This is a terrible, terrible idea IMO. This is what makes her OP in AE, and is most likely going to be nerfed in the 2013 patch. I think cammy is pretty perfect as is, I would say a slight damage reduction across the board and she is good.
Agree with most everything you said, but the bolded? This isn't cross tekken. That move knocks down in AE, a juggle seems silly.
Ah, you can combo with cr.Mk?? 100% agree with you on the ex thunder knuckle. Also, yes decrease range slightly with cr.mk, that combo is so spammy sometimes... If Cody has stomach blow I won't play Volt XD That move is DIRTY when it comes to combo creation and pressuring opponent!! Nice one there Droqqa.
I'll have to look into DeeJay some more, but off the top of my head, he should probably get his lk jackknife maximum, still a good AA and you can juggle with it. Also, I think his slide has juggle properties in AE? That would be good. Also, give him the ability to cancel super into ultra, like AE.
Fffan, if ex ruffian kick bounces opponent that would be ridiculously unfair. Why would you do something that would never happen on AE? The move is good as it is.
If she had damage nerfed on these moves, it achieves the motiv of reducing SPammy player mentality, more rather using her to do well-chained combos! I think this would result in more players who learn her properly and not walk around enjoying easy high damage off only pressing direction + SP.
Well it actually doesnt have AA properties, an early ex seismo cannot punish a jump attack would be punished by a jump attack. BUT a very late ex seismo since it has invincibility the jump attack misses and catches the opponent on the recovery frames from his jump attack. On empty jump you can block it. REMOVE THE UNBLOCKABLE EX SEISMO.... it think we all missed this point -Her cr.mk hit box is fine, i think lower hit stun after m.tk should fix the problem. -Burn kick change hurtbox how? Her back side of the burn kick hits first, her front side is pretty vulnerable at start cause hits late but on block most of the time is safe if hits low. Because of this you can focus dash a crossover burnkick and punish it. Have you guys played viper vs sagat, akuma, ken? you cant do jump bk at all you will almost always get AAed or air to air punished so i dont think she has that good priority with bk in the air. If viper comes at you from the front with a bk, you can punish it with any AA normal. -I agree with ex tk, also make it so she cant go through fireballs like AE.
Speaking of her normals, I remembered seeing a high level Jap AE Cammy doing stand fierce P into crouch fierce P, I just tried it and it works on counter BUT you can't combo the rest of it (cr.mk - spiral arrow).
Counter hit crouch high punch, walk a bit stand high punch, crouch mid kick, arrow should work in AE or you can skip the cr.mk
It does juggles as AA I guess. But I know it juggles on AE. Just do H. Ruffian Kick -> FADC -> EX Ruffian Kick -> EX Criminal Upper.
Actually, most high level Cammys probably have half the damage from normals (jump kick and throws mostly). She only has 3 real combos in Volt so she is pretty limited...jump kick to cr. mk to spiral arrow, fierce punch to spiral arrow, cr. fierce punch, middle kick, spiral arrow. The others are just mashing punch to cr. middle kick spiral arrow shenanigans. I found the optimal way to use her is to build meter and play mind games with the opponents with throw/hooligan and uppercut shenanigans. Her footspeed makes her a great thrower In fact, I win most of the matches where i get in about 4-5 throws
Wasn't there a talk about EX RK in the main thread not so long ago? Anyway, about Cody, I don't think he should lose the heavy RK. It's not only used as AA, but also for combos and such, and IMO his best tool after (EX) Zonk.
But it isn't a move for poking per se. It pushes Akuma forward, and that ain't the goal for poking moves. It just has good range and it's safe. IMO crouching under it (and again, only some characters) would be enough. It doesn't need a slower startup.
you can do cr.lp, cr.hp, cr.mk, arrow any jump attack to ex dive (can do up to 4) to normal dive, then do any combo you can do cr.lp, to st.hp too i think cammy is fine as it is, she needs a few changes, so she doesnt stay behind in case alot of other characters get buffed
That ex dive is good on certain characters...others, i'd rather save meter for fadc fun She is fine...she it high tier but certainly not top tier like Viper or Sagat.
I remember getting caught off guard she flew over me in AE. Along with this, increase hit stun on both st.hp and cr.mp so he can combo into another cr.mp and make HR edit his cody combo list hahahah. It's already the L.Kikoken isn't it? It just has the animation of the H version. It knocks down if the opponent is grounded. If the opponent is in the air, it starts a juggle. Cody's Trial #18. Starts from a thrown knife, then the follow up EX ruffian kick bounces them up. Any AA attempt with it lifts the opponent. Honestly, this is just something extra for him b/c I was thinking about it afterwards, it just ends up becoming a style option. H.Ruffian FADC H.Ruffian will have the same result as an AA EX Ruffian to EX Criminal Upper and both end up using up 2 meters. Then the other option is the H.Ruffian Kick FADC EX Ruffian, EX Criminal Upper like slrc mentioned; a 4 bar combo that just looks flashy. The extra damage there doesn't hurt though. His slide in volt creates so much pressure already too. My troll version of Cody in Volt when I was messing around with him was just hold P, then slide a crapload of times in a row, then release the zonk knuckle whenever I felt like it. Godlike strategy vs Bison (without lag that is).
its either the mid kikoken or the high kikoken low kikoken is so slowwwww, you can chase it down and do some fancy stuff
Oh yea, it's definitely not low kikoken. Just went into the training room and I thought it traveled slower.
Lots of great ideas in this thread! I think any character changes will be more In line with what AE is. But I'd really like to see them keep the higher tiers as is and buff the lower tier characters. Capcom's update strategy seems to be to make everyone equally shitty rather than bringing everyone up to a good level. With that said, I have a couple across the board ideas: 1.Do away with Autoblock. Blocking really isn't that hard and AB really kills a lot of the potential strategy the game could have. 2.No more 1-button Ultras. Make it so that even with SP Assist, you have to do some kind of motion for an Ultra like Ryu's (maybe d,df,f, Ultra Gauge) albeit maybe one that's lenient. Ultras are far too powerful to be done with one button. One button Supers are fine. They do less damage and require valuable meter that takes awhile to build. 3.Nerf Ultra damage across the board. No Ultra should do more than 1/3 your life IMO. 4.Make the SP Assist commands for powerful command throws more difficult. sPD should be at least a fireball motion. Again, it's far too powerful to be done with such a simple command. 5.This might be controversial but maybe making certain links more lenient might make the game a little more playable with lag. Not all links just some of the tighter ones. I never understood why they would out those into a game that's supposed to be "beginner friendly." I think a separate app would be the only way Capcom would consider such an overhaul but hell, I'd buy it.