- CAMMY - |
Cammy on SRK Wiki (ST) ↓ |
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Passive grab animations: (+/+/-) Close Standing Roundhouse (+/-/+) Far Standing Roundhouse (+/+/-/-) Crouching Roundhouse (+/o/+/+/-) Neutral Jumping Roundhouse (-) Diagonal Jumping Roundhouse (-) Cannon Drill/Spiral Arrow (o/++/-/+/+) Thrust Kick/Cannon Spike (o/-/-/o/o/-) Spinning Back Fist (+/++/+/+/-/-/++/-/o/+/+/+/+/+/+/+/-) GOAL OF THE CHANGESMake her viable. Expect some considerable buffs. With that said though, Cammy will have some of her normals nerfed on the damage department to be on par with Chun because she doesn't need to do so much damage on each hit to be competitive since she won't be an "unfinished" character anymore. For Dhalsim specifically this will be helpfull, the damage difference was starting to get too overwhelming for him, now that Cammy (supposedly) doesn't suck anymore. If you really want damaging normals, then just pick O.Cammy. |
ColorsNew Legacy colorsOriginal colors**Berets are newly shadowded with MMK's sprites, and Old Alternative color (10) changed. |
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
MISC |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Crouching reel:+ Priority buff: proper head hurtboxes, 2nd frame on medium reel duration extended by 4f, 3rd frame on the medium reel as well as 4th and 5th animation on the heavy reel sprite also changed. REASON: mainly for it to match the sprites. I did make some tests and important combo sequences like Fei's max range Close Fierce into Rekkas, Claw's Crouching Forward into Crouching Strong or Dictator's strings with Standing Short still work normally, so it's OK. The only semi-important string that doesn't work anymore is Guile's Crouching Strong xx Forward/Roundhouse Flash Kick(if not from point blank), but Short Flash Kick still works the same so it's OK. The other adjusts are just so the proper head hurtbox is not too projected backwards while also having a smooth animation, which basically means cancels into projectiles can still combo normally. |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Throws:o Behavior tweak: aerial throws can't be activated with down anymore(diagonals still work). REASON: I think this is a bug. + Behavior buff: aerial throws minimal activation height on the upwards part of the jump reduced from 48 to 32. REASON: Just making it a little more usable. + Behavior buff: Kick air throw bounce when landing reduced. REASON: When softened Cammy was left at too much frame disadvantage, it didn't made any sense. |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Crouching reel:+ Behavior nerf: last Hooligan leg flip throw animation vs E.Honda tweaked so now he bounces a 15px closer. REASON: so now Cammy can time a jump that lands at E.Honda's back, while avoiding his wake-up reversal Headbutts completely. It won't hit as a cross-up though, but this at least gives Cammy a block string on this situation. + Behavior nerf: last Hooligan leg flip throw animation vs Sagat tweaked so now he bounces a 13px closer. REASON: so now Cammy can time a jump that lands at Sagat's back, while avoiding his wake-up reversal Tiger Uppercut completely. It won't hit as a cross-up though, but this at least gives Cammy a block string on this situation. - Behavior nerf: last Hooligan leg flip throw animation vs T.Hawk tweaked so now he bounces a 12px farther. REASON: despite all the changes on NL, the T.Hawk match-up is still Cammy favored, since some of her very much needed changes affect this match-up. More specifically, her cross-up really felt like something undeserved on this match-up, even though it was among the worst cross-ups in ST. This was specifically annoying when used after a Hooligan throw, since it was very easy for Cammy to have the very specific momentum and spacing that would make her jump very ambiguous. Considering one of T.Hawk's main weaknesses is his vulnerability to being crossed-up, something had to be done. Now, after a Hooligan leg flip throw, and against T.Hawk specifically, walking a little and then jumping diagonally will always hit at the front. She may still land at the other side, but the air move has to be blocked as a front jump. |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
GROUND NORMALS |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Crouching Strong:++ Priority buff: hitbox moved 4px upwards, expanded horizontally by 5px. REASON: The buff in vertical priority is for it to beat E.Honda Headbutts and HHS. The horizontal buff is for it to be good at that. IMPACTS: The only bad impact for balance AFAIK is that it now can beat Zangief's Far Standing Forward... this is would end up being bad I know, but her Crouching Forward is nerfed so now Cammy's footsies will be similar to Shoto's footsies when facing Zangief (Zangief's Standing Forward counters quite easily crouching kicks but loses to Crouching Strong). |
+
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Close Standing Fierce:- Damage nerf: from 28 to 26. REASON: see the comments on the 'Goal of the changes'. |
