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Samurai Shodown VI/Cham Cham: Difference between revisions
→Gameplan: spirits sketch, not having 5 on here felt like a glaring omission given 421c > issen damage |
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Cham Cham is also effective at fullscreen, as her straight boomerang (236S) is able to eat fireballs and she can run behind it. She can also call Pak Pak to throw a skull (421B) which safely covers the ground for her. If the opponent approaches from Cham Cham in the air she can air-to-air with jB or jC or attempt to anti-air with an upper boomerang (214S) or Pak Pak's fire breath (421C). The latter is particularly effective, as not only does the fire breath lock the opponent in place but within the range that it hits Cham Cham can light pounce and get a free command grab. This is best set up after a successful boomerang toss in the corner where the opponent will have less of an opportunity to poke her out of fire breath's recovery - if they do this they'll get hit by the fire breath anyway, but as Cham Cham doesn't have a great defense value you won't want to be taking too many hits. | Cham Cham is also effective at fullscreen, as her straight boomerang (236S) is able to eat fireballs and she can run behind it. She can also call Pak Pak to throw a skull (421B) which safely covers the ground for her. If the opponent approaches from Cham Cham in the air she can air-to-air with jB or jC or attempt to anti-air with an upper boomerang (214S) or Pak Pak's fire breath (421C). The latter is particularly effective, as not only does the fire breath lock the opponent in place but within the range that it hits Cham Cham can light pounce and get a free command grab. This is best set up after a successful boomerang toss in the corner where the opponent will have less of an opportunity to poke her out of fire breath's recovery - if they do this they'll get hit by the fire breath anyway, but as Cham Cham doesn't have a great defense value you won't want to be taking too many hits. | ||
Cham Cham's Rage duration is | ==Spirits== | ||
*While Cham Cham's high Rage retention might make I Spirit's high Rage bonus seem appealing, her Rage duration is very low and her Hyper Slash is both slow and low damage. | |||
*II Spirit doesn't give Cham Cham any new ways to land WFT, but landing one becomes much more threatening since it breaks the opponent's weapon. | |||
*High Rage retention means Cham Cham can quickly build Rage in III Spirit, though her Rage duration is still low and she has few ways to land it. | |||
*IV Spirit's Continuous Slash is useful for punishes and jump-in confirms, and her Rage retention is so high she can nearly enter Rage just by landing Continuous Slash IV. Continuous Slash II also gives her more threatening oki, especially midscreen, and while she can combo it into WFT the resulting air hit deals poor damage. Rage Explosion can enable unblockable setups with 421C to close games. | |||
*V Spirit's State of Nothingness is extremely powerful for Cham Cham. If she is able to land 421C during time slow then she can do massive damage with Issen even with minimal meditation, and even moderate meditation time can yield a ToD. However, this limits her punishes and opportunities to land WFT in prior rounds. | |||
*VI Spirit's unlimited Rage time solves Cham Cham's short Rage duration, but she gains Rage more slowly. It also offers very powerful Mikiri dodges and Hyper Guard for defense and access to her Secret Move at low HP. | |||
==Normal Moves== | ==Normal Moves== | ||
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★'''Paku Paku-Gabool''' - 421C, can be done unarmed | ★'''Paku Paku-Gabool''' - 421C, can be done unarmed | ||
*Pak Pak breathes fire. This not only deals up to five hits of chip where Cham Cham is completely safe afterwards but it can also lock the opponent in place for a free 623S~S, which works because the range at which this fire breath begins to rise is about the range which allows 623A to connect. Very strong setplay tool but can also anti-air, considering the fire breath travels upward the whole distance. | *Pak Pak breathes fire. This not only deals up to five hits of chip where Cham Cham is completely safe afterwards but it can also lock the opponent in place for a free 623S~S, which works because the range at which this fire breath begins to rise is about the range which allows 623A to connect. Very strong setplay tool but can also anti-air, considering the fire breath travels upward the whole distance. May whiff at very close range in the corner. | ||
