Rolento c.mk needs a couple more frames of hitstun. It’s disgusting how c.mk doesn’t combo into fierce PC at any range. It’s never been this way in the history of SF.
A new top player has emerged. Fluent with multiple characters. With 4 cards in the Top 5, he’s taking numerous wins under his belt, some even against himself.
The words brainded and autopilot been thrown around so much that no one actualy takes time to know what it means and where it applies. Cammy is strong and top tier, been saying this since day 1 (when ppl were still wondering if she was even tournament viable). But brainded? That’s being ignorant and taking shortcuts. She has a very simple and straight forward set of tools, with ex strike being what makes all the rest of her tools actualy dangerous. Her combos are actualy all 1 frame when you maximize the character and u need a decent level of fundamentals to be effective against any high level/top tier type of player. I think ppl got to a point where top tier = brainded, which is pretty ridiculous.
Can someone actualy define what exactly it means to be brainded ?
I do think that is thrown out way too much. However I think that execution isn’t something that really takes thought just practice. Execution =/= thinking.
Autopilot is something where you can win heavily based on frame perfect setups + and OS that covers most options such as Ibuki neckbreaker setups which are all just about memorizing what buttons you need to use to frame kill your setup and whether or not the opponent can be OS neckbreakered or not based on their character. Things that make it so that you don’t actually have to consider what the opponent is going to do on wakeup at any given time as long as you know you have your setups+OS memorized and ingrained in your muscle memory.
Brainddead (for me) is where a character doesn’t care about what the opponent is doing in neutral. Where doing a certain action at any time, regardless of the opponent’s state, is a significantly smaller risk than reward. I think Cammy can be played that way even at the tournament level and get far but no character can be played at the upper upper echelon of tournaments that way, especially in long sets. Things like, EX Cannon Strike during neutral with no regard for spacing or meter management are braindead. They result in advantageous situations no matter the outcome. The risk to try and fight the EX CS for some characters (do to the hitbox) is usually much higher than the reward you’d get for doing so. Usually Cammy is risking a 40-50 damage anti air that causes an air reset and that has a good chance to trade for a “I’m now in range for frame traps and have block advantage and did 20 chip damage.” OR “I hit the opponent and have enough hitstun to combo to do a max damage combo + get a setup after.”
Another example would be the lack of risk vs the incredibly high reward for Sakura’s EX Tatsu.
I don’t think Cammy, or any character, is braindead. I don’t think Cammy’s frame traps are “brain dead” which is often a complaint. I don’t even think EXCS or EX Tatsu are braindead themselves. I think there are elements though that can be used effectively in ways that require little to no attention to the game going on and that isn’t a good thing.
About your Autopilot definition, then shouldnt it be praised rather than complained about ? Doesnt it show a certain level of planning and structure to execute a “frame perfect setups + and OS that covers most options” that denies it’s “autopilot” nature? In Basket ball, every single set play follows a tactic and a strategy that has been practiced and perfected for a certain amount of time. Where do you draw the line? Or do you consider any “high level” set of planned tactics autopilot (and would apply to any high level discipline?
In the particular case of Cammy:
You mention a lack of management in the same sentence as “Ex canon strike”. Isnt it already contradictory?
Now the spacing, are you implying that the move takes next to no spacing? Can you do it at any range? Any height? Any angle and be rewarded.
The risk is too high for some characters due to not having a dp mostly (lets disregard that any character has a focus level 2 or at the very least a (focus) backdash move to minimize the risk at the expense of 1 ex meter lost at least for the opponent). Would you apply the same reasoning for fireball characters? Is Ryu autopilot because Zangief cant just jump over the fireballs without risking half his life? Where exactly do you draw the line?
Now dont get me wrong. I hate brainless way of playing more than anyone. I just think people need to be more careful about what they complain about, because there is a high chance the next game is going to be hell with what they actualy wanted.
