Ultra Street Fighter IV/Cammy/Omega

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Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

Cammy

SSFIV-Cammy Face.jpg


In a nutshell


(Intro paragraph to describe overall gameplay)


Click for USF4 version


Notable Changes from USF4 to Omega

Bafcord Omega Doc - Cammy
Detailed Frame Data with USF4 Comparisons - Cammy

  • General/Movement Changes:
    • Forward Dash: 2f faster (18f > 16f), slightly shorter distance
    • Back Dash: slightly shorter distance
    • Hurtbox: shorter (standing and crouching)
    • Throw: slightly shorter range


  • Normal Move Changes:
    • -

    • Angled j.LP/MP/HP/LK/MK - new cancel into Target Strike (divekick)
    • Angled j.MP - knocks down airborne opponents, can juggle afterward
    • Killer Scythe Kick - neutral j.2HK - new attack, reaches far downward


  • Special Move Changes:


  • Super/Ultra Changes:


  • Moves with ending Input Buffer:
    • Close 5LP, 5MP, 5HP, 5LK, 5HK; Far 5LP; 2LP, 2MP, 2HP, Focus Attack + Forward Dash
    • LK/MK Spiral Arrow (236LK/MK), Quick Spin Knuckle (63214P), *Cannon Strike (j.214K), Hooligan + Cannon Strike/Assault Roll (41236P ~ K/P)
      • Cannon Strike buffer does not apply to Target Strike, the divekick cancelled from air normals

Character Specific Data

Cammy

VITALS
Health: 950 Stun: 950
WALKING
Forward Walk Speed: 0.055 Back Walk Speed: 0.045
JUMPING
Jump Total Frames: 4+36+4 Jump Distance: 1.925 Forward, 1.94 Back
DASHING
Forward Dash Frames: 16 Forward Dash Distance: 1.38
Back Dash Frames: 22 Back Dash Distance: 1.29
FA + Forward Dash Frames: 17 FA + Back Dash Frames: 18
Back Dash Invincibility: 1-6 FA + Back Dash Invincibility: 0
Back Dash Airborne: 7-17 FA + Back Dash Airborne: 3-14
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -2 Lv1 FA + Back Dash (Block): -3
Lv2 FA + Forward Dash (Block): +4 Lv2 FA + Back Dash (Block): +3

