Samurai Shodown/Cham Cham: Difference between revisions
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Cham Cham is a cute and rambunctious catgirl who is related to Tam Tam. She is loud, hyper-active and a little obnoxious; personality traits that are obviously represented in her playstyle. | Cham Cham is a cute and rambunctious catgirl who is related to Tam Tam. She is loud, hyper-active and a little obnoxious; personality traits that are obviously represented in her playstyle. | ||
As a wild jungle girl who shares a lot of similarity with ''Street Fighter'''s Blanka, Cham Cham is a tricky pixie who specializes in unconventional mix-ups. Two main specials define Cham Cham: her boomerang 236S and 214S projectiles and her 623S "demon flip" jumping move. Boomerang is an unconventional projectile that lacks range and is poor for raw zoning but works well for midrange pressure due to its large hitbox and low recovery. The 214S variation is an upward-travelling anti-air fireball that is easy for hasty opponents to run into and knocks down on hit, letting her start her oki pressure. "Demon flip" is a jumping move that can be used at any range from full screen to point blank and leads into a number of tricky follow-ups including an overhead, command grab and low option. | As a wild jungle girl who shares a lot of similarity with ''Street Fighter'''s Blanka, Cham Cham is a tricky pixie who specializes in unconventional mix-ups. Two main specials define Cham Cham: her boomerang 236S and 214S projectiles and her 623S "demon flip" jumping move. Boomerang is an unconventional projectile that lacks range and is poor for raw zoning but works well for midrange pressure due to its large hitbox and low recovery. The 214S variation is an upward-travelling anti-air fireball that is easy for hasty opponents to run into and knocks down on hit, letting her start her oki pressure. "Demon flip" is a jumping move that can be used at any range from full screen to point blank and leads into a number of tricky follow-ups including an overhead, command grab and low option. | ||
Cham Cham's ground neutral is defined by her strong close-to-mid-ranged presence via some of the best A normals in the game and solid mid-range B normals that are great for opening up defense. Her slides are also notable for their great hitbox and very low recovery, making them some of her neutral options. Cham can cancel into her safe 236A and 236B boomerangs to mess with anxious approaches or cancel into demon flip for some gimmicky mix-up shenanigans. Cham also has profoundly strong okizeme on the same level as the game's other oki powerhouses such as Ukyo, Hanzo and Amakusa. She has multiple running 50/50 tools that are semi-safe meaties. When opponents are trained to stop rolling she can throw in a close-range demon flip or cross-up 66C to apply a three-way mix-up on neutral getup. | |||
These tools are unfortunately accompanied by some pretty glaring weaknesses. Cham Cham's air presence is uniformly awful, with very short-range and shallow air buttons, forcing her to approach on the ground against many characters with longer range. Her demon flip is very gimmicky as a raw neutral option since it is easily stuffed out in startup and its follow-up options are mostly unrewarding on hit and very unsafe on block. It is also hard to pin down rolling wake-ups with demon flip, reducing its suitability for oki. Her only full-screen grounded fireball is incredibly slow and unsafe and she generally cannot zone viably or compete in fireball wars without taking a massive risk. | |||
Nevertheless, Cham is a fun and quirky character with a unique knack at getting on opponent's nerves. ''Oonya!'' | |||
{{ProConTable | {{ProConTable | ||
|intro=<center>[[File:SS_ChamCham_Icon.png|40px]] '''Cham Cham''' is a flexible rushdown | |intro=<center>[[File:SS_ChamCham_Icon.png|40px]] '''Cham Cham''' is a flexible rushdown character who can pester the opponent from afar or up-close.</center> | ||
|pros= | |pros= | ||
* '''Good close and midrange presence:''' Cham Cham has undeflectable A normals with good speed and range, active D buttons that are good for stuffing pokes and solid B normals that cover the close-to-midscreen space. Her 2B can also be cancelled into her 236D for some extra damage off of pokes and whiff punishes. | * '''Good close and midrange presence:''' Cham Cham has undeflectable A normals with good speed and range, active D buttons that are good for stuffing pokes, and solid B normals that cover the close-to-midscreen space. Her 2B can also be cancelled into her 236D for some extra damage off of pokes and whiff punishes. | ||
