(Adding in CvS1 Benimaru stuff here.) |
(Even more longerer now. Added Cammy and EX Cammy. Slightly cleaned up a couple of things on some characters. Should start moving them to the appropriate pages soon so the sandbox doesn't get too big I think.(it's already getting a bit wordy here)) |
||
Line 1,694: | Line 1,694: | ||
|advHit=- | |advHit=- | ||
|advBlock=- | |advBlock=- | ||
|description= Benimaru shoots an | |description= Benimaru shoots an electric spark from his hand. Light version does one hit and is faster. Heavy version has slower startup and less damage, but has slightly more range, enabling it to hit crouchers that can crouch underneath the light version. | ||
Unique to Normal Benimaru is that you can "charge" the heavy version by mashing HP during startup. The more you "charge" it, the slower the startup will be, but it'll do more hits (up to 3 hits total), and gets slightly bigger. Unfortunately, charging it means that it'll never be able to combo, and both versions combo from the same normals, so there's no reason to go for the heavy version during combos. | Unique to Normal Benimaru is that you can "charge" the heavy version by mashing HP during startup. The more you "charge" it, the slower the startup will be, but it'll do more hits (up to 3 hits total), and gets slightly bigger. Unfortunately, charging it means that it'll never be able to combo, and both versions combo from the same normals, so there's no reason to go for the heavy version during combos. | ||
Line 2,273: | Line 2,273: | ||
|advHit=- | |advHit=- | ||
|advBlock=- | |advBlock=- | ||
|description= Benimaru shoots an electic spark from his hand. Both versions do one hit. Light has faster startup, heavy does more damage. | |description= Benimaru shoots an electic spark from his hand. Both versions do one hit. Light has faster startup, heavy does more damage, and has a bigger range, allowing it to hit crouchers who could crouch under the Light version. | ||
Heavy version cannot be charged like Normal Benimaru's does, but it does more damage to make up for it. | Heavy version cannot be charged like Normal Benimaru's does, but it does more damage to make up for it, making it a better option overall. | ||
}} | }} | ||
}} | }} | ||
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* Speaking of Raikou Ken, an anti-air Level 1 Raikou Ken can juggle into another Level 1 Raikou Ken, for 1 extra hit. Only really useful in SNK gauge due to the lack of damage, you'd rather use a Level 2 instead... | * Speaking of Raikou Ken, an anti-air Level 1 Raikou Ken can juggle into another Level 1 Raikou Ken, for 1 extra hit. Only really useful in SNK gauge due to the lack of damage, you'd rather use a Level 2 instead... | ||
* ...unless the Raikou Ken lands on a grounded opponent. In this casse, the secend Raikou Ken will do 10 hits instead of 6. This is more damaging than his Level 2 Raikou Ken, though the timing seems to be pretty strict on when you do the second Raikou Ken. | * ...unless the Raikou Ken lands on a grounded opponent. In this casse, the secend Raikou Ken will do 10 hits instead of 6. This is more damaging than his Level 2 Raikou Ken, though the timing seems to be pretty strict on when you do the second Raikou Ken. | ||
== Cammy Introduction == | |||
A mysterious, amnesiac girl, Cammy works with the paramilitary organization Delta Red. Her work under Delta Red has led her to cross paths with M. Bison's Shadaloo several times. During the events of Street Fighter II, it was revealed that Cammy had served under Bison before as a member of Shadaloo, though despite the revelation, she still willingly works with Delta Red. | |||
This version of Cammy is based off her incarnation in Super Turbo. EX Cammy...we'll get to that when we get to tha. | |||
== Cammy Movelist == | |||
=== Cammy Normals === | |||
==== Far Standing Normals ==== | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=s.LP | |||
|input={{Icon-Capcom|lp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special/Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Simple jab. Chainable. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=s.LK | |||
|input={{Icon-Capcom|lk}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special/Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= High kick. Could be crouched under from far away, but on the flip-side it can also be used as an anti-air | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=s.HP | |||
|input={{Icon-Capcom|lp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Big knuckle punch. Stays out on screen for a little bit. Because this is only super cancellable, and reaches fairly far, you could use this in pokes to empty-cancel into a Level 3 Spin Drive Smasher (since, unlike in KOF, you cannot cancel whiffed normals into a special or super), making this a good whiff punisher when Cammy's at Level 3. Can only cancel on the first few active frames, but it feels more lenient than st.HK. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=s.HK | |||
|input={{Icon-Capcom|hk}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Longest range normal Cammy has. Just like her st.HP, this is merely super-cancellable, and can be used in whiff punishes to empty-cancel into Lv.3 Spin Drive Smasher. Harder to execute, as the input can overlap with Spiral Arrow (if you do qcf+k, qcf+k, for example). I believe Cammy also must hit her opponent on the first couple of active frames for the move to even become Super Cancellable in the first place? | |||
}} | |||
}} | |||
==== Close Standing Normals ==== | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=cl.LP | |||
|input={{Icon-Capcom|lp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special/Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Quick and chainable. Can link into cl.HP | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=cl.LK | |||
|input={{Icon-Capcom|lk}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special/Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Knee. Can end chains. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=cl.HP | |||
|input={{Icon-Capcom|hp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special/Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Swinging punch. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=cr.HK | |||
|input={{Icon-Capcom|hk}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Big upwards kick. Can function as a very vertical anti air (especially in blindspots where Cannon Strike may miss). Supercancellable before Cammy's legs are fully stretched out | |||
}} | |||
}} | |||
==== Crouching Normals ==== | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=cr.LP | |||
|input={{Motion|2}}{{Icon-Capcom|lp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special/Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Generic crouch jab. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=cr.LK | |||
|input={{Motion|2}}{{Icon-Capcom|lk}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special/Super | |||
|guard= Low | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Generic low kick | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=cr.HP | |||
|input={{Motion|2}}{{Icon-Capcom|hp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Anti-air punch. Sorta like a shoto-style crouching uppercut but it's a straight punch upwards instead of an uppercut, so it's not as good as a vertical anti-air. Goes further than st.HP and is super-cancellable only. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=cr.HK | |||
|input={{Motion|2}}{{Icon-Capcom|hk}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Uncancellable | |||
|guard= Low | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Uncancellable Sweep | |||
}} | |||
}} | |||
==== Jumping Normals ==== | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=j.LP | |||
|input={{Motion|8}}{{Icon-Capcom|lp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= | |||
|guard= Overhead | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=j.lk | |||
|input={{Motion|8}}{{Icon-Capcom|lk}} | |||
|data= | |||
{{CvS1 | |||
|cancel= | |||
