Super Street Fighter 2 Turbo/Cammy

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Revision as of 03:27, 1 April 2007 by Raisin (talk | contribs) (→‎Throws: Filled in section.)


Introduction

Competitive Overview

Most rankings tend to put poor Cammy pretty low on the charts in terms of overall fighting strength, occasionally even dead last. Is she really that bad? I'm not really good enough to hold an educated opinion, but I don't believe she's as weak as her reputation might have you believe.

Perhaps one of the reasons she gets a bad rap from some people is because her playstyle is a little unusual. Other characters have proactive strategies. For example, Ryu throws fireballs, FeiLong pressures with the Rekka Ken, and Zangief wants to get in close so he can start doing command throws. The execution of those plans is not always easy, but at they're at least pretty straightforward. Cammy tends to be more reactive and play in a way that emphasizes neutralizing the opponent's options.

Some might even argue that this style is a natural extension of her (non-)abilities, given that she has no crushingly-powerful special move to fall back on all the time to put the opponent on the defensive. I personally think that's a slightly pessimistic view, as I believe Cammy has some real weapons that deserve respect from opponents, but I do think she needs to emphasize things like trickery and mind games. And that can be a lot of fun.

--Raisin (March 31, 2007)


Strengths and Weaknesses

At a glance, here are some of the things Cammy has working for and against her:

Advantages

  • Excellent footspeed
  • Pretty good poke and footsie arsenal
  • Fast Hooligan Rolls can be hard for the opponent to react to in time
  • Respectable anti-air, reversal, and counter-move abilities with the Thrust Kick
  • Decent super move


Disadvantages

  • Needs to be crafty; usually can't rely on any one particular strategy to win games
  • Requires careful handling to pressure by dealing chip damage with special moves
  • Jumps slowly, which can leave her vulnerable to anti-air moves
  • Has no grabs; ground throws have only average damage and range


--Raisin (April 1, 2007)


New and Old Versions Comparison

Old Cammy can be accessed with the input code UUDD. Some of the known differences are:

  • Old Cammy can't do a super move, like any other old character. While Cammy's super generally isn't considered the greatest, it's not exactly useless either and is nice to have around sometimes.
  • Old Cammy can't tech throws, like any other old character. This is a considerable loss.
  • Old Cammy's j.short doesn't have cross-up properties. This means Old Cammy can't cross up at all, as far as I'm aware.
  • Old Cammy can't buffer special moves off a c.strong.
  • Old Cammy's Spin Knuckle can travel through projectiles no matter which version you use (jab, strong, or fierce). Only New Cammy's jab version can do that.
  • Old Cammy's Spin Knuckles don't move as far horizontally as their New Cammy counterparts. The jab version goes much shorter, the strong version goes somewhat shorter, and the fierce version goes a bit shorter.

While playing Old Cammy isn't exactly unheard of, it seems most players believe New Cammy to be superior.

--Raisin (March 31, 2007)


Color Options

New Cammy Colors

New Cammy's color options in Super Turbo
To choose the "Hold" color, press and hold any button except Start for 2 seconds. To choose any other color, simply tap the desired button.

--Raisin (March 31, 2007)


Old Cammy Colors

Old Cammy's color options in Super Turbo
Old Cammy's input code is UUDD. Pressing Short simultaneously with Jab or Fierce will give you the alternate color.

--Raisin (March 31, 2007)


Moves List

Normal Moves

Throws

→ or ← + Strong or Fierce: Back Drop. Cammy grabs the opponent by the waist and slams them backwards.
→ or ← + Forward or Roundhouse: Leg Flip, in which Cammy uses her legs to hurl the opponent down.

There's no significant difference between the Back Drop and the Leg Flip or any reason to favor one over the other that I'm aware of. Both do about 22% damage, which is quite average and nothing special.

(in air) ↗ or → or ↘ or ↙ or ← or ↖ + Strong or Fierce: Air Toss, where Cammy quickly throws her opponent to the ground.
(in air) ↗ or → or ↘ or ↙ or ← or ↖ + Forward or Roundhouse: Aerial Leg Flip, which looks just like its grounded version.

What's the difference between the two? Well, for one thing, the Air Toss does a whopping 29% damage. However, it must be performed during a certain phase of Cammy's jump, anywhere between halfway up her ascendance to the peak of her jump, or if you prefer to think of it a different way, only around the second quarter of her jump duration. The Aerial Leg Flip does a lesser 23.5% damage, but its window of opportunity is much larger and can be executed anytime Cammy is airborne unless she just left the ground or is just about to land, or in other words, around the middle 80% of her jump.

--Raisin (April 1, 2007)
--Thanks to T.Akiba for some information


Special Moves

Super Move


Match-Up Strategies

Vs. Guile

Coming as soon as I can round up a good, credible player to write this. :)

Vs. Ryu

Coming soon(?!)