Difference between revisions of "O. Dhalsim (ST)"

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(Moves Analysis)
(Undo revision 94958 by Born2SPD (talk))
Line 38: Line 38:
 
*<b>Close Standing Jab:</b>
 
*<b>Close Standing Jab:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_stcljab1&5.png}} |{{STDiagramImageCell| 6 | OCammy_stcljab2&4.png}} |{{STDiagramImageCell| 6 | OCammy_stcljab3.png}} |{{STDiagramImageCell| 6 | OCammy_stcljab2&4.png}} |{{STDiagramImageCell| 6 | OCammy_stcljab1&5.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 12}} |{{STDiagramImageCell| 6 | ODhalsim_stcljab1.png}} |{{STDiagramImageCell| 6 | ODhalsim_stcljab2.png}} |{{STDiagramImageCell| 6 | ODhalsim_stcljab3.png}} |{{STDiagramImageCell| 6 | ODhalsim_stcljab4.png}}
 
|-
 
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
+
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~5}}
 
|-
 
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
 
|-
 
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCellCancel| Yes}}
+
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
 
|-
 
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
+
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes / No}}
 
|-
 
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -1 / +2}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}}
+
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 5}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 4}}
+
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCellColSpan| 2 |  9}} |{{STDiagramCell| 5}}
 
|}
 
|}
Elbow attack. Not that great a move. It can be used in simple combos such are cr.Jab, cl.Jab xx Cannon Spike, but Short is probably a better option.
+
 
  
 
*<b>Far Standing Jab:</b>
 
*<b>Far Standing Jab:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_stfarjab1&5.png}} |{{STDiagramImageCell| 6 | OCammy_stfarjab2&4.png}} |{{STDiagramImageCell| 6 | OCammy_stfarjab3.png}} |{{STDiagramImageCell| 6 | OCammy_stfarjab2&4.png}} |{{STDiagramImageCell| 6 | OCammy_stfarjab1&5.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 11}} |{{STDiagramImageCell| 6 | ODhalsim_stfarjab1.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarjab2&4.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarjab3.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarjab2&4.png}}
 
|-
 
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
+
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~5}}
 
|-
 
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
 
|-
 
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCellCancel| Yes}}
+
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
 
|-
 
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
+
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes*}}
 
|-
 
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +2}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}}
+
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 5}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 4}}
+
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 5}} |{{STDiagramCell| 6}} |{{STDiagramCell| 5}}
 
|}
 
|}
Rapid-fire Jab that has very good priority (O.Cammy's arm is completely invulnerable), has good reach (for a Jab), but very low damage, as one would expect. It be mashed quickly to counter moves like Blanka's Ball or E.Honda's Headbutt.
 
  
*<b>Crouching Jab:</b>
+
 
 +
*<b>Close Crouching Jab:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_crjab1.png}} |{{STDiagramImageCell| 6 | OCammy_crjab2.png}} |{{STDiagramImageCell| 6 | OCammy_crjab3.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 12}} |{{STDiagramImageCell| 6 | ODhalsim_crcljab1&3_crclstrng1&3.png}} |{{STDiagramImageCell| 6 | ODhalsim_crcljab2.png}} |{{STDiagramImageCell| 6 | ODhalsim_crcljab1&3_crclstrng1&3.png}}
 
|-
 
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
+
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~5}}
 
|-
 
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
 
|-
 
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCellCancel| Yes}}
+
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
 
|-
 
|-
 
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
 
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
 
|-
 
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +4}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
+
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
+
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
 
|}
 
|}
Rapid-fire ducking Jab. It can be used as a tick setup or mashed to ward off Blanka's Ball attack.
+
 
 +
 
 +
*<b>Far Crouching Jab:</b>
 +
{{STDiagramHeader}}
 +
{{STDiagramCell| Damage}} |{{STDiagramCell| 11}} |{{STDiagramImageCell| 6 | ODhalsim_crfarjab1_crfarstrng1_crclfrc1_crfarfrc1.png}} |{{STDiagramImageCell| 6 | ODhalsim_crfarjab2&6_crfarstrng2&6_crclfrc2&6_crfarfrc2&6.png}} |{{STDiagramImageCell| 6 | ODhalsim_crfarjab3&5_crfarstrng3&5_crclfrc3&5_crfarfrc3&5.png}} |{{STDiagramImageCell| 6 | ODhalsim_crfarjab4.png}} |{{STDiagramImageCell| 6 | ODhalsim_crfarjab3&5_crfarstrng3&5_crclfrc3&5_crfarfrc3&5.png}} |{{STDiagramImageCell| 6 | ODhalsim_crfarjab2&6_crfarstrng2&6_crclfrc2&6_crfarfrc2&6.png}}
 +
|-
 +
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~5}}
 +
|-
 +
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
 +
|-
 +
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
 +
|-
 +
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
 +
|-
 +
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -2}}
 +
|-
 +
{{STDiagramCellColSpan| 2 |  Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
 +
|-
 +
{{STDiagramCellColSpan| 2 |  Simplified}} |{{STDiagramCellColSpan| 3 | 1 + 8}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 2 |  9}}
 +
|}
 +
 
  
 
*<b>Close Standing Strong:</b>
 
*<b>Close Standing Strong:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_stclstrng1&5_stclshrt1.png}} |{{STDiagramImageCell| 6 | OCammy_stclstrng2.png}} |{{STDiagramImageCell| 6 | OCammy_stclstrng3.png}} |{{STDiagramImageCell| 6 | OCammy_stclstrng4.png}} |{{STDiagramImageCell| 6 | OCammy_stclstrng1&5_stclshrt1.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 16}} |{{STDiagramImageCell| 6 | ODhalsim_stclstrng1&5.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclstrng2.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclstrng3.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclstrng4.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclstrng1&5.png}}
 
|-
 
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
+
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
 
|-
 
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60}}
 
|-
 
|-
 
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
 
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
 
|-
 
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes/No}}
+
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes / No}}
 
|-
 
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +4 / +7}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}}
+
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCellColSpan| 2 | 5}}
+
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCellColSpan| 2 | 9}} |{{STDiagramCellColSpan| 2 | 5}}
 
|}
 
|}
Lead hand uppercut. Fast start-up and recovery. It can be used in combos either as a link or a buffer into specials. Due to its good recovery, it works well as a meaty attack, which can be followed by another close Strong - to hit-confirm - by a low attack, by a Cannon Spike (frame trap-throw mash punish) or simply throw.
+
 
  
 
*<b>Far Standing Strong:</b>
 
*<b>Far Standing Strong:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_stfarstrng1&4_stclfrc6_stfarfrc6_stclshrt4_stfarfrwrd6.png}} |{{STDiagramImageCell| 6 | OCammy_stfarstrng2.png}} |{{STDiagramImageCell| 6 | OCammy_stfarstrng3.png}} |{{STDiagramImageCell| 6 | OCammy_stfarstrng1&4_stclfrc6_stfarfrc6_stclshrt4_stfarfrwrd6.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 14}} |{{STDiagramImageCell| 6 | ODhalsim_stfarstrng1&7_stfarfrc1.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarstrng2&6_stfarfrc2&6.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarstrng3.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarstrng4.png}}
 +
|-
 +
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
 +
|-
 +
{{STDiagramCell| Stun Timer}} |{{STDiagramCell|  60}}
 +
|-
 +
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
 +
|-
 +
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
 +
|-
 +
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -1 / +3}}
 +
|-
 +
{{STDiagramCellColSpan| 2 |  Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}}
 +
|-
 +
{{STDiagramCellColSpan| 2 |  Simplified}} |{{STDiagramCellColSpan| 2 |  1 + 7}} |{{STDiagramCellColSpan| 2 |  10}}
 +
|}
 +
{{STDiagramHeader}}
 +
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_stfarstrng5.png}} |{{STDiagramImageCell| 1 | ODhalsim_stfarstrng2&6_stfarfrc2&6.png}} |{{STDiagramImageCell| 1 | ODhalsim_stfarstrng1&7_stfarfrc1.png}}
 +
|-
 +
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
 +
|-
 +
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 9}}
 +
|}
 +
 
 +
 
 +
*<b>Close Crouching Strong:</b>
 +
{{STDiagramHeader}}
 +
{{STDiagramCell| Damage}} |{{STDiagramCell| 16}} |{{STDiagramImageCell| 6 | ODhalsim_crcljab1&3_crclstrng1&3.png}} |{{STDiagramImageCell| 6 | ODhalsim_crclstrng2.png}} |{{STDiagramImageCell| 6 | ODhalsim_crcljab1&3_crclstrng1&3.png}}
 
|-
 
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
+
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
 
|-
 
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60}}
 
|-
 
|-
 
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
 
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
Line 128: Line 175:
 
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
 
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
 
|-
 
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +6}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}}
+
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 5}} |{{STDiagramCell| 7}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 3}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}}
+
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 5}} |{{STDiagramCell| 7}}
 
|}
 
|}
Straight punch. Good start-up and recovery, but it lacks priority and range to be of much use in footsies or anti-air.
 
  
*<b>Crouching Strong:</b>
+
 
 +
*<b>Far Crouching Strong:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_crstrng1.png}} |{{STDiagramImageCell| 6 | OCammy_crstrng2&4.png}} |{{STDiagramImageCell| 6 | OCammy_crstrng3.png}} |{{STDiagramImageCell| 6 | OCammy_crstrng2&4.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 14}} |{{STDiagramImageCell| 6 | ODhalsim_crfarjab1_crfarstrng1_crclfrc1_crfarfrc1.png}} |{{STDiagramImageCell| 6 | ODhalsim_crfarjab2&6_crfarstrng2&6_crclfrc2&6_crfarfrc2&6.png}} |{{STDiagramImageCell| 6 | ODhalsim_crfarjab3&5_crfarstrng3&5_crclfrc3&5_crfarfrc3&5.png}} |{{STDiagramImageCell| 6 | ODhalsim_crfarstrng4.png}} |{{STDiagramImageCell| 6 | ODhalsim_crfarjab3&5_crfarstrng3&5_crclfrc3&5_crfarfrc3&5.png}} |{{STDiagramImageCell| 6 | ODhalsim_crfarjab2&6_crfarstrng2&6_crclfrc2&6_crfarfrc2&6.png}}
 
|-
 
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
+
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
 
|-
 
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60}}
 
|-
 
|-
 
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
 
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
Line 148: Line 195:
 
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
 
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
 
|-
 
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +3}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
+
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
+
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 1 + 8}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 2 | 9}}
 
|}
 
|}
A crouching jab punch with nice reach, but mediocre start-up. It may not look like much, but it has weird properties and actually beats a lot of ground moves that it looks like it shouldn't in the poking and footsie game. Due to the longer start-up, it is worse than N.Cammy's version.
+
 
 +
 
  
 
*<b>Close Standing Fierce:</b>
 
*<b>Close Standing Fierce:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_stclfrc1.png}} |{{STDiagramImageCell| 6 | OCammy_stclfrc2.png}} |{{STDiagramImageCell| 6 | OCammy_stclfrc3&5.png}} |{{STDiagramImageCell| 6 | OCammy_stclfrc4.png}} |{{STDiagramImageCell| 6 | OCammy_stclfrc3&5.png}} |{{STDiagramImageCell| 6 | OCammy_stfarstrng1&4_stclfrc6_stfarfrc6_stclshrt4_stfarfrwrd6.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 19 + 19}} |{{STDiagramImageCell| 6 | ODhalsim_stclfrc1.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclfrc2&6.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclfrc3.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclfrc4.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclfrc5.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclfrc2&6.png}}
 
|-
 
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
+
{{STDiagramCell| Stun}} |{{STDiagramCell| 10~16 + 10~16}}
 
|-
 
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 80 + 80}}
 
|-
 
|-
 
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
 
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
 
|-
 
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
+
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes* / No}}
 
|-
 
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -6 / -3(-4)}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}}
+
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 10}} |{{STDiagramCell| 7}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 1 + 3}} |{{STDiagramCell| 5}} |{{STDiagramCellColSpan| 2 | 7}}
+
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 5}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 2 | 17}}
 
|}
 
|}
Two-hand side punch. This is a prime combo move or meaty attack that buffers nicely into various special moves. O.Cammy's recover faster.
+
 
  
 
*<b>Far Standing Fierce:</b>
 
*<b>Far Standing Fierce:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_stfarfrc1.png}} |{{STDiagramImageCell| 6 | OCammy_stfarfrc2.png}} |{{STDiagramImageCell| 6 | OCammy_stfarfrc3.png}} |{{STDiagramImageCell| 6 | OCammy_stfarfrc4.png}} |{{STDiagramImageCell| 6 | OCammy_stfarfrc5.png}} |{{STDiagramImageCell| 6 | OCammy_stfarstrng1&4_stclfrc6_stfarfrc6_stclshrt4_stfarfrwrd6.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 17}} |{{STDiagramImageCell| 6 | ODhalsim_stfarstrng1&7_stfarfrc1.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarstrng2&6_stfarfrc2&6.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarfrc3.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarfrc4.png}}
 
|-
 
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
+
{{STDiagramCell| Stun}} |{{STDiagramCell| 10~16}}
 
|-
 
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 80}}
 
|-
 
|-
 
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
 
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
 
|-
 
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes/No}}
+
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
 
|-
 
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -7 / -3}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}}
+
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 3}} |{{STDiagramCellColSpan| 2 | 8}} |{{STDiagramCellColSpan| 2 | 7}}
+
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 7}} |{{STDiagramCellColSpan| 2 | 10}}
 
|}
 
|}
Lead hand punch with good range, but not any great priority.  
+
{{STDiagramHeader}}
 +
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_stfarfrc5.png}} |{{STDiagramImageCell| 1 | ODhalsim_stfarstrng2&6_stfarfrc2&6.png}} |{{STDiagramImageCell| 1 | ODhalsim_stfarfrc7.png}}
 +
|-
 +
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 10}} |{{STDiagramCell| 8}} |{{STDiagramCell| 1}}
 +
|-
 +
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 19}}
 +
|}
 +
 
