Capcom vs SNK 2/Cammy: Difference between revisions

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(infoboxes and hitboxes for all her normals, specials/supers next)
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= Introduction =
= Introduction =
Cammy White, a.k.a. Killer Bee, is an ex-Shadoloo member and a Doll who gained self-awareness and broke free from M. Bison/Dictator's control with help from Dhalsim. Dolls were clones of M. Bison himself who were made to be his personal assassins and guards, acting very robotically. Cammy freed the other Dolls, but an explosion caused her to lose her memory, and Vega/Claw deposited her at the base of Delta Red, a paramilitary organization. After learning about the World Warrior tournament in the events of Street Fighter 2, Cammy entered, feeling a connection to M. Bison. She learned of her true past, and decided to spend the rest of her life fighting against M. Bison.
Cammy is one of the best characters in CvS2, likely right behind the top tiers. Her strengths are numerous, from some of the best normals in the game to plenty of powerful specials and mixup potential. Her amazing walkspeed allows her to keep her preferred range easily, and some of her amazing buttons like 2MK and especially 5HP keep the opponent constantly in check. Her signature special, Spiral Arrow, allows her to punish a majority of fireballs and can be spaced to make her safe and get her in. Her uppercut, Cannon Spike, is incredibly fast with great priority and invincible startup, eating up any jump at all and giving Cammy great air control. Her divekick, Cannon Strike, is a is a powerful dive that allows her to alter her jump arc and leaves her very plus. With meter, any good hit from a long distance poke or ridiculously plus close range normal can confirm easily into her Spin Drive Smasher super, usually called SDS, for insane damage. Fast ground speed, insane frame data, scary offense with meter, and versatile specials make Cammy an offensive grounded nightmare.
Cammy does have a few major weaknesses holding her back from being as strong as characters like Sagat or Blanka. Her health is lower than the average character, against characters with high damage she can be KOd with a few good moves. She has a very floaty and high jump, and while having a strong divekick makes it a bit better, anti-airing her is still easier than most characters. Probably the biggest weakness is she has one of the worst rolls in the game, being very slow and reactable, making it very risky to roll with her. Nevertheless, these weaknesses barely hold back an otherwise stellar character.
=== Groove Selection ===
Cammy has two popular grooves, K and C. K-Cammy is the best of the two, as Cammy works incredibly in K-Groove. Rage makes her aggressive movement scarier as any poke can confirm into a level 3 SDS for massive damage. Shorthop and run gives Cammy more ways to move around, and her hop normals are amazing. JD is a powerful defensive option, and since Cammy can easily confirm into SDS or Spiral Arrow she can almost always get a punish after a good JD. A lack of roll doesn't affect her at all either, considering her roll is so bad. C-Cammy sacrifices a lot of these for more ways to get SDS out, making her neutral and pokes much more threatening. C-Cammy also has a powerful and stylish level 2 combo.
N-Cammy is likely tied with C-Cammy. N-Cammy combines aspects of K-Cammy and C-Cammy by being able to cancel into level 1 SDS often, and maintaining the movement of K-Groove. Max Mode is somewhat useless as Cammy would rather spend that meter on a confirm into SDS, but it's a useful option. N-Cammy can barely make use of guard cancel roll however, and her roll in general is far too weak for N-Groove. P-Cammy is also quite good, as similar to JD Cammy can easily punish into a knockdown from any parry. While P-Cammy won't always have super, being able to parry so easily into level 3 SDS when she does have it makes her terrifying. While she doesn't have run, she does have shorthop, and no rolls is no issue.
S-Cammy and A-Cammy are her two weakest grooves. Cammy likes her meter for SDS cancels, and S-Cammy has to give up aggressive space to build meter. S-Cammy at low health does get access to infinite level 1 SDS but her health is so low that this is incredibly risky. A-Cammy has none of the mechanics to aid her movement, and while CC is strong, Cammy uses the meter better by confirming into SDS.
=== Colors ===
[[File:Cammy_CvS2_colors.png]]
[[File:Cammy_CvS2_colors.png]]


= Moves List =
= Normal Moves =
== Far Normals ==
=== <span class="invisible-header">5LP</span> ===
{{MoveData
| name    = Far Jab
| input    = 5LP / Far LP
| subtitle = Far Light Punch
| image    = CVS2_Cammy_5LP.PNG
| caption  =
| linkname = 5LP
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 200
  | stun        = 2
  | cancel      = RF/SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 3
  | active      = 4
  | recovery    = 7
  | total      = 14
  | advHit      = +4
  | advBlock    = +4
  | invul      = None
  | description = A fast standard jab. Crouchable, but very plus and not a bad way to check people jumping or moving at you.
*
}}
}}
 
=== <span class="invisible-header">5MP</span> ===
{{MoveData
| name    = Far Strong
| input    = 5MP / Far MP
| subtitle = Far Medium Punch
| image    = CVS2_Cammy_5MP.PNG
| caption  =
| linkname = 5MP
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 800
  | stun        = 8
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 4
  | active      = 4
  | recovery    = 11
  | total      = 19
  | advHit      = +5
  | advBlock    = +5
  | invul      = None
  | description = A far and plus strong punch. Usually you would rather do 2MP, since this is crouchable and not as plus. Not a bad button against taller characters however.
*
}}
}}
 
=== <span class="invisible-header">5HP</span> ===
{{MoveData
| name    = Far Fierce
| input    = 5HP / Far HP
| subtitle = Far Heavy Punch
| image    = CVS2_Cammy_5HP_First.PNG
| caption  = First Hitbox
| image2  = CVS2_Cammy_5HP_Second.PNG
| caption2 = Second Hitbox
| linkname = 5HP
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1100
  | stun        = 11
  | cancel      = SU
  | guard      = Mid
  | parry      = High
  | startup    = 3
  | active      = 10
  | recovery    = 9
  | total      = 22
  | advHit      = +9
  | advBlock    = +9
  | invul      = None
  | description = Ridiculous button. 3 frame startup ties it with most jabs, and shes left a whopping +9. Not special cancellable but the super cancel means you can punish a lot of things into SDS from far away. You don't even need to cancel this into super, it's so plus you can link it, making hitconfirming incredibly easy. The 3 frame listed startup is for the first hitbox which has smaller range and is useful for close links, the second hitbox comes out slightly later.
*
}}
}}
 