★'''Toy Transformation''' - 321421E (II) | ★'''Toy Transformation''' - 321421E (II) | ||
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'''It Hurts When It Hits!''' - 641236BC (II), 236BC (VI) | '''It Hurts When It Hits!''' - 641236BC (II), 236BC (VI) | ||
*Enhanced 214S, swinging upward in a curved arc rather than going straight diagonally. This deals multiple hits and causes a soft knockdown. Decently fast startup, but only combos at close range in the corner. | *Enhanced 214S, swinging upward in a curved arc rather than going straight diagonally and dealing slightly more damage. This deals multiple hits and causes a soft knockdown. Decently fast startup, but only combos at close range in the corner. | ||
==Combos== | ==Combos== | ||
'''Standard Combos''' | '''Standard Combos''' | ||
*'''n5B 236AB''' - Close medium | *'''n5B 236AB''' - Close medium combo. Yeah. | ||
*'''n2C 623A~S/236AB''' - n2C gives you a meterless combo ender in 623A~S, but you better be sure to time the hit or you'll be in for a world of hurt. | *'''n2C 623A~S/236AB''' - n2C gives you a meterless combo ender in 623A~S, but you better be sure to time the hit or you'll be in for a world of hurt. | ||
*'''n2C 421B''' - Corner/counterhit/backhit only. Can link from 421B with different options depending on spacing. | *'''n2C 421B''' - Corner/counterhit/backhit only. Can link from 421B with different options depending on spacing. | ||
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'''Secret Move (II/VI)''' | '''Secret Move (II/VI)''' | ||
*'''n5B/ | *'''n5B/n2C SM''' - Corner only. II's only n5B confirm without Rage. | ||
'''Continuous Slash (IV)''' | '''Continuous Slash (IV)''' | ||
*'''A+B BBC | *'''A+B BBC 214S/236S''' - Any boomerang toss works except 214C when not in corner, but 214A gives the best oki. Cham-Cham can microdash into forward jump to catch her boomerang during the jump and jC on the way down to cover short rolls and throw long rolls on landing. Adjust with microwalk and/or neutral jump depending on proximity to corner. 623A~S and 236AB also combo, but damage is much worse due to the air hit and 623S~S air hit gives terrible oki. | ||
*'''A+B AABBCCC''' - Nearly fills your entire Rage gauge and deals just a bit more damage than the meterless combos above. You can special cancel the last hit, but it doesn't lead to any further combos or setups. | *'''A+B AABBCCC''' - Nearly fills your entire Rage gauge and deals just a bit more damage than the meterless combos above. You can special cancel the last hit, but it doesn't lead to any further combos or setups. | ||
Latest revision as of 05:20, 2 June 2024
Introduction
Cham Cham is a cat who pounces a lot.
Data
- Dash type: Run
- Damage taken: 110%
- Rage retention: 225 (5th Highest)
- Rage duration: 6 seconds (Shortest in the game)
Gameplan
Cham Cham's ideal range up close is at around the reach of her pounce (623S), specifically the light version. At this range she can also space her slide (3D) to be safe, fish for recoil cancels into pounce with 5C or run in safely. Her 66A can be special cancelled into pounce or used for tick throws, while she can also mixup between throw, her crossup (66C) or her low (66D). With pounce, Cham Cham has access to both an anti-air and command grab in one timely button press (623S~S) and a slide (623S~D) which reaches far enough to catch some backdashes and which can also be spaced to be made safe. Both the command grab and the slide are highly rewarding damage-wise. If Cham Cham is cornered she can use the heavier versions of her pounce on their own to escape the corner, a tactic which is particularly effective if you cancel into them from a poke.
Cham Cham is also effective at fullscreen, as her straight boomerang (236S) is able to eat fireballs and she can run behind it. She can also call Pak Pak to throw a skull (421B) which safely covers the ground for her. If the opponent approaches from Cham Cham in the air she can air-to-air with jB or jC or attempt to anti-air with an upper boomerang (214S) or Pak Pak's fire breath (421C). The latter is particularly effective, as not only does the fire breath lock the opponent in place but within the range that it hits Cham Cham can light pounce and get a free command grab. This is best set up after a successful boomerang toss in the corner where the opponent will have less of an opportunity to poke her out of fire breath's recovery - if they do this they'll get hit by the fire breath anyway, but as Cham Cham doesn't have a great defense value you won't want to be taking too many hits.