* '''Good anti-air:''' Thanks to her high-reaching air-to-airs as well as her n.5C, WFT | * '''Good anti-air:''' Thanks to her high-reaching air-to-airs as well as her n.5C, 66C, 214S, and WFT, Cham Cham has a variety of effective anti-air options that all give her a chance to close in and enforce pressure. | ||
* ''' | * '''Good anti-fireball options:''' During Rage, Cham Cham's 236C blows through other projectiles, allowing her to knock down the opposing character in fireball exchanges. Her "demon flip" is useful for bypassing projectiles or calling out predictable specials at long range. | ||
* ''' | * '''Funny mix-up:''' Her 66B, 66C, and 3D work together to create an annoying mix-up situation that loops into itself. All three options can be difficult to defend against if her opponent does a left/right rolling wakeup. | ||
* '''Very practical SSM:''' Her SSM isn't lacking for range, and is simple to land in medium or close range, so disrespecting her too much is dangerous. | |||
|cons= | |cons= | ||
* ''' | * '''Mediocre zoning:''' Cham Cham's projectiles have very high recovery and very specific ranges of effect. She can't beat zoners in fireball wars, and can't rely on them to stall any kind of rushdown for long either. | ||
* '''Shallow jump normals:''' Cham Cham's floaty jump arc, combined with the poor depth of her jump normals, makes airborne offense difficult. | |||
* '''Shallow jump normals:''' Cham Cham's floaty jump arc combined with the poor depth of her jump normals | |||
* '''Bad running normals:''' Cham Cham's running normals are uniformly terrible and make it hard for her to establish a strike/throw game. | * '''Bad running normals:''' Cham Cham's running normals are uniformly terrible and make it hard for her to establish a strike/throw game. | ||
* '''Gimmicky mix-up:''' Cham Cham's "demon flip" special is easy to react to and hard to set up off of knockdowns, reducing its viability as a true mix-up option. Her | * '''Gimmicky mix-up:''' Cham Cham's "demon flip" special is easy to react to and hard to set up off of knockdowns, reducing its viability as a true mix-up option. Her 66B and 66C are also less threatening on neutral wakeup. | ||
}} | }} | ||
==Gameplan== | ==Gameplan== | ||
Cham Cham, | Cham Cham, although not lacking for options at a distance, seeks to rush the opponent at the first opportunity she makes or is given. | ||
===Neutral=== | ===Neutral=== | ||
At midscreen distance, Cham Cham should stay aware of her 5/2B and 3D, all buttons with good range for their startup speed. 3D in particular can sometimes be useful as a check against dashing attacks. Her 236D reaches far and can punish distant mistakes with a knockdown, while avoiding a few specific low-profile projectiles or attacks. Her 236S and 214S projectiles have limited and somewhat specific use cases for controlling space; she can anti-air just fine, but she can't zone so much as briefly stall an approach. Her dashing normals have mostly no use in neutral because of their poor range or lack of value outside of run mixups, but 66C can easily catch, or at worst trade against, predictable jumps. | |||
None of her air buttons are lacking for use in air-to-air, but it's difficult to really win in the airspace against most. A rising j.C can menace opponents with high jump heights or who haven't committed to a button yet, j.A is good for a fast response to any jump, and naturally, any of her four blocked jump-ins into 5A can't be interrupted, even by throws, if the attack connects deep enough. | |||
While her 623S should never be used carelessly, they're useful for escaping the corner if the opponent isn't watching for it, and the B followup can be used to air-to-air, if you just feel like it, or more practically to punish distant mistakes or predictable fireballs. | |||
===Okizeme=== | ===Okizeme=== | ||
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|unarmed=No | |unarmed=No | ||
|description=Cham Cham does a quick claw swipe with her paw glove. | |description=Cham Cham does a quick claw swipe with her paw glove. | ||
* A special cancellable and quick jab that's very important for Cham Cham, though it has no combo potential. | * A special cancellable and quick jab that's very important for Cham Cham, though it has no combo potential. 5A is only -2 on block, which can set up a throw or deflect attempt. | ||
* Pushes the opponent just out of throw range at point blank, and | * Pushes the opponent just out of throw range at point-blank on hit, and she can just microwalk backward to avoid a throw on block. | ||
}} | }} | ||
}} | }} | ||
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|unarmed=No | |unarmed=No | ||
|description=Cham Cham swings out with her boomerang in an awkward icepick grip. | |description=Cham Cham swings out with her boomerang in an awkward icepick grip. | ||
* Poke with adequate range. It doesn't cancel, but it's a serviceable and quick whiff punish | * Poke with adequate range. It doesn't cancel, but it's a serviceable and quick whiff punish. | ||
}} | }} | ||
}} | }} | ||
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|unarmed=No | |unarmed=No | ||
|description=Cham Cham does a full rotational throw with her boomerang. | |description=Cham Cham does a full rotational throw with her boomerang. | ||
* While fairly safe on block at long range, it doesn't recoil, and it's dangerous to whiff | * While fairly safe on block at long range, it doesn't recoil, and it's dangerous to whiff due to the long recovery. | ||
* Difficult to guard crush with due to its predictable use case and slow, easily deflectable startup, but she can get close enough to combo afterwards by cancelling into 623A if it connects. | * Difficult to guard crush with due to its predictable use case and slow, easily deflectable startup, but she can get close enough to combo afterwards by cancelling into 623A if it connects. | ||
* There is a hurtbox following the boomerang until recovery. Be careful about trading hits, although some rare and impractical trade scenarios (mainly against attacks with a vacuum effect) can allow Cham Cham to combo from this attack for fatal damage. | * There is a hurtbox following the boomerang until recovery. Be careful about trading hits, although some rare and impractical trade scenarios (mainly against attacks with a vacuum effect) can allow Cham Cham to combo from this attack for fatal damage. | ||
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|unarmed=No | |unarmed=No | ||
|description=Cham Cham swipes with her glove while crouched. | |description=Cham Cham swipes with her glove while crouched. | ||
* | * Less generous frame advantage than her 5A, but a useful poke to check the opponent. | ||
* The longer reach helps push | * The slightly longer reach helps push them out without risking or gaining much. | ||
}} | }} | ||
}} | }} | ||
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|unarmed=No | |unarmed=No | ||
|description=Similar to 2B, but she stays in her immediate reach. | |description=Similar to 2B, but she stays in her immediate reach. | ||
* It's | * It's her fastest close weapon button. In some rare situations, n.5B may just barely fail to combo where this would succeed. | ||
}} | }} | ||
}} | }} | ||
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|unarmed=No | |unarmed=No | ||
|description=Like with n.5C, she goes for a strong upward swing. | |description=Like with n.5C, she goes for a strong upward swing. | ||
* Cham Cham's most damaging cancellable ground normal. | * Cham Cham's most damaging cancellable ground normal. Try it in the corner or after jumping a throw. | ||
* Despite the higher vertical hitbox compared to n.5C, it's a much less reliable anti-air. The 19f startup combined with this being a proximity normal makes it very difficult to time correctly or avoid whiffing an accidental 2C, both of which just opens Cham Cham up to free counterhit damage. | * Despite the higher vertical hitbox compared to n.5C, it's a much less reliable anti-air. The 19f startup combined with this being a proximity normal makes it very difficult to time correctly or avoid whiffing an accidental 2C, both of which just opens Cham Cham up to free counterhit damage. | ||
}} | }} | ||
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|deflect=No | |deflect=No | ||
|unarmed=Yes | |unarmed=Yes | ||
|description=Cham Cham quickly turns around and performs a hip slam. | |description=Cham Cham quickly turns around and performs a hip slam, which is a legally required attack to have in every cute character's arsenal. | ||
* | * A finnicky attack with few situational uses that can be fairly plus on hit, and more so if it hit meaty for some reason. | ||
* On block, you're usually close enough for any grounded attack you attempt to be interrupted by a forward throw. | * On block, you're usually close enough for any grounded attack you attempt to be interrupted by a forward throw. | ||
}} | }} | ||
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|unarmed=Yes | |unarmed=Yes | ||
|description=Similar to 5D, Cham Cham kicks out at the opponent's ankles. | |description=Similar to 5D, Cham Cham kicks out at the opponent's ankles. | ||
