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Damage Comparison (Fatal Leg Twister/Crossed Scissors): 130 | All versions for Crossed Scissors (aerial grab) = 140 | Damage Comparison (Fatal Leg Twister/Crossed Scissors): 130 | All versions for Crossed Scissors (aerial grab) = 140 | ||
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===Super Move=== | ===Super Move=== |
Revision as of 00:50, 30 July 2010
Introduction
Attributes
Strengths
Cammy’s fast dashes and walking speed allows her to close the distance on her opponents with ease. Coupled with her Spiral Arrow (at the correct distances), Cammy can ensure that she is in the face of her opponents when she wants to be. In addition, she can use these abilities to get past projectiles with ease.
She also has a fairly quick focus attack that can be used within footsie range to help keep her opponents in check.
Cammy has the ability to instantly cancel her jump into a Cannon Strike (also called a TKCS), to where it appears the Cannon Strike is performed while on the ground. This move allows her to maintain substantial pressure on her opponents and also provides one of the best mix-ups out of all the characters in Super Street Fighter 4.
Thanks to the fast start-up of Cammy’s Ultra 1 (Gyro Drive Smasher), it can be used on reaction to punish many blocked and whiffed moves.
Weaknesses
Cammy’s cannot combo into full ultra off of a juggle.
Her armor-breaking move (Quick Spin Knuckle) has slow start-up and can be easily punished if your sees it coming.
Cammy cannot do a non-EX Cannon Strike when doing a neutral or backwards jump. With a majority of her moves being highly punishable on block (when up close), this can make it difficult against really defensive (turtling) characters. Visit the match-up thread to find character specific tips on how to break their defense.
Below average stamina and stun.
Vitals
Stamina (Health) – 950
Stun – 950
Move Analysis
Normal Moves
Normal Throws
Command Normals
Focus / Saving Attack
Special Moves
Spiral Arrow
D,DF,F + K EX Version: D,DF,F + KK
The Kick Button pressed determines the power and range of your Cannon Drills. Hard Kick travels the longest distance and does the most damage. Medium Kick has a bit less range and damage.
EX Special Properties: 1st – 25th frames are projectile invincible.
Damage Comparison: Light (Short) = 100 | Medium (Forward) = 120 | Hard (Roundhouse) =140 | EX Version = 160
Cannon Spike
F,DF,F + K
EX Version: F,DF,F + KK
This is Cammy's dragon punch. Light version is the safest and weakest. The heavy kick goes high in the air and very unsafe...use it wisely.
EX Special Properties:
Damage Comparison: Light (Short) = 100 | Medium (Forward) = 100 | Hard (Roundhouse) = 100| EX Version = 150
Cannon Strike
D,DB,B + K (while jumping forward)
EX version: D,DB,B + KK
Very important to Cammy's arsenal, a lot of her pressure and mixups stem from this and the TK version
EX Special Properties: EX version can be done while jumping in any direction
Damage Comparison: Light (Short) = 60 | Medium (Forward) = 60 | Hard (Roundhouse) = 60 | EX Version = 80
Cannon Strike: Tiger Knee'd "TK" Version
D,DB,B,UF + K (it is important to input this cleanly and go from back straight to up forward)
EX Version: D,DB,B,UF + KK
The TK CS motion allows Cammy to spam her Cannon Strike on the ground. Just as her in-air version, this is a great pressure tool for Cammy and can be used to punish opponents that spam crouch-techs. This move is essential.
EX Special Properties: Can combo into EX TK CS
Quick Spin Knuckle
F,DF,D,DB,B + P
EX Version: F,DF,D,DB,B + PP
The range of the Quick Spin Knuckle is determined by which punch button is pressed (Jab = minimum range & Fierce = maximum range) The move is cancellable on the first hit and goes through projectiles.
