User:Speedmccool25/sandbox: Difference between revisions

From SuperCombo Wiki
(last one im doing for a bit, going out of town but will work on it more later)
(gotta figure out how i want to format hooligan and do the hyper combos and stuff, otherwise almost done, barring the assist section)
Line 731: Line 731:


{{MoveData
{{MoveData
|image=  
|image= MVC2_Cammy_QCF_K_01.png
|caption=  
|caption= Spiral Arrow??
|name= Special Move Name
|name= Cannon Drill
|linkname= Special Move Name
|linkname= Cannon Drill
|input= Motion + Button Icon
|input= {{qcf}} + {{lk}} or {{hk}} (Air OK)
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 748: Line 748:
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description=  
  |description= Cammy flies forward with her legs extended, knocking opponents backward. Overall a really solid special move that sees a ton of use in combos and some use for movement. Air Cannon Drill is a hard knockdown that combos into KBA, while ground Cannon Drill combos from basically any sequence of buttons that Cammy can do. Very useful tool to have in her kit.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
|image= MVC2_Cammy_DP_K_01.png
|image2= MVC2_Cammy_DP_K_02.png
|caption2= Thrust Kick???
|name= Cannon Spike
|linkname= Cannon Spike
|input= {{dp}} + {{lk}} or {{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Cammy performs a high reaching invincible vertical kick. Decent as a get off me option, but it's very unsafe on block due to a canned recoil animation. Doesn't combo into any of her supers, but it's fast and VERY invincible, with the HK version in particular covering a huge area for over half a second with no hurtboxes at all.
}}
}}<br>
{{MoveData
|image= MVC2_Cammy_QCF_P_01.png
|image2= MVC2_Cammy_QCF_P_02.png
|caption2= Oh God No
|name= Axel Spin Knuckle
|linkname= Axel Spin Knuckle
|input= {{qcf}} + {{lp}} or {{hp}} (Air OK)
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Cammy twirls forward and performs a backfist. This move ''SUCKS.'' There's is basically no reason to ever use this move. It's low damage, abysmally slow, not plus on block, near zero reward on hit, doesn't combo into supers in nearly any context... The only real use is that it goes over lows on frame 5 onward but... you do have better options for that. Remember this move exists, but ''only'' so that you don't get it by mistake.
}}
}}<br>


{{MoveData
|image= MVC2_Cammy_QCB_K_01.png
|caption= DIIIIVEKIIIICK
|name= Cannon Strike
|linkname= Cannon Strike
|input= {{qcb}} + {{lk}} or {{hk}} (Air Only)
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Cammy pauses midair, before performing a diving kick toward the ground. Useful for altering air momentum. Unfortunately, it's a bit slow so it can't really be used in combos, and on hit it instantly knocks away. This makes the move pretty much ONLY a movement tool. Regardless, you do have more options on the ground than in the air, and getting to the ground faster is nearly always a good thing.
}}
}}<br>
{{MoveData
|image= MVC2_Cammy_HCB_P_01.png
|image2= MVC2_Cammy_DP_K_01.png
|image3= MVC2_Cammy_HCB_P_Success_01.png
|caption= Come on!
|caption2= This comes out if LP counter succeeds
|caption3= This comes out if HP counter succeeds
|name= Cannon Revenge
|linkname= Cannon Revenge
|input= {{hcb}} + {{lp}} or {{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Cammy goes into a defensive counter stance. If she is hit during this time, she will either perform a HK DP, or a unique version of her 2HP, depending on the initial version used. Being a counter, this move is already pretty gimmicky. The counter does not start until frame 4, and the move after a successful counter does have some startup, making it vulnerable to safe jumps. HP counter is probably the most rewarding with the least risk, as the unique followup is fully invincible until it ends, and it causes a spin stun on a successful hit. Throw this out every once in a while for a laugh, otherwise avoid it in most situations.
}}
}}<br>


=== Hyper Combos ===
=== Hyper Combos ===

Revision as of 01:47, 25 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 Cannon Drill
  • Counter: Hk.png Cannon Drill
  • 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
MVC2 Cammy 2LP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Cammy does a crouching jab. Less plus than 5LP, but doesn't miss against anyone, so it's completely consistent. Has a pretty small hurtbox so this one is alright to hit in scrambles.


Crouching Medium Punch
2Lp.png after a Lp.png or Lk.png connects
MVC2 Cammy 2MP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Cammy does another crouching punch. Combo filler medium, only very slightly minus on block making this a great safe confirming button.


Crouching Heavy Punch
2Hp.png
MVC2 Cammy 2HP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Cammy does an upward punch. Her primary launcher, can be comboed into after 2LK>2MK up close, or used as a slower anti-air from further ranges. Very important normal to have.


Crouching Light Kick
2Lk.png
MVC2 Cammy 2LK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Cammy does a low kick. Very important because it's your only grounded low, and it's plus on block too. Nice way to start grounded chains.


Crouching Medium Kick
2Lk.png after a Lp.png, Lk.png, or Mp.png connects
MVC2 Cammy 2MK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Cammy does another longer crouching kick. Combo filler medium, and just like 2MK, it's a shame that it is. Hits from further away than 2MP, but is more unsafe on block which may make some punishes slightly more common.


Crouching Heavy Kick
2Hk.png
MVC2 Cammy 2HK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Cammy does a double leg sweep. Pretty standard as far as sweeps go, usually finds as a chain ender when no other button will hit.



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
MVC2 Cammy jLP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Cammy does a downward chop. Primarily an air chain starter, though it finds use in her resets as well for additional confirming time.


