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==Frame Data== | ==Frame Data== | ||
{| border="1em" cellspacing="0" width="100%" style="border: 1px solid #999; background: #F2F2F2;" | |||
|- | |||
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! | | |||
! | | |||
! | | |||
! | | |||
! | | |||
! | | |||
! | Frames | |||
! | Frames | |||
! | Frames of | |||
! | Frames of | |||
! | Super Meter | |||
! | Cancel | |||
! | Ability | |||
! | | |||
! | | |||
|- | |||
! | Move Name | |||
! | Damage | |||
! | Stun | |||
! | Startup | |||
! | Active | |||
! | Recovery | |||
! | Total | |||
! | On Block | |||
! | On Hit | |||
! | Block Stun | |||
! | Hit Stun | |||
! | Gain | |||
! | Chain | |||
! | Special | |||
! | Super | |||
! | Notes | |||
|- | |||
| | Close LP | |||
| align="center" | 25 | |||
| align="center" | 50 | |||
| align="center" | 3 | |||
| align="center" | 2 | |||
| align="center" | 8 | |||
| align="center" | 12 | |||
| align="center" | +1 | |||
| align="center" | +4 | |||
| align="center" | 10 | |||
| align="center" | 13 | |||
| align="center" | 20 | |||
| align="center" | O | |||
| align="center" | O | |||
| align="center" | O | |||
| | - | |||
|- | |||
| | Close MP | |||
| align="center" | 70 | |||
| align="center" | 100 | |||
| align="center" | 4 | |||
| align="center" | 4 | |||
| align="center" | 15 | |||
| align="center" | 22 | |||
| align="center" | +2 | |||
| align="center" | +6 | |||
| align="center" | 20 | |||
| align="center" | 24 | |||
| align="center" | 40 | |||
| align="center" | X | |||
| align="center" | O | |||
| align="center" | O | |||
| | - | |||
|- | |||
| | Close HP | |||
| align="center" | 100[80] | |||
| align="center" | 200[150] | |||
| align="center" | 4 | |||
| align="center" | 4 | |||
| align="center" | 15 | |||
| align="center" | 22 | |||
| align="center" | -1 | |||
| align="center" | +3 | |||
| align="center" | 17 | |||
| align="center" | 22 | |||
| align="center" | 60 | |||
| align="center" | X | |||
| align="center" | O | |||
| align="center" | O | |||
| | - | |||
|- | |||
| | Close LK | |||
| align="center" | 25 | |||
| align="center" | 50 | |||
| align="center" | 4 | |||
| align="center" | 2 | |||
| align="center" | 8 | |||
| align="center" | 13 | |||
| align="center" | +1 | |||
| align="center" | +4 | |||
| align="center" | 10 | |||
| align="center" | 13 | |||
| align="center" | 20 | |||
| align="center" | O | |||
| align="center" | O | |||
| align="center" | O | |||
| | - | |||
|- | |||
| | Close MK | |||
| align="center" | 65 | |||
| align="center" | 100 | |||
| align="center" | 4 | |||
| align="center" | 3 | |||
| align="center" | 17 | |||
| align="center" | 23 | |||
| align="center" | -6 | |||
| align="center" | -3 | |||
| align="center" | 13 | |||
| align="center" | 16 | |||
| align="center" | 40 | |||
| align="center" | X | |||
| align="center" | O | |||
| align="center" | O | |||
| | - | |||
|- | |||
| | Close HK | |||
| align="center" | 110 | |||
| align="center" | 200 | |||
| align="center" | 9 | |||
| align="center" | 5 | |||
| align="center" | 24 | |||
| align="center" | 37 | |||
| align="center" | -11 | |||
| align="center" | -7 | |||
| align="center" | 17 | |||
{{Street Fighter IV}} | {{Street Fighter IV}} |
Latest revision as of 02:08, 2 January 2010
Introduction and Notation(s)
Welcome to the Cammy Wiki. This of course will be all the GENERAL info you need to know about Cammy. Read the SRK forums for Cammy's in depth questions and what not.