EX Special Properties: Armor breaking
Damage Comparison: Light (Jab) = 160 | Medium (Strong) = 160 | Hard (Fierce) = 160| EX Version = 160
Hooligan Combination
B,DB,D,DF,F,UF + P
EX Version: B,DB,D,DF,F,UF + PP
The range and height arc of the Hooligan Combination are determined by which punch button is pressed. (Jab = minimum range/highest arc & Fierce = maximum range/lowest arc)
There are three follow-ups once Hooligan Combination has been activated:
Fatal Leg Twister/Crossed Scissors (+) – The throw follow-up is the most common use of the Hooligan Combination. Note: Characters must be standing or in-air for the throw to grab your opponent. It will not grab a crouching character
Razor’s Edge Slicer (no inputs entered) – If no buttons are pressed after activating the Hooligan Combination, the Razor’s Edge Slicer will be activate when Cammy approaches the ground. This is a slide that if not blocked, will knock down your opponent. You can also land Ultra 1 if successfully landed mid screen.
Empty Hooligan – (+) – When you press lp+lk and you are not near the opponent, Cammy will cancel the Hooligan Combination and land on her feet. Once landed, there is virtually no recovery.
EX Special Properties: Using EX-Hooligan Combination will direct (track) Cammy directly to your opponent anywhere on the screen. The arc/height of the move is also much greater than its normal counterpart. The speed is also increased.
Damage Comparison (Razor's Edge): Light (Jab) = 100 | Medium (Strong) = 100 | Hard (Fierce) = 100| EX Version = 120
Damage Comparison (Fatal Leg Twister/Crossed Scissors): 130 | All versions for Crossed Scissors (aerial grab) = 140
Super Move
Ultra Move
The Basics
These series of videos could also go under the strategy section, however every player hoping to become better at Cammy should watch these:
DJ-B13's Advanced Cammy Play Part 1 [1], Part 2 [2], Part 3 [3], Part 4 [4], Part 5 [5], Part 6 [6], Part 7 [7], Part 8 [8],
Combos
Strategy
Matchups
Ibuki
1) Focus backdash kunai pressure (this forces 50/50 in the sense that the Ibuki can't hitconfirm rather that hat to guess sweep/Raida or hope for hit/block to punish...she CANNOT option select this, makes life alot easier. This destroys her fake 50/50 vortex...same with Deejay.
2) If Ibuki EVER EX DP's during a string or just ever in front of you FOCUS...if she throws the kunai wait if she doesn't throw it....either way FREE lvl2 focus into combo....
3) Cross up LK/meaty dive kick pressure into hit confirm SA combos...prevents her command dash or any other wake up escape if done right.
4) TKCS full screen to build meter (for fun you can LP Hooligan to go over the kunais to build more meter)....once you have it just wait....she throws kunai...just be buffering the hell out of EX Hooligan as soon as she throws...BAM! free knockdown...she has a good amount of float time and recovery on this.
Ryu
On the Ground:
cr.MK -> FB is punishable on block and is punishable by super.
cr.MK -> You can focus, absorb the cr.MK, release and hit before the FB startup animation for a counter hit focus crumple.
cr.HK is extremely punishable (SA, Super, Ultra 1)
Anti-Air Options:
Cannon Spike is her best anti-air but cr.HP works pretty well on close jump ins.