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Far Standing Fierce:- Damage nerf: from 28 to 26. REASON: see the comments on the 'Goal of the changes'. + Dizzy buff/dizzy timer nerf: 1st part increased from 1~7 to 3~9 but timer decreased from 70 to 40. REASON: just so it's like other nerfed fierces that are cancelable. |
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Crouching Fierce:- Damage nerf: from 30 to 26. REASON: see the comments on the 'Goal of the changes'. |
+
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Far Standing Short:+ Priority buff: hitbox expanded 5px downwards and 1px upwards. REASON: so this move can be used as mash move that counters Boxer's low rushes, just like Zangief do with his Standing Jab. By the way, now it has the vertical priority from Close Standing Forward. + Damage buff: from 4 to 12. REASON: this is a complement to the change above, so it is actually effective. |
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Close Standing Forward:o Cosmetic fix: forward attack sound on hit instead of strong. REASON: Just bug fixing. + Priority buff: hitbox expanded 5px downwards. REASON: So it hits as low as Fei's Close Forward, so it can also combo on ambiguous cross-unders vs crouching E.Honda just like Fei can. I know this won't be that meaningful, in fact it's dangerous to go for that vs Honda, but it doesn't seen to have any negative aspect to it so why not? Cammy need all the help she can get vs Honda. |
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Far Standing Forward:+ Priority buff: active part leg hurtbox reduced 1px vertically. REASON: So now DeeJay's Crouching Strong and Fei's tweaked Crouching Strong won't hit it. This makes the DeeJay match-up better on the neutral game and keeps the Fei match-up like it was on ST on that small aspect. |
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Crouching Forward:- Priority nerf: 2nd startup and 1st recovery parts uses the leg hurtbox from Crouching Short, so it's expanded 15px forward. REASON: after so many buffs Cammy received, I really think the N.Ken match-up was starting to be considerably unfavorable for him. Now at least he can compete a little more on footsies. The difference of this edit isn't that big tbh, but I don't know if this will have the intended impact. Needs testing. By the way, on most match-ups the opponents doesn't even have a decent move to counter this, so all in all this didn't changed much. - Priority nerf: active part body hurtbox expanded 12px upwards and 3px forward. REASON: So now Zangief's Standing Forward works a little better against it. In ST this match-up isn't that bad, but with Cammy's receiving big buffs I thinks this was needed. The vertical priority was nerfed the minimal possible for Zangief's Far Standing Forward to hit, this means that Dictator's Far Standing Forward still works the same against it, Max Out's and Booms still works the same. I tested all normals from all characters in the game, and there's only a few normal that can hit the body hurtbox while having range advantage. One of them is Chun's sweep, but her Crouching Forward was also nerfed, which made Cammy's forward somewhat better than Chun's, so Chun's sweep may balance that out. The other one is Boxer's Crouching Strong, now both have like the same range, but I think this is OK considering the buffs Cammy received. Hadoukens, Kikoukens, Low Tiger Shots and Yoga Fires can hit Cammy a little earlier now too, but it doesn't make much difference because the trade would happen the same way anyway. |
+
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Close Standing Roundhouse:+ Priority buff: 2nd active part head hurtbox reduced 18px upwards. REASON: It's for it to beat Honda's Butt Drop cleanly on its way down, but the timing is hard. For the startup of the move it makes sense for it to have a little better priority anyway. - Damage nerf: from 30 to 28. REASON: see the comments on the 'Goal of the changes'. + Dizzy/dizzy timer buff: 1st part increased from 1~7 to 10~16, timer increased from 70 to 80. REASON: theres no reason for this to be nerfed like this. This move is trash for the most part. |
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Far Standing Roundhouse:+ Framedata buff: 1st active part stays active for 2f less. REASON: So the 2nd active part comes out a little faster. This is just an attempt to make this move a little more usable. + Priority buff: 2nd active part head hurtbox reduced 10px downwards. REASON: So now it beats Boxer's Low rushes and Low kicks. He can still counter it with his Crouching Strong. IMPACTS: Cammy's Crouching Strong, Fei's Crouching Fierce, DeeJay's Standing Short and Sagat's Standing Short 1st hit and Low Tiger Shot now whiffs against it (but can hit her on her body hurtbox obviously). - Priority nerf: 2nd active part body hurtbox expanded 2px downwards. REASON: So Hawk's Sweep 2nd hit can trade with it. Without this change this move could be too good vs Hawk. - Damage nerf: from 30 to 26. REASON: see the comments on the 'Goal of the changes'. |
