Cammy (SSFIV): Difference between revisions

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==Introduction==
#Redirect [[Super Street Fighter IV/Cammy]]
 
===Attributes===
 
<br>
'''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
<br>
<br>
 
==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
 
The range of the Cannon Spike is determined by which kick button is pressed (Short = minimum range & Roundhouse = maximum range)
 
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
<br>
<br>
 
===Super Move===
 
===Ultra Move===
<br>
'''Gyro Drive Smasher (Ultra 1)'''
 
 
D,DF,F,D,DF,F + KKK
 
Cammy’s Ultra 1is very effective against projectile characters, as it will pass through projectiles. just like her Super, Gyro Drive Smasher has a quick start-up. 1st through 10th frames are invincible.
 
This ultra can be used within a combo, but the complete animation is not always given depending on how the Ultra was used within a combo. (example: Cannon Spike xx FADC (backdash), Gyro Driver Smasher will not end in a complete ultra sequence)
 
 
Damage = 480 (on full hit)
 
 
'''Cammy Quick Combination – CQC (Ultra 2)'''
 
 
D,DB,B,D,DB,B + PPP
 
The CQC Ultra is a counter ultra. Once activated, Cammy stands in place and the Ultra will only connect with the opponent if she is attacked by a non-armor breaking move. She is also vulnerable to throws once CQC is activated.
 
 
Damage = 470
 
==The Basics==
 
===DJ-B13's  Advanced Cammy Play Tutorial===
 
These series of videos could also go under the strategy section, however every player hoping to become better at Cammy should watch these:
 
Part 1 [http://www.youtube.com/watch?v=M9XbKGT5U5w],
Part 2 [http://www.youtube.com/watch?v=hocdYlF6ulo],
Part 3 [http://www.youtube.com/watch?v=7CgchnyAKhg],
Part 4 [http://www.youtube.com/watch?v=tcToW5xpdTc],
Part 5 [http://www.youtube.com/watch?v=-h70MHp_iek],
Part 6 [http://www.youtube.com/watch?v=fozrxWci4wE],
Part 7 [http://www.youtube.com/watch?v=3OT1CMnl8eM],
Part 8 [http://www.youtube.com/watch?v=n-O-dJQbb8M],
<br>
<br>
 
==Combos==
 
===Bread and Butter (BnB) Combos===
 
'''cr.LK, cr.LP, cr.LK/cr.LP/st.LP/st.LK xx Spiral Arrow'''
 
This is Cammy’s main BnB combo. There are several variations to this combo and some are character specific. The first hit lands low, which means that your opponent must block low to avoid getting hit. Great combo for beginners/newcomers to Cammy.
 
''Important:'' To perform this combo effectively, you will have to leave a slight pause between the second and third button press. The reason for this is due to the fact that you must link the normal you plan on cancelling into the Spiral Arrow. (Example: cr.lk, cr.lp (slight pause) cr.lk xx Spiral Arrow)
 
'''cl.st.MP, cr.MP/cr.MK xx Spiral Arrow'''
 
This is a good combo with great damage output. Better used for intermediate players.
 
'''cr.HP, st.LP/cr.LK/st.MP/cr.MK xx Spiral Arrow'''
 
This is Cammy’s most damaging BnB combo. There are several variations of this combo and some are character specific. Better used for advanced players.
 
'''st.HP xx Spiral Arrow/Cannon Spike'''
 
It is best to use this combo as a punishing combo (whiffed DPs, etc)
 
'''cr.MK xx Spiral Arrow'''
 
Just as the combo above, this is a great combo to punish whiffed moves when the character is just within sweep range.
<br>
<br>
 
==Strategy==
 
===Option Selects===
 
'''Safe Jumps''':
 
1) After a hard knockdown jump in with a safe-jump rh or fierce and buffer in a qcf + rh just as you would land. then immediately press cr.hp. this option select is great against characters with poor wake-up options as they can't stuff your fake jump, if they backdash that get's eaten by SA and if they get hit you have started a cr.fp > cr. mk xx SA combo.  The best part about this option select is the distance that SA covers, so it will catch backdashes, backflips from vega and most teleports. '''Video Reference''' [http://www.youtube.com/watch?v=e5YVTVpMmds]
 
