Super Street Fighter IV AE/Cammy

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Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


Cammy

SSFIV-Cammy Face.jpg

A member of the Delta Red squad under the British Secret Service, Cammy has played a major role in Britain and the U.S.'s task force to eliminate M. Bison and his organization known as Shadaloo, oftentimes working alongside U.S.'s Guile and Interpol agent Chun-Li. Cammy, however, has no recollection of her past before being found by member of Delta Red. In truth, she was a part of the "Dolls" program implemented by M. Bison himself. When Cammy began to gain self-awareness, Bison planned on eliminating Cammy permanently but, due to an unlikely grown attachment to her, he chose to only wipe her memory. Realizing the mistake in allowing Cammy to live, he has now assigned the other Dolls members to assassinate Cammy.


In a nutshell

Cammy is a fast, rushdown-oriented character who is very tricky to play and fight against. She excels in breaking the opponent mentally through careful conditioning and not giving them any chances to retaliate. Because of this, however, her defense is quite weak; her stamina is on par with the twins, and there is little she can do when cornered or pressured herself. In addition, she has glaring problems against characters with strong defense and keep-away games, such as Dictator, Dhalsim, and Ryu. Cammy requires a lot of practice, but once mastered she can become a very aggressive beast.

Players to Watch

Dakou, Xiao Hai, K-Brad, LPN, Chi-Rithy, Popi, Alioune

Moves

Throws

Name
Command
Notes
Hooligan Suplex
F.png or N.png + Lp.png + Lk.png
Throw.png
Frankensteiner
B.png + Lp.png + Lk.png
Throw.png
Flying Neck Breaker
(in air) Lp.png + Lk.png
Airthrow.png

Special Moves

Name
Command
Notes
Cannon Spike
Dp.png + K.png
Ex.png
Spiral Arrow
Qcf.png + K.png
Ex.png
Quick Spin Knuckle
Hcb.png + P.png
Ex.png Armorbreak.png
Hooligan Combination
Db.png Qcf.png Uf.png + P.png
Ex.png
   Razor's Edge Slicer
No input after performing Hooligan Combination
Low.png
   Fatal Leg Twister
(near opponent) Lp.png + Lk.png
Will miss against crouching opponents; Throw.png
   Crossed Scissors
(near opponent in air) Lp.png + Lk.png
Airthrow.png
Cannon Strike
(during forward jump) Qcb.png + K.png
Ex.png version can be done during any jump; Ex.png

Super Combo

Name
Command
Notes
Spin Drive Smasher
Qcf.png qcf + K.png

Ultra Combos

Name
Command
Notes
Gyro Drive Smasher
Qcf.png qcf + 3k.png
CQC (Cammy Quick Combination)
Qcb.png qcb + 3p.png
Counters only against certain attacks


AE ver. 2012 Changes

Heavy Spiral Arrow

Changed active periods from (first hit) 2F + 17F to 7F + 12F. (Overall active period unchanged.)


Quick Spin Knuckle

Decreased distance all versions push back when blocked.


AE Changes

  • Cannon Strike now has height restriction (cannot do it too low) except for EX version.
  • Cannon Spike will now retract less on hit/block, so it's easier to punish.
  • Close and Far Standing Light Punch recovery time decreased.
    Close Standing Medium and Hard Punch recovery time decreased.
    Crouching Light and Medium Punch and recovery time decreased.
    All resulting in more frame advantage.
  • Far Standing Hard Punch cancelable.


