Cammy (SSFIV): Difference between revisions

From SuperCombo Wiki
(→‎Frame Data: weird super behaviour)
Line 787: Line 787:
| align="center"  | -1000/0
| align="center"  | -1000/0
| align="center"  | -
| align="center"  | -
| align="center"  | 1+5
| align="center"  | 1+5[1+4]
| align="center"  | 6*6*6(3)2*2(2)2(11)8
| align="center"  | 6*6*6(3)2*2(2)2(11)8
| align="center"  | 30+21
| align="center"  | 30+21
| align="center"  | -35
| align="center"  | -35
| align="center"  | -
| align="center"  | -
|  | 1~6f invincible, 7~26f 46~83f airborne, juggle, 1st-6th hit launch vs air, 7th hit launch, cannot fast recover
|  | 1~6f invincible, 7~26f 46~83f airborne, juggle, 1st-6th hit launch vs air, 7th hit launch, cannot fast recover, see notes below
|-  
|-  
|  | Ultra Combo 1
|  | Ultra Combo 1
Line 873: Line 873:
|-  
|-  
|}
|}
'''Notes:'''
* Depending on the opponent's animation, Cammy's Super is sometimes registered as hitting a frame earlier than it appears on-screen. For example:
** It cannot punish Akuma f+MP on block (-5f), but ''can'' punish Makoto MP/HP Oroshi on block (also -5f).
** It cannot link ('''no cancelling''') after a far standing LK (+5f), but ''can'' link after a counterhit LP (also +5f) from the same distance.
** It can appear to counterhit moves out of their first active frame, which normally does not happen.