|guard= Overhead | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Can crossup | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=j.HP | |||
|input={{Motion|8}}{{Icon-Capcom|hp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= | |||
|guard= Overhead | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=j.HK | |||
|input={{Motion|8}}{{Icon-Capcom|hk}} | |||
|data= | |||
{{CvS1 | |||
|cancel= | |||
|guard= Overhead | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= | |||
}} | |||
}} | |||
=== Command Normals === | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Crouch Strong | |||
|input={{Motion|1}}{{Icon-Capcom|hp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special/Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Cammy's old crouching medium punch from the 6-button Street Fighter games, now as a command normal. Special/super-cancellable like it was, and has further range and damage than her cr.LP | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Crouch Forward | |||
|input={{Motion|1}}{{Icon-Capcom|hk}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special/Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Just like her cr.MP, this move is Cammy's old crouching medium kick from the 6-button Street Fighter games. Has slightly less range than her sweep, but in exchange it's a low attack that is also special/super cancellable. | |||
}} | |||
}} | |||
=== Throws === | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Hooligan Suplex | |||
|input={{Motion|4}}/{{Motion|6}}+{{Icon-Capcom|hp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= | |||
|guard= Throw | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= HP throw. Leaves the opponent fullscreen. Faster than her HK throw. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Frankensteiner | |||
|input={{Motion|4}}/{{Motion|6}}+{{Icon-Capcom|hk}} | |||
|data= | |||
{{CvS1 | |||
|cancel= | |||
|guard= Throw | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= HK throw. Leaves opponent fullscreen. More damaging than her HP throw | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Flying Neck Breaker | |||
|input=(any input except {{Motion|8}})+{{Icon-Capcom|hp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= | |||
|guard= Throw | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Air throw. Can swap sides by throwing the opponent with any of the back buttons | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Air Frankensteiner | |||
|input=(any input except {{Motion|8}})+{{Icon-Capcom|hk}} | |||
|data= | |||
{{CvS1 | |||
|cancel= | |||
|guard= Throw | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Air throw. As fast as the Flying Neckbreaker, yet does more damage. The only disadvantage is that you can't use this to swap sides. | |||
}} | |||
}} | |||
=== Special Moves === | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Spiral Arrow | |||
|input={{Motion|236}}+{{Icon-Capcom|k}} | |||
|data= | |||
{{CvS1 | |||
|version= {{Icon-Capcom|lk}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
}} | |||
{{CvS1 | |||
|header=no | |||
|version= {{Icon-Capcom|hk}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Cammy drills her opponent's legs. Not a low. Usually safe on blocked if spaced far-enough from the opponent. Can juggle into Lv. 3 Spin Drive Smasher midscreen but the damage is so bad that you should only consider this to close out matches. In corner you can juggle into a Lv. 1 SDS where the damage output is much better (but even then the Lv. 3 version does ok damage in the corner) | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Cannon Spike | |||
|input={{Motion|623}}+{{Icon-Capcom|k}} | |||
|data= | |||
{{CvS1 | |||
|version= {{Icon-Capcom|lk}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
}} | |||
{{CvS1 | |||
|header=no | |||
|version= {{Icon-Capcom|hk}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Invincible-DP style move. Both versions have the same startup, but heavy version goes higher than the light version. Travels slightly horizontal, so it'll miss if the opponent's on top of you. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Axel Spin Knuckle | |||
|input={{Motion|63214}}+{{Icon-Capcom|p}} | |||
|data= | |||
{{CvS1 | |||
|version= {{Icon-Capcom|lp}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
}} | |||
{{CvS1 | |||
|header=no | |||
|version= {{Icon-Capcom|hp}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Cammy does a spin before punching the opponent. Cammy is invulnerable to upper body strikes and projectiles partway through, and can also hop over very low moves (like Iori or Terry's fireballs), though it's evasion properties against super fireballs is...questionable at best. Both versions do two hits, and you can juggle afterwards into Spin Drive Smasher anywhere on screen. | |||
The easiest version to juggle into IMO is the Lv. 2 version (which poses a problem if you're using SNK groove). Lv. 3 version isn't cost effective because it'll often miss a lot of the hits. It's possible to juggle into the Lv. 1 version, but it's a lot harder to time than a Lv. 2 version, due to the slower startup (and shorter distance). | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Hooligan Combination | |||
|input={{Motion|1}}{{Motion|236}}{{Motion|9}}+{{Icon-Capcom|p}} | |||
|data= | |||
{{CvS1 | |||
|version= {{Icon-Capcom|lp}} | |||
|cancel=Hooligan | |||
|guard=- | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
}} | |||
{{CvS1 | |||
|header=no | |||
|version= {{Icon-Capcom|hp}} | |||
|cancel=Hooligan | |||
|guard=- | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Cammy jumps forward while spinning her body rapidly. Light version has her jump high, but travels a short distance, while the heavy version has her jump very low, and very far forwards. There is no hitbox attached to this move, but Cammy has several different followups; depending on what Cammy does (or what Cammy doesn't do). Unusal Chickenwing-style input, so if you're rusty at performing this input you may get Cammy to jump forward. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Razor Edge Slicer | |||
|input={{Motion|5}} | |||
|data= | |||
{{CvS1 | |||
|cancel= | |||
|guard= Low | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= If Cammy does nothing during Hooligan Combination. he'll default to doing the Razor Edge Slicer, a sliding low attack. Distance travelled depends on the strength of the Hooligan Combination, with the heavy version travelling a bit further forward. Unsafe if blocked and doesn't even combo into Spin Drive Smasher but it's there I suppose if you're doing casuals. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Fatal Leg Twister | |||
|input={{Motion|4}}/{{Motion|6}}+{{Icon-Capcom|hp}} (near opponent's head) | |||
|data= | |||
{{CvS1 | |||
|cancel=- | |||
|guard= Throw | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Cammy's Frankensteiner. Swaps sides with the opponent. Unique in that this move requires you to perform this move near an opponent's head. Timing varies if the opponent's standing depending on height, but this will always be the followup on a crouching opponent, even if done on a tall opponent like Yamazaki or Rugal. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Cross Scissors Pressure | |||
|input={{Motion|4}}/{{Motion|6}}+{{Icon-Capcom|hp}} (near opponent's body) | |||
|data= | |||
{{CvS1 | |||
|cancel=- | |||
|guard= Throw | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= A unique grab where Cammy attaches herself to an opponent and flips them around before planting them into the ground. This move has massive stage carrying potential, when done slightly further from midscreen this can send them to the corner. This move can be done if the opponent's in the air (any position) or if Cammy performs this input on a standing opponent's body. This move won't come out against crouchers, as you'll always get Fatal Leg Twister instead. Most damaging followup she has. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Cancel | |||
|input={{Icon-Capcom|hp}} | |||
|data= | |||
{{CvS1 | |||
|cancel=- | |||
