Cammy (SSFIV): Difference between revisions

From SuperCombo Wiki
Line 285: Line 285:
| align="center"  | -8
| align="center"  | -8
| align="center"  | -
| align="center"  | -
|  | knockdown, cannot fast recover
|  | untechable knockdown
|-  
|-  
|  | Jump up LP
|  | Jump up LP
Line 298: Line 298:
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  |  
|  | startup leg projectile invincibility
|-  
|-  
|  | Jump up MP
|  | Jump up MP
Line 311: Line 311:
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  |  
|  | startup leg projectile invincibility
|-  
|-  
|  | Jump up HP
|  | Jump up HP
Line 324: Line 324:
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  |  
|  | startup leg projectile invincibility
|-  
|-  
|  | Jump up LK
|  | Jump up LK
Line 337: Line 337:
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  |  
|  | startup leg projectile invincibility
|-  
|-  
|  | Jump up MK
|  | Jump up MK
Line 350: Line 350:
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  |  
|  | startup leg projectile invincibility
|-  
|-  
|  | Jump up HK
|  | Jump up HK
Line 363: Line 363:
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  |  
|  | startup leg projectile invincibility
|-  
|-  
|  | Jump forward LP
|  | Jump forward LP
Line 376: Line 376:
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  |  
|  | startup leg projectile invincibility
|-  
|-  
|  | Jump forward MP
|  | Jump forward MP
Line 389: Line 389:
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  |  
|  | startup leg projectile invincibility
|-  
|-  
|  | Jump forward HP
|  | Jump forward HP
Line 402: Line 402:
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  |  
|  | startup leg projectile invincibility
|-  
|-  
|  | Jump forward LK
|  | Jump forward LK
Line 415: Line 415:
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  |  
|  | startup leg projectile invincibility
|-  
|-  
|  | Jump forward MK
|  | Jump forward MK
Line 428: Line 428:
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  |  
|  | startup leg projectile invincibility
|-  
|-  
|  | Jump forward HK
|  | Jump forward HK
Line 441: Line 441:
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  |  
|  | startup leg projectile invincibility
|-  
|-  
|  | Focus Attack LVL 1
|  | Focus Attack LVL 1
Line 449: Line 449:
| align="center"  | 20
| align="center"  | 20
| align="center"  | -
| align="center"  | -
| align="center"  | 10+11
| align="center"  | (10~17)+11
| align="center"  | 2
| align="center"  | 2
| align="center"  | 35
| align="center"  | 35
| align="center"  | -21
| align="center"  | -21
| align="center"  | -21
| align="center"  | -21
|  |  
|  | armor during charge, launch vs air, 4f~release dash cancellable
|-  
|-  
|  | Focus attack LVL 2
|  | Focus attack LVL 2
Line 462: Line 462:
| align="center"  | 40
| align="center"  | 40
| align="center"  | -
| align="center"  | -
| align="center"  | 18+11
| align="center"  | (18~50)+11
| align="center"  | 2
| align="center"  | 2
| align="center"  | 35
| align="center"  | 35
| align="center"  | -15
| align="center"  | -15
| align="center"  | -
| align="center"  | -
|  |  
|  | armor during charge, crumple vs ground, launch vs air (fully hittable), 4f~release dash cancellable
|-  
|-  
|  | Focus attack LVL 3
|  | Focus attack LVL 3
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| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  |  
|  | 1-64f armor, armor break, crumple vs ground, launch vs air (fully hittable), 4~51f dash cancellable
|-  
|-  
|  | Forward Throw
|  | Forward Throw
Line 493: Line 493:
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  |
|  | untechable knockdown
|-  
|-  
|  | Back throw
|  | Back throw
Line 506: Line 506:
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  |
|  | untechable knockdown
|-  
|-  
|  | Air Throw
|  | Air Throw
Line 519: Line 519:
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  |
|  | untechable knockdown
|-  
|-  
|  | Cannon Spike LK
|  | Cannon Spike LK
Line 532: Line 532:
| align="center"  | -30
| align="center"  | -30
| align="center"  | -
| align="center"  | -
|  | 1~4f invincible, 7~45f airborne, launch, grounded part juggles(1x)
