Capcom vs SNK 2/Cammy

From SuperCombo Wiki

Introduction

Moves List

Normal Moves

Name State Spc Sup Hit Blk Sta Act Rec Dmg
Jab Close y y +6 +6 2 3 6 300
Far y y +4 +4 3 4 7 200
Crouch y y +5 +5 3 4 6 200
Jump Neutral - - - - 3 24 - 500
Jump Diagonal - - - - 5 24 - 500
Strong Close y,n y,y +0 +0 4 4 16 700,600
Far y y +5 +5 4 4 11 800
Crouch y y +7 +7 4 4 9 700
Jump Neutral - - - - 5 8 - 700
Jump Diagonal - - - - 6 8 - 700
Fierce Close y y +10 +10 3 4 10 1000
Far n y +9 +9 3 10 9 1100
Crouch n y +4 +4 6 8 12 1000
Jump Neutral - - - - 5 8 - 1100
Jump Diagonal - - - - 5 6 - 1100
Short Close y y +3 +3 3 6 6 300
Far y y -1 -1 4 8 8 400
Crouch y y +3 +3 4 4 8 200
Jump - - - - 4 24 - 400
Forward Close n y +2 +2 5 2 16 800
Far n y +1 +1 7 2 17 800
Crouch y y +0 +0 4 7 13 700
Jump - - - - 7 8 - 800
Roundhouse Close n,n y,n -1 -1 8 8 15 1200,1000
Far n,n y,y -8 -8 5 10 22 1100,1000
Crouch n n DWN -7 9 6 25 1000
Jump - - - - 6 8 - 1000
Command Normals
None - - - - - - - -

Special Moves

Spiral Arrow (QCF+K): 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.

Cannon Spike (DP+K): 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 (QCB+K in AIR): 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 (HCB+P): 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 (DB,D,DF,F,UF+P): 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 spike her opponent. Useful for mind games mainly and very punishable due to her long air-time.

Follow-Ups to Hooligan Combination:

Cannon Strike (K before reaching opponent): Self explanatory. She cannon strikes out of her ball.

Throw (F/B+K while close to opponent): Cammy, once reaching her opponent, will latch on and throw her opponent depending on the range the F/B+K 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): 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

The Basics

Advanced Strategy

Match-ups