Hi fellow Cammy players, I just downloaded the leaked SSF4 hit box video and I have analysed the Cammy move sets frame by frame and here are my findings:
Note: I don’t know if the leaked hit box video is the final build or not so that’s the Caveat… The video was recorded @ 60 fps and I counted 1 frame at a time (I am so disappointed that Cammy’s Cannon Strikes were recorded with a Camcorder @ only 30 fps, so I couldn’t do any accurate analysis on it…) Sigh…
(s) startup frames
(a) active frames
® recovery frames
(h) frame advantage on hit
(b) frame advantage on block
Green – with the positive frame advantage, it is possible to LINK into another move with equal or less startup frames for a combo
Red – with the negative frame advantage, Cammy is vulnerable to 3 frame attacks such as Ryu’s SRK, cr.lp (3 frame startup) etc…
Normals
standing far:
:lp:
LP: 3(s), 3(a), 7® +4(h) +1(b)
:mp:
MP: 7(s), 4(a), 14® -1(h) -4(b)
:hp:
HP: 7(s), 2(a), 15® -1(h) -3(b)
:lk:
LK: 4(s), 3(a), 6® +5(h) +2(b)
:mk:
MK: 7(s), 2(a), 13® +2(h) -1(b)
:hk:
HK: 8(s), 2(a), 22® +2(h) -6(b)
standing close:
:lp:
LP: 3(s), 2(a), 8® +4(h) +1(b)
:mp:
MP: 4(s), 4(a), 15® +6(h) +2(b)
:hp:
HP: 4(s), 4(a), 15® +3(h) -1(b)
:lk:
LK: 4(s), 2(a), 8® +3(h) +1(b)
:mk:
MK: 4(s), 3(a), 17® +4(h) -6(b)
:hk:
HK: 9(s), 5(a), 24® -7(h) -11(b)
crouched:
:d::lp:
LP: 3(s), 2(a), 8® +4(h) +1(b)
:d::mp:
MP: 5(s), 4(a), 10® +3(h) 0(b)
:d::hp:
HP: 6(s), 4(a), 12® +7(h) +2(b)
:d::lk:
LK: 3(s), 3(a), 9® +2(h) -1(b)
:d::mk:
MK: 6(s), 4(a), 12® +1(h) -2(b)
:d::hk:
HK: 7(s), 2(a), 24® kd(h) -8(b)
Neutral Jump:
:u::lp:
LP: 4(s), 4(a)
:u::mp:
MP: 5(s), 4(a)
:u::hp:
HP: 5(s), 3(a)
:u::lk:
LK: 5(s), 5(a)
:u::mk:
MK: 5(s), 7(a)
:u::hk:
HK: 5(s), 3(a)
Note: All jumps attacks, during the startup frames, Cammy’s legs are invulnerable to projectiles
Note: All jumps have 4 pre-jump frames before airborne and during pre-jump frames, you are invulnerable to grabs.
Jump towards/away:
:uf::lp:
LP: 5(s), 5(a)
:uf::mp:
MP: 5(s), 3(a)
:uf::hp:
HP: 6(s), 4(a)
:uf::lk:
LK: 4(s), 7(a)
:uf::mk:
MK: 5(s), 4(a)
:uf::hk:
HK: 6(s), 5(a)
Note: All jumps attacks, during the startup frames, Cammy’s legs are invulnerable to projectiles
Note: All jumps have 4 pre-jump frames before airborne and during pre-jump frames, you are invulnerable to grabs.
Specials
Spiral Arrow:
:qcf::lk:
LK: 7(s), 19(a), 19® -17(b) Distance Number(1.350, 2.550) don’t know what these numbers mean yet…
:qcf::mk:
MK: 7(s), 19(a), 19® -17(b) Distance Number(1.750, 2.950)
:qcf::hk:
HK: 7(s), 19(a), 19® -10(b) Distance Number(2.150, 3.350)
:qcf::2k:
EX: 7(s), 19(a), 19® -10(b) Distance Number(2.150, 3.350)
For EX:
1st startup frame can be attacked, grabbed or hit by projectiles.
From 2nd startup frame to the 25th frame, Cammy is completely invulnerable to projectiles but can be grabbed and attacked.
From frame 26 (end of her startup+active frames) until the end of the move, she’s can be attacked, grabbed or be hit by projectiles.
Cannon Spike:
:dp::lk:
LK: 5(s), 21(a), 32® -30(b)
startup frame 1~4 Cammy is completely invulnerable to everything.
Only Cammy’s legs can be attacked @ 5th frame (last startup or first active frame) and from the 6th frame until the end of the move she can be grabbed and attacked.
:dp::mk:
MK: 5(s), 26(a), 30® -30(b)
startup frame 1~5 Cammy is completely invulnerable to everything.
she can be attacked and grabbed starting from 6th frame of the startup frames until the end of the move.
:dp::hk:
HK: 5(s), 31(a), 29® -30(b)
Same properties as MK.
