Marvel vs Capcom 2/Cammy: Difference between revisions

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[[Image:Mvc2-cammy.png]]
[[Image:Mvc2-cammy.png]]


= Moves List =
= Moves List =
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== Normal Moves ==
== Normal Moves ==


<table style="width:400px;border:1px solid silver" cellborder="1">
{{MvC2MoveListHeader}}
<tr>
  <th>Name</th>
  <th>State</th>
  <th>Frames</th>
  <th>Damage</th>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=3>Jab</td>
  <td>Standing</td>
  <td>3</td>
  <td>3</td>
</tr>
<tr>
  <td>Crouching</td>
  <td>3</td>
  <td>3</td>
</tr>
<tr>
  <td>Jumping</td>
  <td>3</td>
  <td>3</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=3>Strong</td>
  <td>Standing</td>
  <td>5</td>
  <td>6</td>
</tr>
<tr>
  <td>Crouching</td>
  <td>5</td>
  <td>6</td>
</tr>
<tr>
  <td>Jumping</td>
  <td>5</td>
  <td>6</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=3>Fierce</td>
  <td>Standing</td>
  <td>7</td>
  <td>12</td>
</tr>
<tr>
  <td>Crouching</td>
  <td>7</td>
  <td>12</td>
</tr>
<tr>
  <td>Jumping</td>
  <td>7</td>
  <td>12</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=3>Short</td>
  <td>Standing</td>
  <td>3</td>
  <td>4</td>
</tr>
<tr>
  <td>Crouching</td>
  <td>3</td>
  <td>3</td>
</tr>
<tr>
  <td>Jumping</td>
  <td>3</td>
  <td>3</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=3>Forward</td>
  <td>Standing</td>
  <td>5</td>
  <td>6</td>
</tr>
<tr>
  <td>Crouching</td>
  <td>5</td>
  <td>6</td>
</tr>
<tr>
  <td>Jumping</td>
  <td>5</td>
  <td>6</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=3>Roundhouse</td>
  <td>Standing</td>
  <td>7</td>
  <td>14</td>
</tr>
<tr>
  <td>Crouching</td>
  <td>7</td>
  <td>12</td>
</tr>
<tr>
  <td>Jumping</td>
  <td>7</td>
  <td>12</td>
</tr>
</table>
 
<br>


{{MvC2MoveListRow
  |Jab
  |lp
  |3
  |3
| }}
{{MvC2MoveListRow
  |Crouching Jab
  |d + lp
  |3
  |3
| }}
{{MvC2MoveListRow
  |Jumping jab
  |u + lp
  |3
  |3
| }}
{{MvC2MoveListRow
  |Strong
  |mp
  |5
  |6
| }}
{{MvC2MoveListRow
  |Crouching Strong
  |d + mp
  |5
  |6
| }}
{{MvC2MoveListRow
  |Jumping Strong
  |u + mp
  |5
  |6
| }}
{{MvC2MoveListRow
| Fierce
  |fp
  |7
  |12
| }}
{{MvC2MoveListRow
  |Crouching Fierce
  |d + fp
  |7
  |12
| }}
{{MvC2MoveListRow
  |Jumping Fierce
  |u + fp
  |7
  |12
| }}
{{MvC2MoveListRow
|Short
  |lk
  |3
  |4
| }}
{{MvC2MoveListRow
  |Crouching Short
  |d + lk
  |3
  |3
| }}
{{MvC2MoveListRow
  |Jumping Short
  |u + lk
  |3
  |3
| }}
{{MvC2MoveListRow
|Forward
  |mk
  |5
  |6
| }}
{{MvC2MoveListRow
  |Crouching Forward
  |d + mk
  |5
  |6
| }}
{{MvC2MoveListRow
  |Jumping Forward
  |u + mk
  |5
  |6
| }}
{{MvC2MoveListRow
|Roundhouse
  |hk
  |7
  |14
| }}
{{MvC2MoveListRow
  |Crouching Roundhouse
  |d + hk
  |7
  |12
| }}
{{MvC2MoveListRow
  |Jumping Roundhouse
  |u + hk
  |7
  |12
| }}
{{MoveListFooter}}


=== Command normals ===
=== Command normals ===

Revision as of 10:51, 20 November 2011

Introduction

Incredibly quick with great priority on her normals. Has great resets, but is somewhat limited by only having one real (but very damaging) combo.

Colors

First row: LP, HP, A1. Second row: LK, HK, A2.