Spirits
- While Cham Cham's high Rage retention might make I Spirit's high Rage bonus seem appealing, her Rage duration is very low and her Hyper Slash is both slow and low damage.
- II Spirit doesn't give Cham Cham any new ways to land WFT, but landing one becomes much more threatening since it breaks the opponent's weapon.
- High Rage retention means Cham Cham can quickly build Rage in III Spirit, though her Rage duration is still low and she has few ways to land it.
- IV Spirit's Continuous Slash is useful for punishes and jump-in confirms, and her Rage retention is so high she can nearly enter Rage just by landing Continuous Slash IV. Continuous Slash II also gives her more threatening oki, especially midscreen, and while she can combo it into WFT the resulting air hit deals poor damage. Rage Explosion can enable unblockable setups with 421C to close games.
- V Spirit's State of Nothingness is extremely powerful for Cham Cham. If she is able to land 421C during time slow then she can do massive damage with Issen even with minimal meditation, and even moderate meditation time can yield a ToD. However, this limits her punishes and opportunities to land WFT in prior rounds.
- VI Spirit's unlimited Rage time solves Cham Cham's short Rage duration, but she gains Rage more slowly. It also offers very powerful Mikiri dodges and Hyper Guard for defense and access to her Secret Move at low HP.
Normal Moves
Far Slashes
- 5A - A quick scratch. Hits on crouching opponents.
- 5B - A short forward swipe with the boomerang.
- 5C - A two-hit boomerang toss. Deals less damage than 2C most of the time due to how the Weapon Gauge works but it's better for punishes because Cham Cham stays in place. Recoils on block. This does not eat fireballs.
- 2A - 5A but lower.
- 2B - 5B but lower.
- 2C - Another boomerang toss with similar range to 5C, but it's cut back a bit because Cham Cham actually slides back a step even on whiff. This move is weird in that it will only hit once, but if performed close it will deal less damage but hit low, whereas it hits mid from a greater distance. Recoils on block. This does not eat fireballs.
Near Slashes
- n5A - Three elbow nudges.
- n5B - A standard combo starter. But nothing Cham Cham can do will combo except for supers.
- n5C - An upward boomerang hook. Cham Cham's highest-damaging normal but n2C combos beat it damage-wise.
- n2A - Three scratches to the shins. Hits low.
- n2B - n5B but hits lower and no cancel window.
- n2C - n5C but lower and it deals less damage, but it's special cancellable and gives Cham Cham enough time to convert into a pounce grab.
Kicks
- 5D - A forward kick. Slow for its range and is not cancellable.
- 6D - Yuri's buttslam. Hits mid despite appearances.
- 2D - Short kick. Hits mid despite appearances. Still useful for tick throws given its speed.
- 3D - Cham Cham's infamous low-hitting slide. Punishable by throw if done up close but this is normally not an issue if spaced correctly. Active for a while.
Dash Normals
- 66A - A short headbutt. It hits mid but it can be cancelled into specials, giving you a good opportunity to set up 623A.
- 66B - Another headbutt, but Cham Cham trips over. This does just a bit more damage than 66A and still hits mid, but it knocks down.
- 66C - Hanzo's overhead, but only the part where it crosses up. The fact this doesn't hit in front of Cham Cham means you'll have to do it point blank. Punishable after she lands, but it works in the corner.
- 66D - Running 3D. Long active frames on this move. Couples well with run-up throw and 66C.
Air Normals
- jA - Aerial 5A. Quick and has better reach than jD.
- jB - Aerial 5B. Stubby but usable air-to-air as it reaches just a bit further than jC.
- jC - Aerial n5C. This can be used like an Ainu jC as an all-purpose air-to-air/jump-in/etc. as it has great vertical range, decent horizontal range and good speed going for it.
- jD - Butt attack. Useful for tick throws and can combo into 3D.
Unarmed Normals
- u5S - Same as n5A.
- u2S - Same as 2B.
- u66S - Running scratch. Knocks down.
- juS - Same as jA.
