Cham Cham チャムチャム, Chamu Chamu
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- Damage Taken: 100%
- Rage Factor: 0.24
- Rage Duration: 10 seconds
- Jump: 46 frames (Average)
- Forward Walk Speed: 0.3 (Average)
- Back Walk Speed: 0.23 (Average)
- Dash Speed: 1.35 (Very Fast)
- Back Dash: 27 frames
- Weapon Pickup / Drop: 51 / 40 frames
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Introduction
Cham Cham is yet to be explored to her full potential, but as a returning character from Samsho 2, her overall move sets have returned to the fans. Leading season 3, this cat girl with a boomerang has brought us yet more excitement and energy.
Cham Cham can be played in many ways. She has quite some good buttons, such as her long reaching mediums and heavies. That being said, she has longer range compared to most of the characters in the cast. She also has some tricks so she can approach in a few different ways, and make some adjustments in her game plan.
She is a fun character that is not the best, but definitely something new to hype your day.
Playstyle
Cham Cham is a flexible rushdown-character who can pester the opponent from afar or up-close.
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Strengths |
Weaknesses
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- 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 and anti-air fireballs, Cham Cham has a variety of effective anti-air options.
- Solid anti-fireball: Cham Cham's fireball is unique in that it does not destroy other fireballs when colliding, allowing her to knock down the opposing character in fireball exchanges. Her "demon flip" is also good for jumping over fireballs on a hard read.
- Full-screen SSM
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- Bad heavies: Cham's C normals have slow startup and huge recovery. They are also easy to jump over and do not recoil on block, making them unambiguously punishable.
- Bad zoning: Cham's fireballs have poor range and startup as well as enormous recovery. It is very hard for her to win fireball wars and her zoning can easily be disrespected and punished.
- Shallow jump normals: Cham Cham's floaty jump arc combined with the poor depth of her jump normals make airborne offense difficult.
- 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 other mixup tools such as her 66B and 66C have very slow startup and are easy to fuzzy guard.
- One of lowest-damaging SSM's
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Gameplan
Cham Cham, as one of the newest characters, still has some good tools for a game plan. Her potential isn't fully discovered yet so let's go through a few.
Neutral
Her mediums make a great poke as they go for decent range. Her 2C is pretty fast to stop a dash and its range is almost half screen. Her 236D is pretty far to make a good punish, and can jump over some ground stuff such as Wu's trap. Her fireballs with her boomerang making a pretty solid anti-air but she can't really zone people with it as people can just dash-in and avoid the boomerang by not jumping too much. Her dashing normals do not have a long range compared to her standing ones. But her 66C is good to catch a jump and it can cross up if it's used at the right range.
Her air buttons are decent with her heavy hitting up, which can catch opponents with high jumps, and medium hitting down, which is good to use for jump-in mostly.
Her flips can follow up with a low for mix up, but just flipping without using any command is a little unsafe but it can get her out of corner. Using the B follow up after flip makes a good air to air and can make her flips a little safer.
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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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Guard Dmg
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Cancel
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Recoil
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Deflectable
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Unarmed
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30
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Mid
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5
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-
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-
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16
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+1
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-2
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5
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Yes
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No
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No
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No
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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.
- Pushes the opponent just out of throw range at point blank, and only -2 on block, which can set up a throw attempt.
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Toggle Hitboxes Toggle Hitboxes
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5B
5B
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Guard Dmg
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Cancel
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Recoil
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Deflectable
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Unarmed
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100
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Mid
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11
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-
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-
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34
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-3
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-12
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10
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No
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Yes
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Yes
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No
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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 against normals that also can't cancel.
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Toggle Hitboxes Toggle Hitboxes
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5C
5C
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Guard Dmg
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Cancel
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Recoil
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Deflectable
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Unarmed
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240
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Mid
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26
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11
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-
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64
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+1~+11
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-16~-6
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25
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No
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No
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Disarm
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No
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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 with this.
- 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.
