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	<title>Comments on: Behind-the-Scenes: Rebalancing Super Street Fighter II Turbo HD Remix (part 6, Cammy)</title>
	<link>http://blog.capcom.com/archives/960</link>
	<description>All sorts of goodness from Capcom Entertainment, Inc.</description>
	<pubDate>Sun, 08 Nov 2009 01:31:13 +0000</pubDate>
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		<title>By: C YOU 1N HELL gamertag</title>
		<link>http://blog.capcom.com/archives/960#comment-4564</link>
		<dc:creator>C YOU 1N HELL gamertag</dc:creator>
		<pubDate>Tue, 11 Mar 2008 09:28:07 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/960#comment-4564</guid>
		<description>Sirlin I like this one great job this is why we love u man why didn't the japs think of this a long time ago I always thought Cammy looked cool and like using her but could only perform 2 of her moves CS &#38; CD now u made them all useful thx god &#38; don't listen 2 Skatan Milla he's a fool. Fire balls R a problem 4 every character its part of the game but now Cammy has  trick 4 them this is great.</description>
		<content:encoded><![CDATA[<p>Sirlin I like this one great job this is why we love u man why didn&#8217;t the japs think of this a long time ago I always thought Cammy looked cool and like using her but could only perform 2 of her moves CS &amp; CD now u made them all useful thx god &amp; don&#8217;t listen 2 Skatan Milla he&#8217;s a fool. Fire balls R a problem 4 every character its part of the game but now Cammy has  trick 4 them this is great.</p>
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		<title>By: Seth Killian</title>
		<link>http://blog.capcom.com/archives/960#comment-4453</link>
		<dc:creator>Seth Killian</dc:creator>
		<pubDate>Mon, 03 Mar 2008 19:46:11 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/960#comment-4453</guid>
		<description>Hi Skatan, 

All I can say is that in practice, your concerns mostly disappear.  The backfist DOES work like it is supposed to--if you correctly predict (or react to, from some distances) a fireball, you will get through it and hit Ryu.  

The cannon drill also really does work well.  Although it is not invulnerable, you can throw them out and be safe on block, so even if they do try and fireball you, you will often trade and knock them down, as well as doing more damage.  

Overall Cammy has become a fun "rush-down" character that basically doesn't have to work SO hard to get past traps.  Fireballs are still an issue for her, she just has some helpful additional tools to reply to them, instead of having "just fireball in her face" work 85% of the time.  

best,
Seth</description>
		<content:encoded><![CDATA[<p>Hi Skatan, </p>
<p>All I can say is that in practice, your concerns mostly disappear.  The backfist DOES work like it is supposed to&#8211;if you correctly predict (or react to, from some distances) a fireball, you will get through it and hit Ryu.  </p>
<p>The cannon drill also really does work well.  Although it is not invulnerable, you can throw them out and be safe on block, so even if they do try and fireball you, you will often trade and knock them down, as well as doing more damage.  </p>
<p>Overall Cammy has become a fun &#8220;rush-down&#8221; character that basically doesn&#8217;t have to work SO hard to get past traps.  Fireballs are still an issue for her, she just has some helpful additional tools to reply to them, instead of having &#8220;just fireball in her face&#8221; work 85% of the time.  </p>
<p>best,<br />
Seth</p>
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		<title>By: Skatan Milla</title>
		<link>http://blog.capcom.com/archives/960#comment-4437</link>
		<dc:creator>Skatan Milla</dc:creator>
		<pubDate>Sat, 01 Mar 2008 19:05:42 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/960#comment-4437</guid>
		<description>These changes aren't something that I as a Cammy player is especially happy to see because from the way I see it it doesn't make her a bit better at all.

Take the spinning backfist to begin with, in ST the lp spinning backfist goes through fireballs. The move doesn't really have that much of a use except to escape chip damage and also to punish people that use fireballs/ryu's super up close and maybe use it to chip 2 pixels on wakeup to finish someone off if they don't have good reversals. The backfist however is completley useless during a fireball lockdown, changing the range on it wouldn't change this fact either because Ryu recovers faster than she can hit him and will always punish her with a sweep, changing it to lower invul only changes the move Ryu will use to punish her.

The cannon drill change doesn't change much either since if you can allready use her cannon drills to poke with and keep them safe then we still have the same situation. The only thing I could see chaning really is that it gives her cr.forward more damage since you -might- be able to poke with it into cannon drill and it will be safe. All in all this doesn't help Cammy much as her big weakness is against fireballs, and Cannon Drill only goes under Sagat's high tiger shot (she can hit him from fullscreen with the rh version if he does it).

