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= Introduction = | == Introduction == | ||
{{CvS2 Character Subnav|char=Cammy|short=Cammy}} | |||
<div> | |||
[[File:CVS2_Cammy_Data.png|right|500px]] | |||
== Story == | |||
Cammy White, a.k.a. Killer Bee, is an ex-Shadoloo member and a Doll who gained self-awareness and broke free from M. Bison/Dictator's control with help from Dhalsim. Dolls were clones of M. Bison himself who were made to be his personal assassins and guards, acting very robotically. Cammy freed the other Dolls, but an explosion caused her to lose her memory, and Vega/Claw deposited her at the base of Delta Red, a paramilitary organization. After learning about the World Warrior tournament in the events of Street Fighter 2, Cammy entered, feeling a connection to M. Bison. She learned of her true past, and decided to spend the rest of her life fighting against M. Bison. | Cammy White, a.k.a. Killer Bee, is an ex-Shadoloo member and a Doll who gained self-awareness and broke free from M. Bison/Dictator's control with help from Dhalsim. Dolls were clones of M. Bison himself who were made to be his personal assassins and guards, acting very robotically. Cammy freed the other Dolls, but an explosion caused her to lose her memory, and Vega/Claw deposited her at the base of Delta Red, a paramilitary organization. After learning about the World Warrior tournament in the events of Street Fighter 2, Cammy entered, feeling a connection to M. Bison. She learned of her true past, and decided to spend the rest of her life fighting against M. Bison. | ||
== Gameplay == | |||
Cammy is one of the best characters in CvS2, likely right behind the top tiers. Her strengths are numerous, from some of the best normals in the game to plenty of powerful specials and mixup potential. Her amazing walkspeed allows her to keep her preferred range easily, and some of her amazing buttons like 2MK and especially 5HP keep the opponent constantly in check. Her signature special, Spiral Arrow, allows her to punish a majority of fireballs and can be spaced to make her safe and get her in. Her uppercut, Cannon Spike, is incredibly fast with great priority and invincible startup, eating up any jump at all and giving Cammy great air control. Her divekick, Cannon Strike, is a is a powerful dive that allows her to alter her jump arc and leaves her very plus. With meter, any good hit from a long distance poke or ridiculously plus close range normal can confirm easily into her Spin Drive Smasher super, usually called SDS, for insane damage. Fast ground speed, insane frame data, scary offense with meter, and versatile specials make Cammy an offensive grounded nightmare. | Cammy is one of the best characters in CvS2, likely right behind the top tiers. Her strengths are numerous, from some of the best normals in the game to plenty of powerful specials and mixup potential. Her amazing walkspeed allows her to keep her preferred range easily, and some of her amazing buttons like 2MK and especially 5HP keep the opponent constantly in check. Her signature special, Spiral Arrow, allows her to punish a majority of fireballs and can be spaced to make her safe and get her in. Her uppercut, Cannon Spike, is incredibly fast with great priority and invincible startup, eating up any jump at all and giving Cammy great air control. Her divekick, Cannon Strike, is a is a powerful dive that allows her to alter her jump arc and leaves her very plus. With meter, any good hit from a long distance poke or ridiculously plus close range normal can confirm easily into her Spin Drive Smasher super, usually called SDS, for insane damage. Fast ground speed, insane frame data, scary offense with meter, and versatile specials make Cammy an offensive grounded nightmare. | ||
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=== Groove Selection === | === Groove Selection === | ||
