(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= | |name= Cannon Drill | ||
|linkname= | |linkname= Cannon Drill | ||
|input= | |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 |
---|---|
|
|
Character Summary
- Cannon Drill (Air OK)
+
- Cannon Spike
+
- Axel Spin Knuckle
+
- Cannon Strike (Air Only)
+
- Cannon Revenge
+
or
- Hooligan Combination
+
- Press
to do a Cannon Strike.
near the opponent to perform Fatal Leg Twister or Cross Scissors Pressure, depending on the timing.
when away from the opponent to cancel.
- Press nothing to perform Razor's Edge Slicer.
- Killer Bee Assault (Air OK)
+
+
- Spin Drive Smasher
+
+
- Reverse Shaft Breaker
+
+
- Type α - Anti-Air Type
- Assist:
Cannon Spike
- Counter:
Cannon Spike
- Combination: Spin Drive Smasher
- Type β - Dash Type
- Assist:
Cannon Drill
- Counter:
Cannon Drill
- Combination: Spin Drive Smasher
- Type γ - Expansion Type
- Assist:
Axel Spin Knuckle
- Counter:
Axel Spin Knuckle
- Combination: Killer Bee Assault
Moves List
Assists
Damage | Startup | Active | Recovery | Alpha Counter | Team Hyper Combo |
---|---|---|---|---|---|
- | - | - | - | - | - |
Assist description. |
Damage | Startup | Active | Recovery | Alpha Counter | Team Hyper Combo |
---|---|---|---|---|---|
- | - | - | - | - | - |
Assist description. |
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 /
>
/
>
>
cancel tree.
Ground Normals
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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 /
>
/
>
>
cancel tree.
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. |
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. |
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. |
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. |
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. |
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
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
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. |
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. |
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. |
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. |
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. |
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. |
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
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. |
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. |
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. |
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. |
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
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Other
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: ,
, A1. Second row:
,
, A2.