Cammy needed adjustment not in her approach or neutral, but in the reward from an ex strike. Her approach / neutral is 100% legit IMO. Outside of ex strike, every move she does is heavily weighted or straight normals. That’s not the case with the other strong characters But the reward for ex strike should’nt be a way to finish the round. (I suggested making ex strike on Hit a soft knowkdown, u could only followup with Canon Spike. This is the hardest nerf to her current gameplay she could ever have and even I think it would be too much without buffing the rest of her ground game, but ppl still cried that it was to make her broken or whatever lol).
But other than that, every single complain about the character is not justified imo or u’d have to slay 20 other characters who do the same in a different way (often way more effectively)
Memorization isn’t planning. Planning (in terms of sports or games) requires forethought into what you expect to occur as well as the ability to adapt to while these setups are simply memorization. In many cases not even of the design of the player themselves but simply looked up online and written down.
In basketball set play isn’t static like a hard knockdown. Objects and variables constantly shift and you must plan for possible outcomes as well as adapt to unexpected changes. Hard knockdown setups always are the same situation down to most minute detail.
For the Braindead thing. Saying meter management and EX Cannon Strike in the same sentence is hardly contradictory. Just because you suddenly have the option to do something doesn’t mean doing it is the best course of action. E.G. players who get a bar and immediately do EX CS regardless of opponents position / state of mind (which I see A LOT) aren’t managing their meter. They are doing it because it is now an option, regardless if it is the ideal situation they are just trying to avoid playing footsies. Often times I’ve seen it done in situations where there is little to no reason to even use it at all.
Ryu isn’t autopilot because fireballs carry risk that an EX CS does not. Again, there is almost no risk whatsoever to an EX CS done from most any situation. Most characters wont even attempt to challenge it even if they have a DP because it can stuff some DPs unless done very very late so that the tiny bit of invincibility that most DPs have covers it. Only a handful of characters can really do anything to stop it beyond block.
Level 2 focus? Guess what, you can land and recover in time to throw them before they can hit you in at almost any height (ALMOST) because EX CS only has 4F landing recovery and the release of a level 2 focus has 11F startup. Plus Cammy can always block or DP upon landing.
Focus backdash is still rewarding Cammy by putting the opponent closer to the corner, gaining ground, and causing potential damage if she hits you before the white damage fully recovers. Again, a next to no risk situation that leads to a decent or high reward. Plus, Cammy can often punish those backdahes upon landing by simply walking forward after due to her walk speed. That however would require the player to be doing the EX CS and actually planning ahead, e.g. NOT just throwing it out.
Something costing meter (especially in SF4 where meter is plentiful) doesn’t balance a tool by itself. The excuse of “well I’m spending a bar should I should be (blank)” is used far too often either for buff requests or requests for something not to be nerfed or whatever. One of the things I dislike a lot about SF4 is that you gain so much meter for blocking or being comboed that meter is very prevalent and easy to come by, especially for (and against) frame trap oriented characters who spend a lot of timing making the opponent block normals which in turn builds both of them a lot of meter with no actual damage being done. Every time Cammy does crLK - crLP - clsMP - crHP on block she is building 70 meter and the opponent is building 35 meter. That’s the same as 7 whiffed fireballs from Ryu. It’s one of the things that makes DP - FADC so prevalent right now is that 2 bars is pretty quick to come by in a round against some characters.
Add that to Oni’s Ultras, Evil Ryu’s ultras, Hakan’s ultras, Seth’s u1, Cody’s U2, ect ect
A LOT of ultras take a long time. Though the ones I listed are pretty exceptionally long. Biggest reason it was an issue in SFxT was that not only were they long, but you could EASILY get 2 in a round AND the combo leading into it was long as hell.
Of course, with Red Focus building double ultra meter, and every single one of the new characters having an easy way to combo into a full cinematic version of their ultra I think it could be a problem in USF4 too
Makoto looking as dope as I thought she would in USF4. Players adapting already mixing between HK and MK Axe for pressure and that EX Fukiage looking as incredibly good as I expected, tons of corner carry and damage for 1-2bars mid screen + cross under shenanigans. Looking forward to getting back into her more in USF4. She is a very strong contender for top 10 I think.
Red focus is actualy pretty good for punishing wakeup ultras. You just focus that whole thing and get a free ultra. Kinda cool although situational and requires 2 meters.