damn im not liking those 5 recovery frames :mad:
so is this possible c.lp, close hp, crouch hp? then maybe far mp, arrow? or too much push back
or this one c.lp, close hp, crouch mp, mk arrow
Di,
damn im not liking those 5 recovery frames :mad:
so is this possible c.lp, close hp, crouch hp? then maybe far mp, arrow? or too much push back
or this one c.lp, close hp, crouch mp, mk arrow
Di,
I guess after looking at all the changes we’ve found so far, I could probably play cammy close to how I play now. I just lose the dive kick pressure, but I’m starting to be a lot smarter with my ex dives and meter management.
Yeb was telling me it wasn’t necessarily the mk-> hands nerf was gen’s worst nerf. His meter gaining abilities went to shit in super. I hope Cammy’s meter doesn’t go to shit…
Yeah, the 5 extra recovery on far hp makes it nearly as slow as far hk. If it gets jumped you’re toast.
I don’t know the data on close hp on hit, aside that it’s at least +5. Easy 2+ frame link to cr.mp (for those who haven’t checked my big post of changes, cr.mp is now 4F startup).
For your combos: cr.lp to close hp is an easy 3F link. Not sure if close hp goes to cr.hp, it would need to be +6 or higher for that. If it does then that will open up a ton of new combos: close hp to far hp xx drill, close hp to cr.hp to (walk forward) far hp xx drill, close hp CH U1, etc.
cr.lp, close hp, crouch mp, mk arrow sounds like it should work. That’s a 3 frame link followed by a 2+ frame link to cr.mp, which is very easy for a Cammy combo. If the pushback is too much to get that cr.mp, you could even try doing cr.lp, walk forward 1-2 frames then close hp.
Actual ST or HDR? Actual ST has harder DPs than any other fighter still widely played since it has a random frame window for them.
Man, that close fierce into low strong has me excited. It’ll be insane if close fierce really does link to low fierce, since I think that would take the triple fierce trial mode combo(jump fierce, low fierce, far fierce) and push it out into quad fierce. The stun would be insane.
Spiral Arrow nerfs still bug me. Cannon Strike not so much, but the SA changes make feel like Cammy just isn’t allowed to have good specials in the SF4 series.
Close fierce into far fierce was listed as a combo in Arcadia.
Are they sadistic enough to change any values? Don’t think she’d have any moves worth bothering with for meter now aside from going in and hitting things. In the end, strike didn’t really build that much, I’m more worried about needing to spend more.
Meterless Cammy will definitely play different, for example against any character with a slide, etc…
Hot damn, have I accidentally obligated myself to go play AE on Tuesday? Hahaha!! I can’t promise anything, folks, but I’ll try my best to go play. If I don’t play on Tuesday, I think I’m gonna have to go hide in a hole so Cammy players won’t go looking for me and hurt me.
And given how eager you guys are to see what my report is on Tuesday, it sounds like it could be the most important day of your lives. For me, it’s just Tuesday!!!
It’s not necessarily the value, Gen’s only way of building meter was the mk-> hands, mk-> hands. For use, our main way of building meter was playing rush down using dive kicks. We don’t build meter from making the opponent block normals… do we?
good luck James.
Yeah, we do, actually. Most of Cammy’s meter comes from the normal move pestering up close, actually. Dive Kick gives us nearly nothing in the long run. Whenever an opponent blocks your move, you gain 50% of the meter you would have gained if you hit them with the move. So all those Frame Traps and Stand Strongs and stuff from up close poking actually does give you a significant amount of meter. And not that Low Strong and Close Standing Fierce are starting to sound like the weapons of choice, I think Cammy is going to build MORE meter than she did before.
Actual ST. Didn’t know about the random frame window for dps, haha. Still, enjoying it a lot despite my freeness.
I think I remember Arcadia listing close fierce to far fierce, and with Sycho analyzing videos (good shit btw) and saying far fierce starts in 6, then close fierce should link into crouch fierce since it’s also 6 frames, no?