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Crouching Roundhouse:+ Priority buff: active part head and body hurtboxes are now like the ones on the startup frames. REASON: So it has better priority and may be a little more usable on neutral. This will make it a (unsafe) counter to DeeJay's Crouching Strong and will now whiff from a more comfortable range vs Chun's Crouching Rh. Also makes it a little better vs Honda's HHS. o Behavior buff: active part pushbox now have normal size. REASON: I don't know if this had any use on ST but it looked like a mistake to me so I'm "fixing" it. + Priority buff: 2nd recovery part leg hurtbox now uses a hurtbox that is 18px less projected forward. REASON: So it's a little safer when whiffed making it a little more usable on neutral. + Recovery buff: 2f faster. REASON: on hit it now set ups a built in safe jump vs Sagat. As an unintended impact it will also be a built in safe jump against Claw (just like Honda and Chun have against them). I hope this won't be too bad vs Claw. - Damage nerf: from 30 to 26. REASON: see the comments on the 'Goal of the changes'. |
+
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
AERIAL NORMALS |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Neutral Jumping Jab:+ Priority buff: active part body hurtbox reduced 5px forward, hitbox expanded 7px forward and 5px backwards but reduced 2px downwards and 10px upwards. REASON: so it can reliably beat Honda's Headbutt. I think Cammy deserves it, that match-up is terrible. In case you're wondering, Strong would beat Headbutt only when Cammy landed on top of it. |
,
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Diagonal Jumping Jab:o Cosmetic fix: sprite during the 1st active frame corrected. REASON: I believe this is a bug. This obviously makes no impact in balance. + Priority buff: active part body hurtbox reduced 5px forward, hitbox moved 3px downwards and expanded 8px forward and 4px backwards. REASON: so it always beat Honda's Headbutt. I think Cammy deserves it, that match-up is terrible. |
/,
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Diagonal Jumping Strong:- Damage nerf: from 24 to 22. REASON: see the comments on the 'Goal of the changes'. |
/,
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Neutral Jumping Fierce:- Damage nerf: from 30 to 28. REASON: see the comments on the 'Goal of the changes'. |
,
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Diagonal Jumping Fierce:- Damage nerf: from 30 to 26. REASON: see the comments on the 'Goal of the changes'. + Priority buff: hitbox expanded 8px downwards and 5px forward. REASON: So this move have a solid reason to be used. In ST, there's practically no reason to favor this over Rh. Now this will hit considerably lower while having 1px better vertical priority than Rh, while still losing in horizontal priority to it (so both moves can have its use). As a curiosity, O.Cammy's version of this move will still have better priority by 4px downwards and by 4px forward. |
/,
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Diagonal Jumping Short:+ Priority buff: hitbox expanded 13px forward, 3px backwards. REASON: can now be used better as a cross up (requires the change below to work properly). Also a little better priority on the front, just so the hitbox matches the sprite. + Behavior buff: pushbox during startup and active frames decreased 8px downwards. REASON: complements the change above (easier to use as a cross up). |
/,
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Neutral Jumping Roundhouse:- Damage nerf: from 30 to 28. REASON: see the comments on the 'Goal of the changes'. |
,
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Diagonal Jumping Roundhouse:- Damage nerf: from 30 to 26. REASON: see the comments on the 'Goal of the changes'. |
/,
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
SUPER / SPECIAL MOVES |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
All Specials/Super:o Behavior tweak: Input window is no longer random and is fixed at the minimum value. REASON: The input window on all special moves is now fixed to the minimum value of 7f instead of being random at 7~14f. Having random input timers makes no sense. o Behavior tweak: 1st input's timer now stays at the maximum value while the 1st input is being hold. REASON: I am doing this to all non charge special moves. This fixes a problem that affected even the best players on the world regarding walk in DPs: depending on the timing you go for downward (2nd required input for a DP), a walk-in DP would always fail. Lemme explain: on the 1st frame that you input towards (1st required input for a DP), the input COUNTER will be updated and the input TIMER will receive a value that will be decremented on each frame (this is the input timer, this was semi-random on unmodified ST, but is now a fixed value on my hack), meaning you have up to 6 frames to input downwards (2nd required input for a DP). If you input downwards before that timer reaches 0, the counter will be updated again, the timer will also receive a new value again and will then wait for