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Cammy is a rushdown, pressure heavy character in it's purest form. She doesn't have an overhead, but her frame data and tick throws are threatening enough to make anyone scared of her. Her great walk speed, dash speed, midscreen oki, and her signature dive kick make her hard to keep out, and even harder to get out if she's already found her way in. If you like overwhelming your opponent with great normals, a fast dive kick, and an obnoxious tick throw with amazing walk speed to compliment it, try Cammy out. | |||
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(As Street Fighter V is new, this section will be filled out after we learn more about how this character plays most effectively.) | (As Street Fighter V is new, this section will be filled out after we learn more about how this character plays most effectively.) | ||
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Kazunoko, everyone | Kazunoko, Hurricane, everyone online | ||
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Axel Spin Knuckle is a forward moving spinning attack that can go through fireballs, cross the opponent up, and lead into a combo on hit. It is throw invincible during the middle of it, however there is no full invincibility. Gains V-Gauge on hit. | Axel Spin Knuckle is a forward moving spinning attack that can go through fireballs, cross the opponent up, and lead into a combo on hit. It is throw invincible during the middle of it, however there is no full invincibility. Gains V-Gauge on hit. | ||
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Spinning Axe has Cammy jump in the air and perform a spin kick. This can be cancelled from any special cancellable normal. It's safe on block when spaced, and even triggers a crush counter on counter hit. It can be very obnoxious for the opponent to deal with if always spaced correctly from a cr.mk. Make good use of it by keeping the opponent cornered and crushing their attempts at punishing you. | |||
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Delta Drive is a two bar V-Trigger that powers up all of Cammy's specials, increasing their damage and combo ability. Spiral Arrow now goes through the opponent and knocks them into the air allowing Cannon Spike follow-up and is mostly safe when done up close due to range. Cannon Spike now does more damage and has a higher combo potential and can cancel into Cannon Strike on hit; it is also completely invincible. Cannon Strike now passes through the opponent and is always (?) advantageous. Each special takes 50% of the remaining V-Gauge. | Delta Drive is a two bar V-Trigger that powers up all of Cammy's specials, increasing their damage and combo ability. Spiral Arrow now goes through the opponent and knocks them into the air allowing Cannon Spike follow-up and is mostly safe when done up close due to range. Cannon Spike now does more damage and has a higher combo potential and can cancel into Cannon Strike on hit; it is also completely invincible. Cannon Strike now passes through the opponent and is always (?) advantageous. Each special takes 50% of the remaining V-Gauge. | ||
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Delta Step is a | Delta Step is a two bar V-Trigger that gives Cammy access to two special moves. HP+HK is Delta Ambush which causes Cammy to jump forward slightly, and can be canceled into either an overhead that can be combed after or a throw that can only hit standing opponents. f+HP+HK is Delta Step, which has Cammy rush forward and can be used to keep pressure after certain normals. She gets two uses total: when the V-Trigger is first activated the screen freezes and Cammy does the appropriate action based on the input, the second time the screen does not freeze and it consumes the rest of the meter. | ||
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== Strategy == | == Strategy == |
Revision as of 21:51, 22 May 2020
Cammy
|
Summary
Bio
TBW
Why Pick Cammy?
Cammy is a rushdown, pressure heavy character in it's purest form. She doesn't have an overhead, but her frame data and tick throws are threatening enough to make anyone scared of her. Her great walk speed, dash speed, midscreen oki, and her signature dive kick make her hard to keep out, and even harder to get out if she's already found her way in. If you like overwhelming your opponent with great normals, a fast dive kick, and an obnoxious tick throw with amazing walk speed to compliment it, try Cammy out.