=== <span class="invisible-header">5LK</span> ===
{{MoveData
| name    = Far Short
| input    = 5LK / Far LK
| subtitle = Far Light Kick
| image    = CVS2_Cammy_5LK.PNG
| caption  =
| linkname = 5LK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 400
  | stun        = 4
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 4
  | active      = 8
  | recovery    = 8
  | total      = 20
  | advHit      = -1
  | advBlock    = -1
  | invul      = None
  | description = A quick kick angled upwards. Not a bad button but Cammy basically always has something better.
*
}}
}}
 
=== <span class="invisible-header">5MK</span> ===
{{MoveData
| name    = Far Forward
| input    = 5MK / Far MK
| subtitle = Far Medium Kick
| image    = CVS2_Cammy_5MK.PNG
| caption  =
| linkname = 5MK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 800
  | stun        = 8
  | cancel      = SU
  | guard      = Mid
  | parry      = High
  | startup    = 7
  | active      = 2
  | recovery    = 17
  | total      = 26
  | advHit      = +1
  | advBlock    = +1
  | invul      = None
  | description = A similar kick to 5LK. Reaches very far, making it nice as a standing poke, and the angle makes it a nice far anti-air when you can't DP.
*
}}
}}
 
=== <span class="invisible-header">5HK</span> ===
{{MoveData
| name    = Far Roundhouse
| input    = 5HK / Far HK
| subtitle = Far Heavy Kick
| image    = CVS2_Cammy_5HK_First.PNG
| caption  = First Hitbox
| image2  = CVS2_Cammy_5HK_Second.PNG
| caption2 = Second Hitbox
| linkname = 5HK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1100/1000
  | stun        = 11/10
  | cancel      = SU
  | guard      = Mid
  | parry      = High
  | startup    = 5
  | active      = 10
  | recovery    = 22
  | total      = 37
  | advHit      = -8
  | advBlock    = -8
  | invul      = None
  | description = A far reaching double kick. Great as an anti-air from farther away, as it's very fast and has plenty of active frames. Also a stellar poke in neutral, though you may find Cammy has better buttons in most situations.
*
}}
}}
 
== Close Normals ==
=== <span class="invisible-header">clLP</span> ===
{{MoveData
| name    = Close Jab
| input    = cl.LP / cl5LP
| subtitle = Close Light Punch
| image    = CVS2_Cammy_clLP.PNG
| caption  =
| linkname = cl.LP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 300
  | stun        = 3
  | cancel      = RF/SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 2
  | active      = 3
  | recovery    = 6
  | total      = 11
  | advHit      = +6
  | advBlock    = +6
  | invul      = None
  | description = Cammy's fastest button, though only by a frame. Since Cammy has so many normals with 3 frame startup and higher average reward, this sees very little use as a scramble button or in pressure. It's especially weaker as it can be crouched by many characters.
*
}}
}}
 
=== <span class="invisible-header">clMP</span> ===
{{MoveData
| name    = Close Strong
| input    = cl.MP / cl5MP
| subtitle = Close Medium Punch
| image    = CVS2_Cammy_clMP_First.PNG
| caption  = First Hitbox
| image2  = CVS2_Cammy_clMP_Second.PNG
| caption2 = Second Hitbox
| linkname = cl.MP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 700/600
  | stun        = 7/6
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 4
  | active      = 4
  | recovery    = 16
  | total      = 24
  | advHit      = 0
  | advBlock    = 0
  | invul      = None
  | description = A fast uppercut punch. Not a bad close anti-air due to the fast startup, but you would always rather DP. The activation range can make it a bit inconsistent but 5MP isn't a terrible move to anti-air with either so this isn't a massive issue.
*
}}
}}
 
=== <span class="invisible-header">clHP</span> ===
{{MoveData
| name    = Close Fierce
| input    = cl.HP / cl5HP
| subtitle = Close Heavy Punch
| image    = CVS2_Cammy_clHP.PNG
| caption  = Always her turn
| linkname = cl.HP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1000
  | stun        = 10
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 3
  | active      = 4
  | recovery    = 10
  | total      = 17
  | advHit      = +10
  | advBlock    = +10
  | invul      = None
  | description = As if the far version wasn't enough of a privilege. This is arguably her best normal in a suite of amazing normals. Massively plus and lightning fast with 3 frame startup makes this basically a cracked, uncrouchable jab. Cammy can walk in and do these over and over while threatening frametraps and throws, putting the fear of a Spiral Arrow cancel in their heart. With enough meter, this will easily link into SDS, making a Raged/full bar Cammy terrifying up close as she can easily confirm into massive damage. 
*
}}
}}
 
=== <span class="invisible-header">clLK</span> ===
{{MoveData
| name    = Close Short
| input    = cl.LK / cl5LK
| subtitle = Close Light Kick
| image    = CVS2_Cammy_clLK.PNG
| caption  =
| linkname = cl.LK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 300
  | stun        = 3
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 3
  | active      = 6
  | recovery    = 8
  | total      = 17
  | advHit      = +3
  | advBlock    = +3
  | invul      = None
  | description = A quick knee aimed at the chest. Not a bad close light but generally not a button you'll press often, can be useful as a tic throw because of the minor pushback and low plus frame count but even then Cammy has better options.
*
}}
}}
 
=== <span class="invisible-header">clMK</span> ===
{{MoveData
| name    = Close Forward
| input    = cl.MK / cl5MK
| subtitle = Close Medium Kick
| image    = CVS2_Cammy_clMK.PNG
| caption  =
| linkname = cl.MK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 800
  | stun        = 8
  | cancel      = SU
  | guard      = Mid
  | parry      = High
  | startup    = 5
  | active      = 2
  | recovery    = 16
  | total      = 23
  | advHit      = +2
  | advBlock    = +2
  | invul      = None
  | description = Not much use for this. Identical animation to 5LK but is a close normal instead, almost entirely removing usage as an anti-air. Cammy has many better normals than this.
*
}}
}}
 
