Cammy (SSFIV): Difference between revisions

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'''On Knockdown:'''
'''On Knockdown:'''


Cannon Strike stuffs almost all of his wakeup options with exclusion of EX DP.  Mix up the ambiguous crossover Cannon Strike with the TK Counter Strike.
Cannon Strike stuffs almost all of his wakeup options with exclusion of EX DP.  Mix up the ambiguous crossover Cannon Strike with the TK Counter Strike and delayed TK CS
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Revision as of 20:29, 29 July 2010

Introduction

Attributes


Strengths

Cammy’s fast dashes and walking speed allows her to close the distance on her opponents with ease. Coupled with her Spiral Arrow (at the correct distances), Cammy can ensure that she is in the face of her opponents when she wants to be. In addition, she can use these abilities to get past projectiles with ease.

She also has a fairly quick focus attack that can be used within footsie range to help keep her opponents in check.

Cammy has the ability to instantly cancel her jump into a Cannon Strike (also called a TKCS), to where it appears the Cannon Strike is performed while on the ground. This move allows her to maintain substantial pressure on her opponents and also provides one of the best mix-ups out of all the characters in Super Street Fighter 4.

Thanks to the fast start-up of Cammy’s Ultra 1 (Gyro Drive Smasher), it can be used on reaction to punish many blocked and whiffed moves.


Weaknesses

Cammy’s cannot combo into full ultra off of a juggle.

Her armor-breaking move (Quick Spin Knuckle) has slow start-up and can be easily punished if your sees it coming.

Cammy cannot do a non-EX Cannon Strike when doing a neutral or backwards jump. With a majority of her moves being highly punishable on block (when up close), this can make it difficult against really defensive (turtling) characters. Visit the match-up thread to find character specific tips on how to break their defense.

Below average stamina and stun.


Vitals

Stamina (Health) – 950 Stun – 950

Move Analysis

Normal Moves

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

Spiral Arrow

D,DF,F + K

The Kick Button pressed determines the power and range of your Cannon Drills. Hard Kick travels the longest distance and does the most damage. Medium Kick has a bit less range and damage.

Cannon Spike

F,DF,F + K

This is Cammy's dragon punch. Light version is the safest and weakest. The heavy kick goes high in the air and very unsafe...use it wisely.

Cannon Strike

D,DB,B + K (while jumping forward, EX version can be done while jumping in any direction)

Very important to Cammy's arsenal, a lot of her pressure and mixups stem from this and the TK version

Cannon Strike: Tiger Knee'd "TK" Version

D,DB,B,UF + K (it is important to input this cleanly and go from back straight to up forward)

The TK CS motion allows Cammy to spam her Cannon Strike on the ground. This move is essential.

Super Move

Ultra Move

The Basics

Combos

Strategy

Matchups

Ibuki

1) Focus backdash kunai pressure (this forces 50/50 in the sense that the ibuki can't hitconfirm rather that hat to guess sweep/raida or hope for hit/block to punish...she CANNOT opselect this, makes life alot easier. This destroys her fake 50/50 vortex...same with deejay.

2) If ibuki EVER ex dp's during a string or just ever in front of you FOCUS...if she throws the kunai wait if she doesn't throw it....either way FREE lvl2 focus into combo....

3) Cross up LK/meaty dive kick pressure into hit confirm SA combos...prevents her command dash or any other wake up escape if done right.

4) TKCS full screen to build meter (for fun you can LP hooligan to go over the kunais to build more meter)....once you have it just wait....she throws kunai...just be buffering the hell out of ex hooligan as soon as she throws...BAM! free knockdown...she has a good amount of float time and recovery on this.

Ryu

On the Ground:

cr.MK -> FB is punishable on block is punishable by super.

cr.MK -> You can focus, absorb the cr.MK, release and hit before the FB startup animation for a counter hit focus crumple.

cr.HK is extremely punishable (SA, Super, Ultra 1)

Anti-Air Options:

Cannon Spike is her best anti-air but cr.HP works pretty well on close jump ins.

