|
|
Line 45: |
Line 45: |
| * Cannon Strike now has height restriction (cannot do it too low) except for EX version. | | * Cannon Strike now has height restriction (cannot do it too low) except for EX version. |
| * Cannon Spike will now retract less on hit/block, so it's easier to punish. | | * Cannon Spike will now retract less on hit/block, so it's easier to punish. |
| * Some normals improved. Resulting in more frame advantage. | | * Close and Far Standing Light Punch recovery time decreased.<br>Close Standing Medium and Hard Punch recovery time decreased.<br>Crouching Light and Medium Punch and recovery time decreased.<br>All resulting in more frame advantage. |
| * Far Standing HP cancelable. | | * Far Standing Hard Punch cancelable. |
|
| |
|
|
| |
|
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.
In a nutshell
Cammy must be played fearless and relentless, attacking constantly and staying in the opponent's face. The Cannon Strike Dive Kick, particularly the EX Cannon Strike, may be the most offensively potent moves in the game, granting her one of the scariest rush downs in the game. Cammy excels at destroying opponents who are scared and confused, but be warned: thanks to her extreme offense and slightly lower health, one well-placed counter can turn Cammy's offense into a painful mistake, causing her to lose a ton of life. The key to defeating Cammy will always be a smart, patient, and strong defense.
Moves
Throws
Hooligan Suplex
f or n + lp + lk
throw
Frankensteiner
b + lp + lk
throw
Flying Neck Breaker
(in air) lp + lk
airthrow
Special Moves
Quick Spin Knuckle
hcb + p
ex armorbreak
Hooligan Combination
db qcf uf + p
ex
Razor's Edge Slicer
No input after performing Hooligan Combination
low
Fatal Leg Twister
(near opponent) lp + lk
Will miss against crouching opponents; throw
Crossed Scissors
(near opponent in air) lp + lk
airthrow
Cannon Strike
(during forward jump) qcb + k
ex version can be done during any jump; ex
Super Combo
Spin Drive Smasher
qcf qcf + k
Ultra Combos
Gyro Drive Smasher
qcf qcf + 3k
CQC (Cammy Quick Combination)
qcb qcb + 3p
Counters only against certain attacks
AE Changes
- Cannon Strike now has height restriction (cannot do it too low) except for EX version.
- Cannon Spike will now retract less on hit/block, so it's easier to punish.
- Close and Far Standing Light Punch recovery time decreased.
Close Standing Medium and Hard Punch recovery time decreased.
Crouching Light and Medium Punch and recovery time decreased.
All resulting in more frame advantage.
- Far Standing Hard Punch cancelable.
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
|
HL
|
25
|
50
|
20
|
ch/sp/su
|
3
|
2
|
5
|
+4
|
+7
|
|
|
Close
|
HL
|
70[60]
|
100
|
40
|
sp/su
|
4
|
4
|
13
|
+1
|
+6
|
|
|
Close
|
HL
|
85
|
150
|
60
|
sp/su
|
4
|
4
|
11
|
+2
|
+6
|
|
|
Close
|
HL
|
25
|
50
|
20
|
ch/sp/su
|
4
|
2
|
8
|
+1
|
+4
|
|
|
Close
|
HL
|
65
|
100
|
40
|
sp/su
|
4
|
3
|
17
|
-6
|
-3
|
|
|
Close
|
HL
|
110
|
200
|
60
|
-
|
9
|
5
|
24
|
-11
|
-7
|
|
|
Far
|
HL
|
25
|
50
|
20
|
ch/sp/su
|
3
|
3
|
5
|
+3
|
+4
|
|
|
Far
|
HL
|
70
|
100
|
40
|
sp/su
|
7
|
4
|
14
|
-4
|
-1
|
|
|
Far
|
HL
|
80
|
200
|
60
|
sp/su
|
6
|
3
|
19
|
-4
|
+1
|
|
|
Far
|
HL
|
30
|
50
|
20
|
sp/su
|
4
|
3
|
6
|
+2
|
+5
|
|
|
Far
|
HL
|
70
|
100
|
40
|
-
|
7
|
2
|
13
|
-1
|
+2
|
|
|
Far
|
HL
|
110
|
200
|
60
|
-
|
8
|
2
|
22
|
-6
|
-2
|
|
|
crouch
|
HL
|
20
|
50
|
20
|
ch/sp/su
|
3
|
2
|
6
|
+3
|
+6
|
|
|
crouch
|
HL
|
65
|
100
|
