NEWLEGACY.FR

THE CHANGELOG

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- CAMMY -

Cammy on SRK Wiki (ST)

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GOAL OF THE CHANGES

Make 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.

New colors
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Original colors
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Old

To select O.Cammy, choose any color and then press :

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MISC

Throws:

o Behaviour 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.

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).

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Close Standing Fierce:

- Damage nerf: from 28 to 26.

REASON: see the comments on the 'Goal of the changes'.

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28 ➔ 26
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.

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28 ➔ 26 1~7(70) ➔ 3~9(40)
Crouching Fierce:

- Damage nerf: from 30 to 26.

REASON: see the comments on the 'Goal of the changes'.

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30 ➔ 26
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.

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4 ➔ 12
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.

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strong ➔ forward
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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.

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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.

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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.

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30 ➔ 28 1~7(70)/10~16(80) ➔ 10~16(80)/10~16(80)
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'.

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ST
6/4/5/7
NL
6/2/5/7
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30 ➔ 26
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.

- Damage nerf: from 30 to 26.

REASON: see the comments on the 'Goal of the changes'.

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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.

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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.

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Diagonal Jumping Strong:

- Damage nerf: from 24 to 22.

REASON: see the comments on the 'Goal of the changes'.

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24 ➔ 22
Neutral Jumping Fierce:

- Damage nerf: from 30 to 28.

REASON: see the comments on the 'Goal of the changes'.

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30 ➔ 28
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.

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30 ➔ 26
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Diagonal Jumping Short:

+ Priority buff: hitbox expanded 13px horizontally.

REASON: can now be used properly as a cross up. Also a little better priority on the front.

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Neutral Jumping Roundhouse:

- Damage nerf: from 30 to 28.

REASON: see the comments on the 'Goal of the changes'.

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30 ➔ 28
Diagonal Jumping Roundhouse:

- Damage nerf: from 30 to 26.

REASON: see the comments on the 'Goal of the changes'.

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30 ➔ 26

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 8|9|10f (Short|Forward|Rh).

REASON: making this move usable. This will now be one of Cammy's main used moves. I didn't make it as good as in HDR since it was a little too good there, to be exact, on HDR it's faster by 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.

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"cannon drill" ➔ "spiral arrow"
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ST
8/6/10/28
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8/6/10/20
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8/6/16/22
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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.

o Behavior tweak: less horizontal and vertical acceleration during the knock back animation (lands 12px closer but recovers 6f faster).

REASON: The lesser horizontal acceleration is for it to be punishable better by Zangief (with his new Fierce Green Hand, not his Sweep, as sugested by Sirlin on HDR). The buff on the vertical acceleration is so it's not unsafer than it was on ST, there's exceptions to this though. I also designed this on a certain way so it is also safe vs Honda's Headbutts, which is something I think will help on this very bad match-up. This is by far the most experimental change on Cammy and requires testing.
IMPACTS: The move is safer on some match-ups but unsafer on others (overall, it's easy to see that this improved Cammys balance considerably), here are the characters that can punish it and how they can do it:

Safe if done from a 'blocked Jab/Short' distance:

Ken: his Forward Crazy kick almost hits her, any closer and it can hit her. This means that this is overall less safe vs Ken than it was on ST (good for balance).
Honda: Fierce Headbutt can be blocked (very good for balance!).
Guile: a non reversal Short Flash Kick can hit her but only if it hits Cammy's landing frame, that means Guile has a 1f window to punish Cammy with a Knockdown (and that's not on the reversal frame), otherwise it's basically safe on block, and if mistimed it will whiff, leaving Guile completely open, so it's very risky. I'd say it can still be considered safe for Cammy.
Chun: nothing Chun can do, if a little closer she can use her Standing Fierce though. It was like that on ST, with the exception that Chun could ALWAYS reversal Super it and now she can't. Definitely more balanced with my change.

Not safe from a 'blocked Jab/Short' distance:

Ryu: his Super and Fierce Hadouken can still punish her, though the safe range is a little bigger now than it was on ST, so that's something.
Zangief: new Fierce Green Hand can punish it for a Knockdown. It's not hard for Cammy to space it so it's safe though, but at least she has to care about it and if she doesn't then Zangief can "turn the tides" of the match (this requires the change below to work fully).
Cammy: a Reversal Rh Cannon Drill can counter it very reliably but it's possible to space it out so it can be safe now. Before a Rh Cannon Drill could always counter it. It's a mirror though so this doesn't mean much.
DJ: his Forward Sobat and his Fierce Max Out hits her. I had to nerf the startup on the Rh Sobat otherwise it would hit her too. Any farther and both will miss though, and it's not hard for Cammy to space it that way.
Sagat: a Rh Tiger Knee will only miss Cammy if she spaces it appropriately. Before it was very hard to space it properly so this is obviously a buff for Cammy on this match-up too.