:dp::2k:
EX: 5(s), 26(a), 30® -30(b)
startup frame 1~6 Cammy is completely invulnerable to everything.
she can be attacked and grabbed from the 7th frame of the startup frames until the end the move.
Cannon Strike:
:uf::qcb::lk:
LK: 12(s), 11(a)
:uf::qcb::mk:
MK: 12(s), 11(a)
:uf::qcb::hk:
HK: 12(s), 11(a)
:uf: or :u: or :ub: :qcb::2k:
EX: 12(s), 16(a)**
** looks like EX C.strike is active until ground… so number of active frames is variable depending on starting height.
Tiger Knee Cannon Strike:
:qcb::uf::k:
(pj) pre-jump frames
LK, MK, HK: 4(pj), 12(s), 2(a), 5® +11(h) +8(b)
{TK Cannon strike information is from Nerfherder’s analysis}
Quick Spin Knuckle:
:hcb::lp:
LP: 35(s), 11(a), 9® +4(b)
:hcb::mp:
MP: 33(s), 11(a), 10® +3(b)
:hcb::hp:
HP: 36(s), 11(a), 10® +3(b)
For all 3 non-ex version:
frame 1 of her startup frame is completely projectile invulnerable from head to toe but vulnerable to grabs.
From frame 2 until frame 25 of her startup frames she’s vulnerable to grabs, during the same period her legs are completely projectile invulnerable but can be low attacked and her head can be hit by projectiles and high attacks during the same period.
Her mid-torso is completely invulnerable to all attacks during the same period.
From frame 26 until the end of the move, she’s can be attacked, grabbed and hit by projectiles.
:hcb::2p:
EX: 33(s), 11(a), 14® +3(b)
From frame 1 of her startup until frame 25 of her startup frames, she’s invulnerable to everything except against grabs. From frame 26 until the end of the move, she’s can be attacked, grabbed and hit by projectiles.
Hooligan Slide:
(pj) Hooligan Pre-Jump Frames
:hcf::uf::lp:
LP: 2(pj), 63(s), 9(a), 12® -1(b) Distance Number(2.101, 3.001)
:hcf::uf::mp:
MP: 3(pj), 55(s), 9(a), 13® -1(b) Distance Number(3.262, 4.162)
:hcf::uf::hp:
HP: ???
:hcf::uf::2p:
EX: ???
Hooligan pre-jump frames are grab invulnerable.
Problems with her HP and EX versions are due to the fact that when the slide happened they hit the test dummy, thus making it impossible to tell how long the active and recovery frames were… Wished the tester would do hooligan slide with test dummy right next to them, probably not a Cammy user…
Grabs
:lp:+:lk:
ground grab: 3(s), 2(a), 20® Distance Number (0.130, 0.798)
Ouch… 20 frames (almost 1/2 second) of recovery for a missed grab…
:u: or :ub: or :uf: :lp:+:lk:
air grab: 3(s), 2(a) Distance Number (unknown)
Hooligan grab:
(pj) pre-jump frames
:hcf::uf::lp: near opponent :lp:+:lk:
LP: 2(pj), 32(s), 1(a), 25® Distance Number(0.030, 1.030)
:hcf::uf::mp: near opponent :lp:+:lk:
MP: 2(pj), 37(s), 1(a), 12® Distance Number(0.060, 1.060)
:hcf::uf::hp: near opponent :lp:+:lk:
HP: 1(pj), 32(s), 1(a), 12® Distance Number(0.090, 1.090)
:hcf::uf::2p: near opponent :lp:+:lk:
EX: 1(pj), 32(s), 1(a), 16® Distance Number(0.144, 1.144)
Hooligan pre-jump frames are invulnerable to grabs.
Ultra II
:qcb::qcb::3p:
Cammy CQC: 1(s), 35(a), 61®
Holy cow!!! 61 frames of recovery that’s 1 full second… Yikes… 1 word, don’t miss with Ultra II…
Dashes
:l::l:
Back Dash: 6(s), 16® – Total 22 frames
:r::r:
Forward Dash: 18 frames Total
All 6 back dash’s startup frames are completely invulnerable to everything.
Forward dashes can be attacked, grabbed, hit by projectiles.
Focus Attacks:
:mp:+:mk:
Level 1: 21(s), 2(a), 35® – Super Armor starts from frame 1 of startup frame and lasts for 10 frames total
Level 2: 50(s), 2(a), 35® – Super Armor starts from frame 1 of startup frame and lasts for 40 frames total **
Level 3: 65(s), 2(a), 36® – Super Armor starts from frame 1 of startup frame and lasts the entire startup frames + the active frames, in this case 67 frames total **
** Level 2 and Level 3 are difficult to track because both have a minimum charge time and a maximum charge time, so depending on the tester, the startup frames (and the associated super armor frames) can vary a bit. These values are directly from the videos.
Another note on focus attacks: For level 1 and level 2, there’s a brief window of vulnerability (when super armor protection frames runs out while you are immobile but before your active frames come out, for level 1, this window is from the 11th frame to the 20th frame of the startup frames for a total of 10 frames of vulnerability) where your opponent can hit you for free without any protection from super armor.