Introduction
Move Analysis
Normal Moves
Normal Throws
Command Normals
Focus / Saving Attack
Special Moves
Spiral Arrow
D,DF,F + K (EX: D,DF,F + KK)
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 (EX: F,DF,F + KK)
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.
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.
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.
The characters | Abel • Adon • Akuma • Balrog • Blanka • C. Viper • Cammy • Chun-Li • Cody • Dan • Dee Jay • Dhalsim • Dudley • E. Honda • El Fuerte • Fei Long • Gen • Gouken • Guile • Guy • Hakan • Ibuki • Juri • Ken • M. Bison • Makoto • Rose • Rufus • Ryu • Sagat • Sakura • Seth • T.Hawk • Vega • Zangief |
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