On Knockdown:

Cannon Strike stuffs almost all of his wakeup options with exclusion of EX DP. Mix up the ambiguous crossover Cannon Strike with the TK Counter Strike and delayed TK CS

Frame Data

Damage Values Framedata Advantage Stun Duration
Move Name Block H/L Damage Stun Meter Gain Cancel Ability Startup Active Recovery Block Hit Block Hit Notes
Close LP HL 25 50 20 ch/sp/su 3 2 8 +1 +4 10 13
Close MP HL 70[60] 100 40 sp/su 4 2+2 15 +2 +6 20 24
Close HP HL 100 200 60 sp/su 4 4 15 -1 +3 17 21
Close LK HL 25 50 20 ch/sp/su 4 2 8 +1 +4 10 13
Close MK HL 65 100 40 sp/su 4 3 17 -6 -3 13 16
Close HK HL 110 200 60 - 9 5 24 -11 -7 17 21
Far LP HL 25 50 20 ch/sp/su 3 3 7 +1 +4 10 13
Far MP HL 70 100 40 sp/su 7 4 14 -4 -1 13 16
Far HP HL 120 200 60 - 7 2 19 -3 +1 17 21
Far LK HL 30 50 20 sp/su 4 3 6 +2 +5 10 13
Far MK HL 70 100 40 - 7 2 13 -1 +2 13 16
Far HK HL 110 200 60 - 8 2 22 -6 -2 17 21
crouch LP HL 20 50 20 ch/sp/su 3 2 8 +1 +4 10 13
crouch MP HL 65 100 40 sp/su 5 4 10 0 +3 13 16
crouch HP HL 90 200 60 - 6 4 12 +2 +7 17 22 Forces stand
crouch LK L 25 50 20 ch/sp/su 3 3 9 -1 +2 10 13
crouch MK L 65 100 40 sp/su 6 4 12 -2 +1 13 16
crouch HK L 95 150 60 - 7 2 24 -8 - 17 - untechable knockdown
Jump up LP H 50 50 20 - 4 4 - - - 8 11 startup leg projectile invincibility
Jump up MP H 80 100 40 - 5 4 - - - 10 13 startup leg projectile invincibility
Jump up HP H 100 200 60 - 5 3 - - - 16 20 startup leg projectile invincibility
Jump up LK H 30 50 20 - 5 5 - - - 8 11 startup leg projectile invincibility
Jump up MK H 70 100 40 - 5 7 - - - 11 15 startup leg projectile invincibility
Jump up HK H 100 200 60 - 5 3 - - - 15 18 startup leg projectile invincibility
Jump forward LP H 50 50 20 - 4 5 - - - 8 11 startup leg projectile invincibility
Jump forward MP H 80 100 40 - 5 3 - - - 11 15 startup leg projectile invincibility
Jump forward HP H 100 200 60 - 6 4 - - - 15 18 startup leg projectile invincibility
Jump forward LK H 30 50 20 - 4 7 - - - 8 11 startup leg projectile invincibility
Jump forward MK H 70 100 40 - 5 4 - - - 11 15 startup leg projectile invincibility
Jump forward HK H 100 200 60 - 6 5 - - - 15 18 startup leg projectile invincibility
Focus Attack LVL 1 H 60 100 20 da (10~17)​+11 2 35 -21 -21 15 15 armor during charge, launch vs air, 4f~release dash cancellable
Focus attack LVL 2 H 80 150 40 da (18~50)​+11 2 35 -15 - 21 - armor during charge, crumple vs ground, launch vs air (fully hittable), 4f~release dash cancellable
Focus attack LVL 3 H 120 200 60 da 51+14 2 35 - - - - 1-64f armor, armor break, crumple vs ground, launch vs air (fully hittable), 4~51f dash cancellable
Forward Throw 0.8 140 130 40 - 3 2 20 - - - - untechable knockdown
Back throw 0.8 135 140 40 - 3 2 20 - - - - untechable knockdown
Air Throw 1.0 150 150 40 - 5 2 - - - - - untechable knockdown
Cannon Spike LK HL 100[120] 100[150] 30/40 su 5 2+19 20+12 -30 - 20 - 1~4f invincible, 5f unthrowable + upper body 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 - 20 - 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 - 20 - 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 - 20 - 1~6f invincible, 7~48f airborne, launch, airborne part juggles(1x)
