Stand close mid punch as combo starter or additon to a combo with normals (it has pretty good startup like akumas stand close high punch) and stand close high punch is widely used after jump attacks or combo starter as it has less push back then cr.hp. Stand far mid punch is just a poke nothing to it really. Stand far high punch is also a poke that is like hondas it looks like a chop and im pretty sure its AA too. Other widely used normals are jump high kick is has a small hitbox but is her best jumping normal for crossovers but jump mid kick is fine. Crouch mid punch is also good, but she is better off with crouch jab for crouch teching, pressure and surprise throw.
It allows for mixups for a character that is already rich with mixups IMO. Spiral arrow is a great special. It's really fast and it hits low. It's drawback is that you have to commit to it. Allowing Cammy to do jump k, st p, sprial arrow FADC as her bnb is a big buff. She builds meter really, really quickly. I would maybe accept it only being FADC-able on hit and only two hits from point blank range. If it was a two hit move from even max cr mk distance, it would be too good of a tool to blow up focus attacks. It's 2 hits/FADC able in AE2012 and it's a very common complain in the suggestions thread. I don't think it's something that should be added to Volt.
How come C.Viper's Ex Thunder Knuckle will be changed to no more projectile invincibility? I thought that was pretty much its only use.
But doing Jumping K, st.HP xx Spiral Arrow FADC is pretty much worse than doing Cannon Spike, FADC. I'm not 100% sure how it works in AE, but I think it's only FADCable from the first hit (and only on hit)
Because that's how it is in AE. And it's not like Viper has problems against fireballs. Currently, the move is pretty cheesey, just throw it out and hope for an easy ultra. AND it's safe on block
Oh I thought you meant FADC on whiff. I guess just random Spiral arrow, FADC to get in against fireballers can be pretty obnoxious... What is other people's opinion?
I think that if she is getting a damage nerf then she needs the extra tools. Taking away damage but adding this option is a good balance. Why i think it should be super cancelable is because its only fair that like the rest of the characters in volt, they can cancel specials into super. Except vega, zanguief, akuma because its a grappler type of super. The only exception to the rule seems to be fei long and cammy.
Definetly some things we can add from what is seen here. Chun-li The ex kikoken knockdown lets you link into ex kicks or ex sbk. Anti-Air low kick (im not sure if its done in AE pressing forward down plus low kick) can link into ex kicks, ultra Dee Jay His stand high punch add more juggle and can link sobat into super after or sweep. apparently this is the new update stuff
Agreed on the 2014 updates being included for chun and dee jay. Note that the standing hard punch only gives those juggles on CH tho. I'm not for all the changes being included into Volt, for example I think Fei's rekka should not be nerfed, but we'll get to that later.
DeeJay can already do all of this on Volt. Actually it is a cheap strat against CPU. I agree with the EX Kikoken thing, though.
Im not sure you understand what it is I'm saying. I'm advocating a change in Gief's SP SPD and Ultras BECAUSE the current setup negates the cost of having to do a big joystick motion. A move like SPD that kills if it hits four times and only needs to have U+SP pressed to do it makes for a busted game. Same with Ultras. You should have to at least do a qcf motion before each of them (KoF does this for certain Super moves, you can't always just press the meter) BECAUSE the inherent lack of any cost of doing them kills the strategy. Qcf is a Simple enough motion and is a more than adequate cost for being able to do such powerful moves. Do you think the game would be as turtely as it is if people couldn't just mash the Ultra meter when they get in trouble? Capcom's improved it (basically for all the wrong characters, making them slightly worse) but its still bad when Ryu and Sagat (the two top tiers) can obliterate you by mashing out an easy Ultra that a charge character couldnt mash out. TL;DR: SP Assist is a great thing for a game with the input demands SF has but no physical buttons, but it hurts the game strategically when the most powerful moves are the simplest to do.
In regards to the 2014 update, if we get anything from Capcom, it'll probably be another app. All the new characters in USF4 are bein ported from SFxT (except the one unnamed character) so its not like they could port any new characters to Volt without taking them from xT and that would require a graphical update. So it's likely that we could have a new app in our future.