Super Street Fighter 2 Turbo/O. Cammy

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The Characters

Old Cammy's portrait in Super Turbo

Introduction

Picking Old Cammy

To select O.Cammy, choose Cammy and then press ↑ ↑ ↓ ↓ Jab or Fierce, pressing Short simultaneously with the punch button for the alternate color.

Normal Secondary
Cammy-old1.gif Cammy-old2.gif

--Born2SPD

Moves Analysis

Normal Moves

Here are some explanations of the more notable normal moves that Cammy has available to her. These descriptions only scratch the surface of the game's depth and should by no means be considered a complete examination.

Ground Normals

  • Close Standing Jab:
Damage ? OCammy stcljab1&5.png OCammy stcljab2&4.png OCammy stcljab3.png OCammy stcljab2&4.png OCammy stcljab1&5.png
Stun ?-?
Stun Timer ?
Chain Cancel Yes
Special Cancel Yes
Frame Count ? ? ? ? ?
Simplified ? ? ?


  • Far Standing Jab:
Damage ? OCammy stfarjab1&5.png OCammy stfarjab2&4.png OCammy stfarjab3.png OCammy stfarjab2&4.png OCammy stfarjab1&5.png
Stun ?-?
Stun Timer ?
Chain Cancel Yes
Special Cancel Yes
Frame Count ? ? ? ? ?
Simplified ? ? ?

Can be mashed quickly to counter moves like Blanka's Ball or E.Honda's Headbutt.

  • Crouching Jab:
Damage ? OCammy crjab1.png OCammy crjab2.png OCammy crjab3.png
Stun ?-?
Stun Timer ?
Chain Cancel Yes
Special Cancel Yes
Frame Count ? ? ?

Can be used as a tick setup or mashed to ward off Blanka's Ball attack.

  • Close Standing Strong:
Damage ? OCammy stclstrng1&5 stclshrt1.png OCammy stclstrng2.png OCammy stclstrng3.png OCammy stclstrng4.png OCammy stclstrng1&5 stclshrt1.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel Yes
Frame Count ? ? ? ? ?
Simplified ? ? ?

Sometimes gets used in combos. Other times, people employ it as a meaty attack.

  • Far Standing Strong:
Damage ? OCammy stfarstrng1&4 stclfrc6 stfarfrc6 stclshrt4 stfarfrwrd6.png OCammy stfarstrng2.png OCammy stfarstrng3.png OCammy stfarstrng1&4 stclfrc6 stfarfrc6 stclshrt4 stfarfrwrd6.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel Yes
Frame Count ? ? ? ?
Simplified ? ? ?


  • Crouching Strong:
Damage ? OCammy crstrng1.png OCammy crstrng2&4.png OCammy crstrng3.png OCammy crstrng2&4.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel Yes
Frame Count ? ? ? ?
Simplified ? ? ?

May not look like much, but it has weird properties and actually beats a lot of ground moves that it looks like it shouldn't in the poking and footsie game. Sometimes it gets put in combos, since its timing is less strict than some other alternatives. Another idea is to buffer it into special moves, such as Thrust Kicking afterwards for a dangerous duo from close range. Old Cammy cannot buffer off of this move.

  • Close Standing Fierce:
Damage ? OCammy stclfrc1.png OCammy stclfrc2.png OCammy stclfrc3&5.png OCammy stclfrc4.png OCammy stclfrc3&5.png OCammy stfarstrng1&4 stclfrc6 stfarfrc6 stclshrt4 stfarfrwrd6.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel Yes
Frame Count ? ? ? ? ? ?
Simplified ? ? ?

A prime combo move or meaty attack that buffers nicely into various special moves.


  • Far Standing Fierce:
Damage ? OCammy stfarfrc1.png OCammy stfarfrc2.png OCammy stfarfrc3.png OCammy stfarfrc4.png OCammy stfarfrc5.png OCammy stfarstrng1&4 stclfrc6 stfarfrc6 stclshrt4 stfarfrwrd6.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel Yes
Frame Count ? ? ? ? ? ?
Simplified ? ? ?


  • Crouching Fierce:
Damage ? OCammy crfrc1.png OCammy crfrc2.png OCammy crfrc3.png OCammy crfrc4.png OCammy crfrc5.png OCammy crfrc6.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel No
Frame Count ? ? ? 6 2 ?
Simplified ? 6 ?

Can be surprisingly-good anti-air against certain medium-height jumpers like Ryu, Ken, and Guile, along with the low-jumping Boxer. Although the Thrust Kick is usually used for that job, sometimes it's easier and faster just to bash this move out instead to save a split-second, especially if your reflexes aren't the greatest. Try it and see what you think.

  • Close Standing Short:
Damage ? OCammy stclstrng1&5 stclshrt1.png OCammy stclshrt2.png OCammy stclshrt3.png OCammy stfarstrng1&4 stclfrc6 stfarfrc6 stclshrt4 stfarfrwrd6.png
Stun ?-?
Stun Timer ?
Chain Cancel Yes
Special Cancel Yes
Frame Count ? ? ? ?
Simplified ? ? ?


  • Far Standing Short:
Damage ? OCammy stfarshrt1.png OCammy stfarshrt2 stclfrwrd2.png OCammy stfarshrt3.png OCammy stfarshrt4 stclfrwrd1&4.png
Stun ?-?
Stun Timer ?
Chain Cancel Yes
Special Cancel Yes
Frame Count ? ? ? ?
Simplified ? ? ?

Just might have the least range of any move in the game, haha. If you're sneaky, though, you can actually use this to your advantage to miss with it on purpose in certain tick throw setups -- the illusion of an attack can scare them into blocking, while the miss makes sure they don't get pushed back and stay in throw range.

  • Crouching Short:
Damage ? OCammy crshrt1&3.png OCammy crshrt2.png OCammy crshrt1&3.png
Stun ?-?
Stun Timer ?
Chain Cancel Yes
Special Cancel Yes
Frame Count ? ? ?

Tends to see action primarily as a tick setup. Can also be used to super cancel like Ken does, either from the traditional method or by Renda canceling. Old Cammy version has better priority.

  • Close Standing Forward:
Damage ? OCammy stfarshrt4 stclfrwrd1&4.png OCammy stfarshrt2 stclfrwrd2.png OCammy stclfrwrd3.png OCammy stfarshrt4 stclfrwrd1&4.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel Yes
Frame Count ? ? ? ?
Simplified ? ? ?


  • Far Standing Forward:
Damage ? OCammy stfarfrwrd1&5.png OCammy stfarfrwrd2&4.png OCammy stfarfrwrd3.png OCammy stfarfrwrd2&4.png OCammy stfarfrwrd1&5.png OCammy stfarstrng1&4 stclfrc6 stfarfrc6 stclshrt4 stfarfrwrd6.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel No
Frame Count ? ? ? ? ? ?
Simplified ? ? ?

Has both speed and range and serves as one of Cammy's very best pokes.

  • Crouching Forward:
Damage ? OCammy crfrwrd1&5 crrh1&7.png OCammy crfrwrd2.png OCammy crfrwrd3.png OCammy crfrwrd4.png OCammy crfrwrd1&5 crrh1&7.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel Yes
Frame Count ? ? ? ? ?
Simplified ? ? ?

Is one of Cammy's best moves, period. Its good range and quick speed make it low-risk and a major part of Cammy's footsie game. You can combo this move with itself if you're close enough, but the timing is pretty tight. It also buffers well into special moves like Cannon Drills and Hooligan Rolls.

  • Close Standing Roundhouse:
Damage ? OCammy stclrh1&13 stfarrh1&10.png OCammy stclrh2 stfarrh2.png OCammy stclrh3.png OCammy stclrh4.png OCammy stclrh5.png OCammy stclrh6.png OCammy stclrh7.png OCammy stclrh8.png OCammy stclrh9.png OCammy stclrh10.png OCammy stclrh11 stfarrh8.png OCammy stclrh12 stfarrh9.png OCammy stclrh1&13 stfarrh1&10.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel No
Frame Count ? ? ? ? ? 4 4 ? ? ? ? ? ?
Simplified ? ? ?

Looks like it would counter high-flying opponents, but I personally have never had much success using it for that (or anything else, for that matter).

  • Far Standing Roundhouse:
Damage ? OCammy stclrh1&13 stfarrh1&10.png OCammy stclrh2 stfarrh2.png OCammy stfarrh3.png OCammy stfarrh4.png OCammy stfarrh5.png OCammy stfarrh6.png OCammy stfarrh7.png OCammy stclrh11 stfarrh8.png OCammy stclrh12 stfarrh9.png OCammy stclrh1&13 stfarrh1&10.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel No
Frame Count ? ? ? ? ? ? ? ? ? ?
Simplified ? ? ?