2) Same setup as before only this time buffer a dp into your jump in, this will help you catch characters with a slow dp or other moves that are invincible on start-up, it should catch bison if he tries to escape with ex headstomp or ex DR, and if they try to focus AA you just have to hit your rh button one more time to stuff that with a dp since the motion is allready done.  '''Video Reference''' [http://www.youtube.com/watch?v=KDyoFDQ6mbA]
 
'''Cannon Strikes''':
 
This setup is a bit trickier because even on whiff the strike does have SOME landing frames, however you just have to figure out the timing for this to make it work because when you hit or have it blocked you get additional landing frames.
 
3) Cannon strike buffer either SA or DP and hit your rh button at the first available frame if you whiff, then immediately hit cr.fp (doing it fast enough for the fp to combo is very tricky so it's easier to start this one with using cr.lk combo's). this one is designed to make them stick it out in your mix-ups, if they jump back away from strike's you can option select a dp and punish them for that, if they backdash you can punish with arrow. basically this forces them to choose a option that involves staying near you rather than attempting to escape. this should catch all teleports that move backwards but will lose to teleports done through cammy.
 
4) Same style setup as before only this time you buffer a ultra, follow immediately by cr.lk (i'm simply not fast enough to buffer a ultra and still combo a cr.fp just yet) this one is great. first of all what better way to send a clear message than by punishing with a ultra? on top of that this actually catches akuma's back PPP teleport if done right (not for full damage though)
 
'''Video Reference For 3 & 4''' [http://www.youtube.com/watch?v=Kom6OgUZ8qo]
 
5) Same setup only option select a dash, this way you can option select a backdash just in case they teleport through you and you get a free ultra setup. this can be done with either backdash or forward dash and it allows you to visually see something like a akuma teleport and punish them with a full ultra.  '''Video Reference''' [http://www.youtube.com/watch?v=D-xYBbIJAQE]
 
'''Anti-Dive Kicks'''
 
6) For other cammy's or for rufus matches, when they are doing their dive-kick/throw mixup instead of using the standard option select tech where a cr. lk comes out to be eaten faster than a crispy cream donut at a weight watchers convention. instead you add a fp or a mp to the mix so your pushing lk lp and mp or fp. this way if they go for the throw you tech it, and if they go for the dive-kick they eat either a mp or a fp to their face for their troubles. be wary about doing this everytime though because if they figure out your using this that much then you can be sure to eat either a ex messiah or a cannon spike for your troubles, or they will simply jump over you and use your normal move to provide them cover to set up a jump/cross up etc.  '''Video Reference''' [http://www.youtube.com/watch?v=_zZo8pOX8Y4]
 
7) cr.MK option select SA (can be used for dp/super if you want)
This one is really simple, your going to cr.mk just outside of range (the most important part of this option select, get comfortable whiffing it by a tiny bit) and buffer a special motion into it (i use spiral arrow) if the move whiffs nothing will come out cause the special is buffered into active and recovery frames. however if they hit a button at the last second, or try to move forward the SA will immediately knock them down. it's not game breaking, but every bit helps. i'll post a vid up later for this one.  '''Video Reference''' [http://www.youtube.com/watch?v=iRguP19hccI]
 
8) TK CS option select ultra 2
This one is just like the other tkcs option selects only with qcb's instead of forward, it's all about timing like the other ones. the follow up is your choice, you can put any button you want as the other move to come out on block/hit. '''Video Reference''' [http://www.youtube.com/watch?v=Au3QW5EcFXA]
<br>
<br>
 
==Matchups==
 
===Boxer===
 
Rush boxer down at the start.  Rushing him down doesn't mean start dashing up and spamming tkcs or jump in with dive kicks. You have to be smart, kind of like fighting Guile. Jumping in and moving around randomly will get you killed quick. A good trick against boxer is to walk up just outside sweep range and block. From here Balrog doesn't have a lot of options, he can either:  Dash Punch or variation, be dumb and spam non hitting normals, jump in, walk forward (throw or normals), turtle it out
 