Hyper Slash (I)
- A+B - Essentially her 5C but it only does one hit.
Command Moves
Triangle Jump - j9 near wall
- Has its uses for escaping the corner and for taking up more space with a falling jC.
Triangle Get Off - j3 near wall
- Gives you a short hop to harass with air-to-airs better when cornered.
Special Moves
Note: ★ = Pak Pak special. Upon performing one of these moves or their followups it will take a moment for Pak Pak to travel back to his original position behind Cham Cham. During this period Pak Pak specials can not be performed.
Sideway Thrown Out! - 236S
- Cham Cham tosses her boomerang forward. Strength determines the startup and how far it travels. In addition to travelling fullscreen 236C will also make Cham Cham trip in place. Either version has a particularly slow startup, but her boomerang will eat up other fireballs while it's out. During this time, Cham Cham will behave unarmed until the boomerang returns to her.
Upper Thrown Out! - 214S
- Diagonal variant of 236S suitable for anti-airing with the exact same properties and damage per strength. Strength determines the startup and how far it travels. In addition to travelling the greatest distance 214C will also make Cham Cham trip backwards a bit. As an anti-air it must be done pre-emptively given the slow startup. 214A is your best bet because neither version alters the angle she tosses it and that strength has the fastest startup.
Caught! - 623S, can be done unarmed (Samurai Drive)
- Cham Cham's pounce has been modified to be a Hooligan Combination of sorts. Strength determines how far and high she jumps. 623A leaps a short distance, but 623B leaps well over halfscreen and 623C travels the whole stage. The jump itself has a few frames of landing recovery, with higher strengths having longer recovery, but empty jumps are still useful as a tricky movement option or to bait out a response from the opponent.
- Scratches Face! - S during 623S, can be done unarmed
- Frame 1 unblockable. Against a grounded opponent Cham-Cham will latch onto their face and scratch them before jumping off. The hitbox for this is very small, meaning Cham Cham must not stick this out pre-emptively or else she can be punished easily on the whiff flop. However, on hit it will send the opponent flying fullscreen for the same amount of damage as n5C and a hard knockdown. Cham Cham takes her time to meow after this, limiting your oki after unless the opponent is cornered.
- On an airborne opponent Cham Cham will simply bounce off from them for a bit less than jB's damage. This causes an air reset rather than a knockdown. Like on the ground, Cham Cham must also time this well.
- If Cham-Cham can force an opponent to block 421C in range for 623A~S, this becomes inescapable.
- Scratches Back! - D during 623S, can be done unarmed (Samurai Drive)
- As if this move wasn't similar enough to Hooligan Combination, this is a low-hitting slide which starts quickly if you had pressed D at any point in the jump. This is a hitgrab which deals a bit more damage than 623S~S and it will face whichever side the opponent's on upon activation. This move travels about half the screen and can be made safe with the proper spacing. If the pounce is spaced correctly then this can be a fairly ambiguous crossup, but of course this is when the slide is least safe.
- Say, doesn't Cammy like cats?
★Paku Paku-Dios - 421A, can be done unarmed
- Pak Pak spins forward a short distance from Cham Cham. This hits low but Cham Cham doesn't have any grounded overheads to take advantage of this. What she can do instead is juggle from a successful hit.
★Mula-Paku Paku - 421B, can be done unarmed
- Pak Pak tosses a skull in a straight line, skimming the ground pretty quickly. At fullscreen Cham Cham can pursue behind this safely. In the corner this gives her a decent amount of frame advantage on block, and if spaced correctly she can link from this into a far heavy slash on hit.
★Paku Paku-Gabool - 421C, can be done unarmed
- Pak Pak breathes fire. This not only deals up to five hits of chip where Cham Cham is completely safe afterwards but it can also lock the opponent in place for a free 623S~S, which works because the range at which this fire breath begins to rise is about the range which allows 623A to connect. Very strong setplay tool but can also anti-air, considering the fire breath travels upward the whole distance. May whiff at very close range in the corner.
★Toy Transformation - 321421E (II)
- Cham Cham can perform this move while Pak Pak is returning to her, but because Pak Pak is cuddled around her for the taunt he will spawn from this position and then walk back behind Cham Cham. No Pak Pak specials can be performed during this period.