the 3rd input direction required (down-forward). But there's a problem: if you spent all these 6 frames walking forward and then input downward on the 7th frame, the input window will not be increased because at that moment the DP input counter would be back to 0 and is now expecting the 1st input direction again. If you do it on 8th frame it will work though. And that's only considering a frame perfect scenario, a human player will spend more than 1 frame to go from forward to down so there are more than enough chances of missing. So that means that walk in DPs will fail around 10%~20% of the time, not even the Grand Masters can avoid this fact. With my change, this problem is solved: it's now possible to be 100% consistent with walk-in DPs. I also applied this same change to all non charge special moves as well, since there isn't really a reason to not do it. Normal anti-air (stationary) DPs are not any easier though. |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Cannon Drill/Spiral Arrow:o Cosmetic tweak: uses the japanese version activation sound (Cammy says "Spiral Arrow" instead of "Cannon Drill"). REASON: The sound is in the rom but is unused, why not give a use to it? I'll keep the "Cannon Drill" sound intact on O.Cammy. + Recovery buff: faster recovery by 3|6|9f (Short|Forward|Rh). REASON: making this move usable or less risky in general, specially the Forward and Roundhouse versions. Previous New Legacy versions had the Short version be 8f faster (instead of only 3f like it is now) and it proved to be a disaster: being able to cancel Crouching Forward kick (a high priority and fast move) into a safe Cannon Drill proved to be simply too good on some match-ups (e.g. Zangief, Ken, Hawk). By the way, for reference, know that previous NL version had it buffed by 8|9|10f (Short|Forward|Rh), and in HDR it was even better than that, i.e. 12|14|16f (Short|Forward|Rh). - Priority nerf: Short version leg hurtbox expanded 30px forward (horizontal priority from the Rh Version). REASON: to compensate the (now) fast recovery. Most opponents can counter it with Crouching Jabs now, specially the ones that can chain cancel them. + Priority buff: Rh version leg hurtbox reduced 30px forward (horizontal priority from the Short Version). REASON: can beat Honda's Headbutts / HHS from far for a knockdown. Risky, and sometimes it trades with HHS, but it's something. + Priority buff: hitbox expanded 4px upwards. REASON: with the hitbox buff Dictator received on his Scissors, it can now beat Cammy's Short Cannon Drill very often. This change is to compensate on it, the SHort version can now sometimes trade, and the Forward version can beat it in a consistent manner. IMPACTS: on mirror matches it can now trade with Far Standing Forward, against Boxer the Rh version can now sometimes trade wit ha TAP (meaningless), vs Claw it can also beat his nerfed Far Standing Forward (doubt it will be too bad), Zangief's Neutral Jumping Rh now loses to the Short Drill (meaningless). |
|
Thrust Kick/Cannon Spike:o Cosmetic tweak: uses the japanese version activation sound (Cammy says "Cannon Spike" instead of "Thrust Kick"). REASON: The sound is in the rom but is unused, why not give a use to it? I'll keep the "Thrust Kick" sound intact on O.Cammy. - Behavior nerf: less horizontal acceleration during the knock back animation (lands 10px closer). REASON: required for the change below to work properly (unsafer vs Zangief, T.Hawk and Ken). Claw: same as Dhalsim. A slide can always punish it, so nothing really changed. - Priority nerf: uses the jumping animation hurtboxes on the knock back animation, and on the last animation uses a modified head hurtbox that is reduced 8px downwards and moved 1px upwards. REASON: So now N.T.Hawk can punish it with Standing Rh (hard to time though!) and Zangief can as well with the new Fierce Green Hand (must be reversal). It's still safe if Cammy does from far away against them though. The hurtbox is thin so most specials from the game will still whiff like they did in ST. If Cammy do it too close some characters can still punish with a normal though, and that's good so it prevents Cammy from being too "spammy" (lol). o Framedata tweak: 1st and 2nd frames of the knock back animation now are longer (+6f each). REASON: So the new head hurtbox from the change above is only applied to the very last aerial frame. With untouched frame data, Guile's new Rh flash kick could hit Cammy because of the edited head hurtbox, but with this new frame data now they can't, and this doesn't affect N.T.Hawk's and Zangief's new counters for it. o Priority tweak: last knock back frame body hurtbox reduced 2px forward. REASON: Just so it's edge is positioned exactly like the old body hurtbox used to be, so this can't be considered a nerf. This also affects the jumping animation and the Hooligan startup animation. - Priority nerf: uses the jumping animation hurtboxes on the airborne recovery part. REASON: Just to somewhat match the knock back animation. This will have very little impact, if any. This is just me being a perfectionist.
