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* Extended hurtbox remains 6f after active frames | * Extended hurtbox remains 6f after active frames | ||
A great sweep with a disjointed hitbox and very good range, even for a sweep. Has average punishability on block for a sweep, so it still must be spaced properly in order to be unpunishable. It also has some limited juggle potential, though this is rarely useful compared to other routes. | |||
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Revision as of 16:49, 11 July 2023
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Early game information
This game is relatively new, and its pages are still being written. Some information may be mildly inaccurate or missing altogether. You can join the SF6 Resource Hub for more info on editing and other ways you can potentially help with this resource. |
Introduction
Member of British special forces unit Delta Red. Distinguished herself in the operation against Shadaloo, with which she shares a fated connection. Hyper-competent but somewhat moody. Currently working at HQ.
Cammy specializes in quick attacks and movement, closing the gap with her walkspeed and moves to run a high-pressure, close-range offense with the ability to whiff punish careless opponents for overstepping. Cammy can easily evade and counterhit careless attacks from the opponent, which lets her get in and start laying down rushdown pressure to keep the opponent locked down.
To that end, 5LP, 2LP, and 5LK are her main pressure tools up close or from walking in that allow her to confirm into Spiral Arrow for knockdowns and corner carry. 5MK, 2MP, and 2MK are especially good at mid-range poking, counterpoking, and punishing; 5HP, 2HP, and 5HK are built for punish countering big moves and giving Cammy room to advance on the opponent in various ways, whether they be links, hard knockdowns, target combos, or Drive Rush Cancels. Her special moves also do a great job at letting her close the gap between her and the opponent to keep things pushing when they really overextend. Spiral Arrow can clip opponents from much farther away than even her longest normals, and her Cannon Strike is a divekick that crushes low attacks and lets her confirm into combos when spaced correctly. Cannon Spike is a DP that rounds out the anti-air options provided by 4MP, 4HK, and her air throw, and Quick Spin Knuckle plays double duty as a gap-closing complement to Spiral Arrow that lets her skip through projectiles with the MP, HP, and Overdrive versions.
Once she's in and on top of the opponent, or has pushed them to the corner, Cammy can utilize her normals alongside other system mechanics to enforce a powerful strike/throw game or set up for oppressive okizeme tactics with her light punches, 5MP, and 2HP. One of her strongest tools once she's gotten into the opponent's head at close-mid range is Hooligan Combination, an advancing attack with three separate jump arcs and five separate follow-ups; combined with her other buttons, this lets her run a terrifying set of mixups if prepared correctly. Cammy often needs to sacrifice meter for an OD move or a Drive Rush connection to make Hooligan setups work, but once she's paid the price, she gains access to an extremely versatile mixup tool that has excellent payout regardless of the option she picks.
Cammy can also charge up the heavy versions of her Spiral Arrow, Cannon Spike, and Hooligan Combination, increasing their startup time but gaining most of the properties of their Overdrive equivalents in exchange. While these require a bit more setup to use, they can also let her get the benefits of the Overdrive versions at no cost to her Drive Meter, which lets her preserve it for other uses.
In exchange for Cammy being so dangerous once she's managed to close the gap, she does not have a fireball to help her control space, nor a grounded overhead to assist her with strike/throw mix. Many of her gap-closing and offensive options are also easily called out if the opponent makes the right read (particularly things like badly spaced Spiral Arrows, Spin Knuckles, and raw Hooligans), which brings an element of risk to Cammy's gameplay that requires having a good sense of timing and being willing to commit to potentially dangerous options in order to get a potential payoff. If you enjoy a character that strikes an even balance between rushdown, pressure, and precision counterpoking, then accept the mission of infiltrating your opponent's defenses with Cammy.
Pick if you like: | Avoid if you dislike: |
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Classic & Modern Versions Comparison
Missing Normals |
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Missing Command Normals |
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Shortcut-Only Specials |
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Assist Combos |
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Miscellaneous Changes |
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Cammy | |
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Vitals | |
Life Points | 10000 |
Ground Movement | |
Forward Walk Speed | 0.0505 |
Backward Walk Speed | 0.033 |
Forward Dash Speed | 18 |
Backward Dash Speed | 23 |
Forward Dash Distance | 1.32 |
Backward Dash Distance | 1.002 |
Drive Rush Min. Distance (Throw) | 0.603 |
Drive Rush Min. Distance (Block) | 2.027 |
Drive Rush Max Distance | 2.796 |
Jumping | |
Jump Speed | 4+38+3 |
Jump Apex | 2.115 |
Forward Jump Distance | 1.90 |
Backward Jump Distance | 1.52 |
Throws | |
Throw Range | 0.8 |
Throw Hurtbox | 0.33 |
Frame Data Glossary - SF6 | |
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Hitbox Images |
🟥 (Red): Attack hitbox
🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles
🟦 (Blue): Vulnerable throw hurtbox
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Active |
How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
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Cancel |
Available options for canceling one move into another move.
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Cancel Hitconfirm Windows |
Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.
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Damage |
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.
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Damage Scaling |
Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown. Scaling Types:
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Drive Rush Cancel Advantage |
Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack. Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.
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Forced Knockdown |
Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset. As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence. Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.
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Guard |
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.
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Juggles |
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
The following is a more detailed overview of the SF6 juggle system:
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An example to tie everything together:
Drive Rush notes:
More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:
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On Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.
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Recovery |
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
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Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
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IASA / Actionable Recovery |
Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins. Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.
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Normals
Standing Normals
5LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 3 | 7 | Chn Sp SA | 300 | LH | +5 | -2 |
- Chains into 5LP/2LP/2LK
- Cancel reaction window: 13f
- Extended hurtbox appears 2f before active frames
Basic and dependable pressure tool. Functionally interchangeable with 2LP, the main difference between them being the height that they connect at. 5LP also has one more active frame, making it marginally better as a meaty attack; with a perfect setup, it can be +7 on hit and 0 on block.
5MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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6 | 4 | 13 | - | 600 | LH | +6 | -1 |
- High active frame count (up to +9/+2)
- Extended hurtbox remains 4f after active frames
Cammy's 5MP is a good short-range pressure starter, especially with meaty timing. On a normal hit, it can link to 4MP~HK from point blank, or into 5LK > 236MK from a bit farther out. It can also link to itself, though it cannot cancel into anything afterwards. On Counterhit, it links into 5HP for a rewarding confirm.
5MP pairs well with Drive Rush; the forward momentum allows DR~5MP, 5MP to act as a frame trap, with either hit converting into a full combo on reaction. Using a Drive Rush light normal into 5MP can set up trade combos that are similarly rewarding, though the exact frame advantage depends on which normal you trade with.
The fast startup, quick recovery, and hitbox priority makes it possible to use 5MP as a counterpoke, though it lacks any real ranged conversions.
5HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 3 | 20 | Sp SA TC | 800 | LH | +2 | -3 |
- Cancel reaction window: 17f (special/TC)
5HP is a fast cancellable button with great hitbox priority, making it excellent in neutral as a counterpoke or as a single-hit confirm tool. Cammy moves forward during the animation giving it deceptive range, though this also makes her more vulnerable if she whiffs. Confirming this button into 236HK or her 5HP~HK Target Combo lets her reach the corner quickly, where she excels.
Cammy cannot link naturally into 5HP, but it can easily be set up with a Counterhit 5MP/2HP or from various Drive Rush or Punish Counter routes. It has enough hitstun to combo into the charged 623[HK], but requires a Punish Counter to combo into charged 236[HK]. 5HP is safe but negative on block; if the opponent is predictable with their button presses on block, a cancel into 214LP will frame trap any opposing normal for a small Counterhit confirm.
5LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 3 | 10 | Sp SA | 300 | LH | +2 | -3 |
- Cancel reaction window: 13f
- Extended hurtbox appears 2f before active frames
5LK has great range for a 5-frame button, making it great for punishing (on block or whiff), checking dashes, and safely buffering Drive Rush in neutral. The most consistent ender is 236MK, especially at max range, but as a Punish Counter it can combo into the HK or OD version of the move as well. After a successful Drive Rush cancel, 5LK can link into 5LP, 5HP for some extra damage and corner carry.
Note that Cammy's other light normals do not chain into 5LK, so it must be linked; on block, there is a large enough frame gap to be interrupted. If the opponent likes to mash light normals during blockstrings, stick to a tighter sequence like 2LK, 2LP, 5LP at close range.
5MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 3 | 18 | - | 700 | LH | +3 | -4 |
- Extended hurtbox remains 7f after active frames (more whiff punishable)
A quick poke to harass the opponent at mid range. The pushback ensures that 5MK should never be punished on block when used at its appropriate range. It is not cancellable, so it can lose to a predictive Drive Impact, but the recovery is short enough that Cammy may recover in time to block or counter the DI. While not the most rewarding button, it is a relatively safe way to whittle down the opponent's Drive Gauge to force a response.
5HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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11 | 3 | 19(21) | - | 900 | LH | +2 | -3 |
- Punish Counter: KD +44 (no juggle followup)
- Has juggle potential (causes air reset)
- Extended hurtbox appears 1f before active frames
A much beefier neutral button than 5MK, but comes with additional risk against Drive Impact, jump-ins, and whiff punishes. The range on 5HK is incredible, and it drains 60% of a Drive bar just from being blocked once. If you manage to score a Punish Counter, the opponent goes flying, allowing Cammy to greatly improve her screen position. It is somewhat slow, and the early hurtbox makes it interruptible by counterpokes, so you don't want to be too predictable with this attack.
In some cases, 5HK can serve as a long range anti-air, though it's safer to stick with 623HK for this purpose.
Crouching Normals
2LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 2 | 8 | Chn Sp SA | 300 | LH | +5 | -2 |
- Chains into 5LP/2LP/2LK
- Cancel reaction window: 12f
- Extended hurtbox appears 2f before active frames
Functionally, 2LP is nearly identical to 5LP except that it hits lower to the ground. The range and pushback are identical, so use whichever feels better. The only real difference is that 2LP has one less active frame, making it slightly harder to time as a meaty attack.
2MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 3 | 14(17) | Sp SA | 600 | LH | +5 | -2 |
- Cancel reaction window: 15f
- Extended hurtbox remains 5f after active frames
Decent reach and special cancellable, making it a good counterpoke and combo filler. It can link directly from 2HP, or after Counterhit 5LP, 2LP, or 5MP. It is usually cancelled into 236HK for corner carry and a knockdown, but it can also link into 5LK.
In punish scenarios where you're uncertain about range, PC 2MP can link directly into Lv.3 Super, giving plenty of time for a max range hitconfirm.
2HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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10 | 4 | 15 | - | 700 | LH | +7 | +1 |
- Forces Stand
- Extended hurtbox appears 2f before active frames
Cammy's most advantageous normal, and the only one that's plus on block while naturally linking into 2MP. It's a bit slow, making it hard to use out of Drive Rush or pressure strings, but with 4 active frames it's easy to set up on the opponent's wakeup. After 236HK + Forward Dash, 2HP hits meaty enough to combo directly into 5HP even without a Counterhit.
2HP can be situationally used as an anti-air; for example, it reaches high enough to hit E. Honda's Sumo Smash out of the air. Most of the time, however, it's better to stick with 623K for this purpose.