=== <span class="invisible-header">clHK</span> ===
{{MoveData
| name    = Close Roundhouse
| input    = cl.HK / cl5HK
| subtitle = Close Heavy Kick
| image    = CVS2_Cammy_clHK.PNG
| caption  =
| linkname = cl.HK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1200/1000
  | stun        = 12/10
  | cancel      = SU
  | guard      = Mid
  | parry      = High
  | startup    = 8
  | active      = 8
  | recovery    = 15
  | total      = 31
  | advHit      = -1
  | advBlock    = -1
  | invul      = None
  | description = Like 5HK, but it goes up instead of forward. Not a bad anti-air but not one you'll get often, as it covers an angle better covered by Cannon Spike. Still, it can be useful for when you can't react in time, and even if you're too far out for it you'll get 5HK which is not a bad misinput at all.
*
}}
}}
 
== Crouching Normals ==
=== <span class="invisible-header">2LP</span> ===
{{MoveData
| name    = Crouch Jab
| input    = 2LP / cr.LP
| subtitle = Crouching Light Punch
| image    = CVS2_Cammy_2LP.PNG
| caption  =
| linkname = 2LP
| data  =
{{AttackData-CvS2
  | version    = {{motion|d}}{{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 200
  | stun        = 2
  | cancel      = RF/SP/SU
  | guard      = Mid
  | parry      = Mid
  | startup    = 3
  | active      = 4
  | recovery    = 6
  | total      = 13
  | advHit      = +5
  | advBlock    = +5
  | invul      = None
  | description = A great crouching jab. Fast and plus, and links into plenty of Cammy's higher power normals. Nice to start punishes and confirms with.
*
}}
}}
 
=== <span class="invisible-header">2MP</span> ===
{{MoveData
| name    = Crouch Strong
| input    = 2MP / cr.MP
| subtitle = Crouching Medium Punch
| image    = CVS2_Cammy_2MP.PNG
| caption  =
| linkname = 2MP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}{{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 700
  | stun        = 7
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = Low
  | startup    = 4
  | active      = 4
  | recovery    = 9
  | total      = 17
  | advHit      = +7
  | advBlock    = +7
  | invul      = None
  | description = Basically an upgraded jab with one frame extra startup. One of your most used buttons, as it links easily into a ton of other things. Useful for confirms, starting punishes, and as a meaty. Has great reach and priority too, even for a 2MP, which makes it a strong option for whiff punishing into Spiral Arrow/SDS.
*
}}
}}
 
=== <span class="invisible-header">2HP</span> ===
{{MoveData
| name    = Crouch Fierce
| input    = 2HP / cr.HP
| subtitle = Crouching Heavy Punch
| image    = CVS2_Cammy_2HP.PNG
| caption  =
| linkname = 2HP
| data  =
{{AttackData-CvS2
  | version    = {{motion|d}}{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1000
  | stun        = 10
  | cancel      = SU
  | guard      = Mid
  | parry      = High
  | startup    = 6
  | active      = 8
  | recovery    = 12
  | total      = 26
  | advHit      = +4
  | advBlock    = +4
  | invul      = None
  | description = Another far anti-air at the same angle as 5HP. Not bad for it either, but is otherwise not used much.
*
}}
}}
 
=== <span class="invisible-header">2LK</span> ===
{{MoveData
| name    = Crouch Short
| input    = 2LK / cr.LK
| subtitle = Crouching Light Kick
| image    = CVS2_Cammy_2LK.PNG
| caption  =
| linkname = 2LK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}{{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 200
  | stun        = 2
  | cancel      = RF/SP/SU
  | guard      = Low
  | parry      = Low
  | startup    = 4
  | active      = 4
  | recovery    = 8
  | total      = 16
  | advHit      = +3
  | advBlock    = +3
  | invul      = None
  | description = Cammy's main low option for mixups. Not as plus as her punches, but chains into 2LP which has plenty of link options. Good for confirms on oki or dash pressure to force them to block low.
*
}}
}}
 
=== <span class="invisible-header">2HK</span> ===
{{MoveData
| name    = Crouch Forward
| input    = 2MK / cr.MK
| subtitle = Crouching Medium Kick
| image    = CVS2_Cammy_2MK.PNG
| caption  =
| linkname = 2MK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}{{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 700
  | stun        = 7
  | cancel      = SP/SU
  | guard      = Low
  | parry      = Low
  | startup    = 4
  | active      = 7
  | recovery    = 13
  | total      = 24
  | advHit      = 0
  | advBlock    = 0
  | invul      = None
  | description = A far reaching low forward for poking in neutral and confirming into SDS. The far reach and fast startup let it link even after very long confirms to add damage into an SDS cancel. From most ranges this will combo into Spiral Arrow, making it a solid neutral poke and whiff punish, but at tip range it will not combo and will leave you open for punishment. SDS will always combo from tip range.
*
}}
}}
 
=== <span class="invisible-header">2HK</span> ===
{{MoveData
| name    = Crouch Roundhouse
| input    = 2HK / cr.HK
| subtitle = Crouching Heavy Kick
| image    = CVS2_Cammy_2HK.PNG
| caption  =
| linkname = 2HK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1000
  | stun        = 10
  | cancel      = None
  | guard      = Low
  | parry      = Low
  | startup    = 9
  | active      = 6
  | recovery    = 25
  | total      = 40
  | advHit      = -DWN
  | advBlock    = -7
  | invul      = None
  | description = Cammy's sweep. Decent range but a lot of endlag, not very safe to whiff or even have this blocked. If you're fishing for a poke to knockdown, you'll usually get more mileage out of fishing for 2MK > Spiral Arrow than this and be safer too.
*
}}
}}
 
== Jumping Normals ==
=== <span class="invisible-header">jLP</span> ===
{{MoveData
| name    = Jump Jab
| input    = j.LP / 8LP
| subtitle = Jumping Light Punch
| image    = CVS2_Cammy_jLP.PNG
| caption  =
| linkname = j.LP
| data  =
{{AttackData-CvS2
  | version    = {{motion|ub}},{{motion|u}},{{motion|uf}}+{{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 500
  | stun        = 5
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 3/5
  | active      = 24
  | recovery    = 0
  | total      = 27/29
  | advHit      = Varies
  | advBlock    = Varies
  | invul      = None
  | description = A basic j.LP. Lots of active frames and fast startup make it a decent tool for interrupts on other opponents jumping, but Cammy's jump takes so long she usually recovers last. The 5 frame startup listed is on a diagonal jump, as for some reason diagonal j.LP takes two frames longer to start.
*
}}
}}
 