  
*<b>Crouching Fierce:</b>
+
*<b>Close/Far Crouching Fierce:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_crfrc1.png}} |{{STDiagramImageCell| 6 | OCammy_crfrc2.png}} |{{STDiagramImageCell| 6 | OCammy_crfrc3.png}} |{{STDiagramImageCell| 6 | OCammy_crfrc4.png}} |{{STDiagramImageCell| 6 | OCammy_crfrc5.png}} |{{STDiagramImageCell| 6 | OCammy_crfrc6.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 17}} |{{STDiagramImageCell| 6 | ODhalsim_crfarjab1_crfarstrng1_crclfrc1_crfarfrc1.png}} |{{STDiagramImageCell| 6 | ODhalsim_crfarjab2&6_crfarstrng2&6_crclfrc2&6_crfarfrc2&6.png}} |{{STDiagramImageCell| 6 | ODhalsim_crfarjab3&5_crfarstrng3&5_crclfrc3&5_crfarfrc3&5.png}} |{{STDiagramImageCell| 6 | ODhalsim_crclfrc4_crfarfrc4.png}} |{{STDiagramImageCell| 6 | ODhalsim_crfarjab3&5_crfarstrng3&5_crclfrc3&5_crfarfrc3&5.png}} |{{STDiagramImageCell| 6 | ODhalsim_crfarjab2&6_crfarstrng2&6_crclfrc2&6_crfarfrc2&6.png}}
 
|-
 
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
+
{{STDiagramCell| Stun}} |{{STDiagramCell| 10~16}}
 
|-
 
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 80}}
 
|-
 
|-
 
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
 
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
Line 208: Line 263:
 
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
 
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
 
|-
 
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -3}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 2}} |{{STDiagramCell| 9}}
+
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 10}} |{{STDiagramCell| 9}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 1 + 6}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 2 | 11}}
+
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 1 + 11}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 2 | 19}}
 
|}
 
|}
Can be surprisingly-good anti-air against certain medium-height jumpers like Ryu, Ken, and Guile, along with the low-jumping Boxer. Although the Thrust Kick is usually used for that job, sometimes it's easier and faster just to bash this move out instead to save a split-second, especially if your reflexes aren't the greatest. Try it and see what you think.
+
 
  
 
*<b>Close Standing Short:</b>
 
*<b>Close Standing Short:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_stclstrng1&5_stclshrt1.png}} |{{STDiagramImageCell| 6 | OCammy_stclshrt2.png}} |{{STDiagramImageCell| 6 | OCammy_stclshrt3.png}} |{{STDiagramImageCell| 6 | OCammy_stfarstrng1&4_stclfrc6_stfarfrc6_stclshrt4_stfarfrwrd6.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 12}} |{{STDiagramImageCell| 6 | ODhalsim_stclshrt1&3_stfarshrt1&6_stclfrwrd1&3_stfarfrwrd1&5.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclshrt2.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclshrt1&3_stfarshrt1&6_stclfrwrd1&3_stfarfrwrd1&5.png}}
 
|-
 
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
+
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~5}}
 
|-
 
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
 
|-
 
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCellCancel| Yes}}
+
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
 
|-
 
|-
 
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
 
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
 
|-
 
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +0}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}}
+
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 5}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}}
+
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 5}}
 
|}
 
|}
Fast knee attack that can be cancelled into other Short kicks or specials. It can be used in combos and tick-throws. The speed makes it harder to react to, in comparison to close Strong or meaty Fierce. You can also cancel into low Short xx Cannon Spike to get throw mashers.
+
 
  
 
*<b>Far Standing Short:</b>
 
*<b>Far Standing Short:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_stfarshrt1.png}} |{{STDiagramImageCell| 6 | OCammy_stfarshrt2_stclfrwrd2.png}} |{{STDiagramImageCell| 6 | OCammy_stfarshrt3.png}} |{{STDiagramImageCell| 6 | OCammy_stfarshrt4_stclfrwrd1&4.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 11}} |{{STDiagramImageCell| 6 | ODhalsim_stclshrt1&3_stfarshrt1&6_stclfrwrd1&3_stfarfrwrd1&5.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarshrt2&4.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarshrt3.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarshrt2&4.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarshrt5.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclshrt1&3_stfarshrt1&6_stclfrwrd1&3_stfarfrwrd1&5.png}}
 
|-
 
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
+
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~5}}
 
|-
 
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
 
|-
 
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCellCancel| Yes}}
+
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
 
|-
 
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
+
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes*}}
 
|-
 
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -4}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}}
+
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}}
+
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 5}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 3 | 9}}
 
|}
 
|}
A fast high side kick. Just might have the least range of any move in the game, haha. If you're sneaky, though, you can actually use this to your advantage to miss with it on purpose in certain tick throw setups -- the illusion of an attack can scare them into blocking, while the miss makes sure they don't get pushed back and stay in throw range.
 
  
*<b>Crouching Short:</b>
+
 
 +
*<b>Close/Far Crouching Short:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_crshrt1&3.png}} |{{STDiagramImageCell| 6 | OCammy_crshrt2.png}} |{{STDiagramImageCell| 6 | OCammy_crshrt1&3.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 11}} |{{STDiagramImageCell| 6 | ODhalsim_crclshrt1_crfarshrt1_crfarfrwrd1_crclrh1_crfarrh1.png}} |{{STDiagramImageCell| 6 | ODhalsim_crclshrt2_crfarshrt2.png}} |{{STDiagramImageCell| 6 | ODhalsim_crclshrt3_crfarshrt3.png}} |{{STDiagramImageCell| 6 | ODhalsim_crclshrt4_crfarshrt4_crclfrwrd1&3_crfarfrwrd4_crclrh5_crfarrh5.png}}
 
|-
 
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
+
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~5}}
 
|-
 
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
 
|-
 
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCellCancel| Yes}}
+
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
 
|-
 
|-
 
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
 
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
 
|-
 
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -6}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
+
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 14}} |{{STDiagramCell| 5}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
+
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 2}} |{{STDiagramCell| 14}} |{{STDiagramCell| 5}}
 
|}
 
|}
Crouching side kick with good priority, but just average reach. Tends to see action primarily as a tick setup.
+
 
  
 
*<b>Close Standing Forward:</b>
 
*<b>Close Standing Forward:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_stfarshrt4_stclfrwrd1&4.png}} |{{STDiagramImageCell| 6 | OCammy_stfarshrt2_stclfrwrd2.png}} |{{STDiagramImageCell| 6 | OCammy_stclfrwrd3.png}} |{{STDiagramImageCell| 6 | OCammy_stfarshrt4_stclfrwrd1&4.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 16}} |{{STDiagramImageCell| 6 | ODhalsim_stclshrt1&3_stfarshrt1&6_stclfrwrd1&3_stfarfrwrd1&5.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclfrwrd2.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclshrt1&3_stfarshrt1&6_stclfrwrd1&3_stfarfrwrd1&5.png}}
 
|-
 
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
+
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
 
|-
 
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60}}
 
|-
 
|-
 
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
 
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
 
|-
 
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
+
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
 
|-
 
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +5}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 5}}
+
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 5}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 5}}
+
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 5}}
 
|}
 
|}
High side kick. Misses crouching characters, so it is not of much use.
+
 
  
 
*<b>Far Standing Forward:</b>
 
*<b>Far Standing Forward:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_stfarfrwrd1&5.png}} |{{STDiagramImageCell| 6 | OCammy_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 6 | OCammy_stfarfrwrd3.png}} |{{STDiagramImageCell| 6 | OCammy_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 6 | OCammy_stfarfrwrd1&5.png}} |{{STDiagramImageCell| 6 | OCammy_stfarstrng1&4_stclfrc6_stfarfrc6_stclshrt4_stfarfrwrd6.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 14}} |{{STDiagramImageCell| 6 | ODhalsim_stclshrt1&3_stfarshrt1&6_stclfrwrd1&3_stfarfrwrd1&5.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarfrwrd2.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarfrwrd3.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarfrwrd4.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclshrt1&3_stfarshrt1&6_stclfrwrd1&3_stfarfrwrd1&5.png}}
 
|-
 
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
+
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
 
|-
 
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60}}
 
|-
 
|-
 
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
 
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
 
|-
 
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
+
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes*}}
 
|-
 
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +1}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 7}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}}
+
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 5}} |{{STDiagramCell| 7}} |{{STDiagramCellColSpan| 3 | 8}}
+
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 5}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 2 | 9}}
 
|}
 
|}
A fast rear kick with good reach recovery. Has both speed and range and serves as one of Cammy's very best pokes. Works fine at hitting enemies out of projectiles and tagging desperation jump-ins.
 
  
*<b>Crouching Forward:</b>
+
 
 +
*<b>Close Crouching Forward:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_crfrwrd1&5_crrh1&7.png}} |{{STDiagramImageCell| 6 | OCammy_crfrwrd2.png}} |{{STDiagramImageCell| 6 | OCammy_crfrwrd3.png}} |{{STDiagramImageCell| 6 | OCammy_crfrwrd4.png}} |{{STDiagramImageCell| 6 | OCammy_crfrwrd1&5_crrh1&7.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 16}} |{{STDiagramImageCell| 6 | ODhalsim_crclshrt4_crfarshrt4_crclfrwrd1&3_crfarfrwrd4_crclrh5_crfarrh5.png}} |{{STDiagramImageCell| 6 | ODhalsim_crclfrwrd2.png}} |{{STDiagramImageCell| 6 | ODhalsim_crclshrt4_crfarshrt4_crclfrwrd1&3_crfarfrwrd4_crclrh5_crfarrh5.png}}
 
|-
 
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
+
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
 
|-
 
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60}}
 
|-
 
|-
 
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
 
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
Line 328: Line 383:
 
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
 
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
 
|-
 
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +5}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}}
+
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 8}} |{{STDiagramCell| 5}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 3}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 2 | 7}}
+
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 8}} |{{STDiagramCell| 5}}
 
|}
 
|}
Crouching rear-leg kick. Is one of Cammy's best moves, period. Its good range and quick speed make it low-risk and a major part of Cammy's footsie game. You can combo this move with itself if you're close enough, but the timing is pretty tight. It also buffers well into special moves like Cannon Drills and Hooligan Rolls.  
+
 
 +
 
 +
 
 +
*<b>Far Crouching Forward:</b>
 +
{{STDiagramHeader}}
 +
{{STDiagramCell| Damage}} |{{STDiagramCell| 14}} |{{STDiagramImageCell| 6 | ODhalsim_crclshrt1_crfarshrt1_crfarfrwrd1_crclrh1_crfarrh1.png}} |{{STDiagramImageCell| 6 | ODhalsim_crfarfrwrd2_crclrh2&4_crfarrh2&4.png}} |{{STDiagramImageCell| 6 | ODhalsim_crfarfrwrd3.png}} |{{STDiagramImageCell| 6 | ODhalsim_crclshrt4_crfarshrt4_crclfrwrd1&3_crfarfrwrd4_crclrh5_crfarrh5.png}}
 +
|-
 +
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
 +
|-
 +
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60}}
 +
|-
 +
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
 +
|-
 +
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
 +
|-
 +
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -1}}
 +
|-
 +
{{STDiagramCellColSpan| 2 |  Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 16}} |{{STDiagramCell| 5}}
 +
|-
 +
{{STDiagramCellColSpan| 2 |  Simplified}} |{{STDiagramCellColSpan| 2 |  1 + 7}} |{{STDiagramCell| 16}} |{{STDiagramCell| 5}}
 +
|}
 +
 
  
 
*<b>Close Standing Roundhouse:</b>
 
*<b>Close Standing Roundhouse:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_stclrh1&13_stfarrh1&10.png}} |{{STDiagramImageCell| 6 | OCammy_stclrh2_stfarrh2.png}} |{{STDiagramImageCell| 6 | OCammy_stclrh3.png}} |{{STDiagramImageCell| 6 | OCammy_stclrh4.png}} |{{STDiagramImageCell| 6 | OCammy_stclrh5.png}} |{{STDiagramImageCell| 6 | OCammy_stclrh6.png}} |{{STDiagramImageCell| 6 | OCammy_stclrh7.png}} |{{STDiagramImageCell| 6 | OCammy_stclrh8.png}} |{{STDiagramImageCell| 6 | OCammy_stclrh9.png}} |{{STDiagramImageCell| 6 | OCammy_stclrh10.png}} |{{STDiagramImageCell| 6 | OCammy_stclrh11_stfarrh8.png}} |{{STDiagramImageCell| 6 | OCammy_stclrh12_stfarrh9.png}} |{{STDiagramImageCell| 6 | OCammy_stclrh1&13_stfarrh1&10.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 19}} |{{STDiagramImageCell| 6 | ODhalsim_stclrh1&7.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclrh2&6.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclrh3&5.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclrh4.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclrh3&5.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclrh2&6.png}} |{{STDiagramImageCell| 6 | ODhalsim_stclrh1&7.png}}
 
|-
 
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
+
{{STDiagramCell| Stun}} |{{STDiagramCell| 10~16}}
 
|-
 
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 80}}
 
|-
 
|-
 
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
 
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
Line 348: Line 424:
 
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
 
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
 
|-
 
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +6}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}}
+
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 8}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 4 | 1 + 7}} |{{STDiagramCellColSpan| 2 | 8}} |{{STDiagramCellColSpan| 7 | 14}}
+
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 1 + 8}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 3 | 8}}
 
|}
 
|}
Looks like it would counter high-flying opponents, but I personally have never had much success using it for that (or anything else, for that matter). It can work as a trade anti-air, but the fact that it is a standing move ruins it. Just use close Strong punch instead.
+
 
  
 
*<b>Far Standing Roundhouse:</b>
 
*<b>Far Standing Roundhouse:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_stclrh1&13_stfarrh1&10.png}} |{{STDiagramImageCell| 6 | OCammy_stclrh2_stfarrh2.png}} |{{STDiagramImageCell| 6 | OCammy_stfarrh3.png}} |{{STDiagramImageCell| 6 | OCammy_stfarrh4.png}} |{{STDiagramImageCell| 6 | OCammy_stfarrh5.png}} |{{STDiagramImageCell| 6 | OCammy_stfarrh6.png}} |{{STDiagramImageCell| 6 | OCammy_stfarrh7.png}} |{{STDiagramImageCell| 6 | OCammy_stclrh11_stfarrh8.png}} |{{STDiagramImageCell| 6 | OCammy_stclrh12_stfarrh9.png}} |{{STDiagramImageCell| 6 | OCammy_stclrh1&13_stfarrh1&10.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 17}} |{{STDiagramImageCell| 6 | ODhalsim_stfarrh1.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarrh2.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarrh3.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarrh4.png}} |{{STDiagramImageCell| 6 | ODhalsim_stfarrh5.png}}
 
|-
 
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
+
{{STDiagramCell| Stun}} |{{STDiagramCell| 10~16}}
 
|-
 
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 80}}
 
|-
 
|-
 
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
 
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
Line 368: Line 444:
 