Spiral Arrow LK L 100 150 30/30 - 7 19 4+5 -17 - 20 - 14~29f airborne, launch
Spiral Arrow MK L 120 150 30/30 - 7 19 4+5 -17 - 20 - 14~29f airborne, launch
Spiral Arrow HK L 80*60 100*80 30/​30*30 su 7 7*12 4+5 -10 - 20 24*- 14~29f airborne, 2nd hit launch, 1st hit cancellable
Spiral Arrow EX L 100*60 100*100 -250/0 su 7 7*12 4+5 -10 - 20 24*- 2~25f projectile invincible, 14~29f airborne, 2nd hit launch, 1st hit cancellable
Spin Knuckle LP HL 80*80 100*100 30/​20*20 su 35 3*8 9 +4 - 20 24*- 1f strike invincible, 2~25f mid-body invincibility + lower body projectile invincibility, 6~25f airborne, Armor break, 1st hit launch vs air, 2nd hit launch, 1st hit cancellable
Spin Knuckle MP HL 80*80 100*100 30/​20*20 su 33 3*8 10 +3 - 20 24*- 1f strike invincible, 2~24f mid-body invincibility + lower body projectile invincibility, 6~24f airborne, Armor break, 1st hit launch vs air, 2nd hit launch, 1st hit cancellable
Spin Knuckle HP HL 80*80 100*100 30/​20*20 su 36 3*8 10 +3 - 20 24*- 1f strike invincible, 2~27f mid-body invincibility + lower body projectile invincibility, 6~27f airborne, Armor break, 1st hit launch vs air, 2nd hit launch, 1st hit cancellable
Spin Knuckle EX HL 80*80 100*100 -250/0 su 33 3*8 10 +3 - 20 24*- 1~25f strike invincible, 6~24f airborne, Armor break, 1st hit launch vs air, 2nd hit launch, 1st hit cancellable
Razor's Edge Slicer LP L 100 150 30/30 su 53+10 9 13 -1 - 20 - 7~62f airborne, 31~53f cancellable into grab, launch
Razor's Edge Slicer MP L 100 150 30/30 su 45+10 9 13 -1 - 20 - 7~53f airborne, 31~45f cancellable into grab, launch
Razor's Edge Slicer HP L 100 150 30/30 su 39+10 9 13 -1 - 20 - 7~48f airborne, 31~39f cancellable into grab, launch
Razor's Edge Slicer EX L 120 200 -250/0 su 43+10 9 13 -1 - 20 - 7~52f airborne, 31~43f cancellable into grab, launch
Fatal Leg Twister 1.0 130 140 0/40 - 31+1 1 until ground +5 - - - - untechable knockdown
Crossed Scissors 1.0 140 150 0/40 - 31+1 1 until ground +5 - - - - untechable knockdown
Cannon Strike HL 60 100 10/20 - 12[17] 11[3] until ground +5[5] [+8] [+11] 15 18 recovery after landing, brackets represent instant air cannon strike
Cannon Strike EX HL 80 100 -250/0 - 12[17] 11[3] until ground +4[4] [+14] [+18] 20 24 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 (untechable), 7th hit launch (untechable), 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, 11~34f 50~87f airborne, juggle, 1st~6th hit launch vs air (untechable), 7th hit launch (untechable), 5th hit vs ground triggers full animation
Ultra Combo 2 - 470 0 0/0 - 1+0 35 61 - - - -
Dash - - - - - - - 18 - - - -
Backdash - - - - - - - 22 - - - - 1~6f invincible, 7~17f airborne
Move Name Block H/L Damage Stun Meter Gain Cancel Ability Startup Active Recovery Block Hit Block Hit Notes
Damage Values Framedata Advantage Stun Duration
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.