=== <span class="invisible-header">jMP</span> ===
{{MoveData
| name    = Jump Strong
| input    = j.MP / 8MP
| subtitle = Jumping Medium Punch
| image    = CVS2_Cammy_jMP.PNG
| caption  =
| linkname = j.MP
| data  =
{{AttackData-CvS2
  | version    = {{motion|ub}},{{motion|u}},{{motion|uf}}+{{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 700
  | stun        = 7
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 5/6
  | active      = 8
  | recovery    = 0
  | total      = 13/14
  | advHit      = Varies
  | advBlock    = Varies
  | invul      = None
  | description = A quick downwards chop. Not much use for this. Similar to j.LP, it arbitrarily has one more frame of startup on a diagonal jump, which doesn't impact anything really.
*
}}
}}
 
=== <span class="invisible-header">jHP</span> ===
{{MoveData
| name    = Jump Fierce
| input    = j.HP / 8HP
| subtitle = Jumping Heavy Punch
| image    = CVS2_Cammy_jHP.PNG
| caption  =
| linkname = j.HP
| data  =
{{AttackData-CvS2
  | version    = {{motion|ub}},{{motion|u}},{{motion|uf}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1100
  | stun        = 11
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 5
  | active      = 8/6
  | recovery    = 0
  | total      = 13/11
  | advHit      = Varies
  | advBlock    = Varies
  | invul      = None
  | description = One of Cammy's two heavy jump ins. While it does have a weaker hitbox than j.HK, it does 100 more damage, making it her highest damage starter for stun combos or situations where you know it'll land like punishing a fireball. Has 2 more active frames during a neutral jump, which technically makes nj.HP the better for air-to-air, but is mostly meaningless.
*
}}
}}


== Normal Moves ==
=== <span class="invisible-header">jLK</span> ===
{{MoveData
| name    = Jump Short
| input    = j.LK / 8LK
| subtitle = Jumping Light Kick
| image    = CVS2_Cammy_jLK.PNG
| caption  =
| linkname = j.LK
| data  =
{{AttackData-CvS2
  | version    = {{motion|ub}},{{motion|u}},{{motion|uf}}+{{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 400
  | stun        = 4
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 4
  | active      = 24
  | recovery    = 0
  | total      = 28
  | advHit      = Varies
  | advBlock    = Varies
  | invul      = None
  | description = Cammy sticks her leg out quickly below her. Has a good crossup hitbox, making it very useful in her mixup game, but is otherwise outclassed as a jump-in. Despite being a light, Cammy can easily combo from this into her fast three frame cl.HP.
*
}}
}}