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
 
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
 
|-
 
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -3}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}}
+
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 1 + 6}} |{{STDiagramCellColSpan| 2 | 9}} |{{STDiagramCellColSpan| 5 | 7}}
+
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 4 | 1 + 10}} |{{STDiagramCell| 6}}
 
|}
 
|}
A weird move with deceptively good range. It's unusual in that it has a lot of startup frames before it hits but not too many recovery frames. Most players don't use it very much, but it can see some important action in certain match-ups. It controls a good space in front of her, but its poor priority detracts greatly from the move.  
+
{{STDiagramHeader}}
 +
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_stfarrh6.png}} |{{STDiagramImageCell| 1 | ODhalsim_stfarrh7.png}} |{{STDiagramImageCell| 1 | ODhalsim_stfarrh8.png}}
 +
|-
 +
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 10}} |{{STDiagramCell| 8}} |{{STDiagramCell| 1}}
 +
|-
 +
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 19}}
 +
|}
 +
 
  
*<b>Crouching Roundhouse:</b>
+
*<b>Close/Far Crouching Roundhouse:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_crfrwrd1&5_crrh1&7.png}} |{{STDiagramImageCell| 6 | OCammy_crrh2.png}} |{{STDiagramImageCell| 6 | OCammy_crrh3.png}} |{{STDiagramImageCell| 6 | OCammy_crrh4.png}} |{{STDiagramImageCell| 6 | OCammy_crrh5.png}} |{{STDiagramImageCell| 6 | OCammy_crrh6.png}} |{{STDiagramImageCell| 6 | OCammy_crfrwrd1&5_crrh1&7.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 17}} |{{STDiagramImageCell| 6 | ODhalsim_crclshrt1_crfarshrt1_crfarfrwrd1_crclrh1_crfarrh1.png}} |{{STDiagramImageCell| 6 | ODhalsim_crfarfrwrd2_crclrh2&4_crfarrh2&4.png}} |{{STDiagramImageCell| 6 | ODhalsim_crclrh3_crfarrh3.png}} |{{STDiagramImageCell| 6 | ODhalsim_crfarfrwrd2_crclrh2&4_crfarrh2&4.png}} |{{STDiagramImageCell| 6 | ODhalsim_crclshrt4_crfarshrt4_crclfrwrd1&3_crfarfrwrd4_crclrh5_crfarrh5.png}}
 
|-
 
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
+
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
 
|-
 
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 130}}
 
|-
 
|-
 
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
 
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
Line 388: Line 471:
 
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
 
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
 
|-
 
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -17}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 8}} |{{STDiagramCell| 7}} |{{STDiagramCell| 6}}
+
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 18}} |{{STDiagramCell| 20}} |{{STDiagramCell| 1}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 1 + 5}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 3 | 21}}
+
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 7}} |{{STDiagramCell| 18}} |{{STDiagramCellColSpan| 2 | 21}}
 
|}
 
|}
Cammy's foot sweep which does good damage and knocks down. Try to be careful not to miss with it, because it has a lot of recovery frames that leave her vulnerable for a long time after the kick.
 
  
 
====Aerial Normals====
 
====Aerial Normals====
*<b>Neutral Jumping Jab:</b>
+
*<b>Neutral/Diagonal Jumping Jab:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 4 | OCammy_njjab1_djjab2.png}} |{{STDiagramImageCell| 4 | OCammy_njjab2.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 12}} |{{STDiagramImageCell| 4 | ODhalsim_njjab1&5_djjab1&5_njstrng1&5_djstrng1&5_njfrc1&5_djfrc1&5.png}} |{{STDiagramImageCell| 4 | ODhalsim_njjab2_djjab2_njstrng2_djstrng2_njfrc2_djfrc2.png}} |{{STDiagramImageCell| 4 | ODhalsim_njjab3_djjab3.png}} |{{STDiagramImageCell| 4 | ODhalsim_njjab4_djjab4_njstrng4_djstrng4_njfrc4_djfrc4.png}} |{{STDiagramImageCell| 4 | ODhalsim_njjab1&5_djjab1&5_njstrng1&5_djstrng1&5_njfrc1&5_djfrc1&5.png}}
 
|-
 
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
+
{{STDiagramCell| Stun}} |{{STDiagramCell| 1~7}}
 
|-
 
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
 
|-
 
|-
 
{{STDiagramCellColSpan| 2 | <br><br><br>}}
 
{{STDiagramCellColSpan| 2 | <br><br><br>}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| ∞}}
+
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 16}} |{{STDiagramCell| ?}} |{{STDiagramCell| ∞}}
 +
|-
 +
{{STDiagramCellColSpan| 2 |  Simplified}} |{{STDiagramCellColSpan| 2 |  7}} |{{STDiagramCell| 16}} |{{STDiagramCellColSpan| 2 |  ∞}}
 
|}
 
|}
  
  
*<b>Diagonal Jumping Jab:</b>
+
*<b>Neutral/Diagonal Jumping Strong:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 4 | OCammy_djjab1_njfrwrd4_djfrwrd4_njrh1&4_djrh4.png}} |{{STDiagramImageCell| 4 | OCammy_njjab1_djjab2.png}} |{{STDiagramImageCell| 4 | OCammy_djjab3.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 16}} |{{STDiagramImageCell| 4 | ODhalsim_njjab1&5_djjab1&5_njstrng1&5_djstrng1&5_njfrc1&5_djfrc1&5.png}} |{{STDiagramImageCell| 4 | ODhalsim_njjab2_djjab2_njstrng2_djstrng2_njfrc2_djfrc2.png}} |{{STDiagramImageCell| 4 | ODhalsim_njstrng3_djstrng3.png}} |{{STDiagramImageCell| 4 | ODhalsim_njjab4_djjab4_njstrng4_djstrng4_njfrc4_djfrc4.png}} |{{STDiagramImageCell| 4 | ODhalsim_njjab1&5_djjab1&5_njstrng1&5_djstrng1&5_njfrc1&5_djfrc1&5.png}}
 
|-
 
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
+
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
 
|-
 
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 50}}
 
|-
 
|-
 
{{STDiagramCellColSpan| 2 | <br><br><br>}}
 
{{STDiagramCellColSpan| 2 | <br><br><br>}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| ∞}}
+
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 10}} |{{STDiagramCell| ?}} |{{STDiagramCell| ∞}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 2}} |{{STDiagramCell| ∞}}
+
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 7}} |{{STDiagramCell| 10}} |{{STDiagramCellColSpan| 2 |  ∞}}
 
|}
 
|}
Normally used as a tick-throw setup. With O.Cammy it can be used as an instant overhead.
 
  
*<b>Neutral Jumping Strong:</b>
+
 
 +
*<b>Neutral/Diagonal Jumping Fierce:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 4 | OCammy_njstrng1_djstrng1.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng2_djstrng2.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng3.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng4_djstrng5_njfrc4_djfrc5_djshrt4_njfrwrd6_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng5_djstrng6_njfrc5_djfrc6_djshrt5_njfrwrd7_djfrwrd7_njrh7_djrh7.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng6_njfrc6_djshrt6.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 21}} |{{STDiagramImageCell| 4 | ODhalsim_njjab1&5_djjab1&5_njstrng1&5_djstrng1&5_njfrc1&5_djfrc1&5.png}} |{{STDiagramImageCell| 4 | ODhalsim_njjab2_djjab2_njstrng2_djstrng2_njfrc2_djfrc2.png}} |{{STDiagramImageCell| 4 | ODhalsim_njfrc3_djfrc3.png}} |{{STDiagramImageCell| 4 | ODhalsim_njjab4_djjab4_njstrng4_djstrng4_njfrc4_djfrc4.png}} |{{STDiagramImageCell| 4 | ODhalsim_njjab1&5_djjab1&5_njstrng1&5_djstrng1&5_njfrc1&5_djfrc1&5.png}}
 
|-
 
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
+
{{STDiagramCell| Stun}} |{{STDiagramCell| 11~17}}
 
|-
 
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60}}
 
|-
 
|-
 
{{STDiagramCellColSpan| 2 | <br><br><br>}}
 
{{STDiagramCellColSpan| 2 | <br><br><br>}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 12}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
+
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| ?}} |{{STDiagramCell| ∞}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 12}} |{{STDiagramCellColSpan| 3 | ∞}}
+
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 7}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | ∞}}
 
|}
 
|}
  
  
*<b>Diagonal Jumping Strong:</b>
+
*<b>Neutral/Diagonal Jumping Short:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 4 | OCammy_njstrng1_djstrng1.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng2_djstrng2.png}} |{{STDiagramImageCell| 4 | OCammy_djstrng3.png}} |{{STDiagramImageCell| 4 | OCammy_djstrng4_djfrc4_njfrwrd5_djfrwrd5_njrh5_djrh5.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng4_djstrng5_njfrc4_djfrc5_djshrt4_njfrwrd6_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng5_djstrng6_njfrc5_djfrc6_djshrt5_njfrwrd7_djfrwrd7_njrh7_djrh7.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 12}} |{{STDiagramImageCell| 4 | ODhalsim_njshrt1&5_djshrt1&5_njfrwrd1&5_djfrwrd1&5.png}} |{{STDiagramImageCell| 4 | ODhalsim_njshrt2_djshrt2_njfrwrd2_djfrwrd2.png}} |{{STDiagramImageCell| 4 | ODhalsim_njshrt3_djshrt3.png}} |{{STDiagramImageCell| 4 | ODhalsim_njshrt4_djshrt4_njfrwrd4_djfrwrd4.png}} |{{STDiagramImageCell| 4 | ODhalsim_njshrt1&5_djshrt1&5_njfrwrd1&5_djfrwrd1&5.png}}
 
|-
 
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
+
{{STDiagramCell| Stun}} |{{STDiagramCell| 1~7}}
 
|-
 
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
 
|-
 
|-
 
{{STDiagramCellColSpan| 2 | <br><br><br>}}
 
{{STDiagramCellColSpan| 2 | <br><br><br>}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 20}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
+
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 18}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 20}} |{{STDiagramCellColSpan| 3 | ∞}}
+
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 10}} |{{STDiagramCell| 18}} |{{STDiagramCellColSpan| 2 | ∞}}
 
|}
 
|}
A pretty amazing move with huge priority. It's considered to be one of Cammy's staple jumping attacks against grounded opponents, because the angle is favorable and it tends to fare relatively well against certain types of anti-air moves.
 
  
*<b>Neutral Jumping Fierce:</b>
+
 
 +
*<b>Neutral/Diagonal Jumping Forward:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 4 | OCammy_njfrc1_djfrc1.png}} |{{STDiagramImageCell| 4 | OCammy_njfrc2_djfrc2.png}} |{{STDiagramImageCell| 4 | OCammy_njfrc3.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng4_djstrng5_njfrc4_djfrc5_djshrt4_njfrwrd6_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng5_djstrng6_njfrc5_djfrc6_djshrt5_njfrwrd7_djfrwrd7_njrh7_djrh7.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng6_njfrc6_djshrt6.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 16}} |{{STDiagramImageCell| 4 | ODhalsim_njshrt1&5_djshrt1&5_njfrwrd1&5_djfrwrd1&5.png}} |{{STDiagramImageCell| 4 | ODhalsim_njshrt2_djshrt2_njfrwrd2_djfrwrd2.png}} |{{STDiagramImageCell| 4 | ODhalsim_njfrwrd3_djfrwrd3.png}} |{{STDiagramImageCell| 4 | ODhalsim_njshrt4_djshrt4_njfrwrd4_djfrwrd4.png}} |{{STDiagramImageCell| 4 | ODhalsim_njshrt1&5_djshrt1&5_njfrwrd1&5_djfrwrd1&5.png}}
 
|-
 
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
+
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
 
|-
 
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 50}}
 
|-
 
|-
 
{{STDiagramCellColSpan| 2 | <br><br><br>}}
 
{{STDiagramCellColSpan| 2 | <br><br><br>}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
+
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 12}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 3 | ∞}}
+
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 10}} |{{STDiagramCell| 12}} |{{STDiagramCellColSpan| 2 | ∞}}
 
|}
 
|}
  
  
*<b>Diagonal Jumping Fierce:</b>
+
*<b>Neutral/Diagonal Jumping Roundhouse:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 4 | OCammy_njfrc1_djfrc1.png}} |{{STDiagramImageCell| 4 | OCammy_njfrc2_djfrc2.png}} |{{STDiagramImageCell| 4 | OCammy_djfrc3.png}} |{{STDiagramImageCell| 4 | OCammy_djstrng4_djfrc4_njfrwrd5_djfrwrd5_njrh5_djrh5.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng4_djstrng5_njfrc4_djfrc5_djshrt4_njfrwrd6_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng5_djstrng6_njfrc5_djfrc6_djshrt5_njfrwrd7_djfrwrd7_njrh7_djrh7.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 21}} |{{STDiagramImageCell| 4 | ODhalsim_njrh1_djrh1.png}} |{{STDiagramImageCell| 4 | ODhalsim_njrh2_djrh2.png}} |{{STDiagramImageCell| 4 | ODhalsim_njrh3_djrh3.png}} |{{STDiagramImageCell| 4 | ODhalsim_njrh4_djrh4.png}} |{{STDiagramImageCell| 4 | ODhalsim_njrh5_djrh5.png}} |{{STDiagramImageCell| 4 | ODhalsim_njrh6_djrh6.png}} |{{STDiagramImageCell| 4 | ODhalsim_njrh7_djrh7.png}} |{{STDiagramImageCell| 4 | ODhalsim_njrh8_djrh8.png}}
 
|-
 
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
+
{{STDiagramCell| Stun}} |{{STDiagramCell| 11~17}}
 
|-
 
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60}}
 
|-
 
|-
 
{{STDiagramCellColSpan| 2 | <br><br><br>}}
 
{{STDiagramCellColSpan| 2 | <br><br><br>}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 8}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
+
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 3 | ∞}}
+
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 4 | 10}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 3 | ∞}}
 
|}
 
|}
A solid punch that hits hard and lends itself well to big combos.
+
====Aerial Normals====
 
+
*<b>Neutral/Diagonal Jumping Jab:</b>
*<b>Neutral Jumping Short:</b>
+
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 4 | OCammy_njshrt1&3_djshrt1&3.png}} |{{STDiagramImageCell| 4 | OCammy_njshrt2.png}} |{{STDiagramImageCell| 4 | OCammy_njshrt1&3_djshrt1&3.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 12}} |{{STDiagramImageCell| 4 | ODhalsim_njjab1&5_djjab1&5_njstrng1&5_djstrng1&5_njfrc1&5_djfrc1&5.png}} |{{STDiagramImageCell| 4 | ODhalsim_njjab2_djjab2_njstrng2_djstrng2_njfrc2_djfrc2.png}} |{{STDiagramImageCell| 4 | ODhalsim_njjab3_djjab3.png}} |{{STDiagramImageCell| 4 | ODhalsim_njjab4_djjab4_njstrng4_djstrng4_njfrc4_djfrc4.png}} |{{STDiagramImageCell| 4 | ODhalsim_njjab1&5_djjab1&5_njstrng1&5_djstrng1&5_njfrc1&5_djfrc1&5.png}}
 
|-
 
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
+
{{STDiagramCell| Stun}} |{{STDiagramCell| 1~7}}
 
|-
 
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
 
|-
 
|-
 
{{STDiagramCellColSpan| 2 | <br><br><br>}}
 
{{STDiagramCellColSpan| 2 | <br><br><br>}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 40}} |{{STDiagramCell| ∞}}
+
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 16}} |{{STDiagramCell| ?}} |{{STDiagramCell| ∞}}
 +
|-
 +
{{STDiagramCellColSpan| 2 |  Simplified}} |{{STDiagramCellColSpan| 2 |  7}} |{{STDiagramCell| 16}} |{{STDiagramCellColSpan| 2 |  ∞}}
 
|}
 
|}
Quite useless. This move can be used in a different way, as a kind of aerial wall. For example, if you suspect Dictator might try to head stomp you, simply jump straight up and hit short and he should be repelled.
 
