Well, here’s the updated frame data for Cammy in super (according to Prima Guide):
Standing Far HP – recovers 4 frames (15) FASTER than vanilla (19)… everything else the same (startup, active, frame adv on block/hit), so it’s slightly safer if whiffed… LOL
Standing Far HK – recovers 1 frame (22) SLOWER than vanilla (21), but it is an EXCELLENT TRADE for its amazing INCREASED RANGE and AA properties compared to vanilla.
SBF (LP) – Startup is 2 frames (35) FASTER than vanilla (37), 1 extra frame (11) of ACTIVE HIT FRAME than vanilla (10), 2 frames (11) LESS on recovery than vanilla (9) and +4 on block (vanilla is +3)
SBF(MP) – Startup is 3 frames (33) FASTER than vanilla (36), 1 extra frame (11) of ACTIVE HIT FRAME than vanilla (10), 1 frame (11) LESS on recovery than vanilla (10)
SBF(HP) – Startup is 3 frames (36) FASTER than vanilla (39), 1 extra frame (11) of ACTIVE HIT FRAME than vanilla (10), 1 frame (11) LESS on recovery than vanilla (10)
SBF(EX) – see SBF(MP)
So for the normal buffs, none of the buffs translate into anything useful because NONE of the startup/active/ hit&block adv were changed from vanilla, only the recovery frames were tweaked.
Here’s a list of the fb recovery frames from various opponents:
punishable:
Sagat: high tiger 39 frames (recovery), low tiger 45 frames
Ryu: fb 45 frames, ex fb 40 frames
Ken: fb 47 frames, ex fb 44 frames
Gouken: fb 41 frames, ex 55 frames
Dhalsim: fb 48, ex 44
Chun Li: lp fb 44, mp/hp fb 41, ex fb 48
Akuma: purple fb 44, red (multi-hit) lp 50, mp 57, hp 63, ex 50
Rose: lp/mp fb 52, hp fb 53, ex hp 48
Sakura:fb 48
not punishable:
Guile: lp sb 29, mp sb 31, hp sb 33 frames, ex sb 29 frames (this might be a typo from Prima, in vanilla it was 39 ?!?!?!?)
Cody: stone lp 16, mp 18, hp 20, ex 17 (yikes, amazing recovery)
DeeJay: fb 28, ex fb 26 (wow, new comers got good recovery on fireballs)
I purposely didn’t list Dan (duh…), Ibuki (air fb), and Juri (can be delayed).
the LP version of the SBF is interesting… it has +4 on block, so you should be able to do a st.close.mp or st.close.hp and be safe on block! And as a bonus, if they mashed anything in between the moves, you should be able to score a counter hit and be able to combo off the counter hit…