<table style="width:500px;border:1px solid silver" cellborder="1">
=== <span class="invisible-header">jMK</span> ===
<tr>
{{MoveData
  <th>Name</th>
| name    = Jump Forward
  <th>State</th>
| input    = j.MK / 8MK
  <th>Spc</th>
| subtitle = Jumping Medium Kick
  <th>Sup</th>
| image    = CVS2_Cammy_jMK.PNG
  <th>Hit</th>
| caption  =
  <th>Blk</th>
| linkname = j.MK
  <th>Sta</th>
| data  =
  <th>Act</th>
{{AttackData-CvS2
  <th>Rec</th>
   | version    = {{motion|ub}},{{motion|u}},{{motion|uf}}+{{Icon-Capcom|MK}}
  <th>Dmg</th>
   | subtitle    =
</tr>
   | damage      = 800
<tr>
   | stun        = 8
  <td style="border:1px solid navy" rowspan=5>Jab</td>
   | cancel      = None
  <td>Close</td>
   | guard      = High
  <td>y</td>
   | parry      = High
  <td>y</td>
   | startup    = 7
  <td>+6</td>
   | active      = 8
  <td>+6</td>
   | recovery    = 0
  <td>2</td>
   | total      = 15
  <td>3</td>
   | advHit      = Varies
  <td>6</td>
   | advBlock    = Varies
  <td>300</td>
   | invul      = None
</tr>
   | description = An upward angled kick. Good for catching people above Cammy, but it would be rare for that to happen. In hop grooves, this is a decent hop anti-air.
<tr>
*
  <td>Far</td>
}}
  <td>y</td>
}}
  <td>y</td>
  <td>+4</td>
  <td>+4</td>
  <td>3</td>
  <td>4</td>
  <td>7</td>
  <td>200</td>
</tr>
<tr>
  <td>Crouch</td>
  <td>y</td>
  <td>y</td>
  <td>+5</td>
  <td>+5</td>
  <td>3</td>
  <td>4</td>
  <td>6</td>
  <td>200</td>
</tr>
<tr>
  <td>Jump Neutral</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>3</td>
  <td>24</td>
  <td>-</td>
  <td>500</td>
</tr>
<tr>
  <td>Jump Diagonal</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
   <td>5</td>
  <td>24</td>
  <td>-</td>
  <td>500</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=5>Strong</td>
  <td>Close</td>
  <td>y,n</td>
  <td>y,y</td>
  <td>+0</td>
   <td>+0</td>
   <td>4</td>
  <td>4</td>
  <td>16</td>
  <td>700,600</td>
</tr>
<tr>
  <td>Far</td>
  <td>y</td>
  <td>y</td>
  <td>+5</td>
  <td>+5</td>
  <td>4</td>
  <td>4</td>
  <td>11</td>
  <td>800</td>
</tr>
<tr>
   <td>Crouch</td>
  <td>y</td>
  <td>y</td>
  <td>+7</td>
  <td>+7</td>
  <td>4</td>
  <td>4</td>
  <td>9</td>
  <td>700</td>
</tr>
<tr>
  <td>Jump Neutral</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>5</td>
  <td>8</td>
   <td>-</td>
   <td>700</td>
</tr>
<tr>
   <td>Jump Diagonal</td>
   <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>6</td>
  <td>8</td>
  <td>-</td>
  <td>700</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=5>Fierce</td>
  <td>Close</td>
  <td>y</td>
  <td>y</td>
  <td>+10</td>
  <td>+10</td>
  <td>3</td>
  <td>4</td>
  <td>10</td>
  <td>1000</td>
</tr>
<tr>
  <td>Far</td>
  <td>n</td>
  <td>y</td>
  <td>+9</td>
  <td>+9</td>
  <td>3</td>
  <td>10</td>
  <td>9</td>
  <td>1100</td>
</tr>
<tr>
  <td>Crouch</td>
  <td>n</td>
  <td>y</td>
  <td>+4</td>
  <td>+4</td>
  <td>6</td>
  <td>8</td>
  <td>12</td>
  <td>1000</td>
</tr>
<tr>
  <td>Jump Neutral</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>5</td>
  <td>8</td>
  <td>-</td>
  <td>1100</td>
</tr>
<tr>
  <td>Jump Diagonal</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>5</td>
  <td>6</td>
  <td>-</td>
  <td>1100</td>
</tr>
<tr>
   <td style="border:1px solid red" rowspan=4>Short</td>
  <td>Close</td>
  <td>y</td>
  <td>y</td>
  <td>+3</td>
  <td>+3</td>
  <td>3</td>
  <td>6</td>
  <td>6</td>
  <td>300</td>
</tr>
<tr>
  <td>Far</td>
  <td>y</td>
  <td>y</td>
  <td>-1</td>
  <td>-1</td>
  <td>4</td>
  <td>8</td>
   <td>8</td>
  <td>400</td>
</tr>
<tr>
  <td>Crouch</td>
  <td>y</td>
  <td>y</td>
  <td>+3</td>
  <td>+3</td>
  <td>4</td>
  <td>4</td>
  <td>8</td>
  <td>200</td>
</tr>
<tr>
  <td>Jump</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>4</td>
  <td>24</td>
  <td>-</td>
  <td>400</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=4>Forward</td>
  <td>Close</td>
  <td>n</td>
  <td>y</td>
  <td>+2</td>
  <td>+2</td>
  <td>5</td>
  <td>2</td>
  <td>16</td>
  <td>800</td>
</tr>
<tr>
  <td>Far</td>
  <td>n</td>
  <td>y</td>
  <td>+1</td>
  <td>+1</td>
  <td>7</td>
  <td>2</td>
  <td>17</td>
  <td>800</td>
</tr>
<tr>
  <td>Crouch</td>
  <td>y</td>
  <td>y</td>
  <td>+0</td>
  <td>+0</td>
  <td>4</td>
  <td>7</td>
  <td>13</td>
  <td>700</td>
</tr>
<tr>
  <td>Jump</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>7</td>
  <td>8</td>
  <td>-</td>
  <td>800</td>
</tr>
<tr>
   <td style="border:1px solid red" rowspan=4>Roundhouse</td>
  <td>Close</td>
  <td>n,n</td>
  <td>y,n</td>
  <td>-1</td>
  <td>-1</td>
  <td>8</td>
  <td>8</td>
  <td>15</td>
   <td>1200,1000</td>
</tr>
<tr>
   <td>Far</td>
   <td>n,n</td>
   <td>y,y</td>
  <td>-8</td>
  <td>-8</td>
  <td>5</td>
  <td>10</td>
  <td>22</td>
  <td>1100,1000</td>
</tr>
<tr>
  <td>Crouch</td>
  <td>n</td>
  <td>n</td>
  <td>DWN</td>
  <td>-7</td>
  <td>9</td>
  <td>6</td>
  <td>25</td>
  <td>1000</td>
</tr>
<tr>
  <td>Jump</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>6</td>
  <td>8</td>
  <td>-</td>
  <td>1000</td>
</tr>
<tr>
  <td>'''Command Normals'''</td>
</tr>


<tr>
=== <span class="invisible-header">jHK</span> ===
  <td style="border:1px solid green"> None</td>
{{MoveData
   <td> </td>
| name    = Jump Roundhouse
   <td>-</td>
| input   = j.HK / 8HK
  <td>-</td>
| subtitle = Jumping Heavy Kick
   <td>-</td>
| image   = CVS2_Cammy_jHK.PNG
   <td>-</td>
| caption  =
   <td>-</td>
| linkname = j.HK
  <td>-</td>
| data  =
  <td>-</td>
{{AttackData-CvS2
  <td>-</td>
  | version    = {{motion|ub}},{{motion|u}},{{motion|uf}}+{{Icon-Capcom|HK}}
</tr>
  | subtitle   =
</table>
  | damage      = 1000
  | stun        = 10
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 5
  | active      = 6/8
  | recovery   = 0
  | total      = 11/13
  | advHit      = Varies
  | advBlock   = Varies
  | invul      = None
  | description = Cammy's main jump normal, as it reaches far and does good damage. Shorthop HK can be dominant against characters without reversals, as it can be spaced quite far out. Has the reverse data of j.HP, in that it has 2 more active frames during a diagonal jump.
*
}}
}}


== Special Moves ==
== Special Moves ==

Revision as of 01:35, 2 June 2022

Introduction

Cammy White, a.k.a. Killer Bee, is an ex-Shadoloo member and a Doll who gained self-awareness and broke free from M. Bison/Dictator's control with help from Dhalsim. Dolls were clones of M. Bison himself who were made to be his personal assassins and guards, acting very robotically. Cammy freed the other Dolls, but an explosion caused her to lose her memory, and Vega/Claw deposited her at the base of Delta Red, a paramilitary organization. After learning about the World Warrior tournament in the events of Street Fighter 2, Cammy entered, feeling a connection to M. Bison. She learned of her true past, and decided to spend the rest of her life fighting against M. Bison.

