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A prime combo move or meaty attack that buffers nicely into various special moves. | A prime combo move or meaty attack that buffers nicely into various special moves. | ||
*<b>Far Standing Fierce:</b> | *<b>Far Standing Fierce:</b> |
Revision as of 15:22, 26 January 2012
Introduction
Picking Old Cammy
To select O.Cammy, choose Cammy and then press ↑ ↑ ↓ ↓ Jab or Fierce, pressing Short simultaneously with the punch button for the alternate color.
Normal | Secondary |
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--Born2SPD
Moves Analysis
Normal Moves
Here are some explanations of the more notable normal moves that Cammy has available to her. These descriptions only scratch the surface of the game's depth and should by no means be considered a complete examination.
Ground Normals
- Close Standing Jab:
Damage | ? | ![]() |
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Stun | ?-? | |||||
Stun Timer | ? | |||||
Chain Cancel | Yes | |||||
Special Cancel | Yes | |||||
Frame Count | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
- Far Standing Jab:
Damage | ? | ![]() |
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Stun | ?-? | |||||
Stun Timer | ? | |||||
Chain Cancel | Yes | |||||
Special Cancel | Yes | |||||
Frame Count | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
Can be mashed quickly to counter moves like Blanka's Ball or E.Honda's Headbutt.
- Crouching Jab:
Damage | ? | ![]() |
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Stun | ?-? | |||
Stun Timer | ? | |||
Chain Cancel | Yes | |||
Special Cancel | Yes | |||
Frame Count | ? | ? | ? |
Can be used as a tick setup or mashed to ward off Blanka's Ball attack.
- Close Standing Strong:
Damage | ? | ![]() |
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Stun | ?-? | |||||
Stun Timer | ? | |||||
Chain Cancel | No | |||||
Special Cancel | Yes | |||||
Frame Count | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
Sometimes gets used in combos. Other times, people employ it as a meaty attack.
- Far Standing Strong:
Damage | ? | ![]() |
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Stun | ?-? | ||||
Stun Timer | ? | ||||
Chain Cancel | No | ||||
Special Cancel | Yes | ||||
Frame Count | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
- Crouching Strong:
Damage | ? | ![]() |
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Stun | ?-? | ||||
Stun Timer | ? | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
Frame Count | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
May not look like much, but it has weird properties and actually beats a lot of ground moves that it looks like it shouldn't in the poking and footsie game. Sometimes it gets put in combos, since its timing is less strict than some other alternatives. Another idea is to buffer it into special moves, such as Thrust Kicking afterwards for a dangerous duo from close range. Old Cammy cannot buffer off of this move.
- Close Standing Fierce:
Damage | ? | ![]() |
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Stun | ?-? | ||||||
Stun Timer | ? | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Count | ? | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
A prime combo move or meaty attack that buffers nicely into various special moves.
- Far Standing Fierce:
Damage | ? | ![]() |
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Stun | ?-? | ||||||
Stun Timer | ? | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Count | ? | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
- Crouching Fierce:
Damage | ? | ![]() |
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Stun | ?-? | ||||||
Stun Timer | ? | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Count | ? | ? | ? | 6 | 2 | ? | |
Simplified | ? | 6 | ? |
Can be surprisingly-good anti-air against certain medium-height jumpers like Ryu, Ken, and Guile, along with the low-jumping Boxer. Although the Thrust Kick is usually used for that job, sometimes it's easier and faster just to bash this move out instead to save a split-second, especially if your reflexes aren't the greatest. Try it and see what you think.
- Close Standing Short:
Damage | ? | ![]() |
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Stun | ?-? | ||||
Stun Timer | ? | ||||
Chain Cancel | Yes | ||||
Special Cancel | Yes | ||||
Frame Count | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
- Far Standing Short:
Damage | ? | ![]() |
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Stun | ?-? | ||||
Stun Timer | ? | ||||
Chain Cancel | Yes | ||||
Special Cancel | Yes | ||||
Frame Count | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
Just might have the least range of any move in the game, haha. If you're sneaky, though, you can actually use this to your advantage to miss with it on purpose in certain tick throw setups -- the illusion of an attack can scare them into blocking, while the miss makes sure they don't get pushed back and stay in throw range.