|guard=- | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Exactly as describes, Cammy flips and does nothing. This will happen if Cammy isn't in range for any of her throw followups, so don't try to spam the grab followup. The only benefits this provides is that you don't perform the lengthy, punishable Razor Edge Slicer, but even then if you notice your opponent blocking low you could just do any of her grab followups so??? | |||
Although it looks like you should, you cannot act out of this move until you hit the ground. Cammy can act quickly when she lands, but there are a few frames where the opponent can perform a ground punish. | |||
}} | |||
}} | |||
=== Super Move === | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Spin Drive Smasher | |||
|input={{Motion|236}}{{Motion|236}}{{Icon-Capcom|k}} | |||
|data= | |||
{{CvS1 | |||
|version= {{Icon-Capcom|lk}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
}} | |||
{{CvS1 | |||
|header=no | |||
|version= {{Icon-Capcom|hk}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
}} | |||
{{CvS1 | |||
|header=no | |||
|version= {{Icon-Capcom|k}}{{Icon-Capcom|k}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= N.Cammy's sole super, Cammy does a multi-hitting Spiral Arrow, followed by a multi-hitting Cannon Spike. Level 1 version does 6 hits, Level 2 version does 7 and Level 3 version does 9. Different versions travel different distances, with the Lv. 3 version going the furtherest. | |||
Level 2 and Level 3 versions have instant startup (unblockable on reaction if you're not already blocking). The far distance of Level 3 means she has a long-distance instant super (a bit forward from round start position). Level 2 and Level 3 versions are also invincible for a while, making it a good long-range poke. | |||
The long range of her Lv. 3 version can also be used for counterpoking using empty-cancelling, making a Cammy with a Lv. 3 super a dangerous character to poke against. | |||
It's actually pretty poor in juggles, as there'll be very few times where you get all the hits, especially midscreen. Your only options are either a spaced Spiral Arrow or Spin Knuckle. In midscreen, only the Level 3 version combos from Spiral Arrow, while all versions will combo from a Spin Knuckle. In the corner, you'll often get one or more extra hits in juggles than you would midscreen. | |||
Funnily enough, if the final hit misses, Cammy won't rebound from the opponent. If done on a Level 1 SDS, you can actually juggle into a Lv. 2 SDS. It's really hard to time, and the damage is only barely higher than a raw Lv.2, but it looks cool for combo videos. | |||
}} | |||
}} | |||
== EX Cammy Moveset == | |||
=== Moveset Changes === | |||
This version of EX Cammy is the CvS1: Pro version of EX Cammy, who has a slightly altered moveset compared to CvS1 EX Cammy. In CvS1 vanilla, EX Cammy did not have the Spiral Arrow. When CvS1 Pro came around, EX Cammy regained the use of her Spiral Arrow, but in exchange, she lost out on her Hooligan Combination. I believe this makes her the only character to outright lose a move (Cannon Strike from Hooligan Combination). | |||
=== Cammy Normals === | |||
==== Far Standing Normals ==== | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=s.LP | |||
|input={{Icon-Capcom|lp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special/Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Simple jab. Chainable. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=s.LK | |||
|input={{Icon-Capcom|lk}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special/Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= High kick. Could be crouched under from far away, but on the flip-side it can also be used as an anti-air | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=s.HP | |||
|input={{Icon-Capcom|lp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Big knuckle punch. Stays out on screen for a little bit. Because this is only super cancellable, and reaches fairly far, you could use this in pokes to empty-cancel into a Level 3 Spin Drive Smasher (since, unlike in KOF, you cannot cancel whiffed normals into a special or super), making this a good whiff punisher when Cammy's at Level 3. Can only cancel on the first few active frames, but it feels more lenient than st.HK. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=s.HK | |||
|input={{Icon-Capcom|hk}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Longest range normal Cammy has. Just like her st.HP, this is merely super-cancellable, and can be used in whiff punishes to empty-cancel into Lv.3 Spin Drive Smasher. Harder to execute, as the input can overlap with Spiral Arrow (if you do qcf+k, qcf+k, for example). I believe Cammy also must hit her opponent on the first couple of active frames for the move to even become Super Cancellable in the first place? | |||
}} | |||
}} | |||
==== Close Standing Normals ==== | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=cl.LP | |||
|input={{Icon-Capcom|lp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special/Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Quick and chainable. Can link into cl.HP | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=cl.LK | |||
|input={{Icon-Capcom|lk}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special/Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Knee. Can end chains. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=cl.HP | |||
|input={{Icon-Capcom|hp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special/Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Swinging punch. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=cr.HK | |||
|input={{Icon-Capcom|hk}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Big upwards kick. Can function as a very vertical anti air (especially in blindspots where Cannon Strike may miss). Supercancellable before Cammy's legs are fully stretched out | |||
}} | |||
}} | |||
==== Crouching Normals ==== | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=cr.LP | |||
|input={{Motion|2}}{{Icon-Capcom|lp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special/Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Generic crouch jab. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=cr.LK | |||
|input={{Motion|2}}{{Icon-Capcom|lk}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special/Super | |||
|guard= Low | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Generic low kick | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=cr.HP | |||
|input={{Motion|2}}{{Icon-Capcom|hp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Anti-air punch. Sorta like a shoto-style crouching uppercut but it's a straight punch upwards instead of an uppercut, so it's not as good as a vertical anti-air. Goes further than st.HP and is super-cancellable only. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=cr.HK | |||
|input={{Motion|2}}{{Icon-Capcom|hk}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Uncancellable | |||
|guard= Low | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Uncancellable Sweep | |||
}} | |||
}} | |||
==== Jumping Normals ==== | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=j.LP | |||
|input={{Motion|8}}{{Icon-Capcom|lp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special | |||
|guard= Overhead | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=j.lk | |||
|input={{Motion|8}}{{Icon-Capcom|lk}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special | |||
|guard= Overhead | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Can crossup | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=j.HP | |||
|input={{Motion|8}}{{Icon-Capcom|hp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special | |||
|guard= Overhead | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=j.HK | |||
|input={{Motion|8}}{{Icon-Capcom|hk}} | |||
|data= | |||
{{CvS1 | |||
|cancel= | |||
|guard= Overhead | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description The only aerial normal Cammy has that doesn't cancel to Cannon Strike. | |||
}} | |||
}} | |||
=== Command Normals === | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Crouch Strong | |||