|  | 1~4f invincible, 5f unthrowable + upper body invincible, 7~45f airborne, launch, grounded part juggles(1x)
|-  
|-  
|  | Cannon Spike MK
|  | Cannon Spike MK
Line 636: Line 636:
| align="center"  |  +4
| align="center"  |  +4
| align="center"  | -
| align="center"  | -
|  | 1f strike invincible, 2~25f mid-body invincibility, 6~25f airborne, Armor break, 1st hit cancellable, 1st hit launch vs air, 2nd hit launch
|  | 1f strike invincible, 2~25f mid-body invincibility + lower body projectile invincibility, 6~25f airborne, Armor break, 1st hit cancellable, 1st hit launch vs air, 2nd hit launch
|-  
|-  
|  | Spin Knuckle MP
|  | Spin Knuckle MP
Line 649: Line 649:
| align="center"  |  +3
| align="center"  |  +3
| align="center"  | -
| align="center"  | -
|  | 1f strike invincible, 2~24f mid-body invincibility, 6~24f airborne, Armor break, 1st hit cancellable, 1st hit launch vs air, 2nd hit launch
|  | 1f strike invincible, 2~24f mid-body invincibility + lower body projectile invincibility, 6~24f airborne, Armor break, 1st hit cancellable, 1st hit launch vs air, 2nd hit launch
|-  
|-  
|  | Spin Knuckle HP
|  | Spin Knuckle HP
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| align="center"  |  +3
| align="center"  |  +3
| align="center"  | -
| align="center"  | -
|  | 1f strike invincible, 2~27f mid-body invincibility, 6~27f airborne, Armor break, 1st hit cancellable, 1st hit launch vs air, 2nd hit launch
|  | 1f strike invincible, 2~27f mid-body invincibility + lower body projectile invincibility, 6~27f airborne, Armor break, 1st hit cancellable, 1st hit launch vs air, 2nd hit launch
|-  
|-  
|  | Spin Knuckle EX
|  | Spin Knuckle EX
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| align="center"  | 31+1
| align="center"  | 31+1
| align="center"  | 1
| align="center"  | 1
| align="center"  | 5
| align="center"  | until ground +5
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  | knockdown, recovery time is upon landing
|  | untechable knockdown
|-  
|-  
|  | Crossed Scissors
|  | Crossed Scissors
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| align="center"  | 31+1
| align="center"  | 31+1
| align="center"  | 1
| align="center"  | 1
| align="center"  | 5
| align="center"  | until ground +5
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  | knockdown, recovery time is upon landing
|  | untechable knockdown
|-  
|-  
|  | Cannon Strike
|  | Cannon Strike
Line 763: Line 763:
| align="center"  | 12[17]
| align="center"  | 12[17]
| align="center"  | 11[3]
| align="center"  | 11[3]
| align="center"  | 5
| align="center"  | until ground +5[5]
| align="center"  | [+8]
| align="center"  | [+8]
| align="center"  | [+11]
| align="center"  | [+11]
Line 776: Line 776:
| align="center"  | 12[17]
| align="center"  | 12[17]
| align="center"  | 11[3]
| align="center"  | 11[3]
| align="center"  | 4
| align="center"  | until ground +4[4]
| align="center"  | [+14]
| align="center"  | [+14]
| align="center"  | [+18]
| align="center"  | [+18]
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| align="center"  | -35
| align="center"  | -35
| align="center"  | -
| align="center"  | -
|  | 1~6f invincible, 7~26f 46~83f airborne, juggle, 1st-6th hit launch vs air, 7th hit launch, cannot fast recover, see notes below
|  | 1~6f invincible, 7~26f 46~83f airborne, juggle, 1st~6th hit launch vs air (untechable), 7th hit launch (untechable), see notes below
|-  
|-  
|  | Ultra Combo 1
|  | Ultra Combo 1
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| align="center"  | -35
| align="center"  | -35
| align="center"  | -
| align="center"  | -
|  | 1~10f invincible, 11~34f 50~87f airborne, juggle, 1st-6th hit launch vs air, 7th hit launch, 5th hit vs ground triggers full animation, cannot fast recover
|  | 1~10f invincible, 11~34f 50~87f airborne, juggle, 1st~6th hit launch vs air (untechable), 7th hit launch (untechable), 5th hit vs ground triggers full animation
|-  
|-  
|  | Ultra Combo 2
|  | Ultra Combo 2
Line 844: Line 844:
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  | 1-6f invincible, 7-17f airborne
|  | 1~6f invincible, 7~17f airborne
|-   
|-   
! align="center"  |  
! align="center"  |  

