Ultra Street Fighter IV/Cammy: Difference between revisions

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{{TOClimit|2}}
{{Character Top USFIV | chara={{SUBPAGENAME}} }}
 
{{USFIVHeader}}
{{USFIVCharacterHeader|Cammy|Cammy|
A member of the Delta Red squad under the British Secret Service, Cammy has played a major role in Britain and the U.S.'s task force to eliminate M. Bison and his organization known as Shadaloo, oftentimes working alongside U.S.'s Guile and Interpol agent Chun-Li.  Cammy, however, has no recollection of her past before being found by member of Delta Red.  In truth, she was a part of the "Dolls" program implemented by M. Bison himself.  When Cammy began to gain self-awareness, Bison planned on eliminating Cammy permanently but, due to an unlikely grown attachment to her, he chose to only wipe her memory.  Realizing the mistake in allowing Cammy to live, he has now assigned the other Dolls members to assassinate Cammy.
|
Cammy is a fast, rushdown-oriented character who is very tricky to play and fight against.  She excels in breaking the opponent mentally through careful conditioning and not giving them any chances to retaliate.  Because of this, however, her defense is quite weak; there is little she can do when cornered or pressured herself.  In addition, she has glaring problems against characters with strong defense and keep-away games, such as Dictator, Dhalsim, and Ryu.  Cammy requires a lot of practice, but once mastered she can become a very aggressive beast.}}
 
'''Players to Watch'''
 
[http://www.youtube.com/results?search_query=Alioune+Cammy+USF4 Alioune] (FR), [http://www.youtube.com/results?search_query=KBrad+Cammy+USF4 KBrad] (US)
 
[[Image:OmegaSF4 Icon.png|thumb|center|100px|link=Ultra_Street_Fighter_IV/Cammy/Omega|Click for Omega SF4 version]]
 
== Ultra SFIV Changes ==
[https://wiki.supercombo.gg/w/Street_Fighter_IV/Changelist#Cammy Cammy SF4 Changelist]
 
 
== Character Specific Data ==
Cammy{{USFIVCharacterData|950|950|75%|0.055|0.045|1.76|40 (4+36)|1.925|1.925|1.43|18|1.40|22|6|11|5|0.79|0.79|32|21|N/A|Crouch LK, Crouch MK, Crouch HK, Spiral Arrow, EX Spiral Arrow, Razor's Edge Slicer|Crouch HK, Fatal Leg Twister, Crossed Scissors|Quick Spin Knuckle, EX Quick Spin Knuckle|21|28|65|-2|-6|+4|0|Close MP, Far HP, HK Spiral Arrow (1st Hit), Quick Spin Knuckle (1st Hit)|}}


== Frame Data (At A Glance) ==
== Frame Data (At A Glance) ==
Line 352: Line 333:
{{USFIVMoveListFooter}}
{{USFIVMoveListFooter}}