* A quick low that | * A quick low that may be worth throwing out when already in close range. | ||
* It can bypass some characters' special move parries, which | * It can bypass some characters' special move parries, which may be worth remembering if her 5As have been triggering them. | ||
}} | }} | ||
}} | }} | ||
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|unarmed=No | |unarmed=No | ||
|description=Cham Cham curls up into a ball and rolls into the opponent. | |description=Cham Cham curls up into a ball and rolls into the opponent. | ||
* An otherwise decent | * An otherwise "decent" button that severely lacks range and is a terrible, round-ending blunder for Cham Cham on whiff, but still combos into 236D or WFT. | ||
* Only give 2 less frames of disadvantage on block if it connects meaty. | * Only give 2 less frames of disadvantage on block if it connects meaty, so it's not very useful for setting anything up. | ||
* Can set up a 623A attempt on contact if the opponent is too lethargic to interrupt her. | * Can still set up a 623A attempt on contact if the opponent is too lethargic to interrupt her. | ||
}} | }} | ||
}} | }} | ||
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|unarmed=No | |unarmed=No | ||
|description=Cham Cham does a forward flip, swinging her boomering behind her in a wide arc. | |description=Cham Cham does a forward flip, swinging her boomering behind her in a wide arc. | ||
* While telegraphed, | * While telegraphed, heavily punishable on block, and worst of all a mid, it's a simple to use crossup that knocks down. | ||
* If done at longer spacing, Cham Cham stays on the same side, but it's usually not very ambiguous. | * If done at longer spacing, Cham Cham stays on the same side, but it's usually not very ambiguous. | ||
* A situational but fairly reliable anti-air option. | * A situational but fairly reliable anti-air option that creates a great situation for her on hit. | ||
}} | }} | ||
}} | }} | ||
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|deflect=No | |deflect=No | ||
|unarmed=Yes | |unarmed=Yes | ||
|description=Cham Cham performs a sliding kick | |description=Cham Cham performs a worthless sliding kick that will most likely get her killed. | ||
* Has slightly faster startup, and slightly more reach and active frames than 3D, but moves slower than 3D within its reach. | * Has slightly faster startup, and slightly more reach and active frames than 3D, but moves slower than 3D within its reach. | ||
* This dash normal has no | * This dash normal has no useful properties that give it any kind of utility over 3D, and will get Cham Cham throw punished on both hit and block if this difficult-to-space normal is not correctly spaced. | ||
}} | }} | ||
}} | }} | ||
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|deflect=No | |deflect=No | ||
|unarmed=Yes | |unarmed=Yes | ||
|description=Cham Cham performs her legally required hip | |description=Cham Cham performs her legally required hip strike from the skies. | ||
* Another quick air button, but | * Another quick air button, but generally less useful for air-to-air compared to j.A. | ||
* It's a reliable cross-up, and can start some quick pressure easily if it connects deep enough, but it's difficult to convert into a full combo from this attack. | * It's a reliable cross-up, and can start some quick pressure easily if it connects deep enough, but it's difficult to convert into a full combo from this attack. | ||
* Has so little range from a neutral jump that it whiffs against many standing characters. | * Has so little range from a neutral jump that it whiffs against many standing characters. | ||
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|unarmed=No | |unarmed=No | ||
|description=Cham Cham comes down with an overhead strike visually similar to j.B. | |description=Cham Cham comes down with an overhead strike visually similar to j.B. | ||
* An overhead that knocks down on hit. | * An overhead that knocks down on hit. Can also cross up, but it's difficult to space it reliably. | ||
* | * Relatively safe on block if it connects deep enough, meaning she is able to spotdodge, deflect, or SSM any attempts at punishing her. | ||
* When done from 623B or 623C, | * When done from 623B or 623C, could conceivably be used to air-to-air a distant opponent for a knockdown. | ||
}} | }} | ||
{{AttackData-SS2019 | {{AttackData-SS2019 |
Latest revision as of 10:46, 6 June 2024
チャムチャム, Chamu Chamu |
|
Introduction
Cham Cham is a cute and rambunctious catgirl who is related to Tam Tam. She is loud, hyper-active and a little obnoxious; personality traits that are obviously represented in her playstyle.
