Callie Rose (talk | contribs) (infoboxes and hitboxes for all her normals, specials/supers next) |
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== Special Moves == | == Special Moves == | ||
=== <span class="invisible-header">Spiral Arrow</span> === | |||
{{MoveData | |||
| name = Spiral Arrow | |||
| input = 236K | |||
| subtitle = Drill | |||
| image = CVS2_Cammy_236K_First.PNG | |||
| caption = Starting hitbox | |||
| image2 = CVS2_Cammy_236K_Second.PNG | |||
| caption2 = Travelling hitbox | |||
| linkname = Spiral Arrow | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|236}}+{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 1200/1100 | |||
| stun = 12/11 | |||
| cancel = None | |||
| guard = Low | |||
| parry = Low | |||
| startup = 8 | |||
| active = 23 | |||
| recovery = 19 | |||
| total = 50 | |||
| advHit = -DWN | |||
| advBlock = -18 | |||
| invul = None | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 1300/1200 | |||
| stun = 13/12 | |||
| cancel = None | |||
| guard = Low | |||
| parry = Low | |||
| startup = 8 | |||
| active = 23 | |||
| recovery = 20 | |||
| total = 51 | |||
| advHit = -DWN | |||
| advBlock = -19 | |||
| invul = None | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 300+1300 | |||
| stun = 3+13 | |||
| cancel = None | |||
| guard = Low | |||
| parry = Low | |||
| startup = 8 | |||
| active = 23 | |||
| recovery = 23 | |||
| total = 54 | |||
| advHit = -DWN | |||
| advBlock = -18 | |||
| invul = None | |||
| description = Cammy slides along the ground while spinning like an arrow. Her main special, especially for ending combos. Since every version has the same startup, stick to the HK version in combos for max damage. In neutral these still have plenty of use, as they have pretty extreme low profile and can be spaced to be safe. When done point blank you are left more than punishable however, so learn where you can do each version and be safe. Roll cancelling makes these even more potent, but Cammy is mostly played in Grooves without rolls. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">Cannon Spike</span> === | |||
* | {{MoveData | ||
| name = Cannon Spike | |||
| input = 623K | |||
| subtitle = DP | |||
| image = CVS2_Cammy_623K_First.PNG | |||
| caption = Invulnerable Startup | |||
| image2 = CVS2_Cammy_623K_Second.PNG | |||
| caption2 = First Hitbox | |||
| image3 = CVS2_Cammy_623K_Third.PNG | |||
| caption3 = Second Hitbox | |||
| linkname = Cannon Spike | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|623}}+{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 1400/700 | |||
| stun = 14/7 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4 | |||
| active = 23 | |||
| recovery = 22 | |||
| total = 49 | |||
| advHit = -DWN | |||
| advBlock = -28 | |||
| invul = 4 (Full), 3 (Lower) | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|623}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 1500/700 | |||
| stun = 15/7 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4 | |||
| active = 28 | |||
| recovery = 28 | |||
| total = 60 | |||
| advHit = -DWN | |||
| advBlock = -29 | |||
| invul = 4 (Full), 3 (Lower) | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|623}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1600/700 | |||
| stun = 16/7 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4 | |||
| active = 33 | |||
| recovery = 35 | |||
| total = 72 | |||
| advHit = -DWN | |||
| advBlock = -30 | |||
| invul = 8 (Full) | |||
| description = Cammy's kick DP series. Very high priority and fast, making them stellar anti-airs. Learn to DP on reaction to jumps as this makes it very hard to jump on Cammy. Can also be used for reversals, namely the HK version, but are very unsafe so use this with caution. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">Cannon Strike</span> === | |||
{{MoveData | |||
| name = Cannon Strike | |||
| input = j.214K | |||
| subtitle = Divekick | |||
| image = CVS2_Cammy_j214K.PNG | |||
| caption = | |||
| linkname = j214K | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = In Air, {{Motion|214}}+{{Icon-Capcom|K}} | |||
| subtitle = | |||
| damage = 800 | |||
| stun = 8 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 12 | |||
| active = Travelling | |||
| recovery = 4 (Landing) | |||
| total = ~16 | |||
| advHit = +10 | |||
| advBlock = +10 | |||
| invul = None | |||
| description = A very useful divekick. Similar to Cammy's other two main specials, this has higher priority than it should. Mixing that with the pause in the air to throw off anti-air timings, it can be hard for some characters to properly anti-air this without a DP or invuln special. Still, you shouldn't use this every jump. Tends to be very plus, but try to aim for the lower parts of the opponents hurtbox to be as plus as possible and guarantee a combo afterwards. The only difference in versions used is the angle she travels, and even then it's not a major difference. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">Axle Spinning Knuckle</span> === | |||
*( | {{MoveData | ||
| name = Axle Spinning Knuckle | |||
| input = 63214P | |||
| subtitle = Spin | |||
| image = CVS2_Cammy_63214P_First.PNG | |||
| caption = Hurtbox Disappears | |||
| image2 = CVS2_Cammy_63214P_Second.PNG | |||