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Toggle Hitboxes Toggle Hitboxes
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2A
2A
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Guard Dmg
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Cancel
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Recoil
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Deflectable
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Unarmed
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30
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Mid
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5
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-
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-
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18
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-1
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-4
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5
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Yes
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No
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No
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No
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Cham Cham swipes with her glove while crouched.
- Like her 5A, it's cancellable with no combo use, but less generous frame advantage.
- The longer reach helps push characters out after one or two blocked 5As.
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Toggle Hitboxes Toggle Hitboxes
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2B
2B
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Guard Dmg
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Cancel
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Recoil
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Deflectable
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Unarmed
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90
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Mid
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13
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-
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-
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32
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+1
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-12
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10
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Yes
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Yes
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Yes
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No
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Cham Cham swings her weapon forward while low to the ground.
- Her primary combo starter and throw follow-up at medium to close range. Leads into 236D or WFT.
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Toggle Hitboxes Toggle Hitboxes
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2C
2C
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Guard Dmg
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Cancel
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Recoil
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Deflectable
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Unarmed
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150
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Mid
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22
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8
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-
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60
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-11~-4
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-15~-8
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25
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No
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No
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Disarm
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No
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Cham Cham throws her boomerang low to the ground.
- Not as damaging, but shorter startup than her 5C and the hitbox travels significantly faster within its range.
- An extended hurtbox follows the boomerang and lingers slightly longer than its hitbox. The same caveat and warning about trading with 5C applies here as well.
- The existence of this attack makes Cham Cham's anti-air ability worse than it needs to be.
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Toggle Hitboxes Toggle Hitboxes
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Near Slashes
n.5B
n.5B
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Guard Dmg
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Cancel
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Recoil
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Deflectable
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Unarmed
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80
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Mid
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8
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-
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-
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29
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-1
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-12
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10
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Yes
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Yes
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Yes
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No
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Similar to 5B, but she stays within her immediate reach.
- A close-range punish and combo tool that leads into 214S, 236D, or WFT.
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Toggle Hitboxes Toggle Hitboxes
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n.5C
n.5C
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Guard Dmg
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Cancel
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Recoil
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Deflectable
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Unarmed
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220
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Mid
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15
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-
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-
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45
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-3
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-28
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25
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No
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Yes
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Disarm
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No
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Cham Cham goes for a strong upward strike with her boomerang.
- The vertical hitbox gives it utility as a situational anti-air.
- A much faster guard crush to threaten with compared to 5C.
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Toggle Hitboxes Toggle Hitboxes
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n.2B
n.2B
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Guard Dmg
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Cancel
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Recoil
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Deflectable
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Unarmed
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80
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Mid
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6
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-
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-
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29
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0
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-12
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10
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Yes
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Yes
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Yes
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No
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Similar to 2B, but she stays in her immediate reach.
- It's not much different from n.5B.
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Toggle Hitboxes Toggle Hitboxes
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n.2C
n.2C
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Guard Dmg
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Cancel
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Recoil
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Deflectable
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Unarmed
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150
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Mid
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19
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-
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-
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50
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-4
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-28
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25
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Yes
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Yes
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Disarm
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No
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Like with n.5C, she goes for a strong upward swing.
- Cham Cham's most damaging cancellable ground normal.
- 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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Toggle Hitboxes Toggle Hitboxes
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Kicks
5D
5D
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Guard Dmg
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Cancel
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Recoil
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Deflectable
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Unarmed
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50
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Mid
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10
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-
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-
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22
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0
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-3
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5
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No
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No
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No
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Yes
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Cham Cham does a quick forward kick.
- This attack is generally less useful than 2D due to the higher startup and not being a low, but has slightly more range.
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Toggle Hitboxes Toggle Hitboxes
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6D
6D
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Guard Dmg
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Cancel
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Recoil
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Deflectable
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Unarmed
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30
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Mid
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10
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8
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7~1
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23
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-1~+6
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-6~+1
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5
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No
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No
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No
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Yes
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Cham Cham quickly turns around and performs a hip slam.
