Street Fighter 5 Season 2 Changes: Cammy

Unfortunately, Cammy will not be receiving a new costume in the update.

A general comment from Capcom about the Cammy changes:

With the revision to Cammy’s Cannon Spike, her defense has weakened a little. However, offsetting this is the addition of new combo possibilities and positive changes to her advantage after certain attacks have landed.

Here are the specifics:

Hurtbox:

 Adjusted hurtbox when changing direction while crouching

Gyro Clipper:

 Reduced damage from 130 to 120

 Reduced CA meter gain

 Adjusted so that collision box does not stick out during attack animation

 Changed second hit only when it is possible to KO

Delta Through:

 Reduced damage from 140 to 130

 Adjusted so that collision box does not stick out during attack animation

Standing MP:

 Added hurtbox around feet during active 6F~13F

 Expanded hurtbox around hitbox in forward direction

 Somewhat reduced pushback on-hit

 Somewhat reduced pushback on-block

 Changed advantage on-block from +2F to +3F

Standing MK:

 Changed attack startup from 9F to 8F

Standing HP:

 Changed advantage on-hit when cancelling into V-Trigger from +11F to +9F

Crouching LP:

 Extended how active frames from 2F to 3F

Crouching HP:

 Reduced damage from 90 to 80

 Changed advantage on-hit from ±0F to +1F

Crouching HK:

 Reduced damage from 100 to 90

Jumping MK:

 Somewhat expanded hitbox in upward direction

Knee Bullet:

 Increased stun damage from 100 to 150

Lift Upper:

 Made below changes to advantage on-hit and block: o [on-hit] ±0F to +4F o [on-block] -2F to +1F

 Changed hit property to forced standing hitstun

Lift Combination:

 Adjusted so that second hit does not affect crouching opponents

V Skill – Axel Spin Knuckle:

 Changed all boxes during animation to be on the ground

V-Reversal – Strike Back:

 Changed attack recovery from 29F to 24F

 Changed hit effect from flying knockdown to ground reel o Advantage is +2F on-hit/-2F on-block

L Cannon Spike:

 Added hurt and throwable boxes to 1F-2F

 Changed 3-6F to physical attack/projectile invincibility

M Cannon Spike:

 Added hurt and throwable boxes to 1F-2F

 Changed 3-6F to physical attack/projectile invincibility

H Cannon Spike:

 Added hurtbox to 1F-7F

 Added throw invincibility to 1F-7F

EX Cannon Spike:

 Increased juggle potential when used in-air combo

Cannon Strike (including V-Trigger):

 Increased CA meter gain on-hit and block

M Cannon Strike:

 Reduced block stun by 1F

EX Cannon Strike:

 Increased damage from 60 to 80

 Changed position of hitbox during animation

 Shrunk hitbox during animation

 Expanded hurtbox during animation

 Changed landing recovery during animation from 9F to 13F

Hooligan Combination to Cannon Strike:

 Increased CA meter gain on-hit and block

 Increased block stun by 2F

Hooligan Combination to EX Cannon Strike:

 Increased damage from 60 to 80

 Changed hitbox position during animation

 Shrunk hitbox during animation

 Expanded hurtbox during animation

 Changed landing recovery during animation from 9F to 13F

EX Hooligan Combination to Cannon Strike (including V-Trigger):

 Fixed bug that when activating EX Hooligan Combination by cancelling out of Lift Combination, link attack Cannon Strike (V-Trigger) was not registered as a counter even after hitbox appears

Laser Edge Slicer:

 Increased CA meter gain on-hit and block

Fatal Leg Slicer:

 Increased stun damage from 200 to 250

 Increased CA meter gain on-hit and block

 Changed duration of hitbox from 4F to 2F

Cross Scissors Pressure:

 Reduced recovery after hit by 2F

 Increased stun damage from 200 to 250

 Increased CA meter gain on-hit and block

 Changed duration of hitbox from 4F to 2F

L Spiral Arrow

 Increased recovery on whiff by 3F

 Reduced damage from 80 to 70

 Increased juggle potential when used for air combos

 Adjusted floating on-hit

M Spiral Arrow:

 Reduced damage from 90 to 80

 Increased juggle potential when used for air combos

 Adjusted advantage to match that of H Spiral Arrow

H Spiral Arrow:

 Increased recovery on-hit by 1F

 Increased juggle potential when used for air combos

EX Spiral Arrow:

 Increased damage from 120 to 140

 Increased juggle potential when used for air combos

 Changed projectile invincibility during animation from 3F-15F to 1F-15F

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