Table of Contents
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TABLE OF CONTENTS INTRODUCTION . .2 GLOSSARY . .6 GAME MODES . .14 SYSTEM & GAMEPLAY . .20 CHARACTERS STREET FIGHTER CAST TEKKEN CAST Abel . 50 Asuka . 210 Akuma . 58 Bob . 218 Balrog . 70 Heihachi . 228 Cammy . 80 Hwoarang . 236 Chun-Li . 88 Jin . 246 Dhalsim . 96 Julia . 256 Guile . 104 Kazuya . 266 Hugo . 112 King . 276 Ibuki . 120 Kuma . 286 Juri . 130 Law . 296 Ken . 138 Lili . 306 M. Bison . 146 Marduk . 316 Poison . 154 Nina . 324 Rolento . 162 Ogre . 334 Rufus . 170 Paul . 342 Ryu . 178 Raven . 350 Sagat . 186 Steve . 358 Vega . 194 Xiaoyu . 368 Zangief . 202 Yoshimitsu . 378 STREET FIGHTER X TEKKEN ART & CONCEPTS . .386 *The contents of this strategy guide are based solely on the research of BradyGames 01_TOC.indd 1 2/25/12 4:30 PM Cammy Unrelenting Soldier A young woman who belongs to the Delta Red team in the Secret Intelligence Services’ Special Forces Unit. She was formerly one of M. Bison’s brainwashed soldiers, but has since reverted to her former self and now works closely with her comrades. She speaks with level-headed attitude, but due to her comrades she can come off as a tomboy at times. When Chun-Li requests her help, the two begin their investigation of both Shadaloo and the Mishima Zaibatsu. Win Comment 1: That was a disappointment. You need to work on your fundamentals. Win Comment 2: Did anyone else hear a cat purring just now? Win Comment 3: Mission complete! Color 1 Color 2 Cool Beauties Pandora 04D_sf_Cammy.indd 80 2/24/12 5:24 PM 81 Cammy 2/24/12 5:24 PM 6 6 5 5 — — — — — — SM, EX, SA, CA Rapid fire cancelable into light normal attacks SM, EX, SA, CA Cancelable Notes SM, EX, SA, CA SM, EX, SA, CA Forces standing on hit SM, EX, SA, CA LA, Jump Forces standing on hit SM, EX, SA, CA SM, EX, SA, CA SM, EX, SA, CA Rapid fire cancelable into light normal attacks Cancelable Notes SM, EX, SA, CA ———— -5 MISSION COMPLETE! 4 4 Block Block Adv. on on Adv. Adv. on on Adv. 0 +7 +3 +6 +2 +5 +1 +7 +3 Hit Hit Adv. on on Adv. Adv. on on Adv. 1114 +6 +817 +2 +1 +2 -3 24 -3 -9 1623 +21724 -2 +2 -1 -2 -6 3 3 5 34 24 4 3 8 4 5 2 3 9 57 39 2 9 2 37 37 4 7 2 Damage Startup Active Recovery Damage Startup Active Recovery 2 2 900 17 frames 8 frames invulnerable, 10 frames airborne, 4 frames grounded (22 frames total) 4 frames HighHigh 30 High 60 High 75 High 30 High 60 90 10 HighHigh 30 High 60 90 HighHigh 30 High 60 90 Hit Level Hit Level h L M H l m l m h L M H 1 1 Close standing Close standing Close standing Close standing Close standing Close standing Standing Standing Standing Standing Standing Standing 5 2 1 3 6 4 4 5 2 1 3 6 Screen Command Screen Command Forward Dash Duration Backdash Duration Pre-jump frames Jump (and High Jump) DurationVertical Diagonal Jump (and High Jump) Duration 35 frames (35 frames) 35 frames (35 frames) Vitality DATA ARSENAL DATA Close Standing Normal Moves (CL.) Standing Normal Moves (ST.) 04D_sf_Cammy.indd 81 Crouching Normal Moves (CR.) Adv. on Screen Command Hit Level Damage Startup Active Recovery Adv. on Hit Cancelable Notes Block 1 Crouching l High 30 3 2 9 +6 +2 SM, EX, SA, CA Rapid fire cancelable into light normal attacks 2 Crouching m