| caption2 = Hitbox Appears | |||
| linkname = 63214P | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|63214}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 400+1000 | |||
| stun = 4+10 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 44 | |||
| active = 11 | |||
| recovery = 8 | |||
| total = 53 | |||
| advHit = -DWN | |||
| advBlock = +8 | |||
| invul = 2 (Middle Body), 31 (Projectile) | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|63214}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 400+1100 | |||
| stun = 4+11 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 45 | |||
| active = 11 | |||
| recovery = 8 | |||
| total = 54 | |||
| advHit = -DWN | |||
| advBlock = +8 | |||
| invul = 2 (Middle Body), 32 (Projectile) | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|63214}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 400+1200 | |||
| stun = 4+12 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 46 | |||
| active = 11 | |||
| recovery = 8 | |||
| total = 55 | |||
| advHit = -DWN | |||
| advBlock = +8 | |||
| invul = 2 (Middle Body), 33 (Projectile) | |||
| description = Cammy spins toward her opponent before throwing out a backhand punch. Massive projectile invuln lets her breeze through any projectile. Because of the lengthy startup however, this has to be used very early on to actually punish a fireball, making it a bit of a risky guess. While she is left very plus, this will always lose to lows like sweeps or 2MK > supers, making it a large risk for medium reward in the form of a knockdown or plus frames, which Cammy can already get with much more safety usually. If you know 100% they'll throw a fireball, and you aren't in a roll groove for RC Spiral Arrow, this isn't bad. Otherwise, avoid using this. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">Hooligan Combination</span> === | |||
* | {{MoveData | ||
* | | name = Hooligan Combination | ||
| input = 12369P | |||
| subtitle = Flip | |||
| image = CVS2_Cammy_12369P.PNG | |||
| caption = | |||
| linkname = Hooligan Combination | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|db}}{{Motion|236}}{{Motion|uf}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = None | |||
| stun = None | |||
| cancel = None | |||
| guard = None | |||
| parry = None | |||
| startup = 0 | |||
| active = 66 | |||
| recovery = 0 | |||
| total = 66 | |||
| advHit = None | |||
| advBlock = None | |||
| invul = None | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|db}}{{Motion|236}}{{Motion|uf}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = None | |||
| stun = None | |||
| cancel = None | |||
| guard = None | |||
| parry = None | |||
| startup = 0 | |||
| active = 62 | |||
| recovery = 0 | |||
| total = 62 | |||
| advHit = None | |||
| advBlock = None | |||
| invul = None | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|db}}{{Motion|236}}{{Motion|uf}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = None | |||
| stun = None | |||
| cancel = None | |||
| guard = None | |||
| parry = None | |||
| startup = 0 | |||
| active = 58 | |||
| recovery = 0 | |||
| total = 58 | |||
| advHit = None | |||
| advBlock = None | |||
| invul = None | |||
| description = Cammy flips through the air at her opponent. The input is very strange, and is somewhat difficult since it has to be done before Cammy jumps out of her jump startup. This has three possible followups: Cannon Strike, Throw, and Razor Edge Slicer. These are an overhead, a grab, and a low. This is generally not a tool you will use often, as even though Cammy can threaten a great mixup from it, it has tons of travel time and the opponent can easily hit you out of it or even just jump or roll away. Similar to Axle Spinning Knuckle, you won't get many chances to use this in a match. However, if you know an opponent will block against Cammy to avoid getting counterhit and has been teching all your throws, this can be a worthwhile last-ditch mixup. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">Cannon Strike Followup</span> === | |||
{{MoveData | |||
| name = Cannon Strike Followup | |||
* | | input = K after Hooligan Combination | ||
| subtitle = Divekick Followup | |||
| image = CVS2_Cammy_j214K.PNG | |||
| caption = | |||
| linkname = K Followup | |||
| data = | |||
{{AttackData-CvS2 | |||
* | | version = After Hooligan, {{Icon-Capcom|K}} | ||
| subtitle = | |||
| damage = 800 | |||
| stun = 8 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 12 | |||
| active = Travelling | |||
| recovery = 4 (Landing) | |||
| total = ~16 | |||
| advHit = +10 | |||
| advBlock = +10 | |||
| invul = None | |||
| description = Identical to the normal version. Overhead mixup from Hooligan, and the one you'll use the most in the few cases you use Hooligan since it's the fastest to come out and doesn't require close proximity. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">Throw Followup</span> === | |||
{{MoveData | |||
| name = Hooligan Throw | |||
| input = After Hooligan, Close 4/6P | |||
| subtitle = Throw Followup | |||
| image = CVS2_Cammy_HThrow.PNG | |||
| caption = | |||
| linkname = | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = After Hooligan, Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|P}} | |||