- An attack with few situational uses that can be plus if it hits meaty, letting you string some A or D attacks.
- On block, you're usually close enough for any grounded attack you attempt to be interrupted by a forward throw.
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Toggle Hitboxes Toggle Hitboxes
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2D
2D
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Guard Dmg
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Cancel
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Recoil
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Deflectable
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Unarmed
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20
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Low
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6
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-
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-
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19
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-1
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-4
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5
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No
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No
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No
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Yes
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Similar to 5D, Cham Cham kicks out at the opponent's ankles.
- A quick low that can be worth throwing out during a string of 5As.
- It can bypass some characters' special move parries, which isn't much of a silver lining in any of those matchups.
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Toggle Hitboxes Toggle Hitboxes
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3D
3D
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Guard Dmg
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Cancel
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Recoil
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Deflectable
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Unarmed
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70
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Low
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12
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9
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16~8
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35
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KD
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-7~+1
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5
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No
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No
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No
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Yes
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Cham Cham slides along the ground with a leg extended.
- An excellent sliding kick with good reach. Very generous knockdown on hit, and quite safe on block at the right spacing.
- After a knockdown, she can choose between this or 66B for a straightforward high/low mixup.
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Toggle Hitboxes Toggle Hitboxes
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Dash Normals
66A
66A
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Guard Dmg
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Cancel
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Recoil
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Deflectable
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Unarmed
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50
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Mid
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8
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3
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26~24
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35
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-5~-3
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-8~-6
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5
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Yes
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No
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No
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No
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Cham Cham curls up into a ball and rolls into the opponent.
- An otherwise decent punish that severely lacks range and is easy to whiff, but still combos into 236D or WFT.
- Only give 2 less frames of disadvantage on block if it connects meaty.
- Can set up a 623A attempt on contact if the opponent is too lethargic to interrupt her.
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Toggle Hitboxes Toggle Hitboxes
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66B
66B
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Guard Dmg
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Cancel
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Recoil
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Deflectable
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Unarmed
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80
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High
|
22
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-
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-
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43
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KD(+81)
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-11
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10
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No
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No
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No
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No
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Cham Cham runs forward with a crushing headbutt.
- A slightly slow overhead that knocks down. Can be used with 3D for a straightforward high/low mixup.
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Toggle Hitboxes Toggle Hitboxes
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66C
66C
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Damage
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Guard
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Startup
|
Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
140
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Mid
|
28
|
2
|
40~39
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69
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KD
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-25~-24
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20
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No
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No
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Disarm
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No
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Cham Cham does a forward flip, swinging her boomering behind her in a wide arc.
- While telegraphed, unsafe 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.
- A situational but fairly reliable anti-air option.
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Toggle Hitboxes Toggle Hitboxes
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66D
66D
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Damage
|
Guard
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Startup
|
Active
|
Recovery
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Total
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Hit Adv
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Block Adv
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Guard Dmg
|
Cancel
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Recoil
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Deflectable
|
Unarmed
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70
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Low
|
10
|
11
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15~5
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34
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-8~+2
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-12~-2
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5
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No
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No
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No
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Yes
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Cham Cham performs a sliding kick with more friction and less value.
- 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 other useful properties, and will get Cham Cham throw punished on both hit and block if spaced incorrectly. Only worth thinking about if you're too far away to punish something but want to get closer to the opponent.
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Toggle Hitboxes Toggle Hitboxes
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Air Normals
j.A
j.A
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Damage
|
Guard
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Startup
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Active
|
Recovery
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Total
|
Hit Adv
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Block Adv
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Guard Dmg
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Cancel
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Recoil
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Deflectable
|
Unarmed
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50
|
High
|
6
|
-
|
-
|
-
|
-
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-
|
5
|
No
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No
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No
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No
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Cham Cham takes the time to swipe in front of her while in the air.
- A fast and fairly reliable air to air.
