Super Street Fighter 4 Cammy
Street Fighter IV, like many 3D fighting games, features alternate costumes for the playable characters. The game also continues the tradition of using alternate colors for these characters, allowing the player to select a color for both original and alternate costumes. All characters in Street Fighter IV and its updates have 6 or 7 costumes with 10 colors each (plus two 'stylized' versions of. Regardez Super Street Fighter 4 - Cammy Ultra Combo 2 - Equipe Xboxlive.fr sur Dailymotion.
Over 1,250 of Spooky Doorway’s friends and fans have come together to fund the development of The Darkside Detective: Season 2. Season 2 will also contain six cases, each containing around 45 minutes of adventuring fun, quips, clicks, and devilish tricks, as well as a host of ‘80s and ‘90s pop culture references.Developer Spooky Doorway was looking for just €35.000,- to bring the sequel to life with a Kickstarter, and now it’s fully funded and the machines are whirring into life in the Spooky Doorway lab.Of course, the thing about opening portals is that you can always open them a little further. Season 1 came with six cases and had three extra cases added post launch. So grab a dusty book, draw a pentagram in goat’s blood and boil a celebratory egg, The Darkside Detective: Season 2 is coming to PC, Mac, Linux and Nintendo Switch.You may have thought the spooky goings on in Twin Lakes ended with the final case in critically acclaimed first Season, but things are about to get a whole lot weirder with a new season of paranormal mysteries to investigate.The Darkside Detective is a classic point and click adventure game with a distinct sense of humour. The darkside detective 2 full.
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Cammy
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. Tetris 99 pc download. 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
Special Moves
Super Combo
Ultra Combos
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 | HL | 25 | 50 | 20 | ch/sp/su | 3 | 2 | 5 | +4 | +7 | |
Close | HL | 70[60] | 100 | 40 | sp/su | 4 | 4 | 13 | +1 | +6 | [] refers to active frames 3~4 |
Close | HL | 85 | 150 | 60 | sp/su | 4 | 4 | 11 | +2 | +6 | |
Close | HL | 25 | 50 | 20 | ch/sp/su | 4 | 2 | 8 | +1 | +4 | |
Close | HL | 65 | 100 | 40 | sp/su | 4 | 3 | 17 | -6 | -3 | |
Close | HL | 110 | 200 | 60 | - | 9 | 5 | 24 | -11 | -7 | |
Far | HL | 25 | 50 | 20 | ch/sp/su | 3 | 3 | 5 | +3 | +6 | |
Far | HL | 70 | 100 | 40 | sp/su | 7 | 4 | 14 | -4 | -1 | |
Far | HL | 80 | 200 | 60 | sp/su | 6 | 3 | 19 | -4 | +1 | Damage at tip 100 |
Far | HL | 30 | 50 | 20 | sp/su | 4 | 3 | 6 | +2 | +5 | |
Far | HL | 70 | 100 | 40 | - | 7 | 2 | 13 | -1 | +2 | |
Far | HL | 110 | 200 | 60 | - | 8 | 2 | 22 | -6 | -2 | |
Crouch | HL | 20 | 50 | 20 | ch/sp/su | 3 | 2 | 6 | +3 | +6 | |
Crouch | HL | 65 | 100 | 40 | sp/su | 5 | 4 | 7 | +3 | +6 | |
Crouch | HL | 90 | 200 | 60 | - | 6 | 4 | 12 | +2 | +7 | Forces stand |
Crouch | L | 25 | 50 | 20 | ch/sp/su | 3 | 3 | 9 | -1 | +2 | |
Crouch | L | 65 | 100 | 40 | sp/su | 6 | 4 | 12 | -2 | +1 | |
Crouch | L | 95 | 100 | 60 | - | 7 | 2 | 24 | -8 | - | Hard knockdown |
Jump Up | H | 50 | 50 | 20 | - | 4 | 4 | - | - | - | |
Jump Up | H | 80 | 100 | 40 | - | 5 | 4 | - | - | - | |
Jump Up | H | 100 | 200 | 60 | - | 5 | 3 | - | - | - | |
Jump Up | H | 30 | 50 | 20 | - | 5 | 5 | - | - | - | |
Jump Up | H | 70 | 100 | 40 | - | 5 | 7 | - | - | - | |
Jump Up | H | 100 | 200 | 60 | - | 5 | 3 | - | - | - | |
Jump Forward | H | 50 | 50 | 20 | - | 4 | 5 | - | - | - | |
Jump Forward | H | 80 | 100 | 40 | - | 5 | 3 | - | - | - | |
Jump Forward | H | 100 | 200 | 60 | - | 6 | 4 | - | - | - | |
Jump Forward | H | 30 | 50 | 20 | - | 4 | 7 | - | - | - | |
Jump Forward | H | 70 | 100 | 40 | - | 5 | 4 | - | - | - | |
Jump Forward | 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 | 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 | 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 | 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 | 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 | L | 80 | 150 | 30/30 | - | 7 | 19 | 4 + After landing 15 | -17 | - | 14f~ airborne |
Spiral Arrow | L | 100 | 150 | 30/30 | - | 7 | 19 | 4 + After landing 15 | -17 | - | 14f~ airborne |
Spiral Arrow | L | 40*80 | 80*100 | 30/30*30 | su*- | 7 | 7*12 | 4 + After landing 15 | -15 | - | 14f~ airborne |
Spiral Arrow | L | 100*60 | 100*100 | -250/0 | su*- | 7 | 7*12 | 4 + After landing 15 | -10 | - | 1~25f projectile invincible, 14f~ airborne |
Spin Knuckle | 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 | 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 | 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 | 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 | - | - | - | -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 | 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 | 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:
Super Street Fighter IV - Shadaloo Cammy 1/4 Scale StatueBefore she ever entered a world of warrior tournament, or took the codename Killer Bee, Cammy White was cloned in a lab by the villainous M. Bison to take his place atop Shadaloo, a powerful and deadly criminal organisation that is responsible for dealing biochemical drugs and arms within the Street Fighter universe.Pop Culture Shock Collectibles have brought to life Shadaloo Cammy in impressive 1/4 Scale.
This mixed media statue stands 17” tall, with Cammy set upon a rounded black base. Drawing from her appearance in Super Street Fighter VI, Cammy is decked out in M. Bison’s trademark armour and Shadaloo cap as well as a detachable fabric cape. Also included with this hand crafted polystone piece is a signed certificate of authenticity.Dimensions: 17” (43cm) H x 10” (25cm) W x 6” (15cm) DLimited Edition Size: 500 Pieces Worldwide.Proudly brought to you by Popcultcha, Australia’s leading Pop Culture Shock Collectibles retailer.
Click to see our full range. Shipping and Return. Packing standardsWe don't like to brag at Popcultcha, but having been in the collectables industry for over 23+ years now, we know all about mint condition collectables and the fastidious nature of collecting stuff! What's more is that most of us Popcultcha Peeps are collectors ourselves! What this means for you is that we pack your orders the way we like to receive our own orders, so we take the utmost care in ensuring your goodies get from our HQ to your home safely and securely.Return PolicyHere at Popcultcha, we take pride in ensuring that your goods are packed carefully and arrive safely to your nominated delivery address. We recognise the importance of buying mint condition collectables and do the best we possibly can to ensure they remain that way from door to door.
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