Street Fighter V/Cammy: Difference between revisions

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===[https://www.youtube.com/StreetFighter Street Fighter] Official Character Guide===
===[https://www.youtube.com/StreetFighter Street Fighter] Official Character Guide===
<youtube>WpDApwJz7bk</youtube><br>
<youtube>WpDApwJz7bk</youtube><br>
===[https://www.youtube.com/user/SupermanSajam Sajam's] Character Breakdown===
=== [https://www.youtube.com/user/moonlitearthx14/featured|Bafael Bafael's] At a Glance ===
<youtube>tyqGBNQQ3J8</youtube><br>
<youtube>OEE5Y9cDUXU</youtube>
=== [https://www.youtube.com/channel/UCjcbWidM45e7i9dSjZOYNpQ Shoryuken's] Rising Up Series ===
<youtube>Bq6-3H2Mc-8</youtube>
<youtube>4BfEX5Yipz0</youtube>
==== [https://www.youtube.com/watch?v=65dNs96YmN0&list=PLOVyB2EcKbJnnE4fiuQBH67scBqjf7tQY YouTube Playlist with previous season changes] ====


== Frame Data ==
== Frame Data ==

Revision as of 12:29, 25 May 2020

Template:SFVHeader

Cammy

SFV-Cammy Portrait.jpg
VITALS
Health: 925 Stun: 925
WALKING THROWS
Forward Walk Speed: 5 Throw Range: 0.8
Back Walk Speed: 3.8 Throw Hurt Range: 0.25
DASHING JUMPING
Forward Dash Total Frames: 16 Jump Height Apex: -
Back Dash Total Frames: 21 Jump Total Frames: 47 (4+39+4)
Forward Dash Distance: 138.6 Forward Jump Distance: 195
Back Dash Distance: 118.2 Back Jump Distance 195
NOTABLE MOVE CLASSES
Overheads: Reverse Edge Hard Knockdowns: CA
Low Attacks: crLK, crMK, crHK, Razor Edge Slicer Crush Counters: crHK

Summary

Bio

TBW


Why Pick Cammy?

Cammy is a rushdown, pressure heavy character in it's purest form. She doesn't have an overhead, but her frame data and tick throws are threatening enough to make anyone scared of her. Her great walk speed, dash speed, midscreen oki, and her signature dive kick make her hard to keep out, and even harder to get out if she's already found her way in. If you like overwhelming your opponent with great normals, a fast dive kick, and an obnoxious tick throw with amazing walk speed to compliment it, try Cammy out.


Players To Watch

Kazunoko, Hurricane, everyone online


Change List

For list of all changes, see Change/Patch List

Season 3.5

  • Hurtbox expanded upwards while crouching
  • Stun increased from 900 to 950
  • Forward throw damage increased from 120 to 130, stun decreased from 150 to 120
  • Back throw damage increased from 140 to 150
  • Crouch LK pushback on hit increased
  • Lift Upper (b+MK > HK) can be canceled into Delta Ambush (VT2) specials
  • Light Cannon Spike invincible to airborne attacks on 1-6f
  • VT1
    • Can cancel Cannon Spike into Cannon Strike on hit
  • VT2
    • Delta Step/Delta Ambush changed to 2 block V-Trigger, using follow-up special completely drains meter
    • Delta Twist (HP+HK > P) hurtbox expanded downwards
    • Reverse Edge (HP+HK > K) damage increased from 70 to 80, second hit is mid overhead, recovery on block and hit unified, disadvantage decreased from -11 to -5, active frames 1-2 can hit grounded opponents, increased downward hurtbox


Season 3 (Arcade Edition)

  • Forward throw stun reduced from 200 to 150
  • Back throw damage increased from 130 to 140
  • Air throw damage increased from 130 to 150
  • Stand LP pushback on hit/block increased, startup changed to 3f when rapid canceled into, collision box adjusted
  • Stand MK recovery increased from 13f to 15f
  • Stand HK advantage on hit increased from +2 to +4, hurtbox reduced, collision box adjusted, changed so it can hit behind Cammy
  • Crouch LP hitbox reduced, hurtbox expanded, increased pushback on hit/block with rapid canceled version being further, collision box adjusted
  • Crouch LK pushback on hit/block increased, collision box adjusted
  • Crouch HP hurtbox expanded
  • Crouch HK hurtbox reduced
  • Jump MP hitbox expanded, hurtbox reduced
  • Jump HP hurtbox reduced
  • Jump HK hitbox lowered, hurtbox reduced
  • Lift Upper (b+MP > HK) hitbox reduced, hurtbox expanded
  • Axel Spin Knuckle (MP+MK) advantage on hit increased from +6 to +7
  • Strike Back (f+KKK) disadvantage on block increased from -2 to -4
  • Delta Drive (HP+HK in VT1) timer increased, amount each move used increased as well
  • Added V-Trigger 2: Delta Step