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Toggle Hitboxes Toggle Hitboxes
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j.B
j.B
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
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Total
|
Hit Adv
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Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
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Deflectable
|
Unarmed
|
100
|
High
|
11
|
-
|
-
|
-
|
-
|
-
|
10
|
No
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No
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No
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No
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Cham Cham brings her boomerang down on her target's skull.
- Her most reliable jump-in that hits below her.
- It can cross up, but it's usually not as reliable as j.D for that purpose.
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Toggle Hitboxes Toggle Hitboxes
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j.C
j.C
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
160
|
High
|
14
|
-
|
-
|
-
|
-
|
-
|
20
|
No
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No
|
No
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No
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Cham Cham makes an upward swing with her weapon.
- A punishing early air to air option.
- Her most damaging jump-in, but requires more strict timing in order to follow up.
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Toggle Hitboxes Toggle Hitboxes
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j.D
j.D
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
High
|
8
|
-
|
-
|
-
|
-
|
-
|
5
|
No
|
No
|
No
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Yes
|
Cham Cham performs her legally required hip attack from the skies.
- Another quick air button, but is very useless 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.
- Has so little range from a neutral jump that it whiffs against many standing characters.
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Toggle Hitboxes Toggle Hitboxes
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Unarmed Normals
u.5S
u.5S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
5
|
-
|
-
|
24
|
+1
|
-4
|
5
|
No
|
No
|
No
|
Only
|
Cham Cham performs a quick claw swipe, but worse.
- Has more frame disadvantage than 5A on block, and can't special cancel while weaponless.
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Toggle Hitboxes Toggle Hitboxes
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u.2S
u.2S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
5
|
-
|
-
|
27
|
-2
|
-7
|
5
|
No
|
No
|
No
|
Only
|
Cham Cham scratches at her opponent while low to the ground, but worse.
- Has worse frame data on both block and hit, and still can't special cancel while weaponless.
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Toggle Hitboxes Toggle Hitboxes
|
ju.S
ju.S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
High
|
6
|
-
|
-
|
-
|
-
|
-
|
5
|
No
|
No
|
No
|
Only
|
|
|
Toggle Hitboxes Toggle Hitboxes
|
u.66S
u.66S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
5
|
-
|
-
|
30
|
KD(+102)
|
-10
|
5
|
No
|
No
|
No
|
Only
|
Cham Cham runs up with a scratch that's identical to her 5A.
- A quick dashing attack that causes knockdown and gives Cham Cham time to collect her weapon.
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|
Toggle Hitboxes Toggle Hitboxes
|
Universal Mechanics
Guard Break
Guard Break (Throw) 5/6C+D / 4C+D Neutral / Forward Throw Neutral / Forward Throw Back Throw Back Throw
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Neutral / Forward
|
0
|
Throw
|
3
|
-
|
71
|
74
|
+20
|
N/A
|
-
|
No
|
No
|
No
|
Yes
|
Universal throw. Can be followed up with an attack.
|
Back
|
0
|
Throw
|
5
|
-
|
69
|
74
|
+25
|
N/A
|
-
|
No
|
No
|
No
|
Yes
|
Universal throw. Can be followed up with an attack.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Surprise Attack
Surprise Attack (Overhead) 5B+C Armed overhead Armed overhead Unarmed overhead Unarmed overhead
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Armed
|
70
|
High
|
20
|
-
|
-
|
-
|
+2
|
-11
|
10
|
No
|
No
|
No
|
No
|
|
Unarmed
|
70
|
High
|
20
|
-
|
-
|
43
|
KD(+100)
|
-11
|
10
|
No
|
No
|
No
|
Only
|
Universal unarmed overhead.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Dodge
Dodge 5A+B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
0
|
N/A
|
1
|
16
|
22
|
38
|
N/A
|
N/A
|
-
|
N/A
|
-
|
N/A
|
Yes
|
Universal dodge. Avoids all attacks for a brief moment, and is mainly used to avoid throws.