==The Basics==
==Combos==
==Strategy==
==Matchups==
{{#vardefine:player|Cammy}}<!--
--->{{#vardefine:spacing|-0.75em}}<!--
---><!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Abel</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    = Abel
| icon        =Abel
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Adon</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Adon
| icon        =Adon
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Akuma/Gouki</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Akuma
| icon        =Akuma
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Balrog/Boxer</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Balrog
| icon        =Balrog
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Blanka</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Blanka
| icon        =Blanka
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">C. Viper</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =C. Viper
| icon        =CViper
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Cammy (Mirror)</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Cammy
| icon        =Cammy
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Chun-Li</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Chun-Li
| icon        =ChunLi
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Cody</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Cody
| icon        =Cody
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Dan</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Dan
| icon        =Dan
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Decapre</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Decapre
| icon        =Decapre
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Dee Jay</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Deejay
| icon        =DeeJay
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Dhalsim</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Dhalsim
| icon        =Dhalsim
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Dudley</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Dudley
| icon        =Dudley
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">E. Honda</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =E. Honda
| icon        =EHonda
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">El Fuerte</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =El Fuerte
| icon        =ElFuerte
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Elena</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Elena
| icon        =Elena
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Evil Ryu</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Evil Ryu
| icon        =Evil_Ryu
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Fei Long</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Fei Long
| icon        =FeiLong
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Gen</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Gen
| icon        =Gen
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Gouken</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Gouken
| icon        =Gouken
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Guile</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Guile
| icon        =Guile
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Guy</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Guy
| icon        =Guy
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Hakan</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Hakan
| icon        =Hakan
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Hugo</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Hugo
| icon        =Hugo
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Ibuki</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Ibuki
| icon        =Ibuki
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Juri</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Juri
| icon        =Juri
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Ken</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Ken
| icon        =Ken
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">M. Bison/Dictator</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =M. Bison
| icon        =MBison
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Makoto</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Makoto
| icon        =Makoto
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Oni</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Oni
| icon        =Oni
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Poison</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Poison
| icon        =Poison
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Rolento</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Rolento
| icon        =Rolento
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Rose</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Rose
| icon        =Rose
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Rufus</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Rufus
| icon        =Rufus
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Ryu</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Ryu
| icon        =Ryu
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Sagat</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Sagat
| icon        =Sagat
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Sakura</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Sakura
| icon        =Sakura
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Seth</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Seth
| icon        =Seth
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">T. Hawk</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =T. Hawk
| icon        =THawk
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Vega/Claw</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Vega
| icon        =Vega
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Yang</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Yang
| icon        =Yang
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Yun</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Yun
| icon        =Yun
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Zangief</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Zangief
| icon        =Zangief
| favorability =
| data        =
}}</div>


==Frame Data==
==Frame Data==
Line 880: Line 412:
|}
|}


=====Notes=====


{{Navbox-USFIV}}
{{Navbox-USFIV}}
[[Category:Cammy]]
[[Category:Ultra Street Fighter IV]]
[[Category:Ultra Street Fighter IV]]

Latest revision as of 11:46, 28 June 2025

Introduction

A member of the Delta Red squad under the British Secret Service, Cammy has played a major role in Britain and the U.S.'s task force to eliminate M. Bison and his organization known as Shadaloo, oftentimes working alongside U.S.'s Guile and Interpol agent Chun-Li. Cammy, however, has no recollection of her past before being found by member of Delta Red. In truth, she was a part of the "Dolls" program implemented by M. Bison himself. When Cammy began to gain self-awareness, Bison planned on eliminating Cammy permanently but, due to an unlikely grown attachment to her, he chose to only wipe her memory. Realizing the mistake in allowing Cammy to live, he has now assigned the other Dolls members to assassinate Cammy.

Cammy is a fast, rushdown-oriented character who is very tricky to play and fight against. She excels in breaking the opponent mentally through careful conditioning and not giving them any chances to retaliate. Because of this, however, her defense is quite weak; it only takes a few small mistakes to lose a round. In addition, she can have difficulty against characters with strong defense and keep-away games. Cammy requires a lot of practice, but once mastered she can become a very aggressive beast.

Pick if you like: Avoid if you dislike:


Players to Watch

Alioune (FR), KBrad (US)


Ultra SFIV Changes

Cammy SF4 Changelist

Frame Data Glossary - USFIV
Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a limited active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y.
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between active hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals)
  • "TC": Target Combo
  • "Sp": Special move
  • "Su": Super Combo
  • "FA": Focus Attack
    • Note: Su and FA almost always share the same cancel properties, except that EX moves can't cancel into Supers outside Training Mode
  • "j" or "Jmp": Jump cancel (usually on hit only, if applicable)
  • "sj" or "hj": Super Jump or High Jump cancel (Ibuki and C. Viper only)
  • "Dash": Dash cancelable (e.g. Focus Attack dash cancel)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y. Damage listed in () parentheses may be the total damage of all hits, or the damage of an alternate version (like a non-cinematic Ultra connect) based on context. This will usually be explained in the description.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), HL is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked. If an attack cannot be blocked, like a Level 3 Focus Attack, no Guard property will be listed (and no Block data will be given in the frame data columns).