The Force Stand property ensures that any link to 4HK will hit properly, so it should always be used after Drive Rush cancels from medium or heavy pokes.
2LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 3 | 7 | Chn | 200 | L | +3 | -2 |
- Chains into 5LP/2LP/2LK
- Extended hurtbox appears 2f before active frames, remains 5f after active
Cammy's fastest low starter. When chained, it can work in any 3-hit light confirm, as long as it starts point blank and 2LK is used only once in the string. A sequence like 2LP, 2LK, 2LP works well in this context to catch opponents that walk back or backdash after their first blocked normal.
From longer ranges, 2LK is fairly useless as it cannot cancel into specials nor link to her light normals; in these situations, use 2MK instead.
2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 3 | 18 | Sp SA | 500 | L | +1 | -5 |
- Cancel reaction window: 13f
- Extended hurtbox appears 1f before active frames, remains 6f after active
- Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...)
With its great range, 2MK is one of Cammy's most important tools. It can be buffered into 236HK in neutral for a quick meterless reward, but this is not hitconfirmable for most mere mortals. For 3 bars, 2MK > Drive Rush is a great way to break the opponent's guard while remaining safe on block. On hit, Cammy can link directly to 2HP for her optimal combo routes, but on block she is only +4; to ensure the opponent can't Parry or Reversal, it's safest to end with 2LP/5LP on block for a true blockstring.
In some ranged Counterhit/Punish Counter scenarios where 5HP doesn't quite reach, 2MK can often pick up these conversions for a bit less damage.
2HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | 3 | 24 | - | 900 | L | HKD +31 | -10 |
- Counterhit/Punish Counter: +43 HKD
- Has juggle potential
- Extended hurtbox remains 6f after active frames
A great sweep with a disjointed hitbox and very good range, even for a sweep. Has average punishability on block for a sweep, so it still must be spaced properly in order to be unpunishable. It also has some limited juggle potential, though this is rarely useful compared to other routes.
Jumping Normals
j.LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 10 | 3 land | - | 300 | H | +6(+9) | +2(+5) |
j.MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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6 | 8 | 3 land | Sp SA2 | 600 | H | +10(+13) | +1(+4) |
- Puts airborne opponents into limited juggle state
- Cancellable into j.214K or j.214214K on forward jump only
Very useful as an air-to-air or in launching combos due to its cancel into Divekick or Lv.2 Super. The cancel into Super can be made easier by inputting j.MP as j.214MP, so that only one more motion is needed to finish the input.
Against a grounded opponent, j.MP has particularly low blockstun; cancelling into Divekick leaves a large gap on block that can be interrupted by the defender.
j.HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 5 | 3 land | - | 800 | H | +8(+15) | +4(+11) |
- Causes spiked knockdown vs. airborne opponents
A good downward-reaching air normal with a disjointed hitbox directly under Cammy's fists. It has some juggle potential in launching combos, with a highly variable KD Advantage depending on how early or late the button is pressed mid-air.
j.LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 10 | 3 land | - | 300 | H | +6(+10) | +2(+6) |
- Can hit Crossup
Cammy's only crossup air normal. It has a fairly narrow hitbox, but the threat of a divekick stops the opponent from simply walking forward underneath the attack on reaction. To finish a round, Cammy can also use j.LK in fuzzy instant overhead setups after making the opponent block a deep j.HP.
j.MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 6 | 3 land | - | 600 | H | +12(+13) | +8(+9) |
A long kick that hits above and in front of Cammy, primarily used as an air-to-air when no other button will reach.
j.HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 6 | 3 land | - | 800 | H | +11(+15) | +7(+11) |
An excellent long-range air normal that serves as a complement to j.HP and Cannon Strike. Because Cammy can threaten with this attack from far away, the opponent is more likely to be looking for an jump at this range; this allows Cammy to whiff j.214LK to bait an anti-air attempt. It can also be used as an air-to-air similar to j.MK, though the button is a bit slow to do this on reaction.
Command Normals
4MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 5 | 12 | Sp SA TC | 500 | LH | +4 | -1 |
- Forces Stand
- Cancel reaction window: 17f (special/TC)
Very fast for a medium normal at only 5f startup, this button combos naturally from 5LP, 2LP, or 5MP at close range. Since it forces stand on hit, the followup HK will always connect properly in combos. The anti-air hitbox comes out on frame 6; on this frame, it has a strong hitbox, but for the rest of the animation the hurtbox expands to make it vulnerable to strong air normals. It also has a tendency to whiff against both crossups and far-ranged jumps, so you have to be careful when picking the time to anti-air with 4MP. Still, it's worth keeping this move in the toolbox for situations where 623K is difficult to react with.
4HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 3 | 18 | Sp SA Jmp | 800 | LH | KD +54 | -7 |
- Whiffs on crouching opponents
- Puts opponents into limited juggle state (free juggle if done out of Drive Rush)
- Jump cancellable on hit only
- Counts as 2 hits for damage scaling when beginning a combo
- Cancel reaction window: 17f
A kick that launches the opponent on hit; since it whiffs on crouching characters, it's most useful in Drive Rush routes that use 2HP to force stand, or linked after Punish Counter 2HP. It can also work as an anti-air, though the location of the hitbox and relatively few active frames makes it a bit awkward compared to a simple 623K. On hit, Cammy can jump cancel and follow up with air juggles like j.MP into 214KK or Lv.2 Super.
The opponent is launched high enough to follow up with Drive Rush for a strong juggle ender. To do this, hold parry and wait until the end of the animation before buffering a forward dash (otherwise, the 4HK will cancel into a 3-bar Drive Rush and whiff under the opponent). Cammy can juggle with something like 5HP > 236[HK], or juggle a second 4HK to set up Hooligan shenanigans. Note that raw 4HK launches the opponent much higher than the 4MP~HK Target Combo version, so different Drive Rush routes are required.
6HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18 | 3 | 25 | Sp SA | 800 | LH | KD +26 | -12 |
- Hurtbox retracts on frames 5-14 (useful shimmy tool)
- Counts as 2 hits for damage scaling when beginning a combo
- Cancel reaction window: 19f
Cammy takes a small step back before stepping forward with a kick that's very unsafe on block. In neutral, this can be used in anticipation of the opponent's ranged pokes; if it hits as a Punish Counter, the opponent is launched high enough to cancel into 236[HK] for a big punish. It can also be used at close range to reel back and bait the opponent's throw tech; Cammy's hurtbox moves back to its original location before hitting the opponent, so it can still lose to very delayed throw techs. The damage scaling penalty means that any punish starting with 6HK will have significantly reduced damage compared to her more optimal starters.
Due to the low blockstun, Cammy has no special cancels that can keep her safe if 6HK is blocked. Her only option is to cancel into Drive Rush for 3 bars, but even this is only +2, meaning that she has no true blockstring afterwards; she is also vulnerable to invincible reversals after the Drive Rush screen freeze.
Target Combos
4MP~HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 3 | 23 | Sp SA Jmp | 600 | LH | KD +49 | -12(-19) |
- Whiffs on crouch blocking opponents
- Puts opponents into limited juggle state
- Jump cancellable on hit only
- Cancel reaction window: 37~41f
Similar to 4HK in most ways, except that the opponent is not juggled quite as high. As a result, Cammy's Drive Rush juggle routes are different after a non-jump cancelled hit. Example juggle routes include DR~4MP > 236[HK] and DR~5LK > 236MK. Jump cancel routes are functionally the same.
Because 4MP combos from light punches and 5MP, Cammy has a very practical combo route into this launcher that doesn't rely on Drive Rush cancels or Punish Counter starters.
5HP~HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | 4(12)3 | 29 | Sp SA | 400,400 | LH | KD +26 | -12 |
- 2 hits; only the first hit of HK is cancellable into airborne specials/super
- Applies an additional 5% damage scaling penalty when cancelled into an air attack
- Cancel reaction window: 42~44f
- 9f blockstring gap between the two hits of HK, or between HK > j.214K
- Results in a Punish Counter if interrupted, or Forced Knockdown state if interrupting j.214K cancel
A Target Combo extension from 5HP. The HK hits twice and is unsafe on block, but the first hit can be cancelled into air moves. A Divekick cancelled in this way becomes 0 on block while an OD Divekick is +2. However, the opponent can interrupt the HK regardless of whether or not she cancels it; even in Burnout, the gap is 5f allowing for a light normal interruption. Keep in mind that air special moves result in a Forced Knockdown state when counterhit, which adds significant risk.
On hit, cancelling into j.214K will spike the opponent down for an immediate knockdown, while j.214KK puts them into a juggle state. Cancelling into the LK Divekick can whiff, so use MK or HK for a meterless ender. In general, Cammy can get more damage by cancelling 5HP directly into a special move instead of this Target Combo, in both meterless and 2-bar routes. One advantage to this TC, however, is that the juggle into j.214KK > 236MK gives good corner carry without swapping sides, unlike a cancel into 236KK. It also sets up decent Hooligan oki that beats wakeup buttons while allowing a feint to bait reversals. Finally, for some players, hitconfirming the TC may be easier than hitconfirming directly into a special move since it requires only a single button press.
Throws
Forward Throw (LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +17 | - |
- Can walk forward for a corner throw loop
- Punish Counter: HKD +17
Since Cammy lacks an overhead or command throw (besides Hooligan followups), Cammy's forward throw is the crux of her offense. It becomes even more potent in the corner, where the opponent cannot Back Rise to escape a meaty throw followup. Mixing between throw, meaty strike, delayed meaty, and shimmy can overwhelm a cornered opponent. Note that if you attempt to use Drive Rush after a throw knockdown, opponents with a 6f invincible reversal can punish Cammy on reaction to the screen freeze.
Back Throw (4LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +14 | - |
- Side switches
- Punish Counter: HKD +14
Back Throw is best used when Cammy's back is closer to her own corner, allowing her to regain control of the stage. When throwing the opponent back into the corner, she recovers too far away for any real oki; however, she can use Drive Rush 5MP to stuff wakeup 4f buttons, then link into 5HP on hit. The threat of this can make the opponent sit still, allowing you to take a risk and go for a throw instead. If the opponent has an invincible reversal, it can punish any Drive Rush activation on reaction, so use this sparingly unless you're willing to trade some health for the opponent's Drive gauge.
Air Throw (LPLK Air)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 3 land | - | 1200 (2040) | T | KD +22 | - |
- Punish Counter: HKD +22
Air Throw is a great air-to-air option, especially at close ranges where 623LK and 4MP are unlikely to work as an anti-air. It cannot be juggled into after a launch. Midscreen, a back rising opponent recovers too far away for Cammy to press the advantage, but she gets decent oki near the corner. She also has enough KD advantage to use Drive Rush for oki while still being able to block an invincible reversal.
Drive System
Drive Impact (HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
26 | 2 | 35 | - | 800 | LH | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 |
See Drive Impact
When cancelled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout
- 5HP: 7[3]
- 4MP: 11[7]
- 2MP: 12[8]
- 2MK, 4HK, 4MP~HK: 13[9]
- 6HK: 15[11]
- Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters
Drive Reversal (6HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 3 | 26(31) | - | 500 recoverable | LH | KD +23 | -6 |
See Drive Reversal
- Full Invuln: 1-22f; Armor Break
Drive Parry (MPMK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | 12 or until released | 33(1)(11) | - | - | - | - | - |
See Drive Parry
- Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack
- Perfect Parry vs. projectiles puts you into a fixed 11f recovery
Drive Rush (66)
No results
See Drive Rush. Frame data shown in (parentheses) refers to the version used after Parry.