Complete invincibility from frames 1 to 10. Strike invincibility from frames 11 to 16.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Stance Break
Stance Break A+B during Just Defense
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
0
|
Mid
|
5
|
-
|
-
|
52
|
KD
|
-24
|
-
|
-
|
-
|
-
|
Yes
|
|
|
Toggle Hitboxes Toggle Hitboxes
|
Counter / Blade Catch
Counter / Blade Catch 236A+B Counter Counter Blade Catch Blade Catch
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Armed
|
0
|
N/A
|
2
|
11
|
34
|
46
|
+35~+59
|
N/A
|
-
|
N/A
|
-
|
N/A
|
No
|
Universal counter. Allows you to follow up with a guaranteed attack of your own. The amount of time you have to follow up depends on the strength of the attack you counter, with heavy attacks staggering the opponent for the longest amount of time. Additionally, if you counter a heavy slash or a running slash, your opponent will be disarmed.
|
Disarmed
|
0
|
N/A
|
2
|
12
|
9
|
22
|
KD
|
N/A
|
-
|
N/A
|
-
|
N/A
|
Only
|
Universal counter. While disarmed, your counter will disarm and knock away your opponent regardless of slash level countered.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Rage Explosion
Rage Explosion 5A+B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
0
|
Unblockable
|
21
|
1
|
-
|
58
|
0
|
-
|
-
|
-
|
-
|
-
|
No
|
Unblockable pushback attack.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Lightning Blade
Lightning Blade (Issen) 5A+B+C during Rage Explosion
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
300~709
|
Mid
|
9
|
-
|
-
|
-
|
KD
|
-44
|
-
|
No
|
No
|
No
|
No
|
Has full invincibility and can anti-air. Damage scales up based on remaining health.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Command Moves
Wall Jump
Wall Jump 9 (near wall) Wall Jump Wall Jump
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Yes
|
Cham Cham clings to the wall, then leaps out again.
- Like every other character with a wall jump, if done at the same time you push an attack, and if the opponent was between her and the wall during the time she left the ground, she may leap diagonally down toward the opponent with the button she pressed instead.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Special Moves
Sideway Thrown Out!
Sideway Thrown Out! 236S
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
60
|
Mid
|
21
|
29
|
-
|
56
|
-15~+13
|
-22~+5
|
5
|
No
|
No
|
No
|
No
|
Cham Cham throws out her boomerang a short distance away.
- Has somewhat less recovery (and range) than her 2C. Her hurtbox also doesn't follow her boomerang this time.
- Decent frame advantage at the end of its range, so it's technically not entirely worthless as a projectile-property poke.
- On whiff, she's considered disarmed for just enough time to attempt a Blade Catch before the boomerang returns.
|
B
|
80
|
Mid
|
24
|
30
|
-
|
66
|
-22~+7
|
-29
|
5
|
No
|
No
|
No
|
No
|
Cham Cham throws out her boomerang to slightly past mid-screen distance.
- A longer ranged projectile with extremely limited value due to its high recovery.
- It can at least catch some characters backjumping, but she has better tools for that.
- It's easy to get punished by a full jump-in conversion if she tries to zone with this.
|
C
|
150
|
Mid
|
27
|
-
|
-
|
102
|
KD(+49)
|
-52
|
9
|
No
|
No
|
No
|
No
|
Cham Cham felt nostalgic about the suicide mechanic from earlier entries in the series, so she created her own version of it.
- An unspeakably useless special that throws her boomerang full screen and knocks down on hit. On account of its painfully slow travel time and even more painful recovery, no one is going to get hit by this.
- Can be easily punished on whiff, and more often than not, it will. If the opponent jumped over it early enough, an SSM punish is almost a guarantee.
|
Rage
|
180
|
Mid
|
27
|
29
|
-
|
102
|
KD(+92)
|
-53
|
15
|
No
|
No
|
No
|
No
|
Cham Cham throws out her boomerang with great force.
- Blows through any weaker projectiles it comes into contact with.
- Deals somewhat noticeable chip damage on block.
- Otherwise has the exact same problems as 236C.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Upper Thrown Out!