As a wild jungle girl who shares a lot of similarity with Street Fighter's Blanka, Cham Cham is a tricky pixie who specializes in unconventional mix-ups. Two main specials define Cham Cham: her boomerang 236S and 214S projectiles and her 623S "demon flip" jumping move. Boomerang is an unconventional projectile that lacks range and is poor for raw zoning but works well for midrange pressure due to its large hitbox and low recovery. The 214S variation is an upward-travelling anti-air fireball that is easy for hasty opponents to run into and knocks down on hit, letting her start her oki pressure. "Demon flip" is a jumping move that can be used at any range from full screen to point blank and leads into a number of tricky follow-ups including an overhead, command grab and low option.
Cham Cham's ground neutral is defined by her strong close-to-mid-ranged presence via some of the best A normals in the game and solid mid-range B normals that are great for opening up defense. Her slides are also notable for their great hitbox and very low recovery, making them some of her neutral options. Cham can cancel into her safe 236A and 236B boomerangs to mess with anxious approaches or cancel into demon flip for some gimmicky mix-up shenanigans. Cham also has profoundly strong okizeme on the same level as the game's other oki powerhouses such as Ukyo, Hanzo and Amakusa. She has multiple running 50/50 tools that are semi-safe meaties. When opponents are trained to stop rolling she can throw in a close-range demon flip or cross-up 66C to apply a three-way mix-up on neutral getup.
These tools are unfortunately accompanied by some pretty glaring weaknesses. Cham Cham's air presence is uniformly awful, with very short-range and shallow air buttons, forcing her to approach on the ground against many characters with longer range. Her demon flip is very gimmicky as a raw neutral option since it is easily stuffed out in startup and its follow-up options are mostly unrewarding on hit and very unsafe on block. It is also hard to pin down rolling wake-ups with demon flip, reducing its suitability for oki. Her only full-screen grounded fireball is incredibly slow and unsafe and she generally cannot zone viably or compete in fireball wars without taking a massive risk.
Nevertheless, Cham is a fun and quirky character with a unique knack at getting on opponent's nerves. Oonya!
Strengths | Weaknesses |
---|---|
|
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Gameplan
Cham Cham, although not lacking for options at a distance, seeks to rush the opponent at the first opportunity she makes or is given.
Neutral
At midscreen distance, Cham Cham should stay aware of her 5/2B and 3D, all buttons with good range for their startup speed. 3D in particular can sometimes be useful as a check against dashing attacks. Her 236D reaches far and can punish distant mistakes with a knockdown, while avoiding a few specific low-profile projectiles or attacks. Her 236S and 214S projectiles have limited and somewhat specific use cases for controlling space; she can anti-air just fine, but she can't zone so much as briefly stall an approach. Her dashing normals have mostly no use in neutral because of their poor range or lack of value outside of run mixups, but 66C can easily catch, or at worst trade against, predictable jumps.
None of her air buttons are lacking for use in air-to-air, but it's difficult to really win in the airspace against most. A rising j.C can menace opponents with high jump heights or who haven't committed to a button yet, j.A is good for a fast response to any jump, and naturally, any of her four blocked jump-ins into 5A can't be interrupted, even by throws, if the attack connects deep enough.
While her 623S should never be used carelessly, they're useful for escaping the corner if the opponent isn't watching for it, and the B followup can be used to air-to-air, if you just feel like it, or more practically to punish distant mistakes or predictable fireballs.
Okizeme
Cham Cham can do a solid Oki with just her two moves: 66B and 3D. Her 66B even though has a short range but it's not too bad on block, serves as a good overhead. Her 3D with the same animation as her 66D but knocks down, makes it one of the best slide out of the ones left that knocks down.
Her flip can help her to do some Oki as well. Especially in corner, you can try to use the A or C follow up for a command grab. Though you need to be pressing the button when you are almost at your opponent for it to work, so requires some practice. But the corner can solve the problem of hard to aim. She can also flip over her opponent and do a quick left and right mix up. Pretty safe on block so she can set up for a deflect sometimes.