Make sure you're ready for all 5 scenarios. Your main objective is to score 1 knockdown. Any kind of knockdown will do. If you score a knockdown you're well on your way on taking the round. From here Boxer has to guess:
 
* Crossup short (combo if it hits)
* Meaty Dive Kicks (combo if it hits)
* Throw (back or forward works well)
 
If you land either a dive kick or a crossup, make sure you land in HK spiral arrow. After spiral arrow hold up forward and begin the mixup again (dive kick or crossup) and follow through with a combo. If you land a forward throw, it's a good bet to go for the MP hooligan mixup. After back throw go for ambiguous crossup into HK spiral arrow to keep boxer guessing on his wakeup.
 
You either timed something wrong or you're really unlucky if he headbutts you out of anything. (Dive kicks can be headbutted, MP hooligan goes over most headbutts)
 
The idea is to keep this bullshit up until you (or boxer) gets meter. When you have meter you win. You get to DP FADC on his attack and you immediately take away his momentum. Make sure you don't eat an ultra since being cornered by boxer just sucks.
 
Things to note:
 
* If they spam jab, after any landed cannon strike mash DP. Chances are you'll land a counterhit DP and go for that sako spiral arrow to stay on top of them.
* If they stand tech... start spamming TKCS in blockstrings. Big damage into spiral arrow = mixups
* If they turtle - go for tick throw setups and frame traps.
* A patient Cammy is the Cammy that wins the match. You just need 1 knockdown to take out their entire health bar.
 
 
===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.
<br>
<br>
 
===Ryu===
 
'''On the Ground:'''
 
