Teyah
1641
Ugh I pulled a James Chen and wrote close fierce when I meant far fierce. The first (special cancellable) frame does like 80 dmg at most, maybe less.
or you can just join the Yun army. he plays more like cammy than cammy in AE.
I didn’t say anything about J wong doesn’t deserve to win or get lucky. I watched the vid, i just think it can go either way.
[media=youtube]SbJ1EWC6XPA[/media]
the are close match. With some luck sako can easily take the that set based on the tournament vid. Sako was up 1-0, 1 round and winning on the second round by 50% HP. at that point, i bet most people that were watching think sako had the match too. people who posted here act like the match is not even close. that was the part that i don’t get it that’s all.
I said the samething about the Tokido vs Daigo vid too. Daigo is the better player, he beat tokido 60-40 in a 100 games set.
in that tournament Tokido can easily take that set. are you saying that Daigo didn’t get little lucky? lucky is important in tournament.
ok i take what i said back. cammy sucks in ae.
i lost to a runaway monkey-jumping juri. couldnt anti air even i swear my input was for cs it comes out as c.hk :wow:
the arcade sticks suck. lol at ex cannon spike when i wanted ex tkcs.
today couldnt land any combo other than c.lp c.lp c.mp mk arrow.
i got tired from the game and left.
did they change hondas headbutt? couldnt punish it on block with mk arrow. oh maybe he used mp headbutt.
my spirit is crushed now, i will stick to Super and beat scrubs all day spamming strikes. fak ae! :mad:
rose got nerfed BAAAAAAAAD. she’s garbage now. Nerfed Cammy is better then Nerfed Rose.
MVC came out in time. 
EDIT: why i feel so salty, because I KNOW in super i will own those fucks for free. i guess thats why. i kept thinking if only this was super. im bound by this unresponsive stick, its responsive but different stuff comes out while i want something else entirely. also the restrictions, the new links, dropped combos, hk arrow FUCKED! lost my safety FADC 
Di,
Westlo
1645
cammy sucks in AE because you couldn’t pull off moves on a crappy stick? cool story bro.
:lame:
it was all of it. not cool environment. stick. cammy nerfs. frustration of not being able to strike at well.
and the feeling of “in super i would have ended this in 20 seconds” 
this is my first time in arcades :mad: I’m Team NAH :mad:
yes im used to my Sanwa modded stick on my LAP not on a freaking fixed horizontal position.
show your AE Cammy or STFU. 
Di,
That is some serious salt my friend.
indeed, i pulled a James Chen :xeye:
Di
Am I the only one that’s looking forward to playing around with the new Cammy when AE reaches consoles? Or am I just crazy?
i will visit the arcades again :mad: i will try the new characters this time.
i will play some Cammy on the side , more salt to come :mad:
Di,
I cant wait to play the new cammy. Dont blame AE cammy on personal problems regarding you missing links and not liking the position of a stick. you tried to do tkcs in AE? I thought they got rid of it so you basically have to do it like makoto’s axe kick. Im not trying to sound (or be read as…) an asshole but maybe the problem is your still trying to play AE cammy as console ssf4 cammy. keep in mind that her buffs went to normals and nerfs went to the dive kick. its a nice way of thinking of using cody with his frame traps but with higher execution combos with cammy.
your not the only one, her change is kind of exciting it ALMOST takes me back to the Super Street Fighter 2 days now if only they would change it back to Cannon Drill/nostalgia. I just wish they would have buffed Arrows so they could be used a little more to get in oh well. Also, I can wait for AE to come to consoles because i’m tired of all the tournaments around here changing from Super console to AE since I don’t use a stick. So the only thing I can do now if pretend i’m using AE Cammy online in Super. I really need an arcade stick.:sad:
x30Hz
1653
I think we aren’t the only complaining about AE.
If you see the comments in the pro japanese players tier list, there are several people salty.
Probably AE will kill SFIV.
Sad… sad
I’m excited for AE Cammy. I’d rather work with what I got than whine about how everything needs to be different.
Kouryuu
1655
AE is probably the best iteration of SFIV in terms of balance. And yes, Cammy IS STILL LEGIT IN AE. So stop the bitching.
For those who care…
Cammys cl.hp/cr.hp > far st.hp xx SA seems to be character specific. I couldn’t land it on Shotos or in mirrors; the far st.hp would hit with the later part of the animation (the non cancel-able part). This kinda sucks since her damage output is already range dependent and overall, inconsistent.