Move List

Unique Attacks

SFV-Cammy-Unique.jpg

Special Moves

SFV-Cammy-Special.jpg

V-System (V-Trigger / V-Skill / V-Reversal)

SFV-Cammy-Vsystem.jpg

Critical Art

SFV-Cammy-Critical.jpg


Cammy Discussions

Discussions regarding Cammy

Cammy Shoryuken Forum

Cammy Discord Link

Cammy Discord

Video Guides

Capcom Fighters' Official Character Introduction


Street Fighter Official Character Guide


Bafael's At a Glance

YouTube Playlist with previous season changes

Frame Data

- Champion Edition data courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, BananaCyclone and the Frame Assist Tool team. - Huge thanks for their efforts! - See https://fullmeter.com/fatonline/#/home for more information

Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Stand LP LP 4 2 6 2 4 6 30 70 H ["ch","sp","su","vt1","vt2"] - - - - 36 84
Stand MP MP 6 3 9 3 7 9 60 100 H ["sp","su","vt1","vt2"] - - - 9 72 120
Stand HP HP 6 2 20 -3 1 3 80 150 H ["sp","su","vt1","vt2"] - - - 13 96 180
Stand LK LK 4 2 7 1 2 4 40 70 H ["vt1","vt2"] - - - - 48 84
Stand MK MK 8 3 15 -2 2 4 60 100 H ["vt1","vt2"] - - - 9 72 120
Stand HK HK 9 4 17(20) -2 4 20 90 150 H ["vt1","vt2"] - - - 14 108 180
Crouch LP d+LP 3 3 6 0 4 6 20 70 H ["ch","sp","su","vt1","vt2"] - - - - 24 84
Crouch MP d+MP 5 3 10(12) 1 5 7 60 100 H ["sp","su","vt1","vt2"] - - - 9 72 120
Crouch HP d+HP 9 3 20 -2 1 3 80 150 H ["su","vt1","vt2"] - - - 13 96 180
Crouch LK d+LK 4 2 9 -1 1 3 20 70 L ["ch","vt1","vt2"] - - - - 24 84
Crouch MK d+MK 7 2 14 -3 0 2 50 100 L ["sp","su","vt1","vt2"] - - - 8 60 120
Crouch HK d+HK 7 2 22 -12 KD KD 90 150 L ["vt1","vt2"] 69 20 25 14 108 180
Jump LP u+LP 3 5 - - - ? 40 70 M - - - - - 48 84
Jump MP u+MP 5 5 - - - ? 70 100 M - - - - 11 84 120
Jump HP u+HP 7 5 - - - ? 90 150 M - - - - 14 108 180
Jump LK u+LK 3 5 - - - ? 40 70 M - - - - - 48 84
Jump MK u+MK 6 5 - - - ? 70 100 M - - - - 11 84 120
Jump HK u+HK 7 5 - - - ? 90 150 M - - - - 14 108 180
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Knee Bullet f+HK 12 2(5)2 17 -2 5 7 40*40 (80) 150 H*H - - - - CHIP CH_DAMAGE 180
Lift Upper b+MP 4 4 14 1 4 6 60 100 H ["sp","su","vt1","vt2"] - - - 9 72 120
Lift Combination b+MP > HK 4+9 4 27 -12 KD KD 60*72 (132) 100*90 (190) H*H ["sp","su","vt1","vt2"] 87 28 33 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Gyro Clipper LP+LK 5 3 17 - KD KD 130 120 T - 58 9 9 ? 156 144
Delta Through b+LP+LK 5 3 17 - KD KD 150 200 T - 64 15 15 ? 180 240
Neck Spiral LP+LK (air) 5 2 6 - KD KD 150 200 T - 68 19 19 ? 180 240
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Delta Drive HP+HK (VT1) 1 - 8 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Delta Step f+HP+HK (VT2) 1 - 13 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Delta Ambush HP+HK (VT2) 12 - 10 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Axel Spin Knuckle MP+MK (VS1) 35(36) 2 13 2 7 9 60 100 H - - - - ? 72 120
Spinning Attack MP+MK (VS2) 15 5 28 -6 KD KD 80 120 H - 86(100) 27(41) 32(46) ? 96 144
Strike Back f+KKK 17 2 24 -6 2 4 60 0 H - - - - ? 72 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Taunt PPP+KKK - - 61 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
LK Spiral Arrow qcf+LK 7 11 6+19 -12 KD KD 70 120 H ["su"] 85 26 31 ? 84 144
MK Spiral Arrow qcf+MK 7 13 6+18 -15 KD KD 80 120 H ["su"] 79 20 25 ? 96 144
HK Spiral Arrow qcf+HK 7 2(1)11 7+19 -12 KD KD 50*50 (100) 50*70 (120) H*H ["su"] 79 20 25 ? CH_DAMAGE CH_STUN
EX Spiral Arrow qcf+KK 7 2(2)10 5+18 -11 KD KD 70*70 (140) 50*150 (200) H*H - 80 21 26 ? CH_DAMAGE CH_STUN