Almost always unsafe:

Hawk: can punish with his Far Standing Rh (the timing can be a little difficult though, and if it's mistimed (whiffed) he is vulnerable to a "reversal" Rh Cannon Drill). Definitely a good change though (this requires the change below to work fully).
Fei: a Fierce Rekka can always reach N.Cammy now, but it will cause a KD on first hit so Fei can't really go for a full Rekka sequence. On ST it could only be used as a punish from a 'blocked Jab/Short' distance, so in that sense this is a nerf. On the other hand, Fei's Super was buffed though, but he can't use it as a punish vs N.Cammy's new knock back, but if N.Cammy didn't received this change (or, if you do it vs O.Cammy) it connects for 4 hits from ANY range. So in that sense N.Cammy's was buffed on this match-up, considering how easy Fei can get full meter. Cammy can punish Fei's blocked Short Flame kick with a Cannon Drill from a similar range though so this is kinda balanced out to be honest.

Always unsafe:

Blanka: Fierce roll hits her every time. Basically the same as in ST.
Boxer: Any rush works, just like in ST. But Standing Fierce can be used too now, so it means it's worse vs Boxer now. I wouldn't worry too much though, since Cammy received some solid buffs vs Boxer.
Dictator: Fierce Crusher and Rh Scissors hits her every time, like it did on ST.
Dhalsim: a lot of normals can be used. Nothing really changed.
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.

+ Recovery buff: 2f faster (now has 3f landing recovery).

REASON: The faster recovery is because Fei's Super's range was buffed considerably, he could now easily punish a blocked thrust kick with his super for 4 hits! I know this will also make the move even safer, but in the end I think it's OK. Cammy sucked so hard in ST that it's actually hard to make her OP.

+ Priority buff: grounded recovery hurtboxes like on Cannon Drill 1st startup part.

REASON: Considering the buffs above, DeeJay could punish it from 'jab/short move from point-blank' range with a Reversal Rh Rolling Sobat, and I don't want that to happen.

- 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.

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"thrust kick" ➔ "cannon spike"
Whiffed :
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Knock
back
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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.

+ 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.

+ Priority buff: 1st active part hitbox expanded 6px downwards.

REASON: So it can still beat Shotos Hadoukens when Cammy does the move on point blank range.

+ Priority buff: 2nd active part hitbox expanded 4px 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 nerf: startup head hurtbox expanded 3px downwards.

REASON: So it won't pass through Ken's Hadoukens anymore (Kikoukens could also hit, but I adjusted them already) during Cammy's grounded frames. Don't interpret it wrongly: the move can still be used against Ken's Hadoukens, it will just not work if the Hadouken is "meaty timed" or if you activate it right before it hits. N.Ken is the only projectile match-up in which Cammy had advantage on ST. Since she received a lot of buffs, the match-up ended up being a little too hard for Ken. I think that making this move suck again only in this match-up is fair. Ryu's Hadouken first active frames can hit Cammy as well, but that will happen rarely (requires very special timing and positioning).

+ 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.

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ST NL
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ST
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42/3/8/7
NL
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36/3/8/7
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ST
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42/3/8/7
NL
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36/3/8/7
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ST
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44/3/8/7
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38/3/8/7
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: 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: bounce after the tumbling throw (not the leg flip one) reduced so if Cammy jumps forward on the first possible moment that jump will be a built in safe jump vs Honda and Sagat (as long they don't touch the corner during the bounce).

REASON: I think it's an interesting way of helping Cammy on these bad match-ups of her.
IMPACTS: it also ended to be a built in safe jump vs Zangief and Fei, but that's OK I guess.

++ 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.

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ST NL
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ST NL
Slide :
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0~4(20) ➔ 5~11(100)
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ST NL
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.

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"cannon drill... thrust Kick" ➔ "spiral arrow... Cannon Spike"
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16x5 ➔ 4+14+14+26+26

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.