SF6 Year 1 Patch Notes - Cammy

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Finally done with the base roster. That just leaves Rashid (short), AKI (suuuper long), Ed (suuuper short) and a BnB video for akuma

Пікірлер: 117

  • @Sakaki98
    @Sakaki98Ай бұрын

    (Warning, getting into the weeds here with Hooligan) Biggest takeaway from HP > HK TC being cancellable is that it buffs her midscreen hooligan mix in every capacity. She no longer needs to waste drive meter on EX divekick or gap closing with drive rush for something like 4MP > HK TC or HP > charged spiral arrow. The oki is also straight up better what with them intentionally making the setup plus by an additional frame compared to 4MP > HK (we know this because the Hooligan low option is +3 instead of +2). This is meaningful because it allows her to land a throw after getting the low followup DI’d, giving her a guaranteed unmetered punish. Moreover, it allows her to opt for charged Hooligan divekick(which leaves her plus and close enough for strike/throw on block) without trading against a 4f mash and suffering a situation reversal, indirectly buffing her other tools by forcing higher risk options on behalf of the opponent. Couple this with the MP pushback reduction *further* buffing her risk/reward by allowing higher damage conversions off of not only divekick counterhits but also *trades* off of MP against mashers in the post divekick situation and it becomes easier to see the thought process behind nerfing her Spin Knuckle(though the nerf to the EX version is a bit heavy handed) and her throw oki. She has received a massive buff to her ability to meaningfully pressure and damage people *without* resources, to the point that her offense can be pretty much immune to DI in burnout. In the grand scheme, she’s gonna have a lot more drive meter lying around, which itself is a bigger deal due to the universal drive reversal buffs, so it makes sense that they’d be worried about EX Spin Knuckle being too good for its heavily reduced opportunity cost. TL;DR Having lower highs and higher lows when it comes to resource-reliant performance makes for a straight buff to consistency and interactivity, which I’m all here for. It’s not fun for the opponent to just watch an enemy Cammy buffering 214 over and over and realize she no longer has to interact with fireballs, nor is it fun for a Cammy to waste two drive bars for a subpar mix only to get DP’d or jabbed and then realize that they were better off just taking the dash up throw(which is why precisely zero Cammy players ever utilize Hooligan at tournaments lol). Here’s hoping the buff is enough to get people to stop completely disregarding 15% of her command list and actually do more interesting things with her offensive tools than basic bitch tick throws and random dive kicks 🥱

  • @Akashityan

    @Akashityan

    Ай бұрын

    Can you be more specific about what hooligan setups she gets after her hp hk tc? Is it just canceling the last hit into hooligan? I'm mostly a cammy main with a ryu secondary, but after ryu's amazing buffs and cammy's nerfs (mainly her sideswitch imo) I barely touched her in this new patch

