SF Flashcards

(38 cards)

1
Q

Cammy Level 1

A

236236K

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2
Q

Cammy Level 2 Input

A

214214P

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3
Q

Cammy Level 3

A

236236P

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4
Q

Burn out plus frames

A

4 on block

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5
Q

Blocking a special in burnout

A

25% chip damage, can kill

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6
Q

Corner DI on burned out

A

Causes Stun, but drive gauge fully replenishes

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7
Q

What does hitting on later active frames do?

A

It increases the frame advantage of the move by the amount delayed, on hit AND on block

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8
Q

Frame Kill

A

sequence of moves to “kill frames” to time landing a meaty attack

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9
Q

Punish Counter Benefits

A

4 frame advantage plus other properties such as bounce or knockdown

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10
Q

Fireball wars

A

normal hits cancel each other out, OD version cancels all normals without losing its own hits

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11
Q

Can you spend drive you don’t have?

A

Yes, it will put you in burnout but you can

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12
Q

Does drive meter persist between rounds?

A

Yes

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13
Q

what does parry block?

A

High low and left right

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14
Q

what happens when you get thrown out of a parry

A

you receive more damage

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15
Q

Parrying on wakeup

A

you can hold it down, activates on first possible frame

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16
Q

burnout recovery penalties incurred by

A

walking backwards, jumping

17
Q

Burnout recovery bolstered by

A

hitting the opponent, walking forward

18
Q

Drive rush juggle property

A

adds juggle to ANYTHING

19
Q

Cammy Level 2 beats

20
Q

Cammy Level 2 in the air

A

travels full screen, can be used from lift upper

21
Q

Cammy Level 3 is fully invincible for how many frames

A

8, works around fireballs

22
Q

Hooligan OKI vs Crouch Block

A

Overhead and repeat

23
Q

Cammy cross up attack button

24
Q

Hooligan OKI vs OD DP

A

Feint and Block

25
If they block first hit of HP/HK combo
Cancel into dive kick on second hit to reset neutral
26
Quarter Circle Input Roll Off
Hold all three buttons and roll off in the direction of the QCB
27
Backdashes are throw invincible
Frames 1-15
28
When should you back roll
Always
29
When you grab also
input a DP (Press punch when you need to) in case your grab whiffs to a neutral jump or cross up
30
If ops know you like to hit on Oki
they do OD reversal
31
If ops do OD reversal on wakeup
shimmy
32
If ops are doing option select on wakeup
shimmy
33
Chaining
Skips the recovery frames of the current attack to perform the second. Light attacks typically chain, denoted as >
34
Linking
Performing an attack that hits during your opponents hitstun frames. Denoted with comma
35
Canceling
Skipping the recovery of the attack to perform the next attack. Denoted as xx
36
Frame Kill
Perform one (wasted) move to perfectly time another one Cammy Heavy Spiral into s.LK, c.HP (which lands on last possible frame making you +10 instead of +7
37
Canceling into DR doesn't work when
You are holding a direction
38