Cammy (SSFIV)

From SuperCombo Wiki

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

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
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
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
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
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
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
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.