Cammy's strength right now is her footsies, if she gets close to you she can outpoke you with cr.forward and cr.strong, she also has normals with good range to punish whiffed moves, like her firce which combo's into cannon drill.
Her other strength is her corner game pressure which consists of getting a knockdown from either a SRK, hooligan jump, tick throw or a ranged lk cannon drill (which becomes safe from a blockstring setup).
She uses blockstrings and cancels into these moves in a way so that her opponent won't read what her next move will be, she has really good blockstring's to with her j.lk, she's also a fast walker so she can easily bait reversal attempt on wakeup.
She's pretty beastly in the corner against most characters if the player knows what he's doing.

However, making her srk unsafe pretty much removes it from the formula since there's no way you're going to let yourself get knocked down and lose that pressure situation you had to work for to get, so it's only tick throw, hooligan or cannon drill (still from that certain range) so the corner game becomes worse.
Removing the safety from her SRK just gives her even less options on forcing a situation on someone.

Cammy is a good character as long as she is within range, but as soon as fireballs come into play she struggles. Changing her backfist might seem like the most logical thing, but I don't see it changing anything at all. What I would like to see is either make her hooligan jump cancelable early on so that it only becomes a very short jump that goes abover fireballs.
The move is allready cancelable but it goes through with the entire animation first, and even if you cancel it you can't do SRK from that because the recovery is too long and they will hit you.
Or, you could give her a lk cannon drill that goes through fireballs to get out of fireball traps, her biggest weakness.

What changes to be made to Cammy to let her become stronger against fireballs without making her too strong are hard to figure out, but I see the fireball invul lk cannon drill as the best option.</description>
		<content:encoded><![CDATA[<p>These changes aren&#8217;t something that I as a Cammy player is especially happy to see because from the way I see it it doesn&#8217;t make her a bit better at all.</p>
<p>Take the spinning backfist to begin with, in ST the lp spinning backfist goes through fireballs. The move doesn&#8217;t really have that much of a use except to escape chip damage and also to punish people that use fireballs/ryu&#8217;s super up close and maybe use it to chip 2 pixels on wakeup to finish someone off if they don&#8217;t have good reversals. The backfist however is completley useless during a fireball lockdown, changing the range on it wouldn&#8217;t change this fact either because Ryu recovers faster than she can hit him and will always punish her with a sweep, changing it to lower invul only changes the move Ryu will use to punish her.</p>
<p>The cannon drill change doesn&#8217;t change much either since if you can allready use her cannon drills to poke with and keep them safe then we still have the same situation. The only thing I could see chaning really is that it gives her cr.forward more damage since you -might- be able to poke with it into cannon drill and it will be safe. All in all this doesn&#8217;t help Cammy much as her big weakness is against fireballs, and Cannon Drill only goes under Sagat&#8217;s high tiger shot (she can hit him from fullscreen with the rh version if he does it).</p>
<p>Cammy&#8217;s strength right now is her footsies, if she gets close to you she can outpoke you with cr.forward and cr.strong, she also has normals with good range to punish whiffed moves, like her firce which combo&#8217;s into cannon drill.<br />
Her other strength is her corner game pressure which consists of getting a knockdown from either a SRK, hooligan jump, tick throw or a ranged lk cannon drill (which becomes safe from a blockstring setup).<br />
She uses blockstrings and cancels into these moves in a way so that her opponent won&#8217;t read what her next move will be, she has really good blockstring&#8217;s to with her j.lk, she&#8217;s also a fast walker so she can easily bait reversal attempt on wakeup.<br />
She&#8217;s pretty beastly in the corner against most characters if the player knows what he&#8217;s doing.</p>
<p>However, making her srk unsafe pretty much removes it from the formula since there&#8217;s no way you&#8217;re going to let yourself get knocked down and lose that pressure situation you had to work for to get, so it&#8217;s only tick throw, hooligan or cannon drill (still from that certain range) so the corner game becomes worse.<br />
Removing the safety from her SRK just gives her even less options on forcing a situation on someone.</p>
<p>Cammy is a good character as long as she is within range, but as soon as fireballs come into play she struggles. Changing her backfist might seem like the most logical thing, but I don&#8217;t see it changing anything at all. What I would like to see is either make her hooligan jump cancelable early on so that it only becomes a very short jump that goes abover fireballs.<br />
The move is allready cancelable but it goes through with the entire animation first, and even if you cancel it you can&#8217;t do SRK from that because the recovery is too long and they will hit you.<br />
Or, you could give her a lk cannon drill that goes through fireballs to get out of fireball traps, her biggest weakness.</p>
<p>What changes to be made to Cammy to let her become stronger against fireballs without making her too strong are hard to figure out, but I see the fireball invul lk cannon drill as the best option.</p>
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		<title>By: The Grey Ghost</title>
		<link>http://blog.capcom.com/archives/960#comment-4434</link>
		<dc:creator>The Grey Ghost</dc:creator>
		<pubDate>Sat, 01 Mar 2008 15:09:33 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/960#comment-4434</guid>
		<description>Hell, yeah with some Cammy! She's a character I was happy to see develop in the later games (my favorite being Alpha 3). The Hooligan has always been a pain in the ass and that's the first improvement that makes me smile. The Spinning Knuckle around fireballs is also awesome.</description>
		<content:encoded><![CDATA[<p>Hell, yeah with some Cammy! She&#8217;s a character I was happy to see develop in the later games (my favorite being Alpha 3). The Hooligan has always been a pain in the ass and that&#8217;s the first improvement that makes me smile. The Spinning Knuckle around fireballs is also awesome.</p>
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		<title>By: Saner</title>
		<link>http://blog.capcom.com/archives/960#comment-4420</link>
		<dc:creator>Saner</dc:creator>
		<pubDate>Fri, 29 Feb 2008 18:06:53 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/960#comment-4420</guid>
		<description>Whee!   Very great decisions!   It's truly ultimate that Cammy will finally be able to compete with the best!  Yup she really needed a move that lets her pass through fireballs.  hopefully the timing is not as strict to pass through fireballs like its tough with Chun Li's startup Spinning Bird Kick and Balrog's Turning Punch to get it just right to pass through them,  hopefully it has more frames of invunerability against fireballs like H.Honda's sumo splash.
Is her Cannon Spike gonna be invincible to fireballs just like the other dragon punches?  that would help.  Wouldn't want it to get nerfed like Hyper Fighting Sagat's tiger uppercut.  
And AWESOME better inputs for the hooligan and spinning back fist.  the up/forward command back then was TOO game breaking and too far beyond anyone's complete control.  the quarter circle commands are definitely doable even on today's pads and thumbsticks, just like fireballs, so these things will greatly help Cammy in a fair and fun way!    ^_^   