  
*<b>Diagonal Jumping Short:</b>
+
 
 +
*<b>Neutral/Diagonal Jumping Strong:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 4 | OCammy_njshrt1&3_djshrt1&3.png}} |{{STDiagramImageCell| 4 | OCammy_djshrt2.png}} |{{STDiagramImageCell| 4 | OCammy_njshrt1&3_djshrt1&3.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng4_djstrng5_njfrc4_djfrc5_djshrt4_njfrwrd6_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng5_djstrng6_njfrc5_djfrc6_djshrt5_njfrwrd7_djfrwrd7_njrh7_djrh7.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng6_njfrc6_djshrt6.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 16}} |{{STDiagramImageCell| 4 | ODhalsim_njjab1&5_djjab1&5_njstrng1&5_djstrng1&5_njfrc1&5_djfrc1&5.png}} |{{STDiagramImageCell| 4 | ODhalsim_njjab2_djjab2_njstrng2_djstrng2_njfrc2_djfrc2.png}} |{{STDiagramImageCell| 4 | ODhalsim_njstrng3_djstrng3.png}} |{{STDiagramImageCell| 4 | ODhalsim_njjab4_djjab4_njstrng4_djstrng4_njfrc4_djfrc4.png}} |{{STDiagramImageCell| 4 | ODhalsim_njjab1&5_djjab1&5_njstrng1&5_djstrng1&5_njfrc1&5_djfrc1&5.png}}
 
|-
 
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
+
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
 
|-
 
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 50}}
 
|-
 
|-
 
{{STDiagramCellColSpan| 2 | <br><br><br>}}
 
{{STDiagramCellColSpan| 2 | <br><br><br>}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 28}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
+
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 10}} |{{STDiagramCell| ?}} |{{STDiagramCell| ∞}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 28}} |{{STDiagramCellColSpan| 4 | ∞}}
+
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 7}} |{{STDiagramCell| 10}} |{{STDiagramCellColSpan| 2 | ∞}}
 
|}
 
|}
Has both good range and an unusual hitbox and does double duty serving as Cammy's cross-up air attack. It requires reasonable accuracy to perform correctly, and your margin for error will vary depending on what opponent you're facing -- some of them are wider than others. Note that O.Cammy's j.short is different and can't cross up opponents.
 
  
*<b>Neutral Jumping Forward:</b>
+
 
 +
*<b>Neutral/Diagonal Jumping Fierce:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 4 | OCammy_njfrwrd1_djfrwrd1.png}} |{{STDiagramImageCell| 4 | OCammy_njfrwrd2_djfrwrd2.png}} |{{STDiagramImageCell| 4 | OCammy_njfrwrd3_djfrwrd3.png}} |{{STDiagramImageCell| 4 | OCammy_djjab1_njfrwrd4_djfrwrd4_njrh1&4_djrh4.png}} |{{STDiagramImageCell| 4 | OCammy_djstrng4_djfrc4_njfrwrd5_djfrwrd5_njrh5_djrh5.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng4_djstrng5_njfrc4_djfrc5_djshrt4_njfrwrd6_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng5_djstrng6_njfrc5_djfrc6_djshrt5_njfrwrd7_djfrwrd7_njrh7_djrh7.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 21}} |{{STDiagramImageCell| 4 | ODhalsim_njjab1&5_djjab1&5_njstrng1&5_djstrng1&5_njfrc1&5_djfrc1&5.png}} |{{STDiagramImageCell| 4 | ODhalsim_njjab2_djjab2_njstrng2_djstrng2_njfrc2_djfrc2.png}} |{{STDiagramImageCell| 4 | ODhalsim_njfrc3_djfrc3.png}} |{{STDiagramImageCell| 4 | ODhalsim_njjab4_djjab4_njstrng4_djstrng4_njfrc4_djfrc4.png}} |{{STDiagramImageCell| 4 | ODhalsim_njjab1&5_djjab1&5_njstrng1&5_djstrng1&5_njfrc1&5_djfrc1&5.png}}
 
|-
 
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
+
{{STDiagramCell| Stun}} |{{STDiagramCell| 11~17}}
 
|-
 
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60}}
 
|-
 
|-
 
{{STDiagramCellColSpan| 2 | <br><br><br>}}
 
{{STDiagramCellColSpan| 2 | <br><br><br>}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 12}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
+
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| ?}} |{{STDiagramCell| ∞}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCell| 12}} |{{STDiagramCellColSpan| 4 | ∞}}
+
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 7}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | ∞}}
 
|}
 
|}
Some acrobatic aerial roundhouse high kick that doesn't have a good priority.
 
  
*<b>Diagonal Jumping Forward:</b>
+
 
 +
*<b>Neutral/Diagonal Jumping Short:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 4 | OCammy_njfrwrd1_djfrwrd1.png}} |{{STDiagramImageCell| 4 | OCammy_njfrwrd2_djfrwrd2.png}} |{{STDiagramImageCell| 4 | OCammy_njfrwrd3_djfrwrd3.png}} |{{STDiagramImageCell| 4 | OCammy_djjab1_njfrwrd4_djfrwrd4_njrh1&4_djrh4.png}} |{{STDiagramImageCell| 4 | OCammy_djstrng4_djfrc4_njfrwrd5_djfrwrd5_njrh5_djrh5.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng4_djstrng5_njfrc4_djfrc5_djshrt4_njfrwrd6_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng5_djstrng6_njfrc5_djfrc6_djshrt5_njfrwrd7_djfrwrd7_njrh7_djrh7.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 12}} |{{STDiagramImageCell| 4 | ODhalsim_njshrt1&5_djshrt1&5_njfrwrd1&5_djfrwrd1&5.png}} |{{STDiagramImageCell| 4 | ODhalsim_njshrt2_djshrt2_njfrwrd2_djfrwrd2.png}} |{{STDiagramImageCell| 4 | ODhalsim_njshrt3_djshrt3.png}} |{{STDiagramImageCell| 4 | ODhalsim_njshrt4_djshrt4_njfrwrd4_djfrwrd4.png}} |{{STDiagramImageCell| 4 | ODhalsim_njshrt1&5_djshrt1&5_njfrwrd1&5_djfrwrd1&5.png}}
 
|-
 
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
+
{{STDiagramCell| Stun}} |{{STDiagramCell| 1~7}}
 
|-
 
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
 
|-
 
|-
 
{{STDiagramCellColSpan| 2 | <br><br><br>}}
 
{{STDiagramCellColSpan| 2 | <br><br><br>}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 10}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
+
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 18}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCell| 10}} |{{STDiagramCellColSpan| 4 | ∞}}
+
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 10}} |{{STDiagramCell| 18}} |{{STDiagramCellColSpan| 2 | ∞}}
 
|}
 
|}
Hits higher than most jumping attacks. You might consider it for air-to-air encounters. Although you probably wouldn't guess it from its appearance, it has slightly less range than her j.short or j.RH.
 
  
*<b>Neutral Jumping Roundhouse:</b>
+
 
 +
*<b>Neutral/Diagonal Jumping Forward:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 4 | OCammy_djjab1_njfrwrd4_djfrwrd4_njrh1&4_djrh4.png}} |{{STDiagramImageCell| 4 | OCammy_njrh2_djrh2.png}} |{{STDiagramImageCell| 4 | OCammy_njrh3.png}} |{{STDiagramImageCell| 4 | OCammy_djjab1_njfrwrd4_djfrwrd4_njrh1&4_djrh4.png}} |{{STDiagramImageCell| 4 | OCammy_djstrng4_djfrc4_njfrwrd5_djfrwrd5_njrh5_djrh5.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng4_djstrng5_njfrc4_djfrc5_djshrt4_njfrwrd6_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng5_djstrng6_njfrc5_djfrc6_djshrt5_njfrwrd7_djfrwrd7_njrh7_djrh7.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 16}} |{{STDiagramImageCell| 4 | ODhalsim_njshrt1&5_djshrt1&5_njfrwrd1&5_djfrwrd1&5.png}} |{{STDiagramImageCell| 4 | ODhalsim_njshrt2_djshrt2_njfrwrd2_djfrwrd2.png}} |{{STDiagramImageCell| 4 | ODhalsim_njfrwrd3_djfrwrd3.png}} |{{STDiagramImageCell| 4 | ODhalsim_njshrt4_djshrt4_njfrwrd4_djfrwrd4.png}} |{{STDiagramImageCell| 4 | ODhalsim_njshrt1&5_djshrt1&5_njfrwrd1&5_djfrwrd1&5.png}}
 
|-
 
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
+
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
 
|-
 
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 50}}
 
|-
 
|-
 
{{STDiagramCellColSpan| 2 | <br><br><br>}}
 
{{STDiagramCellColSpan| 2 | <br><br><br>}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 10}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
+
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 12}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| 10}} |{{STDiagramCellColSpan| 4 | ∞}}
+
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 10}} |{{STDiagramCell| 12}} |{{STDiagramCellColSpan| 2 | ∞}}
 
|}
 
|}
  
  
*<b>Diagonal Jumping Roundhouse:</b>
+
*<b>Neutral/Diagonal Jumping Roundhouse:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 4 | OCammy_djrh1.png}} |{{STDiagramImageCell| 4 | OCammy_njrh2_djrh2.png}} |{{STDiagramImageCell| 4 | OCammy_djrh3.png}} |{{STDiagramImageCell| 4 | OCammy_djjab1_njfrwrd4_djfrwrd4_njrh1&4_djrh4.png}} |{{STDiagramImageCell| 4 | OCammy_djstrng4_djfrc4_njfrwrd5_djfrwrd5_njrh5_djrh5.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng4_djstrng5_njfrc4_djfrc5_djshrt4_njfrwrd6_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 4 | OCammy_njstrng5_djstrng6_njfrc5_djfrc6_djshrt5_njfrwrd7_djfrwrd7_njrh7_djrh7.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 21}} |{{STDiagramImageCell| 4 | ODhalsim_njrh1_djrh1.png}} |{{STDiagramImageCell| 4 | ODhalsim_njrh2_djrh2.png}} |{{STDiagramImageCell| 4 | ODhalsim_njrh3_djrh3.png}} |{{STDiagramImageCell| 4 | ODhalsim_njrh4_djrh4.png}} |{{STDiagramImageCell| 4 | ODhalsim_njrh5_djrh5.png}} |{{STDiagramImageCell| 4 | ODhalsim_njrh6_djrh6.png}} |{{STDiagramImageCell| 4 | ODhalsim_njrh7_djrh7.png}} |{{STDiagramImageCell| 4 | ODhalsim_njrh8_djrh8.png}}
 
|-
 
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
+
{{STDiagramCell| Stun}} |{{STDiagramCell| 11~17}}
 
|-
 
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60}}
 
|-
 
|-
 
{{STDiagramCellColSpan| 2 | <br><br><br>}}
 
{{STDiagramCellColSpan| 2 | <br><br><br>}}
|-}}
 
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
+
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 4 | ∞}}
+
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 4 | 10}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 3 | ∞}}
 
|}
 
|}
Is powerful and has good horizontal range. For example, you might use it to clip Ryu when you jump over his fireball from longe range.
 
  
--[[User:Raisin|Raisin]] (April 30, 2007)
+
===Command Normals===
 +
*<b>Drill Zutsuki a.k.a. Mummy Drill:</b> (On air, ↙/↓/↘ + Fierce)
 +
{{STDiagramHeader}}
 +
{{STDiagramCell| Damage}} |{{STDiagramCell| 16}} |{{STDiagramImageCell| 4 | ODhalsim_mummy1.png}} |{{STDiagramImageCell| 4 | ODhalsim_mummy2anm.png}}
 +
|-
 +
{{STDiagramCell| Stun}} |{{STDiagramCell| 10~16}}
 +
|-
 +
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 80}}
 +
|-
 +
{{STDiagramCellColSpan| 2 | <br><br><br>}}
 +
|-
 +
{{STDiagramCellColSpan| 2 |  Frame Count}} |{{STDiagramCell| 1 + 5}} |{{STDiagramCell| ∞}}
 +
|}
 +
Useful because O.Sim can use it as a tick into Noogie.
 +
 
 +
*<b>Drill Kick:</b> (On air, ↙/↓/↘ + Roundhouse)
 +
{{STDiagramHeader}}
 +
{{STDiagramCell| Damage}} |{{STDiagramCell| 16}} |{{STDiagramImageCell| 4 | ODhalsim_drill1.png}} |{{STDiagramImageCell| 4 | ODhalsim_drill2anm.png}}
 +
|-
 +
{{STDiagramCell| Stun}} |{{STDiagramCell| 10~16}}
 +
|-
 +
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 80}}
 +
|-
 +
{{STDiagramCellColSpan| 2 | <br><br><br>}}
 +
|-
 +
{{STDiagramCellColSpan| 2 |  Frame Count}} |{{STDiagramCell| 1 + 5}} |{{STDiagramCell| ∞}}
 +
|}
 +
O.Sim can only use the N.Sim Forward drill (though with the Roundhouse button), so he can't use the other drills to set up the opponent as much from up close, or as a reaction to a thrown fireball.
  