Revision as of 09:45, 14 July 2010

Introduction

Move Analysis

Normal Moves

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

Super Move

Ultra Move

The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close LP HL 25 50 20 ch/sp/su 3 2 8 +1 +4
Close MP HL 70[60] 100 40 sp/su 4 2+2 15 +2 +6
Close HP HL 100 200 60 sp/su 4 4 15 -1 +3
Close LK HL 25 50 20 ch/sp/su 4 2 8 +1 +4
Close MK HL 65 100 40 sp/su 4 3 17 -6 -3
Close HK HL 110 200 60 - 9 5 24 -11 -7
Far LP HL 25 50 20 ch/sp/su 3 3 7 +1 +4
Far MP HL 70 100 40 sp/su 7 4 14 -4 -1
Far HP HL 120 200 60 - 7 2 19 -3 +1
Far LK HL 30 50 20 sp/su 4 3 6 +2 +5
Far MK HL 70 100 40 - 7 2 13 -1 +2
Far HK HL 110 200 60 - 8 2 22 -6 -2
crouch LP HL 20 50 20 ch/sp/su 3 2 8 +1 +4
crouch MP HL 65 100 40 sp/su 5 4 10 0 +3
crouch HP HL 90 200 60 - 6 4 12 +2 +7 Forces stand
crouch LK L 25 50 20 ch/sp/su 3 3 9 -1 +2
crouch MK L 65 100 40 sp/su 6 4 12 -2 +1
crouch HK L 95 150 60 - 7 2 24 -8 - untechable knockdown
Jump up LP H 50 50 20 - 4 4 - - - startup leg projectile invincibility
Jump up MP H 80 100 40 - 5 4 - - - startup leg projectile invincibility
Jump up HP H 100 200 60 - 5 3 - - - startup leg projectile invincibility
Jump up LK H 30 50 20 - 5 5 - - - startup leg projectile invincibility
Jump up MK H 70 100 40 - 5 7 - - - startup leg projectile invincibility
Jump up HK H 100 200 60 - 5 3 - - - startup leg projectile invincibility
Jump forward LP H 50 50 20 - 4 5 - - - startup leg projectile invincibility
Jump forward MP H 80 100 40 - 5 3 - - - startup leg projectile invincibility
Jump forward HP H 100 200 60 - 6 4 - - - startup leg projectile invincibility
Jump forward LK H 30 50 20 - 4 7 - - - startup leg projectile invincibility
Jump forward MK H 70 100 40 - 5 4 - - - startup leg projectile invincibility
Jump forward HK H 100 200 60 - 6 5 - - - startup leg projectile invincibility
Focus Attack LVL 1 H 60 100 20 - (10~17)+11 2 35 -21 -21 armor during charge, launch vs air, 4f~release dash cancellable
Focus attack LVL 2 H 80 150 40 - (18~50)+11 2 35 -15 - armor during charge, crumple vs ground, launch vs air (fully hittable), 4f~release dash cancellable
Focus attack LVL 3 H 120 200 60 - 51+14 2 35 - - 1-64f armor, armor break, crumple vs ground, launch vs air (fully hittable), 4~51f dash cancellable
Forward Throw 0.8 140 130 40 - 3 2 20 - - untechable knockdown
Back throw 0.8 135 140 40 - 3 2 20 - - untechable knockdown
Air Throw 1.0 150 150 40 - 5 2 - - - untechable knockdown
Cannon Spike LK HL 100[120] 100[150] 30/40 su 5 2+19 20+12 -30 - 1~4f invincible, 5f unthrowable + upper body invincible, 7~45f airborne, launch, grounded part juggles(1x)
Cannon Spike MK HL 100[140] 100[180] 30/40 su 5 2+24 18+12 -30 - 1~5f invincible, 7~48f airborne, launch, grounded part juggles(1x)
Cannon Spike HK HL 100[160] 100[200] 30/40 su 5 2+29 17+12 -30 - 1~5f invincible, 7~52f airborne, launch, grounded part juggles(1x)
Cannon Spike EX HL 150[95] 200[100] -250/0 su 5 2+24 18+12 -30 - 1~6f invincible, 7~48f airborne, launch, airborne part juggles(1x)
Spiral Arrow LK L 100 150 30/30 - 7 19 4+5 -17 - 14~29f airborne, launch
Spiral Arrow MK L 120 150 30/30 - 7 19 4+5 -17 - 14~29f airborne, launch