|input={{Motion|1}}{{Icon-Capcom|hp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special/Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Cammy's old crouching medium punch from the 6-button Street Fighter games, now as a command normal. Special/super-cancellable like it was, and has further range and damage than her cr.LP | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Crouch Forward | |||
|input={{Motion|1}}{{Icon-Capcom|hk}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special/Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Just like her cr.MP, this move is Cammy's old crouching medium kick from the 6-button Street Fighter games. Has slightly less range than her sweep, but in exchange it's a low attack that is also special/super cancellable. | |||
}} | |||
}} | |||
=== Throws === | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Hooligan Suplex | |||
|input={{Motion|4}}/{{Motion|6}}+{{Icon-Capcom|hp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= | |||
|guard= Throw | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= HP throw. Leaves the opponent fullscreen. Faster than her HK throw. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Frankensteiner | |||
|input={{Motion|4}}/{{Motion|6}}+{{Icon-Capcom|hk}} | |||
|data= | |||
{{CvS1 | |||
|cancel= | |||
|guard= Throw | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= HK throw. Leaves opponent fullscreen. More damaging than her HP throw | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Flying Neck Breaker | |||
|input=(any input except {{Motion|8}})+{{Icon-Capcom|hp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= | |||
|guard= Throw | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Air throw. Can swap sides by throwing the opponent with any of the back buttons. Slightly better throw now since you can option select a whiffed HP airthrow into Cannon Strike. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Air Frankensteiner | |||
|input=(any input except {{Motion|8}})+{{Icon-Capcom|hk}} | |||
|data= | |||
{{CvS1 | |||
|cancel= | |||
|guard= Throw | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Air throw. As fast as the Flying Neckbreaker, yet does more damage. The only disadvantage is that you can't use this to swap sides. | |||
}} | |||
}} | |||
=== Special Moves === | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Spiral Arrow | |||
|input={{Motion|236}}+{{Icon-Capcom|k}} | |||
|data= | |||
{{CvS1 | |||
|version= {{Icon-Capcom|lk}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
}} | |||
{{CvS1 | |||
|header=no | |||
|version= {{Icon-Capcom|hk}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Cammy drills her opponent's legs. Not a low. Usually safe on blocked if spaced far-enough from the opponent. Can juggle into Lv. 3 Spin Drive Smasher midscreen but the damage is so bad that you should only consider this to close out matches. In corner you can juggle into a Lv. 1 SDS, or any level of Reverse Shaft Breaker for better damage. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Cannon Spike | |||
|input={{Motion|623}}+{{Icon-Capcom|k}} | |||
|data= | |||
{{CvS1 | |||
|version= {{Icon-Capcom|lk}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
}} | |||
{{CvS1 | |||
|header=no | |||
|version= {{Icon-Capcom|hk}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Invincible-DP style move. Both versions have the same startup, but heavy version goes higher than the light version. Travels slightly horizontal, so it'll miss if the opponent's on top of you. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Cannon Strike | |||
|input={{Motion|236}}+{{Icon-Capcom|k}} (in air) | |||
|data= | |||
{{CvS1 | |||
|version= {{Icon-Capcom|lk}} | |||
|cancel=- | |||
|guard= Overhead | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
}} | |||
{{CvS1 | |||
|header=no | |||
|version= {{Icon-Capcom|hk}} | |||
|cancel=- | |||
|guard= Overhead | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Divekick. Light version has a steeper angle, heavy version has a shallower angle. Has a height restiction, but unlike many other incarnations of Cammy (such as SF4, SFV or Alpha 3), you can perform this move from a neutral or back jump. If it hits close enough to the ground, you can actually combo out of it. Safer now in CvS1 Pro compared to CvS1 Vanilla, as Cammy no longer rebounds off the opponent if this is blocked. | |||
Can be cancelled into from most of her air normals, but it won't combo. Still, this is a good way for Cammy to quickly approach the opponent after an air-to-air connect. If this connects on an airborne opponent, the opponent can be juggled with any of her supers. | |||
}} | |||
}} | |||
=== Super Move === | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Spin Drive Smasher | |||
|input={{Motion|236}}{{Motion|236}}{{Icon-Capcom|k}} | |||
|data= | |||
{{CvS1 | |||
|version= {{Icon-Capcom|lk}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
}} | |||
{{CvS1 | |||
|header=no | |||
|version= {{Icon-Capcom|hk}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
}} | |||
{{CvS1 | |||
|header=no | |||
|version= {{Icon-Capcom|k}}{{Icon-Capcom|k}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Cammy does a multi-hitting Spiral Arrow, followed by a multi-hitting Cannon Spike. Level 1 version does 6 hits, Level 2 version does 7 and Level 3 version does 9. Different versions travel different distances, with the Lv. 3 version going the furtherest. | |||
Level 2 and Level 3 versions have instant startup (unblockable on reaction if you're not already blocking). The far distance of Level 3 means she has a long-distance instant super (a bit forward from round start position). Level 2 and Level 3 versions are also invincible for a while, making it a good long-range poke. | |||
The long range of her Lv. 3 version can also be used for counterpoking using empty-cancelling, making a Cammy with a Lv. 3 super a dangerous character to poke against. | |||
It's actually pretty poor in juggles, as there'll be very few times where you get all the hits, especially midscreen. Your only options are either a spaced Spiral Arrow or Spin Knuckle. In midscreen, only the Level 3 version combos from Spiral Arrow, while all versions will combo from a Spin Knuckle. In the corner, you'll often get one or more extra hits in juggles than you would midscreen. | |||
Funnily enough, if the final hit misses, Cammy won't rebound from the opponent. If done on a Level 1 SDS, you can actually juggle into either a Lv. 2 SDS or a Lv. 1/2 Reverse Shaft Breaker. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Reverse Shaft Breaker | |||
|input={{Motion|214}}{{Motion|214}}{{Icon-Capcom|k}} | |||
|data= | |||
{{CvS1 | |||
|version= {{Icon-Capcom|lk}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
}} | |||
{{CvS1 | |||
|header=no | |||
|version= {{Icon-Capcom|hk}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
}} | |||
{{CvS1 | |||
|header=no | |||
|version= {{Icon-Capcom|k}}{{Icon-Capcom|k}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Cammy does a multi-hitting Spiral Arrow, aimed directly above her. Both the Level 1 and Level 2 versions does 7 hits, while the Level 3 version does 8 hits. By mashing buttons during this move, Cammy can increase the number of hits she can do. When fully mashed, the Level 1 version does 9 hits, Level 2 version does 13 hits and the Level 3 version does 17 hits. Like most mash moves in CvS1 Pro, you'll have to mash harder to get all the hits now than you were previously able to in CvS1 Vanilla | |||
Level 2 and Level 3 versions have instant startup, and wider range than the Level 1 version. Regardless of which version you use it's better for corner juggles than her Spin Drive Smasher, not just because of the vacuuming effect that can land from a stray juggle, but also because of its multiple hits as well. Keep in mind, however, that it'll be hard to know which side the opponent ends up, as incomplete mashing can lead to the opponent swapping sides occasionally. | |||
}} | |||
}} |
Revision as of 08:07, 16 January 2021
Dumping CvS1 Sakura + Benimaru stuff here until I get a lot of things!
