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Cammy's Frame Data: Street Fighter 4

Last updated on April 25, 2009

4 Comments

Cammy Frame Data: Street Fighter 4


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

Name Startup Active Total Frame Adv. Block Frame Adv. Hit Damage Stun Meter Gain Block Cancel Ability
Close Light Punch 3 2 12 1 4 25 50 20 HL C*Sp*Su
Close Medium Punch 4 4 22 2 6 70 100 40 HL Sp*Su
Close Hard Punch 4 4 22 -1 3 100(80) 200(150) 60 HL Sp*Su
Close Light Kick 4 2 13 1 4 25 50 20 HL C*Sp*Su
Close Medium Kick 4 3 23 -6 -3 65 100 40 HL Sp*Su
Close Hard Kick 9 5 37 -11 -7 110 200 60 HL -
Far Light Punch 3 3 12 1 4 25 50 20 HL C*Sp*Su
Far Medium Punch 7 4 24 -4 -1 70 100 40 HL Sp*Su
Far Hard Punch 7 2 27 -3 1 120 200 60 HL -
Far Light Kick 4 3 12 2 5 30 50 20 HL C*Sp*Su
Far Medium Kick 7 2 21 -1 2 70 100 40 HL -
Far Hard Kick 8 2 31 -6 -2 110 200 60 HL -
Crouch Light Punch 3 2 12 1 4 20 50 20 HL C*Sp*Su
Crouch Medium Punch 5 4 18 -0 3 65 100 40 HL Sp*Su
Crouch Hard Punch 6 4 21 2 7 110 200 60 HL -
Crouch Light Kick 3 3 14 -1 2 25 50 20 L C*Sp*Su
Crouch Medium Kick 6 4 21 -2 1 65 100 40 L Sp*Su
Crouch Hard Kick 7 2 32 -8 - 95 150 60 L -
Jump Up Light Punch 4 4 - - - 50 50 20 H -
Jump Up Medium Punch 5 4 - - - 80 100 40 H -
Jump Up Hard Punch 5 3 - - - 100 200 60 H -
Jump Up Light Kick 5 5 - - - 30 50 20 H -
Jump Up Medium Kick 5 7 - - - 70 100 40 H -
Jump Up Hard Kick 5 3 - - - 100 200 60 H -
Jump Forward Light Punch 4 5 - - - 50 50 20 H -
Jump Forward Medium Punch 5 3 - - - 80 100 40 H -
Jump Forward Hard Punch 6 4 - - - 100 200 60 H -
Jump Forward Light Kick 4 7 - - - 30 50 20 H -
Jump Forward Medium Kick 5 4 - - - 70 100 40 H -
Jump Forward Hard Kick 6 5 - - - 100 200 60 H -
Level 1 Focus Attack 21 2 57 -21 -21 60 100 20 - -
Level 2 Focus Attack 18+11 2 65 -15 - 80 150 40 - -
Level 3 Focus Attack 65 2 101 - - 120 200 60 - -
Forward + Throw 3 2 24 - - 140 130 40 0.75 Range -
Back + Throw 3 2 24 - - 135 140 40 0.75 Range -
Air Throw 5 2 24 - - 150 150 40 1.0 Range -
Cannon Spike Light Kick 5 21 57 -30 - 120(80) 200(100) 30/40 HL Su
Cannon Spike Medium Kick 5 26 60 -30 - 140(90) 200(100) 30/40 HL Su
Cannon Spike Hard Kick 5 31 64 -30 - 150(95) 200(100) 30/40 HL Su
Cannon Spike EX 5 26 60 -30 - 160(95) 200(100) - HL Su
Spiral Arrow Light Kick 7 19 44 -17 - 100 150 30/30 L Su
Spiral Arrow Medium Kick 7 19 44 -17 - 120 150 30/30 L Su
Spiral Arrow Hard Kick 7 8*11 44 -10 - 80*60 100*80 30/30*30 L Su
Spiral Arrow EX 7 8*11 44 -10 - 100*60 100*100 - L Su
Spin Knuckle Light Punch 37 4*7 57 3 - 80*80 100*100 30/20*20 HL Su
Spin Knuckle Medium Punch 36 4*7 56 3 - 80*80 100*100 30/20*20 HL Su
Spin Knuckle Hard Punch 39 4*7 59 3 - 80*80 100*100 30/20*20 HL Su
Spin Knuckle EX 36 4*7 56 3 - 80*80 100*100 - HL Su
Hooligan Combination - - - - - 0 0 30 - -
Hooligan Combination EX - - - - - 0 0 - - -
Slide Kick after Light Hooligan Combination 63 9 84 -1 - 100 150 -/30 L Su
Slide Kick after Medium Hooligan Combination 55 9 84 -1 - 100 150 -/30 L -
Slide Kick after Hard Hooligan Combination 49 9 71 -1 - 100 150 -/30 L Su
Slide Kick after Hooligan Combination EX 63 9 84 -1 - 120 200 - L Su
Fatal Leg Twister 1 1 - - - 130 140 -/40 - -
Cross Scissors Press 1 1 - - - 140 150 -/40 - -
Cannon Strike Light Kick 12 Until ground - - - 70 100 10/40 HL -
Cannon Strike Medium Kick 12 Until ground - - - 70 100 10/40 HL -
Cannon Strike Hard Kick 12 Until ground - - - 70 100 10/40 HL -
Cannon Strike EX 12 Until ground - - - 80 100 10/40 HL -
Spin Drive Smasher (Super) 6 6x3*2x3*8 103 -35 - 60*40x5*140 0 - HL -
Gyro Drive Smasher (Ultra) 10 6x3*2x3*8 107 -35 - 379-540 0 - HL -
Name Startup Active Total Frame Adv. Block Frame Adv. Hit Damage Stun Meter Gain Block Cancel Ability

Notes

• Cammy's Cannon Spike has invincible frames. The EX has the most with 6 frames, the Hard and Medium versions have 5 and Light has 4.

• Frames 1-6 of Cammy's Super are invulnerable. 1-10 from her Ultra are invulnerable.

• 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.

Thanks to Gilley, Yeb and DannyCat for providing this frame data.

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.

 

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