Cammy has | '''Best - K/P/C:''' Cammy has three popular grooves, K, P, and C. K-Cammy is the best of the three, as Cammy works incredibly in K-Groove. Rage makes her aggressive movement scarier as any poke can confirm into a level 3 SDS for massive damage. Shorthop and run gives Cammy more ways to move around, and her hop normals are amazing. JD is a powerful defensive option, and since Cammy can easily confirm into SDS or Spiral Arrow she can almost always get a punish after a good JD. A lack of roll doesn't affect her at all either, considering her roll is so bad. P-Cammy is also quite good, as similar to JD Cammy can easily punish into a knockdown from any parry. While P-Cammy won't always have super, being able to parry so easily into level 3 SDS when she does have it makes her terrifying. While she doesn't have run, she does have shorthop, and no rolls is no issue. C-Cammy sacrifices a lot of these for more ways to get SDS out, making her neutral and pokes much more threatening. C-Cammy also has a powerful and stylish level 2 combo. | ||
'''Useful - N:''' N-Cammy is just a little behind C-Cammy. N-Cammy combines aspects of K-Cammy and C-Cammy by being able to cancel into level 1 SDS often, and maintaining the movement of K-Groove. Max Mode is somewhat useless as Cammy would rather spend that meter on a confirm into SDS, but it's a useful option. N-Cammy can barely make use of guard cancel roll however, and her roll in general is far too weak for N-Groove. | |||
'''Worst - S/A:''' S-Cammy and A-Cammy are her two weakest grooves. Cammy likes her meter for SDS cancels, and S-Cammy has to give up aggressive space to build meter. S-Cammy at low health does get access to infinite level 1 SDS but her health is so low that this is incredibly risky. A-Cammy has none of the mechanics to aid her movement, and while CC is strong, Cammy uses the meter better by confirming into SDS. By no means however are either of these Grooves bad, Cammy works well in both. Just that the others give her much better options overall. | |||
{{StrengthsAndWeaknesses | |||
|intro= | |||
--------------------------- | |||
'''Cammy''' is a clear top tier with amazing normals, dominant neutral, and scary punishes, but she pays for it with a horrible roll and bad jump. Cammy is best in '''K, C, and P-Groove'''. | |||
'''Difficulty''': Pretty Easy<br>'''Tier''': S | |||
|pros= | |||
* '''Normals:''' Some of the most absurd normals in the game, from a 3 frame +10 cl.HP to a super far reaching 2MK and a very plus 2MP | |||
* '''Fast:''' Very fast grounded movement, with a fast walk and the 2nd fastest run | |||
* '''Versatile Moves:''' Great specials, with a combo ender/low profile punish in Spiral Arrow, an amazing DP anti-air/reversal in Cannon Spike, and a powerful divekick in Cannon Strike | |||
* '''Mixups:''' Great mix with hop, hop HK is oppressive and her low confirms are great, plus a good crossup and multiple damaging throws | |||
* '''Powerful Super:''' An amazing and easy to confirm super in SDS, and great damage with meter in general in almost every Groove | |||
* '''Groove Friendly:''' Cammy gets something to some extent in every Groove, and is notably one of the best P-Groove characters in the game | |||
* '''Simple and Strong:''' She's just really good and really easy | |||
|cons= | |||
* '''Bad Roll and Jump:''' One of the worst jumps and rolls means she can't take risks often and has to rely on forcing mistakes from the opponent | |||
* '''Low Health:''' Very low health and stun means a few good hits can kill her | |||
}} | |||
S-Cammy and A-Cammy | === Players to Watch === | ||
{| class="wikitable" | |||
|- | |||
! Name !! Country !! Groove !! Accounts !! Notes | |||
|- | |||
| S-Zawa || Japan || C/P-Groove || Twitter: @Cvs2Fukuoka || A great player overall, uses Cammy on both his C team and P team very effectively. <br> [https://www.youtube.com/watch?v=BEJSfCfhnFI2%A1%E5%A4%A9%E4%BD%93%E3%82%AB%E3%83%97%E3%82%A8%E3%82%B9%E9%83%A8CVS2FUKUOKA C-Groove Sample Match] <br> [https://www.youtube.com/watch?v=BEJSfCfhnFI&t=3316s&ab_channel=%E7%A6%8F%E5%B2%A1%E5%A4%A9%E4%BD%93%E3%82%AB%E3%83%97%E3%82%A8%E3%82%B9%E9%83%A8CVS2FUKUOKA P-Groove Sample Match] | |||
|- | |||
| Kiku || Japan || C-Groove || N/A || One of the best C-Groovers in the world. Kiku's Cammy is more methodical but can lock an opponent down if needed. <br> [https://youtu.be/wfCMAaRVOq4 Sample Match] | |||
|- | |||
| DM || Japan || P-Groove || N/A || One of Fukuoka's strongest players. He usually tries to find parries into a quick knockdown and begin his pressure. <br> [https://www.youtube.com/watch?v=15N_8GDPQjo&t=1042s&ab_channel=%E7%A6%8F%E5%B2%A1%E5%A4%A9%E4%BD%93%E3%82%AB%E3%83%97%E3%82%A8%E3%82%B9%E9%83%A8CVS2FUKUOKA Sample Match] | |||
|- | |||
| Bocchan || Japan || K-Groove || N/A || The point character on his infamous CBS squad. Bocchan takes no time in getting into the opponent's face and reaping the rewards. <br> [https://youtu.be/wfCMAaRVOq4?t=78 Sample Match] | |||