|
|
Spinning Back Fist:+ Behavior buff: QCB input. REASON: to not overlap with the new Hooligan command. This will also allow Cammy to try to perform it safely (and easily) with a negative edge on wakeup, when facing fireball pressure. If you're used to how it was in ST then this has the possibility of giving you bad habits, I know. But I won't give it the old motion back, it was trash. ++ Behavior buff: Jab version covers a lot less ground (same ground as O.Cammy Jab SBF). REASON: It may sound like a nerf, but the idea here is for it to be a safer move to be used build super meter. This will also be perfect to be used from mid-screen vs Low Tigers. + Behavior buff: Strong version covers less ground: in between Fierce(kept as is) and Jab(tweaked to cover way less ground) versions. REASON: Just to "blend" better. + Behavior buff: Cammy is now considered on ground right after she lands from her little "hop". REASON: So in case it is mistimed against a Low Tiger, she will just take the hit normally instead of getting knocked down. This has a downside though: if the opponent uses a sweep instead, then Cammy will now be knocked down, but without this change she would just air-reset. Its a worthy trade-off though. - Damage nerf: reduced from 12+28|14+30|16+32 to 12+20|12+22|12+24 (Jab|Strong|Fierce). REASON: i completely forgot to adjust the damage of the move. This move always did huge damage, but since it would never connect in ST this was not a problem. But now the move is actually usable so the damage had to be adjusted. - Dizzy nerf: reduced from 1~7+9~15 to 1~7+5~11. REASON: hitting it once was enough to fill around half of the internal dizzy meter, it was a little too much, considering how the move is useful now. + Startup buff: 6f faster. REASON: it was basically unusable the way it was. This really changes the move considerably. Before a trash move, now a situationally good move. - Framedata/Recovery nerf: Jab version stays as is, Strong version active part longer by 1f, 1st recovery also longer by 1f (so it's +4 on block instead of +6), Fierce version active part longer by 2f, 1st recovery part also longer by 2f (so it's +2 on block instead of +6). REASON: due to it being +6f on block it was possible to link it into a Crouching Forward (which then could be canceled to special moves) which was a little too good of a block string. Note that you can still do it with the Jab version, but that will require Cammy to activate the move from a lot closer (since the Jab version does not move Cammy towards the opponent as much as the other versions). If the Strong and Fierce versions are used, there's now a gap between the moves, allowing the opponent to attempt a reversal to break the string. o Priority tweak: 1st active part hitbox expanded 6px downwards but reduced 8px upwards and moved 8px backwards. REASON: the downwards priority change is for it to sill beat Shotos Hadoukens when Cammy does the move on point blank range. The reason for the other 2 changes is for it to be impossible for the 1st active part of the move to connect against the Shoto's Hadouken after-throw pose and then whiff later on the 2nd hit. Now, in that scenario, the max range of the 1st part is exactly the same as the 2nd part's. This problem now only happens against Sagat's Low Tiger, and there isn't much to be done about it, but at least it will happen less often as well. + Priority buff: 2nd active part hitbox expanded 6px backwards. REASON: So it can combo properly vs Guile from point blank range. This wasn't a problem on ST, only on my hack now that the move does no push-back on hit. + Behavior buff: push-back on hit during the 1st active part is now negated. REASON: So the 2nd hit have way better chances of actually connecting. + Behavior buff: 1st hit now does Jab BLOCKstun. REASON: so if both hits are blocked with Cammy activating the 1st hit from point-blank, then she'll be in range to link a Crouching Forward against Guile and Boxer too (on ST it worked against everyone minus these 2). + Behavior buff: 1st hit now does Jab HITstun. REASON: The change above wasn't enough. Now it combos correctly vs Shotos! + Priority buff: Strong and Fierce versions have body invulnerability like Jab version. REASON: without this change they would still be useless. + Priority buff: first 2 landing parts now have mid-body invulnerability. REASON: I think this HDR change is OK. Now it's a little easier to be used against projectiles. + Priority buff: first 2 landing parts and 1st grounded part leg hurtbox reduced 2px upwards. REASON: So the move can pass easier through low tigers. Cammy needs help against Sagat. - Framedata/Priority tweak: 1st landing frame has no leg hurtbox and has its duration reduced from 2f to 1f, 2nd landing frame increased from 5f to 6f (so the total duration of the move is unaffected). REASON: so sweeps done on reaction will not result in a air reset anymore. Before this change, if the opponent reacted too quickly with their sweep it would result in an air reset instead of a knockdown. Considering the move has a fast startup now, the opponent deserves the knockdown if he reacts fast enough for it.