The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 25 50 20 ch/sp/su 3 2 5 +4 +7
Close Strong.gif HL 70[60] 100 40 sp/su 4 4 13 +1 +6 [] refers to active frames 3~4
Close Fierce.gif HL 85 150 60 sp/su 4 4 11 +2 +6
Close Short.gif HL 25 50 20 ch/sp/su 4 2 8 +1 +4
Close Forward.gif HL 65 100 40 sp/su 4 3 17 -6 -3
Close Roundhouse.gif HL 110 200 60 - 9 5 24 -11 -7
Far Jab.gif HL 25 50 20 ch/sp/su 3 3 5 +3 +6
Far Strong.gif HL 70 100 40 sp/su 7 4 14 -4 -1
Far Fierce.gif HL 80 200 60 sp/su 6 3 19 -4 +1 Damage at tip 100
Far Short.gif HL 30 50 20 sp/su 4 3 6 +2 +5
Far Forward.gif HL 70 100 40 - 7 2 13 -1 +2
Far Roundhouse.gif HL 110 200 60 - 8 2 22 -6 -2
Crouch Jab.gif HL 20 50 20 ch/sp/su 3 2 6 +3 +6
Crouch Strong.gif HL 65 100 40 sp/su 5 4 7 +3 +6
Crouch Fierce.gif HL 90 200 60 - 6 4 12 +2 +7 Forces stand
Crouch Short.gif L 25 50 20 ch/sp/su 3 3 9 -1 +2
Crouch Forward.gif L 65 100 40 sp/su 6 4 12 -2 +1
Crouch Roundhouse.gif L 95 100 60 - 7 2 24 -8 - Hard knockdown
Jump Up Jab.gif H 50 50 20 - 4 4 - - -
Jump Up Strong.gif H 80 100 40 - 5 4 - - -
Jump Up Fierce.gif H 100 200 60 - 5 3 - - -
Jump Up Short.gif H 30 50 20 - 5 5 - - -
Jump Up Forward.gif H 70 100 40 - 5 7 - - -
Jump Up Roundhouse.gif H 100 200 60 - 5 3 - - -
Jump Forward Jab.gif H 50 50 20 - 4 5 - - -
Jump Forward Strong.gif H 80 100 40 - 5 3 - - -
Jump Forward Fierce.gif H 100 200 60 - 6 4 - - -
Jump Forward Short.gif H 30 50 20 - 4 7 - - -
Jump Forward Forward.gif H 70 100 40 - 5 4 - - -
Jump Forward Roundhouse.gif H 100 200 60 - 6 5 - - -
Focus Attack LVL 1 HL 60 100 20 - 10+11 2 35 -21 -21
Focus Attack LVL 2 HL 80 150 40 - 18+11 2 35 -15 -
Focus Attack LVL 3 - 120 200 60 - 65 2 35 - -
Forward Throw 0.79 140 130 40 - 3 2 20 - - Hard knockdown
Back Throw 0.79 135 140 40 - 3 2 20 - - Hard knockdown
Air Throw 1.00 150 150 40 - 5 2 - - - Hard knockdown
Cannon Spike Short.gif HL 100[120] 100[150] 30/40 su 5 21 20 + After landing 12 -30 - 1~4f Invincible, 5f upperbody strike and projectile invincible, 5f unthrowable, 7f~ airborne, first 2 active frames pursuit property, [] refers to active frames 3 and onwards
Cannon Spike Forward.gif HL 100[140] 100[180] 30/40 su 5 26 18 + After landing 12 -30 - 1~5f Invincible, 7f~ airborne, first 2 active frames pursuit property, [] refers to active frames 3 and onwards
Cannon Spike Roundhouse.gif HL 100[160] 100[200] 30/40 su 5 31 17 + After landing 12 -30 - 1~5f Invincible, 7f~ airborne, first 2 active frames pursuit property, [] refers to active frames 3 and onwards
Cannon Spike EX.gif HL 150[95] 200[100] -250/0 su 5 26 18 + After landing 12 -30 - 1~6f Invincible, 7f~ airborne, active frames 3 and onwards pursuit property, [] refers to active frames 3 and onwards
Spiral Arrow Short.gif L 80 150 30/30 - 7 19 4 + After landing 15 -17 - 14f~ airborne
Spiral Arrow Forward.gif L 100 150 30/30 - 7 19 4 + After landing 15 -17 - 14f~ airborne
Spiral Arrow Roundhouse.gif L 40*80 80*100 30/30*30 su*- 7 7*12 4 + After landing 15 -15 - 14f~ airborne
Spiral Arrow EX.gif L 100*60 100*100 -250/0 su*- 7 7*12 4 + After landing 15 -10 - 1~25f projectile invincible, 14f~ airborne
Spin Knuckle Jab.gif HL 80*80 100*100 30/20*20 su*- 35 3*8 9 +4 - 1f strike and projectile invincible, 2~25f strike invincible (except head and feet), 2~25f projectile invincible (except head), 6~25f airborne, armor break
Spin Knuckle Strong.gif HL 80*80 100*100 30/20*20 su*- 33 3*8 10 +3 - 1f strike and projectile invincible, 2~24f strike invincible (except head and feet), 2~24f projectile invincible (except head), 6~24f airborne, armor break
Spin Knuckle Fierce.gif HL 80*80 100*100 30/20*20 su*- 36 3*8 10 +3 - 1f strike and projectile invincible, 2~27f strike invincible (except head and feet), 2~27f projectile invincible (except head), 6~27f airborne, armor break
Spin Knuckle EX.gif HL 80*80 100*100 -250/0 su*- 33 3*8 10 +3 - 1~25f strike and projectile invincible, 6~24f airborne, armor break
Hooligan Combination - - - 30/- - - - See notes - - 7f~ airborne, 32f~ can cancel into followup, LP:53f MP:45f HP:39f cancels into Razor's Edge Slicer
Hooligan Combination EX.gif - - - -250/0 - - - See notes - - 7f~ airborne, tracks opponent, 32f~ can cancel into followup, 43f cancels into Razor's Edge Slicer
Razor's Edge Slicer L 100 150 0/30 su 10 9 13 -1 - 1~9f airborne
Razor's Edge Slicer EX.gif L 120 200 0/0 su 10 9 13 -1 - 1~9f airborne
Fatal Leg Twister 1.03 130 140 0/40 - 31+1 1 After landing 5 - - Hard knockdown
Crossed Scissors 1.03 140 150 0/40 - 31+1 1 After landing 5 - - Hard knockdown
Cannon Strike HL 60 100 10/20 - 12 11 After landing 5 - - Can be canceled from 9f of jump
Cannon Strike EX.gif HL 80 100 -250/0 - 12 11 After landing 4 +14 +18 Frame advantage based on lowest jump possible (startup 17f)
Super Combo HL 40x6*110 0 -1000/0 - 1+5 6*6*6(3)2*2(2)2(11)8 30 + After landing 21 -35 - 1~5f Invincible, 3~26f 46f~ airborne, Untechable limited juggle knockdown, pursuit property
Ultra Combo 1 HL 30x6*210[30x5*330] 0 0/0 - 0+10 6*6*6(3)2*2(2)2(11)8 30 + After landing 21 -35 - 1~10f Invincible, 7~30f 50f~ airborne, untechable limited juggle knockdown, pursuit property, 5th hit goes into animation, [] refers to animation
Ultra Combo 2 - 470 0 0/0 - 0+1 35 61 - - Counters strikes until 35f, hard knockdown
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes