Cammy is almost done, lots of buffs and some nerfs. I hope it works out, I think she feels good and overall better than she is in AE2012 but less autopilot playable with some changes.
Here are a couple of the highlight changes.
close HP - made 5F startup damage made 85 accross the board (regardless of frame you hit on.) stun made 150 across the board regardless of frame.
close MP - frame advantage on hit reduced making it only +5F on hit. Pushback on hit reduced. Hitstun on counterhit INCREASED. Landing a CH close MP grants more frame advantage that CH close HP, can actually combo to U1 just as crHP previously could but had it removed. Damage reduced from 70 to 60 for grounded hit. Hitting it as an anti air = 70 damage regardless of what frame you hit on (no longer 60 dmg on later frames.) close MP also now forces standing on hit.
close LK - Now required to be closer to the to the opponent to get the close LK to come out. Damage increased to 35. This means you should have less instances of doing close LK at ranges it cannot ever hit and instead will get far LK.
close HK - Startup reduced from 9F to 8F hitbox slightly buffed. Damage increased from 110 to 120 (130 when hitting an airborne opponent.) can now be performed as a command normal at any time with Down + Forward + HK.
Far MK damage increased to 75 hurtbox moved slightly back so hitbox extends past hurtbox now.
Far HP later frames damage increased to 120.
Far HK recovery increased by 1F blockstun increased by 2F
crLK - is now 4F startup. Retains it’s ability to chain into itself. Hitbox was moved up and farther forward slightly (it now has more reach.) damage was increased from 25 to 30.
crMK - recovery increased by 2F. Damage increased from 65 to 70. Hitbox moved forward slightly (now has a little bit more reach.) blockstun increased by 2F
DP - MK damage on first 2F increased from 100 to 110. Damage is still 140 on later frames.
HK damage on first 2F increased from 100 to 120 damage is still 160 on later frames. Invincibility increased from 1-5F to 1-6F
EX - damage on later frames increased from 95 to 110. Invincibility increased from 1-6F to 1-12F.
All DPs have had their active frames reduced towards the end of the move. Cammy is still active until she reaches the peak of her ascent but she is no longer active after that (no more hitting while falling.)
Spin Knuckle drastically reworked. All non-ex versions of Spin Knuckle are now vulnerable 1-2F (meaning they cannot avoid meaty fireballs or strikes.) all spin knuckles have had their travel distance reduced. All of them have been sped up DRAMATICALLY. All Non-EX Spin Knuckles now OVERHEAD. All Spin Knuckles now float slightly higher and cause slightly less knockback distance. It is possible to spin knuckle - u1 and get the non-cinematic version.
LP Spin Knuckle Startup is now 23F startup. Blockstun reduced by 2F (now +1F on block.) damage reduced from 8080 to 7050 stun reduced to 10050. Hitstun on first hit increased by 1F (it is now possible to do counter hit close MP - LP SK - FADC - close MP).
MP Spin Knuckle Startup is now 27F startup. Blockstun reduced by 1F (now +2F on block.) damage reduced to 6575 stun remains 100*100.
HP Spin Knuckle Startup is now 30F startup. No change to blockstun or damage.
EX Spin Knuckle was unchanged.
All Spiral Arrows can now be FADC’d on the first 7F active (the grounded frames). However all spiral arrows have had their blockstun reduced by 2F.
MK Spiral Arrow damage reduced from 100 to 90. Stun is still 150.
Damage on HK Spiral Arrow was changed from 4080 to 10040. Stun was changed from 80100 to 10080. This means FADCing the first hit gets you more damage now.
EX Spiral Arrow projectile invincibility is now 4F-25F
Dive Kicks were reworked dramatically. Lowered height requirement by about 30%. LK Dive is now 16F startup but active until it reaches the ground and has a slowish decent, does 45damage. MK startup is 14F and it’s active frames remain 11F. MK Version does 50damage 100stun. HK version has 12F startup but active frames were reduced to 9F, the move falls very quickly though and can be used for mobility it does 60 damage 100stun. Hitstun on all non-ex dive kicks was reduced by 2F and all non-ex dive kicks blockstun was reduced by 1F. The landing recovery is still 5F. The hitbox was moved slightly upward and the hurtbox moved slightly down to make it a bit easier to anti air. All normal dive kicks now have the same position and size for their hit/hurtboxes (previously they were slightly different.)
EX Dive Kick hitbox size was reduced from 0.25x0.25 to 0.2x0.2 and the hurtbox slightly increased around the legs. However it is now flagged as “Can Cross Up” meaning it should still be able to cross up as easily if not easier than before. Hitstun was reduced by 4F and blockstun was reduced by 6F. Damage increased from 80 to 85 and stun increased from 100 to 120. The move can no longer be performed from a back jump, however it still can be done from neutral and retains it’s zero height requirement and 4F landing frames making it still very strong. On counter hit is still capable of going directly into ultra 1.
All Hooligans startup was reduced by 3F and no longer travel quite so high up making it faster to cancel to catch people. Combined with the change to Spin Knuckle hitting overhead the hooligan combination should become more useful as you can make people stand up more often with Spin Knuckle meaning that hooligan will work. If they crouch - spin knuckle. If they are standing - hooligan.
Forward and Back Throw have had their damage increased to 145dmg 140stun (back throw) and 150damage 130 stun (forward throw) however they now cause the opponent to be SLIGHTLY farther away than previously which should mess up some unblockables. In addition her throw range was slightly increased.
FJ LK damage was buffed from 30 to 45
FJ HK slightly reduced hitbox width but damage increased from 100 to 110.
Cammy’s Super damage increased by 20 and now the first 3 hits must be blocked crouching.
Cammy’s U1 damage reduced by 30 and now the first 3 hits must be blocked crouching.
A few changes to Cody since previous notes:
HP Badstone now cannot hit crouching opponents from 3F-12F of it’s active frames. Arc height reduced slightly
F+HK damage reduced across the board from 100 to 90 and stun reduced from 200 to 175. Startup increased from 11F to 13F and airborne frames now start on 5F. Lost the free juggle state on counter hit.
crMK - blockstun reduced by 1F. Now +1F on hit -4F on block hurtbox on legs increased in height by a small amount.
EX Zonk now requires 90F of charge (up from 60F)
LP Criminal Upper blockstun for tornado hits reduced by 1F. Now -3F on block, still hard to punish when spaced, sometimes impossible depending on character.
crLK - hitstun reduced by 1F. Now back to +2F on hit. However it still can be chained into any other light attack.