On Knockdown:
Cannon Strike stuffs almost all of his wakeup options with exclusion of EX DP. Mix up the ambiguous crossover Cannon Strike with the TK Counter Strike and delayed TK CS
Frame Data
Damage Values | Framedata | Advantage | Stun Duration | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Move Name | Block H/L | Damage | Stun | Meter Gain | Cancel Ability | Startup | Active | Recovery | Block | Hit | Block | Hit | Notes |
Close LP | HL | 25 | 50 | 20 | ch/sp/su | 3 | 2 | 8 | +1 | +4 | 10 | 13 | |
Close MP | HL | 70[60] | 100 | 40 | sp/su | 4 | 2+2 | 15 | +2 | +6 | 20 | 24 | |
Close HP | HL | 100 | 200 | 60 | sp/su | 4 | 4 | 15 | -1 | +3 | 17 | 21 | |
Close LK | HL | 25 | 50 | 20 | ch/sp/su | 4 | 2 | 8 | +1 | +4 | 10 | 13 | |
Close MK | HL | 65 | 100 | 40 | sp/su | 4 | 3 | 17 | -6 | -3 | 13 | 16 | |
Close HK | HL | 110 | 200 | 60 | - | 9 | 5 | 24 | -11 | -7 | 17 | 21 | |
Far LP | HL | 25 | 50 | 20 | ch/sp/su | 3 | 3 | 7 | +1 | +4 | 10 | 13 | |
Far MP | HL | 70 | 100 | 40 | sp/su | 7 | 4 | 14 | -4 | -1 | 13 | 16 | |
Far HP | HL | 120 | 200 | 60 | - | 7 | 2 | 19 | -3 | +1 | 17 | 21 | |
Far LK | HL | 30 | 50 | 20 | sp/su | 4 | 3 | 6 | +2 | +5 | 10 | 13 | |
Far MK | HL | 70 | 100 | 40 | - | 7 | 2 | 13 | -1 | +2 | 13 | 16 | |
Far HK | HL | 110 | 200 | 60 | - | 8 | 2 | 22 | -6 | -2 | 17 | 21 | |
crouch LP | HL | 20 | 50 | 20 | ch/sp/su | 3 | 2 | 8 | +1 | +4 | 10 | 13 | |
crouch MP | HL | 65 | 100 | 40 | sp/su | 5 | 4 | 10 | 0 | +3 | 13 | 16 | |
crouch HP | HL | 90 | 200 | 60 | - | 6 | 4 | 12 | +2 | +7 | 17 | 22 | Forces stand |
crouch LK | L | 25 | 50 | 20 | ch/sp/su | 3 | 3 | 9 | -1 | +2 | 10 | 13 | |
crouch MK | L | 65 | 100 | 40 | sp/su | 6 | 4 | 12 | -2 | +1 | 13 | 16 | |
crouch HK | L | 95 | 150 | 60 | - | 7 | 2 | 24 | -8 | - | 17 | - | untechable knockdown |
Jump up LP | H | 50 | 50 | 20 | - | 4 | 4 | - | - | - | 8 | 11 | startup leg projectile invincibility |
Jump up MP | H | 80 | 100 | 40 | - | 5 | 4 | - | - | - | 10 | 13 | startup leg projectile invincibility |
Jump up HP | H | 100 | 200 | 60 | - | 5 | 3 | - | - | - | 16 | 20 | startup leg projectile invincibility |
Jump up LK | H | 30 | 50 | 20 | - | 5 | 5 | - | - | - | 8 | 11 | startup leg projectile invincibility |
Jump up MK | H | 70 | 100 | 40 | - | 5 | 7 | - | - | - | 11 | 15 | startup leg projectile invincibility |
Jump up HK | H | 100 | 200 | 60 | - | 5 | 3 | - | - | - | 15 | 18 | startup leg projectile invincibility |
Jump forward LP | H | 50 | 50 | 20 | - | 4 | 5 | - | - | - | 8 | 11 | startup leg projectile invincibility |
Jump forward MP | H | 80 | 100 | 40 | - | 5 | 3 | - | - | - | 11 | 15 | startup leg projectile invincibility |
Jump forward HP | H | 100 | 200 | 60 | - | 6 | 4 | - | - | - | 15 | 18 | startup leg projectile invincibility |
Jump forward LK | H | 30 | 50 | 20 | - | 4 | 7 | - | - | - | 8 | 11 | startup leg projectile invincibility |
Jump forward MK | H | 70 | 100 | 40 | - | 5 | 4 | - | - | - | 11 | 15 | startup leg projectile invincibility |
Jump forward HK | H | 100 | 200 | 60 | - | 6 | 5 | - | - | - | 15 | 18 | startup leg projectile invincibility |
Focus Attack LVL 1 | H | 60 | 100 | 20 | da | (10~17)+11 | 2 | 35 | -21 | -21 | 15 | 15 | armor during charge, launch vs air, 4f~release dash cancellable |