Supers
No More Forgiveness! - 236AB
- Cham Cham dons Tam Tam's mask, matures in the blink of an eye then charges forward for ten hits with her boomerang before reverting back. Pretty good damage on the ground and often times it's your best ender from close mediums. The catch is that, while the boomerang reaches from the ground to the sky, hitting this on an airborne opponent won't secure all the hits, meaning that juggles will only connect two or three hits of this thing. You still get the disarm and hard knockdown at the end, but because the damage is spread evenly across each hit this makes the damage potential in anti-airs and juggles really bad.
It Hurts When It Hits! - 641236BC (II), 236BC (VI)
- Enhanced 214S, swinging upward in a curved arc rather than going straight diagonally and dealing slightly more damage. This deals multiple hits and causes a soft knockdown. Decently fast startup, but only combos at close range in the corner.
Combos
Standard Combos
- n5B 236AB - Close medium combo. Yeah.
- n2C 623A~S/236AB - n2C gives you a meterless combo ender in 623A~S, but you better be sure to time the hit or you'll be in for a world of hurt.
- n2C 421B - Corner/counterhit/backhit only. Can link from 421B with different options depending on spacing.
- jC, n5C - This is your best jump-in combo when you don't have a super, as n2C is your only special cancellable normal which will combo into a special but the two-heavy rule makes such combos impossible from jC.
- jD, 3D - Quick, annoying jump-in combo.
- 421A, n5C/2C/214A/236AB - Some practical juggles from 421A. That being said, they're still pretty tough. 236AB disarms but not all the hits will connect, making the damage output pretty bad.
Secret Move (II/VI)
- n5B/n2C SM - Corner only. II's only n5B confirm without Rage.
Continuous Slash (IV)
- A+B BBC 214S/236S - Any boomerang toss works except 214C when not in corner, but 214A gives the best oki. Cham-Cham can microdash into forward jump to catch her boomerang during the jump and jC on the way down to cover short rolls and throw long rolls on landing. Adjust with microwalk and/or neutral jump depending on proximity to corner. 623A~S and 236AB also combo, but damage is much worse due to the air hit and 623S~S air hit gives terrible oki.
- A+B AABBCCC - Nearly fills your entire Rage gauge and deals just a bit more damage than the meterless combos above. You can special cancel the last hit, but it doesn't lead to any further combos or setups.
Frame Data - Provided by Tekitogate
Attack | Startup | On Hit | On Standing Block | On Crouching Block | Notes |
---|---|---|---|---|---|
n5A | 4 | +3 | -1 | +4 | |
n2A | 5 | -1 | N/A | 0 | |
5A | 10 | +1 | -3 | +2 | |
2A | 7 | -2 | -6 | -1 | |
66A | 7 | -3 | -15 | -10 | |
jA | 10 | N/A | N/A | N/A | |
n5B | 11 | -2 | -8 | -3 | |
n2B | 10 | +1 | -8 | -3 | |
5B | 10 | -7 | -8 | -3 | |
2B | 10 | -1 | -8 | -3 | |
66B | 9 | KD | -16 | -11 | |
jB | 15 | N/A | N/A | N/A | |
n5C | 14 | 0~+1 | -20 | -15 | |
n2C | 13 | 0~+1 | -20 | -15 | |
5C | 19 | +1~+2 | -20 | -15 | |
2C | 16 | -3~-2 | -20 | -15 | |
66C | 27 | KD | -24 | N/A | |
jC | 13 | N/A | N/A | N/A | |
5D | 8 | -5 | -9 | -4 | |
6D | 15 | -10 | -12 | -7 | 0 on crouching opponents |
2D | 8 | -1 | -5 | 0 | |
3D | 5 | KD | N/A | -17 | Active for 16 frames |
66D | 5 | KD | N/A | -10 | Active for 14 frames |
jD | 11 | N/A | N/A | N/A | |
Hyper Slash | 34 | KD | -52 | -42 | |
Continuous Slash | 8 | N/A | -20 | -15 |