 
===Throws===
 
===Throws===
O.Cammy can throw using Strong, Fierce, Forward and Roundhouse. If in air, she can air throw with Fierce and Roundhouse. The direction of the joystick determines the direction the enemy gets thrown at. All his ground throws have the same range which is a little bellow average and do 32 points of damage (22%), plus two more if behind in rounds. There's no known difference between the ground throws or any reason to favor one over the other. All her Aerial throws have the same horizontal range which happens to be the best aerial throw range in the game! Note that O.Cammy can not perform an air throw with Strong and Forward, only with Fierce and Roundhouse. Also, her punch air throw has worse vertical range than N.Cammy's.
+
Dhalsim can throw using Strong and Fierce. The direction of the joystick determines the direction the enemy gets thrown at.
*<b>Ground Normal Throws Throwboxes:</b>
+
*<b>Grabs Throwboxes:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCellColSpan| 2 | Damage}} |{{STDiagramCell| 32}} |{{STDiagramImageCell| 5 | OCammy_throwb.png}} |{{STDiagramImageCell| 5 | OCammy_throw.png}} |{{STDiagramImageCell| 5 | OCammy_throwf.png}}
+
{{STDiagramCellColSpan| 3 | <b>Hold</b>}} |{{STDiagramCellColSpan| 2 | <b>Throw</b>}} |{{STDiagramImageCell| 5 | ODhalsim_throwb.png}} |{{STDiagramImageCell| 5 | ODhalsim_throw.png}} |{{STDiagramImageCell| 5 | ODhalsim_throwf.png}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Stun}} |{{STDiagramCell| 7~13}}
+
{{STDiagramCellColSpan| 2 | Damage}} |{{STDiagramCell| 26 + 4*n}} |{{STDiagramCell| Damage}} |{{STDiagramCell| 34}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Stun Timer}} |{{STDiagramCell| 100}}
+
{{STDiagramCellColSpan| 2 |  Set amount of hits}} |{{STDiagramCell| 6}} |{{STDiagramCell| Stun}} |{{STDiagramCell| 7~13}}
 
|-
 
|-
{{STDiagramCell| <b>Range</b>}} |{{STDiagramCell| (from axis)}} |{{STDiagramCell| 42}}
+
{{STDiagramCellColSpan| 3 | Holds do no stun}} |{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 100}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | (from throwable box)}} |{{STDiagramCell| 17}}
+
{{STDiagramCell| <b>Range</b>}} |{{STDiagramCell| (from axis)}} |{{STDiagramCell| 64}} |{{STDiagramCell| (from throwable box)}} |{{STDiagramCell| 29}}
 
|}
 
|}
*<b>Hooligan Suplex a.k.a. Back Drop:</b> (←/→ + Strong/Fierce)
+
*<b>Yoga Smash a.k.a. Noogie:</b> (←/→ + Strong)
Cammy grabs the opponent by the waist and slams them backwards.
+
  
*<b>Frankensteiner a.k.a. Leg Flip:</b> (←/→ + Strong/Fierce)
 
Cammy uses her legs to hurl the opponent down.
 
  
*<b>Flying Neck Hunt a.k.a. Air Toss:</b> (Cammy and opponent in air, ↖/↙/←/→/↘/↗ + Fierce)
+
*<b>Yoga Throw:</b> (←/→ + Fierce)
 +
 
 +
===Special Moves===
 +
*<b>Yoga Fire:</b> (↓↘→ + P)
 +
<b>Detailed Input:</b> (↓ [0~6f] [0~6f] → [0~10/9/7f] Jab/Strong/Fierce)
 +
*<b>Startup:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCellColSpan| 2 | Damage}} |{{STDiagramCell| 42}} |{{STDiagramImageCell| 5 | OCammy_pairthrow.png}}
+
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_fire1.png}} |{{STDiagramImageCell| 1 | ODhalsim_fire2.png}} |{{STDiagramImageCell| 1 | ODhalsim_fire3.png}} |{{STDiagramImageCell| 1 | ODhalsim_fire4.png}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Stun}} |{{STDiagramCell| 7~13}}
+
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 7}} |{{STDiagramCell| 1}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Stun Timer}} |{{STDiagramCell| 100}}
+
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 12}}
 +
|}
 +
*<b>Active:</b>
 +
*<b>Jab Version:</b>
 +
{{STDiagramHeader}}
 +
{{STDiagramCell| Damage}} |{{STDiagramCell| 15}} |{{STDiagramImageCell| 4 | ODhalsim_fire5.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire6jab.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire7jab.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire8jab.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire9jab.png}}
 +
|-
 +
{{STDiagramCell| Stun}} |{{STDiagramCell| 9~15}}
 +
|-
 +
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 100}}
 +
|-
 +
{{STDiagramCellColSpan| 2 | <br><br>}}
 
|-
 
|-
{{STDiagramCell| <b>Range</b>}} |{{STDiagramCell| (from axis)}} |{{STDiagramCell| 60}}
+
{{STDiagramCellColSpan| 2 |  Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 9...}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | (from throwable box)}} |{{STDiagramCell| 35}}
+
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 5 | 40}}
 
|}
 
|}
Cammy quickly throws her opponent to the ground. This air throw does more damage (around 29%) but its a bit harder to connect. It must be performed during a certain phase of Cammy's jump, anywhere between halfway up her ascendance to the peak of her jump, or if you prefer to think of it a different way, only around the second quarter of her jump duration. Note that with O.Cammy it is a bit harder to use this air throw because it has less vertical range.
+
*<b>Strong Version:</b>
 
+
*<b>Air Frankensteiner a.k.a. Aerial Leg Flip:</b> (Cammy and opponent in air, ↖/↙/←/→/↘/↗ + Roundhouse)
+
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCellColSpan| 2 | Damage}} |{{STDiagramCell| 34}} |{{STDiagramImageCell| 5 | OCammy_kairthrow.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 16}} |{{STDiagramImageCell| 4 | ODhalsim_fire5.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire6strng.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire7strng.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire8strng.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire9strng.png}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Stun}} |{{STDiagramCell| 7~13}}
+
{{STDiagramCell| Stun}} |{{STDiagramCell| 9~15}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Stun Timer}} |{{STDiagramCell| 100}}
+
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 100}}
 
|-
 
|-
{{STDiagramCell| <b>Range</b>}} |{{STDiagramCell| (from axis)}} |{{STDiagramCell| 60}}
+
{{STDiagramCellColSpan| 2 | <br><br>}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | (from throwable box)}} |{{STDiagramCell| 35}}
+
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 9...}}
 +
|-
 +
{{STDiagramCellColSpan| 2 |  Simplified}} |{{STDiagramCellColSpan| 5 | 40}}
 +
|}
 +
*<b>Fierce Version:</b>
 +
{{STDiagramHeader}}
 +
{{STDiagramCell| Damage}} |{{STDiagramCell| 17}} |{{STDiagramImageCell| 4 | ODhalsim_fire5.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire6frc.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire7frc.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire8frc.png}} |{{STDiagramImageCell| 4 | ODhalsim_fire9frc.png}}
 +
|-
 +
{{STDiagramCell| Stun}} |{{STDiagramCell| 9~15}}
 +
|-
 +
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 100}}
 +
|-
 +
{{STDiagramCellColSpan| 2 | <br><br>}}
 +
|-
 +
{{STDiagramCellColSpan| 2 |  Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 9...}}
 +
|-
 +
{{STDiagramCellColSpan| 2 |  Simplified}} |{{STDiagramCellColSpan| 5 | 40}}
 
|}
 
|}
Cammy uses her legs to hurl the opponent down, just like its grounded version. This air throw does a lesser 23.5% of damage, but its window of opportunity is much larger and can be executed anytime Cammy is airborne unless she just left the ground or is just about to land, or in other words, around the middle 80% of her jump.
 
  
--[[User:Raisin|Raisin]] (April 1, 2007)
 
  
===Special Moves===
+
*<b>Yoga Flame:</b> (←↙↓↘→ + P)
*<b>Cannon Drill / Spiral Arrow:</b> (↓↘→ + K)
+
<b>Detailed Input:</b> (← [0~6f] ↙ [0~6f] ↓ [0~6f] ↘ [0~6f] → [0~10/9/7f] Jab/Strong/Fierce)
<b>Detailed Input:</b> (↓ [0~6f] ↘ [0~6f] → [0~10/9/7f] Short/Forward/Roundhouse)
+
*<b>Startup:</b>
<!-- Don't remove... -Born2SPD
+
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage (Short)}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_cd1.png}} |{{STDiagramImageCell| 6 | OCammy_cd2.png}} |{{STDiagramImageCell| 6 | OCammy_cd3.png}} |{{STDiagramCellRowSpan | 3 | S<br>h<br>t}} |{{STDiagramImageCell| 3 | OCammy_cd4shrtanm.png}} |{{STDiagramImageCell| 6 | OCammy_cd5.png}} |{{STDiagramImageCell| 6 | OCammy_cd6.png}} |{{STDiagramImageCell| 6 | OCammy_cd7.png}} |{{STDiagramImageCell| 6 | OCammy_cd8.png}}
+
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_flame1.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame2.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame3.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame4.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame5.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame6.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame7.png}}
 
|-
 
|-
{{STDiagramCell| Damage (Forward)}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Frame Count (Jab)}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}}
 
|-
 
|-
{{STDiagramCell| Damage (Rh)}} |{{STDiagramCell| ?+?}}
+
{{STDiagramCell| Simplified (Jab)}} |{{STDiagramCellColSpan| 7 | 13... (21)}}
 
|-
 
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}} |{{STDiagramCellRowSpan | 2 | F<br>w<br>d}} |{{STDiagramImageCell| 2 | OCammy_cd4frwrdanm.png}}
+
{{STDiagramCell| Frame Count (Strong)}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}}
 
|-
 
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Simplified (Strong)}} |{{STDiagramCellColSpan| 7 | 14... (22)}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | }} |{{STDiagramCell| R<br>h}} |{{STDiagramImageCell| 1 | OCammy_cd4rhanm.png}}
+
{{STDiagramCell| Frame Count (Fierce)}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count (Short)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 2 | 10}} |{{STDiagramCell| 6}} |{{STDiagramCell| 13}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}}
+
{{STDiagramCell| Simplified (Fierce)}} |{{STDiagramCellColSpan| 7 | 16... (24)}}
 +
|}
 +
{{STDiagramHeader}}
 +
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_flame8.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame9.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame10.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame11.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame12.png}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified (Short)}} |{{STDiagramCellColSpan| 2 | 8}} |{{STDiagramCellColSpan| 3 | 16}} |{{STDiagramCellColSpan| 4 | 28}}
+
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count (Forward)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 2 | 16}} |{{STDiagramCell| 6}} |{{STDiagramCell| 15}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}}
+
{{STDiagramCell| Simplified (Jab)}} |{{STDiagramCellColSpan| 5 | ...8 (21)}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified (Forward)}} |{{STDiagramCellColSpan| 2 | 8}} |{{STDiagramCellColSpan| 3 | 22}} |{{STDiagramCellColSpan| 4 | 31}}
+
{{STDiagramCell| Simplified (Strong)}} |{{STDiagramCellColSpan| 5 | ...8 (22)}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count (Rh)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 2 | 16}} |{{STDiagramCell| 6}} |{{STDiagramCell| 17}} |{{STDiagramCell| 7}} |{{STDiagramCell| 4}}
+
{{STDiagramCell| Simplified (Fierce)}} |{{STDiagramCellColSpan| 5 | ...8 (24)}}
 +
|}
 +
*<b>Active:</b>
 +
*<b>Jab Version:</b>
 +
{{STDiagramHeader}}
 +
{{STDiagramCell| Damage}} |{{STDiagramCell| 24}} |{{STDiagramImageCell| 4 | ODhalsim_flame13.png}} |{{STDiagramImageCell| 4 | ODhalsim_flame14&16.png}} |{{STDiagramImageCell| 4 | ODhalsim_flame15.png}} |{{STDiagramImageCell| 4 | ODhalsim_flame14&16.png}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified (Rh)}} |{{STDiagramCellColSpan| 2 | 8}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 2 | 16}} |{{STDiagramCellColSpan| 4 | 34}}
+
{{STDiagramCell| Stun}} |{{STDiagramCell| 9~15}}
|}-->
+
|-
*<b>Short Version:</b>
+
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 100}}
 +
|-
 +
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +16}}
 +
|-
 +
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
 +
|-
 +
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 4 | 8 (32)}}
 +
|}
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 4 | OCammy_cd1.png}} |{{STDiagramImageCell| 4 | OCammy_cd2.png}} |{{STDiagramImageCell| 4 | OCammy_cd3.png}} |{{STDiagramImageCell| 4 | OCammy_cd4shrtanm.png}} |{{STDiagramImageCell| 4 | OCammy_cd5.png}} |{{STDiagramImageCell| 4 | OCammy_cd6.png}} |{{STDiagramImageCell| 4 | OCammy_cd7.png}} |{{STDiagramImageCell| 4 | OCammy_cd8.png}}
+
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_flame17.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame19.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}}
 
|-
 
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
+
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
 
|-
 
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 8... (32)}}
 +
|}
 +
{{STDiagramHeader}}
 +
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_flame21&27jab_21&27&33strng_21&27&33frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame23jab_23&29strng_23&29&35frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | }}
+
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
 +
|-
 +
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | ...8... (32)}}
 +
|}
 +
{{STDiagramHeader}}
 +
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_flame25jab_25&31strng_25&31&37frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame21&27jab_21&27&33strng_21&27&33frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 10}} |{{STDiagramCell| 6}} |{{STDiagramCell| 13}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}}
+
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 8}} |{{STDiagramCellColSpan| 2 | 16}} |{{STDiagramCellColSpan| 4 | 28}}
+
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | ...8 (32)}}
 
|}
 
|}
*<b>Forward Version:</b>
+
*<b>Strong Version:</b>
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 4 | OCammy_cd1.png}} |{{STDiagramImageCell| 4 | OCammy_cd2.png}} |{{STDiagramImageCell| 4 | OCammy_cd3.png}} |{{STDiagramImageCell| 4 | OCammy_cd4frwrdanm.png}} |{{STDiagramImageCell| 4 | OCammy_cd5.png}} |{{STDiagramImageCell| 4 | OCammy_cd6.png}} |{{STDiagramImageCell| 4 | OCammy_cd7.png}} |{{STDiagramImageCell| 4 | OCammy_cd8.png}}
+
{{STDiagramCell| Damage}} |{{STDiagramCell| 24}} |{{STDiagramImageCell| 4 | ODhalsim_flame13.png}} |{{STDiagramImageCell| 4 | ODhalsim_flame14&16.png}} |{{STDiagramImageCell| 4 | ODhalsim_flame15.png}} |{{STDiagramImageCell| 4 | ODhalsim_flame14&16.png}}
 