  • @littlebigphil

    @littlebigphil

    Ай бұрын

    Disclaimer: I am guilty of "disregarding 15% of her command list" until yesterday. You do just cancel the last hit of HP > HK into hooligan. It will act like you hit hooligan with +50 advantage. The low will beat everything except reversals and blocking low, and immediately let you hooligan again on hit. But you'll be closer, and only +49. If you do the heavy version, and they recover in place, you'll sideswitch. All versions work against both back recovery and recover in place (except held, which doesn't ever work). If they block it's +3. On block it's in throw range. If they DI you can throw them out of it. The overhead will beat everything except reversals (including regular DP) and blocking standing. You have to manually time the overhead, but it's pretty lenient. If they recover in place and you use the heavy version, then you'll go past them and whiff. If you use the light version, then you'll often hit too late, and lose to jab. You could practice that, but the medium version works fine. If you time the medium version right, then you can always be +9 on hit, and HP is good at closing the distance, so you can immediately go back into the target combo. There's a single frame where you'll get +8 instead: if your first active frame is on their first frame after waking up. And if you hit it too early, then you'll miss entirely. On block it'll be -1, unless you hit the +8 on hit timing, in which case it'll be -2. If they recovered in place, you'll be in throw range. If they back recovered you'll be in jab range. If you used the light version, and they used back recovery, then you'll be at crMP range (this is the only advantage of using the light version for overhead I believe). If they DI you can throw them out of it. The command grab will beat all types of blocking, but loses to reversals and jumping. You have to partially hold the hooligan. I can sometimes get a command grab to beat back recovery jab, but I can't get it consistent. I've gotten both the fully charged version and the regular version to work. If they recover in place, then it's easy to beat jab with a bit of practice. If you DR HP after the charged version you will get a +48 version of the mixup. Canceling out of the hooligan is the only way to beat reversals. Optimally you'll delay canceling for a bit so you can be close to punish the reversal, but not so close that you'd be vulnerable to a random throw. But, I don't think that you have time to determine whether they're recovering in place or doing a back recovery, and they really shouldn't be doing a random throw anyway, so I'd just cancel a bit late. I assume you should do a delay tech timing if you end up close to them. If they DI you can throw them out of it. Divekick only beats buttons that they shouldn't be pressing anyway. I don't understand why you'd use this. You have to use the fully held version. On hit, if they recover in place it's +4, and if they back recovery it's +6. On block, if they recover in place it's +0, and if they back recovery it's +2. You're always in throw range after. If they DI you can throw them out of it. After the low hits, you can't go into the overhead unless they back recover, but command grab now consistently beats jab + back recovery. TL;DR Cancel the last hit of the target combo into medium hooligan. Mixup between the low and overhead for a loop on hit. If they block the low successfully, then it's still your turn. If they block the overhead successfully, then it's their turn. Cancel to punish reversals. If you're feeling spicy, and they aren't hitting jab with back recovery or jumping, throw in a bit of partially charged hooligan into command grab.

  • @Akashityan

    @Akashityan

    Ай бұрын

    @@littlebigphil Thanks for the in depth analysis of the setup, I will lab it later, but it seems she finally got a good meterless hooligan setup, that sounds pretty good.

  • @rangoon2
    @rangoon2Ай бұрын

    Bafael what's your favorite bagael

  • @Bafael

    @Bafael

    Ай бұрын

    Asiago parmesan or maybe an onion bagael

  • @rangoon2

    @rangoon2

    Ай бұрын

    @@Bafael I lik e bizza bagael

  • @Suprapika

    @Suprapika

    Ай бұрын

    Opinion on everything bagaels?

  • @Bafael

    @Bafael

    Ай бұрын

    @@Suprapika respectable

  • @rangoon2

    @rangoon2

    Ай бұрын

    @@Suprapika only good if you get them from bagael shop. Store baughael are terrible

  • @jerry3115
    @jerry3115Ай бұрын

    The SA2 input change is probably to prevent overlap with divekick

  • @Bafael

    @Bafael

    Ай бұрын

    Yeah they said that in the updated patch notes

  • @DoubleCFiend

    @DoubleCFiend

    Ай бұрын

    Well now it just overlaps with spin knuckle on the ground...which ironically, is the version that got buffed to deal more damage lol

  • @dekuskrub2154

    @dekuskrub2154

    Ай бұрын

    ​@@DoubleCFiend tf you doin here

  • @EllaEllaAudios

    @EllaEllaAudios

    Ай бұрын

    no it was done to make it so you aren't allowed to buffer spin knuckle on the ground because cammy cant have nice things

  • @KeshavKrishnan
    @KeshavKrishnanАй бұрын

    TY so much for putting out solid informative videos at such a good pace. I've seen some other people getting them out a bit faster but... They're either not informative, very rushed, or have flat out incorrect information. Keep up the good work!