Introduction
Sakura is a high-schooler who travels the world looking to seek out her idol, Ryu. She emulates many of his specials, though in a slightly rougher style.
Oddly enough, her regular version's moveset is very unique to Sakura, with most of her specials only being in CvS1 altogether! If you're looking for her more familiar specials, check out her EX incarnation.
Movelist
This moveset is for Regular Sakura. EX Sakura is listed somewhere else
Normal Attacks
Far Standing Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Simple jab. Chainable. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Simple kick. Ender chain (can chain into, but not out of), cancellable. Hits mid, despite the appearance. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Super | Mid | - | - | - | - | |||||
Straight punch. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Mid | - | - | - | - | |||||
Side roundhouse. Uncancellable, but it's Sakura's longest range poke. |
Close Standing Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Two-fisted uppercut. Special cancellable, but only if it hits early (before Sakura lifts her arms), else it is only Super Cancellable. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Kick your opponent's face in while hitsparks cover...yeah. Special cancellable if it hits early, else it is only Super Cancellable. |
Crouching Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Simple crouch jab. Chainable. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Low | - | - | - | - | |||||
Low kick. Chainable as well. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Crouching uppercut. Just like her close normals, this is special cancellable only if it hits early, else it's just Super Cancellable. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Super | Low | - | - | - | - | |||||
Standard sweep. Sakura can't combo after her sweep, even with a Super. |
Jumping Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special | Overhead | - | - | - | - | |||||
Light jab. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special | Overhead | - | - | - | - | |||||
- Jumping kick. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special | Overhead | - | - | - | - | |||||
"New" move in CvS Pro, straight punch. Fastest jumping normal, and her most damaging too. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special | Overhead | - | - | - | - | |||||
Slowest out of her jumping normals, but can cross-up the opponent. |
Command Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Uncancellable | Overhead | - | - | - | - | |||||
Classic Sakura overhead kick. Slow startup, but moves her forward a little bit. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Overhead | - | - | - | - | |||||
"New" move in CvS Pro. This was Sakura's old j.HP in CvS1. Uncancellable now, but knocks down the opponent on hit (similar to Kyo's 2HP) |
Throws
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | |||||
Sakura chokes her opponent out. Mash hold, leaves her close to the opponent. Can set up a crossup j.HK on some characters. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | |||||
Sakura launches off her opponent with a kick. Leaves Sakura a bit away from her opponent. |
Special Moves
Super Moves
EX Sakura Movelist
Normal Attacks
Far Standing Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Simple jab. Chainable. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Simple kick. Ender chain (can chain into, but not out of), cancellable. Hits mid, despite the appearance. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Two-fisted uppercut! Special-cancellable if it hits early (before Sakura lifts her arms), super-cancellable if she hits. Can be linked into from st.LP. This move is no longer a close normal, and can be done from all ranges now. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Mid | - | - | - | - | |||||
Side roundhouse. Uncancellable, but it's Sakura's longest range poke. |
Close Standing Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Kick your opponent's face in while hitsparks cover...yeah. Special cancellable if it hits early, else it is only Super Cancellable. |
Crouching Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Simple crouch jab. Chainable. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Low | - | - | - | - | |||||
Low kick. Chainable as well. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Crouching uppercut. Just like her close normals, this is special cancellable only if it hits early, else it's just Super Cancellable. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Super | Low | - | - | - | - | |||||
Standard sweep. EX Sakura can cancel this into her Midare Zankuro for a combo. |
Jumping Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special | Overhead | - | - | - | - | |||||
Light jab. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special | Overhead | - | - | - | - | |||||
Jumping kick. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special | Overhead | - | - | - | - | |||||
"New" move in CvS Pro, straight punch. Fastest jumping normal, and her most damaging too. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special | Overhead | - | - | - | - | |||||
Slowest out of her jumping normals, but can cross-up the opponent. |
Command Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Overhead | - | - | - | - | |||||
Classic Sakura overhead kick. Slow startup, but moves her forward a little bit. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Overhead | - | - | - | - | |||||
"New" move in CvS Pro. This was Sakura's old j.HP in CvS1. Uncancellable now, but knocks down the opponent on hit (similar to Kyo's 2HP) |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Low | - | - | - | - | |||||
Exclusive to EX Sakura. Cancels on hit whenever, goes about as far as her cr.LK, hits low, does more damage. Looks like a mid move so you can throw people off. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Overhead | - | - | - | - | |||||
Exclusive to EX Sakura. Downward kick that uses sprites from her Divekick. Not special cancellable, great downward range. |
Throws
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | |||||
Sakura chokes her opponent out. Mash hold, leaves her close to the opponent. Can set up a crossup j.HK on some characters. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | |||||
Sakura launches off her opponent with a kick. Leaves Sakura a bit away from her opponent. |
Special Moves
Version | Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
No Charge | - | Mid | - | - | - | - | |||||
Small Charge | - | Mid | - | - | - | - | |||||
Full Charge | - | Mid | - | - | - | - | |||||
Fireball. Mashing punch allows Sakura to charge up her fireball. The more charged your fireball is, the bigger and more damaging it'll be, but not only will it take longer to throw out (due to the charging) but it will also last shorter. No charge travels fullscreen, light charge travels midscreen, and a fully-charged one basically never leaves Sakura's hands. All versions are safe on block. |
Super Moves
Combo Tips
Universal
I've mentioned this in other places but here's some quick combo stuff with Sakura.