- Distance:
- 60.30 (min distance)
- 202.65 (min distance into block/movement)
- 279.56 (max distance)
- See Strategy page for Blockstring Gaps and Combo Routes
Special Moves
Spiral Arrow (236K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 13 | 21 | - | 800 | LH | KD +26(+48) | -12(0) |
- Throw Invuln/Airborne 9-24f (Forced Knockdown state)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 15 | 21 | - | 900 | LH | KD +26(+48) | -14(0) |
- Throw Invuln/Airborne 9-26f (Forced Knockdown state)
- More useful than 236LK in confirm combos since it travels farther with identical startup
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
15 | 3(1)12 | 21 | SA3 (1st) | 300,700 | LH | KD +29(+48) | -12(-1) |
- Throw Invuln/Airborne 18-33f (Forced Knockdown state)
- 2 hits; can hold HK for a powered up version
- Cancel reaction window: 14f (Super, 1st hit only)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
27(25) | 3(1)12 | 20 | SA3 (4th) | 150x4,200 | LH | KD +47 Launch | -14 |
- Throw Invuln 29-45f; Airborne 30-45f (Forced Knockdown state)
- 5 hits (switches sides after final hit); puts opponent into limited juggle state
- Cancel reaction window: 34f (Super, 4th hit)
- Holding HK for 16-17f results in full charge up to 2f faster (allows combo from CH 5HP or PC 2MP)
- Holding for 9-15f results in partial charge for no benefit
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | 3(1)12 | 20 | SA2 SA3 | 150x4,200 | LH | KD +47 Launch | -14 |
- Throw Invuln 15-31f; Airborne 16-31f (Forced Knockdown state)
- 5 hits (switches sides after final hit); puts opponent into limited juggle state
- Applies an additional 5% damage scaling penalty to followup juggles when comboed into
- Cancel reaction window: 34f (Super, 4th hit)
Cammy flings herself forward along the ground toward the opponent while spinning like a drill. Stronger versions travel farther, with the OD and [HK] versions connecting once at fullscreen distance. Spiral Arrow is primarily a combo tool used for its great corner carry; 236MK converts from lights, 236HK from mediums and heavies, 236KK from anything but 5LK, and 236[HK] from Punish Counter 5HP.
Cammy gets good oki after a successful hit, especially after the HK version. Because the corner is so important to Cammy's game, it is almost always preferable to end midscreen combos with this move even when there are more damaging options available. For this same reason, ending a combo with 236KK into 623K is not always a great idea unless Cammy's back is near her own corner. The damage increase is marginal and not worth the loss of positioning unless the combo will kill.
There are several juggle routes into 236K that allow a followup. For example, after a blocked Drive Impact, 5HP > 236MK grants a 623K juggle. Juggle routes into 236KK and 236[HK] will pop the opponent higher into the air than usual, allowing stronger followups like Lv.1 or Lv.3 Super. There are many more juggle options to learn that vary based on screen position, juggle potential, meter use, etc.
Outside of combos, 236LK and 236MK can be used in neutral quite effectively. They are both 0 on block when perfectly spaced, so Cammy can avoid punishment and even go for a cheeky Perfect Parry to steal back her turn if the opponent responds predictably. Spacing this move in neutral can be difficult, especially against opponents with fast walk speed, so it shouldn't be overly relied on. The speed and range of 236K allows it to whiff punish some attacks, and is great for stopping an opponent's install powerup (like Jamie's Drink). Despite the animation, no version of Spiral Arrow can be used to pass underneath projectiles.
The charged 236[HK] version is essentially identical to the OD version except for its slower startup and its lack of a Lv.2 Super cancel. The charge time makes it much less practical in combos, but otherwise the end result is the same: a side switch and a juggle opportunity.
Cannon Spike (623K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 12 | 24+16 Land | SA3 | 900(800) | LH | KD +20 | -36 |
- Anti-Air Invuln: 1-14f; Airborne 7-40f (Forced Knockdown state)
- Reduced damage on active frames 3-12
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 12 | 25+16 Land | SA3 | 1000(800) | LH | KD +21 | -36 |
- Anti-Air Invuln: 1-9f; Airborne 8-42f (Forced Knockdown state)
- Reduced damage on active frames 3-12
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 12 | 28+16 Land | SA3 | 1200(800) | LH | KD +22 | -36 |
- Anti-Air Invuln: 1-8f; Airborne 9-46f (Forced Knockdown state)
- Reduced damage on active frames 3-12
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
24(22) | 12 | 29+16 Land | SA3 | 1100,100x4 (900) | LH | KD +16 | -40 |
- Anti-Air Invuln: 1-7f; Full Invuln: 20-25f; Airborne 26-64f (Forced Knockdown state)
- Reduced damage on active frames 5-12 (becomes 1-hit version)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 12 | 30+16 Land | - | 600,100x3,600 (900) | LH | KD +19 | -40 |
- Full Invuln: 1-7f; Airborne 8-47f (Forced Knockdown state)
- Reduced damage on active frames 5-12 (becomes 1-hit version)
Cammy kicks upward to knock the opponent out of the air. The stronger the button used, the higher and farther she travels.
