必杀技
Take a spinning hop forward and strike with the back of your fist. Useful for continuing your offensive pressure or as a way to slip through an opponent's guard.
派生・强度差异
| 技能 | 发生 | 命中 | 防御 | 伤害 |
|---|---|---|---|---|
| Quick Spin Knuckle | 21 | 2 | -3 | 800 |
| H Quick Spin Knuckle | 28 | 5 | 3 | 800 |
| L Quick Spin Knuckle | 21 | 2 | -3 | 800 |
| M Quick Spin Knuckle | 24 | 3 | -2 | 800 |
| OD Quick Spin Knuckle | 25 | 7 | -2 | 800 |
Evaluation
(Detailed notes to be added.)
How to Use
(Detailed notes to be added.)
How to Counter
A rushing move where the frame advantage changes depending on strength.
- 214LP
- Cammy is -3F on block
- Punish with a 4F or faster move
- 214MP
- Cammy is -2F on block
- A 4F move can punish
- 214HP
- Cammy is +3F on block at point-blank range — extremely strong situation for Cammy
- 214PP (OD Quick Spin Knuckle)
- Cammy is -2F on block
- Any 4F or faster move punishes
Recommended counters
- Against 214HP (+3F)
- Just Parry is the most reliable option
- You can also pre-place a jab, but mistiming it leads to getting hit by a full combo
- Read the timing of 214HP and press the Parry button early
- Light and medium versions are punishable on block
- Always retaliate after blocking
- Once comfortable, learn to distinguish strength and choose punish vs. guard accordingly