|- | |||
|} | |||
<br><br> | |||
= Normal Moves = | == Normal Moves == | ||
== Far Normals == | === Far Normals === | ||
=== <span class="invisible-header">5LP</span> === | === <span class="invisible-header">5LP</span> === | ||
{{MoveData | {{MoveData | ||
Line 197: | Line 238: | ||
}} | }} | ||
== Close Normals == | === Close Normals === | ||
=== <span class="invisible-header">clLP</span> === | === <span class="invisible-header">clLP</span> === | ||
{{MoveData | {{MoveData | ||
Line 374: | Line 415: | ||
}} | }} | ||
== Crouching Normals == | === Crouching Normals === | ||
=== <span class="invisible-header">2LP</span> === | === <span class="invisible-header">2LP</span> === | ||
{{MoveData | {{MoveData | ||
Line 549: | Line 590: | ||
}} | }} | ||
== Jumping Normals == | === Jumping Normals === | ||
=== <span class="invisible-header">jLP</span> === | === <span class="invisible-header">jLP</span> === | ||
{{MoveData | {{MoveData | ||
Line 724: | Line 765: | ||
}} | }} | ||
== | == Throws == | ||
=== <span class="invisible-header">Hooligan Suplex</span> === | |||
{{MoveData | |||
| name = Hooligan Suplex | |||
| input = Near Opponent, 4/6HP | |||
| subtitle = Punch Throw | |||
| image = CVS2_Cammy_PThrow.PNG | |||
| caption = | |||
| linkname = Punch Throw | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Motion|B}}/{{Motion|f}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1600 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Grab | |||
| parry = Grab | |||
| startup = 3 | |||
| active = 1 | |||
| recovery = 13 | |||
| total = 17 | |||
| advHit = -DWN | |||
| advBlock = Grab | |||
| invul = None | |||
| description = Cammy suplexes the opponent. Faster but lower damage of her two grounded throws, useful for close punishes and tick throws. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Frankensteiner</span> === | |||
{{MoveData | |||
| name = Frankensteiner | |||
| input = Near Opponent, 4/6HK | |||
| subtitle = Kick Throw | |||
| image = CVS2_Cammy_KThrow.PNG | |||
| caption = | |||
| linkname = Kick Throw | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1800 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Grab | |||
| parry = Grab | |||
| startup = 5 | |||
| active = 1 | |||
| recovery = 13 | |||
| total = 19 | |||
| advHit = -DWN | |||
| advBlock = Grab | |||
| invul = None | |||
| description = Cammy wraps her legs around the opponents head and flips them over. Higher damage of the two throws, so it's more useful for mixups, but 2 frames slower makes it worse as a punish, although not by much | |||
}} | |||
}} | |||
=== <span class="invisible-header">Flying Neck Hunt</span> === | |||
{{MoveData | |||
| name = Flying Neck Hunt | |||
| input = In Air and Near Opponent, 4/6HP | |||
| subtitle = Air Punch Throw | |||
| image = CVS2_Cammy_APThrow.PNG | |||
| caption = | |||
| linkname = Air Punch Throw | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = In Air and Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1700 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Grab | |||
| parry = Grab | |||
| startup = 0 | |||
| active = 1 | |||
| recovery = 0 | |||
| total = 1 | |||
| advHit = -DWN | |||
| advBlock = Grab | |||
| invul = None | |||
| description = One of Cammy's two air throws, because she needed to have two of these. Both work as solid anti-airs since they start in a single frame, but timing them can be a little weird. In comparison to her air kick throw, this has 200 less damage but gives an amazing knockdown making this the one you'll usually prefer. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Air Frankensteiner</span> === | |||
{{MoveData | |||
| name = Air Frankensteiner | |||
| input = In Air, Near Opponent 4/6HK | |||
| subtitle = Air Kick Throw | |||
| image = CVS2_Cammy_AKThrow.PNG | |||
| caption = | |||
| linkname = Air Kick Throw | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = In Air and Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1900 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Grab | |||
| parry = Grab | |||
| startup = 0 | |||
| active = 1 | |||
| recovery = 0 | |||
| total = 1 | |||
| advHit = -DWN | |||
| advBlock = Grab | |||
| invul = None | |||
