NEWLEGACY.FR

THE CHANGELOG

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- O.CAMMY -

O.Cammy on SRK Wiki (ST)

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GOAL OF THE CHANGES

She already had better air normals for the most part, this was good. Her Cannon Drill will have slightly faster startup and will require crouch blocking, I think this is very good so it makes sense to give this for this underpowered character. Other than that, the special cancel will be changed (see the paragraph below) as well as give her a proper cross-up. Her damage on normal moves will be kept as is, unlike on N.Cammy that it got nerfed considerably, so that's also another reason to pick O.Cammy I guess.

As for her special cancel window, on SSF2 her special cancel window is 4f. O.Cammy also has only 4f, but N.Cammy has 5f. This allows N.Cammy to cancel: Close Standing Strong, Crouching Strong and Close Standing Forward. To follow the trend on the other Old chars from SSF2, O.Cammy will have a bigger special cancel window than her new counterpart, so I'll buff it by 2f (resulting in a 6f cancel window). this will allow O.Cammy to cancel moves like Far Fierce 2nd part and Crouching Rh. These are very useful to aid O.Cammy in spacing her unsafer (unmodified) Cannon Drills, while also adding variety and giving something new for O.Cammy, which was the worst (or the 2nd worst) character in ST. Far Fierce 2nd part can also be used in very deadly combos now too, because of it O.Cammy's combo potential almost rivals O.Fei's.

Colors

New Legacy colors
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Original colors*
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*Berets are newly shadowded with MMK's sprites,
and Old Alternative color (10) changed.

Old character : confirm the color choice with Start.

MISC

Special cancel window:

+ Special cancel window buff: 2f longer.

REASON: Just to give O.Cammy something unique. Now it's 1f longer than N.Cammy's. This will allow her to cancel her sweep as well as Far Standing Forward and the 2nd part of Far Standing Fierce.

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:

++ Behavior buff: ground throws range increased by 6px, same as Chun Li.

REASON: I think O.Cammy deserves this, she is still kind of shit and can't tech throws... I think having this throw buff is fair.

o Behavior tweak: aerial throws can't be activated with down anymore(diagonals still work).

REASON: I think this is a bug.

+ Damage buff: Throw damage increased from 32 to 34 (if behind in rounds, increased from 34 to 36).

REASON: I'm buffing the damage of all ground throws (but not holds) of old characters so they get a small compensation for not being able to tech throws. That means that the base throw damage is 34 points now, like Dhalsim's Fierce throw in ST. Also, there will be rounds in which the behind in rounds damage will be 38 instead of 36 and thats just how the game is coded to be, the same happened with Dhalsim's Fierce throw in ST.

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ST NL

GROUND NORMALS

Close Standing Jab:

+ Damage buff: from 4 to 12.

REASON: so her new hit confirm combo (Jabs canceled into the now faster Rh Drill) are a bit more damaging. Chun has something similar by the way (high damage on a chain cancelable normal, but only on the close version), so this isn't too strange.

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4 ➔ 12
Close Standing Strong:

+ Recovery buff: 1f faster.

REASON: so you can link it into normals a little better (e.g. Close Strong into sweep is now a 2f link). Just giving something for her to be slightly better up close.

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ST
2/2/4/5
NL
2/2/4/4
Close Standing Fierce:

- Dizzy/dizzy timer nerf: from 10~16 to 3~9, timer reduced from 80 to 40.

REASON: O.Cammy's version of this move has better recovery (it's like that in ST too), and this allows her use it into combos more easily. It doing that much dizzy means that she could do very long combos that did high damage AND high dizzy, specially now that she got new special cancelable normals. It's OK for her to have big damage combos, but they shouldn't dizzy that easily.

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10~16(80) ➔ 3~9(40)
Far Standing Fierce:

- Damage nerf: from 28/28 to 28/26.

REASON: toning down her combo damage output a little because of the new tools she received, otherwise it would be too much. New Cammy's was nerfed to the same value on the 1st active part, which is OK, but O.Cammy is receiving a bigger nerf on the 2nd, but the "higher damage" theme for O.Cammy is still intact because now O.Cammy's can special cancel it into Rh Drills from max range, which is a very good combo ender or just a 2-hit whiff-punish combo.

+ Dizzy/dizzy timer buff: 1st part increased from 1~7 to 3~9, timer reduced from 70 to 40.

REASON: this did a strangely low dizzy for a Fierce move. Now it does as much as other nerfed Close Fierce moves.

-- Dizzy/dizzy timer nerf: 2nd part reduced from 10~16 to 3~9, timer reduced from 80 to 40.

REASON: now that she can special cancel it into specials, she could do very nasty dizzy combos. I think it's OK for her to have high damage combos, but they shouldn't dizzy that easily.

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28/28 ➔ 28/26 1~7(70) ➔ 3~9(40)
1st part
10~16(80) ➔ 3~9(40)
2nd part
Close Standing Forward:

o Cosmetic fix: forward attack sound on hit instead of strong.