Cannon Spike is similar to the Shoryuken and other DP-like moves, but has a diagonal velocity instead. It's most effective as an anti-air when used as late as possible against jumping opponents, as most of its damage is concentrated in its initial frames. Its trajectory means that an opponent can jump past it a bit more easily than most DPs if they're close enough, so it must be used cautiously in these situations. It also serves as the "damage" ender to most of Cammy's juggle combos, at the cost of less flexible oki afterward unless she's near the corner when she does it.
The [HK] and OD versions are very similar to each other in terms of hits and damage, and both cross through the opponent.
Quick Spin Knuckle (214P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
21 | 4 | 16 | SA3 | 800 | LH | +2 | -3 |
- Useful when the opponent is in Burnout as it's relatively quick and becomes +1 on block.
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
24 | 4 | 16 | SA3 | 800 | LH | +3 | -2 |
- Projectile invulnerable between frames 6-20.
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
28 | 4 | 17 | SA3 | 800 | LH | +5 | +3 |
- Projectile invulnerable between frames 6-24.
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
25(28) | 4 | 17 | SA2 SA3 | 800 | LH | +7 | -2 |
- Projectile invulnerable between frames 3-24.
Cammy twirls forward and strikes with a backfist. Stronger versions cause her to move farther forward before swinging her fist.
Spin Knuckle is commonly used as a gap-closer in situations where a Spiral Arrow might be risky if blocked. Unlike Spiral Arrow, it doesn't have to be spaced to get better frame data on block, but it's more difficult to use in blockstrings because it leaves a fairly big gap to exploit. On hit, Cammy is fairly plus, with the HP and OD versions allowing for links into other normals without requiring a counterhit.
The MP, HP, and OD versions are also Cammy's primary anti-projectile tools outside of using SA3, as they have projectile invulnerability for most of while Cammy is moving forward; of the three versions, OD Spin Knuckle has the most and starts its invulnerable window the earliest. OD Spin Knuckle is even more unique in that if Cammy is close enough to the opponent when she uses it, she'll switch sides with them; this allows her to go for cheeky crossups and still stay relatively safe if the move is blocked. However, it should be noted that the crossup isn't instant, so if the opponent is anticipating it, it's possible for them to either jab Cammy out of it or call it out with something that has strike invul.
Cannon Strike (j.214K)
No results
No results No results
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | 12 (until land) | 12 land | SA2 | 800 | LH | 0(+9) | -2(+5) |
Cammy does a diving kick attack from the air. Only usable during forward jumps. The strength of the button changes the angle of descent: LK is narrowest, HK is widest, and OD is about the same angle as HK.
Cannon Strike tends to be used in two particular ways: either as a callout against low attacks or grounded anti-airs that allows Cammy to counterhit and combo afterward, or as a surprise advancing tool to catch the opponent unaware and begin running offensive pressure. Cannon Strike is most effective if it manages to hit below the opponent's waist; it can be up to +8 on hit and ranges from negligibly minus on block to plus on block (up to +3, with correct spacing) if it manages to hit their feet. If Cannon Strike hits at or above waist height, Cammy is usually too high up to follow up effectively, and some characters may even be able to punish a blocked Cannon Strike if they have a fast enough normal and Cannon Strike doesn't hit below the waist.
Cannon Strike can also be used after j.MP hits during a forward jump, bringing the opponent back down to earth with Cammy.
When Cannon Strike hits a grounded opponent, it's most common to link one or two 2LPs after it to fish for a hitconfirm into MK Spiral Arrow; on a deeper hit, 2MP is an acceptable substitute.
OD Cannon Strike causes Cammy to descend a lot faster, making it easier to link beefier buttons if she manages to hit at the right height. If used on an opponent in the air, OD Strike will cause the opponent to float a bit after they're hit with it, allowing for various juggle options. Alternatively, Cammy can cancel OD Cannon Strike directly into her SA2, which will create different opportunities for her depending on if the opponent is on the ground or in the air when Cannon Strike hits them.
Both normal and OD Cannon Strike can be input with a Tiger Knee motion (2149K) to increase the likelihood of a low hit.
Hooligan Combination (236P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20(40) | - | - | - | - | - | - | - |
- Lower Body Projectile Invuln: 7-40f; Airborne 7-40f
- Trajectory depends on button strength
- LP/MP can cross over a close standing/crouching opponent
- HP can cross over a close crouching opponent
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
40(60) | - | - | - | - | - | - | - |
- Lower Body Projectile Invuln: 27-60f; Airborne 27-60f
- Keeps HP trajectory, but followups gain properties of OD versions (except Lv.2 Super cancel)
- Holding HP for 18-19f allows full charge up to 2f earlier
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20(40) | - | - | - | - | - | - | - |
- Lower Body Projectile Invuln: 7-40f; Airborne 7-40f
- Button combination affects trajectory (LP+MP=LP, LP+HP=MP, MP+HP=HP)
- Followups gain enhanced properties
Cammy somersaults forward and curls into a spinning ball. The stronger the button, the farther she goes and the lower the arc of the somersault is. For OD Hooligan, the two punch buttons used will determine its trajectory with a bit more speed than their equivalent regular versions. Hooligan has some minor tracking, allowing Cammy to keep approaching her oppnent unless they jump. If the opponent crouches while Cammy is performing this special, she will swap sides with them.
Hooligan is a variable-angle approach tool that allows Cammy another way of closing gaps. With five different followups, each with their own separate uses, as well as different ways to either set up or fake crossups, Hooligan is an excellent tool for confusing the opponent and mixing up Cammy's approaches, especially after hard knockdowns. However, it is a big commitment to use and shouldn't be thrown out wildly, as the slow speed of Cammy's descent means that she can be knocked down with a well-timed anti-air or DP.