LK Cannon Spike f,d,df+LK 4 11 22+14 -37 KD KD 120(80) 150 H ["su"] 79 20 25 ? CH_DAMAGE 180
MK Cannon Spike f,d,df+MK 5 11 25+14 -37 KD KD 120(80) 150 H ["su"] 79 20 25 ? CH_DAMAGE 180
HK Cannon Spike f,d,df+HK 6 11 25+14 -37 KD KD 120(80) 150 H ["su"] 79 20 25 ? CH_DAMAGE 180
EX Cannon Spike f,d,df+KK 3 11 24+14 -37 KD KD 50*50*60 (160) 50*50*100 (200) H - 77 18 23 ? CH_DAMAGE CH_STUN
LK Cannon Strike qcb+LK(air) 13 11 9 -5(2) 0(8) ? 60 100 H - - - - ? 72 120
MK Cannon Strike qcb+MK(air) 13 11 9 -5(2) 0(8) ? 60 100 H - - - - ? 72 120
HK Cannon Strike qcb+HK(air) 13 11 9 -5(2) -1(7) ? 60 100 H - - - - ? 72 120
EX Cannon Strike qcb+KK(air) 13 11 13 -5(4) KD KD 80 100 H - - - - ? 96 120
LP Hooligan Combination hcf+LP - - - - - ? - - - - - - - ? CH_DAMAGE CH_STUN
MP Hooligan Combination hcf+MP - - - - - ? - - - - - - - ? CH_DAMAGE CH_STUN
HP Hooligan Combination hcf+HP - - - - - ? - - - - - - - ? CH_DAMAGE CH_STUN
EX Hooligan Combination hcf+PP - - - - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Razor Edge Slicer hcf+P > no input 39+10 9 13 -2 KD KD 100 150 L - 94 35 40 ? 120 180
EX Razor Edge Slicer hcf+PP > no input 39+10 9 13 3 KD KD 50*50*50 (150) 50*50*100 (150) L*L*L - 97 38 43 ? CH_DAMAGE CH_STUN
Fatal Leg Twister hcf+P > LP+LK 24+4 2 10 KD KD KD 150 250 T - 55 6 6 ? 180 300
Cross Scissors Pressure hcf+P > LP+LK (air) 24+4 2 10 KD KD KD 150 250 T - 78 19 19 ? 180 300
Cannon Strike (Hooligan) hcf+P > K 24+15 11 9 0(5) 4(9) ? 60 100 H - - - - ? 72 120
EX Cannon Strike (Hooligan) hcf+PP > K 14+13 11 13 -2(6) KD KD 80 100 H - 105 46 51 ? 96 120
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Cross Stinger Assault qcf,qcf+K 3 9 39 -30 KD KD 330 0 H - 93 44 44 ? 396 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT1
LK Spiral Arrow qcf+LK 7 12 4+19 -13 KD KD 15x4*40 (120) 150 H ["su"] 97 38 43 ? CH_DAMAGE 180
MK Spiral Arrow qcf+MK 7 12 4+19 -13 KD KD 15x4*40 (120) 150 H ["su"] 97 38 43 ? CH_DAMAGE 180
HK Spiral Arrow qcf+HK 7 12 4+19 -13 KD KD 15x4*40 (120) 150 H ["su"] 97 38 43 ? CH_DAMAGE 180
LK Cannon Spike f,d,df+LK 3 6(3)3(3)3 25+26 -37 KD KD 50*20x3*50 (160) 200 H ["su"] 72 13 18 ? CH_DAMAGE 240
MK Cannon Spike f,d,df+MK 3 6(3)3(3)3 25+26 -37 KD KD 50*20x3*50 (160) 200 H ["su"] 72 13 18 ? CH_DAMAGE 240
HK Cannon Spike f,d,df+HK 3 6(3)3(3)3 25+26 -37 KD KD 50*20x3*50 (160) 200 H ["su"] 72 13 18 ? CH_DAMAGE 240
LK Cannon Strike qcb+LK(air) 13 11 9 4(15) 6(17) ? 40*20x2 (80) 100 H - - - - ? CH_DAMAGE 120
MK Cannon Strike qcb+MK(air) 13 11 9 4(15) 6(17) ? 40*20x2 (80) 100 H - - - - ? CH_DAMAGE 120
HK Cannon Strike qcb+HK(air) 13 11 9 4(15) 6(17) ? 40*20x2 (80) 100 H - - - - ? CH_DAMAGE 120
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT2
Delta Twist HP+HK > P (VT2) 12+5 2 9 - 7 9 120 0 T - - - - ? 144 0
Reverse Edge HP+HK > K (VT2) 12+10 4*3 9 -2 3 5 40*30 (70) 70*30 (100) M*H - - - - ? CH_DAMAGE CH_STUN
Delta Step (secondary) f+HP+HK - - 19 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Delta Ambush (secondary) HP+HK (VT2) 24 - 10 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Delta Twist (secondary) HP+HK > P 24+5 2 13 - 7 9 120 0 T - - - - ? 144 0
Reverse Edge (secondary) HP+HK > K 24+10 4*3 9 -2(-1) 3(4) ? 40*30 (70) 70*30 (100) M*M - - - - ? CH_DAMAGE CH_STUN
Notes:
  • CH Damage and stun is calculated by multiplying base values by 1.2. For multi-hitting moves this usually only applies to first hit; if only second hit connects it will get the x1.2 benefits.
  • For Crush Counters: J = Juggle, C = Crumple, KD = Knockdown
  • Chip damage for normals refers to grey life inflicted