- st.A can link into cl.C (or st.C if you're playing as EX Sakura). Link timing is a bit strict. Both moves are cancellable.
- Sakura-jime (her HP throw) sets up a crossup on some characters. An example of a potential combo you could do would be: HP Throw -> 9HK -> 5LP -> 5HP -> 623+LP
- Lv. 3 Shinkuu Hadou Ken is a juggle super. Sees no use in EX Sakura because of the existance of Midare Zankura, so it's largely just relegated to Regular Sakura (and, very likely, only one useful combo). Less damage and you need to time earlier anyway.
Regular Sakura Combo Tips
- Heavy Kou'ou Ken (623+HP) has four different potential followups. Two are optimal since they deal the same damage, but one is a lot harder to perform than the other. Your timing has to hit early, since the opponent can only be juggled early on.
- Your followups from Heavy Kou'ou Ken are either cl.HP, cl.HK, Light Kou'ouken (623+LP) and s.A. Light Kou'ouken and cl.HP are unviable because of their lack of damage (besides, you have to hit early enough that Sakura's close normals hit too late to be cancelled from).
- Your main followup will be either cl.HK or s.A. cl.HK does more damage than the previous two enders menioned above.
- s.A is also a viable alternative, though the combo following it is very difficult to execute. After a s.A, superjump(?) forward and perform her Ouya Kyaku (214+K). This combo exclusively works from Heavy Kou'ou Ken because of its special juggle properties (all followups do not air-reset the opponent. You could throw a Lv.3 Shinkuu Hadouken (236236+P) afterwards but it'll only do like one hit anyway. Same damage as cl.HK, but you get better corner carry.
- With meter, you can do a Shinkuu Hadouken. This does more damage, but, again, you need to time it somewhat early and somewhat awkwardly.
EX Sakura Combo Tips
- Midare Zakura (236236K) is the preferred super for juggles, as not only you get more juggle opportunities (as described above in her moveset), but all (or most) of the hits will connect, regardless of what Lv. super you use. You can even combo it from normals on an airborne opponent if you hit deep enough (those would usually cause an air-reset!)
KOF 03 Test 1
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | - | 0 | 0 | - | 0 | - | - | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
|
KOF 03 Test 2
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | - | 0 | 0 | - | 0 | - | - | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
|
Benimaru Introduction
Sexy. Flashy. Cool. Electric. Four things that perfectly defines the male model Benimaru Nikaido. One of the (few) KOF guys to have competed in every KOF tournament, Benimaru teamed up with the fiery Kyo Kusanagi, and the two-armed judo master Goro Daimon, forming the highly-successful Team Japan during the Orochi Saga (KOF94-97).
Normal Benimaru has a couple of unique features that haven't been seen in a KOF game; namely, a new super (Denei Spark) and the ability to charge his Raijin Kens. EX Benimaru plays more like his '98 counterpart if you want a more familiar Benimaru.
Movelist
This moveset is for Normal Benimaru. Something something EX Benimaru
Normal Attacks
Far Standing Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Simple jab. Can end chains with this. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Super | Mid | - | - | - | - | |||||
High kick. One of his farthest normals (tied with his sweep I believe), while also being very fast. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Super | Mid | - | - | - | - | |||||
Standard punch. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Mid | - | - | - | - | |||||
Hopping sobat kick. Can hop over lows attacks and low fireballs like Iori's fireball. Interestingly enough, Benimaru is not considered to be in the air for this move, so if you hit him out of it, you'll be able to do your grounded punishes. Normal Benimaru has the unique ability to steer his sobats (similar to Guile's Sobat in SF or Ash's twirl kicks in KOF). This is done by pressing either 4+HK or 6+HK, depending which direction you want to go. This can allow him a few new options that EX Benimaru would not, such as an easier time getting closer to someone like a zoning Iori or N.Terry by using 6+HK, or a way to attack and retreat at the same time to keep your distance by using 4+HK. When steered forward, this move becomes Benimaru's longest poke as well. |
Close Standing Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Close jab. Chainable as well. Probably one of the better jabs. Very fast, can link into either of his close heavy attacks. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Does not hit low, despite the appearance. Chain ender (can be chained into, but not out of). |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Standard heavy punch. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Knee. Not his knee special. |
Crouching Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Simple low jab. Chainable |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Low kick. Chainable. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Super | Mid | - | - | - | - | |||||
Yeah, this move is only Super-Cancellable. Useful I suppose if you have bad execution skills and want to cancel into his Raikouken. Doesn't hit low as well, even though it looks like it should. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Low | - | - | - | - | |||||
Sweep. Special and super cancellable, but the only thing that'll connect is a Raikou Ken. |
Jumping Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block |
---|---|---|---|---|---|
- | Overhead | - | - | - | - |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Overhead. | - | - | - | - | |||||
Can crossup. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block |
---|---|---|---|---|---|
- | Overhead | - | - | - | - |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block |
---|---|---|---|---|---|
- | Overhead | - | - | - | - |
Command Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Mid | - | - | - | - | |||||
Benimaru drills his opponent with a downwards divekick. Does multiple hits. There's a minimum height requirement before Beni can drill. Can't cancel into this like you could in KOF, nor can you perform this from a backdash. |
Throws
It's worth noting beforehand if you're coming from KOF that his throws are swapped around. His C throw in KOF is his HK throw in CvS1, and his D throw in KOF is his HP throw in CvS1.