  • @Safari_Mike
    @Safari_MikeАй бұрын

    baf the goat

  • @Native2087
    @Native2087Ай бұрын

    Capcom: Standing forward hits whiffed lows Me: …what? 😳lol

  • @WutTheDeuceGaming

    @WutTheDeuceGaming

    Ай бұрын

    my thoughts exactly.

  • @itstomis
    @itstomisАй бұрын

    The nerf to ex spin knuckle anti fireball feels quite bad. I was expecting HP spin knuckle to get nerfed on anti fireball and/or on plus frames.

  • @Bafael

    @Bafael

    Ай бұрын

    Yeah EX was a bit much. I'd rather it still punished fireballs but didn't lead to combos than what they did tbh

  • @YiffyShonryu
    @YiffyShonryuАй бұрын

    FINALLY. Incoming edit. Post-watch: Huh. That seems interesting, and the stMK definitely caught me by surprise. Being able to cancel out of HP, HK(2) seems like it'll be kinda nice, but all of my salt is over what happened to Spin Knuckle. No more free spins, I guess. 😹 Now I stalk for Ed notes.

  • @dumpsta-divrr365
    @dumpsta-divrr365Ай бұрын

    The sideswitch change makes me sad. Why even

  • @z1u512

    @z1u512

    Ай бұрын

    Cry about it

  • @hacker12224
    @hacker12224Ай бұрын

    baf out of the two which would you prefer the most perfect clap that echoed through the halls of Valhalla or the most amazing sauna that you could only use 3 times in your life

  • @Bafael

    @Bafael

    Ай бұрын

    Even having access to the sauna would just stress me out on when to use it lol

  • @BongWatah
    @BongWatahАй бұрын

    Bafael you smell nice today

  • @invincibleloonie
    @invincibleloonieАй бұрын

    Kinda interesting that Cammy has the same health as everyone else and is still more or less on par. Wonder if they’ll go back on universal-ish health or not, but it’s been fine comparatively

  • @dodang_9147

    @dodang_9147

    Ай бұрын

    she'd probably be better if she had 900 hp but did like 20% more damage.

  • @xetsuma

    @xetsuma

    Ай бұрын

    @@dodang_9147I know what you mean here, but it would be hilarious to see a character actually have 900 HP in SF6. Remember this game is based on 10,000 instead of 1,000 like SF4 and 5 so 900 is like two normals and dead.

  • @dodang_9147

    @dodang_9147

    Ай бұрын

    @@xetsuma yeah, i meant 9000. Zangeif, Marisa and Honda are 11,000 hp characters because they're classed as big characters. Akuma is only character to be 9000 health. I think. Cammy would be stronger if she had more damage. They took away her one niche of destroying projectile-zoning. I don't think she is very good. Punk just makes her look good because he has good neutral fundamentals.

  • @zeywop

    @zeywop

    Ай бұрын

    marisa and honda both have 10.5k not 11k just fyi

  • @zackdoom
    @zackdoomАй бұрын

    I wish theyd give 1 and 2 supers more use than just combo fodder

  • @WoWisdeadtome
    @WoWisdeadtomeАй бұрын

    As a Guile main that nerf to spin knuckle is an absolute game changer in this match up. Before I had to throw booms from just outside poke range where the Cammy player will have a hard time reacting and is super dangerous anyway. From normal projectile range I'd just get punished, even with Guile's excellent recovery.

  • @YaBoiBigSmoke147
    @YaBoiBigSmoke147Ай бұрын

    Hi

  • @GSXPunk
    @GSXPunkАй бұрын

    U have to main makoto when she comes to 6 Baf

  • @katehikes1645

    @katehikes1645

    Ай бұрын

    Makoto feet

  • @Anna-vx2pe
    @Anna-vx2peАй бұрын

    WHYYYYYYYYYYYYYY

  • @z1u512

    @z1u512

    Ай бұрын

    Cry about it

  • @Zwyrx_Hgqfyggz
    @Zwyrx_HgqfyggzАй бұрын

    Spin knuckle is so oppressive (ridiculously fast, plus, combos on hit, skips neutral, crossup on ex) but I feel like this is the wrong way to nerf it. It was always meant to be an anti fireball (even though she has quite an abundance of those) but it should be easier to punish on a correct read, like Marisa's phalanx. Hitting her with a well timed Drive Impact can deny her approach very effectively but doing the same to Cammy is a death wish, and she's not airborne and considerablg faster so a DP is likely not to work or trade