Players To Watch
Kazunoko, Hurricane, everyone online
Change List
For list of all changes, see Change/Patch List
Season 3.5
- Hurtbox expanded upwards while crouching
- Stun increased from 900 to 950
- Forward throw damage increased from 120 to 130, stun decreased from 150 to 120
- Back throw damage increased from 140 to 150
- Crouch LK pushback on hit increased
- Lift Upper (b+MK > HK) can be canceled into Delta Ambush (VT2) specials
- Light Cannon Spike invincible to airborne attacks on 1-6f
- VT1
- Can cancel Cannon Spike into Cannon Strike on hit
- VT2
- Delta Step/Delta Ambush changed to 2 block V-Trigger, using follow-up special completely drains meter
- Delta Twist (HP+HK > P) hurtbox expanded downwards
- Reverse Edge (HP+HK > K) damage increased from 70 to 80, second hit is mid overhead, recovery on block and hit unified, disadvantage decreased from -11 to -5, active frames 1-2 can hit grounded opponents, increased downward hurtbox
Season 3 (Arcade Edition)
- Forward throw stun reduced from 200 to 150
- Back throw damage increased from 130 to 140
- Air throw damage increased from 130 to 150
- Stand LP pushback on hit/block increased, startup changed to 3f when rapid canceled into, collision box adjusted
- Stand MK recovery increased from 13f to 15f
- Stand HK advantage on hit increased from +2 to +4, hurtbox reduced, collision box adjusted, changed so it can hit behind Cammy
- Crouch LP hitbox reduced, hurtbox expanded, increased pushback on hit/block with rapid canceled version being further, collision box adjusted
- Crouch LK pushback on hit/block increased, collision box adjusted
- Crouch HP hurtbox expanded
- Crouch HK hurtbox reduced
- Jump MP hitbox expanded, hurtbox reduced
- Jump HP hurtbox reduced
- Jump HK hitbox lowered, hurtbox reduced
- Lift Upper (b+MP > HK) hitbox reduced, hurtbox expanded
- Axel Spin Knuckle (MP+MK) advantage on hit increased from +6 to +7
- Strike Back (f+KKK) disadvantage on block increased from -2 to -4
- Delta Drive (HP+HK in VT1) timer increased, amount each move used increased as well
- Added V-Trigger 2: Delta Step
Move List
Unique Attacks
Special Moves
V-System (V-Trigger / V-Skill / V-Reversal)
Critical Art
Cammy Discussions
Discussions regarding Cammy
Cammy Discord Link
Video Guides
Capcom Fighters' Official Character Introduction
Street Fighter Official Character Guide
Sajam's Character Breakdown
Shoryuken's Rising Up Series
Frame Data
- Champion Edition data courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, BananaCyclone and the Frame Assist Tool team. - Huge thanks for their efforts! - See https://fullmeter.com/fatonline/#/home for more information
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
stand LP | LP | 4 | 2 | 6 | 2 | 4 | FILL_ME_IN_COUNTER_HIT | 30 | 70 | H | ch/sp/su/vt1/vt2 | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
stand MP | MP | 6 | 3 | 9 | 3 | 7 | FILL_ME_IN_COUNTER_HIT | 60 | 100 | H | sp/su/vt1/vt2 | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