cr.MK -> FB is punishable by super on block
 
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
<br>
<br>
 
==Frame Data==
{| border="1em" cellspacing="0" width="100%" style="border: 1px solid #999; background: #F2F2F2;"
|- 
! align="center"            | 
! align="center"            |
! align="center" colspan="3" | Damage Values
! align="center"            |
! align="center" colspan="3" | Framedata
! align="center" colspan="2" | Advantage
! align="center" colspan="2" | Stun Duration
! align="center"            |
|-
! align="center" style="min-width:100px" | Move Name
! align="center" style="min-width:50px"  | Block H/L
! align="center" style="min-width:50px"  | Damage
! align="center" style="min-width:50px"  | Stun
! align="center" style="min-width:50px"  | Meter Gain
! align="center" style="min-width:50px"  | Cancel Ability
! align="center" style="min-width:50px"  | Startup
! align="center" style="min-width:50px"  | Active
! align="center" style="min-width:50px"  | Recovery
! align="center" style="min-width:50px"  | Block
! align="center" style="min-width:50px"  | Hit
! align="center" style="min-width:50px"  | Block
! align="center" style="min-width:50px"  | Hit
! align="center" style="min-width:250px" | Notes
|-
|  | Close LP
| align="center"  | HL
| align="center"  | 25
| align="center"  | 50
| align="center"  | 20
| align="center"  | ch/sp/su
| align="center"  | 3
| align="center"  | 2
| align="center"  | 8
| align="center"  | +1
| align="center"  | +4
| align="center"  | 10
| align="center"  | 13
|  |
|-
|  | Close MP
| align="center"  | HL
| align="center"  | 70[60]
| align="center"  | 100
| align="center"  | 40
| align="center"  | sp/su
| align="center"  | 4
| align="center"  | 2+2
| align="center"  | 15
| align="center"  | +2
| align="center"  | +6
| align="center"  | 20
| align="center"  | 24
|  |
|-
|  | Close HP
| align="center"  | HL
| align="center"  | 100
| align="center"  | 200
| align="center"  | 60
| align="center"  | sp/su
| align="center"  | 4
| align="center"  | 4
| align="center"  | 15
| align="center"  | -1
| align="center"  | +3
| align="center"  | 17
| align="center"  | 21
|  |
|-
|  | Close LK
| align="center"  | HL
| align="center"  | 25
| align="center"  | 50
| align="center"  | 20
| align="center"  | ch/sp/su
| align="center"  | 4
| align="center"  | 2
| align="center"  | 8
| align="center"  | +1
| align="center"  | +4
| align="center"  | 10
| align="center"  | 13
|  |
|-
|  | Close MK
| align="center"  | HL
| align="center"  | 65
| align="center"  | 100
| align="center"  | 40
| align="center"  | sp/su
| align="center"  | 4
| align="center"  | 3
| align="center"  | 17
| align="center"  | -6
| align="center"  | -3
| align="center"  | 13
| align="center"  | 16
|  |
|-
|  | Close HK
| align="center"  | HL
| align="center"  | 110
| align="center"  | 200
| align="center"  | 60
| align="center"  | -
| align="center"  | 9
| align="center"  | 5
| align="center"  | 24
| align="center"  | -11
| align="center"  | -7
| align="center"  | 17
| align="center"  | 21
|  |
|-
|  | Far LP
| align="center"  | HL
| align="center"  | 25
| align="center"  | 50
| align="center"  | 20
| align="center"  | ch/sp/su
| align="center"  | 3
| align="center"  | 3
| align="center"  | 7
| align="center"  | +1
| align="center"  | +4
| align="center"  | 10
| align="center"  | 13
|  |
|-
|  | Far MP
| align="center"  | HL
| align="center"  | 70
| align="center"  | 100
| align="center"  | 40
| align="center"  | sp/su
| align="center"  | 7
| align="center"  | 4
| align="center"  | 14
| align="center"  | -4
| align="center"  | -1
| align="center"  | 13
| align="center"  | 16
|  |
|-
|  | Far HP
| align="center"  | HL
| align="center"  | 120
| align="center"  | 200
| align="center"  | 60
| align="center"  | -
| align="center"  | 7
| align="center"  | 2
| align="center"  | 19
| align="center"  | -3
| align="center"  | +1
| align="center"  | 17
| align="center"  | 21
|  |
|-
|  | Far LK
| align="center"  | HL
| align="center"  | 30
| align="center"  | 50
| align="center"  | 20
| align="center"  | sp/su
| align="center"  | 4
| align="center"  | 3
| align="center"  | 6
| align="center"  | +2
| align="center"  | +5
| align="center"  | 10
| align="center"  | 13
|  |
|-
|  | Far MK
| align="center"  | HL
| align="center"  | 70
| align="center"  | 100
| align="center"  | 40