| description = Cammy does her Frankensteiner throw but in the air this time. Does a nice bit of damage, and is her highest damage normal grab in general, but gives a pretty mediocre knockdown. You'll generally stick to air punch throw over this, but if you think the damage is more worth it or think it'll kill, there's little reason not to do this one instead. | |||
}} | |||
}} | |||
== Special Moves == | |||
* | === <span class="invisible-header">Spiral Arrow</span> === | ||
* | {{MoveData | ||
| name = Spiral Arrow | |||
| input = 236K | |||
| subtitle = Drill | |||
| image = CVS2_Cammy_236K_First.PNG | |||
| caption = Starting hitbox | |||
| image2 = CVS2_Cammy_236K_Second.PNG | |||
| caption2 = Travelling hitbox | |||
| linkname = Spiral Arrow | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|236}}+{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 1200/1100 | |||
| stun = 12/11 | |||
| cancel = None | |||
| guard = Low | |||
| parry = Low | |||
| startup = 8 | |||
| active = 23 | |||
| recovery = 19 | |||
| total = 50 | |||
| advHit = -DWN | |||
| advBlock = -18 | |||
| invul = None | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 1300/1200 | |||
| stun = 13/12 | |||
| cancel = None | |||
| guard = Low | |||
| parry = Low | |||
| startup = 8 | |||
| active = 23 | |||
| recovery = 20 | |||
| total = 51 | |||
| advHit = -DWN | |||
| advBlock = -19 | |||
| invul = None | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 300+1300 | |||
| stun = 3+13 | |||
| cancel = None | |||
| guard = Low | |||
| parry = Low | |||
| startup = 8 | |||
| active = 23 | |||
| recovery = 23 | |||
| total = 54 | |||
| advHit = -DWN | |||
| advBlock = -18 | |||
| invul = None | |||
| description = Cammy slides along the ground while spinning like an arrow. Her main special, especially for ending combos. Since every version has the same startup, stick to the HK version in combos for max damage. In neutral these still have plenty of use, as they have pretty extreme low profile and can be spaced to be safe. When done point blank you are left more than punishable however, so learn where you can do each version and be safe. Roll cancelling makes these even more potent, but Cammy is mostly played in Grooves without rolls. | |||
If hit near the tip in the corner you can convert to a level 1 or 2 AA super for big damage, level to cancel does more than level 3 juggle. | |||
* | |||
}} | |||
}} | |||
* | |||
== | === <span class="invisible-header">Cannon Spike</span> === | ||
{{MoveData | |||
| name = Cannon Spike | |||
| input = 623K | |||
| subtitle = DP | |||
| image = CVS2_Cammy_623K_First.PNG | |||
| caption = Invulnerable Startup | |||
| image2 = CVS2_Cammy_623K_Second.PNG | |||
| caption2 = First Hitbox | |||
| image3 = CVS2_Cammy_623K_Third.PNG | |||
| caption3 = Second Hitbox | |||
| linkname = Cannon Spike | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|623}}+{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 1400/700 | |||
| stun = 14/7 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4 | |||
| active = 23 | |||
| recovery = 22 | |||
| total = 49 | |||
| advHit = -DWN | |||
| advBlock = -28 | |||
| invul = 4 (Full), 3 (Lower) | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|623}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 1500/700 | |||
| stun = 15/7 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4 | |||
| active = 28 | |||
| recovery = 28 | |||
| total = 60 | |||
| advHit = -DWN | |||
| advBlock = -29 | |||
| invul = 4 (Full), 3 (Lower) | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|623}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1600/700 | |||
| stun = 16/7 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4 | |||
| active = 33 | |||
| recovery = 35 | |||
| total = 72 | |||
| advHit = -DWN | |||
| advBlock = -30 | |||
| invul = 8 (Full) | |||
| description = Cammy's kick DP series. Very high priority and fast, making them stellar anti-airs. Learn to DP on reaction to jumps as this makes it very hard to jump on Cammy. Can also be used for reversals, namely the HK version, but are very unsafe so use this with caution. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">Cannon Strike</span> === | |||
{{MoveData | |||
| name = Cannon Strike | |||
| input = j.214K | |||
| subtitle = Divekick | |||
| image = CVS2_Cammy_j214K.PNG | |||
| caption = | |||
| linkname = j214K | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = In Air, {{Motion|214}}+{{Icon-Capcom|K}} | |||
| subtitle = | |||
