Super Street Fighter IV AE/Cammy: Difference between revisions

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Revision as of 17:16, 6 June 2011

Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


Cammy

SSFIV-Cammy Face.jpg

A member of the Delta Red squad under the British Secret Service, Cammy has played a major role in Britain and the U.S.'s task force to eliminate M. Bison and his organization known as Shadaloo, oftentimes working alongside U.S.'s Guile and Interpol agent Chun-Li. Cammy, however, has no recollection of her past before being found by member of Delta Red. In truth, she was a part of the "Dolls" program implemented by M. Bison himself. When Cammy began to gain self-awareness, Bison planned on eliminating Cammy permanently but, due to an unlikely grown attachment to her, he chose to only wipe her memory. Realizing the mistake in allowing Cammy to live, he has now assigned the other Dolls members to assassinate Cammy.


In a nutshell

Cammy must be played fearless and relentless, attacking constantly and staying in the opponent's face. The Cannon Strike Dive Kick, particularly the EX Cannon Strike, may be the most offensively potent moves in the game, granting her one of the scariest rush downs in the game. Cammy excels at destroying opponents who are scared and confused, but be warned: thanks to her extreme offense and slightly lower health, one well-placed counter can turn Cammy's offense into a painful mistake, causing her to lose a ton of life. The key to defeating Cammy will always be a smart, patient, and strong defense.


Moves

Throws

Name
Command
Notes
Hooligan Suplex
f or n + lp + lk
throw
Frankensteiner
b + lp + lk
throw
Flying Neck Breaker
(in air) lp + lk
airthrow

Special Moves

Name
Command
Notes
Cannon Spike
dp + k
ex
Spiral Arrow
qcf + k
ex
Quick Spin Knuckle
hcb + p
ex armorbreak
Hooligan Combination
db qcf uf + p
ex
   Razor's Edge Slicer
No input after performing Hooligan Combination
low
   Fatal Leg Twister
(near opponent) lp + lk
Will miss against crouching opponents; throw
   Crossed Scissors
(near opponent in air) lp + lk
airthrow
Cannon Strike
(during forward jump) qcb + k
ex version can be done during any jump; ex

Super Combo

Name
Command
Notes
Spin Drive Smasher
qcf qcf + k

Ultra Combos

Name
Command
Notes
Gyro Drive Smasher
qcf qcf + 3k
CQC (Cammy Quick Combination)
qcb qcb + 3p
Counters only against certain attacks


AE Changes

  • Cannon Strike now has height restriction (cannot do it too low) except for EX version.
  • Cannon Spike will now retract less on hit/block, so it's easier to punish.
  • Close and Far Standing Light Punch recovery time decreased.
    Close Standing Medium and Hard Punch recovery time decreased.
    Crouching Light and Medium Punch and recovery time decreased.
    All resulting in more frame advantage.
  • Far Standing Hard Punch cancelable.


