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Cammy's Frame Data Super Street Fighter 4 Arcade Edition

Last updated on Aug. 12, 2011

7 Comments

Cammy Frame Data Super Street Fighter 4 Arcade Edition


If you have trouble understanding this data, please check out the how to read frame data guide here on EventHubs.com.

Normal Moves
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Close Light Punch HL 25 50 20 C*Sp*Su 3 2 5 4 7
Close Medium Punch HL 70[60] 100 40 Sp*Su 4 4 13 1 6
Close Hard Punch HL 85 150 60 Sp*Su 4 4 11 2 6
Close Light Kick HL 25 50 20 C*Sp*Su 4 2 8 1 4
Close Medium Kick HL 65 100 40 Sp*Su 4 3 17 -6 -3
Close Hard Kick HL 110 200 60 - 9 5 24 -11 -7
Far Light Punch HL 25 50 20 C*Sp*Su 3 3 5 3 6
Far Medium Punch HL 70 100 40 Sp*Su 7 4 14 -4 -1
Far Hard Punch HL 80 200 60 Sp*Su 6 3*8 19 -4 1
Far Light Kick HL 30 50 20 Sp*Su 4 3 6 2 5
Far Medium Kick HL 70 100 40 - 7 2 13 -1 2
Far Hard Kick HL 110 200 60 - 8 2 22 -6 -2
Crouch Light Punch HL 20 50 20 C*Sp*Su 3 2 6 3 6
Crouch Medium Punch HL 65 100 40 Sp*Su 5 4 7 3 6
Crouch Hard Punch HL 90 200 60 - 6 4 12 2 7 Forces stand
Crouch Light Kick L 25 50 20 C*Sp*Su 3 3 9 -1 2 Low attack
Crouch Medium Kick L 65 100 40 Sp*Su 6 4 12 -2 1 Low attack
Crouch Hard Kick L 95 100 60 - 7 2 24 -8 D Low attack, cannot fast recover
Jump Up Light Punch H 50 50 20 - 4 4 - - -
Jump Up Medium Punch H 80 100 40 - 5 4 - - -
Jump Up Hard Punch H 100 200 60 - 5 3 - - -
Jump Up Light Kick H 30 50 20 - 5 5 - - -
Jump Up Medium Kick H 70 100 40 - 5 7 - - -
Jump Up Hard Kick H 100 200 60 - 5 3 - - -
Jump Toward Light Punch H 50 50 20 - 4 5 - - -
Jump Toward Medium Punch H 80 100 40 - 5 3 - - -
Jump Toward Hard Punch H 100 200 60 - 6 4 - - -
Jump Toward Light Kick H 30 50 20 - 4 7 - - -
Jump Toward Medium Kick H 70 100 40 - 5 4 - - -
Jump Toward Hard Kick H 100 200 60 - 6 5 - - -
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Other, Special Moves, Supers & Ultras
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Focus Attack Level 1 H 60 100 20 - 21 2 35 -21 -21
Focus Attack Level 2 H 80 150 40 - 17+12 2 35 -15 D
Focus Attack Level 3 - 120 200 60 - 65 2 35 D D
Forward Throw 0.79 140 130 40 - 3 2 20 - D Throw range 0.79
Back Throw 0.79 135 140 40 - 3 2 20 - D Throw range 0.79
Air Throw 1 150 150 40 - 5 2 - - D Throw range 1.0
Cannon Spike Light Kick HL 100[120] 100[150] 30/40 Su 5 21 20+12 -30 D 1~4f invincible
Cannon Spike Medium Kick HL 100[120] 100[180] 30/40 Su 5 26 18+12 -30 D 1~5f invincible
Cannon Spike Hard Kick HL 100[160] 100[200] 30/40 Su 5 31 17+12 -30 D 1~5f invincible
Cannon Spike EX HL 150[95] 200[100] -250/0 Su 5 26 18+12 -30 D 1~6f invincible
Spiral Arrow Light Kick L 80 150 30/30 - 7 19 4+15 -17 D Low attack
Spiral Arrow Medium Kick L 100 150 30/30 - 7 19 4+15 -17 D Low attack
Spiral Arrow Hard Kick L 40*80 80*100 30/30*30 Su- 7 2*17 4+15 -15 D Low attack
Spiral Arrow EX L 100*60 100*100 -250/0 Su- 7 7*12 4+15 -10 D Low attack, 1~25f projecticle invincible
Spin Knuckle Light Punch HL 80*80 100*100 30/20*20 Su- 35 3*8 9 4 D 1f invincible, 2~25f mid and low invincible, 6~25f airborne, Armor Break
Spin Knuckle Medium Punch HL 80*80 100*100 30/20*20 Su- 33 3*8 10 3 D 1f invincible, 2~24f mid and low invincible, 6~24f airborne, Armor Break
Spin Knuckle Hard Punch HL 80*80 100*100 30/20*20 Su- 36 3*8 10 3 D 1f invincible, 2~27f mid and low invincible, 6~27f airborne, Armor Break
Spin Knuckle EX HL 80*80 100*100 -250/0 Su- 33 3*8 10 3 D 1~25f strike invincible, 6~24f airborne, Armor Break
Hooligan Combination - - - 30/- - - - Until Grounded - - 7f~ airborne
Razor's Edge Slicer L 100[120] 150[200] 0/30[0] Su 10 9 13 -1 -
Fatal Leg Twister 1.03 130 140 0/40 - 31+1 1 5 - - Throw range 1.0
Crossed Scissors 1.03 140 150 0/40 - 31+1 1 5 - - Throw range 1.0
Cannon Strike HL 60 100 10/20 - 12 11 5 - - Can only perform after 9th frame of forward jump
Cannon Strike EX HL 80 100 -250/0 - 12 11 4 14 18
Super HL 40x6*110 0 -1000/0 - 1+5 6 * 6 * 6(3) 2 * 2(2)2 (11)8 30+21 -35 - 1~5f invincible, 3~26f and 46f~ airborne
Ultra 1 HL 30x6*210 [30x5*330] 0 0/0 - 0+10 6 * 6 * 6(3) 2 * 2(2) 2(11) 8 30+21 -35 - 1~10f invincible, 7~30f and 50f~ airborne
Ultra 2 - 470 0 0/0 - 0+1 35 61 - - Active for 35 frames
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes

Frame data translated and compiled by SFilp. Previous contributions by Gilley.

Posted by Cammizilla on April 25, 2009 at 11:26 p.m. #1

FINALLY!! Gilley, Yeb, DannyCat, U hav made it possible 2 use/break Cammy 2 utmost potential!!

 

Posted by Mr. Dogma on May 2, 2009 at 3:38 p.m. #2

Not to nit pick, but wouldn't it be more useful to list the recovery frames instead of the total frames of the move? I mean yeah, we can figure it out, but it's just that it doesn't match the format for the other character's frame data.

 

Posted by SafirKreuz on August 15, 2009 at 10:02 p.m. #3

"The range on Cammy's Throw after a Hooligan Combination is as follows: Light Punch 1.0, Medium and Hard Punch 1.05, EX 1.1."

Um.... Cammy's Fatal Leg Twister and Cross Scissor Pressure can only be executed by pressing LP & LK in Street Fighter IV... This reference must be from another game like MvC2 or CvS2...

 

Posted by James on December 22, 2009 at 12:08 p.m. #4

@ SafirKreuz
they are refering to which holigan you use eg. The button you press to spin at them.

 

Posted by Jugga on May 10, 2010 at 5:57 p.m. #5

don't qoute me on this, but I thought they said that cammy's Spiral Arrow would be safer on block. It looks (according to the frame data) and feels pretty much the same.

 

Posted by WuMing on August 9, 2010 at 3:09 p.m. #6

I believe Cammy's c.lp is +4 on hit, please change it to the graph.

 

Posted by simon129 on November 1, 2010 at 10:06 p.m. #7

c.LK -> c.LP -> c.LK -> spiral arrow works, I think something wrong with c.LP and c.LK's frames hit

 

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