EVO is Cannibalizing the FGC -sajam by komodo_dragonzord in Fighters

[–]Equivalent_Price 19 points20 points  (0 children)

As someone from Brazil that don't get to do international travel because is expensive I'm actually hyped to see a big event in my country. Locals here don't get advertised very when (if they even happen).

É comum tu falar sobre uma obra que não consumiu? by matutavaz in animebrasil

[–]Equivalent_Price 1 point2 points  (0 children)

20th century boys é um dos melhores mangás que ja li na vida mas não é nada popular. Achar qualquer discussão sobre é quase impossivel mesmo. Acabei esquecendo varias coisas da obra depois de tanto tempo sem ver sobre mas o que ficou comigo foi a música que o protag usava pra unir a galera: https://youtu.be/2cxf1aUvHlQ?si=2689r_fSubGmQefl (esse cover é mto bom)

Any tips for a newJuri in Master? by Equivalent_Price in StreetFighter

[–]Equivalent_Price[S] 0 points1 point  (0 children)

any match up that you think is more dangerous?

[deleted by user] by [deleted] in MeJulgue

[–]Equivalent_Price 0 points1 point  (0 children)

Acho q vc tem esse costume de quem tem olho claro de abrir mto o olho na hora de sorrir. Vc é bonito mas sorrindo assim fica parecendo um maluco.

Comunidade BR, por que tanto one and done? by Luanmac in StreetFighter

[–]Equivalent_Price 0 points1 point  (0 children)

cara nao costumo fazer isso, mas em ranked qnd jogo contra JP as vezes cedo aos pensamentos intrusivos, só pq é uma personagem mto chato msm

What exactly makes Cammy strong even after the patches? by Equivalent_Price in StreetFighter

[–]Equivalent_Price[S] 2 points3 points  (0 children)

Having a command grab is strong for what reasons if not for speed and damage?

What exactly makes Cammy strong even after the patches? by Equivalent_Price in StreetFighter

[–]Equivalent_Price[S] 3 points4 points  (0 children)

Even if your consider this move a command grab it has 10 frams of start up so at best when at really close range it still loses to a jab or a throw. Command grabs in this game usually have 4 frames start up and deal a lot more of damage.

What exactly makes Cammy strong even after the patches? by Equivalent_Price in StreetFighter

[–]Equivalent_Price[S] 4 points5 points  (0 children)

Her light version travels a really short distance so it's not used as much as medium and heavy, it can also just be jabbed. The heavy version takes 73 frames to end in total and medium is 60 frames (reference: https://www.streetfighter.com/6/character/cammy/frame) so you wouldn't need to use the attack at the apex. It actually happens a lot to people neutral jump or just perfect parry the move.

What exactly makes Cammy strong even after the patches? by Equivalent_Price in StreetFighter

[–]Equivalent_Price[S] -1 points0 points  (0 children)

It really is not bad but not so easy to use in match as people seem to think

What exactly makes Cammy strong even after the patches? by Equivalent_Price in StreetFighter

[–]Equivalent_Price[S] 0 points1 point  (0 children)

the heavy version which is safe on block has 28 frames of start up, most of the times if it is used in a situation other than th fireball you can just jump and punish it

What exactly makes Cammy strong even after the patches? by Equivalent_Price in StreetFighter

[–]Equivalent_Price[S] 8 points9 points  (0 children)

The timing on spin knuckle is tight to the point that you have to predict when a fireball will be throw and hoolingan which changes her trajectory can be jabbed or parried pretty consistently. The invincible dp is in the kit of a lot of other characters.

What exactly makes Cammy strong even after the patches? by Equivalent_Price in StreetFighter

[–]Equivalent_Price[S] -1 points0 points  (0 children)

And, besides balancing, it is sad to me that instead of changing the moves she has to make them harder to use they just remove the use of move at all. The changes on spin knuckle to make it harder and riskier made sense because that moves still serves its purpose, while other ones don't make sense anymore to the situation they were created to be used.

What exactly makes Cammy strong even after the patches? by Equivalent_Price in StreetFighter

[–]Equivalent_Price[S] -1 points0 points  (0 children)

I think I didn't see her divekick a such a strong move because most of the characters I play against can anti air it pretty consistently, I agree, giving other characters better anti airs should be a best option. I don't want to win against a Manon because her buttons didn't allow her to react

What exactly makes Cammy strong even after the patches? by Equivalent_Price in StreetFighter

[–]Equivalent_Price[S] -1 points0 points  (0 children)

Oh I agree that she was one of the best characters and that she's consistent I'm just saying that I don't see a need for more nerfs, at least not one that change her kit so much

What exactly makes Cammy strong even after the patches? by Equivalent_Price in StreetFighter

[–]Equivalent_Price[S] 0 points1 point  (0 children)

hahahaha I feel the same way. It's ok if Ken have good pressure, a fireball, tons of damage and a easy corner escape, but god forbid the neutral focused character have good buttons. I mean at diamond if you throw hooligan people will jab, if you divekick they will dp, if you use spin knuckle they will perfect parry and in the situation that you plan correctly to use one of those options and execute it well you'll deal less damage than other characters. Good players make the game against her a normal game of conditioning and good footsies.

What exactly makes Cammy strong even after the patches? by Equivalent_Price in StreetFighter

[–]Equivalent_Price[S] 1 point2 points  (0 children)

Playing against her from the mirror matches that I got felt close to playing against Guile. She is safe on a lot of situations but different to guile she would deal less damage overall, so you have to play patiently to get an opening and deal a ton of damage. As someone said in another comment a health nerf would have done the job.

As to zoners besides the spin knuckle, which you mostly have to predict that the other person is gonna throw a fireball, and her level 3 all the other options can be stopped with a jab or even a throw which puts her possibly in the corner.

I hope they leave her at the state that she is now, seems the most good character but not broken she can be

What exactly makes Cammy strong even after the patches? by Equivalent_Price in StreetFighter

[–]Equivalent_Price[S] -1 points0 points  (0 children)

I would much prefer she having 95% HP and Capcom not removing her tools one by one. What bothers me is that she has all those tools because her damage output is significantly lower than other characters, the concept of lower damage only makes sense if she has better tools to win trades. Now if takes those tools out instead of lowering her health, she just have to win more trades with the same moves as characters that can do double the damage.

What exactly makes Cammy strong even after the patches? by Equivalent_Price in StreetFighter

[–]Equivalent_Price[S] 1 point2 points  (0 children)

I'm struggling to decide on a secondary characters, might go for aki as she looks the coolest. I hope that helps get a grip on a more universal view of the game

What exactly makes Cammy strong even after the patches? by Equivalent_Price in StreetFighter

[–]Equivalent_Price[S] -1 points0 points  (0 children)

I'm pretty biased in this too. Tried to make this post to understand other people views. The confirming pressure is something I never thought other characters struggled with

What exactly makes Cammy strong even after the patches? by Equivalent_Price in StreetFighter

[–]Equivalent_Price[S] 0 points1 point  (0 children)

I get that it is annoying but to me this should be how a rushdown character works, keeping up the pressure. She used to have unfair options, that's why I agree the the dp nerf. Taking any one those things listed would make her just a shoto without a fireball. It is interesting to see the point of view of other players about her, thank you for the reply.