  • @Zwyrx_Hgqfyggz

    @Zwyrx_Hgqfyggz

    Ай бұрын

    @@EWGFenjoyer tbf against characters without projectiles or hesitant to use them it will likely still be an excellent neutral tool to start pressure, you can't be punished and it's still too fast to be consistently pressed on

  • @hyliandoctor
    @hyliandoctorАй бұрын

    Thank fuck Spin Knuckle can't just slide past projectiles on reaction. That shit made me drown in tourney pools.

  • @lawnbb12372
    @lawnbb12372Ай бұрын

    the spin knuckle change is game changing and very crippling. She was the antizoner and now she is just the worst rushdown characater. She lost her niche and will probably dissappear from competition entirely outside of die hards. She has no real purpose now.

  • @ChiefKenn

    @ChiefKenn

    Ай бұрын

    if the character literally has nothing else of note other than that then i would strongly question the quality of their design cammys has always remained as a deeply oppressive force because she does strike-throw better than anyone, not because she just beats projectiles; you would question why a character with insanely strong dash and walk speeds, very fast and effective buttons (she didnt even receive the universal cr.mk nerf like many others), and a fast EX divekick, NEEDS a free reactable fireball punish that leads to a full combo and full offense??? not to mention that unless you haven't been playing street fighter for a long time you should know that patience against fireballs is key and this game gives you many tools to do so; and one of which was buffed! tanking fireballs from full and 3/4 screen literally has no downside now if you parry them, cammys opponent is not getting any closer to their win condition by chucking plasma at the ranges that cammy could easily react spin knuckles with. Call her fair, say she has some bad matchups, but to say she's just, *done*? come on now.

  • @ChiefKenn

    @ChiefKenn

    Ай бұрын

    now if you wanted to make the argument that akuma is better than yeah im right there with you, he is fucking incredible, and probably overtuned although i dont think we should call that just yet, its been less than 2 weeks lol

  • @lawnbb12372

    @lawnbb12372

    Ай бұрын

    She is in the same position that Ryu was last season. She has nothing that makes her special anymore. If you want to play rushdown play Juri she does everything Cammy does but better. She has no purpose now she is fine as a character but why play her? Kim might be worse but atleast she is unique Cammy is just pointless.

  • @Transcona
    @TransconaАй бұрын

    Akuma guide. When?

  • @Bafael

    @Bafael

    Ай бұрын

    After Ed patch notes video Jesus you guys want me to do everything at once

  • @yourstillwithme

    @yourstillwithme

    Ай бұрын

    Bro, the akuma guide is this: Use ex qcb Punch in corner and do BHK to charged LP fireball to HK tatsu or Lp shoryu if you go to level 3. Mid screen best anti air meterless is BHk-HK demon flip-MK dive kick-MK tatsu Best Drive Impact meterless punish: CRHP-Hk tatsu Never use raging demon in combos because it scales worse then his regular level 3. Dont do level 2 i to level 1 in corner causs it doea worse dmg then level 3 in combo. do crmk-drc-Crmp-CRHP for optimal combos for drc and choose lk tatsu- sweep for oki/safe jumps and hp shpryu for dmg ender MP dp is useless dont use Metwr is best used for reversals, EX QCB Punch in corner, and crmk drc confirms in neutral. Dr to overhead best confirm is STMK to whatever All you have to do w akuma is do a combo to get stmk or CRHP so you can do LK tatsu to stuff and if you dont want to do that confirm crmpx2 to QCB MP Boom. Akuma Guide done. Games not hard man.