| align="center"  | -
| align="center"  | 7
| align="center"  | 2
| align="center"  | 13
| align="center"  | -1
| align="center"  | +2
| align="center"  | 13
| align="center"  | 16
|  |
|-
|  | Far HK
| align="center"  | HL
| align="center"  | 110
| align="center"  | 200
| align="center"  | 60
| align="center"  | -
| align="center"  | 8
| align="center"  | 2
| align="center"  | 22
| align="center"  | -6
| align="center"  | -2
| align="center"  | 17
| align="center"  | 21
|  |
|-
|  | crouch LP
| align="center"  | HL
| align="center"  | 20
| align="center"  | 50
| align="center"  | 20
| align="center"  | ch/sp/su
| align="center"  | 3
| align="center"  | 2
| align="center"  | 8
| align="center"  | +1
| align="center"  | +4
| align="center"  | 10
| align="center"  | 13
|  |
|-
|  | crouch MP
| align="center"  | HL
| align="center"  | 65
| align="center"  | 100
| align="center"  | 40
| align="center"  | sp/su
| align="center"  | 5
| align="center"  | 4
| align="center"  | 10
| align="center"  | 0
| align="center"  | +3
| align="center"  | 13
| align="center"  | 16
|  |
|-
|  | crouch HP
| align="center"  | HL
| align="center"  | 90
| align="center"  | 200
| align="center"  | 60
| align="center"  | -
| align="center"  | 6
| align="center"  | 4
| align="center"  | 12
| align="center"  | +2
| align="center"  | +7
| align="center"  | 17
| align="center"  | 22
|  | Forces stand
|-
|  | crouch LK
| align="center"  | L
| align="center"  | 25
| align="center"  | 50
| align="center"  | 20
| align="center"  | ch/sp/su
| align="center"  | 3
| align="center"  | 3
| align="center"  | 9
| align="center"  | -1
| align="center"  | +2
| align="center"  | 10
| align="center"  | 13
|  |
|-
|  | crouch MK
| align="center"  | L
| align="center"  | 65
| align="center"  | 100
| align="center"  | 40
| align="center"  | sp/su
| align="center"  | 6
| align="center"  | 4
| align="center"  | 12
| align="center"  | -2
| align="center"  | +1
| align="center"  | 13
| align="center"  | 16
|  | 
|-
|  | crouch HK
| align="center"  | L
| align="center"  | 95
| align="center"  | 150
| align="center"  | 60
| align="center"  | -
| align="center"  | 7
| align="center"  | 2
| align="center"  | 24
| align="center"  | -8
| align="center"  | -
| align="center"  | 17
| align="center"  | -
|  | untechable knockdown
|-
|  | Jump up LP
| align="center"  | H
| align="center"  | 50
| align="center"  | 50
| align="center"  | 20
| align="center"  | -
| align="center"  | 4
| align="center"  | 4
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | 8
| align="center"  | 11
|  | startup leg projectile invincibility
|-
|  | Jump up MP
| align="center"  | H
| align="center"  | 80
| align="center"  | 100
| align="center"  | 40
| align="center"  | -
| align="center"  | 5
| align="center"  | 4
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | 10
| align="center"  | 13
|  | startup leg projectile invincibility
|-
|  | Jump up HP
| align="center"  | H
| align="center"  | 100
| align="center"  | 200
| align="center"  | 60
| align="center"  | -
| align="center"  | 5
| align="center"  | 3
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | 16
| align="center"  | 20
|  | startup leg projectile invincibility
|-
|  | Jump up LK
| align="center"  | H
| align="center"  | 30
| align="center"  | 50
| align="center"  | 20
| align="center"  | -
| align="center"  | 5
| align="center"  | 5
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | 8
| align="center"  | 11
|  | startup leg projectile invincibility
|-
|  | Jump up MK
| align="center"  | H
| align="center"  | 70
| align="center"  | 100
| align="center"  | 40
| align="center"  | -
| align="center"  | 5
| align="center"  | 7
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | 11
| align="center"  | 15
|  | startup leg projectile invincibility
|-
|  | Jump up HK
| align="center"  | H
| align="center"  | 100
| align="center"  | 200
| align="center"  | 60
| align="center"  | -
| align="center"  | 5
| align="center"  | 3
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | 15
| align="center"  | 18
|  | startup leg projectile invincibility
|-
|  | Jump forward LP
| align="center"  | H
| align="center"  | 50
| align="center"  | 50
| align="center"  | 20
| align="center"  | -
| align="center"  | 4
| align="center"  | 5
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | 8
