c.lk, c.lp, c.hp, c.mk, arrow?
c.lk, c.lp, c.hp, far.hp, arrow?
c.lp, c.hp, far.hp, arrow? does this one work? because you said c.lp c.lose hp doesnt link to far hp.
james can you confirm if the above are possible? what do you think?
Yeah, which is why I’m still trying to be helpful. But it’s hard not being bitter about everything.
Not really. The reason why I’m mad is because her Cannon Spike is THE MOST PUNISHABLE DP in the game because even the Short Kick one is -30 on block. And I’m talking about Super Street Fighter IV! Not A.E. If you bait her DP, you can punish with a Dash into 720 Ultra with T. Hawk. If you bait Ryu’s DP, and he does the Jab one, he’s -17. It’s harder to punish it. So it’s just pouring salt on the wounds when they thought Cammy’s DP needed to be EASIER to be punished when, in fact, no one has it as bad as her when it comes to having DP’s punished. When I’m Ryu and I block Cammy’s DP, I walk up, Low Forward, EX Fireball FADC into Ultra. I mean, that’s just sad. And it needed to be easier to be punished?
Again, it hardly comes into play. Most of my DPs are FADCed anyhow. But it’s just one of those situations where I see it and think: really? Was it necessary to nerf ALL THREE of her main Special Moves? And not buff up the other two which are more or less not very useful?
I can pretty much confirm, on the spot without testing, that none of these will work on standard characters. Maybe it might work on a T. Hawk or something.
Crouching LK, Crouching LP will cause more push back than one Close Strong, so if the Sako Combo didn’t work from before, there’s no way that one will work.
Impossible. Anything more than 2 light attacks makes the Far Fierce not work. Crouch Strong, Far Fierce works. Two Light Attacks into Far Fierce works. Close Fierce into Far Fierce works. But two light attacks into another Fierce? No way that will reach.
If Crouch Light Punch, Close Fierce, Far Fierce didn’t work, I doubt Crouch Fierce will change anything.
Now, hit boxes are wonky in the game, so you never know. In fact, a lot of Combos may end up working ONLY after a TKEXCS as that setup allows you to be closer to the opponent than just walking up to them. All my tests were off of walking up to Yang, and Yang is rather small.
I just wanted a special that was safe on block and couldn’t be AAed on reaction. I honestly don’t get why Cammy isn’t allowed to have safe specials in the SF4 series. James being this down worries me, although it doesn’t surprise me. There really was no reason for them to basically attempt to re-do Cammy from scratch for AE, but that’s what they did.
Oh yeah, and thanks to the height restriction on Cammy’s Dive Kick, Justin can actually REACT to the pause in the air and Ultra me with Yang’s Ultra I on reaction to fully punish any of my Dive Kicks.
I expected this, it’s the same flaw that Spin Knuckle has that infuriates me. In total it’s faster than a normal jump in, but the momentum stop telegraphs it bad.
Light attacks only get +1 on counterhit, so even if stand jab is +7 it won’t link into ultra.
If arrows often cross under, besides sweep combos, have you tested the possibilities of a far fierce xx cannon spike ender? If it connects it should do the same damage as mk arrow now, don’t know if it reaches in any worthwhile combo though.
Crossing under might occasionally be a good thing though. If the mk arrow in a sako combo crosses under, you would actually be able to do mixup afterwards midscreen whereas before the mk arrow would knock them too far.
I totally thought I mentioned what james said… But guess not…
I’ve also notice d it doesn’t link from really far or just doesn’t cancel ( far hp)
Also why I suggested the combos I did, since they seem too be the most reliable…
Tomorrow I think is the last day I’ll be playing ae cammy, its starting to mess with super cammy and with lots of tournies
That’s what I tried to say to everyone that was telling me Cammy’s CS nerf wasn’t horrible. Her dive kick DOES NOT MOVE DOWN, so that makes it stupid easy to react to at that height. It never really was a dive kick, you could just sort of make it into one because of the lack of any height restriction. If they were going to put that height restriction on it, they needed to change it to have EX dive kicks animation/movement, but not the hit/blockstun of it. It’s just so bad because it feels like the addition of Yang/Yun probably directly contributed heavily to WHY they did this to Cammy…
Also what they said about ch lights. You should test combo into sweep to test frame data on those, as sweep is 7 frames startup.
They could’ve at least given her a normal throw range if they were gonna do all this… you say she only has throws, but really she doesn’t even have that. She can’t tic into a throw past one light without walking up on someone, so even that isn’t much of a threat. If she had normal throw range kara far HP to throw might even work.
Also cool that you confirmed cl. hp is +6 then, means you can probably do, cr. lp > cl. hp > cr. mk xx SA, though that’s probably not better than cr. lp > cl. mp > far hp xx SA.
So her normals is the new Cannon Strike:shake: ? I started to think Spiral Arrow was an offensive tool un til I just found the hard way that a perfectly spaced Spiral Arrow could result in a Lv2 crumple on prediction or FA(forward)DC on reaction into any combo of their choice. Am I the only one thinking she will have major Focus Attack issues her whole moveset screams “FOCUS” since everything she has has atleast 30 frames before they can be safe so now they did that to her Cannon Strike. Atleast in Super Turbo she had specials that were useable but now everything that made them fun and somewhat useful is gone. Sorry it’s just I’ve been playing with Cammy since Super street fighter 2, she was the only character I could use hopefully the buffs will make up for the nerfs. Jchensor said she was playable I hope he’s right:sad:
Yeah, don’t get me wrong, I don’t think Cammy is horrid. Even as the worst character in the game in the Street Fighter IV series, that means she’s still pretty damn good. And honestly, by the time AE lives a decent amount of time, Cammy won’t be the worst character. EX Dive Kick will ensure that. As I said in a previous post, the fact that we can’t use Dive Kicks everywhere might actually raise, VERY SIGNIFICANTLY, the hit rate of our EX Dives because no one will be expecting them at all anymore.
Cammy won’t be bottom tier by the time this is over. It just feels like it right now, and I really need to take my anger out at Capcom right now by whining a bunch. It’s just very frustrating to see this happen to the character I’ve stuck with my whole life. Finally, she’s good, and then Capcom says “NO.” But she won’t be bottom tier in the game. But she also won’t be anywhere close to the top tier like she was in Super.
And that’s good to know that Counter Hits on Light Attacks aren’t +3 but only +1. I actually didn’t know that. Thanks for clearing that up for me!! I’ll… um… be right back. Need to go and change something I’ve been working on. ~_^
It reminds me of Sagat in the last transition. People had to change the playstyle slightly with him due to his nerfs.
I kinda feel like if you have a good ground game then Cammy should fluorish IMO, since she is now a mid range powerhouse now with the buffs to her normals, which also pretty much increased her damage output in those situations.
With that losing the tkcs is fine since you can still blow up crouch techs anyway with the strikes in AE anyway, since the minimum restriction isn’t that bad.