On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.

  • In general, Counter-hit adds +1 hit advantage to Light normals and +3 to Medium/Heavy normals. Exceptions or unique Counter-hit properties should be noted in the move data.

KD refers to knockdown on hit, with SKD = Soft Knockdown (allows quick wake-up) and HKD = Hard Knockdown (no quick wake-up). If a KD Advantage is listed (HKD +30), this refers to the amount of time the attacker is free to move before the defender has recovered from their knockdown. This also assumes that Delayed Wake-up is not used.

  • Some USFIV characters have non-standard wakeup timings, so this refers to the most common timing (tested on Ryu).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Airborne moves may have recovery listed as X+Y land, where X is the airborne recovery and Y is the landing recovery.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



Juggle Info

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle


The following is a more detailed overview of the juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)




Cammy
USFIV Cammy Portrait.png
Vitals
HP 950
Stun 900
W-Ultra Scaling 75%
Ground Movement
Forward Walk Speed 0.055
Backward Walk Speed 0.045
Forward Dash Speed 18
Back Dash Speed 22
Forward Dash Distance 1.43
Back Dash Distance 1.40
Back Dash Invuln 6
Back Dash Airborne 11
Back Dash Ground Recovery 5
Jumping
Jump Speed 4+36
Jump Apex 1.76
Forward Jump Distance 1.925
Backward Jump Distance 1.925
Throws
Forward Throw Range 0.79
Back Throw Range 0.79
Wake-up Timing
Face Up 32
Face Down 21

Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Close LP Close Lp.png 25 50 20 HL ch/sp/su 3 2 5 4 7
Close MP Close Mp.png 70[60] 100 40 HL sp/su 4 4 13 1 6
Close HP Close Hp.png 80[65] 120 60 HL sp/su 4 4 11 2 6
Close LK Close Lk.png 25 50 20 HL ch/sp/su 4 2 8 1 4
Close MK Close Mk.png 65 100 40 HL sp/su 4 3 17 -6 -3
Close HK Close Hk.png 110 200 60 HL - 9 5 24 -11 -7
Far LP Far Lp.png 25 50 20 HL ch/sp/su 3 3 5 3 6
Far MP Far Mp.png 70 100 40 HL sp/su 7 4 14 -4 -1
Far HP Far Hp.png 70[100] 100[200] 60 HL sp/su[-] 6 3 19 -4 1
Far LK Far Lk.png 30 50 20 HL sp/su 4 3 6 2 5
Far MK Far Mk.png 70 100 40 HL - 7 2 13 -1 2
Far HK Far Hk.png 110 200 60 HL - 8 2 22 -6 -2
Crouch LP Crouch Lp.png 20 50 20 HL ch/sp/su 3 2 6 3 6
Crouch MP Crouch Mp.png 65 100 40 HL sp/su 5 4 7 3 6
Crouch HP Crouch Hp.png 80 150 60 HL - 6 4 12 2 6
Crouch LK Crouch Lk.png 25 50 20 L ch/sp/su 4[3] 3 9 -1 2
Crouch MK Crouch Mk.png 65 100 40 L sp/su 6 4 12 -2 1
Crouch HK Crouch Hk.png 95 100 60 L - 7 2 24 -8 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Lp.png 50 50 20 H - 4 4 - - -
Neutral Jump MP Neutral Jump Mp.png 80 100 40 H - 5 4 - - -
Neutral Jump HP Neutral Jump Hp.png 100 200 60 H - 5 3 - - -
Neutral Jump LK Neutral Jump Lk.png 30 50 20 H - 5 5 - - -
Neutral Jump MK Neutral Jump Mk.png 70 100 40 H - 5 7 - - -
Neutral Jump HK Neutral Jump Hk.png 100 200 60 H - 5 3 - - -
Angled Jump LP Angled Jump Lp.png 50 50 20 H - 4 5 - - -
Angled Jump MP Angled Jump Mp.png 80 100 40 H - 5 3 - - -
Angled Jump HP Angled Jump Hp.png 100 200 60 H - 6 4 - - -
Angled Jump LK Angled Jump Lk.png 30 50 20 H - 4 7 - - -
Angled Jump MK Angled Jump Mk.png 70 100 40 H - 5 4 - - -
Angled Jump HK Angled Jump Hk.png 100 200 60 H - 6 5 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 -21 -21
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 -15 -
Focus Attack (Level 3) Level 3 Focus 120 200 60 - - 65 2 35 - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 20 HL - 10+11 2 35 -21 -21
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 40 HL - 18+11 2 35 -15 -
Red Focus Attack (Level 3) Level 3 Red Focus 180 200 60 - - 65 2 35 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 20 HL - 10+11 2 35 -15 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Hooligan Suplex Forward Throw 140 130 40 0.798 - 3 2 20 - -
Frankensteiner Back Throw 135 140 40 0.798 - 3 2 20 - -
Flying Neck Breaker Air Throw 150 150 40 0.993 - 5 2 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Cannon Spike Cannon Spike Lk.png 100[120] 100[150] 30/40 HL su 5 21 20 + After landing 12 -34 -
Cannon Spike Mk.png 100[140] 100[180] 30/40 HL su 5 26 18 + After landing 12 -34 -
Cannon Spike Hk.png 100[160] 100[200] 30/40 HL su 5 31 17 + After landing 12 -34 -
EX Cannon Spike Cannon Spike Ex.png 150[95] 200[100] -250/0 HL su 5 26 18 + After landing 12 -30 -
Spiral Arrow Spiral Arrow Lk.png 80 150 30/30 L - 7 19 4 + After landing 15 -17 -
Spiral Arrow Mk.png 100 150 30/30 L - 7 19 4 + After landing 15 -17 -
Spiral Arrow Hk.png 40*80 80*100 30/30*30 L su*- 7 7*12 4 + After landing 15 -15 -
EX Spiral Arrow Spiral Arrow Ex.png 100*60 100*100 -250/0 L su*- 7 7*12 4 + After landing 15 -10 -
Quick Spin Knuckle Spin Knuckle Lp.png 80*80 100*100 30/20*20 HL su*- 35 3*8 9 4 -
Spin Knuckle Mp.png 80*80 100*100 30/20*20 HL su*- 33 3*8 10 3 -
Spin Knuckle Hp.png 80*80 100*100 30/20*20 HL su*- 36 3*8 10 3 -
EX Quick Spin Knuckle Spin Knuckle Ex.png 80*80 100*100 -250/0 HL su*- 33 3*8 10 3 -
Hooligan Combinations Hooligan Roll Lp.png - - 30/- - - - - Total 53 - -
Hooligan Roll Mp.png - - 30/- - - - - Total 45 - -
Hooligan Roll Hp.png - - 30/- - - - - Total 39 - -
EX Hooligan Combinations Hooligan Roll Ex.png - - -250/- - - - - Total 43 - -
Razor's Edge Slicer Hooligan Slide 100 150 0/30 L su 10 9 13 -1 -
EX Razor's Edge Slicer Hooligan Slide Ex.png 120 200 0/0 L su 10 9 13 -1 -
Fatal Leg Twister Hooligan Throw 130 140 0/40 1.03 - 31+1 1 After landing 5 - -
Crossed Scissors Hooligan Air Throw 140 150 0/40 1.03 - 31+1 1 After landing 5 - -
Cannon Strike Cannon Strike 60 100 10/20 HL - 12 11 After landing 7 - -
EX Cannon Strike Cannon Strike Ex.png 80 100 -250/0 HL - 12 11 After landing 4 14 18
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Spin Drive Smasher Super Combo 40x6*110 0 -1000/0 HL - 1+5 6*6*6(3)
2*2(2)
2(11)8
30 + After landing 21 -35 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Gyro Drive Smasher Ultra Combo 1 30x6*170
[30x5*330]
0 0/0 HL - 0+10 6*6*6(3)
2*2(2)
2(11)8
30 + After landing 21 -35 -
CQC (Cammy Quick Combination) Ultra Combo 2 470 0 0/0 - - 0+1 35 61 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv

Moves

Standing Close Normals

  Name Nickname Command Notes
File:No image.png

Close LP

Close Jab Close lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MP

Close Strong Close mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HP

Close Fierce Close hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close LK

Close Short Close lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MK

Close Forward Close mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HK

Close Roundhouse Close hk

~~ Uses and Strategies ~~

(No uses/strategies)


Standing Far Normals

  Name Nickname Command Notes
File:No image.png

Far LP

Far Jab lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far MP

Far Strong mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far HP

Far Fierce hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far LK

Far Short lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far MK

Far Forward mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far HK

Far Roundhouse hk

~~ Uses and Strategies ~~

(No uses/strategies)


Crouching Normals

  Name Nickname Command Notes
File:No image.png

Crouch LP

Crouch Jab d + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MP

Crouch Strong d + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HP

Crouch Fierce d + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch LK

Crouch Short d + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MK

Crouch Forward d + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HK

Crouch Roundhouse d + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Neutral Jumping Normals

  Name Nickname Command Notes
File:No image.png

Neutral Jump LP

Neutral Jump Jab u + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MP

Neutral Jump Strong u + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HP

Neutral Jump Fierce u + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump LK

Neutral Jump Short u + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MK

Neutral Jump Forward u + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HK

Neutral Jump Roundhouse u + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Diagonal Jumping Normals

  Name Nickname Command Notes
File:No image.png

Diagonal Jump LP

Diagonal Jump Jab ub / Uf.png + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MP

Diagonal Jump Strong ub / Uf.png + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HP

Diagonal Jump Fierce ub / Uf.png + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump LK

Diagonal Jump Short ub / Uf.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MK

Diagonal Jump Forward ub / Uf.png + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HK

Diagonal Jump Roundhouse ub / Uf.png + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Focus Attacks

  Name Nickname Command Notes
File:No image.png Focus Attack (Level 1) Level 1 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 2) Level 2 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 3) Level 3 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)


Throws

  Name Nickname Command Notes
File:No image.png

Hooligan Suplex

Forward Throw f or N.png + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Frakensteiner

Back Throw b + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Flying Neck Breaker

Air Throw (in air) Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:No image.png

Cannon Spike

Cannon Spike dp + K.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Spiral Arrow

Drill qcf + K.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Quick Spin Knuckle

Spin Knuckle qcb + P.png Ex.png armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Hooligan Combinations

Hooligan Roll db Qcf.png Uf.png + P.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Razor's Edge Slicer Hooligan Slide No input after performing Hooligan Combination

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png EX Razor's Edge Slicer EX Hooligan Slide

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Fatal Leg Twister

Hooligan Throw (near opponent) Lp.png + lk Perform during Hooligan Combinations

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crossed Scissors

Hooligan Air Throw (near air opponent) Lp.png + lk Perform during Hooligan Combinations

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Cannon Strike

Dive Kick (in air) Qcb.png + K.png ex Regular version can only be done during Forward Jump

~~ Uses and Strategies ~~

(No uses/strategies)


Super Combo

  Name Nickname Command Notes
File:No image.png

Spin Drive Smasher

Super Combo qcf Qcf.png + k

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:No image.png

Gyro Drive Smasher

Ultra Combo I qcf Qcf.png + 3k

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png CQC (Cammy Quick Combination) Ultra Combo II qcb Qcb.png + 3p

~~ Uses and Strategies ~~

(No uses/strategies)


Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Lp.png 25 50 20 HL ch/sp/su 3 2 5 9 4 7 11 14 Reset Reset - - - - - - -
Close MP Close Mp.png 70[60] 100 40 HL sp/su 4 4 13 20 1 6 18 23 [] refers to active frames 3~4 Reset Reset - - - - - - -
Close HP Close Hp.png 80[65] 120 60 HL sp/su 4 4 11 18 2 6 17 21 [] refers to active frames 3~4 Reset Reset - - - - - - -
Close LK Close Lk.png 25 50 20 HL ch/sp/su 4 2 8 13 1 4 11 14 Reset Reset - - - - - - -
Close MK Close Mk.png 65 100 40 HL sp/su 4 3 17 23 -6 -3 14 17 Reset Reset - - - - - - -
Close HK Close Hk.png 110 200 60 HL - 9 5 24 37 -11 -7 18 22 Reset Reset - - - - - - -
Far LP Far Lp.png 25 50 20 HL ch/sp/su 3 3 5 10 3 6 11 14 Reset Reset - - - - - - -
Far MP Far Mp.png 70 100 40 HL sp/su 7 4 14 24 -4 -1 14 17 Reset Reset - - - - - - -
Far HP Far Hp.png 70[100] 100[200] 60 HL sp/su[-] 6 3 19 27 -4 1 18 23 [] refers to active frames 2~3 Reset Reset - - - - - - -
Far LK Far Lk.png 30 50 20 HL sp/su 4 3 6 12 2 5 11 14 Reset Reset - - - - - - -
Far MK Far Mk.png 70 100 40 HL - 7 2 13 21 -1 2 14 17 Reset Reset - - - - - - -
Far HK Far Hk.png 110 200 60 HL - 8 2 22 31 -6 -2 18 22 Reset Reset - - - - - - -
Crouch LP Crouch Lp.png 20 50 20 HL ch/sp/su 3 2 6 10 3 6 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Mp.png 65 100 40 HL sp/su 5 4 7 15 3 6 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Hp.png 80 150 60 HL - 6 4 12 21 2 6 18 22 Forces stand Forces stand Reset Reset - - - - - - -
Crouch LK Crouch Lk.png 25 50 20 L ch/sp/su 4[3] 3 9 15[14] -1 2 11 14 [] refers to chain version Reset Reset - - - - - - -
Crouch MK Crouch Mk.png 65 100 40 L sp/su 6 4 12 21 -2 1 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Hk.png 95 100 60 L - 7 2 24 32 -8 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Lp.png 50 50 20 H - 4 4 - 7 - - Reset Reset - - - Lower body: 1~3F - - -
Neutral Jump MP Neutral Jump Mp.png 80 100 40 H - 5 4 - 8 - - Reset Reset - - - Lower body: 1~4F - - -
Neutral Jump HP Neutral Jump Hp.png 100 200 60 H - 5 3 - 7 - - Reset Reset - - - Lower body: 1~4F - - -
Neutral Jump LK Neutral Jump Lk.png 30 50 20 H - 5 5 - 9 - - Reset Reset - - - Lower body: 1~4F - - -
Neutral Jump MK Neutral Jump Mk.png 70 100 40 H - 5 7 - 11 - - Reset Reset - - Lower body: 5~11F Lower Body: 1~11F - - -
Neutral Jump HK Neutral Jump Hk.png 100 200 60 H - 5 3 - 7 - - Reset Reset - - - Lower body: 1~4F - - -
Angled Jump LP Angled Jump Lp.png 50 50 20 H - 4 5 - 8 - - Reset Reset - - - Lower body: 1~3F - - -
Angled Jump MP Angled Jump Mp.png 80 100 40 H - 5 3 - 7 - - Reset Reset - - Lower body: 5~7F Lower body: 1~7F - - -
Angled Jump HP Angled Jump Hp.png 100 200 60 H - 6 4 - 9 - - Reset Reset - - - Lower body: 1~5F - - -
Angled Jump LK Angled Jump Lk.png 30 50 20 H - 4 7 - 10 - - Reset Reset - - - Lower body: 1~3F - - -
Angled Jump MK Angled Jump Mk.png 70 100 40 H - 5 4 - 8 - - Reset Reset - - - Lower body: 1~4F - - -
Angled Jump HK Angled Jump Hk.png 100 200 60 H - 6 5 - 10 - - Reset Reset - - - Lower body: 1~5F - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 57 -21 -21 16 16 Range: 1.862 Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 65 -15 - 22 - Range: 1.862 Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 120 200 60 - - 65 2 35 101 - - - - Range: 1.862, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~64F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 20 HL - 10+11 2 35 57 -21 -21 16 16 Range: 1.862, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block Crumple Soft Knockdown Soft Knockdown 1~10F (99 hits) - - - - - -