| align="center"  | 11
|  | startup leg projectile invincibility
|-
|  | Jump forward MP
| align="center"  | H
| align="center"  | 80
| align="center"  | 100
| align="center"  | 40
| align="center"  | -
| align="center"  | 5
| align="center"  | 3
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | 11
| align="center"  | 15
|  | startup leg projectile invincibility
|-
|  | Jump forward HP
| align="center"  | H
| align="center"  | 100
| align="center"  | 200
| align="center"  | 60
| align="center"  | -
| align="center"  | 6
| align="center"  | 4
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | 15
| align="center"  | 18
|  | startup leg projectile invincibility
|-
|  | Jump forward LK
| align="center"  | H
| align="center"  | 30
| align="center"  | 50
| align="center"  | 20
| align="center"  | -
| align="center"  | 4
| align="center"  | 7
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | 8
| align="center"  | 11
|  | startup leg projectile invincibility
|-
|  | Jump forward MK
| align="center"  | H
| align="center"  | 70
| align="center"  | 100
| align="center"  | 40
| align="center"  | -
| align="center"  | 5
| align="center"  | 4
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | 11
| align="center"  | 15
|  | startup leg projectile invincibility
|-
|  | Jump forward HK
| align="center"  | H
| align="center"  | 100
| align="center"  | 200
| align="center"  | 60
| align="center"  | -
| align="center"  | 6
| align="center"  | 5
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | 15
| align="center"  | 18
|  | startup leg projectile invincibility
|-
|  | Focus Attack LVL 1
| align="center"  | H
| align="center"  | 60
| align="center"  | 100
| align="center"  | 20
| align="center"  | da
| align="center"  | (10~17)&#8203;+11
| align="center"  | 2
| align="center"  | 35
| align="center"  | -21
| align="center"  | -21
| align="center"  | 15
| align="center"  | 15
|  | armor during charge, launch vs air, 4f~release dash cancellable
|-
|  | Focus attack LVL 2
| align="center"  | H
| align="center"  | 80
| align="center"  | 150
| align="center"  | 40
| align="center"  | da
| align="center"  | (18~50)&#8203;+11
| align="center"  | 2
| align="center"  | 35
| align="center"  | -15
| align="center"  | -
| align="center"  | 21
| align="center"  | -
|  | armor during charge, crumple vs ground, launch vs air (fully hittable), 4f~release dash cancellable
|-
|  | Focus attack LVL 3
| align="center"  | H
| align="center"  | 120
| align="center"  | 200
| align="center"  | 60
| align="center"  | da
| align="center"  | 51+14
| align="center"  | 2
| align="center"  | 35
| 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
| align="center"  | 0.8
| align="center"  | 140
| align="center"  | 130
| align="center"  | 40
| align="center"  | -
| align="center"  | 3
| align="center"  | 2
| align="center"  | 20
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  | untechable knockdown
|-
|  | Back throw
| align="center"  | 0.8
| align="center"  | 135
| align="center"  | 140
| align="center"  | 40
| align="center"  | -
| align="center"  | 3
| align="center"  | 2
| align="center"  | 20
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  | untechable knockdown
|-
|  | Air Throw
| align="center"  | 1.0
| align="center"  | 150
| align="center"  | 150
| align="center"  | 40
| align="center"  | -
| align="center"  | 5
| align="center"  | 2
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  | untechable knockdown
|-
|  | Cannon Spike LK
| align="center"  | HL
| align="center"  | 100[120]
| align="center"  | 100[150]
| align="center"  | 30/40
| align="center"  | su
| align="center"  | 5
| align="center"  | 2+19
| align="center"  | 20+12
| align="center"  | -30
| align="center"  | -
| align="center"  | 20
| align="center"  | -
|  | 1~4f invincible, 5f unthrowable + upper body invincible, 7~45f airborne, launch, grounded part juggles(1x)
|-
|  | Cannon Spike MK
| align="center"  | HL
| align="center"  | 100[140]
| align="center"  | 100[180]
| align="center"  | 30/40
| align="center"  | su
| align="center"  | 5
| align="center"  | 2+24
| align="center"  | 18+12
| align="center"  | -30
| align="center"  | -
| align="center"  | 20
| align="center"  | -
|  | 1~5f invincible, 7~48f airborne, launch, grounded part juggles(1x)
|-
|  | Cannon Spike HK
| align="center"  | HL