Upper Thrown Out! 214S
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
60
|
Mid
|
21
|
-
|
-
|
58
|
KD(+86)
|
-24
|
5
|
No
|
No
|
No
|
No
|
B
|
80
|
Mid
|
24
|
-
|
-
|
66
|
KD(+81)
|
-29
|
5
|
No
|
No
|
No
|
No
|
C
|
150
|
Mid
|
14
|
-
|
-
|
89
|
KD(+49)
|
-52
|
9
|
No
|
No
|
No
|
No
|
Rage
|
180
|
Mid
|
14
|
-
|
-
|
89
|
KD(+92)
|
-53
|
15
|
No
|
No
|
No
|
No
|
Rage enhanced version of 214C, deals more damage, gives better knockdown and can't be reflected.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Caught!
Caught! 623S
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
-
|
-
|
23
|
-
|
10(Landing)
|
52
|
-
|
-
|
-
|
-
|
-
|
-
|
Yes
|
B
|
-
|
-
|
24
|
-
|
10(Landing)
|
63
|
-
|
-
|
-
|
-
|
-
|
-
|
Yes
|
C
|
-
|
-
|
28
|
-
|
10(Landing)
|
67
|
-
|
-
|
-
|
-
|
-
|
-
|
Yes
|
|
Toggle Hitboxes Toggle Hitboxes
|
Scratches Face!
Scratches Face! During 623S, A/C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
180
|
Throw
|
6
|
2
|
57(Landing)
|
-
|
KD(+36)
|
-
|
-
|
-
|
-
|
-
|
Yes
|
|
Toggle Hitboxes Toggle Hitboxes
|
Scratches Back!
Scratches Back! During Caught!, D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
140
|
Low
|
9
|
-
|
45(Landing)
|
-
|
KD(+77)
|
-12~-4
|
5
|
No
|
No
|
No
|
Yes
|
|
Toggle Hitboxes Toggle Hitboxes
|
Surprise Bop!
Surprise Bop! During Caught!, B Armed Armed Unarmed Unarmed
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Armed
|
100
|
High
|
11
|
-
|
19(Landing)
|
-
|
KD
|
-9~-2
|
10
|
No
|
No
|
No
|
No
|
Unarmed
|
50
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
No
|
No
|
No
|
Only
|
|
Toggle Hitboxes Toggle Hitboxes
|
Paw-erful Pounce!
Paw-erful Pounce! 236D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
120
|
Mid
|
17
|
16
|
-
|
49~64
|
KD(+98)
|
-15
|
13
|
No
|
No
|
No
|
Yes
|
Cham Cham leaps forward for a full-force pouncing scratch.
- Her go-to followup after punishing with a cancellable normal. Knocks down.
- If she gets behind an airborne opponent, she can easily punish with this.
- While the actual hitbox and distance traveled is the same, the activation range of 236D is halved without her weapon.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Supers
Weapon Flipping Technique
No More Forgiveness 236B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
420(490)
|
Mid
|
1+15
|
16
|
-
|
102
|
KD
|
-38
|
-
|
No
|
No
|
No
|
No
|
Available only during Max Rage or Rage Explosion. Disarms on hit. The mighty big boomerang of (Green) Hell. Makes for a superb anti air.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Super Special Move
It's the End, My Fur-end! 641236C+D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
650[100,100,450]
|
Mid
|
10+18
|
26
|
-
|
93~118
|
KD
|
-30
|
-
|
No
|
No
|
No
|
No
|
Available only once per match. Fully invincible frames 1~10. Travels fullscreen (distance is fixed so it won't stop when reaching a wall) at a quick pace.
|
|
Toggle Hitboxes Toggle Hitboxes
|
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.
Corner
- (5CD/4CD)...
- n.2C xx 236D / 214C / WFT
Corner throw combo for most damage.
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.
- n.5C / 5C...
Cancel recovery...
- Lighting Blade
Universal Issen combo.
Videos
CHAM CHAM Tutorial and Combos by LegendaryWolf Shirou (2021)
Colors
External Links
Link to docs hosted in other sites.