User:Speedmccool25/sandbox: Difference between revisions

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(saving the changes I made last night that I forgot to lol, continuing later today hopefully)
(gotta make some more frequent changes due to inclement weather)
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Cammy White is a character from the Street Fighter series by Capcom. Originally meant to be a successor body for M.Bison/Vega/Dictator, Cammy was a part of the Dolls Unit under the codename Killer Bee. After Dhalsim helped her break free from Bison's control, she joined forces with the British government organization Delta Red to defeat Dictator once and for all.
Cammy White is a character from the Street Fighter series by Capcom. Originally meant to be a successor body for M.Bison/Vega/Dictator, Cammy was a part of the Dolls Unit under the codename Killer Bee. After Dhalsim helped her break free from Bison's control, she joined forces with the British government organization Delta Red to defeat Dictator once and for all.
=== Gameplay ===
=== Gameplay ===
In Marvel Vs. Capcom 2, Cammy is a lightning fast rushdown character designed around landing her good priority buttons to convert into an air combo into her big damage super, the Killer Bee Assault (KBA) or to reset the opponent for even more damage. Cammy has the fastest ground dash in the game, a divekick special move, and a double jump, as well as air Spiral Arrow to be used as a pseudo-airdash. Cammy has great normals that have good priority or great frame data, allowing her to use them very well in neutral. Cammy's damage is also very high; with a bar of meter, her BnB does about half health. She also has access to a fast invincible high reaching anti-air assist, which makes her assist value very good. Overall, Cammy can be played on point or in the assist slot, and plays Marvel 2 very well. If you're looking for a hyper mobile rushdown queen who stifles the opponent with buttons, but a bit simpler than someone like Magneto, then lock on with Cammy.
In Marvel Vs. Capcom 2, Cammy is a lightning fast rushdown character designed around landing her good priority buttons to convert into an air combo into her big damage super, the Killer Bee Assault (KBA) or to reset the opponent for even more damage. Cammy has the fastest ground dash in the game, a divekick special move, and a double jump, as well as air Cannon Drill to be used as a pseudo-airdash. Cammy has great normals that have good priority or great frame data, allowing her to use them very well in neutral. Cammy's damage is also very high; with a bar of meter, her BnB does about half health. She also has access to a fast invincible high reaching anti-air assist, which makes her assist value very good. Overall, Cammy can be played on point or in the assist slot, and plays Marvel 2 very well. If you're looking for a hyper mobile rushdown queen who stifles the opponent with buttons, but a bit simpler than someone like Magneto, then lock on with Cammy.


'''TO-DO''': Add frame data, as well as missing sprites
'''TO-DO''': Add frame data, as well as missing sprites
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{{2 Column Flex|flex1=6|flex2=4
{{2 Column Flex|flex1=6|flex2=4
|content1=
|content1=
{{Content Box|content='''Cammy''' is a [rough approximation of archetype] who can use [their tools] to [work towards their gameplan]. [Their] main strengths are [as follows] but their weaknesses are [so and so].
{{Content Box|content='''Cammy''' is a very mobile rushdown character who can use high priority normals and great frame data to stifle the opponent with buttons. Her main strengths are excellent movement and poking capabilities but their weaknesses are a lack of unreactable mixups and slightly stubby buttons.
{{ProConTable
{{ProConTable
|pros=
|pros=
Line 29: Line 29:
|content1=
|content1=
{{Content Box|header=Special Moves|content=
{{Content Box|header=Special Moves|content=
;Spiral Arrow (Air OK)
;Cannon Drill (Air OK)
*{{qcf}} + {{k}}
*{{qcf}} + {{k}}
;Cannon Spike
;Cannon Spike
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-When grounded, Cammy has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}} > {{hp}}>{{hk}} cancel tree.
-When grounded, Cammy has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}} > {{hp}}>{{hk}} cancel tree.