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 40 HL - 18+11 2 35 65 -15 - 22 - Range: 1.862, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle 1~18F (99 hits) - - - - - -
Red Focus Attack (Level 3) Level 3 Red Focus 180 200 60 - - 65 2 35 101 - - - - Range: 1.862, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~65F (99 hits) - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 20 HL - 10+11 2 35 57 -15 - 22 - Range: 1.862, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Hooligan Suplex Forward Throw 140 130 40 0.798 - 3 2 20 24 - - X Hard Knockdown - - - - - - - - - -
Frankensteiner Back Throw 135 140 40 0.798 - 3 2 20 24 - - X Hard Knockdown - - - - - - - - - -
Flying Neck Breaker Air Throw 150 150 40 0.993 - 5 2 - - - - X - - Hard Knockdown - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Cannon Spike Cannon Spike Lk.png 100[120] 100[150] 30/40 HL su 5 21 20 + After landing 12 57 -34 - 17 - [] refers to active frames 3F~ Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~4F Upper body: 5F Upper body: 5F 5F 7F~ 1~2F JP: 1
Cannon Spike Mk.png 100[140] 100[180] 30/40 HL su 5 26 18 + After landing 12 60 -34 - 17 - [] refers to active frames 3F~ Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~5F - - - 7F~ 1~2F JP: 1
Cannon Spike Hk.png 100[160] 100[200] 30/40 HL su 5 31 17 + After landing 12 64 -34 - 17 - [] refers to active frames 3F~ Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~5F - - - 7F~ 1~2F JP: 1
EX Cannon Spike Cannon Spike Ex.png 150[95] 200[100] -250/0 HL su 5 26 18 + After landing 12 60 -30 - 21 - [] refers to active frames 3F~, opponent gains 20 meter on hit Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~6F - - - 7F~ 3F~ JP: 1
Spiral Arrow Spiral Arrow Lk.png 80 150 30/30 L - 7 19 4 + After landing 15 44 -17 - 21 - Builds 20 meter on block Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 14F~ -
Spiral Arrow Mk.png 100 150 30/30 L - 7 19 4 + After landing 15 44 -17 - 21 - Builds 20 meter on block Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 14F~ -
Spiral Arrow Hk.png 40*80 80*100 30/30*30 L su*- 7 7*12 4 + After landing 15 44 -15 - 16 - Builds 20x2 meter on block [2nd hit]: Soft Knockdown [2nd hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 14F~ -
EX Spiral Arrow Spiral Arrow Ex.png 100*60 100*100 -250/0 L su*- 7 7*12 4 + After landing 15 44 -10 - 21 - Opponent gains 15x2 meter on hit [2nd hit]: Soft Knockdown [2nd hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - - All: 1~25F - 14F~ -
Quick Spin Knuckle Spin Knuckle Lp.png 80*80 100*100 30/20*20 HL su*- 35 3*8 9 54 4 - 21 - X [2nd hit]: Soft Knockdown [2nd hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - All: 1F, Mid body (all except head and feet): 2~25F All: 1F, Lower body (all except head): 2~25F - 6~25F -
Spin Knuckle Mp.png 80*80 100*100 30/20*20 HL su*- 33 3*8 10 53 3 - 21 - X [2nd hit]: Soft Knockdown [2nd hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - All: 1F, Mid body (all except head and feet): 2~24F All: 1F, Lower body (all except head): 2~24F - 6~24F -
