i quote this for james,

it seems that 2 lights stand hp arrow is character specific. i would assume 2 lights c.hp, FAR HP arrow could be character specific as well.

c.lp, c.hp, far hp, should work man!!! :sad:

ok in super training room:

at ryus face point blank or after high mk dive, c.lp (pause, plink) c.hp, far hp … if i do this i get to link the two heavies successfully on standing ryu. THIS SHOULD WORK IN AE :sad: why on earth far hp wont cancel into arrow. :mad:

c.lp, c.hp, far hp sounds like a combo possible in AE.

Di,

He was trying it on Yang, and from everything I’ve heard the twins have BS hitboxes on top of everything else. Because more retarded character specific hitbox crap is exactly what SF IV needed.

Also cr. hp to far hp may link better than other moves, because that maybe gives far hp an extra frame to extend, assuming it’s still cancellable from those frames? At least James made it seem like the far hp is not fully extended in it’s new 6 frame startup time.

Merry Xmas Cammy users!

Thanks James for your post. Always nice to read them even though this time it was a very negative one. I remember you were also very sad at the beginning when SF4 was released so I hope like last time this time your spirit will also feel better when time goes on.

I played some CVS2 yesterday and I was shocked ;p I forgot she could dive kick from a straight and back jump… and her dive kick from the hooligan roll was sooo damn fast! And her cannon drills were so nice… goes under fireballs and nice recovery too on the lk one. And st.HK and st.HP haha… damn… Just don’t really understand why she could be so good in CVS2 and so… different in AE. Maybe she should get her Alpha outfit back? :slight_smile: Time for new alts!

Just don’t understand about the HK drill. Ok, 1 hit is not the problem but we should able to FADC from it. But it seems that’s not the case. Maybe ex drill is a armor breaker now like Makoto’s ex Hayate? Just a wish ^^

well everyone get’s mad when they are not winning and more when you need to completely change your playstyle to fit your recently nerfed character xD,anyway is always good to read the opinions of someone as experienced as james.

I tried it myself in Super Training Room and take look at it. It hits at the very end of the move, which it seemed to me in AE is not Bufferable. There are distinctly newer hitting frames earlier in the punch that are Bufferable, but I do not think the last few frames are. So even if that links in AE, you most likely won’t be able to Buffer it into a Drill.

Also, let’s look at the damage scaling. Crouch Jab is 3 frames and only does 20 damage. If the damage hasn’t changed from Super, Close Fierce, Far Fierce XX Short Drill will do 310 damage. Crouch Jab, Crouch Fierce, Far Fierce XX Short Drill will do 298 damage. So even if you can get close enough to land the Combo from Crouch Jab, at the cost of being only one frame slower, Close Fierce, Far Fierce XX Short Drill is a better combo anyhow. There will be very few situations where landing a Crouch Jab that close to allow the combo to work would be more likely than landing the Close Fierce.

So not having that Combo really isn’t that bad. And besides, Close Strong does 20 whole entire hit points less than Crouch Fierce. Which means you CAN do the Crouch Jab, Close Strong, Far Fierce XX Short Drill for 278 damage, which isn’t a great deal less. And it’s better because Close Strong is a much better move when the opponent Blocks it. So going for Crouch Jab into Close Strong after, say, a blocked EX Dive Kick would be more beneficial anyhow.

So while it sounds like landing all these Fierces would be really cool and buff, it’s actually not. There’s a lot more factors to consider. So it’s definitely not a problem that some of these Combos don’t work.

And lastly, I believe that the last thing we should be focusing on is Combos. Combos require one thing: getting in. And that’s the main area of problems we’ll be running into. We need to figure out the good attack strings and tricks up close to use. Low Strong will be out best Frame Trap IMO due to its increased speed (just as fast as Close Strong and Close Fierce) and linkability to Low Forward at farther ranges.

I have a couple of videos from when Justin was using Cammy that I’ll try to upload at some point, but there won’t be anything mind blowing from them. As I said, he was trying to figure her out at the time as well.

  • James

I dedicate this video to James Chen!!!

[media=youtube]4C8T8cweMMA[/media]

for lulz

Happy New Year indeed cammy. :sad:

That version of Auld Lang Syne was in the first SATC movie. Lovely tune…also, I’m a sucker for Auld Lang Syne in general

EDIT: Hey speaking of which, is there anyway to replicate that strong/fierce crossup on Boxer without TKCS? I’ve been trying to find a way to do it in the lab but with no success. TKCS is 25 frames, so I tried both plinking :r: and mk/c.mp since that’s the closest approximation to the TKCS + 4 training room blocks of forward movement. No success :sad:

The only thing I like about AE Cammy is her standing jab. It catches everyone now and it was funny to just poke people a ton and get counter hits.