A weird move with deceptively good range. It's unusual in that it has a lot of startup frames before it hits but not too many recovery frames. Most players don't use it very much, but it can see some important action in certain matchups.

  • Crouching Roundhouse:
Damage ? OCammy crfrwrd1&5 crrh1&7.png OCammy crrh2.png OCammy crrh3.png OCammy crrh4.png OCammy crrh5.png OCammy crrh6.png OCammy crfrwrd1&5 crrh1&7.png
Stun ?-?
Stun Timer ?
Chain Cancel No
Special Cancel No
Frame Count ? ? ? ? ? ? ?
Simplified ? ? ?

Cammy's foot sweep which does good damage and knocks down. Try to be careful not to miss with it, because it has a lot of recovery frames that leave her vulnerable for a long time after the kick.

Aerial Normals

  • Neutral Jumping Jab:
Damage ? OCammy njjab1 djjab2.png OCammy njjab2.png
Stun ?-?
Stun Timer ?
Frame Count ?


  • Diagonal Jumping Jab:
Damage ? OCammy djjab1 njfrwrd4 djfrwrd4 njrh1&4 djrh4.png OCammy njjab1 djjab2.png OCammy djjab3.png
Stun ?-?
Stun Timer ?
Frame Count ? ?
Simplified ?

Normally used as a tick-throw setup.

  • Neutral Jumping Strong:
Damage ? OCammy njstrng1 djstrng1.png OCammy njstrng2 djstrng2.png OCammy njstrng3.png OCammy njstrng4 djstrng5 njfrc4 djfrc5 djshrt4 njfrwrd6 djfrwrd6 njrh6 djrh6.png OCammy njstrng5 djstrng6 njfrc5 djfrc6 djshrt5 njfrwrd7 djfrwrd7 njrh7 djrh7.png OCammy njstrng6 njfrc6 djshrt6.png
Stun ?-?
Stun Timer ?
Frame Count ? ? ? ? ?
Simplified ? ?


  • Diagonal Jumping Strong:
Damage ? OCammy njstrng1 djstrng1.png OCammy njstrng2 djstrng2.png OCammy djstrng3.png OCammy djstrng4 djfrc4 njfrwrd5 djfrwrd5 njrh5 djrh5.png OCammy njstrng4 djstrng5 njfrc4 djfrc5 djshrt4 njfrwrd6 djfrwrd6 njrh6 djrh6.png OCammy njstrng5 djstrng6 njfrc5 djfrc6 djshrt5 njfrwrd7 djfrwrd7 njrh7 djrh7.png
Stun ?-?
Stun Timer ?
Frame Count ? ? ? ? ?
Simplified ? ?

A pretty amazing move with huge priority. It's considered to be one of Cammy's staple jumping attacks against grounded opponents, because the angle is favorable and it tends to fare relatively well against certain types of anti-air moves.

  • Neutral Jumping Fierce:
Damage ? OCammy njfrc1 djfrc1.png OCammy njfrc2 djfrc2.png OCammy njfrc3.png OCammy njstrng4 djstrng5 njfrc4 djfrc5 djshrt4 njfrwrd6 djfrwrd6 njrh6 djrh6.png OCammy njstrng5 djstrng6 njfrc5 djfrc6 djshrt5 njfrwrd7 djfrwrd7 njrh7 djrh7.png OCammy njstrng6 njfrc6 djshrt6.png
Stun ?-?
Stun Timer ?
Frame Count ? ? ? ? ?
Simplified ? ?


  • Diagonal Jumping Fierce:
Damage ? OCammy njfrc1 djfrc1.png OCammy njfrc2 djfrc2.png OCammy djfrc3.png OCammy djstrng4 djfrc4 njfrwrd5 djfrwrd5 njrh5 djrh5.png OCammy njstrng4 djstrng5 njfrc4 djfrc5 djshrt4 njfrwrd6 djfrwrd6 njrh6 djrh6.png OCammy njstrng5 djstrng6 njfrc5 djfrc6 djshrt5 njfrwrd7 djfrwrd7 njrh7 djrh7.png
Stun ?-?
Stun Timer ?
Frame Count ? ? ? ? ?
Simplified ? ?

