut during the very end of cl.mp recovery
  • Hitstun is in sync entirely by the time st.mp is over - Hawk has 6 frames of hitstun left (Cammy @ +6 on both)

Comparison images: frame-by-frame starting from Cammy’s “fist raised” pose during close mp recovery

01 - AE Hawk hitstun (top) is one frame ahead of SSF4 (one frame less hitstun at this point)
02 - Top image is first frame of AE - you can see that Hawk’s hitstun matches with second frame of SSF4
03 - AE Hawk still one frame ahead
04 - AE Hawk still one frame ahead (images match)
05 - AE Cammy loses 2 frames of recovery and has started far fierce; Hawk loses his second frame of hitstun though you can’t see it here. Both characters are now two frames ahead in hitstun/recovery compared to their SSF4 versions.
06 - SSF4 Cammy still in st.mp recovery
07 - SSF4 Cammy starts fierce, AE Cammy already on frame 3 of fierce
08
09 - AE Cammy on frame 5 of fierce - it will hit on the next frame
10 - SSF4 Cammy on frame 4 of fierce, AE Cammy has hit with fierce (can’t see it though)
11 - AE Cammy has hit one frame back, Hawk changes his pose to being hit on this frame
12 - SSF4 Cammy on frame 6 of fierce, still hasn’t hit - this matches the AE pose perfectly (which has hit)
13 - SSF4 Cammy hits with fierce on this frame. She has dropped her combo, as you can see by the message coming in from the left side. AE Cammy continues her combo.
14 - SSF4 Hawk changes his pose to reflect being hit (occurs 1F after being hit). AE Cammy is still in hitstop on frame 6 of fierce.

And here are the pics showing the +6 frame advantage on st.mp and startup of fierce being lowered. All poses are identical between SSF4 & AE, except for the fierce hitting on frame 6 in AE instead of 7 in SSF4.

st.mp +1
st.mp +2
st.mp +3
st.mp +4
st.mp +5
st.mp +6
st.mp +6 (photoshopped) - Shows what the frame would look like in AE. AE Cammy fierce hits here.
st.mp 7th - Hawk is able to block on this frame. SSF4 Cammy fierce hits here. Note the combo message coming in from the left on the SSF4 pic, showing that the fierce won’t combo.
st.mp 8th - SSF4 Hawk changes stance due to the fierce hitting on frame 7.
st.mp 9th - Shows Cammy in hitstop at different parts of the animation (frame 6 AE vs frame 7 SSF4).

This is why I don’t follow frame data…

On a side note Ricky Ortiz is playing Cammy and her new normal properties are getting a lot of attention. Expect a flood of bandwagoners in the near future.

What do u mean in the near future? She’s already being used by an assload of people trying to be the next Sako w/ all her non-sense.

I just read about the removal of the TKCS. :expressionless:
Wtf are you doing, CAPCOM? :facepalm:

So do we have a Cammy mole out in Japan for us or what :p?

No, but Round 1 is a 15 min drive from my house and I’m out of school for winter. I’ll be there all day when they get it. Which should be in a week or so, from what I’ve heard. I’ll be sure to post whatever I find. :3

Via Street11’s translation of ACQUA’s twitter:

Probably more hitstun on the divekicks? A little late for me to turn on the system, don’t think that it worked in vanilla/super.

Haha, played so many matches and I just can’t recall.

Depends on the opponent’s height.