Spiral Arrow HK L 80*60 100*80 30/30*30 su 7 7*12 4+5 -10 - 14~29f airborne, 1st hit cancellable, 2nd hit launch
Spiral Arrow EX L 100*60 100*100 -250/0 su 7 7*12 4+5 -10 - 1st hit cancellable, 2~25f projectile invincible, 14~29f airborne, 2nd hit launch
Spin Knuckle LP HL 80*80 100*100 30/20*20 su 35 3*8 9 +4 - 1f strike invincible, 2~25f mid-body invincibility + lower body projectile invincibility, 6~25f airborne, Armor break, 1st hit cancellable, 1st hit launch vs air, 2nd hit launch
Spin Knuckle MP HL 80*80 100*100 30/20*20 su 33 3*8 10 +3 - 1f strike invincible, 2~24f mid-body invincibility + lower body projectile invincibility, 6~24f airborne, Armor break, 1st hit cancellable, 1st hit launch vs air, 2nd hit launch
Spin Knuckle HP HL 80*80 100*100 30/20*20 su 36 3*8 10 +3 - 1f strike invincible, 2~27f mid-body invincibility + lower body projectile invincibility, 6~27f airborne, Armor break, 1st hit cancellable, 1st hit launch vs air, 2nd hit launch
Spin Knuckle EX HL 80*80 100*100 -250/0 su 33 3*8 10 +3 - 1~25f strike invincible, 6~24f airborne, Armor break, 1st hit cancellable, 1st hit launch vs air, 2nd hit launch
Razor's Edge Slicer LP L 100 150 30/30 su 53+10 9 13 -1 - 7~62f airborne, 31~53f cancellable into grab, launch
Razor's Edge Slicer MP L 100 150 30/30 su 45+10 9 13 -1 - 7~53f airborne, 31~45f cancellable into grab, launch
Razor's Edge Slicer HP L 100 150 30/30 su 39+10 9 13 -1 - 7~48f airborne, 31~39f cancellable into grab, launch
Razor's Edge Slicer EX L 120 200 -250/0 su 43+10 9 13 -1 - 7~52f airborne, 31~43f cancellable into grab, launch
Fatal Leg Twister 1.0 130 140 0/40 - 31+1 1 until ground +5 - - untechable knockdown
Crossed Scissors 1.0 140 150 0/40 - 31+1 1 until ground +5 - - untechable knockdown
Cannon Strike HL 60 100 10/20 - 12[17] 11[3] until ground +5[5] [+8] [+11] recovery after landing, brackets represent instant air cannon strike
Cannon Strike EX HL 80 100 -250/0 - 12[17] 11[3] until ground +4[4] [+14] [+18] recovery after landing, brackets represent instant air cannon strike
Super Combo HL 40x6*110 0 -1000/0 - 1+5[1+4] 6*6*6(3)2*2(2)2(11)8 30+21 -35 - 1~6f invincible, 7~26f 46~83f airborne, juggle, 1st~6th hit launch vs air (untechable), 7th hit launch (untechable), see notes below
Ultra Combo 1 HL 30x6*210 [30x5*330] 0 0/0 - 1+9 6*6*6(3)2*2(2)2(11)8 30+21 -35 - 1~10f invincible, 11~34f 50~87f airborne, juggle, 1st~6th hit launch vs air (untechable), 7th hit launch (untechable), 5th hit vs ground triggers full animation
Ultra Combo 2 - 470 0 0/0 - 1+0 35 61 - -
Dash - - - - - - - 18 - -
Backdash - - - - - - - 22 - - 1~6f invincible, 7~17f airborne
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes

Notes:

  • Depending on the opponent's animation, Cammy's Super is sometimes registered as hitting a frame earlier than it appears on-screen. For example:
    • It cannot punish Akuma f+MP on block (-5f), but can punish Makoto MP/HP Oroshi on block (also -5f).
    • It cannot link (no cancelling) after a far standing LK (+5f), but can link after a counterhit LP (also +5f) from the same distance.
    • It can appear to counterhit moves out of their first active frame, which normally does not happen.