A solid punch that hits hard and lends itself well to big combos.

  • Neutral Jumping Short:
Damage ? OCammy njshrt1&3 djshrt1&3.png OCammy njshrt2.png OCammy njshrt1&3 djshrt1&3.png
Stun ?-?
Stun Timer ?
Frame Count ? ?

Quite useless. This move can be used in a different way, as a kind of aerial wall. For example, if you suspect Dictator might try to head stomp you, simply jump straight up and hit short and he should be repelled.

  • Diagonal Jumping Short:
Damage ? OCammy njshrt1&3 djshrt1&3.png OCammy djshrt2.png OCammy njshrt1&3 djshrt1&3.png OCammy njstrng4 djstrng5 njfrc4 djfrc5 djshrt4 njfrwrd6 djfrwrd6 njrh6 djrh6.png OCammy njstrng5 djstrng6 njfrc5 djfrc6 djshrt5 njfrwrd7 djfrwrd7 njrh7 djrh7.png OCammy njstrng6 njfrc6 djshrt6.png
Stun ?-?
Stun Timer ?
Frame Count ? ? ? ? ?
Simplified ? ?

Has both good range and an unusual hitbox and does double duty serving as Cammy's cross-up air attack. It requires reasonable accuracy to perform correctly, and your margin for error will vary depending on what opponent you're facing -- some of them are wider than others. Note that O.Cammy's j.short is different and can't cross up opponents.

  • Neutral/Diagonal Jumping Forward:
Damage ? OCammy njfrwrd1 djfrwrd1.png OCammy njfrwrd2 djfrwrd2.png OCammy njfrwrd3 djfrwrd3.png OCammy djjab1 njfrwrd4 djfrwrd4 njrh1&4 djrh4.png OCammy djstrng4 djfrc4 njfrwrd5 djfrwrd5 njrh5 djrh5.png OCammy njstrng4 djstrng5 njfrc4 djfrc5 djshrt4 njfrwrd6 djfrwrd6 njrh6 djrh6.png OCammy njstrng5 djstrng6 njfrc5 djfrc6 djshrt5 njfrwrd7 djfrwrd7 njrh7 djrh7.png
Stun ?-?
Stun Timer ?
Frame Count ? ? ? ? ? ?
Simplified ? ?

Hits higher than most jumping attacks. You might consider it for air-to-air encounters. Although you probably wouldn't guess it from its appearance, it has slightly less range than her j.short or j.RH.

  • Neutral Jumping Roundhouse:
Damage ? OCammy djjab1 njfrwrd4 djfrwrd4 njrh1&4 djrh4.png OCammy njrh2 djrh2.png OCammy njrh3.png OCammy djjab1 njfrwrd4 djfrwrd4 njrh1&4 djrh4.png OCammy djstrng4 djfrc4 njfrwrd5 djfrwrd5 njrh5 djrh5.png OCammy njstrng4 djstrng5 njfrc4 djfrc5 djshrt4 njfrwrd6 djfrwrd6 njrh6 djrh6.png OCammy njstrng5 djstrng6 njfrc5 djfrc6 djshrt5 njfrwrd7 djfrwrd7 njrh7 djrh7.png
Stun ?-?
Stun Timer ?
Frame Count ? ? ? ? ? ?
Simplified ? ?


  • Neutral Jumping Roundhouse:
Damage ? OCammy djrh1.png OCammy njrh2 djrh2.png OCammy djrh3.png OCammy djjab1 njfrwrd4 djfrwrd4 njrh1&4 djrh4.png OCammy djstrng4 djfrc4 njfrwrd5 djfrwrd5 njrh5 djrh5.png OCammy njstrng4 djstrng5 njfrc4 djfrc5 djshrt4 njfrwrd6 djfrwrd6 njrh6 djrh6.png OCammy njstrng5 djstrng6 njfrc5 djfrc6 djshrt5 njfrwrd7 djfrwrd7 njrh7 djrh7.png
Stun ?-?
Stun Timer ?
Frame Count ? ? ? ? ? ?
Simplified ? ?

Is powerful and has good horizontal range. For example, you might use it to clip Ryu when you jump over his fireball from longe range.

--Raisin (April 30, 2007)

Special Moves

The Basics

Advanced Strategy

Match-ups

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