|-
 
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
+
{{STDiagramCell| Stun}} |{{STDiagramCell| 9~15}}
 
|-
 
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 100}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | }}
+
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +16}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 16}} |{{STDiagramCell| 6}} |{{STDiagramCell| 15}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}}
+
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 8}} |{{STDiagramCellColSpan| 2 | 22}} |{{STDiagramCellColSpan| 4 | 31}}
+
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 4 | 8 (48)}}
 
|}
 
|}
*<b>Roundhouse Version:</b>
 
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| ?+?}} |{{STDiagramImageCell| 4 | OCammy_cd1.png}} |{{STDiagramImageCell| 4 | OCammy_cd2.png}} |{{STDiagramImageCell| 4 | OCammy_cd3.png}} |{{STDiagramImageCell| 4 | OCammy_cd4rhanm.png}} |{{STDiagramImageCell| 4 | OCammy_cd5.png}} |{{STDiagramImageCell| 4 | OCammy_cd6.png}} |{{STDiagramImageCell| 4 | OCammy_cd7.png}} |{{STDiagramImageCell| 4 | OCammy_cd8.png}}
+
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_flame17.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame19.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}}
 
|-
 
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
+
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
 
|-
 
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 8... (48)}}
 +
|}
 +
{{STDiagramHeader}}
 +
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_flame21&27jab_21&27&33strng_21&27&33frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame23jab_23&29strng_23&29&35frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | }}
+
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 16}} |{{STDiagramCell| 6}} |{{STDiagramCell| 17}} |{{STDiagramCell| 7}} |{{STDiagramCell| 4}}
+
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | ...8... (48)}}
 +
|}
 +
{{STDiagramHeader}}
 +
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_flame25jab_25&31strng_25&31&37frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame21&27jab_21&27&33strng_21&27&33frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 8}} |{{STDiagramCell| 6}} |{{STDiagramCell| 16}} |{{STDiagramCellColSpan| 4 | 34}}
+
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
 +
|-
 +
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | ...8... (48)}}
 
|}
 
|}
Cammy shoots forward as a human missile in a feet-first attack. Again, the short version travels the shortest and the roundhouse the farthest. The roundhouse Drill can also hit twice if performed at close range.<br>
 
The Cannon Drill has some very nice features: it's fast, does good damage, knocks down, and has high priority. Unfortunately, it also has drawbacks as well, namely the fact that it can still get stuffed by certain opponent moves and leaves Cammy vulnerable for a considerable amount of time afterwards. To help alleviate this danger, you can try to use it at precise distances so that just the end of the hitting frames strike the opponent and Cammy can hopefully recover in time to deal with any counterattacks. This can be one of Cammy's few, reliable ways of dealing chip damage relatively safely.
 
 
*<b>Thrust Kick / Cannon Spike:</b> (→↓↘ + K)
 
<b>Detailed Input:</b> (→ [0~6f] ↓ [0~6f] ↘ [0~10/9/7f] Short/Forward/Roundhouse)
 
*<b>Startup:</b>
 
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| }} |{{STDiagramImageCell| 1 | OCammy_tk1.png}} |{{STDiagramImageCell| 1 | OCammy_tk2.png}} |{{STDiagramImageCell| 1 | OCammy_tk3.png}} |{{STDiagramImageCell| 1 | OCammy_tk4.png}}
+
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_flame23jab_23&29strng_23&29&35frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame25jab_25&31strng_25&31&37frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}}
 
|-
 
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}}
+
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
 
|-
 
|-
{{STDiagramCell| Simplified|{{STDiagramCellColSpan| 4 | 4}}
+
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | ...8... (48)}}
 
|}
 
|}
*<b>Active+Recovery:</b>
 
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage (Short)}} |{{STDiagramCell| ?}} |{{STDiagramImageCell| 6 | OCammy_tk5.png}} |{{STDiagramImageCell| 6 | OCammy_tk6.png}} |{{STDiagramImageCell| 6 | OCammy_tk7.png}} |{{STDiagramImageCell| 6 | OCammy_tk8&lands1.png}} |{{STDiagramImageCell| 6 | OCammy_tk9&lands2.png}} |{{STDiagramImageCell| 6 | OCammy_tk10&lands3.png}} |{{STDiagramImageCell| 6 | OCammy_tk11&lands4.png}} |{{STDiagramImageCell| 6 | OCammy_tk12&lands5.png}}
+
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_flame21&27jab_21&27&33strng_21&27&33frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame35strng_41frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame36strng_40&42frc.png}}
 
|-
 
|-
{{STDiagramCell| Damage (Forward)}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
 
|-
 
|-
{{STDiagramCell| Damage (Rh)}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 |  ...4 (48)}} |{{STDiagramCellColSpan| 2 |  4 (48)}}
 +
|}
 +
*<b>Fierce Version:</b>
 +
{{STDiagramHeader}}
 +
{{STDiagramCell| Damage}} |{{STDiagramCell| 27}} |{{STDiagramImageCell| 4 | ODhalsim_flame13.png}} |{{STDiagramImageCell| 4 | ODhalsim_flame14&16.png}} |{{STDiagramImageCell| 4 | ODhalsim_flame15.png}} |{{STDiagramImageCell| 4 | ODhalsim_flame14&16.png}}
 
|-
 
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
+
{{STDiagramCell| Stun}} |{{STDiagramCell| 9~15}}
 
|-
 
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 100}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | }}
+
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +16}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count (Short)}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 19}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} |{{STDiagramCell| 5}}
+
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified (Short)}} |{{STDiagramCellColSpan| 3 | 25}} |{{STDiagramCellColSpan| 5 | 18}}
+
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 4 | 8 (63)}}
 +
|}
 +
{{STDiagramHeader}}
 +
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_flame17.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame19.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count (Forward)}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 24}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 7}} |{{STDiagramCell| 1}} |{{STDiagramCell| 5}}
+
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified (Forward)}} |{{STDiagramCellColSpan| 3 | 30}} |{{STDiagramCellColSpan| 5 | 23}}
+
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 8... (63)}}
 +
|}
 +
{{STDiagramHeader}}
 +
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_flame21&27jab_21&27&33strng_21&27&33frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame23jab_23&29strng_23&29&35frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count (Rh)}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 29}} |{{STDiagramCell| 6}} |{{STDiagramCell| 6}} |{{STDiagramCell| 11}} |{{STDiagramCell| 1}} |{{STDiagramCell| 5}}
+
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified (Rh)}} |{{STDiagramCellColSpan| 3 | 35}} |{{STDiagramCellColSpan| 5 | 29}}
+
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | ...8... (63)}}
 
|}
 
|}
*<b>Knockback:</b>
 
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| }} |{{STDiagramImageCell| 1 | OCammy_tk8&lands1.png}} |{{STDiagramImageCell| 1 | OCammy_tk9&lands2.png}} |{{STDiagramImageCell| 1 | OCammy_tk10&lands3.png}} |{{STDiagramImageCell| 1 | OCammy_tk11&lands4.png}} |{{STDiagramImageCell| 1 | OCammy_tk12&lands5.png}}
+
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_flame25jab_25&31strng_25&31&37frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame21&27jab_21&27&33strng_21&27&33frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}}
 
|-
 
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 10}} |{{STDiagramCell| 15}} |{{STDiagramCell| 14+}} |{{STDiagramCell| 1}} |{{STDiagramCell| 5}}
+
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
 
|-
 
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 45+}}
+
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | ...8... (63)}}
 
|}
 
|}
Cammy plants one foot and launches herself upward into the air while kicking with the other foot. The short version goes the lowest and most vertical, while the roundhouse model travels the highest and moves more horizontally. Hitting the opponent will knock them down, and after any sort of contact with them, she will rebound off in the opposite direction. This rebounding recovery is the same for all 3 versions. Cammy is totally vulnerable during the second, non-kicking part of the move.<br>
 
The Thrust Kick has a lot of uses. First and foremost, it serves as Cammy's general-purpose anti-air weapon, deterring opponents from jumping. It's pretty reliable, although it sometimes trades hits. It also serves as a good reversal, especially since it has just a little bit of invulnerability at its startup. The most daring and risky employment is to use it ground-to-ground at just the right moment to try to beat the opponent's normal or special move, since it can stuff just about anything if timed right. Extreme caution is recommended with such tactics, since missing can lead to you being easily punished.<br>
 
Lots of Cammy players prefer to almost always use the Short version, hedging their bets for less recovery time if they happen to miss. You should employ this move with caution, because even if blocked, many characters have counters that can hit Cammy on her rebound.
 
 
*<b>Spin Knuckle:</b> (←↙→ + P)
 
<b>Detailed Input:</b> (← [0~6f] ↙ [0~6f] → [0~10/9/7f] Jab/Strong/Fierce)
 
*<b>Startup:</b>
 
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| }} |{{STDiagramImageCell| 1 | OCammy_sk1.png}} |{{STDiagramImageCell| 1 | OCammy_sk2.png}} |{{STDiagramImageCell| 1 | OCammy_sk3.png}} |{{STDiagramImageCell| 1 | OCammy_sk4.png}} |{{STDiagramImageCell| 1 | OCammy_sk5.png}}
+
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_flame23jab_23&29strng_23&29&35frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame25jab_25&31strng_25&31&37frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}}
 
|-
 
|-
{{STDiagramCell| Frame Count (Jab)}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 8}} |{{STDiagramCell| 11}}
+
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
 
|-
 
|-
{{STDiagramCell| Simplified (Jab)}} |{{STDiagramCellColSpan| 5 | 31... (42)}}
+
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | ...8... (63)}}
 +
|}
 +
{{STDiagramHeader}}
 +
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_flame21&27jab_21&27&33strng_21&27&33frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame23jab_23&29strng_23&29&35frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}}
 
|-
 
|-
{{STDiagramCell| Frame Count (Strong)}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 10}} |{{STDiagramCell| 10}}
+
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
 
|-
 
|-
{{STDiagramCell| Simplified (Strong)}} |{{STDiagramCellColSpan| 5 | 32... (43)}}
+
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | ...8... (63)}}
 +
|}
 +
{{STDiagramHeader}}
 +
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_flame25jab_25&31strng_25&31&37frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame18to28jab_18to34strng_18to38frc_pairsonly.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame39frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame36strng_40&42frc.png}}
 
|-
 
|-
{{STDiagramCell| Frame Count (Fierce)}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 12}} |{{STDiagramCell| 12}}
+
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
 
|-
 
|-
{{STDiagramCell| Simplified (Fierce)}} |{{STDiagramCellColSpan| 5 | 36... (47)}}
+
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 |  ...4 (63)}} |{{STDiagramCellColSpan| 2 | 4... (63)}}
 
|}
 
|}
*<b>Active + Recovery:</b>
 
 
{{STDiagramHeader}}
 
{{STDiagramHeader}}
{{STDiagramCell| Damage (Jab)}} |{{STDiagramCell| ?+?}} |{{STDiagramImageCell| 5 | OCammy_sk6.png}} |{{STDiagramImageCell| 5 | OCammy_sk7.png}} |{{STDiagramImageCell| 5 | OCammy_sk8.png}} |{{STDiagramImageCell| 5 | OCammy_sk9.png}} |{{STDiagramImageCell| 5 | OCammy_sk10.png}} |{{STDiagramImageCell| 5 | OCammy_sk11.png}} |{{STDiagramImageCell| 5 | OCammy_sk12.png}} |{{STDiagramImageCell| 5 | OCammy_sk13.png}}
+
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_flame35strng_41frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame36strng_40&42frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame43frc.png}}
 
|-
 
|-
{{STDiagramCell| Damage (Strong)}} |{{STDiagramCell| ?+?}}
+
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}}
 
|-
 
|-
{{STDiagramCell| Damage (Fierce)}} |{{STDiagramCell| ?+?}}
+
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | ...7 (63)}}
 +
|}
 +
*<b>Recovery:</b>
 +
{{STDiagramHeader}}
 +
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_flame30to38jab_38to46strng_44to54frc_pairsonly.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame29jab_37strng_45frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame30to38jab_38to46strng_44to54frc_pairsonly.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame31jab_39strng_47frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame30to38jab_38to46strng_44to54frc_pairsonly.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame33jab_41strng_49frc.png}}
 
|-
 
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| ?~?}}
+
{{STDiagramCell| Frame Count (Jab)}} |{{STDiagramCellNull| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}}
 
|-
 
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| ?}}
+
{{STDiagramCell| Simplified (Jab)}} |{{STDiagramCellColSpan| 6 | 11... (19)}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count (Jab)}} |{{STDiagramCell| 2}} |{{STDiagramCell| 5}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}}
+
{{STDiagramCell| Frame Count (Strong)}} |{{STDiagramCellNull| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified (Jab)}} |{{STDiagramCellColSpan| 4 | ...11 (42)}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 2 | 7}}
+
{{STDiagramCell| Simplified (Strong)}} |{{STDiagramCellColSpan| 6 | 11... (19)}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count (Strong)}} |{{STDiagramCell| 2}} |{{STDiagramCell| 5}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}}
+
{{STDiagramCell| Frame Count (Fierce)}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified (Strong)}} |{{STDiagramCellColSpan| 4 | ...11 (43)}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 2 | 7}}
+
{{STDiagramCell| Simplified (Fierce)}} |{{STDiagramCellColSpan| 6 | 12... (20)}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Frame Count (Fierce)}} |{{STDiagramCell| 2}} |{{STDiagramCell| 5}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}}
+
|}
 +
{{STDiagramHeader}}
 +
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_flame30to38jab_38to46strng_44to54frc_pairsonly.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame35jab_43strng_51frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame30to38jab_38to46strng_44to54frc_pairsonly.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame37jab_45strng_53frc.png}} |{{STDiagramImageCell| 1 | ODhalsim_flame30to38jab_38to46strng_44to54frc_pairsonly.png}}
 
|-
 
|-
{{STDiagramCellColSpan| 2 | Simplified (Fierce)}} |{{STDiagramCellColSpan| 4 | ...11 (47)}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 2 | 7}}
+
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}}
 +
|-
 +
{{STDiagramCell| Simplified (Jab)}} |{{STDiagramCellColSpan| 5 | ...8 (19)}}
 +
|-
 +
{{STDiagramCell| Simplified (Strong)}} |{{STDiagramCellColSpan| 5 | ...8 (19)}}
 +
|-
 +
{{STDiagramCell| Simplified (Fierce)}} |{{STDiagramCellColSpan| 5 | ...8 (20)}}
 
|}
 
|}
Cammy takes a quick hop-step and then punches outwards with the back of her hand. The Jab version travels the shortest and the Fierce the farthest. It will hit twice if you're close enough.<br>
 
A lot of players almost never use this move, and it requires sensitive handling due to its slowness and vulnerability during early stages. One idea for its employment is as a meaty attack, especially against characters or players who can't reverse well. Note that the Jab version of New Cammy's Spin Knuckle can travel through projectiles during the part where Cammy is spinning. The same is true for Old Cammy's Jab, Strong, and Fierce versions.<br>
 
Since this move has an unusual and unique input motion, and some people try to perform this move as a simple half-circle with punch. You might find this method slightly imprecise and inconsistent.
 
  
--[[User:Raisin|Raisin]] (May 6, 2007)
+
 
 +
*<b>Yoga Teleport:</b> (→↓↘/←↓↙ + PPP/KKK)
 +
<b>Detailed Input:</b> (→/← [0~6f] ↓ [0~6f] ↘/↙ [0~6f] PPP/KKK)
 +
*<b>Before Teleporting:</b>
 +
{{STDiagramHeader}}
 +
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_teleport1.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport2.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport3&21.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport4&20.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport5&19.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport6&8&10&14&16&18anm.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport12&13.png}}
 +
|-
 +
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 12}} |{{STDiagramCell| 12}}
 +
|-
 +
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 7 | 38}}
 +
|}
 +
*<b>After Teleporting:</b>
 +
{{STDiagramHeader}}
 +
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ODhalsim_teleport12&13.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport6&8&10&14&16&18anm.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport5&19.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport4&20.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport3&21.png}} |{{STDiagramImageCell| 1 | ODhalsim_teleport22.png}}
 +
|-
 +
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 8}} |{{STDiagramCell| 9}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}}
 +
|-
 +
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 26}} |{{STDiagramCell| 3}}
 +
|}
  
 
==The Basics==
 
==The Basics==

Revision as of 13:35, 6 July 2014

ST Main Page
The Characters

Old Dhalsim's portrait in Super Turbo

Introduction

Picking Old Dhalsim

To select O.Dhalsim, choose Dhalsim and then press ↓ ↑ ↑ ↑ Jab or Fierce, pressing Short simultaneously with the punch button for the alternate color.

Normal Secondary
Dhalsim-old1.gif Dhalsim-old2.gif

--Born2SPD

New & Old Versions Comparison

Here is the list of differences:

  • Obvious stuff: O.Dhalsim can not tech throws, does not have the Yoga Blast and Super;
  • O.Dhalsim Close Normals behave normally, while for N.Dhalsim they are activated by blocking while pressing the button. N.Dhalsim also received 3 new close crouching normals (that were missing for O.Dhalsim and/or to keep things consistent): Fierce, Short, and Roundhouse;
  • O.Dhalsim has some differences in some of his normals:
    • Far Standing Jab can be special canceled;
    • Close Standing Fierce first hit can be special canceled;
    • Far Standing Short can be special canceled;
    • Far Standing Forward can be special canceled (!);
    • Neutral Jumping Jab has new animation and properties;
    • Diagonal Jumping Strong has new animation and properties;
  • O.Dhalsim only have the Forward Drill Kick, which is actually activated with Roundhouse;
  • O.Dhalsim's teleport has a 1 frame longer startup, a different animation and it does not have a pushbox during the small period of time where Dhalsim's sprites are invisible and he is actually teleporting (i.e. shifting his position);

N.Dhalsim is often regarded as the best character in the game (excluding Akuma who is plain broken). O.Dhalsim isn't as good as his new counterpart, but he is very competitive and can be used against most characters without many problems.

Moves Analysis

Disclaimer: To better understand the diagrams, read this.

Normal Moves

Ground Normals

  • Close Standing Jab:
Damage 12 ODhalsim stcljab1.png ODhalsim stcljab2.png ODhalsim stcljab3.png ODhalsim stcljab4.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes / No
Frame Advantage -1 / +2
Frame Count 2 3 6 5
Simplified 1 + 2 9 5


  • Far Standing Jab:
Damage 11 ODhalsim stfarjab1.png ODhalsim stfarjab2&4.png ODhalsim stfarjab3.png ODhalsim stfarjab2&4.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes*
Frame Advantage +2
Frame Count 2 3 6 5
Simplified 1 + 5 6 5


  • Close Crouching Jab:
Damage 12 ODhalsim crcljab1&3 crclstrng1&3.png ODhalsim crcljab2.png ODhalsim crcljab1&3 crclstrng1&3.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Advantage +4
Frame Count 2 4 5
Simplified 1 + 2 4 5


  • Far Crouching Jab:
Damage 11 ODhalsim crfarjab1 crfarstrng1 crclfrc1 crfarfrc1.png ODhalsim crfarjab2&6 crfarstrng2&6 crclfrc2&6 crfarfrc2&6.png ODhalsim crfarjab3&5 crfarstrng3&5 crclfrc3&5 crfarfrc3&5.png ODhalsim crfarjab4.png ODhalsim crfarjab3&5 crfarstrng3&5 crclfrc3&5 crfarfrc3&5.png ODhalsim crfarjab2&6 crfarstrng2&6 crclfrc2&6 crfarfrc2&6.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel No
Frame Advantage -2
Frame Count 2 3 3 6 4 5
Simplified 1 + 8 6 9


  • Close Standing Strong:
Damage 16 ODhalsim stclstrng1&5.png ODhalsim stclstrng2.png ODhalsim stclstrng3.png ODhalsim stclstrng4.png ODhalsim stclstrng1&5.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes / No
Frame Advantage +4 / +7
Frame Count 2 3 6 4 1
Simplified 1 + 2 9 5


  • Far Standing Strong:
Damage 14 ODhalsim stfarstrng1&7 stfarfrc1.png ODhalsim stfarstrng2&6 stfarfrc2&6.png ODhalsim stfarstrng3.png ODhalsim stfarstrng4.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage -1 / +3
Frame Count 3 4 4 6
Simplified 1 + 7 10
ODhalsim stfarstrng5.png ODhalsim stfarstrng2&6 stfarfrc2&6.png ODhalsim stfarstrng1&7 stfarfrc1.png
Frame Count 4 4 1
Simplified 9


  • Close Crouching Strong:
Damage 16 ODhalsim crcljab1&3 crclstrng1&3.png ODhalsim crclstrng2.png ODhalsim crcljab1&3 crclstrng1&3.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +6
Frame Count 3 5 7
Simplified 1 + 3 5 7


  • Far Crouching Strong:
Damage 14 ODhalsim crfarjab1 crfarstrng1 crclfrc1 crfarfrc1.png ODhalsim crfarjab2&6 crfarstrng2&6 crclfrc2&6 crfarfrc2&6.png ODhalsim crfarjab3&5 crfarstrng3&5 crclfrc3&5 crfarfrc3&5.png ODhalsim crfarstrng4.png ODhalsim crfarjab3&5 crfarstrng3&5 crclfrc3&5 crfarfrc3&5.png ODhalsim crfarjab2&6 crfarstrng2&6 crclfrc2&6 crfarfrc2&6.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +3
Frame Count 2 3 3 6 4 5
Simplified 1 + 8 6 9


  • Close Standing Fierce:
Damage 19 + 19 ODhalsim stclfrc1.png ODhalsim stclfrc2&6.png ODhalsim stclfrc3.png ODhalsim stclfrc4.png ODhalsim stclfrc5.png ODhalsim stclfrc2&6.png
Stun 10~16 + 10~16
Stun Timer 80 + 80
Chain Cancel No
Special Cancel Yes* / No
Frame Advantage -6 / -3(-4)
Frame Count 2 3 3 8 10 7
Simplified 1 + 5 3 8 17


  • Far Standing Fierce:
Damage 17 ODhalsim stfarstrng1&7 stfarfrc1.png ODhalsim stfarstrng2&6 stfarfrc2&6.png ODhalsim stfarfrc3.png ODhalsim stfarfrc4.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -7 / -3
Frame Count 3 4 4 6
Simplified 1 + 7 10
ODhalsim stfarfrc5.png ODhalsim stfarstrng2&6 stfarfrc2&6.png ODhalsim stfarfrc7.png
Frame Count 10 8 1
Simplified 19


  • Close/Far Crouching Fierce:
Damage 17 ODhalsim crfarjab1 crfarstrng1 crclfrc1 crfarfrc1.png ODhalsim crfarjab2&6 crfarstrng2&6 crclfrc2&6 crfarfrc2&6.png ODhalsim crfarjab3&5 crfarstrng3&5 crclfrc3&5 crfarfrc3&5.png ODhalsim crclfrc4 crfarfrc4.png ODhalsim crfarjab3&5 crfarstrng3&5 crclfrc3&5 crfarfrc3&5.png ODhalsim crfarjab2&6 crfarstrng2&6 crclfrc2&6 crfarfrc2&6.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -3
Frame Count 3 4 4 6 10 9
Simplified 1 + 11 6 19


  • Close Standing Short:
Damage 12 ODhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png ODhalsim stclshrt2.png ODhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Advantage +0
Frame Count 3 8 5
Simplified 1 + 3 8 5


  • Far Standing Short:
Damage 11 ODhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png ODhalsim stfarshrt2&4.png ODhalsim stfarshrt3.png ODhalsim stfarshrt2&4.png ODhalsim stfarshrt5.png ODhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes*
Frame Advantage -4
Frame Count 2 3 8 4 4 1
Simplified 1 + 5 8 9


  • Close/Far Crouching Short:
Damage 11 ODhalsim crclshrt1 crfarshrt1 crfarfrwrd1 crclrh1 crfarrh1.png ODhalsim crclshrt2 crfarshrt2.png ODhalsim crclshrt3 crfarshrt3.png ODhalsim crclshrt4 crfarshrt4 crclfrwrd1&3 crfarfrwrd4 crclrh5 crfarrh5.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Advantage -6
Frame Count 1 1 14 5
Simplified 1 + 2 14 5


  • Close Standing Forward:
Damage 16 ODhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png ODhalsim stclfrwrd2.png ODhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +5
Frame Count 3 8 5
Simplified 1 + 3 8 5


  • Far Standing Forward:
Damage 14 ODhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png ODhalsim stfarfrwrd2.png ODhalsim stfarfrwrd3.png ODhalsim stfarfrwrd4.png ODhalsim stclshrt1&3 stfarshrt1&6 stclfrwrd1&3 stfarfrwrd1&5.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes*
Frame Advantage +1
Frame Count 2 3 8 4 5
Simplified 1 + 5 8 9


  • Close Crouching Forward:
Damage 16 ODhalsim crclshrt4 crfarshrt4 crclfrwrd1&3 crfarfrwrd4 crclrh5 crfarrh5.png ODhalsim crclfrwrd2.png ODhalsim crclshrt4 crfarshrt4 crclfrwrd1&3 crfarfrwrd4 crclrh5 crfarrh5.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +5
Frame Count 1 8 5
Simplified 1 + 1 8 5


  • Far Crouching Forward:
Damage 14 ODhalsim crclshrt1 crfarshrt1 crfarfrwrd1 crclrh1 crfarrh1.png ODhalsim crfarfrwrd2 crclrh2&4 crfarrh2&4.png ODhalsim crfarfrwrd3.png ODhalsim crclshrt4 crfarshrt4 crclfrwrd1&3 crfarfrwrd4 crclrh5 crfarrh5.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage -1
Frame Count 3 4 16 5
Simplified 1 + 7 16 5


  • Close Standing Roundhouse:
Damage 19 ODhalsim stclrh1&7.png ODhalsim stclrh2&6.png ODhalsim stclrh3&5.png ODhalsim stclrh4.png ODhalsim stclrh3&5.png ODhalsim stclrh2&6.png ODhalsim stclrh1&7.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage +6
Frame Count 3 3 2 8 3 4 1
Simplified 1 + 8 8 8


  • Far Standing Roundhouse:
Damage 17 ODhalsim stfarrh1.png ODhalsim stfarrh2.png ODhalsim stfarrh3.png ODhalsim stfarrh4.png ODhalsim stfarrh5.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -3
Frame Count 1 2 3 4 6
Simplified 1 + 10 6
ODhalsim stfarrh6.png ODhalsim stfarrh7.png ODhalsim stfarrh8.png
Frame Count 10 8 1
Simplified 19


  • Close/Far Crouching Roundhouse:
Damage 17 ODhalsim crclshrt1 crfarshrt1 crfarfrwrd1 crclrh1 crfarrh1.png ODhalsim crfarfrwrd2 crclrh2&4 crfarrh2&4.png ODhalsim crclrh3 crfarrh3.png ODhalsim crfarfrwrd2 crclrh2&4 crfarrh2&4.png ODhalsim crclshrt4 crfarshrt4 crclfrwrd1&3 crfarfrwrd4 crclrh5 crfarrh5.png
Stun 5~11
Stun Timer 130
Chain Cancel No
Special Cancel No
Frame Advantage -17
Frame Count 3 4 18 20 1
Simplified 1 + 7 18 21

Aerial Normals

  • Neutral/Diagonal Jumping Jab:
Damage 12 ODhalsim njjab1&5 djjab1&5 njstrng1&5 djstrng1&5 njfrc1&5 djfrc1&5.png ODhalsim njjab2 djjab2 njstrng2 djstrng2 njfrc2 djfrc2.png ODhalsim njjab3 djjab3.png ODhalsim njjab4 djjab4 njstrng4 djstrng4 njfrc4 djfrc4.png ODhalsim njjab1&5 djjab1&5 njstrng1&5 djstrng1&5 njfrc1&5 djfrc1&5.png
Stun 1~7
Stun Timer 40



Frame Count 3 4 16  ?
Simplified 7 16


  • Neutral/Diagonal Jumping Strong:
Damage 16 ODhalsim njjab1&5 djjab1&5 njstrng1&5 djstrng1&5 njfrc1&5 djfrc1&5.png ODhalsim njjab2 djjab2 njstrng2 djstrng2 njfrc2 djfrc2.png ODhalsim njstrng3 djstrng3.png ODhalsim njjab4 djjab4 njstrng4 djstrng4 njfrc4 djfrc4.png ODhalsim njjab1&5 djjab1&5 njstrng1&5 djstrng1&5 njfrc1&5 djfrc1&5.png
Stun 5~11
Stun Timer 50



Frame Count 3 4 10  ?
Simplified 7 10


  • Neutral/Diagonal Jumping Fierce:
Damage 21 ODhalsim njjab1&5 djjab1&5 njstrng1&5 djstrng1&5 njfrc1&5 djfrc1&5.png ODhalsim njjab2 djjab2 njstrng2 djstrng2 njfrc2 djfrc2.png ODhalsim njfrc3 djfrc3.png ODhalsim njjab4 djjab4 njstrng4 djstrng4 njfrc4 djfrc4.png ODhalsim njjab1&5 djjab1&5 njstrng1&5 djstrng1&5 njfrc1&5 djfrc1&5.png
Stun 11~17
Stun Timer 60



Frame Count 3 4 4  ?
Simplified 7 4


  • Neutral/Diagonal Jumping Short:
Damage 12 ODhalsim njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5.png ODhalsim njshrt2 djshrt2 njfrwrd2 djfrwrd2.png ODhalsim njshrt3 djshrt3.png ODhalsim njshrt4 djshrt4 njfrwrd4 djfrwrd4.png ODhalsim njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5.png
Stun 1~7
Stun Timer 40



Frame Count 4 6 18 4
Simplified 10 18


  • Neutral/Diagonal Jumping Forward:
Damage 16 ODhalsim njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5.png ODhalsim njshrt2 djshrt2 njfrwrd2 djfrwrd2.png ODhalsim njfrwrd3 djfrwrd3.png ODhalsim njshrt4 djshrt4 njfrwrd4 djfrwrd4.png ODhalsim njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5.png
Stun 5~11
Stun Timer 50



Frame Count 4 6 12 4
Simplified 10 12


  • Neutral/Diagonal Jumping Roundhouse:
Damage 21 ODhalsim njrh1 djrh1.png ODhalsim njrh2 djrh2.png ODhalsim njrh3 djrh3.png ODhalsim njrh4 djrh4.png ODhalsim njrh5 djrh5.png ODhalsim njrh6 djrh6.png ODhalsim njrh7 djrh7.png ODhalsim njrh8 djrh8.png
Stun 11~17
Stun Timer 60



Frame Count 1 2 3 4 6 4 3
Simplified 10 6

Aerial Normals

  • Neutral/Diagonal Jumping Jab:
Damage 12 ODhalsim njjab1&5 djjab1&5 njstrng1&5 djstrng1&5 njfrc1&5 djfrc1&5.png ODhalsim njjab2 djjab2 njstrng2 djstrng2 njfrc2 djfrc2.png ODhalsim njjab3 djjab3.png ODhalsim njjab4 djjab4 njstrng4 djstrng4 njfrc4 djfrc4.png ODhalsim njjab1&5 djjab1&5 njstrng1&5 djstrng1&5 njfrc1&5 djfrc1&5.png
Stun 1~7
Stun Timer 40



Frame Count 3 4 16  ?
Simplified 7 16


  • Neutral/Diagonal Jumping Strong:
Damage 16 ODhalsim njjab1&5 djjab1&5 njstrng1&5 djstrng1&5 njfrc1&5 djfrc1&5.png ODhalsim njjab2 djjab2 njstrng2 djstrng2 njfrc2 djfrc2.png ODhalsim njstrng3 djstrng3.png ODhalsim njjab4 djjab4 njstrng4 djstrng4 njfrc4 djfrc4.png ODhalsim njjab1&5 djjab1&5 njstrng1&5 djstrng1&5 njfrc1&5 djfrc1&5.png
Stun 5~11
Stun Timer 50



Frame Count 3 4 10  ?
Simplified 7 10


  • Neutral/Diagonal Jumping Fierce:
Damage 21 ODhalsim njjab1&5 djjab1&5 njstrng1&5 djstrng1&5 njfrc1&5 djfrc1&5.png ODhalsim njjab2 djjab2 njstrng2 djstrng2 njfrc2 djfrc2.png ODhalsim njfrc3 djfrc3.png ODhalsim njjab4 djjab4 njstrng4 djstrng4 njfrc4 djfrc4.png ODhalsim njjab1&5 djjab1&5 njstrng1&5 djstrng1&5 njfrc1&5 djfrc1&5.png
Stun 11~17
Stun Timer 60



Frame Count 3 4 4  ?
Simplified 7 4


  • Neutral/Diagonal Jumping Short:
Damage 12 ODhalsim njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5.png ODhalsim njshrt2 djshrt2 njfrwrd2 djfrwrd2.png ODhalsim njshrt3 djshrt3.png ODhalsim njshrt4 djshrt4 njfrwrd4 djfrwrd4.png ODhalsim njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5.png
Stun 1~7
Stun Timer 40



Frame Count 4 6 18 4
Simplified 10 18


  • Neutral/Diagonal Jumping Forward:
Damage 16 ODhalsim njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5.png ODhalsim njshrt2 djshrt2 njfrwrd2 djfrwrd2.png ODhalsim njfrwrd3 djfrwrd3.png ODhalsim njshrt4 djshrt4 njfrwrd4 djfrwrd4.png ODhalsim njshrt1&5 djshrt1&5 njfrwrd1&5 djfrwrd1&5.png
Stun 5~11
Stun Timer 50



Frame Count 4 6 12 4
Simplified 10 12


  • Neutral/Diagonal Jumping Roundhouse:
Damage 21 ODhalsim njrh1 djrh1.png ODhalsim njrh2 djrh2.png ODhalsim njrh3 djrh3.png ODhalsim njrh4 djrh4.png ODhalsim njrh5 djrh5.png ODhalsim njrh6 djrh6.png ODhalsim njrh7 djrh7.png ODhalsim njrh8 djrh8.png
Stun 11~17
Stun Timer 60



Frame Count 1 2 3 4 6 4 3
Simplified 10 6

Command Normals

  • Drill Zutsuki a.k.a. Mummy Drill: (On air, ↙/↓/↘ + Fierce)
Damage 16 ODhalsim mummy1.png ODhalsim mummy2anm.png
Stun 10~16
Stun Timer 80



Frame Count 1 + 5

Useful because O.Sim can use it as a tick into Noogie.

  • Drill Kick: (On air, ↙/↓/↘ + Roundhouse)
Damage 16 ODhalsim drill1.png ODhalsim drill2anm.png
Stun 10~16
Stun Timer 80



Frame Count 1 + 5

O.Sim can only use the N.Sim Forward drill (though with the Roundhouse button), so he can't use the other drills to set up the opponent as much from up close, or as a reaction to a thrown fireball.

Throws

Dhalsim can throw using Strong and Fierce. The direction of the joystick determines the direction the enemy gets thrown at.

  • Grabs Throwboxes:
Hold Throw ODhalsim throwb.png ODhalsim throw.png ODhalsim throwf.png
Damage 26 + 4*n Damage 34
Set amount of hits 6 Stun 7~13
Holds do no stun Stun Timer 100
Range (from axis) 64 (from throwable box) 29
  • Yoga Smash a.k.a. Noogie: (←/→ + Strong)


  • Yoga Throw: (←/→ + Fierce)

Special Moves

  • Yoga Fire: (↓↘→ + P)

Detailed Input: (↓ [0~6f] ↘ [0~6f] → [0~10/9/7f] Jab/Strong/Fierce)

  • Startup:
ODhalsim fire1.png ODhalsim fire2.png ODhalsim fire3.png ODhalsim fire4.png
Frame Count 2 2 7 1
Simplified 12
  • Active:
  • Jab Version:
Damage 15 ODhalsim fire5.png ODhalsim fire6jab.png ODhalsim fire7jab.png ODhalsim fire8jab.png ODhalsim fire9jab.png
Stun 9~15
Stun Timer 100


Frame Count 1 1 3 6 9...
Simplified 40
  • Strong Version:
Damage 16 ODhalsim fire5.png ODhalsim fire6strng.png ODhalsim fire7strng.png ODhalsim fire8strng.png ODhalsim fire9strng.png
Stun 9~15
Stun Timer 100


Frame Count 1 1 3 6 9...
Simplified 40
  • Fierce Version:
Damage 17 ODhalsim fire5.png ODhalsim fire6frc.png ODhalsim fire7frc.png ODhalsim fire8frc.png ODhalsim fire9frc.png
Stun 9~15
Stun Timer 100


Frame Count 1 1 3 6 9...
Simplified 40


  • Yoga Flame: (←↙↓↘→ + P)

Detailed Input: (← [0~6f] ↙ [0~6f] ↓ [0~6f] ↘ [0~6f] → [0~10/9/7f] Jab/Strong/Fierce)

  • Startup:
ODhalsim flame1.png ODhalsim flame2.png ODhalsim flame3.png ODhalsim flame4.png ODhalsim flame5.png ODhalsim flame6.png ODhalsim flame7.png
Frame Count (Jab) 2 2 3 2 2 1 1
Simplified (Jab) 13... (21)
Frame Count (Strong) 2 2 3 2 3 1 1
Simplified (Strong) 14... (22)
Frame Count (Fierce) 2 2 4 2 4 1 1
Simplified (Fierce) 16... (24)
ODhalsim flame8.png ODhalsim flame9.png ODhalsim flame10.png ODhalsim flame11.png ODhalsim flame12.png
Frame Count 1 2 1 3 1
Simplified (Jab) ...8 (21)
Simplified (Strong) ...8 (22)
Simplified (Fierce) ...8 (24)
  • Active:
  • Jab Version:
Damage 24 ODhalsim flame13.png ODhalsim flame14&16.png ODhalsim flame15.png ODhalsim flame14&16.png
Stun 9~15
Stun Timer 100
Frame Advantage +16
Frame Count 3 1 3 1
Simplified 8 (32)
ODhalsim flame17.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame19.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified 8... (32)
ODhalsim flame21&27jab 21&27&33strng 21&27&33frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame23jab 23&29strng 23&29&35frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified ...8... (32)
ODhalsim flame25jab 25&31strng 25&31&37frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame21&27jab 21&27&33strng 21&27&33frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified ...8 (32)
  • Strong Version:
Damage 24 ODhalsim flame13.png ODhalsim flame14&16.png ODhalsim flame15.png ODhalsim flame14&16.png
Stun 9~15
Stun Timer 100
Frame Advantage +16
Frame Count 3 1 3 1
Simplified 8 (48)
ODhalsim flame17.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame19.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified 8... (48)
ODhalsim flame21&27jab 21&27&33strng 21&27&33frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame23jab 23&29strng 23&29&35frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified ...8... (48)
ODhalsim flame25jab 25&31strng 25&31&37frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame21&27jab 21&27&33strng 21&27&33frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified ...8... (48)
ODhalsim flame23jab 23&29strng 23&29&35frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame25jab 25&31strng 25&31&37frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified ...8... (48)
ODhalsim flame21&27jab 21&27&33strng 21&27&33frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame35strng 41frc.png ODhalsim flame36strng 40&42frc.png
Frame Count 3 1 3 1
Simplified ...4 (48) 4 (48)
  • Fierce Version:
Damage 27 ODhalsim flame13.png ODhalsim flame14&16.png ODhalsim flame15.png ODhalsim flame14&16.png
Stun 9~15
Stun Timer 100
Frame Advantage +16
Frame Count 3 1 3 1
Simplified 8 (63)
ODhalsim flame17.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame19.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified 8... (63)
ODhalsim flame21&27jab 21&27&33strng 21&27&33frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame23jab 23&29strng 23&29&35frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified ...8... (63)
ODhalsim flame25jab 25&31strng 25&31&37frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame21&27jab 21&27&33strng 21&27&33frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified ...8... (63)
ODhalsim flame23jab 23&29strng 23&29&35frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame25jab 25&31strng 25&31&37frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified ...8... (63)
ODhalsim flame21&27jab 21&27&33strng 21&27&33frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame23jab 23&29strng 23&29&35frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png
Frame Count 3 1 3 1
Simplified ...8... (63)
ODhalsim flame25jab 25&31strng 25&31&37frc.png ODhalsim flame18to28jab 18to34strng 18to38frc pairsonly.png ODhalsim flame39frc.png ODhalsim flame36strng 40&42frc.png
Frame Count 3 1 3 1
Simplified ...4 (63) 4... (63)
ODhalsim flame35strng 41frc.png ODhalsim flame36strng 40&42frc.png ODhalsim flame43frc.png
Frame Count 3 1 3
Simplified ...7 (63)
  • Recovery:
ODhalsim flame30to38jab 38to46strng 44to54frc pairsonly.png ODhalsim flame29jab 37strng 45frc.png ODhalsim flame30to38jab 38to46strng 44to54frc pairsonly.png ODhalsim flame31jab 39strng 47frc.png ODhalsim flame30to38jab 38to46strng 44to54frc pairsonly.png ODhalsim flame33jab 41strng 49frc.png
Frame Count (Jab) 3 1 3 1 3
Simplified (Jab) 11... (19)
Frame Count (Strong) 3 1 3 1 3
Simplified (Strong) 11... (19)
Frame Count (Fierce) 1 3 1 3 1 3
Simplified (Fierce) 12... (20)
ODhalsim flame30to38jab 38to46strng 44to54frc pairsonly.png ODhalsim flame35jab 43strng 51frc.png ODhalsim flame30to38jab 38to46strng 44to54frc pairsonly.png ODhalsim flame37jab 45strng 53frc.png ODhalsim flame30to38jab 38to46strng 44to54frc pairsonly.png
Frame Count 1 3 1 1 2
Simplified (Jab) ...8 (19)
Simplified (Strong) ...8 (19)
Simplified (Fierce) ...8 (20)


  • Yoga Teleport: (→↓↘/←↓↙ + PPP/KKK)

Detailed Input: (→/← [0~6f] ↓ [0~6f] ↘/↙ [0~6f] PPP/KKK)

  • Before Teleporting:
ODhalsim teleport1.png ODhalsim teleport2.png ODhalsim teleport3&21.png ODhalsim teleport4&20.png ODhalsim teleport5&19.png ODhalsim teleport6&8&10&14&16&18anm.png ODhalsim teleport12&13.png
Frame Count 2 3 3 3 3 12 12
Simplified 38
  • After Teleporting:
ODhalsim teleport12&13.png ODhalsim teleport6&8&10&14&16&18anm.png ODhalsim teleport5&19.png ODhalsim teleport4&20.png ODhalsim teleport3&21.png ODhalsim teleport22.png
Frame Count 8 9 3 3 3 3
Simplified 26 3

The Basics

Advanced Strategy

Match-ups