SSF4 AE Cammy Changes and Discussion

The dive kick didnt combo I think, the other 2 moves did:\

Nice, more… Way more combo variety. I like this new cammy a lot. Cant wait to see the craziness in action for myself.

Good work on those combos bunsomite. A request - could you try walking forwards after the cl.mp, for the cl.mp cr.mp combo? That combo is now a 3-frame link since cr.mp was sped up to 4 frame startup. So walking forward before cr.mp might help you get the range boost you need for 2-hit hk arrow. But then I guess you may as well do far fierce if it lets you hit hk arrow twice every time.

Also, could you try close hp to cr.hp/far hp?

And maybe see if cr.mp, cr.mp, cr.mp (xx mk/hk arrow) is possible? Easy 3 frame links :slight_smile:

Can you link where you saw this? I just checked the translation again and there’s no mention of this.

Thanks. Not sure about the close hp to +6 / far hp / cr.hp since it hasn’t been mentioned anywhere (Arcadia doesn’t list it, Sako didn’t list it, nobody has done it…) so my guess is that it isn’t possible. If it was, then Capcom would probably have cut 3 frames of recovery off of close hp instead of 2 like they did to bring it to +5 from +3.

First one definitely works and sounds like a very practical combo at non pointblank range. You should also be able to get cr.lk cr.lp cr.mp far hp xx arrow depending on proximity.

Second one should work if close hp is +6 or higher… but that seems to be the question on everyone’s mind.

Very interesting bunsomite, good stuff!

Those combos are going to be fun to do.

Is there already some info on standing lp (far and close)?

So annoying that I probably won’t be able to play AE until DLC release, sigh…

Curious if cr. mp is really +6 then now too? I wonder how it’s pushback compares to st. mp, be fun if you could do cr. mp, cr mp, far hp xx SA with it. Seems far hp will be the defacto damage combo ender since it gives a nice forward push to land HK SA, where cr. mk will be used for max distance combo links into mk arrows.

And yeah, be neat if st. lp/far st. lp got up to +7, so you could link to sweep, or do lp, lp, lp, far mp xx sa for the lulz.

[media=youtube]IsClsI07Vyg"[/media]

0:56
(cr lp, cr lp, cr mp>hk sa) in action

Hmm. Are my eyes deceiving me? Or does Standing Forward look faster in that video? It looked like the recovery on Far Forward was shaved off. Might be a better poke now. Hey, Sycho, is it possible to analyze far forward from this video? Just to make sure I’m not fooling myself?

  • James

In all, im hedging my bets by learning fei, but I’m starting ringer a bit pumped about camrog

thanks for all the effort bunsomite (though it sucks that cammy’s harder for low caliber players aka me lol).

http://shoryuken.com/f278/delta-red-top-secret-briefing-cammy-frame-data-hitbox-information-234954/index2.html#post9976557

Updated my AE framedata changes post again with results from the Ibuki video and this new video:

[media=youtube]8RYq1rUXWII[/media]

Doesn’t show much, but at least I got to see far st.lp and far st.lk used. Far st.lp has 2F less recovery than in SSF4, and is confirmed to be +3 on block / +6 on hit. Far st.lk is the same. Also confirmed that any Cannon Strike that strikes the head of a standing, average height character will be +1 on block (thanks to Ibuki for mashing a reversal flashy yellow EX move which made this easier to see).

As of right now we don’t know the +/- frames on a few moves on hit & block because… nobody has used them (non chained/cancelled) in a video. These moves are:

close st.lp
close st.hp (on hit)
close st.lk
close st.mk
close st.hk

Once some new vids show up with these moves I’ll be able to figure out the changes and will update my post in the framedata thread. Most likely the kicks weren’t changed, so I’m mainly looking for close lp & close hp.

I think your eyes are deceiving you. I did check far mk in the Yun vids, and it was the same. Just checked it again in the Ibuki video and it’s the same: 7F startup, 1F pre hitstop, 10F hitstop, 14F after hitstop (1 more active, 13 recovery), same as in SSF4.

ohh I tried cl hp, far/cr hp and couldn’t get it to combo…
also about walking forward on the cl mp, cr mp… I didn’t try cr mp had bad push back just like in super…

And for cr mp, cr mp combos… It works but only on some hit boxes… In super I only used that combo against blanka, but I’ll be using cr mp, cl mp far hp now

I didn’t know Spiral Arrow went through Lariat.

if this is indeed true then they did increase the block stun at minimum, because those used to be punishable.

Yeah, the extra block stun on dive kick was confirmed by Cammy players right away. If they didn’t do that, then each normal CStrike would be suicide. Good to know that it’s at the very worst, still frame advantage for Cammy (outside of like striking a T.Hawk at the very top of his head).

Ah that sucks. Sounds like close hp is capped at +5 then. Guess Capcom didn’t want to see quad fierce combos, lol.

Close hp CH confirm, cr.hp, far hp xx hk drill is going to be a nasty frame trap though.

you can combo off low strikes ( yeah its sill high)

I read it myself in the post listing Arcadia changes. The original translation people posted here said “far fierce links into crouch strong” which was pretty bizarre, it was corrected later to this:

http://shoryuken.com/f278/ssf4-arcade-cammy-changes-discussion-250759/index26.html#post9876586

Since this isn’t the actual magazine, a transcription error isn’t out of the question, I guess?

Im having mixed feelings. I’m moving alot these days. (damn i need my holidays :shake: )

anyway, it looks like i will be able to play AE in a week or two (hopefully). :shy:

reserved judgment till then.

I’ll keep feeding this thread with whatever good reps from decent cammys I find

[media=youtube]IsClsI07Vyg[/media]

this match rly showed something. Most of her offense is gone, you can clearly see the Cammy player is no noob but that he doesnt seem to have any tricks or tools to get in. Even when he scores a knockdown near the end the poor bastard had no meter for ex strike and pressure and ends up doing a so high CS that no one would be scared of any kind of mixup

I think the Ibuki was too good to really see that Cammy player shine.