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 Jab.gif HL 25 50 20 ch/sp/su 3 2 5 +4 +7
Close Strong.gif HL 70[60] 100 40 sp/su 4 4 13 +1 +6
Close Fierce.gif HL 85 150 60 sp/su 4 4 11 +2 +6
Close Short.gif HL 25 50 20 ch/sp/su 4 2 8 +1 +4
Close Forward.gif HL 65 100 40 sp/su 4 3 17 -6 -3
Close Roundhouse.gif HL 110 200 60 - 9 5 24 -11 -7
Far Jab.gif HL 25 50 20 ch/sp/su 3 3 5 +3 +6
Far Strong.gif HL 70 100 40 sp/su 7 4 14 -4 -1
Far Fierce.gif HL 80 200 60 sp/su 6 3 19 -4 +1
Far Short.gif HL 30 50 20 sp/su 4 3 6 +2 +5
Far Forward.gif HL 70 100 40 - 7 2 13 -1 +2
Far Roundhouse.gif HL 110 200 60 - 8 2 22 -6 -2
crouch Jab.gif HL 20 50 20 ch/sp/su 3 2 6 +3 +6
crouch Strong.gif HL 65 100 40 sp/su 5 4 7 +3 +6
crouch Fierce.gif HL 90 200 60 - 6 4 12 +2 +7
crouch Short.gif L 25 50 20 ch/sp/su 3 3 9 -1 +2
crouch Forward.gif L 65 100 40 sp/su 6 4 12 -2 +1
crouch Roundhouse.gif L 95 100 60 - 7 2 24 -8 -
Jump up Jab.gif H 50 50 20 - 4 4 - - -
Jump up Strong.gif H 80 100 40 - 5 4 - - -
Jump up Fierce.gif H 100 200 60 - 5 3 - - -
Jump up Short.gif H 30 50 20 - 5 5 - - -
Jump up Forward.gif H 70 100 40 - 5 7 - - -
Jump up Roundhouse.gif H 100 200 60 - 5 3 - - -
Jump forward Jab.gif H 50 50 20 - 4 5 - - -
Jump forward Strong.gif H 80 100 40 - 5 3 - - -
Jump forward Fierce.gif H 100 200 60 - 6 4 - - -
Jump forward Short.gif H 30 50 20 - 4 7 - - -
Jump forward Forward.gif H 70 100 40 - 5 4 - - -
Jump forward Roundhouse.gif H 100 200 60 - 6 5 - - -
Focus Attack LVL 1 HL 60 100 20 - 21 2 35 -21 -21
Focus attack LVL 2 HL 80 150 40 - 17+12 2 35 -15 -
Focus attack LVL 3 - 120 200 60 - 65 2 35 - -
Forward Throw 0.79 140 130 40 - 3 2 20 - -
Back throw 0.79 135 140 40 - 3 2 20 - -
Air Throw 1.00 150 150 40 - 5 2 - - -
Cannon Spike Short.gif HL 100[120] 100[150] 30/40 su 5 21 20+12 -30 -
Cannon Spike Forward.gif HL 100[140] 100[180] 30/40 su 5 26 18+12 -30 -
Cannon Spike Roundhouse.gif HL 100[160] 100[200] 30/40 su 5 31 17+12 -30 -
Cannon Spike EX.gif HL 150[95] 200[100] -250/0 su 5 26 18+12 -30 -
Spiral Arrow Short.gif L 80 150 30/30 - 7 19 4+5 -17 -
Spiral Arrow Forward.gif L 100 150 30/30 - 7 19 4+5 -17 -
Spiral Arrow Roundhouse.gif L 40*80 80*100 30/30*30 su 7 2*17 4+5 -15 -
Spiral Arrow EX.gif L 100*60 100*100 -250/0 su 7 7*12 4+5 -10 -
Spin Knuckle Jab.gif HL 80*80 100*100 30/20*20 su 35 3*8 9 +4 -
Spin Knuckle Strong.gif HL 80*80 100*100 30/20*20 su 33 3*8 10 +3 -
Spin Knuckle Fierce.gif HL 80*80 100*100 30/20*20 su 36 3*8 10 +3 -
Spin Knuckle EX.gif HL 80*80 100*100 -250/0 su 33 3*8 10 +3 -
Hooligan Combination - - - 30/- - - - ??? - -
Razor's Edge Slicer L 100[120] 150[200] 0/30[0] su 10 9 13 -1 -
Fatal Leg Twister 1.03 130 140 0/40 - 31+1 1 5 - -
Crossed Scissors 1.03 140 150 0/40 - 31+1 1 5 - -
Cannon Strike HL 60 100 10/20 - 12 11 5 - -
Cannon Strike EX.gif HL 80 100 -250/0 - 12 11 4 +14 +18
Super Combo HL 40x6*110 0 -1000/0 - 1+5 6*6*6(3)2*2(2)2(11)8 30+21 -35 -
Ultra Combo 1 HL 30x6*210[30x5*330] 0 0/0 - 0+10 6*6*6(3)2*2(2)2(11)8 30+21 -35 -
Ultra Combo 2 - 470 0 0/0 - 0+1 35 61 - -
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes: