SSF4 AE Cammy Changes and Discussion

So she will basicly have lots of matchups that were on her favor lost. I saw some of her matches, she just seems so wrong. Before being able to do cannon strikes closer to the ground or tkcss, i was trying to play diffferently but i basicly sucked. That will be the case for the new cammy.

Basically AE cammy seems worse than she was in vanilla.

I’m pretty sure EX strike into normal strike never was a “combo” on block. It was tight, but punishable. Ex strike was +14 on block and Cammy can only execute CStrike after 5 jumping frames (4 pre jump + 1 jump +12 Cstrike startup frames = 17 frame startup).

EDIT: I didn’t even though you meant “on hit”. Need to rest a little.

The negativity in here is overwhelming. Cheer up guys! Cammy seems different for sure, but honestly, it’s still too early to make a judgment on how her matchups are gonna be, especially since no one’s really gotten used to how to use her yet.

Thoughts: Since cannon strike is active until Cammy hits the ground, it should still be combo-ed out of the same as TKCS, but the timing and spacing is considerably more strict and matchup dependent. The trick is to get familiar with the different arcs of LK, MK, and HK strikes, and use them accordingly to try to hit the opponent at/below the waist. Try and hit confirm into a jab combo if it hits around waist level, or anything you want if you tag them at the feet (or get a counterhit, of course). This is easier against some characters (like chun-li), and harder on others (blanka, juri). For focus crumple combos, maybe try backdashing out of the focus, and then doing a normal strike, spaced accordingly?

In light of the AE news, I’ve been trying this instead of relying on TKCS. Makes you become much more aware of zoning (honestly, TKCS lets you be lazy about zoning - just get to point-blank =P).

Also, HKSA might now be a viable way to break armor? Isn’t one of our gripes that our only armor breaker is also one of the slowest moves in the game? Now we have two! Kind of.

Right, 17F, forgot frame 1 of jump.

But what I was saying is that EX strike is now +15 on hit (lowest TK), and won’t combo to another EX strike.

There actually appears to be very little difference between Ex strike and normal strike in terms of hitstun/blockstun… Will check it out more when I get home.

This. Like I posted earlier I’ve been practicing using her without TKCS and it actually kinda steps your game up. My footsie game has improved, I’m making wiser decisions, and overall getting what I’ve always liked out of Cammy, and that’s a challenge. Don’t get me wrong it’s definitely a learning curve, but it feels like I’m getting more out of the game. But you can say good bye to the Cammy you’re used to cuz she’s dead and gone lol. This new one might be godlike too though.

This sucks if it is true.

Isn’t using more than one EX strike in a combo not worth the meter anyways, due to damage scaling? As long as you can still Ultra out of it, I think it’s fine.

Except if you’re at the end of the match, and you can have already used your Ultra.

Where are you getting 60fps videos from to determine framedata?

I think ST Cammy is really what they’re aiming for. Zoning matches will feature even more walk+block now, though. At least some of the zoners have shit wakeup though that the 50/50 between dive kick and cross up will be able to take care of, pending regular dive kicks not being total garbage when used in oki.

Hooligan grabbing crouchers would’ve been a welcome change if they wanted to make her closer to ST :slight_smile:

BTW, that HK SA looks like shit. I guess we’re not allowed to miss links anymore or we die, since we won’t be able to FADC it in most cases since pushback is insane. Ditto on the EX Strike nerf being bullshit as well. Go to hell, Trollno.

Meanwhile, Fat Bastard gets to keep his dive kick, billion ways to combo into ultra, and safe blockstrings. Yes, I’m salty.

In any case, I won’t pass judgment till I play. This new version screams “training mode exploration” to come up with some new shit and traps. Hopefully, push back won’t stop cr jab, cr fierce, cr roundhouse safe jump setups.

And if she does suck, Yang, Ken or Sakura will pick up the slack for me :stuck_out_tongue: or maybe Marvel becomes the main game, who knows. I’m gonna give her a legitimate shot though.

Hitbox videos and my own 60 fps capture device. Not sure if hitbox vids are still up though.

As for AE, you don’t need 60 fps on those if you have a 60 fps reference. Though those camera vids do show all 60 fps via afterimages. Direct feed really sucks for analyzing framedata but it’s still doable.

Yeah,sorry! Haha. Wish he got they’d match aftet that one against mike ross I think that was good! Haha. But oh well I mighty just fort back today ahmed just do combos

Bunsomite,

Can you test the following 3 links? If they reach and hk arrow hits twice, they will end up being very important to Cammy’s game.

Close hp, (walk) far lp, far hp xx hk drill
Close hp, cr.mp, far hp xx hk drill
Close hp, (walk) far lp, cr.hp, far hp xx hk drill

Thanks!

That last one sounds like you’ll totally out of range. But I’ll give it a go

One more if you read this in time:

Cannon Strike (head height), close lp, cr.hp, far hp xx hk drill. Should reach, and the close lp is supposedly +7 per Sako (he’s been right about everything else), making that an easy 2F link to cr.hp.

I think the divekick, close lp string may become the combo of choice after divekick. It will give an easy hitconfirm to a damaging combo in cr.fierce, far fierce xx drill, and will likely leave you at +4 on block. Unfortunately a few characters can crouch under the close lp, so we might need to come up with some lists there.

I hope far lp is +7 as well. Wouldn’t work for crazy combos, but it would work for sweep, and it hits crouchers better too. I really hope there is some kind of combo into sweep into 50/50 dive kick setup, but probably not.

Just found this one:

[media=youtube]cvX68ftqJx0"[/media]

Its not pro gameplay, but we can see (cr. lp> cr. hp) at least.

Many many many people complained about Cammy in the SF 4 series…

SF4: “Cammy is trash… worst special move in the whole game and that was also her FA. Hooligan won’t grab crouchers and cannon strikes are useless!!! Useless cross up and she will lose to everyone who is doing db etc…”

At that time TK strikes were already discovered.

SSF4: “Omg hooligan is the same SH*T!!! Omg still NO overhead and omggg her FA is still that stupid SBF!!! Ok she gets a better cross up and her st RH has better range but she is still not good!! OMG her cannon spike only does 100dmg!! EVEN the RH version!!! She still lose against anyone who does db all the time and she still can not grab crouchers with hooligan and it still can not be canceled into cannon strikes!!! SHE IS STILL BAD! Stupid Ono crapcom blablabla”

Even though she was fantastic in SSF4 people still complained about her during the first few months.

Calm down people… AE has been out for one week… I will still main Cammy even if she became super low tier. Like I care. And blaming Ono for having the new Cammy is so retarted. Do you think he is happy hearing all the complainments?

All in all just relax people!!! I do believe she will still be very good. I remember when Super was about to be released I said Cammy would be a better character overall but people here were just saying “that is bs because she still can not do this and this blabla”…

And yes I am not happy about losing TK strikes and such but there is nothing that we can do about it right now. Just get over with it. Try new things and never give up! If you already give up even before the DLC comes out then I am sure there will be no hope anymore.

Btw I think Cammy was never meant to be a dive kick char unlike Rufus and the twins.

sure people complained before, but at least she played like the same character. Now she’s entirely changed, cstrikes barely comboes into jabs it seems