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

Cammy does a second downward chop. Extremely crucial to her combo and reset game, as it has very low recovery. Allows for a fairly easy link back into j.LP, or double jump into air chain.


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

Cammy punches downward. Air chain finisher and jump-in, but while good, doesn't have a whole lot of other use cases outside that.


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

Cammy does a side kick in the air. Longer hitbox than j.LP, making this slightly better when doing air chains as it's more likely to hit than j.LP.


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

Cammy kicks upward. Awkward angle makes this mostly combo filler, though you could potentially find some use against opponents slightly higher than usual in air chains.


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

Cammy kicks downward. Good priority at the end of her foot, making it a decent jump-in option. Has some nice hitstun to combo after as well.



Command Normals

4HK
B.png+Hk.png
MVC2 Cammy 4HK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -

Cammy does a low profiling side kick. Your longest poke on the ground, but it's pretty unsafe on block if not cancelled and has some pretty high recovery. Decent as a grounded chain ender from afar, but the slow startup can make this still whiff.



Universal Mechanics

Universal Launcher (Kick)
3Hk.png
MVC2 Cammy 3HK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (away) - - - -

Cammy does a version of her 5HK. Does slightly less damage than 5HK, but has more priority on her front side AND the hitbox lasts for 1 frame longer. 5HK is a good anti-air, this is just a better version of it everywhere outside of combos.


Throw (Punch)
6Hp.png // 4Hp.png near opponent
MVC2 Cammy P Throw 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Cammy suplexes the opponent. In the corner on certain characters, Cammy can combo out of this - with no OTG required - solo. Probably the slightly less useful throw generally speaking, but has some good use cases that should not be ignored.


Throw (Kick)
6Hk.png // 4Hk.png near opponent
MVC2 Cammy K Throw 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Cammy does a Frankensteiner. Puts the opponent in an untechable knockdown close to Cammy, allowing her a small amount of time to press her advantage.


Air Throw (Punch)
j.6Hp.png // j.4Hp.png near airborne opponent
MVC2 Cammy Air P Throw 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Cammy tosses the opponent to the ground. Really useful for resets; you can combo out of this with an OTG and the throw animation is hard to react to, which can catch people off guard. Really useful throw to have.


Air Throw (Kick)
j.6Hk.png // j.4Hk.png near airborne opponent
MVC2 Cammy K Throw 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Cammy does a Frankensteiner, in the air. Basically the exact same as grounded Kick Throw, but far less rewarding than Air Punch Throw, so it's hard to make a case for this one.


Raw Tag
Lp.png+Lk.png // Hp.png+Hk.png
MVC2 Cammy Raw Tag 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Standard raw tag, but has a pretty large hitbox compared to most characters.


Snap Back
Qcf.png + A1 / A2
MVC2 Cammy Snapback 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Cammy's snapback uses a version of her non-existent cl.HP. 6 frame startup makes this fine enough as a Snap Back, but the thin hitbox and short duration makes it not as good as you'd like it to be.


Special Moves

Cannon Drill
Qcf.png + Lk.png or Hk.png (Air OK)
MVC2 Cammy QCF K 01.png
Spiral Arrow??
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Cammy flies forward with her legs extended, knocking opponents backward. Overall a really solid special move that sees a ton of use in combos and some use for movement. Air Cannon Drill is a hard knockdown that combos into KBA, while ground Cannon Drill combos from basically any sequence of buttons that Cammy can do. Very useful tool to have in her kit.


Cannon Spike
Dp.png + Lk.png or Hk.png
MVC2 Cammy DP K 01.png
MVC2 Cammy DP K 02.png
Thrust Kick???
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Cammy performs a high reaching invincible vertical kick. Decent as a get off me option, but it's very unsafe on block due to a canned recoil animation. Doesn't combo into any of her supers, but it's fast and VERY invincible, with the HK version in particular covering a huge area for over half a second with no hurtboxes at all.


Axel Spin Knuckle
Qcf.png + Lp.png or Hp.png (Air OK)
MVC2 Cammy QCF P 01.png
MVC2 Cammy QCF P 02.png
Oh God No
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Cammy twirls forward and performs a backfist. This move SUCKS. There's is basically no reason to ever use this move. It's low damage, abysmally slow, not plus on block, near zero reward on hit, doesn't combo into supers in nearly any context... The only real use is that it goes over lows on frame 5 onward but... you do have better options for that. Remember this move exists, but only so that you don't get it by mistake.


Cannon Strike
Qcb.png + Lk.png or Hk.png (Air Only)
MVC2 Cammy QCB K 01.png
DIIIIVEKIIIICK
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Cammy pauses midair, before performing a diving kick toward the ground. Useful for altering air momentum. Unfortunately, it's a bit slow so it can't really be used in combos, and on hit it instantly knocks away. This makes the move pretty much ONLY a movement tool. Regardless, you do have more options on the ground than in the air, and getting to the ground faster is nearly always a good thing.


Cannon Revenge
Hcb.png + Lp.png or Hp.png
MVC2 Cammy HCB P 01.png
Come on!
MVC2 Cammy DP K 01.png
This comes out if LP counter succeeds
MVC2 Cammy HCB P Success 01.png
This comes out if HP counter succeeds
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Cammy goes into a defensive counter stance. If she is hit during this time, she will either perform a HK DP, or a unique version of her 2HP, depending on the initial version used. Being a counter, this move is already pretty gimmicky. The counter does not start until frame 4, and the move after a successful counter does have some startup, making it vulnerable to safe jumps. HP counter is probably the most rewarding with the least risk, as the unique followup is fully invincible until it ends, and it causes a spin stun on a successful hit. Throw this out every once in a while for a laugh, otherwise avoid it in most situations.


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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