|
|
Hooligan Combination:+ Behavior tweak: 3rd input required changed from down-forward to forward. REASON: this is a way to make the input more lenient while also keeping the last input as up-forward still. This is the change that contributes the most for this move being easier to do now (yeah, even more than the input bug below). Now it should be at the same level of difficulty of a Tiger Knee, which IMO is exactly the right amount of difficulty for this move. + Bug fix: can perform a Strong/Fierce versions normally if the button press is done on the same frame as the last direction. REASON: Yeah, even though this wasn't as hard as Fei Chicken Wings, it also had this bug. + Behavior buff: if the opponent is on the ground, the logic that chooses which throw to use now is based on which direction the player is holding (← + K results in the leg flip throw, → + K results in that crazy tumbling throw) instead of it being based on the height difference between characters. REASON: gives Cammy more control. The flip throw is usually preferable, so this changes allows Cammy to always go for that. The other throw will be buffed though, so that won't be the case anymore. ++ Behavior buff: Throw-box expanded 30px (!) downwards. REASON: So now Jab and Strong Hooligans will always have enough vertical range to grab opponents. More importantly (and the real reason for the change) is that it can now grab Honda's Headbutt while spinning above him(!). This change makes no difference at all for the Fierce Hooligan (which is the only one that was used on ST). + Priority buff: "cannon ball" part body hurtbox reduced 4px downwards. REASON: Cammy needs it on some scenarios with peculiar spacing so the new Hooligan mix-up vs Honda is still effective. The info on how that mix-up works is on the header of the Cammy section, on the vs Honda part. + Dizzy buff: slide part increased from 0~4 to 5~11, dizzy timer increased from 20 to 100. REASON: it was mediocre the way it was. + Priority fix: swap the startup/recovery slide's foot hurtbox with the one on the active part. REASON: easier to at least get trades this way. This will hardly have any effect in game though. - Behavior nerf/fix: sliding frames now puts Cammy on a crouching state, like on the recovery frames. REASON: this is more of a fix than a balance change. With that said, it was weird that a slide move (that hits low and does a fast knockdown) was considered internally as standing. For reference, Boxer's Low Rush doesn't has this problem. The impact this will have is that if the opponent hits Cammy with an air normal (or an overhead) during that moment she will have extra push-back and hit-stun. The added push-back can sometimes work in favor of Cammy though. + Recovery buff: Hooligan Cancel (fake out) recovers 5f faster. REASON: just making it a little more viable. Maybe this can be used on purpose now? Before this would only be seen when the Hooligan throw was misplaced/mistimed.
|
|
Super:o Cosmetic tweak: uses the japanese version activation sounds (Cammy screams "Spiral Arrow" instead of "Cannon Drill" and then she says "Cannon Spike" instead of "Thrust Kick"). REASON: The sound is in the rom but is unused, why not give a use to it? + Behavior fix: hit order is now correct. REASON: this was the reason her super couldn't be used to punish Blanka's Horizontal Roll knock back. Now it works normally. And now that's only possible if the roll is blocked, due to the buff Blanka received. + Damage tweak/buff: from 16*5 to 4+14+14+26+26. REASON: the total damage in case all 5 hits connect are still the same but the 1st hitting part only connected from very close and the 2nd hit used to whiff as well so now that the last hits do more damage you won't need to activate it from point blank to do decent damage anymore. + Recovery buff: 2f faster (now has 3f landing recovery). REASON: this actually an unwanted effect of making the Short Thrust Kick having a faster recovery, since for whatever reason they share the same recovery animation. Cammy's Super was far from being OP and it's still very easy to punish it so I see no problem with this. o Cosmetic fix: super's shadow/trail pallete is now correct. REASON: the last trail sprite had one color tone with the wrong value. Fix submited by Thenarus. + Priority buff: "cannon drill" hitting frames hitbox expanded 4px upwards. REASON: just so it's consistent with the normal Cannon Drill.