stand HP | HP | 6 | 2 | 20 | -3 | 1 | FILL_ME_IN_COUNTER_HIT | 80 | 150 | H | sp/su/vt1/vt2 | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
stand LK | LK | 4 | 2 | 7 | 1 | 2 | FILL_ME_IN_COUNTER_HIT | 40 | 70 | H | vt1/vt2 | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
stand MK | MK | 8 | 3 | 15 | -2 | 2 | FILL_ME_IN_COUNTER_HIT | 60 | 100 | H | vt1/vt2 | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
stand HK | HK | 9 | 4 | 17 | -2 | 4 | FILL_ME_IN_COUNTER_HIT | 90 | 150 | H | vt1/vt2 | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
crouch LP | d+LP | 3 | 3 | 6 | 2 | 4 | FILL_ME_IN_COUNTER_HIT | 20 | 70 | H | ch/sp/su/vt1/vt2 | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
crouch MP | d+MP | 5 | 3 | 10 | 1 | 5 | FILL_ME_IN_COUNTER_HIT | 60 | 100 | H | sp/su/vt1/vt2 | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
crouch HP | d+HP | 9 | 3 | 20 | -2 | 1 | FILL_ME_IN_COUNTER_HIT | 80 | 150 | H | su/vt1/vt2 | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
crouch LK | d+LK | 4 | 2 | 9 | -1 | 1 | FILL_ME_IN_COUNTER_HIT | 20 | 70 | L | ch/vt1/vt2 | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
crouch MK | d+MK | 7 | 2 | 14 | -3 | 0 | FILL_ME_IN_COUNTER_HIT | 50 | 100 | L | sp/su/vt1/vt2 | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
crouch HK | d+HK | 7 | 2 | 22 | -12 | KD | FILL_ME_IN_COUNTER_HIT | 90 | 150 | L | vt1/vt2 | 69 | 20 | 25 | CHIP | CH_DAMAGE | CH_STUN |
jump LP | u+LP | 3 | 5 | - | - | - | FILL_ME_IN_COUNTER_HIT | 40 | 70 | M | - | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
jump MP | u+MP | 5 | 5 | - | - | - | FILL_ME_IN_COUNTER_HIT | 70 | 100 | M | - | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
jump HP | u+HP | 7 | 5 | - | - | - | FILL_ME_IN_COUNTER_HIT | 90 | 150 | M | - | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
jump LK | u+LK | 3 | 5 | - | - | - | FILL_ME_IN_COUNTER_HIT | 40 | 70 | M | - | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
jump MK | u+MK | 6 | 5 | - | - | - | FILL_ME_IN_COUNTER_HIT | 70 | 100 | M | - | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
jump HK | u+HK | 7 | 5 | - | - | - | FILL_ME_IN_COUNTER_HIT | 90 | 150 | M | - | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
Knee Bullet | f+HK | 12 | 2(5)2 | 17 | -2 | 5 | FILL_ME_IN_COUNTER_HIT | 40*40 | 150 | H*H | - | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
Lift Upper | b+MP | 4 | 4 | 14 | 1 | 4 | FILL_ME_IN_COUNTER_HIT | 60 | 100 | H | sp/su/vt1 | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
Lift Combination | b+MP > HK | 4+9 | 4 | 27 | -12 | KD | FILL_ME_IN_COUNTER_HIT | 60*72 | 100*90 | H*H | sp/su | 87 | 28 | 33 | CHIP | CH_DAMAGE | CH_STUN |
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
Gyro Clipper | LP+LK | 5 | 3 | 17 | - | KD | FILL_ME_IN_COUNTER_HIT | 130 | 120 | T | - | 58 | 9 | 9 | CHIP | CH_DAMAGE | CH_STUN |
Delta Through | b+LP+LK | 5 | 3 | 17 | - | KD | FILL_ME_IN_COUNTER_HIT | 150 | 200 | T | - | 64 | 15 | 15 | CHIP | CH_DAMAGE | CH_STUN |