Would give the Challenge Mode combo some actual use. And perhaps one helluva beefy jumpin combo, haha
J FP, Close FP,Crouch Fp, Far FP xx Arrow/Spike/whatever for zomg stun and damage
ah okay. I couldn’t remember off the top of my head. Now I’m not feeling too bad about Cammy.
cool :woot:, Sycho what about what i posted earlier.
“c.lk, c.lp, stand hp, special
or something like
c.lp, close hp, far hp, arrow”
this will be my bnbs if they are possible
please let us know. and AE players TRY them and report back plz :mad:
Di,
Gekiro is where an insane amount of his meter used to come from. A complete Gekiro was basically a full EX bar. Had Capcom left that alone, I think he’d be better overall in Super.
Ok… So I spent a shit oad if money to test shit out against a few characters and tried a bunch of set ups and combos… I’m driving home now so I’ll post uo soon… You’ll feel much better
Ok so here are a few combos I’ve tested…
-cr lk, cr lp, cr hp, cr mk~ arrow (1hit) I only tried this on cammy and it worked…
-crlk, cr lp, cr hp ,cr hk… This was amazing too be able to hit confirm a sweep… Great for oki
-cl mp, cr mp ~ arrow (1hit) … This combo is obsolete
-cr lk, cr lp , cr mp ~arrow (1hit)
-cl mp, cr mk ~arrow 2 hits(on some characters) so this is a much better choice then above…
-cl hp, cr mp~hk arrow (1hit)
This is where it gets good.
-cl mp, far hp ~ arrow ( rh 2 his) hit twice on everyone I tried it on…
-cr lp, cl mp, far hp ~ arrow (2 hits! ) same as above
-cr lk, cr lp , far hp ~ arrow (2 his) only tired this on cammy but it appears that any hk arrow after it will hit twice cl hp as well.
Also… It appears cl mp, far hp~ hk arrow does 275 ish with no starter (dive kick or jump in)
-cr. Lp x3 dp worked
-cl mp, far hp dp worked
OhYeah…
My fav combo of the day?
Cl mp far hp ~hk arrow FADC cr lp, cl mp, far hp ~hk arrow
Fav frame trap?
Landed a cr mp counter hit to… Cl mp, far hp~ dp FADC ultra…
My thoughts? If anyone cares… ae cammy pretty much plays the same IF you have good execution. Seems like capcom made it harder for low caliber players to play her… ie… Her easy bnb leads to 1 hit arrows with no real oki game where as her 1 framers lead to two hitters with some oki… Her low dive kicks cost a bar and can’t be spammed and will take someone who know s what they are doing… To know when and where to use it.
also with the lack of super height adjustable dive kicks… You will need a solid ground game where as before someone “newer” should just spam it… Get lucky ands get in… Do a stupid easy combo that leads to a… So called 50/50 mix up…
Now anything that less to gooood mix ups… Are all one framers (some with multiple) ie… Hk arrow and sweep
So oo with all that being said I think she its very umm usable in my eyes and it appears I will be sticking with her
Stopped by just to say, Good shit Bunsomite!
Your Cammy with more footies makes me nervous…!
Good stuff Bunsomite!!! Really appreciate it!
Of course I will miss the strikes but I also welcome the new Cammy ;p Seems like she is a real combo monster now! And she still builds meter very quickly it seems…
HUH-HA! insert Cody voice :wgrin:
I’m set my bnb will be c.lk, clp, far hp, hk sa
and after c.lk crossup i will go for c.lp, close hp, far hp, hk sa :amazed: or one of the sweep combos :amazed: not sure if this one works or not.
if strike then i would go for one of the close mp combos.
Di,
After seing that vid from the japanese loc test, and reading here I’m actually a bit psyched for AE Cammy. I was worried regular CS would be completely useless now, but it looks like the hitstun was increased quite a bit, after seing the first combo from that vid.