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Close) cl. Lp.png 3 2 5 3 6 25 50 M Ch Sp Su -
5MP (Close) cl. Mp.png 4 2*2 13 1 6 70(60) 100 M Sp Su (Dmg on later active frames)
5HP (Close) cl. Hp.png 4 4 11 2 6 85(65) 150(120) M Sp Su (Dmg/Stun on later active frames)
5LK (Close) cl. Lk.png 4 2 8 1 4 25 50 M Ch Sp Su -
5MK (Close) cl. Mk.png 4 3 17 -6 -3 65 100 M Sp Su -
5HK (Close) cl. Hk.png 7 5 15 -2 3 100 200 M Su -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Far) far. Lp.png 3 1 7 3 6 25 50 M Ch Sp Su -
5MP (Far) far. Mp.png 5 4 11 -1 2 70 100 M Sp Su -
5HP (Far) far. Hp.png 6 3 19 -4 0 80(100) 100(200) M - (Dmg/Stun on later active frames)
5LK (Far) far. Lk.png 4 3 6 2 5 30 50 M Sp Su -
5MK (Far) far. Mk.png 7 2 13 -1 2 70 100 M - -
5HK (Far) far. Hk.png 8 2 22 -6 -2 100 200 M - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png 3 1 7 3 6 20 50 M Ch Sp Su -
2MP Down.gifMp.png 5 4 7 3 6 65 100 M Sp Su -
2HP Down.gifHp.png 6 4 12 2 7 80 150 M - -
2LK Down.gifLk.png 3 3 9 -1 2 25 50 L Ch Sp Su -
2MK Down.gifMk.png 6 4 12 -2 1 65 100 L Sp Su -
2HK Down.gifHk.png 7 2 24 -9 KD 110 200 L - KD Adv: +16
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png 4 5 - - - 50 50 H Sp -
j.MP (angled) Upright.gifMp.png 5 1*4 - - - 80 100 H Sp Puts airborne opponents into juggle state; 1 hit, but 1st active frame doesn't reach downward
j.HP (angled) Upright.gifHp.png 6 4 - - - 100 200 H Sp -
j.LK (angled) Upright.gifLk.png 4 7 - - - 30 50 H Sp Crossup
j.MK (angled) Upright.gifMk.png 5 4 - - - 70 100 H Sp -
j.HK (angled) Upright.gifHk.png 6 5 - - - 100 200 H - -
j.LP (neutral) Up.gifLp.png 4 4 - - - 50 50 H - -
j.MP (neutral) Up.gifMp.png 5 4 - - - 80 100 H - -
j.HP (neutral) Up.gifHp.png 5 3 - - - 100 200 H - -
j.LK (neutral) Up.gifLk.png 5 5 - - - 30 50 H - -
j.MK (neutral) Up.gifMk.png 5 7 - - - 70 100 H - -
j.HK (neutral) Up.gifHk.png 5 3 - - - 100 200 H - -
Killer Scythe Kick
(nj.2HK)
Air Down.gifHk.png
(Neutral Jump)
6 8 - - - 100 200 H - Good downward angle for a neutral jump button; hitbox begins above and behind Cammy, then moves along with her foot
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 10+11 2 35 -21 KD 90 150 M Dash KD Adv: +11; +30 after Forward Dash, +29 after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 18+11 2 35 -15 crumple 80 150 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png 65 2 35 crumple crumple 120 200 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Hooligan Suplex
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 170 200 T - KD Adv: +3
Frankesteiner
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 160 200 T - KD Adv: +28
Flying Neck Breaker
(Air Throw)
Up.gif+Lp.pngLk.png 3 2 4 land - KD 180 200 T - KD Adv: -3~+18, later throw gives better advantage
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LK Spiral Arrow
(Drill)
Qcf.pngLk.png
236+LK
7 14 5+12 land -10 (2) KD 80 150 M - 12-25f airborne; KD Adv: +33
MK Spiral Arrow
(Drill)
Qcf.pngMk.png
236+MK
5 15 5+15 land -14 (0) KD 110 150 M - 8-24f airborne; KD Adv: +29
HK Spiral Arrow
(Drill)
Qcf.pngHk.png
236+HK
7 4*15 4+15 land -13 (1) KD 70*100 100x2 M Su 14-29f airborne; Both hits cancellable; FADC Fwd -1 oB from either hit; 1st hit has less range and can whiff from far cancels; KD Adv: +30
Ex.png Spiral Arrow
(Drill)
Qcf.png2k.png
236+KK
7 5*9(7)3 23 -9 (-7) KD 20x3*10 0*200 M*L FA 1-20f projectile invuln, 12-25f airborne; Only final hit is a low; only first/last hits are cancellable; FADC Fwd -1 oB 1st hit, -5 oB last hit; all stun occurs on final hit; KD Adv: +16
LK Cannon Spike
(Uppercut)
Dp.pngLk.png
623+LK
4 2*19 16+13 land -30 KD 150
(120)
200
(150)
M Su* 1-3f full invuln, 4f upper body/throw invuln, 6f~ airborne; (Dmg/Stun on later active frames); Su/FA cancellable on hit only; KD Adv: +28
MK Cannon Spike
(Uppercut)
Dp.pngMk.png
623+MK
5 2*24 14+13 land -30 KD 160
(140)
200
(180)
M Su* 1-5f full invuln, 7f~ airborne; (Dmg/Stun on later active frames); Su/FA cancellable on hit only; KD Adv: +28
HK Cannon Spike
(Uppercut)
Dp.pngHk.png
623+HK
6 2*29 13+13 land -30 KD 170
(160)
200 M Su* 1-6f full invuln, 8f~ airborne; (Dmg on later active frames); Su/FA cancellable on hit only; KD Adv: +28
Ex.png Cannon Spike
(Uppercut)
Dp.png2k.png
623+KK
5 2*24 14+13 land -30 KD 80*20*100
(95)
0*200
(100)
M FA 1-6f full invuln, 7f~ airborne; (Dmg/Stun on later active frames); FADC Fwd -1 oB; On hit, first 2 active frames lead to automatic followup, while later active frames have reduced damage/stun; KD Adv: +8
LK Killer Bee Stinger
(Spin Launcher)
Qcb.pngLk.png
214+LK
11 1(3)1(12)4 26 -11 KD 20x2*25 0*50 M J* Su Forward jump cancel on hit only; FADC Fwd -3 oB; KD Adv: +36 (+65 at moment of jump)
