This thread is a last ditch attempt to get Capcom to notice what us Cammy players truely want/need.
Lets face cold hard facts. She isnt good she has gaping holes in her game lets try to plug some of these holes before 2012 goes live. This is not a whining thread. Serious input we got our spiral arrow back and a stupid change to spin knuckle.
What do we want? and when do we want it? 2012!
Changes & Reasoning
Improved neutral jump attacks: Cammy currently can’t even hit crouchers with her neutral jump normals, unless they’re directly next to her (which they won’t be, if Cammy is neutral jumping). She needs something to help here, neutral jump dive normal Cannon Strike would be a simple solution. Every other dive kick character can do dive kick from neutral jump, so with the AE height restriction there’s no reason for Cammy not to have this as well.
Higher damage overall: Cammy is an in close character. She is nearly useless from mid range, all of her offense comes from combo into Spiral Arrow into mixup, which only works at very close range where you can hitconfirm from two or more normals. Cammy has to take damage to get in, so it only makes sense she should deal damage when she gets in.
Close HP: Cammy’s punish damage is only 205 (fierce xx arrow) which is very poor and beaten by every other in close character and most zoners as well. Her normal move AA is close fierce, which does a terrible 65 damage which is a huge risk for a risky, non invincible anti air.
Far HP: Far HP was reduced from 120 damage to 80/100. With 2-hit HK Spiral Arrow returning in AE 2012, there will be almost no incentive to use far HP combos, when an easier link to cr.mk will also combo to 2-hit HK Spiral Arrow at more ranges. The extra 9 to 12 damage will not be enough to make it worth using. For a tough 1F link to far hp, 80 damage is simply too low. Other characters can combo to 100 damage fierces, so Cammy should be able to do the same. Damage should be returned to SSF4 values: 100 at comboable range, 120 at far range.
Cannon Spike: If somebody jumps at Cammy 100 damage is the biggest punishment she can deal out without using 50% super meter. If she is hit by a jump in, she takes roughly 300-350 damage from a full jump in combo. Cannon Spike is the lowest damage DP in the game (the 160 dmg air to air DP mainly hits as offense to hit cornered opponents, not as a defensive AA). A buff to 120 damage while grounded would be fair.
Spiral Arrow: The damage should be returned to SSF4 levels. The move is still just as unsafe as ever, still susceptible to focus. It is only useful in combos or OS, which Cammy has to take risks to get close enough to land.
Cannon Strike: For a heavy class attack with a high minimum height and susceptibility to focus, 60 damage is too low. It is marginally faster than a jump in, but hits like a light medium attack in terms of damage. Damage should be buffed to 70 to make it in line with other mediums, at the very least.
Improved poking normals: Cammy does not any normals that are reliable enough to poke with against most characters, outside of far HK and crouch MP/MK. The problem with these is that far HK is basically a fireball in that if it gets jumped, it’s a free jump in punish for the enemy. The crouching pokes require close range to use, which is not where Cammy needs help (or needs to be poking, generally). Improving either far MK or far HK by reducing recovery would close up Cammy’s biggest hole in the midrange poking/zoning game. Also, reducing recovery on far MP would give her a new poke (or really just return her old far MP poke from SF Alpha 3) that would let her cover more of the midrange. She would still be weak at this range though, because of low reward for landing pokes, but buffs to these moves would help greatly.
Better throw range or walk speed: Cammy has no effective options outside of close range, so her close range game needs to be strong. Her throw range should be above average - instead she has the worst throw range in the game for no apparent reason. This needs to be fixed to a Ryu-range throw at the very least. A walk speed buff would achieve the same effect while improving her ability to get in.
Reworked Spin Knuckle: Due to its incredibly slow startup, this move is nearly useless at neutral. During startup, there is more than enough time for the enemy to walk up to you and hit you, or even do a raw ultra, before the Spin Knuckle goes active. Improving the properties on hit or block won’t help, since this move should not even be reaching that stage if the other player is competent. Spin Knuckle needs to be faster, there is simply no other realistic way to make this move worth using.
even be reaching that stage if the other player is competent.
Cannon Strike improvements: Cammy’s dive kick has the highest height restriction of any dive kick in the game (Yun, Yang, Rufus), excluding apex-only type divekicks (Akuma, Evil Ryu). It is also overly susceptible to focus, cannot be done from a neutral jump, and also travels slower than every other dive kick in the game. It needs to be improved by lowering the height restriction, making it usable from neutral jump, or reducing recovery so that it is not punishable by focus attack at almost every height.
Pushback on cr.mp: Cammy’s crouching mp has as much pushback as a heavy attack. This should be fixed to be the same push back as other medium attacks in the game, such as Ryu cr.mp.
Large number of useless moves: Ask any Cammy player and they will tell you of the large number of useless attacks in her moveset. Close MK seems to have no use at all, as it is crouchable, negative frames, and completely overshadowed by close MP. Close HK is unsafe on hit on the ground, and is not very useful for antiair purposes. Far MP is only useful in combos, as the recovery is simply too slow to allow it to be used safely as a poke (it is as slow as many heavy attacks on whiff) - this move used to be one of her best pokes in SF Alpha 3. Hooligan Combination cannot be used at all outside of knockdown or meaty setups because of its slow startup, and the followup Razor’s Edge Slicer doesn’t even armor break, making it one of or the single slowest non-armor breaking moves in the game. Spin Knuckle as mentioned before is not useful at neutral at all due to incredibly slow startup.
Neutral jump attacks in general all hit diagonally up-forwards, and none hit down-forwards.
Fixing Cammy’s bugged Chain Cancels: Cammy’s new cr.lp, st.lp, and close st.lp behave like her old SSF4 versions when chained into other normals. This means she can’t combo to special even when linking her normals properly. This absolutely needs fixing as it is a legit bug and does not follow the rules of linked attacks.
See this video for more details: http://www.youtube.com/watch?v=o8fhpT1UFv4
Overall, Cammy players are not satisfied and would like to see at least some of these areas addressed in the upcoming AE 2012.
Special thanks to Sycho for adding alot to this thread