Focus attack LVL 2 | H | 80 | 150 | 40 | da | (18~50)+11 | 2 | 35 | -15 | - | 21 | - | armor during charge, crumple vs ground, launch vs air (fully hittable), 4f~release dash cancellable |
Focus attack LVL 3 | H | 120 | 200 | 60 | da | 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 | - | 20 | - | 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 | - | 20 | - | 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 | - | 20 | - | 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 | - | 20 | - | 1~6f invincible, 7~48f airborne, launch, airborne part juggles(1x) |
Spiral Arrow LK | L | 100 | 150 | 30/30 | - | 7 | 19 | 4+5 | -17 | - | 20 | - | 14~29f airborne, launch |
Spiral Arrow MK | L | 120 | 150 | 30/30 | - | 7 | 19 | 4+5 | -17 | - | 20 | - | 14~29f airborne, launch |
Spiral Arrow HK | L | 80*60 | 100*80 | 30/30*30 | su | 7 | 7*12 | 4+5 | -10 | - | 20 | 24*- | 14~29f airborne, 2nd hit launch, 1st hit cancellable |
Spiral Arrow EX | L | 100*60 | 100*100 | -250/0 | su | 7 | 7*12 | 4+5 | -10 | - | 20 | 24*- | 2~25f projectile invincible, 14~29f airborne, 2nd hit launch, 1st hit cancellable |
Spin Knuckle LP | HL | 80*80 | 100*100 | 30/20*20 | su | 35 | 3*8 | 9 | +4 | - | 20 | 24*- | 1f strike invincible, 2~25f mid-body invincibility + lower body projectile invincibility, 6~25f airborne, Armor break, 1st hit launch vs air, 2nd hit launch, 1st hit cancellable |
Spin Knuckle MP | HL | 80*80 | 100*100 | 30/20*20 | su | 33 | 3*8 | 10 | +3 | - | 20 | 24*- | 1f strike invincible, 2~24f mid-body invincibility + lower body projectile invincibility, 6~24f airborne, Armor break, 1st hit launch vs air, 2nd hit launch, 1st hit cancellable |
Spin Knuckle HP | HL | 80*80 | 100*100 | 30/20*20 | su | 36 | 3*8 | 10 | +3 | - | 20 | 24*- | 1f strike invincible, 2~27f mid-body invincibility + lower body projectile invincibility, 6~27f airborne, Armor break, 1st hit launch vs air, 2nd hit launch, 1st hit cancellable |
Spin Knuckle EX | HL | 80*80 | 100*100 | -250/0 | su | 33 | 3*8 | 10 | +3 | - | 20 | 24*- | 1~25f strike invincible, 6~24f airborne, Armor break, 1st hit launch vs air, 2nd hit launch, 1st hit cancellable |
Razor's Edge Slicer LP | L | 100 | 150 | 30/30 | su | 53+10 | 9 | 13 | -1 | - | 20 | - | 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 | - | 20 | - | 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 | - | 20 | - | 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 | - | 20 | - | 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] | 15 | 18 | 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] | 20 | 24 | 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 |
Move Name | Block H/L | Damage | Stun | Meter Gain | Cancel Ability | Startup | Active | Recovery | Block | Hit | Block | Hit | Notes |
Damage Values | Framedata | Advantage | Stun Duration |
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.
The characters | Abel • Adon • Akuma • Balrog • Blanka • C. Viper • Cammy • Chun-Li • Cody • Dan • Dee Jay • Dhalsim • Dudley • E. Honda • El Fuerte • Fei Long • Gen • Gouken • Guile • Guy • Hakan • Ibuki • Juri • Ken • M. Bison • Makoto • Rose • Rufus • Ryu • Sagat • Sakura • Seth • T.Hawk • Vega • Zangief |
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