| align="center"  | 100[160]
| align="center"  | 100[200]
| align="center"  | 30/40
| align="center"  | su
| align="center"  | 5
| align="center"  | 2+29
| align="center"  | 17+12
| align="center"  | -30
| align="center"  | -
| align="center"  | 20
| align="center"  | -
|  | 1~5f invincible, 7~52f airborne, launch, grounded part juggles(1x)
|-
|  | Cannon Spike EX
| align="center"  | HL
| align="center"  | 150[95]
| align="center"  | 200[100]
| align="center"  | -250/0
| align="center"  | su
| align="center"  | 5
| align="center"  | 2+24
| align="center"  | 18+12
| align="center"  | -30
| align="center"  | -
| align="center"  | 20
| align="center"  | -
|  | 1~6f invincible, 7~48f airborne, launch, airborne part juggles(1x)
|-
|  | Spiral Arrow LK
| align="center"  | L
| align="center"  | 100
| align="center"  | 150
| align="center"  | 30/30
| align="center"  | -
| align="center"  | 7
| align="center"  | 19
| align="center"  | 4+5
| align="center"  | -17
| align="center"  | -
| align="center"  | 20
| align="center"  | -
|  | 14~29f airborne, launch
|-
|  | Spiral Arrow MK
| align="center"  | L
| align="center"  | 120
| align="center"  | 150
| align="center"  | 30/30
| align="center"  | -
| align="center"  | 7
| align="center"  | 19
| align="center"  | 4+5
| align="center"  | -17
| align="center"  | -
| align="center"  | 20
| align="center"  | -
|  |  14~29f airborne, launch
|-
|  | Spiral Arrow HK
| align="center"  | L
| align="center"  | 80*60
| align="center"  | 100*80
| align="center"  | 30/&#8203;30*30
| align="center"  | su
| align="center"  | 7
| align="center"  | 7*12
| align="center"  | 4+5
| align="center"  | -10
| align="center"  | -
| align="center"  | 20
| align="center"  | 24*-
|  | 14~29f airborne, 2nd hit launch, 1st hit cancellable
|-
|  | Spiral Arrow EX
| align="center"  | L
| align="center"  | 100*60
| align="center"  | 100*100
| align="center"  | -250/0
| align="center"  | su
| align="center"  | 7
| align="center"  | 7*12
| align="center"  | 4+5
| align="center"  | -10
| align="center"  | -
| align="center"  | 20
| align="center"  | 24*-
|  | 2~25f projectile invincible, 14~29f airborne, 2nd hit launch, 1st hit cancellable
|-
|  | Spin Knuckle LP
| align="center"  | HL
| align="center"  | 80*80
| align="center"  | 100*100
| align="center"  | 30/&#8203;20*20
| align="center"  | su
| align="center"  | 35
| align="center"  | 3*8
| align="center"  | 9
| align="center"  | +4
| align="center"  | -
| align="center"  | 20
| align="center"  | 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
| align="center"  | HL
| align="center"  | 80*80
| align="center"  | 100*100
| align="center"  | 30/&#8203;20*20
| align="center"  | su
| align="center"  | 33
| align="center"  | 3*8
| align="center"  | 10
| align="center"  | +3
| align="center"  | -
| align="center"  | 20
| align="center"  | 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
| align="center"  | HL
| align="center"  | 80*80
| align="center"  | 100*100
| align="center"  | 30/&#8203;20*20
| align="center"  | su
| align="center"  | 36
| align="center"  | 3*8
| align="center"  | 10
| align="center"  | +3
| align="center"  | -
| align="center"  | 20
| align="center"  | 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
| align="center"  | HL
| align="center"  | 80*80
| align="center"  | 100*100
| align="center"  | -250/0
| align="center"  | su
| align="center"  | 33
| align="center"  | 3*8
| align="center"  | 10
| align="center"  |  +3
| align="center"  | -
| align="center"  | 20
| align="center"  | 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
| align="center"  | L
| align="center"  | 100
| align="center"  | 150
| align="center"  | 30/30
| align="center"  | su
| align="center"  | 53+10
| align="center"  | 9
| align="center"  | 13
| align="center"  | -1
| align="center"  | -
| align="center"  | 20
| align="center"  | -
|  | 7~62f airborne, 31~53f cancellable into grab, launch
|-
|  | Razor's Edge Slicer MP
| align="center"  | L
| align="center"  | 100
| align="center"  | 150
| align="center"  | 30/30
| align="center"  | su
| align="center"  | 45+10
| align="center"  | 9
| align="center"  | 13
| align="center"  | -1
| align="center"  | -
| align="center"  | 20
| align="center"  | -
|  | 7~53f airborne, 31~45f cancellable into grab, launch
|-
|  | Razor's Edge Slicer HP
| align="center"  | L