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | |||||
Benimaru tosses his opponent to the ground. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | |||||
Benimaru picks his opponent up and knees 'em in the face. Most damaging out of his two throws, and both throws leave the opponent pretty far, so this is his preferred throw by far. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | |||||
Air throw. Unbreakable, keeps the same side. More damaging that his HP throw, less damaging than his HK throw. Still his highest damaging air attack. |
Special Moves
Super Moves
EX Benimaru Movelist
This moveset is for EX Benimaru. Something something EX Benimaru
Normal Attacks
Far Standing Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Simple jab. Can end chains with this. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Super | Mid | - | - | - | - | |||||
High kick. One of his farthest normals (tied with his sweep I believe), while also being very fast. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Super | Mid | - | - | - | - | |||||
Standard punch. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Mid | - | - | - | - | |||||
Hopping sobat kick. Can hop over lows attacks and low fireballs like Iori's fireball. Interestingly enough, Benimaru is not considered to be in the air for this move, so if you hit him out of it, you'll be able to do your grounded punishes. EX Benimaru can't steer his Sobats like Normal Benimaru could. |
Close Standing Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Close jab. Chainable as well. Probably one of the better jabs. Very fast, can link into either of his close heavy attacks. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Does not hit low, despite the appearance. Chain ender (can be chained into, but not out of). |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Standard heavy punch. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Knee. Not his knee special. |
Crouching Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Simple low jab. Chainable |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Low kick. Chainable. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Super | Mid | - | - | - | - | |||||
Yeah, this move is only Super-Cancellable. Useful I suppose if you have bad execution skills and want to cancel into his Raikouken. Doesn't hit low as well, even though it looks like it should. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Low | - | - | - | - | |||||
Sweep. Special and super cancellable, but the only thing that'll connect is a Raikou Ken. |
Jumping Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block |
---|---|---|---|---|---|
- | Overhead | - | - | - | - |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Overhead. | - | - | - | - | |||||
Can crossup. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block |
---|---|---|---|---|---|
- | Overhead | - | - | - | - |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block |
---|---|---|---|---|---|
- | Overhead | - | - | - | - |
Command Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Mid | - | - | - | - | |||||
Benimaru drills his opponent with a downwards divekick. Does multiple hits. There's a minimum height requirement before Beni can drill. Can't cancel into this like you could in KOF, nor can you perform this from a backdash. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Mid | - | - | - | - | |||||
Benimaru steps forward and kicks his opponent. How far he steps forward...depends on which side Benimaru is. Left side travels further than the right side. Glitch aside, this move is probably his longest-range poke considering he travels forward. Unlike in KOF, you can't cancel into or out of this move. |
Throws
It's worth noting beforehand if you're coming from KOF that his throws are swapped around. His C throw in KOF is his HK throw in CvS1, and his D throw in KOF is his HP throw in CvS1.
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | |||||
Benimaru tosses his opponent to the ground. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | |||||
Benimaru picks his opponent up and knees 'em in the face. Most damaging out of his two throws, and both throws leave the opponent pretty far, so this is his preferred throw by far. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | |||||
Air throw. Unbreakable, keeps the same side. More damaging that his HP throw, less damaging than his HK throw. Still his highest damaging air attack. |
Special Moves
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | |||||
Command grab. Benimaru's most damaging special move by far, giving him a better high/low/throw presence than N.Benimaru. Cannot be comboed into, unlike in KOF. Everything is identical between versions |
Super Moves
Beni Combo Tips
Universal
- Iai Geri (236+K) is his quickest special; it's the only special move that can combo from light normals.
- Raijin Ken (236+P) can juggle into the Raikou Ken (236236+P) if it's used as an anti air in the corner. This applies the regular Raijin Ken and EX Beni's Taikuu Raijin Ken (623+P).
- Speaking of Raikou Ken, an anti-air Level 1 Raikou Ken can juggle into another Level 1 Raikou Ken, for 1 extra hit. Only really useful in SNK gauge due to the lack of damage, you'd rather use a Level 2 instead...
- ...unless the Raikou Ken lands on a grounded opponent. In this casse, the secend Raikou Ken will do 10 hits instead of 6. This is more damaging than his Level 2 Raikou Ken, though the timing seems to be pretty strict on when you do the second Raikou Ken.
Cammy Introduction
A mysterious, amnesiac girl, Cammy works with the paramilitary organization Delta Red. Her work under Delta Red has led her to cross paths with M. Bison's Shadaloo several times. During the events of Street Fighter II, it was revealed that Cammy had served under Bison before as a member of Shadaloo, though despite the revelation, she still willingly works with Delta Red.
This version of Cammy is based off her incarnation in Super Turbo. EX Cammy...we'll get to that when we get to tha.