|
|
CAMMY'S BAD MATCHUPS THAT NEEDED FIXING (and how I did it):
|
|
Ryu:New Cannon Drills and Spinning back fists helps. Cammy received so many Buffs that I think this is a OK match now, but I am not sure. Honda:The main change is that now Cammy received a new mix-up vs a knocked down Honda: (safe-jump jab/short or cross-up short) -> Standing Fierce xx Jab/Fierce Hooligan. You'll have to mix-up the Hooligan version: Jab version will always beat his Reversal moves, and Fierce will beat anything else he does(like trying to jump back a Jab Hooligan, or hitting a Jab Hooligan with a ground normal). For the Jab Hooligan to work like that, I had to do 2 major changes: its throw-box was expanded 30px(!) below so it can grab Honda's Headbutts while spinning above him, and Honda's ButtDrop received some air throwable (but still otherwise invulnerable, i.e. no hurtboxes) frames before it gets active so Hooligan's can counter that too. Other than that, Cammy received a new Crouching Strong designed specifically to counter HHS (that also beats his Headbutts). Jumping Jabs were redesigned to beat Honda's Headbutt. Rh Cannon drill can now beat Headbutts (and beat/trade evenly with HHS), but is unsafe on block. New Close Standing Rh with enough priority to beat Butt Slams from below, though I concede that's risky to use. Honda is now a little easier to grab and the Oicho was nerfed a little (but ground throwing him is still not very wise). Finally, now Cammy can block Headbutts after a blocked Thrust Kick, which also is very welcome. The match is definitely better, but it was so bad on ST that I'm still not sure if these are enough, even with all these changes. But it's definitely a LOT better. Cammy can actually pressure Honda a little now, but for that she needs a KD, and trying to achieve one is safer because Honda can't punish Cammy's knock back on Thrust Kick. Otherwise, the neutral game is also more manageable due to Cammys priority buffs. Honda is not an instantly lose anymore!!! Guile:Safer cannon Drills and buffed Crouching Strong helps (the new Crouching Strong can't beat Guiles pre-projected leg hurtbox during Crouching Forward startup anymore, but it can now beat the active part from farther... I think this is way more fair). The new Spinning Back Fists doesn't help at all because of how fast Guile recovers from Sonic Booms, but the match is definitely better anyway, but I guess it's still unfair. I hope that the safer cannon drills will be enough to at least make this 3-7 in at least a 4-6. DeeJay:His nerfed crouching hurtboxes makes it's a little easier to land cannon drills, his nerfed Crouching Forward won't hit Cannon Drills anymore and Cammy's Standing Forward is now a counter to his Crouching Strong. And theres the now safer Thrust Kicks... I guess the match-up is more manageable now! Boxer:I believe Cammy being able to do chip damage safely with Cannon Drills like Boxer can with his rushes as well as his damage nerf helps considerably. But now Boxer doesn't need charge anymore to punish N.Cammy's Thrust Kick (he can Standing Fierce it). As somewhat a compensation (plus Cammy needed a little help vs Boxer anyway), Far Standing Short can be used as mash to counter Boxer's Low Rushes, just like Zangief does with his Standing Jab. Finally, she can now punish Boxer's Super on block with a Thrust Kick, this is nice. I guess you could say this match-up changed considerably now, but Cammy was a underused character anyway. My guess is that now the match-up is very close to being fair, but maybe I'm overestimating the Cammy buffs? Sagat:New Spinning BackFist is good at evading (and hitting) Low tigers. This and the new cannon drills probably fixes this match-up I hope. Dictator:Cammy only received buffs, with a good amount of them being useful on this match-up, while dictator's buffs doesn't really impact this match-up. I have no idea how this match-up is now.
| |