| damage = 800 | |||
| stun = 8 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 12 | |||
| active = Travelling | |||
| recovery = 4 (Landing) | |||
| total = ~16 | |||
| advHit = +10 | |||
| advBlock = +10 | |||
| invul = None | |||
| description = A very useful divekick. Similar to Cammy's other two main specials, this has higher priority than it should. Mixing that with the pause in the air to throw off anti-air timings, it can be hard for some characters to properly anti-air this without a DP or invuln special. Still, you shouldn't use this every jump. Tends to be very plus, but try to aim for the lower parts of the opponents hurtbox to be as plus as possible and guarantee a combo afterwards. The only difference in versions used is the angle she travels, and even then it's not a major difference. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">Axle Spinning Knuckle</span> === | |||
* | {{MoveData | ||
* | | name = Axle Spinning Knuckle | ||
| input = 63214P | |||
| subtitle = Spin | |||
| image = CVS2_Cammy_63214P_First.PNG | |||
| caption = Hurtbox Disappears | |||
| image2 = CVS2_Cammy_63214P_Second.PNG | |||
| caption2 = Hitbox Appears | |||
| linkname = 63214P | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|63214}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 400+1000 | |||
| stun = 4+10 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 44 | |||
| active = 11 | |||
| recovery = 8 | |||
| total = 53 | |||
| advHit = -DWN | |||
| advBlock = +8 | |||
| invul = 2 (Middle Body), 31 (Projectile) | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|63214}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 400+1100 | |||
| stun = 4+11 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 45 | |||
| active = 11 | |||
| recovery = 8 | |||
| total = 54 | |||
| advHit = -DWN | |||
| advBlock = +8 | |||
| invul = 2 (Middle Body), 32 (Projectile) | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|63214}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 400+1200 | |||
| stun = 4+12 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 46 | |||
| active = 11 | |||
| recovery = 8 | |||
| total = 55 | |||
| advHit = -DWN | |||
| advBlock = +8 | |||
| invul = 2 (Middle Body), 33 (Projectile) | |||
| description = Cammy spins toward her opponent before throwing out a backhand punch. Massive projectile invuln lets her breeze through any projectile. Because of the lengthy startup however, this has to be used very early on to actually punish a fireball, making it a bit of a risky guess. While she is left very plus, this will always lose to lows like sweeps or 2MK > supers, making it a large risk for medium reward in the form of a knockdown or plus frames, which Cammy can already get with much more safety usually. If you know 100% they'll throw a fireball, and you aren't in a roll groove for RC Spiral Arrow, this isn't bad. Otherwise, avoid using this. | |||
* | |||
}} | |||
}} | |||
= | === <span class="invisible-header">Hooligan Combination</span> === | ||
{{MoveData | |||
| name = Hooligan Combination | |||
| input = 12369P | |||
| subtitle = Flip | |||
| image = CVS2_Cammy_12369P.PNG | |||
| caption = | |||
| linkname = Hooligan Combination | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|db}}{{Motion|236}}{{Motion|uf}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = None | |||
| stun = None | |||
| cancel = None | |||
| guard = None | |||
| parry = None | |||
| startup = 0 | |||
| active = 66 | |||
| recovery = 0 | |||
| total = 66 | |||
| advHit = None | |||
| advBlock = None | |||
| invul = None | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|db}}{{Motion|236}}{{Motion|uf}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = None | |||
| stun = None | |||
| cancel = None | |||
| guard = None | |||
| parry = None | |||
| startup = 0 | |||
| active = 62 | |||
| recovery = 0 | |||
| total = 62 | |||
| advHit = None | |||
| advBlock = None | |||
| invul = None | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|db}}{{Motion|236}}{{Motion|uf}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = None | |||
| stun = None | |||
| cancel = None | |||
| guard = None | |||
| parry = None | |||
| startup = 0 | |||
| active = 58 | |||
| recovery = 0 | |||
| total = 58 | |||
| advHit = None | |||
| advBlock = None | |||
| invul = None | |||