Cammy is one of the best characters in CvS2, likely right behind the top tiers. Her strengths are numerous, from some of the best normals in the game to plenty of powerful specials and mixup potential. Her amazing walkspeed allows her to keep her preferred range easily, and some of her amazing buttons like 2MK and especially 5HP keep the opponent constantly in check. Her signature special, Spiral Arrow, allows her to punish a majority of fireballs and can be spaced to make her safe and get her in. Her uppercut, Cannon Spike, is incredibly fast with great priority and invincible startup, eating up any jump at all and giving Cammy great air control. Her divekick, Cannon Strike, is a is a powerful dive that allows her to alter her jump arc and leaves her very plus. With meter, any good hit from a long distance poke or ridiculously plus close range normal can confirm easily into her Spin Drive Smasher super, usually called SDS, for insane damage. Fast ground speed, insane frame data, scary offense with meter, and versatile specials make Cammy an offensive grounded nightmare.

Cammy does have a few major weaknesses holding her back from being as strong as characters like Sagat or Blanka. Her health is lower than the average character, against characters with high damage she can be KOd with a few good moves. She has a very floaty and high jump, and while having a strong divekick makes it a bit better, anti-airing her is still easier than most characters. Probably the biggest weakness is she has one of the worst rolls in the game, being very slow and reactable, making it very risky to roll with her. Nevertheless, these weaknesses barely hold back an otherwise stellar character.

Groove Selection

Cammy has two popular grooves, K and C. K-Cammy is the best of the two, as Cammy works incredibly in K-Groove. Rage makes her aggressive movement scarier as any poke can confirm into a level 3 SDS for massive damage. Shorthop and run gives Cammy more ways to move around, and her hop normals are amazing. JD is a powerful defensive option, and since Cammy can easily confirm into SDS or Spiral Arrow she can almost always get a punish after a good JD. A lack of roll doesn't affect her at all either, considering her roll is so bad. C-Cammy sacrifices a lot of these for more ways to get SDS out, making her neutral and pokes much more threatening. C-Cammy also has a powerful and stylish level 2 combo.

N-Cammy is likely tied with C-Cammy. N-Cammy combines aspects of K-Cammy and C-Cammy by being able to cancel into level 1 SDS often, and maintaining the movement of K-Groove. Max Mode is somewhat useless as Cammy would rather spend that meter on a confirm into SDS, but it's a useful option. N-Cammy can barely make use of guard cancel roll however, and her roll in general is far too weak for N-Groove. P-Cammy is also quite good, as similar to JD Cammy can easily punish into a knockdown from any parry. While P-Cammy won't always have super, being able to parry so easily into level 3 SDS when she does have it makes her terrifying. While she doesn't have run, she does have shorthop, and no rolls is no issue.

S-Cammy and A-Cammy are her two weakest grooves. Cammy likes her meter for SDS cancels, and S-Cammy has to give up aggressive space to build meter. S-Cammy at low health does get access to infinite level 1 SDS but her health is so low that this is incredibly risky. A-Cammy has none of the mechanics to aid her movement, and while CC is strong, Cammy uses the meter better by confirming into SDS.

Colors

Cammy CvS2 colors.png

Normal Moves

Far Normals

5LP

Far Jab
Far Light Punch
5LP / Far LP
CVS2 Cammy 5LP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png 200 2 RF/SP/SU Mid High 3 4 7 14 +4 +4 None

A fast standard jab. Crouchable, but very plus and not a bad way to check people jumping or moving at you.

5MP

Far Strong
Far Medium Punch
5MP / Far MP
CVS2 Cammy 5MP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png 800 8 SP/SU Mid High 4 4 11 19 +5 +5 None

A far and plus strong punch. Usually you would rather do 2MP, since this is crouchable and not as plus. Not a bad button against taller characters however.

5HP

Far Fierce
Far Heavy Punch
5HP / Far HP
CVS2 Cammy 5HP First.PNG
First Hitbox
CVS2 Cammy 5HP Second.PNG
Second Hitbox
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png 1100 11 SU Mid High 3 10 9 22 +9 +9 None

Ridiculous button. 3 frame startup ties it with most jabs, and shes left a whopping +9. Not special cancellable but the super cancel means you can punish a lot of things into SDS from far away. You don't even need to cancel this into super, it's so plus you can link it, making hitconfirming incredibly easy. The 3 frame listed startup is for the first hitbox which has smaller range and is useful for close links, the second hitbox comes out slightly later.

5LK

Far Short
Far Light Kick
5LK / Far LK
CVS2 Cammy 5LK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png 400 4 SP/SU Mid High 4 8 8 20 -1 -1 None

A quick kick angled upwards. Not a bad button but Cammy basically always has something better.

5MK

Far Forward
Far Medium Kick
5MK / Far MK
CVS2 Cammy 5MK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png 800 8 SU Mid High 7 2 17 26 +1 +1 None

A similar kick to 5LK. Reaches very far, making it nice as a standing poke, and the angle makes it a nice far anti-air when you can't DP.

5HK

Far Roundhouse
Far Heavy Kick
5HK / Far HK
CVS2 Cammy 5HK First.PNG
First Hitbox
CVS2 Cammy 5HK Second.PNG
Second Hitbox
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png 1100/1000 11/10 SU Mid High 5 10 22 37 -8 -8 None

A far reaching double kick. Great as an anti-air from farther away, as it's very fast and has plenty of active frames. Also a stellar poke in neutral, though you may find Cammy has better buttons in most situations.

Close Normals

clLP

Close Jab
Close Light Punch
cl.LP / cl5LP
CVS2 Cammy clLP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lp.png 300 3 RF/SP/SU Mid High 2 3 6 11 +6 +6 None

Cammy's fastest button, though only by a frame. Since Cammy has so many normals with 3 frame startup and higher average reward, this sees very little use as a scramble button or in pressure. It's especially weaker as it can be crouched by many characters.

clMP

Close Strong
Close Medium Punch
cl.MP / cl5MP
CVS2 Cammy clMP First.PNG
First Hitbox
CVS2 Cammy clMP Second.PNG
Second Hitbox
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png 700/600 7/6 SP/SU Mid High 4 4 16 24 0 0 None

A fast uppercut punch. Not a bad close anti-air due to the fast startup, but you would always rather DP. The activation range can make it a bit inconsistent but 5MP isn't a terrible move to anti-air with either so this isn't a massive issue.

clHP

Close Fierce
Close Heavy Punch
cl.HP / cl5HP
CVS2 Cammy clHP.PNG
Always her turn
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png 1000 10 SP/SU Mid High 3 4 10 17 +10 +10 None