MK Killer Bee Stinger
(Spin Launcher)
Qcb.pngMk.png
214+MK
14 1(2)2(11)5 26 -12 KD 20x2*30 0*50 M J* Su Forward jump cancel on hit only; FADC Fwd -3 oB; KD Adv: +35 (+65 at moment of jump)
HK Killer Bee Stinger
(Spin Launcher)
Qcb.pngHk.png
214+HK
17 1(3)1(12)4 26 -11 KD 20x2*50 0*50 M J* Su Forward jump cancel on hit only; FADC Fwd -3 oB; KD Adv: +36 (+65 at moment of jump)
Ex.png Killer Bee Stinger
(Spin Launcher)
Qcb.png2k.png
214+KK
12 1(2)2(11)5 26 -14
(J: 16)
KD 25x2*50 0*50 M J FA Forward jump cancel on hit/block; instant divekick can make it safe (Cammy jumps 16f before opponent recovers from blockstun), but is interruptible by invincible attacks; FADC Fwd -5 oB; KD Adv: +35 (+65 at moment of jump)
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Quick Spin Knuckle Hcb.pngLp.png
63214+LP
17 1*8 10 -1 KD 70*30 100*50 M Su / - 1-25f projectile invuln, 5-8f airborne; 1st hit cancellable, 2nd hit puts opponent into limited juggle state; KD Adv: +42
MP Quick Spin Knuckle Hcb.pngMp.png
63214+MP
21 1*8 10 -1 KD 70*50 100*50 M Su / - 1-29f projectile invuln, 6-11f airborne; 1st hit cancellable, 2nd hit puts opponent into limited juggle state; KD Adv: +42
HP Quick Spin Knuckle Hcb.pngHp.png
63214+HP
31 3*8 7 2 KD 80*70 100x2 M Su / - 2-21f projectile invuln (except Head), 6-21f airborne; 1st hit cancellable, 2nd hit puts opponent into limited juggle state; KD Adv: +45
Ex.png Quick Spin Knuckle Hcb.png2p.png
63214+PP
6 1(4)1(5)
1(13)3*8
14 -5 KD 20x4*80 20x4*100 M FA / - 1-21f projectile invuln (except Head 3-21f), 6-21f airborne; 5 hits, first 3 only connect from close range; 2nd to last hit is cancellable, last hit puts opponent into limited juggle state; KD Adv: +38
Cannon Strike
(Divekick)
Air Qcb.pngK.png
Air 214+K
14 9 5 land -7(3) 2(12) 60 100 M - Forward jump only
Ex.png Cannon Strike
(Divekick)
Air Qcb.png2k.png
Air 214+KK
12 11 4 land -8(7) 1(15) 80 100 M - Works from any jump
xx Target Strike
(Divekick)
xx Air Qcb.pngK.png
Air 214+K
10 11 3 land -5(5) KD 90 100 M - When cancelled into after Killer Bee Stinger or angled jump LP, MP, HP, LK, or MK; knocks down even on grounded opponent (e.g. after instant air normal); KD Adv: +21~28
xx Ex.png Target Strike
(Divekick)
xx Air Qcb.png2k.png
Air 214+KK
8 11 4 land -7(6) 2(13) 80 100 M - When cancelled into after Killer Bee Stinger or from angled jump LP, MP, HP, LK, or MK
Hooligan Combination Hcf.pngP.png
41236+P
- - 38 total - - - - - - 5f~ airborne; button strength determines trajectory, all versions have same duration; no throw followup on meterless version
+ Razor's Edge Slicer (Slide) + no input 10 9 13 -4 KD 50*130 0*140 L Su* Su/FA cancel on block only; transitions into throw followup on hit; KD Adv: +8
+ Divekick + K.png 15 9 4 land -4(7) 3(14) 60 80 M - Easier to get frame advantage after HP Hooligan due to low trajectory
+ Assault Roll + P.png - - 10 land - - - - - - Button strength determines angle that Cammy drops (LP closer, HP farther)
Ex.png Hooligan Combination Hcf.png2p.png
41236+PP
- - 41 total - - - - - - 1-41f projectile invuln (ends if a followup is input), 5f~ airborne
+ Razor's Edge Slicer (Slide) + no input 10 9 13 -4 KD 70*130 0*140 L FA* FA cancel on block only; transitions into throw followup on hit; KD Adv: +8
+ Divekick + K.png 15 9 4 land -8(4) -1(11) 60 80 M - -
+ Assault Roll + P.png - - 10 land - - - - - - Button strength determines angle that Cammy drops (LP closer, HP farther)
+ Fatal Leg Twister (Ground Throw) + Lp.pngLk.png 1 1 5 land - KD 170 200 T - Only hits standing opponents; KD Adv: +8
+ Crossed Scissors (Air Throw) + Lp.pngLk.png 1 1 5 land - KD 170 200 T - Only hits airborne opponents; KD Adv: +6
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Spin Drive Smasher
(Super)
Qcf.pngQcf.pngK.png
236236+P
1+5 18(3)5 25 -2 KD 210*200 - M - 1-30f full invuln; KD Adv: +75
Gyro Drive Smasher
(Ultra 1)
Qcf.pngQcf.png3k.png
236236+KKK
0+10 18(3)4(2)
2(11)8
30+21 land -35 KD 30x6*300
[30x4*120]
- M - 1-10f full invuln, 11-31f and 50f~ airborne; [Non-cinematic juggle damage]; KD Adv: +12 cinematic, +90 non-cinematic
Cammy Quick Combination
(Ultra 2)
Qcb.pngQcb.png3p.png
214214+PPP
0+1 35 61 - KD 470 - - - Counter; loses to armor breakers; KD Adv: -4
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Confirms:

  • Dmg/St --

Punishes:

  • Dmg/St --

Counterhit Confirms:

Ultra Setups:

Useful Info

Reversals:

Anti-Airs:

Anti-Focus:

Anti-Projectile:

Juggles:

Miscellaneous:

  • j.HP is an instant overhead vs. crouching Hugo, which can cancel into EX Divekick to continue the combo. This works even after 2 light normals, allowing Cammy to loop repeated high/low mixups.


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