I finally freed up my schedule and so I will be playing cammy (nerf edition) this Thursday (exclusively). Won’t be playing the twins or anyone else (boycott).

I will ask my friend to record my scrubby-nerfed-cammy. Not expecting much to be honest. Given the early reports, I feel disappointed already.

Thanks james and everyone for the headsup.

I will tell you right now. Your first 2-3 games will be getting used to the height restriction. Enjoy all you jump kicks haha.

Yeah honestly i think cammy will still be alright. I really dont know too many people that enjoyed fighting against a good cammy. She just wasn’t interesting to fight in her current state when strikes could almost replace her normal game while sitting on FADC DP’s/spiral arrows. My characters will actually be able to fight her now.

I think they should have buffed up her normals a bit more but EX strike is still going to be really good and a general momentum changer. I guess im just looking at it from the side that Cammy will actually be interesting to fight against now. Of course at the expense of her being less interesting to play as. Which i dont see what capcom was gonna really do in such a short time frame to make her interesting while not having her be so reliant on strikes for offense outside of buffing her normal game to near CVS2 status.

I think u should just stick through it james. Especially since uve been maining cammy since the beginning of time. LOL.

So how are the hopes now?
I don’t wanna read trough all the nerfs she got :frowning:

how do you think i feel? gen was one of my mains in vanilla…

edit: devil-jin: where my main issue lies is how it can be justified to nerf cammy’s dive game so hard while leaving rufus (who’s dive was less execution heavy and was better, cammy’s is punishable if she hits it too high while rufus’ has more hitstun etc.) untouched and then adding yun/yang who also have dive kicks. are those characters going to be less annoying/frustrating to fight now?

Yeb periodically sends me text messages telling me Cammy deserved the nerfs, or welcome to the club.

I don’t think there is a character in the game that can’t fight her now. From what I can tell, she probably won’t have any real advantages over anyone anymore. Her best match-up will probably be 5.5-4.5. Any 6-4’s she has will be due to the opponent’s shittiness (like Blanka) moreso than her quality.

Highlulu has it exactly right. I agree that even as a Cammy player, she wasn’t particularly interesting being a Dive Kick machine. But the fact that they left Rufus as is and then, on top of that, added two new Dive Kicking characters with aimable Dive Kicks that are way more potent than anything Cammy could ever dream of being is the part that really pours salt on the wounds. Yun and Yang both have easy chip moves that leave them safe (as does Rufus) and all three characters have Overheads. Yun and Yang also have Supers that kill blockers.

Again, if they planned on nerfing Cammy that badly, it would have been nice to have a new attack vector. We lost our main one and to not gain anything in return for chip damage or for being threatening is a huge nerf. Right now she seems fine because we’re all playing all happy in casual matches at arcades. Wait until tournaments when people start really turtling against her and watch how quickly she will fade into ineffectiveness. I mean, honestly, how are we supposed to beat a Balrog who sits there? A Guile who sits there?

If the height restriction was given to Cammy, then there needed to be something to make up for it. A FASTER Dive, longer Block Stun, diving from any Jump direction, Diving from a Hooligan Roll, a safer Drill, a safer Cannon Spike (like ST), Hooligan Roll grabbing Crouchers, a farther and faster LOW FORWARD, etc. There were so many ways they could have given Cammy a new way to attack, but they chose nothing. They improved her inside game which is ironic because now getting IN and STAYING in is the problem.

That’s the funny thing. Even though she was the worst character in ST, it was because of a few particular match ups. But her Hooligan Roll, Jumping Strong, Low Forward, and Cannon Spike were “broken” in a sense, which made her entirely playable. It was really easy to have round where I killed someone in 10 seconds before they knew what happened.

She just has nothing powerful in AE anymore. EX Dive Kick is the closest thing, but we had it already. We needed something else to help us attack, and it just wasn’t given to us.

  • James

And I forgot to mention that Yun and Yang can build meter across the screen for free. Yeah, the TKCS building meter was a huge problem. Everything they tried to nerf off Cammy, they gave to Yun and Yang. It just doesn’t make sense.

  • James

I think Capcom want us, Cammy players, to play Yun or Yang.

This makes the cammy vs Akuma match up more annoying.
[media=youtube]_QurejHkOM4#t=1m07s[/media]

I believe they might change her again. They’re drawing statistics from the arcade machines, perhaps they’ll balance the cast according to this feedback. It’s been stated that updates can be rolled out to the machines.