| align="center"  | 100
| align="center"  | 150
| align="center"  | 30/30
| align="center"  | su
| align="center"  | 39+10
| align="center"  | 9
| align="center"  | 13
| align="center"  | -1
| align="center"  | -
| align="center"  | 20
| align="center"  | -
|  | 7~48f airborne, 31~39f cancellable into grab, launch
|-
|  | Razor's Edge Slicer EX
| align="center"  | L
| align="center"  | 120
| align="center"  | 200
| align="center"  | -250/0
| align="center"  | su
| align="center"  | 43+10
| align="center"  | 9
| align="center"  | 13
| align="center"  | -1
| align="center"  | -
| align="center"  | 20
| align="center"  | -
|  | 7~52f airborne, 31~43f cancellable into grab, launch
|-
|  | Fatal Leg Twister
| align="center"  | 1.0
| align="center"  | 130
| align="center"  | 140
| align="center"  | 0/40
| align="center"  | -
| align="center"  | 31+1
| align="center"  | 1
| align="center"  | until ground +5
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  | untechable knockdown
|-
|  | Crossed Scissors
| align="center"  | 1.0
| align="center"  | 140
| align="center"  | 150
| align="center"  | 0/40
| align="center"  | -
| align="center"  | 31+1
| align="center"  | 1
| align="center"  | until ground +5
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  | untechable knockdown
|-
|  | Cannon Strike
| align="center"  | HL
| align="center"  | 60
| align="center"  | 100
| align="center"  | 10/20
| align="center"  | -
| align="center"  | 12[17]
| align="center"  | 11[3]
| align="center"  | until ground +5[5]
| align="center"  | [+8]
| align="center"  | [+11]
| align="center"  | 15
| align="center"  | 18
|  | recovery after landing, brackets represent instant air cannon strike
|-
|  | Cannon Strike EX
| align="center"  | HL
| align="center"  | 80
| align="center"  | 100
| align="center"  | -250/0
| align="center"  | -
| align="center"  | 12[17]
| align="center"  | 11[3]
| align="center"  | until ground +4[4]
| align="center"  | [+14]
| align="center"  | [+18]
| align="center"  | 20
| align="center"  | 24
|  | recovery after landing, brackets represent instant air cannon strike
|-
|  | Super Combo
| align="center"  | HL
| align="center"  | 40x6&#8203;*110
| align="center"  | 0
| align="center"  | -1000/0
| align="center"  | -
| align="center"  | 1+5&#8203;[1+4]
| align="center"  | 6*6*6&#8203;(3)2*2&#8203;(2)2&#8203;(11)8
| align="center"  | 30+21
| align="center"  | -35
| align="center"  | -
| align="center"  | ?
| align="center"  | -
|  | 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
| align="center"  | HL
| align="center"  | 30x6&#8203;*210&#8203;[30x5&#8203;*330]
| align="center"  | 0
| align="center"  | 0/0
| align="center"  | -
| align="center"  | 1+9
| align="center"  | 6*6*6&#8203;(3)2*2&#8203;(2)2&#8203;(11)8
| align="center"  | 30+21
| align="center"  | -35
| align="center"  | -
| align="center"  | ?
| align="center"  | -
|  | 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
| align="center"  | -
| align="center"  | 470
| align="center"  | 0
| align="center"  | 0/0
| align="center"  | -
| align="center"  | 1+0
| align="center"  | 35
| align="center"  | 61
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  |
|- untechable knockdown
|  | Dash
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | 18
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  |
|- 
|  | Backdash
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | 22
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  | 1~6f invincible, 7~17f airborne
|-
! align="center"  | Move Name
! align="center"  | Block H/L
! align="center"  | Damage
! align="center"  | Stun
! align="center"  | Meter Gain
! align="center"  | Cancel Ability
! align="center"  | Startup
! align="center"  | Active
! align="center"  | Recovery
! align="center"  | Block
! align="center"  | Hit
! align="center"  | Block
! align="center"  | Hit
! align="center"  | Notes
|- 
! align="center"            | 
! align="center"            |
! align="center" colspan="3" | Damage Values
! align="center"            |
! align="center" colspan="3" | Framedata
! align="center" colspan="2" | Advantage
! align="center" colspan="2" | Stun Duration
! align="center"            |
|-
|}
=====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.
 
 
{{Super Street Fighter IV}}

Latest revision as of 09:14, 10 February 2012