| subtitle = | |||
| damage = 1700/1800 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Grab | |||
| parry = Grab | |||
| startup = 0 | |||
| active = 1 | |||
| recovery = Till Landing/5 | |||
| total = ~6 | |||
| advHit = -DWN | |||
| advBlock = Grab | |||
| invul = None | |||
| description = A grab mixup from Hooligan. Rarely used since opponents won't respect Hooligan enough for you to get this, but it is an option you have if they respect you too much. Funnily enough this has an airgrab version that does more damage, so if the opponent jumps out of a Hooligan mixup late you can get this and punish them. Still not a great option, but it is possible. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">Razor Edge Slicer</span> === | |||
{{MoveData | |||
| name = Razor Edge Slicer | |||
| input = After Hooligan, do nothing | |||
| subtitle = Low Followup | |||
| image = CVS2_Cammy_Slide.PNG | |||
| caption = | |||
| linkname = Razor Edge Slicer | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = After Hooligan, {{Motion|5}} | |||
| subtitle = | |||
| damage = 1100/1200/1300 | |||
| stun = 11/12/13 | |||
| cancel = None | |||
| guard = Low | |||
| parry = Low | |||
| startup = 5 | |||
| active = 8 | |||
| recovery = 25/23/31 | |||
| total = 38/36/44 | |||
| advHit = -DWN | |||
| advBlock = -7 | |||
| invul = None | |||
| description = A slide after a full Hooligan flip that hits low. The different recovery values and damage values correspond with what version of Hooligan you used. This is probably Cammy's absolute least useful move. Your opponent has to completely respect the full Hooligan flip before this even starts, and then try to block high as you land. Since every version of Hooligan takes roughly a full second to complete, only opponents with the slowest of reactions and the least amount of knowledge of how blocking works will get hit by this. Even if they do somehow get stuck blocking it, Cammy is punishable if this gets blocked. In the rare cases you even use Hooligan, stick to the other two followups. | |||
* | |||
}} | |||
}} | |||
== Super Moves == | == Super Moves == |
Revision as of 14:36, 3 June 2022
Introduction
Cammy White, a.k.a. Killer Bee, is an ex-Shadoloo member and a Doll who gained self-awareness and broke free from M. Bison/Dictator's control with help from Dhalsim. Dolls were clones of M. Bison himself who were made to be his personal assassins and guards, acting very robotically. Cammy freed the other Dolls, but an explosion caused her to lose her memory, and Vega/Claw deposited her at the base of Delta Red, a paramilitary organization. After learning about the World Warrior tournament in the events of Street Fighter 2, Cammy entered, feeling a connection to M. Bison. She learned of her true past, and decided to spend the rest of her life fighting against M. Bison.
Cammy is one of the best characters in CvS2, likely right behind the top tiers. Her strengths are numerous, from some of the best normals in the game to plenty of powerful specials and mixup potential. Her amazing walkspeed allows her to keep her preferred range easily, and some of her amazing buttons like 2MK and especially 5HP keep the opponent constantly in check. Her signature special, Spiral Arrow, allows her to punish a majority of fireballs and can be spaced to make her safe and get her in. Her uppercut, Cannon Spike, is incredibly fast with great priority and invincible startup, eating up any jump at all and giving Cammy great air control. Her divekick, Cannon Strike, is a is a powerful dive that allows her to alter her jump arc and leaves her very plus. With meter, any good hit from a long distance poke or ridiculously plus close range normal can confirm easily into her Spin Drive Smasher super, usually called SDS, for insane damage. Fast ground speed, insane frame data, scary offense with meter, and versatile specials make Cammy an offensive grounded nightmare.
Cammy does have a few major weaknesses holding her back from being as strong as characters like Sagat or Blanka. Her health is lower than the average character, against characters with high damage she can be KOd with a few good moves. She has a very floaty and high jump, and while having a strong divekick makes it a bit better, anti-airing her is still easier than most characters. Probably the biggest weakness is she has one of the worst rolls in the game, being very slow and reactable, making it very risky to roll with her. Nevertheless, these weaknesses barely hold back an otherwise stellar character.
Groove Selection
Cammy has two popular grooves, K and C. K-Cammy is the best of the two, as Cammy works incredibly in K-Groove. Rage makes her aggressive movement scarier as any poke can confirm into a level 3 SDS for massive damage. Shorthop and run gives Cammy more ways to move around, and her hop normals are amazing. JD is a powerful defensive option, and since Cammy can easily confirm into SDS or Spiral Arrow she can almost always get a punish after a good JD. A lack of roll doesn't affect her at all either, considering her roll is so bad. C-Cammy sacrifices a lot of these for more ways to get SDS out, making her neutral and pokes much more threatening. C-Cammy also has a powerful and stylish level 2 combo.