40
|
sp/su
|
5
|
4
|
7
|
+3
|
+6
|
|
|
crouch
|
HL
|
90
|
200
|
60
|
-
|
6
|
4
|
12
|
+2
|
+7
|
|
|
crouch
|
L
|
25
|
50
|
20
|
ch/sp/su
|
3
|
3
|
9
|
-1
|
+2
|
|
|
crouch
|
L
|
65
|
100
|
40
|
sp/su
|
6
|
4
|
12
|
-2
|
+1
|
|
|
crouch
|
L
|
95
|
100
|
60
|
-
|
7
|
2
|
24
|
-8
|
-
|
|
|
Jump up
|
H
|
50
|
50
|
20
|
-
|
4
|
4
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
80
|
100
|
40
|
-
|
5
|
4
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
100
|
200
|
60
|
-
|
5
|
3
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
30
|
50
|
20
|
-
|
5
|
5
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
70
|
100
|
40
|
-
|
5
|
7
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
100
|
200
|
60
|
-
|
5
|
3
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
50
|
50
|
20
|
-
|
4
|
5
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
80
|
100
|
40
|
-
|
5
|
3
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
100
|
200
|
60
|
-
|
6
|
4
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
30
|
50
|
20
|
-
|
4
|
7
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
70
|
100
|
40
|
-
|
5
|
4
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
100
|
200
|
60
|
-
|
6
|
5
|
-
|
-
|
-
|
|
|
Focus Attack LVL 1
|
HL
|
60
|
100
|
20
|
-
|
21
|
2
|
35
|
-21
|
-21
|
|
|
Focus attack LVL 2
|
HL
|
80
|
150
|
40
|
-
|
17+12
|
2
|
35
|
-15
|
-
|
|
|
Focus attack LVL 3
|
-
|
120
|
200
|
60
|
-
|
65
|
2
|
35
|
-
|
-
|
|
|
Forward Throw
|
0.79
|
140
|
130
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
|
|
Back throw
|
0.79
|
135
|
140
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
|
|
Air Throw
|
1.00
|
150
|
150
|
40
|
-
|
5
|
2
|
-
|
-
|
-
|
|
|
Cannon Spike
|
HL
|
100[120]
|
100[150]
|
30/40
|
su
|
5
|
21
|
20+12
|
-30
|
-
|
|
|
Cannon Spike
|
HL
|
100[140]
|
100[180]
|
30/40
|
su
|
5
|
26
|
18+12
|
-30
|
-
|
|
|
Cannon Spike
|
HL
|
100[160]
|
100[200]
|
30/40
|
su
|
5
|
31
|
17+12
|
-30
|
-
|
|
|
Cannon Spike
|
HL
|
150[95]
|
200[100]
|
-250/0
|
su
|
5
|
26
|
18+12
|
-30
|
-
|
|
|
Spiral Arrow
|
L
|
80
|
150
|
30/30
|
-
|
7
|
19
|
4+5
|
-17
|
-
|
|
|
Spiral Arrow
|
L
|
100
|
150
|
30/30
|
-
|
7
|
19
|
4+5
|
-17
|
-
|
|
|
Spiral Arrow
|
L
|
40*80
|
80*100
|
30/30*30
|
su
|
7
|
2*17
|
4+5
|
-15
|
-
|
|
|
Spiral Arrow
|
L
|
100*60
|
100*100
|
-250/0
|
su
|
7
|
7*12
|
4+5
|
-10
|
-
|
|
|
Spin Knuckle
|
HL
|
80*80
|
100*100
|
30/20*20
|
su
|
35
|
3*8
|
9
|
+4
|
-
|
|
|
Spin Knuckle
|
HL
|
80*80
|
100*100
|
30/20*20
|
su
|
33
|
3*8
|
10
|
+3
|
-
|
|
|
Spin Knuckle
|
HL
|
80*80
|
100*100
|
30/20*20
|
su
|
36
|
3*8
|
10
|
+3
|
-
|
|
|
Spin Knuckle
|
HL
|
80*80
|
100*100
|
-250/0
|
su
|
33
|
3*8
|
10
|
+3
|
-
|
|
|
Hooligan Combination
|
-
|
-
|
-
|
30/-
|
-
|
-
|
-
|
???
|
-
|
-
|
|
|
Razor's Edge Slicer
|
L
|
100[120]
|
150[200]
|
0/30[0]
|
su
|
10
|
9
|
13
|
-1
|
-
|
|
|
Fatal Leg Twister
|
1.03
|
130
|
140
|
0/40
|
-
|
31+1
|
1
|
5
|
-
|
-
|
|
|
Crossed Scissors
|
1.03
|
140
|
150
|
0/40
|
-
|
31+1
|
1
|
5
|
-
|
-
|
|
|
Cannon Strike
|
HL
|
60
|
100
|
10/20
|
-
|
12
|
11
|
5
|
-
|
-
|
|
|
Cannon Strike
|
HL
|
80
|
100
|
-250/0
|
-
|
12
|
11
|
4
|
+14
|
+18
|
|
|
Super Combo
|
HL
|
40x6*110
|
0
|
-1000/0
|
-
|
1+5
|
6*6*6(3)2*2(2)2(11)8
|
30+21
|
-35
|
-
|
|
|
Ultra Combo 1
|
HL
|
30x6*210[30x5*330]
|
0
|
0/0
|
-
|
0+10
|
6*6*6(3)2*2(2)2(11)8
|
30+21
|
-35
|
-
|
|
|
Ultra Combo 2
|
-
|
470
|
0
|
0/0
|
-
|
0+1
|
35
|
61
|
-
|
-
|
|
|
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Notes: