m (fix motion tags) |
|||
Line 134: | Line 134: | ||
}} | }} | ||
{{MoveListRow | Steel slicer | {{MoveListRow | Steel slicer | ||
| b + hk | | {{b}} + {{hk}} | ||
| | | | ||
| | | | ||
Line 144: | Line 144: | ||
{{MoveListHeader}} | {{MoveListHeader}} | ||
{{MoveListRow | Axle Spin Knuckle | {{MoveListRow | Axle Spin Knuckle | ||
| qcf + p | | {{qcf}} + p | ||
|7 + 7 / 8 + 8 | |7 + 7 / 8 + 8 | ||
|}} | |}} | ||
{{MoveListRow | Cannon Drill | {{MoveListRow | Cannon Drill | ||
| qcf + k | | {{qcf}} + k | ||
|14 / 16 | |14 / 16 | ||
|Links to Killer Bee Assault! | |Links to Killer Bee Assault! | ||
}} | }} | ||
{{MoveListRow | Air Cannon Drill | {{MoveListRow | Air Cannon Drill | ||
| qcf + k | | {{qcf}} + k | ||
|14 / 16 | |14 / 16 | ||
|aironly Links to Killer Bee Assault! | |aironly Links to Killer Bee Assault! | ||
}} | }} | ||
{{MoveListRow | Cannon Spike | {{MoveListRow | Cannon Spike | ||
| dp + k | | {{dp}} + k | ||
|18 / 20 | |18 / 20 | ||
|}} | |}} | ||
Line 167: | Line 167: | ||
}} | }} | ||
{{MoveListRow | Cannon Revenge | {{MoveListRow | Cannon Revenge | ||
| hcb + p | | {{hcb}} + p | ||
| 18 / 12 ? | | 18 / 12 ? | ||
|counter | |counter | ||
}} | }} | ||
{{MoveListRow | Hooligan Jump | {{MoveListRow | Hooligan Jump | ||
| qcb + k | | {{qcb}} + k | ||
| Slide: 12 / 14, Throw: 18, Strike: 14 | | Slide: 12 / 14, Throw: 18, Strike: 14 | ||
| While in jump: Far: press p to cancel. Close: press p to do a Fatal Leg Twister. Press k to Cannon Strike. Or let it finish into a Razor Edge Slicer on landing. | | While in jump: Far: press {{p}} to cancel. Close: press {{p}} to do a Fatal Leg Twister. Press {{k}} to Cannon Strike. Or let it finish into a Razor Edge Slicer on landing. | ||
}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 182: | Line 182: | ||
{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Killer Bee Assault | {{MoveListRow | Killer Bee Assault | ||
| qcb + lp + hp | | {{qcb}} + {{lp}} + hp | ||
| 4 + 4 + 4 + 4 + 37 | | 4 + 4 + 4 + 4 + 37 | ||
| airok Has an invincible start-up. You can use this to catch an opponent doing a laggy move. Sometimes crosses up an opponent. And sometimes they drop out early. | | {{airok}} Has an invincible start-up. You can use this to catch an opponent doing a laggy move. Sometimes crosses up an opponent. And sometimes they drop out early. | ||
}} | }} | ||
{{MoveListRow | Reverse Shaft Breaker | {{MoveListRow | Reverse Shaft Breaker | ||
| qcb + lk + hk | | {{qcb}} + {{lk}} + hk | ||
| 45 | | 45 | ||
| | | | ||
}} | }} | ||
{{MoveListRow | Spin Drive Smasher | {{MoveListRow | Spin Drive Smasher | ||
| qcf + lk + hk | | {{qcf}} + {{lk}} + hk | ||
| 44 | | 44 | ||
| | | |
Revision as of 23:54, 8 December 2020


Introduction
Incredibly quick with great priority on her normals. Has great resets, but is somewhat limited by only having one real (but very damaging) combo.
Colors
First row: LP, HP, A1. Second row: LK, HK, A2.
Moves List
Normal Moves
Command normals
Special Moves









Super Moves







Assist Moves
Alpha Assist
Cammy does her cannon strike move. This is invincible until it hits an opponent, however some projectiles can knock her out of her assist.
The Basics
Staple combos.
c.lp, c.fp, /\ sj.lk, sj.mk, cannon drill(hk version) XX KBA
c.lp, c.fp /\ sj.hk, cannon drill(hk version) XX KBA
- If your opponent doesn't roll after this combo you can dash-in and continue comboing. Because of damage scaling, it is best to go for a high amount of hits through her double jump combos than another KBA unless the amount of hits is low enough to make it worth it.
Air resets
c.lp, c.fp /\ sj.lp, sj.lk, sj.mp, double jump to the opposite side(reset occurs here), sj.lk sj.mk, cannon drill(hk version) XX KBA
c.lp, c.fp /\ sj.lp, sj.mp,(pause), sj.lp, sj.mp double jump on the same side(reset occurs here), sj.lk sj.mk, cannon drill(hk version) XX KBA
c.lp, c.fp /\ sj.lp, sj.lk, sj.mp, (without jumping, fall to the other side of the opponent) cannon drill(hk version), XX KBA
References
http://www.dailymotion.com/video/x2bn2i_mvc2-cammy-combos-and-resets
Advanced Strategy
Best assists include Sentinel (G), Tron Bonne (G), Cyclops (B), Psylocke (A).
Playing with Sentinel (G): Can do j. Cannon Drill (RH version) while calling Sentinel (G) to back you up. Also can do call Sentinel (G), Cannon spike (either version). Sentinel Drones will often protect you (unless the drones are interrupted or hit the opponent's assist).
Crossup on incoming characters (in the corner only): Call Sentinel (G) (also works with Strider (B)), Cannon Spike (RH version) that whiffs on purpose (must execute this before the opponent is in the screen to whiff). You will end up behind the opponent as they come in and the opponent often can't even see where the drones or Strider is located (cross-up practically occurs below the screen). Free c. short, c. forward, c. fierce, etc. after the drones or Strider assist hits.
With Tron Bonne, it's very useful to use j. short, j. forward in combination while calling Tron Bonne. Use with the occasional c. short, c. forward, c. fierce attempt (safe against many characters), can you can have a virtual lock down (very effective vs. Sentinel and large characters).
Character specific strategy
vs. Sentinel
When facing sentinel or other large characters (blackheart, juggernaunt, thanos, dr.doom etc.) her hooligan trow combination (qcb+k and then press p when close to an opponent) becomes much more reliable.
if you are close to sentinel do the qcb+k and immediately press p. You will most likely be in range. If you do this on a crouched opponent you can combo into her bread and butter combo.