N-Cammy is likely tied with C-Cammy. N-Cammy combines aspects of K-Cammy and C-Cammy by being able to cancel into level 1 SDS often, and maintaining the movement of K-Groove. Max Mode is somewhat useless as Cammy would rather spend that meter on a confirm into SDS, but it's a useful option. N-Cammy can barely make use of guard cancel roll however, and her roll in general is far too weak for N-Groove. P-Cammy is also quite good, as similar to JD Cammy can easily punish into a knockdown from any parry. While P-Cammy won't always have super, being able to parry so easily into level 3 SDS when she does have it makes her terrifying. While she doesn't have run, she does have shorthop, and no rolls is no issue.
S-Cammy and A-Cammy are her two weakest grooves. Cammy likes her meter for SDS cancels, and S-Cammy has to give up aggressive space to build meter. S-Cammy at low health does get access to infinite level 1 SDS but her health is so low that this is incredibly risky. A-Cammy has none of the mechanics to aid her movement, and while CC is strong, Cammy uses the meter better by confirming into SDS.
Colors
Normal Moves
Far Normals
5LP
5MP
5HP
5LK
5MK
5HK
Close Normals
clLP
clMP
clHP
clLK
clMK
clHK
Crouching Normals
2LP
2MP
2HP
2LK
2HK
2HK
Jumping Normals
jLP
jMP
jHP
jLK
jMK
jHK
Special Moves
Spiral Arrow
Cannon Spike
Cannon Strike
Axle Spinning Knuckle
Hooligan Combination
Cannon Strike Followup
Throw Followup
Razor Edge Slicer
Super Moves
Spin Drive Smasher
- Double Quarter Circle Forward + Kick
- Cammy's main super that starts out with a spiral arrow and ends with a cannon spike. Average damage for a super, it is best used in combos. Leaves you open for days on whiff and block. Very poor damage/priority at level 1, decent as a level 2, and like all level 3's, completely invulnerable at startup at max level (Invulnerability frames: 8/14/22). Hits low so if your opponent is careless with throwing projectiles, you can punish them with this as it comes out fairly quickly. Easily to cancel and combo into.
Reverse Shaft Breaker
- Double Quarter Circle Back + Kick
- Cammy does a spiral arrow upwards that has a semi-vacuum effect. Useful as an AA and for chip damage. 8/14/22 frames of invulnerability, it requires mashing to do full damage. Should be done deep as possible for max damage.
Combos
c.lkx3 xx Spiral Arrow(hk): Very easy to land and does respectable damage. Spiral arrow can be replaced with spin drive smasher.
c.mp, c.mk xx Spiral Arrow: Cammy's BnB combo. Does very good damage and is extremely easy to land. Fairly easy to hit confirm.
s.hp(close),(THIS IS A LINK) Spiral Arrow/SDS: s.hp at close range leaves you at +10 meaning you can do whatever the hell you want to your opponent after it lands. Probably the easiest LINK in the game.
s.hp(close or far)/s.hk/c.mk, SDS (level 2/3): In general, most of Cammy's useful normals can be linked/canceled into her level 2 and 3 supers. It's all about becoming comfortable with each normal's ranges. c.mk hits from very far away so if you practice hit confirming with it, you'll be quite dangerous anytime you have meter.
C-Groove Only:
c.lkx3 xx spin drive smasher(LV2) xx cancel last hit into cannon strike, reverse shaft breaker upon reaching the floor (LV1, MASH!!!)
Does nearly 8000 damage.
The Basics
Cammy is one of the best characters in CvS2 for 2 reasons. Very annoying mix-up and extremely nasty, high priority, linkable/cancellable normals. Her standing fierce is one of the craziest normals in the game because it gives a huge frame advantage, links w/ everything and comes out SUPER SUPER fast (3 Frames!!!). This means that she can blindly throw it out with little repercussion because its unpunishable and the person whose fighting against it has to be extremely wary, especially when Cammy has meter.
Cammy's strongest grooves are K/P and C but it's important to know that Cammy's jump and roll are crap. She has almost no reason to be in the air due to her jump being super slow and her roll is probably the worst in the game (slow and noticeable). Her redeeming point in C groove however is her big damage super cancel combo that deals nearly 8000 damage.
With small jump, Cammy can easily cancel her sj.hp/hk into cannon spike or spiral arrow and the threat of her in K rises exponentially when she is raged due to the damage increase and the ease of connecting her supers. Many people will take throw after throw due to fear of being pegged by a s.fp which will ultimately lead to a spin drive smasher.
Parries speak for themselves as parrying a normal with even average recovery can lead to eating a c.mk or s.fp into a SDS/Spiral Arrow.