  • @yellowslotcar

    @yellowslotcar

    Ай бұрын

    When he gets to it, chill out bro

  • @johnjohnothan5927

    @johnjohnothan5927

    Ай бұрын

    Sorry Baf, he doesn’t speak for us. I don’t want a stupid Akuma guide anyway!

  • @Bafael

    @Bafael

    Ай бұрын

    @@johnjohnothan5927 reverse psychology I'll make it anyway

  • @fordy5788
    @fordy5788Ай бұрын

    Any Cammy mains who cry about ex spinning knuckle love easy mode. One of fastest walk speed in the game nah too hard.

  • @theexploderofworlds3855
    @theexploderofworlds3855Ай бұрын

    Spin knuckle change completely kills the character. Shes absurdly weak now, literally a 1-9 matchup against any character with a fireball. Its so depressing, they are literally surgically removing any benefit to having good reactions from the game. Seriously that change to spin knuckle needs to fuck off, the move might as well not exist anymore and cammy is bottom 1 now because of it. I hate this game i hate the devs im so fucking sad and depressed over this shit. The only fun thing about the game at all for me was beating fireballs on reaction with ex knuckle and they just took it away because the devs hate fun. Uninstalled over it. Refuse to play a game where the devs clearly have a seething hatred against my character and want her to be absolute bottom 1 weakest, and thats clearly how they feel about cammy.

  • @nonuvurbeeznus795

    @nonuvurbeeznus795

    Ай бұрын

    Fighting games aren't for you

  • @theexploderofworlds3855

    @theexploderofworlds3855

    Ай бұрын

    @@nonuvurbeeznus795 We get it, you lose to cammy a lot despite her being bottom tier. You dont need to cope to me.

  • @yagami999913

    @yagami999913

    Ай бұрын

    Yeah, fighting games aren't for you ...

  • @theexploderofworlds3855

    @theexploderofworlds3855

    Ай бұрын

    @@yagami999913 OK so you lose to bottom tier cammy a lot? Sucks for you. Fighting games arent for you, you should stop playing them since you are clearly bad. Keep losing to bottom tiers.

  • @destroybuster

    @destroybuster

    Ай бұрын

    That's the ONLY thing that matters to you?

  • @theexploderofworlds3855
    @theexploderofworlds3855Ай бұрын

    You think the spin knuckle change is """"more fair""""???????? It literally makes the character useless and bottom 1. You have no idea what you are talking about, that is an absolute death sentence nerf, there no reason to pick her at all now, shes useless. Any character with a fireball just automatically wins against her now. Why are so many people delusional that this change is """""fair"""""?????? Its absurdly unfair to cammy, i shouldnt need to predict or read to beat a fireball with spin knuckle, i should be able to punish you for throwing a fireball on reaction every time. You are objectively wrong about this change being """"fair"""".

  • @DUFFNOTDUFF

    @DUFFNOTDUFF

    Ай бұрын

    This shit is cracking me up. Why did you use so many quotation marks? ahahahaha

  • @Bafael

    @Bafael

    Ай бұрын

    Omg is this satire? This comment is peak

  • @theexploderofworlds3855

    @theexploderofworlds3855

    Ай бұрын

    @@Bafael You have no idea what you are talking about. None. If the spin knuckle nerf is """fair""" then the sky is green and the grass is blue.

  • @theexploderofworlds3855

    @theexploderofworlds3855

    Ай бұрын

    @@DUFFNOTDUFF We get it, you lose to cammy a lot despite her being bottom tier.

  • @theexploderofworlds3855

    @theexploderofworlds3855

    Ай бұрын

    @@Bafael You dont understand fighting games. You have no idea what you are talking about and that absurd comment about how this completely unfair nerf is somehow """"fair"""" is proof of that. All your content is disposable. You dont understand the genre at all.

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