Behind-the-Scenes: Rebalancing Super Street Fighte
Feb 29, 2008 // s-kill
This is part six in an extended series of articles from David Sirlin , detailing the changes we’ve made to the rebalanced mode of the new Super Street Fighter II Turbo HD Remix project. The previous 5 articles can be found here . This week’s article focuses on our beret-wearing sexpot, Cammy. In a nutshell, this revised Cammy finally lets you do everything you always wanted to do–and you may even win a match now and again! The new Cammy is a ton of fun and will hooligan roll her way right into your heart. Read on for the changes: Cammy Cammy is considered one of the five worst characters in ST (Super Street Fighter 2 Turbo) along with Zangief, Blanka, Fei Long, and T.Hawk. It‒s interesting how much better she is now with so few changes, and even one nerf. Control Motions Cammy‒s Hooligan Throw motion is one of the most frustrating in the game in ST. Not only does it end in up/forward which results in accidental jumping sometimes, but it also closely overlaps the Spinning Backfist command. New commands: Hooligan Throw: quarter circle forward + punch Spinning Backfist: quarter circle back + punch Just the ability to do Cammy‒s Hooligan Throw reliably makes her easier to win with. It‒s a really good move (but not too good because most characters can just jab her out of it). Cancelling low forward into Hooligan Throw is now easy and pretty effective. Spinning Backfist Here‒s some trivia about the Spinning Backfist. The very first change I made in the entire game was allowing Cammy‒s Spinning Backfist to go through fireballs. All three versions can now do this and she even has lower body invulnerability during this, but her head is completely vulnerable the whole time, so you can smack her with high moves if you know she is going to Spinning Backfist. Her regular full body vulnerability returns, of course, by the time she can actually hit you. The Spinning Backfist now has a much bigger hitbox on the second hit. After several experiments, this was the most effective way to make sure that the move no longer failed to get the built-in two hits. If you hit the opponent with the first hit of this move, it‒s now extremely likely that the second hit will also hit and knock down. Cannon Drill Her other change is that her Cannon Drills are now much more safe on block. (Trivia: this is the second change I attempted to make in the game, only weeks later did I finally figure out how to do this one.) In ST, Cannon Drills could be safe on block only from a very particular distance. Now there is much more leeway so with a little knowledge of ranges and which strength to use, you can make this move safe on block every time. Note that as before, it‒s very vulnerable at the top so jumping straight up and attacking as you come down is a counter. The safe Cannon Drill opens up a new world to Cammy. She can now keep the pressure up and do block damage. If the opponent is a little scared, she can mix in a Hooligan Throw and if the opponent is antsy to attack, she can mix in a Cannon Spike (similar to a Dragon Punch.) Safe Attack into Safe Attack Cammy stayed in the state I described above for a long time. There has been no question that she‒s good, it‒s just been a question of whether she‒s second tier or has creeped into the top. After playing her quite a bit, two things started to bother me, and they both had the same solution. One is that she‒s just incredibly good against Zangief and T.Hawk. She can Cannon Spike anytime she‒s within range and force them to block or get hit by her invulnerable move, then she‒s completely safe afterwards. It‒s abusive, and she doesn‒t even need that against them considering her low forward alone is very good against them. The other problem is that she started to feel a lot like ST Balrog in that she can keep up the pressure (in her case with safe-on-block Cannon Drills), then do a safe-on-block, invulnerable Cannon Spike at any time. That is the exact same sequence that was deemed “too good†for Balrog, but now she had it. I felt uncomfortable with this, so now the Cannon Spike is not completely safe on block. It still bounces her back, but if she does it from too close, T.Hawk is able to counter with an immediate stand roundhouse and Zangief is able to counter with low roundhouse. She can still currently get away with a safe Cannon Spike when she does it from a bit farther though, so we‒ll have to keep an eye on this. The invulnerable, always-safe-on-block Cannon Spike was nice with Cammy, but she‒s a more versatile, fair character having a safe-on-block Cannon Drill instead. I think it‒s a fair trade, and she‒s *still* a strong character. (In the current version, it‒s not even much of a trade since Cannon Spike is still safe from most distances.) Cammy can now go toe-to-toe in previously very difficult matches against Ken, Ryu, and Sagat (Spinning Backfist!) and her easier Hooligan Throw and safe Cannon Drill allow her to pressure and deal good block damage to the non-fireball characters, too. –Sirlin
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