Cammy does have a few ways to naturally set up into a perfectly meaty Hooligan. 4MP~4HK Target Combo, 4HK > OD Divekick, 5HP~5HK > OD Divekick, and 4HK > DR 4HK > Charged HK Spiral Arrow are some of the major ways in which Cammy can set up meaty Hooligan followups. While these trade off immediate damage and require some kind of Drive spending, they all lead into excellent autotimed followups, many of which beat reversal attempts and leave Cammy safe or plus.
Razor's Edge Slicer (236P~No Input)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
50 | 9 | 13 | SA3 | 1000 | L | KD +48 | +2 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
70 | 9(10)5 | 17 | SA3 | 800,400 | L,L | KD +48 | +2 |
- Only comes out if [HP] Hooligan Combination is used.
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
50 | 9(10)5 | 17 | SA2 SA3 | 800,400 | L,L | KD +48 | +2 |
Cammy slides along the ground and kicks the opponent.
This move brings Cammy very low to the ground, allowing her to slip under high-profile moves and hit the opponent. It's relatively safe when blocked, and on hit, Cammy can do a linked Cannon Spike juggle--MK, HK, or OD Spike are ideal for this, as their initial forward velocity makes them less likely to whiff--or go for a super cancel into SA3.
During an OD or [HP] Hooligan Combination, this move consists of two kicks instead of one. The second kick will also float the opponent in a manner similar to [HK] or OD Spiral Arrow, and similarly to OD Spiral Arrow, Cammy can cancel into SA2 or SA3 from an OD Razor's Edge Slicer; an [HP] Razor's Edge Slicer is only cancelable into SA3.
Hooligan Cannon Strike (236P~K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20+13 | until land | 12 land | - | 600 | LH | -1(+9) | -7(+3) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
40+13 | until land | 12 land | - | 800 | LH | -1(+9) | 0(+5) |
- Only comes out if [HP] Hooligan Combination is used.
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20+13 | until land | 12 land | SA2 | 800 | LH | -1(+9) | 0(+5) |
Hooligan Cannon Strike is largely similar to its regular version, with the added benefit of auto-correcting its facing if Hooligan Combination crosses up. This means that pretty much all the rules that apply to using normal Cannon Strike are applicable to Hooligan Cannon Strike, just with slightly easier control over the horizontal spacing thanks to Hooligan controlling Cammy's horizontal movement.
Reverse Edge (236P~2K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20+18 | 4 | 13 land | - | 800 | H | +5(+9) | -5(-1) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
40+18 | 4(14)4 | 13 land | - | 600x2 | H,H | +8 | -2 |
- Only comes out if [HP] Hooligan Combination is used.
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20+18 | 4(14)4 | 13 land | SA2 | 600x2 | H,H | +8 | -2 |
Unlike Hooligan Cannon Strike, this move doesn't auto-correct its facing if Cammy crosses over the opponent with Hooligan Combination. However, it is an overhead, which Cannon Strike is not, and on hit, it's plus enough to link a variety of normals afterward, making it a great tool for cracking open opponents that are blocking low.
Both the OD version and [HP] Hooligan version of this move do two kicks instead of one, but only the OD version can be canceled into SA2 on the second hit.
Fatal Leg Twister (236P~LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20+10 | 3 | 30 land | - | 1800 (2070) | T | HKD +18 | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
40+10 | 3 | 30 land | - | 1000 (1150) | T | HKD +60 Launch | - |
- Only comes out if [HP] Hooligan Combination is used.
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20+10 | 3 | 30 land | - | 1000 (1150) | T | HKD +60 Launch | - |
Cammy grabs the opponent by the neck with her legs and flings them to the ground. This throw only works on grounded opponents, but is a great option to use during Hooligan if your opponent has gotten used to blocking Reverse Edge or Cannon Strike.
When used after an [HP] or OD Hooligan, the throw will toss the opponent into the air for juggles.
Silent Step (236P~P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20~ | - | 4(12)+10 land | - | - | - | - | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
40~ | - | 4(7)+10 land | - | - | - | - | - |
- Only comes out if [HP] Hooligan Combination is used.
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20~ | - | 4(9)+10 land | - | - | - | - | - |
Cammy drops straight down from Hooligan Combination and lands on the ground.
The main use of Silent Step is for stopping a Hooligan approach early to bait out anti-airs. Cammy will recover faster the closer she is to the ground when using this move, and from an [HP] or OD Hooligan she falls a bit faster.
Super Arts
Level 1 Super (236236K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 3(1)12 | 38 | - | 2000 | LH | KD +10 | -24(-22) |
- Strike/Throw Invuln: 1-11f; Airborne 12-27f; Armor Break
- Depletes 1/2 Drive bar from opponent on hit
- Damage distribution: 100,200x3,100,200,1000
Cammy lunges forward with an animation similar to her charged Spiral Arrow. On hit, she will transition into a Cannon Spike ender for good damage and corner carry, while on block she remains grounded for a point blank punish. As a Lv.1 Super, it has good utility as a reversal, especially during Burnout. However, it does not go through projectiles the her Lv.3 Super does. It also works fairly well as an anti-air, though it's a bit slower than Cannon Spike, making it easier for the opponent to bait with an empty jump.
This Super can combo from lights, granting a bit more damage than a confirm into 236KK > 623HK. This lets Cammy save her valuable Drive gauge while pushing the opponent to the corner. Reaching the corner is the only way to get oki on hit; Cammy can get counterhit for attempting a Drive Rush after a midscreen knockdown. Lv.1 Super works well in juggles, but it's not fast enough to juggle from grounded 236KK or 236[HK]; the opponent must be in a higher launch position for this to work.