Spin Knuckle Hp.png 80*80 100*100 30/20*20 HL su*- 36 3*8 10 56 3 - 21 - X [2nd hit]: Soft Knockdown [2nd hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - All: 1F, Mid body (all except head and feet): 2~27F All: 1F, Lower body (all except head): 2~27F - 6~27F -
EX Quick Spin Knuckle Spin Knuckle Ex.png 80*80 100*100 -250/0 HL su*- 33 3*8 10 53 3 - 21 - Opponent gains 10x2 meter on hit X [2nd hit]: Soft Knockdown [2nd hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - All: 1~25F All: 1~25F - 6~24F -
Hooligan Combinations Hooligan Roll Lp.png - - 30/- - - - - Total 53 53 - - - - 32F~ can cancel into followup, 53F lands and starts Razor's Edge Slicer, can cancel into non-ex cannon strike 32F~ dependant on height - - - - - - - - - 7F~ -
Hooligan Roll Mp.png - - 30/- - - - - Total 45 45 - - - - 32F~ can cancel into followup, 45F lands and starts Razor's Edge Slicer, can cancel into non-ex cannon strike 32F~ dependant in height - - - - - - - - - 7F~ -
Hooligan Roll Hp.png - - 30/- - - - - Total 39 39 - - - - 32F~ can cancel into followup, 39F lands and starts Razor's Edge Slicer, can cancel into non-ex cannon strike 32F~ dependant in height - - - - - - - - - 7F~ -
EX Hooligan Combinations Hooligan Roll Ex.png - - -250/- - - - - Total 43 43 - - - - Tracks opponent, 32F~ can cancel into followup, 43F lands and starts Razor's Edge Slicer, can cancel into non-ex cannon strike 32F~ dependant in height - - - - - - - - - 7F~ -
Razor's Edge Slicer Hooligan Slide 100 150 0/30 L su 10 9 13 31 -1 - 21 - Builds 20 meter on block Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 1~9F -
EX Razor's Edge Slicer Hooligan Slide Ex.png 120 200 0/0 L su 10 9 13 31 -1 - 21 - opponent gains 15 meter on hit, 10 on block Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 1~9F -
Fatal Leg Twister Hooligan Throw 130 140 0/40 1.03 - 31+1 1 After landing 5 37 - - - - Cannot hit crouching X Hard Knockdown - - - - - - - - - -
Crossed Scissors Hooligan Air Throw 140 150 0/40 1.03 - 31+1 1 After landing 5 37 - - - - X - - Hard Knockdown - - - - - - - -
Cannon Strike Cannon Strike 60 100 10/20 HL - 12 11 After landing 7 29 - - - - Height restriction: 0.96 Reset Reset - - - - - - -
EX Cannon Strike Cannon Strike Ex.png 80 100 -250/0 HL - 12 11 After landing 4 26 14 18 29 33 Frame advantage based on lowest jump possible (startup 17F) Reset Reset - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Spin Drive Smasher Super Combo 40x6*110 0 -1000/0 HL - 1+5 6*6*6(3)
2*2(2)
2(11)8
30 + After landing 21 104 -35 - 24 - Opponent gains 10x7 meter on hit [7th Hit]: Hard Knockdown [7th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~5F - - - 3~26F, 46F~ JP: 1~7 sequentially
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Gyro Drive Smasher Ultra Combo 1 30x6*170
[30x5*330]
0 0/0 HL - 0+10 6*6*6(3)
2*2(2)
2(11)8
30 + After landing 21 108 -35 - 24 - 5th hit goes into animation, [] refers to animation, opponent gains 10x8 meter on hit [5th Hit]: Hard Knockdown [5th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~10F - - - 7~30F, 50F~ JP: 1~7 sequentially
CQC (Cammy Quick Combination) Ultra Combo 2 470 0 0/0 - - 0+1 35 61 96 - - - - Counters strikes until 35F, loses to natural Armor Breakers, opponent gains 30x3 meter on hit - - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


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