{{Super Street Fighter IV}}
{{Super Street Fighter IV}}

Revision as of 10:39, 15 May 2010

Introduction

Move Analysis

Normal Moves

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

Super Move

Ultra Move

The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close LP HL 25 50 20 ch/sp/su 3 2 8 +1 +4
Close MP HL 70[60] 100 40 sp/su 4 2+2 15 +2 +6
Close HP HL 100 200 60 sp/su 4 4 15 -1 +3
Close LK HL 25 50 20 ch/sp/su 4 2 8 +1 +4
Close MK HL 65 100 40 sp/su 4 3 17 -6 -3
Close HK HL 110 200 60 - 9 5 24 -11 -7
Far LP HL 25 50 20 ch/sp/su 3 3 7 +1 +4
Far MP HL 70 100 40 sp/su 7 4 14 -4 -1
Far HP HL 120 200 60 - 7 2 19 -3 +1
Far LK HL 30 50 20 sp/su 4 3 6 +2 +5
Far MK HL 70 100 40 - 7 2 13 -1 +2
Far HK HL 110 200 60 - 8 2 22 -6 -2
crouch LP HL 20 50 20 ch/sp/su 3 2 8 +1 +4
crouch MP HL 65 100 40 sp/su 5 4 10 0 +3
crouch HP HL 90 200 60 - 6 4 12 +2 +7 Forces stand
crouch LK L 25 50 20 ch/sp/su 3 3 9 -1 +2
crouch MK L 65 100 40 sp/su 6 4 12 -2 +1
crouch HK L 95 150 60 - 7 2 24 -8 - knockdown, cannot fast recover
Jump up LP H 50 50 20 - 4 4 - - -
Jump up MP H 80 100 40 - 5 4 - - -
Jump up HP H 100 200 60 - 5 3 - - -
Jump up LK H 30 50 20 - 5 5 - - -
Jump up MK H 70 100 40 - 5 7 - - -
Jump up HK H 100 200 60 - 5 3 - - -
Jump forward LP H 50 50 20 - 4 5 - - -
Jump forward MP H 80 100 40 - 5 3 - - -
Jump forward HP H 100 200 60 - 6 4 - - -
Jump forward LK H 30 50 20 - 4 7 - - -
Jump forward MK H 70 100 40 - 5 4 - - -
Jump forward HK H 100 200 60 - 6 5 - - -
Focus Attack LVL 1 H 60 100 20 - 10+11 2 35 -21 -21
Focus attack LVL 2 H 80 150 40 - 18+11 2 35 -15 -
Focus attack LVL 3 H 120 200 60 - 51+14 2 35 - -
Forward Throw 0.8 140 130 40 - 3 2 20 - -
Back throw 0.8 135 140 40 - 3 2 20 - -
Air Throw 1.0 150 150 40 - 5 2 - - -
Cannon Spike LK HL 100[120] 100[150] 30/40 su 5 2+19 20+12 -30 - 1~4f invincible, 7~45f airborne, launch, grounded part juggles(1x)
Cannon Spike MK HL 100[140] 100[180] 30/40 su 5 2+24 18+12 -30 - 1~5f invincible, 7~48f airborne, launch, grounded part juggles(1x)
Cannon Spike HK HL 100[160] 100[200] 30/40 su 5 2+29 17+12 -30 - 1~5f invincible, 7~52f airborne, launch, grounded part juggles(1x)
Cannon Spike EX HL 150[95] 200[100] -250/0 su 5 2+24 18+12 -30 - 1~6f invincible, 7~48f airborne, launch, airborne part juggles(1x)
Spiral Arrow LK L 100 150 30/30 - 7 19 4+5 -17 - 14~29f airborne, launch
Spiral Arrow MK L 120 150 30/30 - 7 19 4+5 -17 - 14~29f airborne, launch
Spiral Arrow HK L 80*60 100*80 30/30*30 su 7 7*12 4+5 -10 - 14~29f airborne, 1st hit cancellable, 2nd hit launch
Spiral Arrow EX L 100*60 100*100 -250/0 su 7 7*12 4+5 -10 - 1st hit cancellable, 2~25f projectile invincible, 14~29f airborne, 2nd hit launch
Spin Knuckle LP HL 80*80 100*100 30/20*20 su 35 3*8 9 +4 - 1f strike invincible, 2~25f mid-body invincibility, 6~25f airborne, Armor break, 1st hit cancellable, 1st hit launch vs air, 2nd hit launch
Spin Knuckle MP HL 80*80 100*100 30/20*20 su 33 3*8 10 +3 - 1f strike invincible, 2~24f mid-body invincibility, 6~24f airborne, Armor break, 1st hit cancellable, 1st hit launch vs air, 2nd hit launch
Spin Knuckle HP HL 80*80 100*100 30/20*20 su 36 3*8 10 +3 - 1f strike invincible, 2~27f mid-body invincibility, 6~27f airborne, Armor break, 1st hit cancellable, 1st hit launch vs air, 2nd hit launch
Spin Knuckle EX HL 80*80 100*100 -250/0 su 33 3*8 10 +3 - 1~25f strike invincible, 6~24f airborne, Armor break, 1st hit cancellable, 1st hit launch vs air, 2nd hit launch
Razor's Edge Slicer LP L 100 150 30/30 su 53+10 9 13 -1 - 7~53f airborne, 31~53f cancellable into grab, launch
Razor's Edge Slicer MP L 100 150 30/30 su 45+10 9 13 -1 - 7~45f airborne, 31~45f cancellable into grab, launch
Razor's Edge Slicer HP L 100 150 30/30 su 39+10 9 13 -1 - 7~39f airborne, 31~39f cancellable into grab, launch
Razor's Edge Slicer EX L 120 200 -250/0 su 43+10 9 13 -1 - 7~43f airborne, 31~43f cancellable into grab, launch
Fatal Leg Twister 1.0 130 140 0/40 - 31+1 1 5 - - knockdown, recovery time is upon landing
Crossed Scissors 1.0 140 150 0/40 - 31+1 1 5 - - knockdown, recovery time is upon landing
Cannon Strike HL 60 100 10/20 - 12[17] 11[3] 5 [+8] [+11] recovery after landing, brackets represent instant air cannon strike
Cannon Strike EX HL 80 100 -250/0 - 12[17] 11[3] 4 [+14] [+18] recovery after landing, brackets represent instant air cannon strike
Super Combo HL 40x6*110 0 -1000/0 - 1+5[1+4] 6*6*6(3)2*2(2)2(11)8 30+21 -35 - 1~6f invincible, 7~26f 46~83f airborne, juggle, 1st-6th hit launch vs air, 7th hit launch, cannot fast recover, see notes below
Ultra Combo 1 HL 30x6*210 [30x5*330] 0 0/0 - 1+9 6*6*6(3)2*2(2)2(11)8 30+21 -35 - 1~10f invincible, 11~30f 50~87f airborne, juggle, 1st-6th hit launch vs air, 7th hit launch, 5th hit vs ground triggers full animation, cannot fast recover
Ultra Combo 2 - 470 0 0/0 - 1+0 35 61 - -
Dash - - - - - - - 18 - -
Backdash - - - - - - - 22 - - 1-6f invincible, 7-17f airborne
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes

Notes:

  • Depending on the opponent's animation, Cammy's Super is sometimes registered as hitting a frame earlier than it appears on-screen. For example:
    • It cannot punish Akuma f+MP on block (-5f), but can punish Makoto MP/HP Oroshi on block (also -5f).
    • It cannot link (no cancelling) after a far standing LK (+5f), but can link after a counterhit LP (also +5f) from the same distance.
    • It can appear to counterhit moves out of their first active frame, which normally does not happen.