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{{MoveData
{{MoveData
|image=  
|image= MVC2_Cammy_5LP_01.png
|caption=  
|caption=  
|name= Light Punch
|name= Light Punch
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=  
  |description= Cammy does a quick jab. Whiffs on some crouching characters, but is 3 frame startup and VERY plus on block and hit, around +6. On characters that can't duck this, this is a really annoying tool to have.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image=  
|image= MVC2_Cammy_5MP_01.png
|caption=  
|caption=  
|name= Medium Punch
|name= Medium Punch
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=  
  |description= Cammy does another straight punch. Good hitconfirming combo filler, as it's 0 on block and combos to 2HP up close or Drill at any range. Really solid button with some nice use cases, but some characters might be able to duck this.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image=  
|image= MVC2_Cammy_5HP_01.png
|caption=  
|caption=  
|name= Heavy Punch
|name= Heavy Punch
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=  
  |description= Cammy does a backfist. One of the longer range normals Cammy has that's only exemplified with her dash, it's very safe on block, and combos to Drill or Spin Drive Smasher at any range. Has some nice priority as it's lacking a hurtbox around the end of her arm so it's good for poking too.
  }}
  }}
  }}<br>
  }}<br>
   
   
{{MoveData
{{MoveData
|image=  
|image= MVC2_Cammy_5LK_01.png
|caption=  
|caption=  
|name= Light Kick
|name= Light Kick
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=  
  |description= Cammy does a knee in place. Much the same as 5LP, but has a lower hitbox so it hits more crouching characters, at the cost of it being not as plus. Very short range, so mostly used up close exclusively.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image=  
|image= MVC2_Cammy_5MK_01.png
|caption=  
|caption=  
|name= Medium Kick
|name= Medium Kick
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=  
  |description= Cammy does a back kick. Combo filler medium, which is really a shame considering how amazing this button is for neutral in other games.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image=  
|image= MVC2_Cammy_5HK_01.png
|caption=  
|caption=  
|name= Heavy Kick
|name= Heavy Kick
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=  
  |description= Cammy does a double leg kick. Acts as a launcher, but not really as good as 2HP. Has some good priority and is pretty fast, so finds some use as an anti-air.
  }}
  }}
  }}<br>
  }}<br>

Revision as of 00:17, 5 August 2024

Introduction

Story

Cammy White is a character from the Street Fighter series by Capcom. Originally meant to be a successor body for M.Bison/Vega/Dictator, Cammy was a part of the Dolls Unit under the codename Killer Bee. After Dhalsim helped her break free from Bison's control, she joined forces with the British government organization Delta Red to defeat Dictator once and for all.

Gameplay

In Marvel Vs. Capcom 2, Cammy is a lightning fast rushdown character designed around landing her good priority buttons to convert into an air combo into her big damage super, the Killer Bee Assault (KBA) or to reset the opponent for even more damage. Cammy has the fastest ground dash in the game, a divekick special move, and a double jump, as well as air Cannon Drill to be used as a pseudo-airdash. Cammy has great normals that have good priority or great frame data, allowing her to use them very well in neutral. Cammy's damage is also very high; with a bar of meter, her BnB does about half health. She also has access to a fast invincible high reaching anti-air assist, which makes her assist value very good. Overall, Cammy can be played on point or in the assist slot, and plays Marvel 2 very well. If you're looking for a hyper mobile rushdown queen who stifles the opponent with buttons, but a bit simpler than someone like Magneto, then lock on with Cammy.

TO-DO: Add frame data, as well as missing sprites

Gameplay

Cammy is a very mobile rushdown character who can use high priority normals and great frame data to stifle the opponent with buttons. Her main strengths are excellent movement and poking capabilities but their weaknesses are a lack of unreactable mixups and slightly stubby buttons.

Strengths Weaknesses
  • Is in MvC2
  • Is in MvC2
MVC2 cammy art.png

Character Summary

Special Moves

Cannon Drill (Air OK)
  • Qcf.png + K.png
Cannon Spike
  • Dp.png + K.png
Axel Spin Knuckle
  • Qcf.png + P.png
Cannon Strike (Air Only)
  • Qcb.png + K.png
Cannon Revenge
  • Hcb.png + Lp.png or Hp.png
Hooligan Combination
  • Qcb.png + K.png
  • Press K.png to do a Cannon Strike.
  • P.png near the opponent to perform Fatal Leg Twister or Cross Scissors Pressure, depending on the timing.
  • P.png when away from the opponent to cancel.
  • Press nothing to perform Razor's Edge Slicer.
Hyper Combos

Killer Bee Assault (Air OK)
  • Qcb.png+Lp.png+Hp.png
Spin Drive Smasher
  • Qcf.png+Lk.png+Hk.png
Reverse Shaft Breaker
  • Qcb.png+Lk.png+Hk.png
Assist Types

Type α - Anti-Air Type
  • Assist: Hk.png Cannon Spike
  • Counter: Hk.png Cannon Spike
  • Combination: Spin Drive Smasher
Type β - Dash Type
  • Assist: Hk.png Spiral Arrow
  • Counter: Hk.png Spiral Arrow
  • Combination: Spin Drive Smasher
Type γ - Expansion Type
  • Assist: Hp.png Axel Spin Knuckle
  • Counter: Hp.png Axel Spin Knuckle
  • Combination: Killer Bee Assault

Moves List

Assists

Anti-air
Alpha.png
A1.png // A2.png
MVC2 Psylocke QCF K 02.png
Hk.png Psyblade
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - - -

Assist description.


