Cammy

Menu

Normal Attacks

Hitbox Image
Standing Light Punch
4
13
300
High
Chain, Special, Super
--
--
+5
-2
3
7
Hitbox Image
Standing Medium Punch
6
22
600
High
--
--
--
+6
-1
4
13
Hitbox Image
Standing Heavy Punch
8
30
800
High
Special, Super, Target Combo
--
--
+2
-3
3
20
Hitbox Image
Standing Light Kick
5
17
300
High
Special, Super
--
--
+2
-3
3
10
Hitbox Image
Standing Medium Kick
8
28
700
High
--
--
--
+3
-4
3
18
Hitbox Image
Standing Heavy Kick
11
32
900
High
--
--
--
+2
-4
3
19
Hitbox Image
Crouching Light Punch
4
13
300
High
Chain, Special, Super
--
--
+5
-2
2
8
Hitbox Image
Crouching Medium Punch
7
23
600
High
Special, Super
--
--
+5
-2
3
14
Hitbox Image
Crouching Heavy Punch
10
28
700
High
--
--
--
+7
+1
4
15
Hitbox Image
Crouching Light Kick
5
14
200
Low
Chain
--
--
+3
-2
3
7
Hitbox Image
Crouching Medium Kick
8
28
500
Low
Special, Super
20% damage scaling to followup combo hits.
--
+1
-5
3
18
Hitbox Image
Crouching Heavy Kick
9
35
900
Low
--
--
--
Knockdown +31
-10
3
24

Unique Attacks

Hitbox Image
Back + Medium Punch
5
21
500
High
Special, Super, Target Combo
--
--
+4
-1
5
12
Hitbox Image
Forward + Heavy Kick
18
45
800
High
Special, Super
--
--
Knockdown +26
-12
3
25
Hitbox Image
Back + Heavy Kick
9
29
800
High
Special, Super, Jump (on hit only)
Jump Cancellable on hit only.
--
Knockdown +54
-7
3
18

Target Combos

Back + Medium Punch, Heavy Kick
5, 9
21, 34
500, 600
High
Special, Super, Jump (on hit only)
Jump Cancellable on hit only.
--
+4, Knockdown +49
-1, -12
5, 3
12, 23
Heavy Punch, Heavy Kick
8, 13, 13
30, --, 60
800, 200, 600
High
Second Hit: Special, Super
--
--
+2, --, Knockdown +33
-3, --, -12
3, 4, 3
20, 12, 29

Jump Attacks

Hitbox Image
Jump Light Punch
4
--
300
Overhead
--
--
--
+6...
+2...
10
3 Landing
Hitbox Image
Jump Medium Punch
6
--
600
Overhead
Special, Super
Juggle state on air hit.
--
+11...
+2...
8
3 Landing
Hitbox Image
Jump Heavy Punch
8
--
800
Overhead
--
Forced knockdown on air hit.
--
+9...
+5...
5
3 Landing
Hitbox Image
Jump Light Kick
4
--
300
Overhead
--
Crosses up.
--
+6...
+2...
10
3 Landing
Hitbox Image
Jump Medium Kick
7
--
500
Overhead
--
--
--
+12...
+8...
6
3 Landing
Hitbox Image
Jump Heavy Kick
10
--
800
Overhead
--
--
--
+12...
+8...
6
3 Landing