Neck Spiral | LP+LK (air) | 5 | 2 | 6 | - | KD | FILL_ME_IN_COUNTER_HIT | 150 | 200 | T | - | 55 | 6 | 6 | CHIP | CH_DAMAGE | CH_STUN |
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
Delta Drive | HP+HK (VT1) | 1 | - | 8 | - | - | FILL_ME_IN_COUNTER_HIT | - | - | - | - | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
Delta Step | f+HP+HK (VT2) | 1 | - | 13 | - | - | FILL_ME_IN_COUNTER_HIT | - | - | - | - | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
Delta Ambush | HP+HK (VT2) | 12 | - | 10 | - | - | FILL_ME_IN_COUNTER_HIT | - | - | - | - | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
Axel Spin Knuckle | MP+MK | 35(36) | 2 | 13 | 2 | 7 | FILL_ME_IN_COUNTER_HIT | 60 | 100 | H | - | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
Strike Back | f+KKK | 17 | 2 | 24 | -4 | 2 | FILL_ME_IN_COUNTER_HIT | 60 | 0 | H | - | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
Spiral Arrow LK | qcf+LK | 7 | 11 | 6+19 | -12 | KD | FILL_ME_IN_COUNTER_HIT | 70 | 150 | H | su | 85 | 26 | 31 | CHIP | CH_DAMAGE | CH_STUN |
Spiral Arrow MK | qcf+MK | 7 | 13 | 6+18 | -15 | KD | FILL_ME_IN_COUNTER_HIT | 80 | 150 | H | su | 79 | 20 | 25 | CHIP | CH_DAMAGE | CH_STUN |
Spiral Arrow HK | qcf+HK | 7 | 2(1)11 | 7+19 | -12 | KD | FILL_ME_IN_COUNTER_HIT | 50*50 | 50*100 | H*H | su | 79 | 20 | 25 | CHIP | CH_DAMAGE | CH_STUN |
Spiral Arrow EX | qcf+KK | 7 | 2(2)10 | 5+18 | -11 | KD | FILL_ME_IN_COUNTER_HIT | 70*70 | 50*150 | H*H | - | 80 | 21 | 26 | CHIP | CH_DAMAGE | CH_STUN |
Cannon Spike LK | f,d,df+LK | 4 | 11 | 22+14 | -37 | KD | FILL_ME_IN_COUNTER_HIT | 120 | 200 | H | su | 79 | 20 | 25 | CHIP | CH_DAMAGE | CH_STUN |
Cannon Spike MK | f,d,df+MK | 5 | 11 | 25+14 | -37 | KD | FILL_ME_IN_COUNTER_HIT | 120 | 200 | H | su | 79 | 20 | 25 | CHIP | CH_DAMAGE | CH_STUN |
Cannon Spike HK | f,d,df+HK | 6 | 11 | 25+14 | -37 | KD | FILL_ME_IN_COUNTER_HIT | 120 | 200 | H | su | 79 | 20 | 25 | CHIP | CH_DAMAGE | CH_STUN |
Cannon Spike EX | f,d,df+KK | 3 | 11 | 24+14 | -37 | KD | FILL_ME_IN_COUNTER_HIT | 50*50*60 | 50*50*100 | H | - | 77 | 18 | 23 | CHIP | CH_DAMAGE | CH_STUN |
Cannon Strike LK | qcb+LK(air) | 13 | 11 | 9 | -5(2) | 0(8) | FILL_ME_IN_COUNTER_HIT | 60 | 100 | H | - | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
Cannon Strike MK | qcb+MK(air) | 13 | 11 | 9 | -5(2) | 0(8) | FILL_ME_IN_COUNTER_HIT | 60 | 100 | H | - | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
Cannon Strike HK | qcb+HK(air) | 13 | 11 | 9 | -5(2) | -1(7) | FILL_ME_IN_COUNTER_HIT | 60 | 100 | H | - | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
Cannon Strike EX | qcb+KK(air) | 13 | 11 | 13 | -5(4) | KD | FILL_ME_IN_COUNTER_HIT | 80 | 100 | H | - | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
Hooligan Combination LP | hcf+LP | - | - | - | - | - | FILL_ME_IN_COUNTER_HIT | - | - | - | - | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
Hooligan Combination MP | hcf+MP | - | - | - | - | - | FILL_ME_IN_COUNTER_HIT | - | - | - | - | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
Hooligan Combination HP | hcf+HP | - | - | - | - | - | FILL_ME_IN_COUNTER_HIT | - | - | - | - | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
Hooligan Combination EX | hcf+PP | - | - | - | - | - | FILL_ME_IN_COUNTER_HIT | - | - | - | - | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
Razor Edge Slicer | hcf+P > no input | 39+10 | 9 | 13 | -2 | KD | FILL_ME_IN_COUNTER_HIT | 100 | 150 | L | - | 94 | 35 | 40 | CHIP | CH_DAMAGE | CH_STUN |
Razor Edge Slicer EX | hcf+PP > no input | 39+10 | 9 | 13 | 3 | KD | FILL_ME_IN_COUNTER_HIT | 50*50*50 | 50*50*100 | L*L*L | - | 97 | 38 | 43 | CHIP | CH_DAMAGE | CH_STUN |
Fatal Leg Twister | hcf+P > LP+LK near ground | 24+4 | 2 | 10 | KD | KD | FILL_ME_IN_COUNTER_HIT | 150 | 250 | T | - | 55 | 6 | 6 | CHIP | CH_DAMAGE | CH_STUN |
Cross Scissors Pressure | hcf+P > LP+LK in air | 24+4 | 2 | 10 | KD | KD | FILL_ME_IN_COUNTER_HIT | 150 | 250 | T | - | 78 | 19 | 19 | CHIP | CH_DAMAGE | CH_STUN |
Cannon Strike (hooligan) | hcf+P > K | 24+15 | 11 | 9 | 0(5) | 4(9) | FILL_ME_IN_COUNTER_HIT | 60 | 100 | H | - | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
Cannon Strike EX (hooligan) | hcf+PP > K | 14+13 | 11 | 13 | -2(6) | KD | FILL_ME_IN_COUNTER_HIT | 80 | 100 | H | - | 105 | 46 | 51 | CHIP | CH_DAMAGE | CH_STUN |
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
Cross Stinger Assault | qcf,qcf+K | 3 | 9 | 39 | -30 | KD | FILL_ME_IN_COUNTER_HIT | 330 | 0 | H | - | 93 | 44 | 44 | CHIP | CH_DAMAGE | CH_STUN |
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
In VT1 | |||||||||||||||||
Spiral Arrow LK | qcf+LK | 7 | 12 | 4+19 | -13 | KD | FILL_ME_IN_COUNTER_HIT | 15x4*40 (120) | 150 | H | su | 97 | 38 | 43 | CHIP | CH_DAMAGE | CH_STUN |
Spiral Arrow MK | qcf+MK | 7 | 12 | 4+19 | -13 | KD | FILL_ME_IN_COUNTER_HIT | 15x4*40 (120) | 150 | H | su | 97 | 38 | 43 | CHIP | CH_DAMAGE | CH_STUN |
Spiral Arrow HK | qcf+HK | 7 | 12 | 4+19 | -13 | KD | FILL_ME_IN_COUNTER_HIT | 15x4*40 (120) | 150 | H*H | su | 97 | 38 | 43 | CHIP | CH_DAMAGE | CH_STUN |
Cannon Spike LK | f,d,df+LK | 3 | 6(3)3(3)3 | 25+26 | -37 | KD | FILL_ME_IN_COUNTER_HIT | 50*20x3*50 (160) | 200 | H | su | 72 | 13 | 18 | CHIP | CH_DAMAGE | CH_STUN |
Cannon Spike MK | f,d,df+MK | 3 | 6(3)3(3)3 | 25+26 | -37 | KD | FILL_ME_IN_COUNTER_HIT | 50*20x3*50 (160) | 200 | H | su | 72 | 13 | 18 | CHIP | CH_DAMAGE | CH_STUN |
Cannon Spike HK | f,d,df+HK | 3 | 6(3)3(3)3 | 25+26 | -37 | KD | FILL_ME_IN_COUNTER_HIT | 50*20x3*50 (160) | 200 | H | su | 72 | 13 | 18 | CHIP | CH_DAMAGE | CH_STUN |
Cannon Strike LK | qcb+LK(air) | 13 | 11 | 9 | 4(15) | 6(17) | FILL_ME_IN_COUNTER_HIT | 40*20x2 (80) | 100 | H | - | ~ | ~ | ~ | CHIP | CH_DAMAGE | CH_STUN |
Cannon Strike MK | qcb+MK(air) | 13 | 11 | 9 | 4(15) | 6(17) | FILL_ME_IN_COUNTER_HIT | 40*20x2 (80) | 100 | H | - | ~ | ~ | ~ | CHIP | CH_DAMAGE | CH_STUN |