Please refer to this thread for Questions and comments: http://forums.shoryuken.com/showthread.php?p=6261252&posted=1#post6261252
These are the notations that I will use, and please talk in "1 player" view:
Style 1: Numbers
7 8 9
4 5 6
1 2 3
-where 5 = neutral, left is 4, and 8 is up.
quarter circle forward is: 236
360 is: 360 (there are no zeros so pay attention)
Style 2: Letters
u - up
d - down
l - left
r - right
s - stand
cr - crouch
j - jump
qcf/b - quarter circle forward/back
hcf/b - half circle forward/back
TK - Tiger Knee 12369
Button Notation
l = light
m = medium
h = hard
p = punch
k = kick
P = all punches or kicks
K = kicks
xx = cancel
, = separator
Move Analysis
Normal Moves
Normal Throws
Command Normals
Focus / Saving Attack
FADC forward/back
FADCf:
FADCb:
This is really helpful for Cammy's bait tactics and getting out of the way.... update after son gets out of the bath
Special Moves
credit to bokchoy for EX info and damage http://forums.shoryuken.com/showthread.php?t=179574
CS = Cannon Spike
623+k
Damage: 160 (Compare to: 120/140/150)
EX Properties:
-Aside from extra damage, unsure
SA = Spiral Arrow
236+k
Damage: 160 (Compare to 100/120/140)
EX Properties:
-Projectile Invincibility
SBF = Spinning Back Fist
63214+p
Damage: 160 (Compare to: 160)
EX Properties:
-Full Invincibility from startup until active frames
Uses and Notes:
-Otherwise identical to MP version.
-Sets up Ultra
-Safe on block
DK = Dive Kick aka Cannon Strike
(in air) 214+k
Damage: 80 (Compare to: 70)
EX Properties:
-Can be used while jumping straight up or backwards
-Faster speed
Uses and Notes:
-The faster decent allows her to combo even when hitting the Cannon Strike deep.
-Can be linked into Ultra
-Does not have increased hit or block stun.
HC = Hooligan Combo
12369+p
-- HCg = grab (inside of grab range)
-- HCs = slide kick (do nothing)
-- HCc = cancel (outside of grab range)
Damage (on slide): 120 (Compare to: 100)
EX Properties
-Tracks the opponent with the right trajectory
-Can potentially travel the full distance of the screen.
-Fast horizontal movement
Uses and Notes:
-The damage increase only applies to the no-input slide. Both throws do the same damage
FA = Focus Attack
mp+mk
FADC = Focus Attack Dash Cancel
-- FADCf = forward
-- FADCb = back
Super Move
Spiral Drive Smasher: 236236+k
Ultra Move
Gyro Drive Smasher: 236236+K
The Basics
Combos
Combos that I personally abuse:
(add a j.hk/hp or dive kick to these for more damage)
-s.hp, SA/CS
-cr.mk, SA
-s.lp, cr.lk, SA
-CS, FADCf, CS
-cr.mp/mk, SA, FADC, grab/cr.lk, SA
j.hk and DK connect with the following combos:
-cr/s.lk/lp, SA
-cr.mp/mk, SA
-s.lk, s.lp, cr.lk, hk.SA xx super
-s.lk, s.lp, cr.lk, hk.SA, FA (level 1)
-s.lk, s.lp, cr.lk, hk.SA, FADCf, grab
-s.lk, s.mp, cr.mk, hk.SA xx super
-s.hp, SA xx super
-s.hp, cr.mk, hk.SA xx super
ULTRA link-ins:
-CS, FADCb, Ultra * This is the one you should be mastering
-[far] EX SA, hk.CS, FADCb, ULTRA
-CS, FADCf, CS, FADCb, ULTRA
ULTRA combo-in:
j.hk, ULTRA
1up's Strategy
this is from 1up's guide: http://mycheats.1up.com/view/section...xbox_360#cammy
Controlling the Ground Cammy can control the ground best when she is about one character distance away from her opponent using her Cannon Strike and normals moves, though she has many other ways to close in on her opponent when she is outside of this range such as her Hooligan Combination and Spin Knuckle.
Her Cannon Strike can only be performed when jumping forward, but this is a great move to pressure opponents who are in front of you. It comes out a a quick speed and you can combo into a number of different moves once it connects such as her standing Hard Punch. The key is to execute the Cannon Strike just as soon as you jump forward, and not as much when you are well into the air. The move itself is somewhat safe if you perform it correctly, although you can be reversaled by a Dragon Punched out of it if you do not time it correctly. The EX Version gives you more time to follow up with an attack and comes out a bit quicker overall making it a good option when you have the meter. This move will trade with Dragon Punches, so be careful against Ryu and Sagat because they can follow up with an Ultra even when their uppercuts trade. You can also use this move in succession on the other side of the screen to build EX meter. Also, if the Cannon Strike is blocked, you can mix in a Focus Attack Dash Canceled Cannon Spike to hit them out of their throw attempts and still be safe even if they continue to block.