As if the far version wasn't enough of a privilege. This is arguably her best normal in a suite of amazing normals. Massively plus and lightning fast with 3 frame startup makes this basically a cracked, uncrouchable jab. Cammy can walk in and do these over and over while threatening frametraps and throws, putting the fear of a Spiral Arrow cancel in their heart. With enough meter, this will easily link into SDS, making a Raged/full bar Cammy terrifying up close as she can easily confirm into massive damage.

clLK

Close Short
Close Light Kick
cl.LK / cl5LK
CVS2 Cammy clLK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png 300 3 SP/SU Mid High 3 6 8 17 +3 +3 None

A quick knee aimed at the chest. Not a bad close light but generally not a button you'll press often, can be useful as a tic throw because of the minor pushback and low plus frame count but even then Cammy has better options.

clMK

Close Forward
Close Medium Kick
cl.MK / cl5MK
CVS2 Cammy clMK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mk.png 800 8 SU Mid High 5 2 16 23 +2 +2 None

Not much use for this. Identical animation to 5LK but is a close normal instead, almost entirely removing usage as an anti-air. Cammy has many better normals than this.

clHK

Close Roundhouse
Close Heavy Kick
cl.HK / cl5HK
CVS2 Cammy clHK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hk.png 1200/1000 12/10 SU Mid High 8 8 15 31 -1 -1 None

Like 5HK, but it goes up instead of forward. Not a bad anti-air but not one you'll get often, as it covers an angle better covered by Cannon Spike. Still, it can be useful for when you can't react in time, and even if you're too far out for it you'll get 5HK which is not a bad misinput at all.

Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
CVS2 Cammy 2LP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.pngLp.png 200 2 RF/SP/SU Mid Mid 3 4 6 13 +5 +5 None

A great crouching jab. Fast and plus, and links into plenty of Cammy's higher power normals. Nice to start punishes and confirms with.

2MP

Crouch Strong
Crouching Medium Punch
2MP / cr.MP
CVS2 Cammy 2MP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.pngMp.png 700 7 SP/SU Mid Low 4 4 9 17 +7 +7 None

Basically an upgraded jab with one frame extra startup. One of your most used buttons, as it links easily into a ton of other things. Useful for confirms, starting punishes, and as a meaty. Has great reach and priority too, even for a 2MP, which makes it a strong option for whiff punishing into Spiral Arrow/SDS.

2HP

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
CVS2 Cammy 2HP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.pngHp.png 1000 10 SU Mid High 6 8 12 26 +4 +4 None

Another far anti-air at the same angle as 5HP. Not bad for it either, but is otherwise not used much.

2LK

Crouch Short
Crouching Light Kick
2LK / cr.LK
CVS2 Cammy 2LK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.pngLk.png 200 2 RF/SP/SU Low Low 4 4 8 16 +3 +3 None

Cammy's main low option for mixups. Not as plus as her punches, but chains into 2LP which has plenty of link options. Good for confirms on oki or dash pressure to force them to block low.

2HK

Crouch Forward
Crouching Medium Kick
2MK / cr.MK
CVS2 Cammy 2MK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.pngMk.png 700 7 SP/SU Low Low 4 7 13 24 0 0 None

A far reaching low forward for poking in neutral and confirming into SDS. The far reach and fast startup let it link even after very long confirms to add damage into an SDS cancel. From most ranges this will combo into Spiral Arrow, making it a solid neutral poke and whiff punish, but at tip range it will not combo and will leave you open for punishment. SDS will always combo from tip range.

2HK

Crouch Roundhouse
Crouching Heavy Kick
2HK / cr.HK
CVS2 Cammy 2HK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.pngHk.png 1000 10 None Low Low 9 6 25 40 -DWN -7 None

Cammy's sweep. Decent range but a lot of endlag, not very safe to whiff or even have this blocked. If you're fishing for a poke to knockdown, you'll usually get more mileage out of fishing for 2MK > Spiral Arrow than this and be safer too.

Jumping Normals

jLP

Jump Jab
Jumping Light Punch
j.LP / 8LP
CVS2 Cammy jLP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png,U.png,Uf.png+Lp.png 500 5 None High High 3/5 24 0 27/29 Varies Varies None

A basic j.LP. Lots of active frames and fast startup make it a decent tool for interrupts on other opponents jumping, but Cammy's jump takes so long she usually recovers last. The 5 frame startup listed is on a diagonal jump, as for some reason diagonal j.LP takes two frames longer to start.

jMP

Jump Strong
Jumping Medium Punch
j.MP / 8MP
CVS2 Cammy jMP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png,U.png,Uf.png+Mp.png 700 7 None High High 5/6 8 0 13/14 Varies Varies None

A quick downwards chop. Not much use for this. Similar to j.LP, it arbitrarily has one more frame of startup on a diagonal jump, which doesn't impact anything really.

jHP

Jump Fierce
Jumping Heavy Punch
j.HP / 8HP
CVS2 Cammy jHP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png,U.png,Uf.png+Hp.png 1100 11 None High High 5 8/6 0 13/11 Varies Varies None

One of Cammy's two heavy jump ins. While it does have a weaker hitbox than j.HK, it does 100 more damage, making it her highest damage starter for stun combos or situations where you know it'll land like punishing a fireball. Has 2 more active frames during a neutral jump, which technically makes nj.HP the better for air-to-air, but is mostly meaningless.

jLK

Jump Short
Jumping Light Kick
j.LK / 8LK
CVS2 Cammy jLK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png,U.png,Uf.png+Lk.png 400 4 None High High 4 24 0 28 Varies Varies None

Cammy sticks her leg out quickly below her. Has a good crossup hitbox, making it very useful in her mixup game, but is otherwise outclassed as a jump-in. Despite being a light, Cammy can easily combo from this into her fast three frame cl.HP.

jMK

Jump Forward
Jumping Medium Kick
j.MK / 8MK
CVS2 Cammy jMK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png,U.png,Uf.png+Mk.png 800 8 None High High 7 8 0 15 Varies Varies None

An upward angled kick. Good for catching people above Cammy, but it would be rare for that to happen. In hop grooves, this is a decent hop anti-air.

jHK

Jump Roundhouse
Jumping Heavy Kick
j.HK / 8HK
CVS2 Cammy jHK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png,U.png,Uf.png+Hk.png 1000 10 None High High 5 6/8 0 11/13 Varies Varies None

Cammy's main jump normal, as it reaches far and does good damage. Shorthop HK can be dominant against characters without reversals, as it can be spaced quite far out. Has the reverse data of j.HP, in that it has 2 more active frames during a diagonal jump.