REASON: Just bug fixing.

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strong ➔ forward
Crouching Roundhouse:

+ 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.

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ST
5/6/21
NL
5/6/19

AERIAL NORMALS

Diagonal Jumping Jab:

o Cosmetic fix: sprite during the 1st active frame corrected.

REASON: I believe this is a bug.

Diagonal Jumping Strong:

- Priority nerf: hitbox decreased backwards by 12px.

REASON: so it isn't as easy to use as a cross-up, otherwise she would do too much damage on such combos. The amazing priority downwards and forward is kept, since this is like the main reason to use O.Cammy. By the way, the backwards priority is similar to N.Cammy's.

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Diagonal Jump Fierce:

- Priority nerf: hitbox decreased 20px backwards.

REASON: so she can't use it as a cross-up combo starter anymore. O.Cammy received new combo tools (more cancelable normals, Rh Cannon Drills easier to be used as combo enders) which are enough. Having this as a cross-up was too much.

- Damage nerf: from 30 to 28.

REASON: toning down her combo damage output a little, because the new tools she received, otherwise it would be too much. Note that this still does more damage than N.Cammy, so the "old character doing more damage than new" theme is kept.

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30 ➔ 28
Diagonal Jumping Short:

- Damage nerf: from 20 to 16.

REASON: toning down her combo damage output a little because of the new tools she received, otherwise it would be too much. This will be one of the few instances in which O.Cammy will do less damage than N.Cammy, but I think this is needed otherwise O.Cammy will have too damaging combos.

+ Priority buff: hitbox expanded 46px backwards but reduced 4px downwards.

REASON: So it's extended backwards just as much as N.Cammy's but still keeps the upwards priority of O.Cammy.

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20 ➔ 16
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Diagonal Jump Roundhouse:

- Damage nerf: from 30 to 28.

REASON: toning down her combo damage output a little, because the new tools she received, otherwise it would be too much. Note that this still does more damage than N.Cammy, so the "old character doing more damage than new" theme is kept.

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30 ➔ 28

SPECIAL MOVES

All Specials:

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:

++ Behavior buff: must be blocked crouching and does sweep knockdown (like Boxer's low rush).

REASON: Just giving something strong for O.Cammy. The negative side of this change is that if it this an airborne opponent it won't KD anymore, but will cause an air reset instead, this is unavoidable.

+ Startup buff: faster by 2|3|4f (Short|Forward|Rh).

REASON: O.Cammy is a high risk character (all specials are relatively unsafe), but for that design to work well she must be able to punish whiffed stuff better, otherwise she's only risk and little reward. The faster startup on drills helps on that. Also, this will help in her combo potential. The recovery on her drills are still very unsafe (like they were in ST) so I think this is OK.

+ Priority buff: 1st active part hitbox expanded 20px forward.

REASON: So she can combo into drills better. With this change it's more practical to get the 2 Rh Drill hits in a combo. The startup buff from the change above helps in this too, of course.

- Damage nerf: from 28/28|30/30|12+32 to 24/24|26/26|26+22

REASON: to compensate for the faster startup they got, since they can be used better as combo enders now, which also means O.Cammy can now use bigger combos that end with drills, specially if the Rh version is used.

- Dizzy nerf: 2nd active part decreased from 9~15 to 7~13.

REASON: not only O.Cammy has new special cancelable moves, but she also received startup buffs on the drills. This gives her long combos, and I think it's OK for O.Cammy to be a combo character, but her combos shouldn't dizzy so easily.

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ST
8/6/10/28
NL
6/6/10/28
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8/6/16/31
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5/6/16/31
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ST
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8/6/16/34
NL
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4/6/16/34
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28/28|30/30|12+32 ➔ 24/24|26/26|26+22 9~15 ➔ 7~13
2nd part
Spinning Back Fist:

+ Behavior buff: QCB input.

REASON: to keep it consistent with N.Cammy. 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: push-back on hit during the 1st part is now negated.

REASON: So the 2nd hit have way better chances of actually connecting.

+ Behavior buff: 1st hit now does Jab hit-stun.

REASON: The change above wasn't enough. Now it combos better vs Shotos!

+ Priority buff: 2nd active part hitbox expanded 13px horizontally.

REASON: Needed for the above change to work fully. Also gives a nice priority buff for such a slow 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: no head hurtbox (100% invulnerable) during the frames in which she's in the air.

REASON: this has mainly 2 reasons: 1) this makes it usable against High Tigers (won't be excellent at it though, mainly due to how slow this is compared to the buffed version of this move on New Cammy); and 2) will maybe give a real use for this move on non-fireball match-ups. She has enough frames in which she is invulnerable before the 1st active frame so I doubt this will be too good honestly. Players will just have to be aware of this move works now.

+ Priority buff: first 2 landing parts now have low and mid body invulnerability like the startup parts before it.

REASON: the O.Cammy version of this move will be slower, so it makes sense for it to have a little more invulnerability. This will be specially important vs O.Sagat.

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