Her Spiral Arrow hits low so it can be a good move to catch opponents who are blocking high, but it is unsafe when blocked low and can be punished with a number of moves so be careful with this move. Typically it is better to combo into it off of one of her crouching normal moves, or use the Hard Kick version and Focus Attack Dash Cancel the first hit and dash in for a combo if it hits or a throw if it is blocked.
Against projectile throwing characters her Quick Spin Knuckle is a great move to use to pass through their fireballs. The first hit can be Focus Attack Dash Canceled so use this to your advantage perform a combo on hit or go for a throw when it is blocked.
Speaking of which, Cammy's Hooligan Combination can set up a number of different mix-up opportunities. It is best used against opponents who are standing or blocking high. You can grab them by pressing throw command or simply press nothing to get a low attack which you can Focus Attack Dash Cancel and follow up with a combo on hit or simply go in for a throw if they block. The EX Version is great in that it travels full screen and you can grab opponents who are throwing fireballs from very far away.
Her Hard Kick and Medium Kick are her two farthest reaching normal moves so they are good moves to poke with. Her standing Medium Punch does not have as much range but you can cancel into her specials and supers from it so it can be a good move to pressure with as well. Her crouching Medium Kick has decent range and can be canceled into her special and super moves too.
Controlling the Air Cammy can control the air primarily with her Cannon Spike which will hit jumping opponents. You can Focus Attack Dash Cancel and follow up with another Cannon Spike as well if it hits deep enough.
Her Hooligan Throw will catch jumping opponents and is usually best to catch opponents who are jumping away from your mix-up's. As mentioned before, the EX version is very fast and travels full screen. Like Chun-Li and Guile, she has an air throw to catch opponents who jump too much as well. Her crouching Hard Punch is her best normal move to stop jump in attacks.
Matchups
Frame Data
Frames | Frames | Frames of | Frames of | Super Meter | Cancel | Ability | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Move Name | Damage | Stun | Startup | Active | Recovery | Total | On Block | On Hit | Block Stun | Hit Stun | Gain | Chain | Special | Super | Notes |
Close LP | 25 | 50 | 3 | 2 | 8 | 12 | +1 | +4 | 10 | 13 | 20 | O | O | O | - |
Close MP | 70 | 100 | 4 | 4 | 15 | 22 | +2 | +6 | 20 | 24 | 40 | X | O | O | - |
Close HP | 100[80] | 200[150] | 4 | 4 | 15 | 22 | -1 | +3 | 17 | 22 | 60 | X | O | O | - |
Close LK | 25 | 50 | 4 | 2 | 8 | 13 | +1 | +4 | 10 | 13 | 20 | O | O | O | - |
Close MK | 65 | 100 | 4 | 3 | 17 | 23 | -6 | -3 | 13 | 16 | 40 | X | O | O | - |
Close HK | 110 | 200 | 9 | 5 | 24 | 37 | -11 | -7 | 17 | 21 | 60 | X | X | X | - |
Far LP | 25 | 50 | 3 | 3 | 7 | 12 | +1 | +4 | 10 | 13 | 20 | O | O | O | - |
Far MP | 70 | 100 | 7 | 4 | 14 | 24 | -4 | -1 | 13 | 16 | 40 | X | O | O | - |