Cannon Strike HK | qcb+HK(air) | 13 | 11 | 9 | 4(15) | 6(17) | FILL_ME_IN_COUNTER_HIT | 40*20x2 (80) | 100 | H | - | ~ | ~ | ~ | CHIP | CH_DAMAGE | CH_STUN |
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
In VT2 | |||||||||||||||||
Delta Step | f+HP+HK | ~ | ~ | 20 | ~ | ~ | FILL_ME_IN_COUNTER_HIT | ~ | ~ | ~ | - | ~ | ~ | ~ | CHIP | CH_DAMAGE | CH_STUN |
Delta Ambush | HP+HK (VT2) | 24 | ~ | 10 | ~ | ~ | FILL_ME_IN_COUNTER_HIT | ~ | ~ | ~ | - | ~ | ~ | ~ | CHIP | CH_DAMAGE | CH_STUN |
Delta Twist | HP+HK > P | 24+5 | 2 | 9 | ~ | 7 | FILL_ME_IN_COUNTER_HIT | 120 | 0 | T | - | ~ | ~ | ~ | CHIP | CH_DAMAGE | CH_STUN |
Reverse Edge | HP+HK > K | 24+10 | 4*3 | 9 | -5(-4) | 5(6) | FILL_ME_IN_COUNTER_HIT | 40*30 | 70*30 | M*M | - | ~ | ~ | ~ | CHIP | CH_DAMAGE | CH_STUN |
Notes:
Combos
BnB
With Meter
Corner
Crush Counter
V-Trigger Cancels
V System
V Reversal
Unlike most characters, in addition to being a 17f strike reversal Cammy also goes through the opponent and switches sides. The V-Reversal is -6 if blocked however, so using it without considering the move it was used on can lead to a big punish and right back to the same or worse situation.
V Skill 1
Axel Spin Knuckle is a forward moving spinning attack that can go through fireballs, cross the opponent up, and lead into a combo on hit. It is throw invincible during the middle of it, however there is no full invincibility. Gains V-Gauge on hit.
V Skill 2
Spinning Axe has Cammy jump in the air and perform a spin kick. This can be cancelled from any special cancellable normal. It's safe on block when spaced, and even triggers a crush counter on counter hit. It can be very obnoxious for the opponent to deal with if always spaced correctly from a cr.mk. Make good use of it by keeping the opponent cornered and crushing their attempts at punishing you.
V Trigger 1
Delta Drive is a two bar V-Trigger that powers up all of Cammy's specials, increasing their damage and combo ability. Spiral Arrow now goes through the opponent and knocks them into the air allowing Cannon Spike follow-up and is mostly safe when done up close due to range. Cannon Spike now does more damage and has a higher combo potential and can cancel into Cannon Strike on hit; it is also completely invincible. Cannon Strike now passes through the opponent and is always (?) advantageous. Each special takes 50% of the remaining V-Gauge.
V Trigger 2
Delta Step is a two bar V-Trigger that gives Cammy access to two special moves. HP+HK is Delta Ambush which causes Cammy to jump forward slightly, and can be canceled into either an overhead that can be combed after or a throw that can only hit standing opponents. f+HP+HK is Delta Step, which has Cammy rush forward and can be used to keep pressure after certain normals. She gets two uses total: when the V-Trigger is first activated the screen freezes and Cammy does the appropriate action based on the input, the second time the screen does not freeze and it consumes the rest of the meter.