Anti-air
Beta.png
A1.png // A2.png
MVC2 Cable DP P 02.png
Hp.png Psimitar
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - - -

Assist description.


Expansion
Gamma.png
A1.png // A2.png
MVC2 Cyclops QCB 01.png
Hk.png Cyclone Kick
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - - -

Assist description.


Normal Moves

-When grounded, Cammy has the Marvel type Magic Series, meaning they can follow the Lp.png/Lk.png > Mp.png/Mk.png > Hp.png>Hk.png cancel tree.


Ground Normals

Light Punch
5Lp.png
MVC2 Cammy 5LP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Cammy does a quick jab. Whiffs on some crouching characters, but is 3 frame startup and VERY plus on block and hit, around +6. On characters that can't duck this, this is a really annoying tool to have.


Medium Punch
5Lp.png after a Lp.png or Lk.png connects
MVC2 Cammy 5MP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Cammy does another straight punch. Good hitconfirming combo filler, as it's 0 on block and combos to 2HP up close or Drill at any range. Really solid button with some nice use cases, but some characters might be able to duck this.


Heavy Punch
5Hp.png
MVC2 Cammy 5HP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Cammy does a backfist. One of the longer range normals Cammy has that's only exemplified with her dash, it's very safe on block, and combos to Drill or Spin Drive Smasher at any range. Has some nice priority as it's lacking a hurtbox around the end of her arm so it's good for poking too.


Light Kick
5Lk.png
MVC2 Cammy 5LK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Cammy does a knee in place. Much the same as 5LP, but has a lower hitbox so it hits more crouching characters, at the cost of it being not as plus. Very short range, so mostly used up close exclusively.


Medium Kick
5Lk.png after a Lp.png, Lk.png, or Mp.png connects
MVC2 Cammy 5MK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Cammy does a back kick. Combo filler medium, which is really a shame considering how amazing this button is for neutral in other games.


Heavy Kick
5Hk.png
MVC2 Cammy 5HK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Cammy does a double leg kick. Acts as a launcher, but not really as good as 2HP. Has some good priority and is pretty fast, so finds some use as an anti-air.


Crouching Light Punch
2Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Punch
2Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Punch
2Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Light Kick
2Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Kick
2Lk.png after a Lp.png, Lk.png, or Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Kick
2Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



Air Normals

-When in the Normal Jump state, Cammy has the Marvel type Magic Series, meaning they can follow the Lp.png/Lk.png > Mp.png/Mk.png > Hp.png>Hk.png cancel tree.


Air Light Punch
j.Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Punch
Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Punch
j.Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Light Kick
j.Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Kick
Lk.png after a j.Lp.png, j.Lk.png, or j.Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Kick
j.Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



Command Normals

Direction + Button Name
Direction + Button Icon
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -



Universal Mechanics

Universal Launcher (Punch)
3Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (high) - - - -

Every character has at least one of the two, sometimes both.


Universal Launcher (Kick)
3Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (away) - - - -

Every character has at least one of the two, sometimes both.


Throw (Punch)
6Hp.png // 4Hp.png near opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Every character has at least one of the two, sometimes both.


Throw (Kick)
6Hk.png // 4Hk.png near opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Every character has at least one of the two, sometimes both.


Air Throw (Punch)
j.6Hp.png // j.4Hp.png near airborne opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Every character has at least one of the two, sometimes both. Unless you're Thanos.


Air Throw (Kick)
j.6Hk.png // j.4Hk.png near airborne opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Every character has at least one of the two, sometimes both. Unless you're Thanos.


Raw Tag
Lp.png+Lk.png // Hp.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Snap Back
Qcf.png + A1 / A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Special Moves

Special Move Name
Motion + Button Icon
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



Hyper Combos

Hyper Combo Name
Motion + Button Icon
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



Other

Direction + Button Name
Direction + Button Icon
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -

aaa



Taunt

static image goes here, unless youre jin or something


Colors

First row: Lp.png, Hp.png, A1. Second row: Lk.png, Hk.png, A2.

Mvc2-cammy.png



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