Level 2 Super (214214K)
No results
- Full Invuln: 1f (until freeze); Armor Break
- Airborne 2f~land (Forced Knockdown state)
- Depletes 1.1 Drive bars from opponent on cinematic hit; 0.57~0.93 bars on non-cinematic hit
No results
- Full Invuln: 1f (until freeze); Armor Break
- Airborne 1f~land (Forced Knockdown state); can only be used from Forward Jump
- Depletes 1.1 Drive bars from opponent on cinematic hit; 0.57~0.93 bars on non-cinematic hit
Cammy jumps high into the air during the Super freeze, then comes down with an enhanced version of her Cannon Strike. While she can technically use this move as a reversal to escape pressure on the ground, the angle it travels makes it a poor option in almost every case. The air version makes Cammy travel quite far horizontally due to the increased initial height. In some limited cases this can be used as a projectile punish, but most of the time Cammy will either whiff over the opponent or land into the fireball. For the same reason, it's not very effective at punishing low pokes in neutral like her regular divekick. As a result, comboing into Lv.2 Super is its most common use, outside of some character-specific interaction.
The properties of this Super change depending on whether the opponent is hit on the ground or in the air:
- Grounded - A cinematic begins as soon as Cammy hits the opponent
- The opponent recovers too far away for any oki, even in the corner
- Airborne - No cinematic; hits multiple times, launching the opponent into a high, floaty limited juggle state
- Number of hits depends on juggle height; minimum 3 (very low juggle) and max of 7 (highest juggle)
- This also affects depletion of opponent's Drive gauge
The air version of Lv.2 Super can be cancelled from j.MP or from airborne OD special moves. Cammy has several ways to launch into this juggle, giving her followup routes like 236[HK] into Lv.1 Super. However, the damage is generally outclassed by Lv.3 Super, so this is only useful if you need the last sliver of Super meter gauge from 236[HK], or after cancelling directly from air-to-air j.MP.
Level 3 Super (236236P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 15 | 38 | - | 4000 | LH | HKD +17 | -33(-23) |
- Full Invuln: 1-13f; Airborne 9-27f; Armor Break
- Depletes 1.5 Drive bar from opponent on hit
- Cinematic time regenerates ~2 Drive bars for Cammy
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 15 | 38 | - | 4500 | LH | HKD +22 | -33(-23) |
- Full Invuln: 1-13f; Airborne 9-27f; Armor Break
- Depletes 2 Drive bar from opponent on hit
- Cinematic time regenerates ~1.9 Drive bars for Cammy
Cammy performs a fast, full-screen Spiral Arrow with a cinematic hit when it connects. Due to its incredible movement speed, this super is an excellent counter to projectiles or long-range install moves like Jamie's drink or Ryu's Denjin charge. From max distance against a very slow projectile, it is possible for the invincibility to run out before the move hits, but this is a fairly rare occurrence.
There are some restrictions on Cammy's ability to cancel into Lv.3 Super in combos, often requiring her to spend Drive gauge or sacrifice damage to do so. Cancelling directly from 623K will cause the Super to whiff unless she uses the charged 623[HK] version, cancelling on the first hit. This is one of the more useful routes after a Drive Rush extension, as Cammy will be able to link into 5HP for the cancel. Spin Knuckle cancels into the super for a bit less damage; 214LP is useful here as it combos from 2MP. These are the only useful meterless cancel routes, none of which are possible from light normals or 2MK. The first hit of 236HK is technically cancellable, but this hit is so weak that it lowers the combo damage unless the opponent is at minimum scaling.
To combo from light normals, Cammy has 3 main options:
- Link 5LP/2LP into a 4MP~HK juggle state
- Cancel directly into the Super from a light normal
- Combo 5LP/2LP into 236KK, which is Super cancellable on the 4th hit
The first option is the strongest, but if the opponent blocks there is an interruptible gap before 4MP connects; starting with Drive Rush 5LP is a good idea to mitigate this risk when looking for the hitconfirm. The second option is very useful, but requires quick execution of the 236236 input when cancelling, which may be difficult for some players. The final option makes the execution easier, but spends 2 Drive bars for less damage than a direct cancel, making it an unappealing tradeoff. Whatever option you choose, it's important to be able to confirm Cammy's excellent light normals into this super as a way of securing a round.
Lv.3 Super has great juggle potential, and the cinematic effect means there is no risk of falling out on later hits. Any launch with 4HK or 4MP~HK can juggle directly into the super, as well as any air-to-air j.214KK juggle. Unfortunately, it won't juggle after a grounded 236[HK] or 236KK; the opponent must be juggled higher beforehand, such as 4HK, DR~5HP > 236[HK] which allows a juggle after the side switch.
Cammy is left about half screen away from the opponent after the cinematic ends. She has a few options for oki depending on whether it was the regular Lv.3 Super or the Critical Art version:
Lv.3:
- Meaty 236LK (-1 oB) or 236MK (-3 oB); loses to meterless AA-invuln attacks
- On hit, leads to 623K juggle in the corner
- Drive Rush 5HP (+6 oH/+1 oB); links to 4MP~HK
- Cannot block a 6f invincible reversal, so opponent can react to the green flash
CA:
- Meaty 214MP (+3 oH/-2 oB); allows CH link into 4MP
- Meaty 236MK (0 oB); loses to meterless AA-invuln attacks
- On hit, leads to 623K juggle in the corner; 236LK whiffs entirely
- Drive Rush 5HP (+6 oH/+1 oB); links to 4MP~HK
- The 5HP must be delayed or it will whiff before opponent wakes up
- Can block to bait a 6f invincible reversal
Taunts
Neutral Taunt (5PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
335 (total) | - | - | - | - | - | - | - |
Forward Taunt (6PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
255 (total) | - | - | - | - | - | - | - |
Back Taunt (4PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
340 (total) | - | - | - | - | - | - | - |