Special Moves

Spiral Arrow (Light Kick)
9
Down, Down-Forward, Forward + Light Kick
42
800
High
--
--
Knockdown +26...
-12...-1
13
21
Spiral Arrow (Medium Kick)
9
Down, Down-Forward, Forward + Medium Kick
44
900
High
--
--
Knockdown +26...
-14...0
15
21
Spiral Arrow (Heavy Kick)
15
Down, Down-Forward, Forward + Heavy Kick
51
300, 700
High
Can hold Heavy Kick to charge. Partial charges will act like a no charge or a full charge depending on total time held.
--
Knockdown +29...
-12...-2
3, 14
21
Spiral Arrow (Heavy Kick, Full Charge)
27
Down, Down-Forward, Forward + Heavy Kick (Hold)
62
150, 150, 150, 150, 200
High
Can hold Heavy Kick to charge.
--
Knockdown +47...
-14...**
**
20
Spiral Arrow (Overdrive)
13
Down, Down-Forward, Forward + Light Kick
48
150, 150, 150, 150, 200
High
--
--
Knockdown +47...
-14...-12
**
20
Hitbox Image
Cannon Spike (Light Kick)
5
Forward, Down, Down-Forward + Light Kick
56
900 (800)
High
Reduced damage on late hits. Anti-Air invincible on frames 1-14.
--
Knockdown +20
-36
12
40
Hitbox Image
Cannon Spike (Medium Kick)
6
Forward, Down, Down-Forward + Medium Kick
57
1000 (800)
High
Reduced damage on late hits. Anti-Air Invincible on frames 1-9.
--
Knockdown +21
-36
12
41
Hitbox Image
Cannon Spike (Heavy Kick)
7
Forward, Down, Down-Forward + Heavy Kick
58
1200 (800)
High
Can hold Heavy Kick to charge. Partial charges will act like a no charge or a full charge depending on total time held. Reduced damage on late hits. Anti-Air invincible on frames 1-8.
--
Knockdown +37
-31
12
44
Hitbox Image
Cannon Spike (Heavy Kick, Full Charge)
24
Forward, Down, Down-Forward + Heavy Kick (Hold)
92
1100, 100, 100, 100, 100
High
Can hold Heavy Kick to charge. Anti-Air invincible on frames 1-7, fully invincible on frames 20-25.
--
Knockdown +16
-40
12
45
Hitbox Image
Cannon Spike (Overdrive)
6
Forward, Down, Down-Forward + KK
74
1100, 100, 100, 100, 100 (900)
High
Reduced damage on far hits. Fully invincible on frames 1-7.
--
Knockdown +16
-40
12
46
Quick Spin Knuckle (Light Punch)
21
Down, Down-Back, Back + Light Punch
40
800
High
--
--
+2
-3
4
16
Quick Spin Knuckle (Medium Punch)
24
Down, Down-Back, Back + Medium Punch
43
800
High
Projectile invincible on frames 6-20.
--
+3
-2
4
16
Quick Spin Knuckle (Heavy Punch)
28
Down, Down-Back, Back + Heavy Punch
48
800
High
Projectile invincible on frames 6-24.
--
+5
+3
4
17
Quick Spin Knuckle (Overdrive)
25
Down, Down-Back, Back + PP
45
800
High
Projectile invincible on frames 3-24. Side switches if done very close to opponent.
--
+7
-2
4
17
Hitbox Image
Cannon Strike
13
(Forward Jump Only) Down, Down-Back, Back + K
**
600
High
Kick strength changes the angle of the attack. Lower activation / farther angle hit causes more plus frames.
--
0...+8
-7...+3
9...11
12...14
Hitbox Image
Cannon Strike (Overdrive)
13
(Forward Jump Only) Down, Down-Back, Back + KK
**
800
High
Lower activation / farther angle hit causes more plus frames.
--
0...+9
-4...+5
9...11
12...14
Hooligan Combination > Razor's Edge Slicer
50 (50) (70)
Down, Down-Forward, Forward + P
71 (71) (...110)
1000 (800, 400) (800, 400)
Low
Punch Strength changes arc and distance travelled, but other data stays the same. Light and Medium versions will swap sides if close to opponent, Heavy and Charged Heavy versions will not. Heavy and Charged Heavy version damage in parenthesis.
--
Knockdown +48
+2
9 (9) (9, 5)
13
Hooligan Combination (Overdrive) > Razor's Edge Slicer
50
Down, Down-Forward, Forward + P
**
800, 400
Low
--
--
Knockdown +48
+2
9, 5
17
Hooligan Combination > Cannon Strike
13
Hooligan Combination > K
**
600 (800)
High
Kick strength changes the angle of the attack. Lower activation / farther angle hit causes more plus frames. Overdrive & Charged Heavy damage in parenthesis, other data unaffected.
--
0...+8
-7...+3
9...11
12...14
Hooligan Combination > Reverse Edge
18
Hooligan Combination > Down + K
**
800 (600, 600)
High
Lower activation / farther angle hit causes more plus frames. Overdrive & Charged Heavy information in parenthesis, no variable advantage with those versions.
--
+6...+9 (+8)
-5...-1 (-2)
4 (4, 4)
13...
Hooligan Combination > Fatal Leg Twister (Throw)
10
Hooligan Combination > Throw
**
1800 (1000)
Throw
Whiffs on crouching opponents. Charged/Overdrive versions give a Limited Juggle State.
--
Knockdown +18
--
3
37
Hooligan Combination > Silent Step
**
Hooligan Combination > P
14...22
--
--
Total frames vary depending on how late or how early punch is pressed.
--
--
--
--
--

Super Arts

Spin Drive Smasher (Level 1)
9
Down, Down-Forward, Forward, Down, Down-Forward, Forward + K
2000
High
Strike/throw invincible on frames 1-11. Breaks armor.
--
Knockdown +10
-24
**
64
Killer Bee Spin (Level 2)
13
Down, Down-Back, Back, Down, Down-Back, Back + K
--
--
Invincible on frame 1 only. Breaks armor. Can also be done from a forward jump and the second hit of the "HP, HK" Target Combo.
--
Knockdown +12
-24...
11
35
Delta Red Assault (Level 3)
9
Down, Down-Forward, Forward, Down, Down-Forward, Forward + P
4000 (4500)
High
Fully invincible on frames 1-13. Breaks armor. Critical Art in parenthesis.
--
Knockdown +17 (Knockdown +22)
-33
**
**

Misc.

Stats
Health — 10,000
Forward Walk Speed — 5.05
Back Walk Speed — 3.3
Forward Dash — 18 frames / 132.000 distance
Back Dash — 23 frames / 100.207 distance
Prejump Frames — 4
Forward Throw
5
30 (whiff) / 140 (hit)
1200
Throw
--
--
--
+17
3
23
Back Throw
5
30 (whiff) / 123 (hit)
1200
Throw
--
--
--
+14
3
23
Air Throw
5
**
1200
Throw
--
--
--
**
3
**