Introduction
About Cammy
A former Bison Doll, she was saved by Dhalsim and later joined Delta Red to help defeat Shadaloo and save the other dolls like her. After the defeat of Shadaloo and breaking Bison's influence on them, Cammy rescued the remaining Dolls and is helping them re-integrate with society as free people.
Cammy is a rushdown, pressure heavy character in it's purest form. She doesn't have an overhead, but her frame data and tick throws are threatening enough to make anyone scared of her. Her great walk speed, dash speed, midscreen oki, and her signature dive kick make her hard to keep out, and even harder to get out if she's already found her way in. If you like overwhelming your opponent with great normals, a fast dive kick, and an obnoxious tick throw with amazing walk speed to compliment it, try Cammy out.
Strengths | Weaknesses |
---|---|
|
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Final Patch
Players to Watch
- CJ Truth
- Hurricane
- Kazunoko
- Youshikibi
Blanka | |
---|---|
Vitals | |
Life Points | 1025 |
Stun Points | 1050 |
V-Gauge Points | |
V-Trigger 1 | 2 Bars |
V-Trigger 2 | 3 Bars |
Ground Movement | |
Forward Walk Speed | 0.043 |
Backward Walk Speed | 0.032 |
Forward Dash Speed | 16 |
Backward Dash Speed | 24 |
Forward Dash Distance | 1.239 |
Backward Dash Distance | 1.117 |
Backdash CH Frames | 3-10 |
Jumping | |
Back Jump Speed | 46 (4+38+4) |
Neutral Jump Speed | 46 (4+38+4) |
Forward Jump Speed | 45 (3+38+4) |
Forward Jump Distance | 2.128 |
Backward Jump Distance | 1.824 |
Throws | |
Throw Hurtbox | 0.25 |
Throw Range | 0.8 |
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Frame Data & Descriptions are provided by FATOnline.
|
SFV Frame Data Glossary | |
---|---|
Active |
How many frames a move remains active (can hurt opponents) for. |
Attack |
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked). |
Cancel options |
Available cancel options.
|
Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
Crush Counter |
Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit. |
Damage |
Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.
|
Knockdown |
Knockdown advantage against Normal, Quick Rise and Back Rise wake up options. |
Recovery |
How many frames it takes for a move to finish after it's been active. |
Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |
Normals
5LP
5MP
5HP
5LK
5MK
5HK
2LP
2MP
2HP
2LK
2MK
2HK
8LP
8MP
7 or 9HP
8HP
8LK
8MK
8HK
Command Normals
6MP
6MP (hold)
3HP
Target Combos
5MK > 5HK
5MK > 5HK > 5HP
5MK > 5HK > 6KKK
5MK > 5HK > 3KKK
5MK > 5HK > MPMK (VS2)
Throws
LPLK
6LPLK
Special Moves
6 or 3KKK
4 or 1KKK
46LP
46MP
46HP
46PP
46LK
46MK
46HK
46KK
28LK
28MK
28HK
28KK
63214LP
63214MP
63214HP
63214PP
P (mash)
PP (mash)
Critical Art
236236P
Taunts
5PPPKKK
V-System
V-Skill 1
MPMK (VS1)
MPMK (VS1) > P
MPMK (VS1) > K
V-Skill 2
MPMK (VS2)
MPMK (VS2) (hold)
MPMK (VS2) (release)
MPMK (VS2) (charge)
V-Trigger 1
HPHK (VT1)
HPHK
HPHK (hold)
HPHK (release)
V-Trigger 2
HPHK (VT2)
HPHK
46LP > 3HPHK
46HP > 3HPHK
46PP > 3HPHK
V-Shift
5MKHP
V-Shift Break
5MKHP
V-Reversal
6PPP