Callie Rose (talk | contribs) (Created page with "{{Infobox Character SFIVR |name=X |image= |health=XYZ |chains=XYZ |forwarddash=X |backdash=X |movement=XYZ |content= == Introduction == <div style="width:800; margin-top:5px; padding:25px;"> ''Insert character description here.'' ----- Insert character introduction here. {{ProConTable | pros = * '''Pro 1:''' * '''Pro 2:''' * '''Pro 3:''' | cons = * '''Con 1:''' * '''Con 2:''' * '''Con 3:''' }} </div> }} == Normals == === Standing Normals === === <span class="invis...") |
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{{Infobox Character SFIVR | {{Infobox Character SFIVR | ||
|name= | |name=Cammy | ||
|image= | |image= | ||
|health=XYZ | |health=XYZ | ||
|chains= | |chains=L>MP>MK>H | ||
|forwarddash=X | |forwarddash=X | ||
|backdash=X | |backdash=X | ||
|movement= | |movement=Airdash | ||
|content= | |content= | ||
== Introduction == | == Introduction == | ||
<div style="width:800; margin-top:5px; padding:25px;"> | <div style="width:800; margin-top:5px; padding:25px;"> | ||
'' | ''Cammy sold her bones for power.'' | ||
----- | ----- | ||
'''Cammy''' is an offensive rushdown character with strong movement tools and a unique mechanic that gives her access to new normals. In accordance with her appearances in most games, Cammy's main intention is to force her way in with counter-poking buttons and keep the opponent guessing. Cammy's aggressive approach is highlighted by her '''unique dash,''' enhancing the properties of her next heavy normal if done as a cancel. This is similar in concept to Naoto Kurogane's Enhancer mechanic from BlazBlue, and it opens up new combo routes for Cammy, such as wallbounces, easy launchers and hard knockdowns on demand. All of her original tools return, including '''Spiral Arrow,''' which has been given air-OK properties. Along with powerful offensive capabilities, Cammy also has a strong defense, thanks to her invincible reversal and '''CQC,''' a super that will counter '''any attack, including projectiles,''' and deal heavy damage while giving Cammy a close-ranged mixup afterwards. | |||
Her weaknesses lie in her neutral presence - a lack of a fireball or long, safe poking moves means she has virtually no threat at long range, and getting in can be difficult as a result of her lacking anti-fireball tools, with the exception of metered options. Beyond her struggles in neutral, her most infamous weakness may be her extreme reliance on resources. Cammy at the start of a round is inherently nonthreatening due to her abysmal damage without spending meter or CC, and the player must find the patience to slowly work their way in while charging and building meter with safe, cheap, low-damage combos. While Cammy's routes require some execution and her gameplan is less straightforward than in other titles, she can still find success once she does get in, and force the opponent to make bad decisions that she can punish. | |||
{{ProConTable | {{ProConTable | ||
| pros = | | pros = | ||
* ''' | * '''Strong Movement:''' Cammy's airdash and Hooligan give her great mobility on the ground or in the air, allowing her to dart around opponents and their bigger buttons. | ||
* '''Normals:''' Her normals, while toned down from their Ultra incarnation, are still very strong for the intents of counterpoking, and buttons like cr.MK, st.HK and her dash normals are great for closing the gap. | |||
* ''' | |||
| cons = | | cons = | ||
* ''' | * '''Situational Damage:''' Cammy is one of the lowest-damaging characters in the entire game meterlessly, and on top of that, her grounded confirms without resources generally don't give a very advantageous situation on knockdown. While her damage becomes decent with the usage of resources and finding the right opening, her best starters are usually unrealistic in most situations. | ||
* ''' | * '''Starved for Meter:''' Cammy doesn't just need resources to become a threat, she's arguably the worst character in the game without them. Above all, she lives and dies by her usage of meter, and while her meter gain isn't necessarily any lower than the rest of the cast, her aggressive nature is stifled by the need to constantly back up and charge, or sacrifice the oki of a knockdown to get charge back. | ||
* ''' | * '''Struggles at Long-Range:''' If she's not in the range to start swinging at you, Cammy has trouble getting close against characters with high mobility or a strong projectile, due to her lack of meterless options to get around these tools. | ||
}} | }} | ||
</div> | </div> |
Latest revision as of 15:28, 24 August 2024
Introduction
Cammy sold her bones for power.
Cammy is an offensive rushdown character with strong movement tools and a unique mechanic that gives her access to new normals. In accordance with her appearances in most games, Cammy's main intention is to force her way in with counter-poking buttons and keep the opponent guessing. Cammy's aggressive approach is highlighted by her unique dash, enhancing the properties of her next heavy normal if done as a cancel. This is similar in concept to Naoto Kurogane's Enhancer mechanic from BlazBlue, and it opens up new combo routes for Cammy, such as wallbounces, easy launchers and hard knockdowns on demand. All of her original tools return, including Spiral Arrow, which has been given air-OK properties. Along with powerful offensive capabilities, Cammy also has a strong defense, thanks to her invincible reversal and CQC, a super that will counter any attack, including projectiles, and deal heavy damage while giving Cammy a close-ranged mixup afterwards.
Her weaknesses lie in her neutral presence - a lack of a fireball or long, safe poking moves means she has virtually no threat at long range, and getting in can be difficult as a result of her lacking anti-fireball tools, with the exception of metered options. Beyond her struggles in neutral, her most infamous weakness may be her extreme reliance on resources. Cammy at the start of a round is inherently nonthreatening due to her abysmal damage without spending meter or CC, and the player must find the patience to slowly work their way in while charging and building meter with safe, cheap, low-damage combos. While Cammy's routes require some execution and her gameplan is less straightforward than in other titles, she can still find success once she does get in, and force the opponent to make bad decisions that she can punish.
Strengths | Weaknesses |
---|---|
|
|
Cammy | |
---|---|
[[File:|center|300px]] | |
Character Data | |
Health | XYZ |
Chains | L>MP>MK>H |
Walkspeed | {{{walkspeed}}} |
Forward Dash Duration | X frames |
Forward Dash Distance | {{{dashdistance}}} |
Backdash Duration | X frames |
Backdash Invuln | {{{backdashinvuln}}} frames |
Unique Movement | Airdash |
Normals
Standing Normals
5LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
Crouching Normals
2LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
Jumping Normals
j.LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
Command Normals
Command Normal 1
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Command Normal 2
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Command Normal 3
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Universal Mechanics
Forward Throw
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Throw | N/A | X | X | X | X | X |
Backward Throw
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Throw | X | X | X | X | X | X |
Alpha Counter
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | X | X | X | X | X | X |
Special Moves
Special Move 1
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 2
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 3
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 4
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Super Moves
Super Move 1
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | - | X | X | X | X | X |
Super Move 2
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | - | X | X | X | X | X |
Cammy White, also known by the codename Killer Bee, is a video game character from the Street Fighter series, first appearing in Super Street Fighter II. The second female fighter in the series, she was at one time a deadly clone assassin that was working for Shadaloo before breaking free and becoming an MI6 operative for the British government.