| description = Cammy flips through the air at her opponent. The input is very strange, and is somewhat difficult since it has to be done before Cammy jumps out of her jump startup. This has three possible followups: Cannon Strike, Throw, and Razor Edge Slicer. These are an overhead, a grab, and a low. This is generally not a tool you will use often, as even though Cammy can threaten a great mixup from it, it has tons of travel time and the opponent can easily hit you out of it or even just jump or roll away. Similar to Axle Spinning Knuckle, you won't get many chances to use this in a match. However, if you know an opponent will block against Cammy to avoid getting counterhit and has been teching all your throws, this can be a worthwhile last-ditch mixup. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">Cannon Strike Followup</span> === | |||
{{MoveData | |||
| name = Cannon Strike Followup | |||
| input = K after Hooligan Combination | |||
| subtitle = Divekick Followup | |||
| image = CVS2_Cammy_j214K.PNG | |||
| caption = | |||
| linkname = K Followup | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = After Hooligan, {{Icon-Capcom|K}} | |||
| subtitle = | |||
| damage = 800 | |||
| stun = 8 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 12 | |||
| active = Travelling | |||
| recovery = 4 (Landing) | |||
| total = ~16 | |||
| advHit = +10 | |||
| advBlock = +10 | |||
| invul = None | |||
| description = Identical to the normal version. Overhead mixup from Hooligan, and the one you'll use the most in the few cases you use Hooligan since it's the fastest to come out and doesn't require close proximity. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">Throw Followup</span> === | |||
{{MoveData | |||
| name = Hooligan Throw | |||
| input = After Hooligan, Close 4/6P | |||
| subtitle = Throw Followup | |||
| image = CVS2_Cammy_HThrow.PNG | |||
| caption = | |||
| linkname = | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = After Hooligan, Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|P}} | |||
| subtitle = | |||
| damage = 1700/1800 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Grab | |||
| parry = Grab | |||
| startup = 0 | |||
| active = 1 | |||
| recovery = Till Landing/5 | |||
| total = ~6 | |||
| advHit = -DWN | |||
| advBlock = Grab | |||
| invul = None | |||
| description = A grab mixup from Hooligan. Rarely used since opponents won't respect Hooligan enough for you to get this, but it is an option you have if they respect you too much. Funnily enough this has an airgrab version that does more damage, so if the opponent jumps out of a Hooligan mixup late you can get this and punish them. Still not a great option, but it is possible. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">Razor Edge Slicer</span> === | |||
{{MoveData | |||
| name = Razor Edge Slicer | |||
| input = After Hooligan, do nothing | |||
| subtitle = Low Followup | |||
| image = CVS2_Cammy_Slide.PNG | |||
| caption = | |||
| linkname = Razor Edge Slicer | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = After Hooligan, {{Motion|5}} | |||
| subtitle = | |||
| damage = 1100/1200/1300 | |||
| stun = 11/12/13 | |||
| cancel = None | |||
| guard = Low | |||
| parry = Low | |||
| startup = 5 | |||
| active = 8 | |||
| recovery = 25/23/31 | |||
| total = 38/36/44 | |||
| advHit = -DWN | |||
| advBlock = -7 | |||
| invul = None | |||
| description = A slide after a full Hooligan flip that hits low. The different recovery values and damage values correspond with what version of Hooligan you used. This is probably Cammy's absolute least useful move. Your opponent has to completely respect the full Hooligan flip before this even starts, and then try to block high as you land. Since every version of Hooligan takes roughly a full second to complete, only opponents with the slowest of reactions and the least amount of knowledge of how blocking works will get hit by this. Even if they do somehow get stuck blocking it, Cammy is punishable if this gets blocked. In the rare cases you even use Hooligan, stick to the other two followups. | |||
* | |||
}} | |||
}} | |||
== Super Moves == | |||
=== <span class="invisible-header">Spin Drive Smasher</span> === | |||
{{MoveData | |||
| name = Spin Drive Smasher | |||
| input = 236236K | |||
| subtitle = SDS | |||
| image = CVS2_Cammy_236236K_First.PNG | |||
= | | caption = Starting Hitbox | ||
| image2 = CVS2_Cammy_236236K_Second.PNG | |||
| caption2 = Travelling Hitbox | |||
| linkname = SDS | |||
Cammy's | | data = | ||
{{AttackData-CvS2 | |||
| version = {{Motion|236}}{{Motion|236}}+{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 2400 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 4:4 | |||
| active = 8(17)27 | |||
| recovery = 26 | |||
| total = 86 | |||
| advHit = -DWN | |||
| advBlock = -42 | |||
| invul = 8 (Full) | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}}{{Motion|236}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 3500 | |||
| stun = 0 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 4:4 | |||
| active = 12(17)27 | |||
| recovery = 30 | |||
| total = 94 | |||
| advHit = -DWN | |||
| advBlock = -51 | |||
| invul = 14 (Full) | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}}{{Motion|236}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 5200 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 4:4 | |||
| active = 16(17)30 | |||
| recovery = 35 | |||
| total = 106 | |||
| advHit = -DWN | |||
| advBlock = -63 | |||
| invul = 22 (Full) | |||
| description = Cammy's main super. In neutral these have decent invuln and can punish lots of things because of her speed, like Hibiki Distance Slashes, but the main attraction of these is combo potential. Even though they're average in terms of damage, Cammy has many easy ways to confirm into these, making any hit from Cammy with meter very threatening as she can always put a super behind it. The level 3 version is the scariest, with very respectable damage, but C-Cammy will often use the level 2 version for her powerful level 2 combo. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">Reverse Shaft Breaker</span> === | |||
{{MoveData | |||
| name = Reverse Shaft Breaker | |||
| input = 214214K | |||
| subtitle = Reversal Super | |||
| image = CVS2_Cammy_214214K_First.PNG | |||
| caption = Invincible Startup | |||
| image2 = CVS2_Cammy_214214K_Second.PNG | |||
| caption2 = First Active Frames | |||
| linkname = Reverse Shaft Breaker | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|214}}{{Motion|214}}+{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 2300~2700 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4:4 | |||
| active = 32 | |||
| recovery = 24 | |||
| total = 64 | |||
| advHit = -DWN | |||
| advBlock = -12 | |||
| invul = 8 (Full) | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|214}}{{Motion|214}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 2600~4000 | |||
| stun = 0 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4:4 | |||
| active = 36 | |||
| recovery = 27 | |||
| total = 71 | |||
| advHit = -DWN | |||
| advBlock = -20 | |||
| invul = 14 (Full) | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|214}}{{Motion|214}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 3200~5600 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4:4 | |||
| active = 38 | |||
| recovery = 30 | |||
| total = 76 | |||
| advHit = -DWN | |||
| advBlock = -26 | |||
| invul = 22 (Full) | |||
| description = The less used of Cammy's two supers, but not a bad super really. Mashing your kick buttons increases damage and should be done on hit, but it makes you more negative on block. Regardless of mashing or not you are still punishable. Useful as reversals and anti-airs, but you would probably stick to the somewhat less risky Cannon Spike for those purposes. Sees use in C-Cammy and A-Cammy as a juggle ender after a level 2 cancel or Custom Combo. | |||
* | |||
}} | |||
}} | |||
== Colors == | |||
[[File:Cammy_CvS2_colors.png]] | |||
{{Navbox-CvS2}} | {{Navbox-CvS2}} | ||
[[Category:Capcom vs SNK 2]] | [[Category:Capcom vs SNK 2]] |
Latest revision as of 16:49, 29 March 2025
Introduction
Story
Cammy White, a.k.a. Killer Bee, is an ex-Shadoloo member and a Doll who gained self-awareness and broke free from M. Bison/Dictator's control with help from Dhalsim. Dolls were clones of M. Bison himself who were made to be his personal assassins and guards, acting very robotically. Cammy freed the other Dolls, but an explosion caused her to lose her memory, and Vega/Claw deposited her at the base of Delta Red, a paramilitary organization. After learning about the World Warrior tournament in the events of Street Fighter 2, Cammy entered, feeling a connection to M. Bison. She learned of her true past, and decided to spend the rest of her life fighting against M. Bison.