Far HP | 120 | 200 | 7 | 2 | 19 | 27 | -3 | +1 | 17 | 21 | 60 | X | X | X | - |
Far LK | 30 | 50 | 4 | 3 | 6 | 12 | +2 | +5 | 10 | 13 | 20 | O | O | O | - |
Far MK | 70 | 100 | 7 | 2 | 13 | 21 | -1 | +2 | 13 | 16 | 40 | X | X | X | - |
Far HK | 110 | 200 | 8 | 2 | 21 | 31 | -6 | -2 | 16 | 20 | 60 | X | X | X | - |
crouch LP | 20 | 50 | 3 | 2 | 8 | 12 | +1 | +4 | 10 | 13 | 20 | O | O | O | - |
crouch MP | 65 | 100 | 5 | 4 | 10 | 18 | 0 | +3 | 13 | 16 | 40 | X | O | O | - |
crouch HP | 110 | 200 | 6 | 4 | 12 | 21 | +2 | +7 | 17 | 22 | 60 | X | X | X | Forces stand |
crouch LK | 25 | 50 | 3 | 3 | 9 | 14 | -1 | +2 | 10 | 13 | 20 | O | O | O | Low attack |
crouch MK | 65 | 100 | 6 | 4 | 12 | 21 | -2 | +1 | 13 | 16 | 40 | X | O | O | Low attack |
crouch HK | 95 | 150 | 7 | 2 | 24 | 32 | -8 | D | 17 | - | 60 | X | X | X | Low attack, cannot fast recover |
Jump up LP | 50 | 50 | 4 | 4 | - | - | - | - | 8 | 11 | 20 | - | - | - | - |
Jump up MP | 80 | 100 | 5 | 4 | - | - | - | - | 10 | 13 | 40 | - | - | - | - |
Jump up HP | 100 | 200 | 5 | 3 | - | - | - | - | 16 | 20 | 60 | - | - | - | - |
Jump up LK | 30 | 50 | 5 | 5 | - | - | - | - | 8 | 11 | 20 | - | - | - | - |
Jump up MK | 70 | 100 | 5 | 7 | - | - | - | - | 11 | 15 | 40 | - | - | - | - |
Jump up HK | 100 | 200 | 5 | 3 | - | - | - | - | 15 | 18 | 60 | - | - | - | - |
Jump forward LP | 50 | 50 | 4 | 5 | - | - | - | - | 8 | 11 | 20 | - | - | - | - |
Jump forward MP | 80 | 100 | 5 | 3 | - | - | - | - | 11 | 15 | 40 | - | - | - | - |
Jump forward HP | 100 | 200 | 6 | 4 | - | - | - | - | 15 | 18 | 60 | - | - | - | - |
Jump forward LK | 30 | 50 | 4 | 7 | - | - | - | - | 8 | 11 | 20 | - | - | - | - |
Jump forward MK | 70 | 100 | 5 | 4 | - | - | - | - | 11 | 15 | 40 | - | - | - | - |
Jump forward HK | 100 | 200 | 6 | 5 | - | - | - | - | 15 | 18 | 60 | - | - | - | - |
Focus Attack LVL 1 | 60 | 100 | 21 | 2 | 35 | 57 | -21 | -21 | 15 | 15 | 20 | - | - | - | - |
Focus attack LVL 2 | 80 | 150 | 18+11 | 2 | 35 | 65 | -15 | D | 21 | - | 40 | - | - | - | - |
Focus attack LVL 3 | 120 | 200 | 65 | 2 | 35 | 101 | D | D | - | - | 60 | - | - | - | - |
Forward Throw | 140 | 130 | 3 | 2 | 20 | 24 | - | D | - | - | 40 | - | - | - | Throw range 0.75 |
Back throw | 135 | 140 | 3 | 2 | 20 | 24 | - | D | - | - | 40 | - | - | - | Throw range 0.75 |
Air Throw | 150 | 150 | 5 | 2 | - | - | - | D | - | - | 40 | - | - | - | Throw range 1.0 |
Cannon Spike LK | 120[80] | 200[100] | 5 | 21 | 32 | 57 | -30 | D | 20 | - | 30/40 | X | X | O | 1~4f invincible, (translate), (translate) |
Cannon Spike MK | 140[90] | 200[100] | 5 | 26 | 30 | 60 | -30 | D | 20 | - | 30/40 | X | X | O | 1~5f invincible, (translate) |
Cannon Spike HK | 150[95] | 200[100] | 5 | 31 | 29 | 64 | -30 | D | 20 | - | 30/40 | X | X | O | 1~5f invincible, (translate) |
Cannon Spike EX | 160[95] | 200[100] | 5 | 26 | 30 | 60 | -30 | D | 20 | - | 0/0 | X | X | O | 1~6f invincible, (translate) |
Spiral Arrow LK | 100 | 150 | 7 | 19 | 19 | 44 | -17 | D | 20 | - | 30/30 | X | X | X | Low attack |