Mvc2-cammy.png

Moves List

Normal Moves

Name
Command
Startup
Damage
Special Properties (glossary)
Jab
lp
3
3
Crouching Jab
d + lp
3
3
Jumping jab
u + lp
3
3
Strong
mp
5
6
Crouching Strong
d + mp
5
6
Jumping Strong
u + mp
5
6
Fierce
fp
7
12
Crouching Fierce
d + fp
7
12
Jumping Fierce
u + fp
7
12
Short
lk
3
4
Crouching Short
d + lk
3
3
Jumping Short
u + lk
3
3
Forward
mk
5
6
Crouching Forward
d + mk
5
6
Jumping Forward
u + mk
5
6
Roundhouse
hk
7
14
Crouching Roundhouse
d + hk
7
12
Jumping Roundhouse
u + hk
7
12

Command normals

Name
Command
Damage
Special Properties (glossary)
Double jump
u
aironly
Steel slicer
b + hk

Special Moves

Name
Command
Startup
Damage
Special Properties (glossary)
Axle Spin Knuckle
qcf + p
20 / 27
7 + 7 / 8 + 8
Cannon Spike
dp + k
4
18 / 20
Cannon Strike
qcb + k
15 / 17
14 / 16
aironly
Cannon Revenge
hcb + p
 ?
18 / 12 ?
counter
Hooligan Jump
qcb + k
Throw: 11 / Strike: 27
Slide: 12 / 14, Throw: 18, Strike: 14
While in jump: Far: press p to cancel. Close: press p to do a Fatal Leg Twister. Press k to Cannon Strike. Or let it finish into a Razor Edge Slicer on landing.

Super Moves

Assist Moves

Name
Damage
Cross-Over Combination
Alpha Counter
Notes
Alpha.pngHk.png Cannon spike
Spin Drive Smasher
Hk.png Cannon spike
Her most popular assist
Beta.pngHk.png Cannon drill
Spin Drive Smasher
Hk.png Cannon drill
Gamma.pngHp.png Axle Spin Knuckle
Killer Bee Assault
Hp.png Axle Spin Knuckle

Alpha Assist

Cammy does her cannon strike move. This is invincible until it hits an opponent, however some projectiles can knock her out of her assist.

The Basics

Staple combos.

c.lp, c.fp, /\ sj.lk, sj.mk, cannon drill(hk version) XX KBA

c.lp, c.fp /\ sj.hk, cannon drill(hk version) XX KBA

  • If your opponent doesn't roll after this combo you can dash-in and continue comboing. Because of damage scaling, it is best to go for a high amount of hits through her double jump combos than another KBA unless the amount of hits is low enough to make it worth it.

Air resets

c.lp, c.fp /\ sj.lp, sj.lk, sj.mp, double jump to the opposite side(reset occurs here), sj.lk sj.mk, cannon drill(hk version) XX KBA

c.lp, c.fp /\ sj.lp, sj.mp,(pause), sj.lp, sj.mp double jump on the same side(reset occurs here), sj.lk sj.mk, cannon drill(hk version) XX KBA

c.lp, c.fp /\ sj.lp, sj.lk, sj.mp, (without jumping, fall to the other side of the opponent) cannon drill(hk version), XX KBA

References

http://www.dailymotion.com/video/x2bn2i_mvc2-cammy-combos-and-resets

Advanced Strategy


Best assists include Sentinel (G), Tron Bonne (G), Cyclops (B), Psylocke (A).

Playing with Sentinel (G): Can do j. Cannon Drill (RH version) while calling Sentinel (G) to back you up. Also can do call Sentinel (G), Cannon spike (either version). Sentinel Drones will often protect you (unless the drones are interrupted or hit the opponent's assist).

Crossup on incoming characters (in the corner only): Call Sentinel (G) (also works with Strider (B)), Cannon Spike (RH version) that whiffs on purpose (must execute this before the opponent is in the screen to whiff). You will end up behind the opponent as they come in and the opponent often can't even see where the drones or Strider is located (cross-up practically occurs below the screen). Free c. short, c. forward, c. fierce, etc. after the drones or Strider assist hits.


With Tron Bonne, it's very useful to use j. short, j. forward in combination while calling Tron Bonne. Use with the occasional c. short, c. forward, c. fierce attempt (safe against many characters), can you can have a virtual lock down (very effective vs. Sentinel and large characters).

Character specific strategy

vs. Sentinel

When facing sentinel or other large characters (blackheart, juggernaunt, thanos, dr.doom etc.) her hooligan trow combination (qcb+k and then press p when close to an opponent) becomes much more reliable.

if you are close to sentinel do the qcb+k and immediately press p. You will most likely be in range. If you do this on a crouched opponent you can combo into her bread and butter combo.