Gameplay
Cammy is one of the best characters in CvS2, likely right behind the top tiers. Her strengths are numerous, from some of the best normals in the game to plenty of powerful specials and mixup potential. Her amazing walkspeed allows her to keep her preferred range easily, and some of her amazing buttons like 2MK and especially 5HP keep the opponent constantly in check. Her signature special, Spiral Arrow, allows her to punish a majority of fireballs and can be spaced to make her safe and get her in. Her uppercut, Cannon Spike, is incredibly fast with great priority and invincible startup, eating up any jump at all and giving Cammy great air control. Her divekick, Cannon Strike, is a is a powerful dive that allows her to alter her jump arc and leaves her very plus. With meter, any good hit from a long distance poke or ridiculously plus close range normal can confirm easily into her Spin Drive Smasher super, usually called SDS, for insane damage. Fast ground speed, insane frame data, scary offense with meter, and versatile specials make Cammy an offensive grounded nightmare.
Cammy does have a few major weaknesses holding her back from being as strong as characters like Sagat or Blanka. Her health is lower than the average character, against characters with high damage she can be KOd with a few good moves. She has a very floaty and high jump, and while having a strong divekick makes it a bit better, anti-airing her is still easier than most characters. Probably the biggest weakness is she has one of the worst rolls in the game, being very slow and reactable, making it very risky to roll with her. Nevertheless, these weaknesses barely hold back an otherwise stellar character.
Groove Selection
Best - K/P/C: Cammy has three popular grooves, K, P, and C. K-Cammy is the best of the three, as Cammy works incredibly in K-Groove. Rage makes her aggressive movement scarier as any poke can confirm into a level 3 SDS for massive damage. Shorthop and run gives Cammy more ways to move around, and her hop normals are amazing. JD is a powerful defensive option, and since Cammy can easily confirm into SDS or Spiral Arrow she can almost always get a punish after a good JD. A lack of roll doesn't affect her at all either, considering her roll is so bad. P-Cammy is also quite good, as similar to JD Cammy can easily punish into a knockdown from any parry. While P-Cammy won't always have super, being able to parry so easily into level 3 SDS when she does have it makes her terrifying. While she doesn't have run, she does have shorthop, and no rolls is no issue. C-Cammy sacrifices a lot of these for more ways to get SDS out, making her neutral and pokes much more threatening. C-Cammy also has a powerful and stylish level 2 combo.
Useful - N: N-Cammy is just a little behind C-Cammy. N-Cammy combines aspects of K-Cammy and C-Cammy by being able to cancel into level 1 SDS often, and maintaining the movement of K-Groove. Max Mode is somewhat useless as Cammy would rather spend that meter on a confirm into SDS, but it's a useful option. N-Cammy can barely make use of guard cancel roll however, and her roll in general is far too weak for N-Groove.
Worst - S/A: S-Cammy and A-Cammy are her two weakest grooves. Cammy likes her meter for SDS cancels, and S-Cammy has to give up aggressive space to build meter. S-Cammy at low health does get access to infinite level 1 SDS but her health is so low that this is incredibly risky. A-Cammy has none of the mechanics to aid her movement, and while CC is strong, Cammy uses the meter better by confirming into SDS. By no means however are either of these Grooves bad, Cammy works well in both. Just that the others give her much better options overall.
Cammy is a clear top tier with amazing normals, dominant neutral, and scary punishes, but she pays for it with a horrible roll and bad jump. Cammy is best in K, C, and P-Groove. Difficulty: Pretty EasyTier: S |
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Pros | Cons |
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Players to Watch
Name | Country | Groove | Accounts | Notes |
---|---|---|---|---|
S-Zawa | Japan | C/P-Groove | Twitter: @Cvs2Fukuoka | A great player overall, uses Cammy on both his C team and P team very effectively. C-Groove Sample Match P-Groove Sample Match |
Kiku | Japan | C-Groove | N/A | One of the best C-Groovers in the world. Kiku's Cammy is more methodical but can lock an opponent down if needed. Sample Match |
DM | Japan | P-Groove | N/A | One of Fukuoka's strongest players. He usually tries to find parries into a quick knockdown and begin his pressure. Sample Match |
Bocchan | Japan | K-Groove | N/A | The point character on his infamous CBS squad. Bocchan takes no time in getting into the opponent's face and reaping the rewards. Sample Match |