Don’t know if it would hit off EX TKCS against characters the above link would miss if done nakedly. So who knows…
Great some more bad news but nice find :tup:
I wish they would have fixed up her range just a little. She seems like she has it a lot harder this time around. The only way to get her most damaging combos in were because of her Tk and low cannon strikes now with those two gone it’s going to take forever to kill anyone. Guess we’ll have to step up our up/mid range game to stay in and keep that pressure. Time to learn… FOOTSIES :shake: as of now the only thing I get hit by in footsies range are those long range forward moving normals, sweeps and random jumpins that make Cannon spike whiff.
Cammy already has a lot of combos that are inconsistent when not done off an EX CS/jump in, so I wouldn’t be surprised if hp, far hp is only reliable on that. I wonder if st. mp, far hp fares any better (should have less pushback I think)? Assuming the far hp gives a more reliable HK arrow cancel, still might be worth it then.
Kouryuu
1658
I hardly (if ever) use cl.mp > far st.hp xx HK SA but it might be worth looking into. Hopefully it will work.
I’ve posted this a while back but it’s also best that we learn what characters Sako combos work on without the need to start with dive kicks/jump ins. Sako combos are generally started with a TKCS in Super but there are some characters where the initial dive kicks aren’t necessary (e.g. standing/crouching Abel). And thus, the characters that CAN be comboed with a Sako combo without the need of an initial jump in/dive kick should be able to be comboed as such in AE.
It will take a bit of time and studying but it will be worth it, since Cammy needs all the damage she can get.
I’ve managed to punish an Abel off a focus crumple with cl.mp > cr.hp > far st.mp xx MK SA in AE.
Of course, we still have our EX dive kicks (TKCS) so the traditional sako combos can work just as they do in Super should we manage to land an EX dive kick.
someone asked if sako combo is no longer the “best” option. i tried the new far hp hk arrow combos damn its inconsistent (space dependent and could be character specific or it would work if you start with EX TKCS/jump attack).
i wish we have training mode so we can figure things out. :shy:
still hoping for capcom to lower the min height restriction.
not enjoying mvc3. was hoping to find refuge there. :shake:
so i played AE again, i take what i said back. i am no longer frustrated with the height restriction even but i wish its not as this high.
Cammy AE is good. and you cant compare her to Super. she’s simply not the same. also this time i played on good stick hehehe.
i had win streak against Ryu, Ryu, Yang, Oni Akuma, DAN lol and Ibuki
impression version 2:
-
forget close mp crouch mp. this combo sucks in ae. close mp far hp hk sa works on everyone i tried it on. if you start with an lp. far hp would not link more often. maybe as you guys said its char specific or whatever space thingy. anyway, it was my go to combo after confirmed strike. works on crouchers.
-
blocked ex strike i would c.lp stand close hp. far lp. walk cmp. 
-
i can confirm hk sa corner knockdown vs balrog. cammy doesn?t go under him.
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ex strike weird on wakeup it does crossup. feels different than super. on DAN i bnb’d beat crouch tech with ex strike close mp far hp hk sa. then i jumped ex strike it crossed him up into close mp c.mk mk arrow. 
i cant remember anything else really. i will edit when i remember. oh also i won by just doing close mp far hp combo and double hp combo. frame traps. anti air. funny i didnt use c.lk c.lp c.mp mk arrow at all.
**
Cammy additional Nerf:**
i dont know if you guys mentioned this before. like wtf. i play Barrel Bonus stage in Super when i want to train my normal anti airs. i would go often round in and round out in barrel stage. and i KNOW how many normal hits take to break a barrel.
sequences that i often try:
- close lp, close mp 2 hits to break barrel, causes barrel bounce on the first normal.
- close mp or lp, close hp 2 hits to break barrel, causes barrel bounce on the first normal.
- close mp, close mp or mk 2 hits to break barrel, causes barrel bounce on the first normal.
- close hk, 1 hit to break barrel
- close hp, 1 hit to break barrel
AE i tried the same when I reached barrel stage, actually I was happy im playing barrel bonus is so much fun for me:
close hp would break barrel in 1 hit ONLY if it hits at the beginning of the move, like before the whole swing.
if you hit it later, like if the barrel on top of cammys head. it doesn?t break it bounces back and you have to hit it again.
which led me to come to the conclusion that close hp anti air is nerfed damage. you know like when we use it to beat jump ins that float over cammys head or neutral jumps. So that is damage nerf. it seems that there are 2 hitboxes 1 that breaks barrel with 1 hit. the later is the one with less damage doesnt break barrel.
EDIT:
anti air close hp does 80dmg in Super
i would estimate close hp in AE does ~60dmg
Di,