- Crouching Short:
Damage | ? | ![]() |
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Stun | ?-? | |||
Stun Timer | ? | |||
Chain Cancel | Yes | |||
Special Cancel | Yes | |||
Frame Count | ? | ? | ? |
Tends to see action primarily as a tick setup. Old Cammy version has better priority.
- Close Standing Forward:
Damage | ? | ![]() |
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Stun | ?-? | ||||
Stun Timer | ? | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
Frame Count | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
- Far Standing Forward:
Damage | ? | ![]() |
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Stun | ?-? | ||||||
Stun Timer | ? | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Count | ? | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
Has both speed and range and serves as one of Cammy's very best pokes.
- Crouching Forward:
Damage | ? | ![]() |
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Stun | ?-? | |||||
Stun Timer | ? | |||||
Chain Cancel | No | |||||
Special Cancel | Yes | |||||
Frame Count | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
Is one of Cammy's best moves, period. Its good range and quick speed make it low-risk and a major part of Cammy's footsie game. You can combo this move with itself if you're close enough, but the timing is pretty tight. It also buffers well into special moves like Cannon Drills.
- Close Standing Roundhouse:
Damage | ? | ![]() |
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Stun | ?-? | |||||||||||||
Stun Timer | ? | |||||||||||||
Chain Cancel | No | |||||||||||||
Special Cancel | No | |||||||||||||
Frame Count | ? | ? | ? | ? | ? | 4 | 4 | ? | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
Looks like it would counter high-flying opponents, but I personally have never had much success using it for that (or anything else, for that matter).
- Far Standing Roundhouse:
Damage | ? | ![]() |
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Stun | ?-? | ||||||||||
Stun Timer | ? | ||||||||||
Chain Cancel | No | ||||||||||
Special Cancel | No | ||||||||||
Frame Count | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
A weird move with deceptively good range. It's unusual in that it has a lot of startup frames before it hits but not too many recovery frames. Most players don't use it very much, but it can see some important action in certain matchups.
- Crouching Roundhouse:
Damage | ? | ![]() |
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Stun | ?-? | |||||||
Stun Timer | ? | |||||||
Chain Cancel | No | |||||||
Special Cancel | No | |||||||
Frame Count | ? | ? | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
Cammy's foot sweep which does good damage and knocks down. Try to be careful not to miss with it, because it has a lot of recovery frames that leave her vulnerable for a long time after the kick.
Aerial Normals
- Neutral Jumping Jab:
Damage | ? | ![]() |
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Stun | ?-? | ||
Stun Timer | ? | ||
Frame Count | ? | ∞ |
- Diagonal Jumping Jab:
Damage | ? | ![]() |
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Stun | ?-? | |||
Stun Timer | ? | |||
Frame Count | ? | ? | ∞ | |
Simplified | ? | ∞ |
Normally used as a tick-throw setup.
- Neutral Jumping Strong:
Damage | ? | ![]() |
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Stun | ?-? | ||||||
Stun Timer | ? | ||||||
Frame Count | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
- Diagonal Jumping Strong:
Damage | ? | ![]() |
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Stun | ?-? | ||||||
Stun Timer | ? | ||||||
Frame Count | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
A pretty amazing move with huge priority. It's considered to be one of Cammy's staple jumping attacks against grounded opponents, because the angle is favorable and it tends to fare relatively well against certain types of anti-air moves.
- Neutral Jumping Fierce:
Damage | ? | ![]() |
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Stun | ?-? | ||||||
Stun Timer | ? | ||||||
Frame Count | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
- Diagonal Jumping Fierce:
Damage | ? | ![]() |
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Stun | ?-? | ||||||
Stun Timer | ? | ||||||
Frame Count | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
A solid punch that hits hard and lends itself well to big combos.
- Neutral Jumping Short:
Damage | ? | ![]() |
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Stun | ?-? | |||
Stun Timer | ? | |||
Frame Count | ? | ? | ∞ |
Quite useless. This move can be used in a different way, as a kind of aerial wall. For example, if you suspect Dictator might try to head stomp you, simply jump straight up and hit short and he should be repelled.