Normal Moves
Far Slashes
5A
5A
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5B
5B
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5C
5C
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2A
2A
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2B
2B
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2C
2C
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Toggle Hitboxes Toggle Hitboxes
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Near Slashes
n.5B
n.5B
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Toggle Hitboxes Toggle Hitboxes
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n.5C
n.5C
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n.2B
n.2B
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n.2C
n.2C
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Kicks
5D
5D
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6D
6D
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2D
2D
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3D
3D
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Dash Normals
66A
66A
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66B
66B
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66C
66C
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66D
66D
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Toggle Hitboxes Toggle Hitboxes
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Air Normals
j.A
j.A
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j.B
j.B
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j.C
j.C
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Toggle Hitboxes Toggle Hitboxes
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j.D
j.D
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Toggle Hitboxes Toggle Hitboxes
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Unarmed Normals
u.5S
u.5S
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u.2S
u.2S
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ju.S
ju.S
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Toggle Hitboxes Toggle Hitboxes
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u.66S
u.66S
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Toggle Hitboxes Toggle Hitboxes
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Universal Mechanics
Guard Break
Guard Break (Throw)
5/6C+D / 4C+D |
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Toggle Hitboxes Toggle Hitboxes
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Surprise Attack
Surprise Attack (Overhead)
5B+C |
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Toggle Hitboxes Toggle Hitboxes
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Dodge
Dodge
5A+B |
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Toggle Hitboxes Toggle Hitboxes
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Stance Break
Stance Break
A+B during Just Defense |
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Toggle Hitboxes Toggle Hitboxes
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Counter / Blade Catch
Counter / Blade Catch
236A+B |
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Toggle Hitboxes Toggle Hitboxes
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Rage Explosion
Rage Explosion
5A+B+C |
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Toggle Hitboxes Toggle Hitboxes
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Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion |
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Toggle Hitboxes Toggle Hitboxes
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Command Moves
Wall Jump
Wall Jump
9 (near wall) |
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Toggle Hitboxes Toggle Hitboxes
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Special Moves
Sideway Thrown Out!
Sideway Thrown Out!
236S |
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Toggle Hitboxes Toggle Hitboxes
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Upper Thrown Out!
Upper Thrown Out!
214S |
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Toggle Hitboxes Toggle Hitboxes
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Caught!
Caught!
623S |
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Toggle Hitboxes Toggle Hitboxes
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Scratches Face!
Scratches Face!
During 623S, A/C |
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Toggle Hitboxes Toggle Hitboxes
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Scratches Back!
Scratches Back!
During Caught!, D |
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Toggle Hitboxes Toggle Hitboxes
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Surprise Bop!
Surprise Bop!
During Caught!, B |
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Toggle Hitboxes Toggle Hitboxes
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Paw-erful Pounce!
Paw-erful Pounce!
236D |
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Toggle Hitboxes Toggle Hitboxes
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Supers
Weapon Flipping Technique
No More Forgiveness
236B+C |
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Toggle Hitboxes Toggle Hitboxes
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Super Special Move
It's the End, My Fur-end!
641236C+D |
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Toggle Hitboxes Toggle Hitboxes
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Combos
List combos, use numpad notation.
Midscreen
- 66A xx 236D / 214C / WFT
Long range punish combo, need to run in quite close for 66A to hit.
- 2B xx 236D / WFT
Mid range punish combo.
- (n.5B / n.2B) xx 236D / 214C / WFT
Close range punish combo, same damage for both medium.
- (5CD/4CD)...
- 2B xx 236D / WFT
Normal throw combo.
- 2B xx 236D / WFT
Corner
- (5CD/4CD)...
- n.2C xx 236D / 214C / WFT
Corner throw combo for most damage.
- n.2C xx 236D / 214C / WFT
Guard Crush
- n.5C / 5C...
After recovery...- SSM
SSM follow up. (Be careful with opponent bursting to avoid it) - 2B xx 236D / WFT
Need to run up at far range.
- SSM
- n.5C / 5C...
Cancel recovery...- Lighting Blade
Universal Issen combo.
- Lighting Blade
Videos
CHAM CHAM Tutorial and Combos by LegendaryWolf Shirou (2021)
Colors
External Links
Link to docs hosted in other sites.
- Twitter hashtag: #SS_CC