Special Moves

Spiral Arrow

  • Quarter Circle Forward + Kick
    • High priority drill parallel to the floor that hits low. Her trademark special, spiral arrow is your main special in combos and comes out super quick (8 frames). It is unpunishable at proper ranges and completely punishable when done too close to your opponent. Strength of kick button used determines distance traveled. Best to use the HK version in combos you know will hit as it does the most damage and all versions come out in 8 frames.

Cannon Spike

  • Forward, Down, Down-Forward + Kick
    • Cammy's main anti-air and a good one at that. Cannon spike comes out in 4 frames (hk version in 8) and has a 4 frame full body invulnerability window followed by slightly more upper body invulnerability depending on strength of kick used. Very high priority when not invulnerable, cannon spike rarely loses to any jump-in. Easily punishable on whiff or block, it is not wise to randomly throw out. Short cannon spike is often difficult to punish for opponents with short range and limited mobility.

Cannon Strike

  • (In Air)Quarter Circle Back + Kick
    • Cammy will attempt to do a downward cannon spike while airborne. Fairly good due to its speed and above average priority. It's best to be unpredictable with this move as most characters have invulnerability on AA specials meaning she will lose every time. Can be done during hooligan combination by pressing K before reaching your opponent

Axle Spinning Knuckle

  • Half Circle Back + Punch
    • Cammy does a bit of a sidestep electric slide maneuver in attempt to land a standing HP (hits twice). Will go through projectiles due to 30+ frame upper body invulnerability. In general, COMPLETELY USELESS. Cammy's legs are still vulnerable during the majority of the animation and it is super sluggish making it very difficult to land a hit.

Hooligan Combination

  • Down-Back, Down, Down-Forward, Forward, Up-Forward + Punch
    • A very strange special where Cammy hurls herself toward her opponent in a little ball and proceeds to either throw her opponent, trip, or cannon strike her opponent. Useful for mind games mainly and very punishable due to her long air-time.
  • Follow-Ups to Hooligan Combination:
    • Cannon Strike
      • (Before reaching opponent)Kick
        • Self explanatory. She cannon strikes out of her ball.
    • Throw
      • (When Close to opponent)Forward or Back + Punch
        • Cammy, once reaching her opponent, will latch on and throw her opponent depending on the range the F/B+P was inputted at. Only useful for mind games due to the fact that more often than not, your opponent will hit you out of the hooligan before you're in throw range.
    • Razor Edge Slicer
      • Do Nothing after Hooligan Combo
        • Cammy attempts to slide tackle her opponent at the end of the hooligan combination. In general, completely and utterly useless as you're nearly guaranteed to be hit out or to be blocked. Hits low and extremely punishable on block. Do not use this.

Super Moves

Spin Drive Smasher

  • Double Quarter Circle Forward + Kick
    • Cammy's main super that starts out with a spiral arrow and ends with a cannon spike. Average damage for a super, it is best used in combos. Leaves you open for days on whiff and block. Very poor damage/priority at level 1, decent as a level 2, and like all level 3's, completely invulnerable at startup at max level (Invulnerability frames: 8/14/22). Hits low so if your opponent is careless with throwing projectiles, you can punish them with this as it comes out fairly quickly. Easily to cancel and combo into.

Reverse Shaft Breaker

  • Double Quarter Circle Back + Kick
    • Cammy does a spiral arrow upwards that has a semi-vacuum effect. Useful as an AA and for chip damage. 8/14/22 frames of invulnerability, it requires mashing to do full damage. Should be done deep as possible for max damage.

Combos

c.lkx3 xx Spiral Arrow(hk): Very easy to land and does respectable damage. Spiral arrow can be replaced with spin drive smasher.

c.mp, c.mk xx Spiral Arrow: Cammy's BnB combo. Does very good damage and is extremely easy to land. Fairly easy to hit confirm.

s.hp(close),(THIS IS A LINK) Spiral Arrow/SDS: s.hp at close range leaves you at +10 meaning you can do whatever the hell you want to your opponent after it lands. Probably the easiest LINK in the game.

s.hp(close or far)/s.hk/c.mk, SDS (level 2/3): In general, most of Cammy's useful normals can be linked/canceled into her level 2 and 3 supers. It's all about becoming comfortable with each normal's ranges. c.mk hits from very far away so if you practice hit confirming with it, you'll be quite dangerous anytime you have meter.

C-Groove Only:

c.lkx3 xx spin drive smasher(LV2) xx cancel last hit into cannon strike, reverse shaft breaker upon reaching the floor (LV1, MASH!!!)

Does nearly 8000 damage.

The Basics

Cammy is one of the best characters in CvS2 for 2 reasons. Very annoying mix-up and extremely nasty, high priority, linkable/cancellable normals. Her standing fierce is one of the craziest normals in the game because it gives a huge frame advantage, links w/ everything and comes out SUPER SUPER fast (3 Frames!!!). This means that she can blindly throw it out with little repercussion because its unpunishable and the person whose fighting against it has to be extremely wary, especially when Cammy has meter.

Cammy's strongest grooves are K/P and C but it's important to know that Cammy's jump and roll are crap. She has almost no reason to be in the air due to her jump being super slow and her roll is probably the worst in the game (slow and noticeable). Her redeeming point in C groove however is her big damage super cancel combo that deals nearly 8000 damage.

With small jump, Cammy can easily cancel her sj.hp/hk into cannon spike or spiral arrow and the threat of her in K rises exponentially when she is raged due to the damage increase and the ease of connecting her supers. Many people will take throw after throw due to fear of being pegged by a s.fp which will ultimately lead to a spin drive smasher.

Parries speak for themselves as parrying a normal with even average recovery can lead to eating a c.mk or s.fp into a SDS/Spiral Arrow.

Advanced Strategy

Match-ups

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