Combos

BnB

With Meter

Corner

Crush Counter

V-Trigger Cancels

V System

V Reversal

Unlike most characters, in addition to being a 17f strike reversal Cammy also goes through the opponent and switches sides. The V-Reversal is -6 if blocked however, so using it without considering the move it was used on can lead to a big punish and right back to the same or worse situation.

V Skill 1

Axel Spin Knuckle is a forward moving spinning attack that can go through fireballs, cross the opponent up, and lead into a combo on hit. It is throw invincible during the middle of it, however there is no full invincibility. Gains V-Gauge on hit.

V Skill 2

Spinning Axe has Cammy jump in the air and perform a spin kick. This can be cancelled from any special cancellable normal. It's safe on block when spaced, and even triggers a crush counter on counter hit. It can be very obnoxious for the opponent to deal with if always spaced correctly from a cr.mk. Make good use of it by keeping the opponent cornered and crushing their attempts at punishing you.

V Trigger 1

Delta Drive is a two bar V-Trigger that powers up all of Cammy's specials, increasing their damage and combo ability. Spiral Arrow now goes through the opponent and knocks them into the air allowing Cannon Spike follow-up and is mostly safe when done up close due to range. Cannon Spike now does more damage and has a higher combo potential and can cancel into Cannon Strike on hit; it is also completely invincible. Cannon Strike now passes through the opponent and is always (?) advantageous. Each special takes 50% of the remaining V-Gauge.

V Trigger 2

Delta Step is a two bar V-Trigger that gives Cammy access to two special moves. HP+HK is Delta Ambush which causes Cammy to jump forward slightly, and can be canceled into either an overhead that can be combed after or a throw that can only hit standing opponents. f+HP+HK is Delta Step, which has Cammy rush forward and can be used to keep pressure after certain normals. She gets two uses total: when the V-Trigger is first activated the screen freezes and Cammy does the appropriate action based on the input, the second time the screen does not freeze and it consumes the rest of the meter.

Strategy

Playing as Cammy

Fighting Against Cammy