Thanks for the news and this game will definitely be the ultimate fighting game for many players!   ^_^</description>
		<content:encoded><![CDATA[<p>Whee!   Very great decisions!   It&#8217;s truly ultimate that Cammy will finally be able to compete with the best!  Yup she really needed a move that lets her pass through fireballs.  hopefully the timing is not as strict to pass through fireballs like its tough with Chun Li&#8217;s startup Spinning Bird Kick and Balrog&#8217;s Turning Punch to get it just right to pass through them,  hopefully it has more frames of invunerability against fireballs like H.Honda&#8217;s sumo splash.<br />
Is her Cannon Spike gonna be invincible to fireballs just like the other dragon punches?  that would help.  Wouldn&#8217;t want it to get nerfed like Hyper Fighting Sagat&#8217;s tiger uppercut.<br />
And AWESOME better inputs for the hooligan and spinning back fist.  the up/forward command back then was TOO game breaking and too far beyond anyone&#8217;s complete control.  the quarter circle commands are definitely doable even on today&#8217;s pads and thumbsticks, just like fireballs, so these things will greatly help Cammy in a fair and fun way!    ^_^   </p>
<p>Thanks for the news and this game will definitely be the ultimate fighting game for many players!   ^_^</p>
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		<title>By: Akuma Matata</title>
		<link>http://blog.capcom.com/archives/960#comment-4419</link>
		<dc:creator>Akuma Matata</dc:creator>
		<pubDate>Fri, 29 Feb 2008 17:59:31 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/960#comment-4419</guid>
		<description>I notice you say Cannon Spike and Cannon Drill.  Did the voices get blended between the JP and US versions?  I always thought Thrust Keek was kinda stupid.  Same for Slash vs. Max Out.</description>
		<content:encoded><![CDATA[<p>I notice you say Cannon Spike and Cannon Drill.  Did the voices get blended between the JP and US versions?  I always thought Thrust Keek was kinda stupid.  Same for Slash vs. Max Out.</p>
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		<title>By: Zagief</title>
		<link>http://blog.capcom.com/archives/960#comment-4415</link>
		<dc:creator>Zagief</dc:creator>
		<pubDate>Fri, 29 Feb 2008 04:41:47 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/960#comment-4415</guid>
		<description>Cammy already destroys Zangief &#38; T.hawk just by forwards &#38; low sweeps. you don't even need to use her specials!</description>
		<content:encoded><![CDATA[<p>Cammy already destroys Zangief &amp; T.hawk just by forwards &amp; low sweeps. you don&#8217;t even need to use her specials!</p>
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