Spiral Arrow MK | 120 | 150 | 7 | 19 | 19 | 44 | -17 | D | 20 | - | 30/30 | X | X | X | Low attack |
Spiral Arrow HK | 80*60 | 100*80 | 7 | 7*12 | 19 | 44 | -10 | D | 20 | 24*- | 30/30*30 | X | X | O | Low attack, 1st hit cancellable |
Spiral Arrow EX | 100*60 | 100*100 | 7 | 7*12 | 19 | 44 | -10 | D | 20 | 24*- | 0/0 | X | X | O | Low attack, 1st hit cancellable, 1~25f projecticle invincible |
Spin Knuckle LP | 80*80 | 100*100 | 37 | 3*7 | 11 | 57 | +3 | D | 20 | 24*- | 30/20*20 | X | X | O | (translate), 2~25(translate), Armor break, 1st hit cancellable |
Spin Knuckle MP | 80*80 | 100*100 | 36 | 3*7 | 11 | 56 | +3 | D | 20 | 24*- | 30/20*20 | X | X | O | (translate), 2~25(translate), Armor break, 1st hit cancellable |
Spin Knuckle HP | 80*80 | 100*100 | 39 | 3*7 | 11 | 59 | +3 | D | 20 | 24*- | 30/20*20 | X | X | O | (translate), 2~25(translate), Armor break, 1st hit cancellable |
Spin Knuckle EX | 80*80 | 100*100 | 36 | 3*7 | 11 | 56 | +3 | D | 20 | 24*- | 0/0 | X | X | O | 1~25f strike invincible, Armor break, 1st hit cancellable |
Hooligan Slide LP | 100 | 150 | 63 | 9 | 13 | 84 | -1 | D | 20 | - | 30/30 | X | X | O | Low attack, cannot fast recover, 32-54f can grab |
Hooligan Slide MP | 100 | 150 | 55 | 9 | 13 | 72 | -1 | D | 20 | - | 30/30 | X | X | O | Low attack, cannot fast recover, 32-46f can grab |
Hooligan Slide HP | 100 | 150 | 49 | 9 | 13 | 70 | -1 | D | 20 | - | 30/30 | X | X | O | Low attack, cannot fast recover, 32-40f can grab |
Hooligan Slide EX | 120 | 200 | 53 | 9 | 13 | 74 | -1 | D | 20 | - | 0/0 | X | X | O | Low attack, cannot fast recover, 32-44f can grab |
Fatal Leg Twister | 130 | 140 | 1 | 1 | - | - | - | D | - | - | -/40 | - | - | - | Throw range LP 1.0, MP/HP 1.05, EX 1.1 |
Cross Scissors Press | 140 | 150 | 1 | 1 | - | - | - | D | - | - | -/40 | - | - | - | Throw range LP 1.0, MP/HP 1.05, EX 1.1 |
Cannon Strike LK | 70 | 100 | 12 | Until ground | 5 | - | - | D | 15 | 18 | 10/40 | - | - | - | - |
Cannon Strike MK | 70 | 100 | 12 | Until ground | 5 | - | - | D | 15 | 18 | 10/40 | - | - | - | - |
Cannon Strike HK | 70 | 100 | 12 | Until ground | 5 | - | - | D | 15 | 18 | 10/40 | - | - | - | - |
Cannon Strike EX | 80 | 100 | 12 | Until ground | 4 | - | - | D | 20 | 24 | 0/0 | - | - | - | - |
Spin Drive Smasher | 60*40x5*140 | 0 | 6 | 6x3*2x3*8 | 105 | -35 | D | 0/0 | - | - | - | 1~6f invincible, Pursuit property | |||
Gyro Drive Smasher | 75*60x5*75*90 | 0 | 10 | 6x3*2x3*8 | 109 | -35 | D | 0/0 | - | - | - | 1~10f invincible, Pursuit property | |||
Frames | Frames | Frames of | Frames of | Super Meter | Cancel | Ability | |||||||||
Move Name | Damage | Stun | Startup | Active | Recovery | Total | On Block | On Hit | Block Stun | Hit Stun | Gain | Chain | Special | Super | Notes |
The 1 frame discrepancy you see between Startup+Active+Recovery and Total is because when it says a move has 4 frames startup, it really has 3 frames startup and hits on frame 4. It was written this way so you don't have to do any math to figure out what frame a move first hits on.