High 60 6 4 11 +6 +2 SM, EX, SA, CA — 3 Crouching h High 90 6 4 13 +9 +3 SM, EX, SA, CA Forces standing on hit 4 Crouching L Low 30 3 3 9 +5 +1 SM, EX, SA, CA Rapid fire cancelable into light normal attacks 5 Crouching M Low 60 7 4 17 0 -4 SM, EX, SA, CA — 6 Crouching H Low 90 7 2 24 Hard knockdown -6 —— 1 2 3 4 5 6 Launcher Adv. on Adv. on Screen Command Hit Level Damage Startup Active Recovery Hit Block 1 hH (while standing or crouching) High 100 13 2 54 Switch -34 Notes Crushes crouching attacks, launches opponent while switching characters 1 Cross Cancel Adv. on Adv. on Screen Command Hit Level Damage Startup Active Recovery Hit Block Hard 1 1 hH High 120 6 26 30 -29 + (while blocking) knockdown Notes Similar to HK Cannon Spike, full body invulnerability frames 1-13 1 Vertical Jumping Normal Moves Hit Adv. on Adv. on Screen Command Damage Startup Active Recovery Cancelable Notes Level Hit Block 1 Vertical jumping l Mid 40 5 4 Until grounded, then 4 frames recovery +12 +4 —— 2 Vertical jumping m Mid 70 5 4 Until grounded, then 4 frames recovery +16 +5 —— 3 Vertical jumping h Mid 100 5 3 Until grounded, then 4 frames recovery +20 +8 —— 4 Vertical jumping L Mid 40 5 5 Until grounded, then 4 frames recovery +12 +4 —— 5 Vertical jumping M Mid 70 6 7 Until grounded, then 4 frames recovery +16 +5 —— 6 Vertical jumping H Mid 100 6 3 Until grounded, then 4 frames recovery +20 +8 —— 1 2 3 4 5 6 82 04D_sf_Cammy.indd 82 2/24/12 5:24 PM 83 Cammy 2/24/12 5:24 PM 6 3 Hard knockdown Hard knockdown Hard knockdown 5 20 20 20 Cancelable Notes —————— —————— Block Adv. on on Adv. 7 2 77 2 2 Hit +12+16 +4 +20 +5 +8 +12+16 +4 +20 +5 +8 Adv. on on Adv. 4 140 Damage Startup Active Recovery Notes 2 ThrowThrow 130 130 Air throw Hit Level Until grounded, then 4 frames recovery Until grounded, then 4 frames recovery Until grounded, then 4 frames recovery Until grounded, then 4 frames recovery Until grounded, then 4 frames recovery Until grounded, then 4 frames recovery 3 56 7 6 4 5 56 5 6 3 4 FUNDAMENTALS. Damage Startup Active Recovery 2 lL + Hit Hit MidMid 40 Mid 70 100 MidMid 40 Mid 70 100 lL lL Level N + or (in air) Command 1 5 1 h L M H l m YOU NEED TO WORK ON YOUR NEED TO WORK ON YOUR YOU 1 THAT WAS A DISAPPOINTMENT. A DISAPPOINTMENT. WAS THAT Frankensteiner Flying Neck Breaker German Suplex Diagonal jumping Diagonal jumping Diagonal jumping Diagonal jumping Diagonal jumping Diagonal jumping 2 3 1 1 5 6 2 3 4 Screen Name Screen Command Normal Throws Diagonal Jumping Normal Moves 04D_sf_Cammy.indd 83 Special Moves Hit Adv. on Adv. on Screen Name Command Damage Startup Active Recovery Cancelable Notes Level Hit Block LK Cannon Spike 178 + L High 120 4 21 32 Knockdown -29 — Full body invulnerability frames 1-4 Hard MK Cannon Spike 178 M High 130 4 26 30 -29 — Full body invulnerability frames 1-4 + knockdown 1 Hard HK Cannon Spike 178 H High 150 4 32 29 -29 —— + knockdown Hard EX Cannon Spike 178 KK High 180 5 26 30 -29 — Full body invulnerability frames 1-11 + knockdown Full body invulnerability frames 1-4, mid body invulnerability frames 5-26, lower LP Quick Spin Knuckle 18765 l High 70, 50 36 11 9 Knockdown +5 — + body projectile invulnerability frames 5-26, airborne