Cammy Movelist
Cammy Normals
Far Standing Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Simple jab. Chainable. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
High kick. Could be crouched under from far away, but on the flip-side it can also be used as an anti-air |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Super | Mid | - | - | - | - | |||||
Big knuckle punch. Stays out on screen for a little bit. Because this is only super cancellable, and reaches fairly far, you could use this in pokes to empty-cancel into a Level 3 Spin Drive Smasher (since, unlike in KOF, you cannot cancel whiffed normals into a special or super), making this a good whiff punisher when Cammy's at Level 3. Can only cancel on the first few active frames, but it feels more lenient than st.HK. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Super | Mid | - | - | - | - | |||||
Longest range normal Cammy has. Just like her st.HP, this is merely super-cancellable, and can be used in whiff punishes to empty-cancel into Lv.3 Spin Drive Smasher. Harder to execute, as the input can overlap with Spiral Arrow (if you do qcf+k, qcf+k, for example). I believe Cammy also must hit her opponent on the first couple of active frames for the move to even become Super Cancellable in the first place? |
Close Standing Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Quick and chainable. Can link into cl.HP |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Knee. Can end chains. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Swinging punch. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Super | Mid | - | - | - | - | |||||
Big upwards kick. Can function as a very vertical anti air (especially in blindspots where Cannon Strike may miss). Supercancellable before Cammy's legs are fully stretched out |
Crouching Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Generic crouch jab. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Low | - | - | - | - | |||||
Generic low kick |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Super | Mid | - | - | - | - | |||||
Anti-air punch. Sorta like a shoto-style crouching uppercut but it's a straight punch upwards instead of an uppercut, so it's not as good as a vertical anti-air. Goes further than st.HP and is super-cancellable only. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Uncancellable | Low | - | - | - | - | |||||
Uncancellable Sweep |
Jumping Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block |
---|---|---|---|---|---|
- | Overhead | - | - | - | - |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Overhead | - | - | - | - | |||||
Can crossup |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block |
---|---|---|---|---|---|
- | Overhead | - | - | - | - |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block |
---|---|---|---|---|---|
- | Overhead | - | - | - | - |
Command Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Cammy's old crouching medium punch from the 6-button Street Fighter games, now as a command normal. Special/super-cancellable like it was, and has further range and damage than her cr.LP |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Just like her cr.MP, this move is Cammy's old crouching medium kick from the 6-button Street Fighter games. Has slightly less range than her sweep, but in exchange it's a low attack that is also special/super cancellable. |
Throws
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | |||||
HP throw. Leaves the opponent fullscreen. Faster than her HK throw. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | |||||
HK throw. Leaves opponent fullscreen. More damaging than her HP throw |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | |||||
Air throw. Can swap sides by throwing the opponent with any of the back buttons |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | |||||
Air throw. As fast as the Flying Neckbreaker, yet does more damage. The only disadvantage is that you can't use this to swap sides. |
Special Moves
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Low | - | - | - | - | |||||
If Cammy does nothing during Hooligan Combination. he'll default to doing the Razor Edge Slicer, a sliding low attack. Distance travelled depends on the strength of the Hooligan Combination, with the heavy version travelling a bit further forward. Unsafe if blocked and doesn't even combo into Spin Drive Smasher but it's there I suppose if you're doing casuals. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | |||||
Cammy's Frankensteiner. Swaps sides with the opponent. Unique in that this move requires you to perform this move near an opponent's head. Timing varies if the opponent's standing depending on height, but this will always be the followup on a crouching opponent, even if done on a tall opponent like Yamazaki or Rugal. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | |||||
A unique grab where Cammy attaches herself to an opponent and flips them around before planting them into the ground. This move has massive stage carrying potential, when done slightly further from midscreen this can send them to the corner. This move can be done if the opponent's in the air (any position) or if Cammy performs this input on a standing opponent's body. This move won't come out against crouchers, as you'll always get Fatal Leg Twister instead. Most damaging followup she has. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | |||||
Exactly as describes, Cammy flips and does nothing. This will happen if Cammy isn't in range for any of her throw followups, so don't try to spam the grab followup. The only benefits this provides is that you don't perform the lengthy, punishable Razor Edge Slicer, but even then if you notice your opponent blocking low you could just do any of her grab followups so??? Although it looks like you should, you cannot act out of this move until you hit the ground. Cammy can act quickly when she lands, but there are a few frames where the opponent can perform a ground punish. |
Super Move
EX Cammy Moveset
Moveset Changes
This version of EX Cammy is the CvS1: Pro version of EX Cammy, who has a slightly altered moveset compared to CvS1 EX Cammy. In CvS1 vanilla, EX Cammy did not have the Spiral Arrow. When CvS1 Pro came around, EX Cammy regained the use of her Spiral Arrow, but in exchange, she lost out on her Hooligan Combination. I believe this makes her the only character to outright lose a move (Cannon Strike from Hooligan Combination).
Cammy Normals
Far Standing Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Simple jab. Chainable. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
High kick. Could be crouched under from far away, but on the flip-side it can also be used as an anti-air |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Super | Mid | - | - | - | - | |||||
Big knuckle punch. Stays out on screen for a little bit. Because this is only super cancellable, and reaches fairly far, you could use this in pokes to empty-cancel into a Level 3 Spin Drive Smasher (since, unlike in KOF, you cannot cancel whiffed normals into a special or super), making this a good whiff punisher when Cammy's at Level 3. Can only cancel on the first few active frames, but it feels more lenient than st.HK. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Super | Mid | - | - | - | - | |||||
Longest range normal Cammy has. Just like her st.HP, this is merely super-cancellable, and can be used in whiff punishes to empty-cancel into Lv.3 Spin Drive Smasher. Harder to execute, as the input can overlap with Spiral Arrow (if you do qcf+k, qcf+k, for example). I believe Cammy also must hit her opponent on the first couple of active frames for the move to even become Super Cancellable in the first place? |
Close Standing Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Quick and chainable. Can link into cl.HP |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Knee. Can end chains. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Swinging punch. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Super | Mid | - | - | - | - | |||||
Big upwards kick. Can function as a very vertical anti air (especially in blindspots where Cannon Strike may miss). Supercancellable before Cammy's legs are fully stretched out |
Crouching Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Generic crouch jab. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Low | - | - | - | - | |||||
Generic low kick |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Super | Mid | - | - | - | - | |||||
Anti-air punch. Sorta like a shoto-style crouching uppercut but it's a straight punch upwards instead of an uppercut, so it's not as good as a vertical anti-air. Goes further than st.HP and is super-cancellable only. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Uncancellable | Low | - | - | - | - | |||||
Uncancellable Sweep |
Jumping Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block |
---|---|---|---|---|---|
Special | Overhead | - | - | - | - |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special | Overhead | - | - | - | - | |||||
Can crossup |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block |
---|---|---|---|---|---|
Special | Overhead | - | - | - | - |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block |
---|---|---|---|---|---|
- | Overhead | - | - | - | - |
Command Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Cammy's old crouching medium punch from the 6-button Street Fighter games, now as a command normal. Special/super-cancellable like it was, and has further range and damage than her cr.LP |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Just like her cr.MP, this move is Cammy's old crouching medium kick from the 6-button Street Fighter games. Has slightly less range than her sweep, but in exchange it's a low attack that is also special/super cancellable. |
Throws
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | |||||
HP throw. Leaves the opponent fullscreen. Faster than her HK throw. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | |||||
HK throw. Leaves opponent fullscreen. More damaging than her HP throw |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | |||||
Air throw. Can swap sides by throwing the opponent with any of the back buttons. Slightly better throw now since you can option select a whiffed HP airthrow into Cannon Strike. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | |||||
Air throw. As fast as the Flying Neckbreaker, yet does more damage. The only disadvantage is that you can't use this to swap sides. |
Special Moves
Super Move