- Diagonal Jumping Short:
Damage | ? | ![]() |
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Stun | ?-? | ||||||
Stun Timer | ? | ||||||
Frame Count | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
Has both good range and an unusual hitbox and does double duty serving as Cammy's cross-up air attack. It requires reasonable accuracy to perform correctly, and your margin for error will vary depending on what opponent you're facing -- some of them are wider than others. Note that O.Cammy's j.short is different and can't cross up opponents.
- Neutral/Diagonal Jumping Forward:
Damage | ? | ![]() |
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Stun | ?-? | |||||||
Stun Timer | ? | |||||||
Frame Count | ? | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
Hits higher than most jumping attacks. You might consider it for air-to-air encounters. Although you probably wouldn't guess it from its appearance, it has slightly less range than her j.short or j.RH.
- Neutral Jumping Roundhouse:
Damage | ? | ![]() |
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Stun | ?-? | |||||||
Stun Timer | ? | |||||||
Frame Count | ? | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
- Neutral Jumping Roundhouse:
Damage | ? | ![]() |
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Stun | ?-? | |||||||
Stun Timer | ? | |||||||
Frame Count | ? | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
Is powerful and has good horizontal range. For example, you might use it to clip Ryu when you jump over his fireball from longe range.
--Raisin (April 30, 2007)
Throws
O.Cammy can throw using Strong, Fierce, Forward and Roundhouse. If in air, she can air throw with Fierce and Roundhouse. The direction of the joystick determines the direction the enemy gets thrown at. All his ground throws have the same range which is a little bellow average and do 32 points of damage (22%), plus two more if behind in rounds. There's no known difference between the ground throws or any reason to favor one over the other. All her Aerial throws have the same horizontal range which happens to be the best aerial throw range in the game! Note that O.Cammy can not perform an air throw with Strong and Forward, only with Fierce and Roundhouse. Also, her punch air throw has worse vertical range than N.Cammy's.
- Hooligan Suplex a.k.a. Back Drop: (←/→ + Strong/Fierce)
Damage | 32(+2) | ![]() |
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Stun | 7-13 | |||
Stun Timer | 100 | |||
Range (from axis) | 42 | |||
Range advantage | 17 |
Cammy grabs the opponent by the waist and slams them backwards.
- Frankensteiner a.k.a. Leg Flip: (←/→ + Strong/Fierce)
Damage | 32(+2) | ![]() |
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Stun | 7-13 | |||
Stun Timer | 100 | |||
Range (from axis) | 42 | |||
Range advantage | 17 |
Cammy uses her legs to hurl the opponent down.
- Flying Neck Hunt a.k.a. Air Toss: (Cammy and opponent in air, ↖/↙/←/→/↘/↗ + Fierce)
Damage | ?(+?) | ![]() |
Stun | 7-13 | |
Stun Timer | 100 | |
Range (from axis) | 60 | |
Range advantage | 35 |
Cammy quickly throws her opponent to the ground. This air throw does more damage (around 29%) but its a bit harder to connect. It must be performed during a certain phase of Cammy's jump, anywhere between halfway up her ascendance to the peak of her jump, or if you prefer to think of it a different way, only around the second quarter of her jump duration. Note that with O.Cammy it is a bit harder to use this air throw because it has less vertical range.
- Air Frankensteiner a.k.a. Aerial Leg Flip: (Cammy and opponent in air, ↖/↙/←/→/↘/↗ + Roundhouse)
Damage | ?(+?) | ![]() |
Stun | 7-13 | |
Stun Timer | 100 | |
Range (from axis) | 60 | |
Range advantage | 35 |
Cammy uses her legs to hurl the opponent down, just like its grounded version. This air throw does a lesser 23.5% of damage, but its window of opportunity is much larger and can be executed anytime Cammy is airborne unless she just left the ground or is just about to land, or in other words, around the middle 80% of her jump.
--Raisin (April 1, 2007)