frames 7-26 Full body invulnerability frames 1-2, mid MP Quick Spin body invulnerability frames 3-26, lower 18765 m High 70, 50 34 11 10 Knockdown +4 — Knuckle + body projectile invulnerability frames 2 3-26, airborne frames 7-25 Full body invulnerability frames 1-2, mid body invulnerability frames 3-29, lower HP Quick Spin Knuckle 18765 h High 70, 50 37 11 10 Knockdown +4 — + body projectile invulnerability frames 3-29, airborne frames 7-28 Wall Full body invulnerability frames 1-26, EX Quick Spin Knuckle 18765 PP High 80, 60 35 11 10 +4 — + bounce airborne frames 7-26 Input l + L between frames 32~53 LP Hooligan for Fatal Leg Twister or Crossed Scissors, if 67812 + l ———— 54 ——— Combination no input before frame 55, attack becomes Razor’s Edge Slicer Input l + L between frames 32~44 MP Hooligan for Fatal Leg Twister or Crossed Scissors, if 67812 + m ———— 46 ——— Combination no input before frame 46, attack becomes Razor’s Edge Slicer 3 Input l + L between frames 32~38 HP Hooligan for Fatal Leg Twister or Crossed Scissors, if 67812 + h ———— 40 ——— Combination no input before frame 40, attack becomes Razor’s Edge Slicer Input l + L between frames 32~43 EX Hooligan for Fatal Leg Twister or Crossed Scissors, if 67812 + PP ———— 44 ——— Combination no input before frame 45, attack becomes Razor’s Edge Slicer, homes to foe’s position Hooligan Combination (during Hooligan Combination) Activates if no input occurs during Hooligan 4 Low 100 — 9 13 0 Knockdown — > Razor’s Edge Slicer no input Combination Hooligan Combination (during Hooligan Combination) Standing Until grounded, 4 Hard 5 160 1 2 — —— > Fatal Leg Twister lL throw frames landing knockdown Hooligan Combination (during Hooligan Combination) Until grounded, 4 Hard 6 Air throw 150 1 2 — —— > Crossed Scissors lL frames landing knockdown (during forward jump) Until grounded, 10 Cannon Strike High 60 19 11 +6 +13 — Knockdown on airborne foes 781 + K frames landing 7 Until grounded, 10 EX Cannon Strike 781 KK High 80 18 11 +11 +18 — Knockdown on airborne foes (in air) + frames landing Can be Super Charged: 51 frames to LK Spiral Arrow 781 + L Low 80 12 19 19 Knockdown -16 — perform EX version, 100 frames for Super Art, airborne frames 19-35 Can be Super Charged: 51 frames to MK Spiral Arrow 781 + M Low 90 12 19 19 Knockdown -16 — perform EX version, 100 frames for Super Art, airborne frames 19-35 8 Can be Super Charged: 51 frames to HK Spiral Arrow 781 + H Low 70, 50 12 19 19 Knockdown -9 — perform EX version, 100 frames for Super Art, airborne frames 19-35 Can be Super charged: 51 frames to EX Spiral Arrow 781 + KK High 50, 30 9 19 14 Knockdown -4 — perform Super Art, projectile invulnerability frames 1-27, airborne frames 16-31 84 04D_sf_Cammy.indd 84 2/24/12 5:24 PM 85 Cammy 2/24/12 5:24 PM : This Special Move : This Special Move : These two throw attacks are : These two throw attacks are 8 2 into Spiral Arrow then quickly canceling the Super Charge with a into Spiral Arrow then quickly canceling the Super Charge with a h Hooligan Combination, Razor’s Edge Slicer Hooligan Combination, Razor’s causes Cammy to leap into the air in a somersault where she can cancel into a throw attack or a low sliding kick.