Introduction
About Cammy
A former Bison Doll, she was saved by Dhalsim and later joined Delta Red to help defeat Shadaloo and save the other dolls like her. After the defeat of Shadaloo and breaking Bison's influence on them, Cammy rescued the remaining Dolls and is helping them re-integrate with society as free people.
Cammy is a rushdown, pressure heavy character in it's purest form. She doesn't have an overhead, but her frame data and tick throws are threatening enough to make anyone scared of her. Her great walk speed, dash speed, midscreen oki, and her signature dive kick make her hard to keep out, and even harder to get out if she's already found her way in. If you like overwhelming your opponent with great normals, a fast dive kick, and an obnoxious tick throw with amazing walk speed to compliment it, try Cammy out.
Strengths | Weaknesses |
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Final Patch
Players to Watch
- CJ Truth
- Hurricane
- Kazunoko
- Youshikibi
Cammy | |
---|---|
Vitals | |
Life Points | 925 |
Stun Points | 925 |
V-Gauge Points | |
V-Trigger 1 | 2 Bars |
V-Trigger 2 | 2 Bars |
Ground Movement | |
Forward Walk Speed | 0.05 |
Backward Walk Speed | 0.04 |
Forward Dash Speed | 16 |
Backward Dash Speed | 21 |
Forward Dash Distance | 1.386 |
Backward Dash Distance | 1.182 |
Backdash CH Frames | 3-16 |
Jumping | |
Back Jump Speed | 47 (4+39+4) |
Neutral Jump Speed | 47 (4+39+4) |
Forward Jump Speed | 46 (3+39+4) |
Forward Jump Distance | 1.95 |
Backward Jump Distance | 1.95 |
Throws | |
Throw Hurtbox | 0.25 |
Throw Range | 0.8 |
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Frame Data & Descriptions are provided by FATOnline.
|
SFV Frame Data Glossary | |
---|---|
Active |
How many frames a move remains active (can hurt opponents) for. |
Attack |
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked). |
Cancel options |
Available cancel options.
|
Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
Crush Counter |
Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit. |
Damage |
Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end 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.
|
Knockdown |
Knockdown advantage against Normal, Quick Rise and Back Rise wake up options. |
Recovery |
How many frames it takes for a move to finish after it's been active. |
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. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |
Normals
Stand LP
Stand MP
Stand HP
Stand LK
Stand MK
Stand HK
Crouch LP
Crouch MP
Crouch HP
Crouch LK
Crouch MK
Crouch HK
Jump LP
Jump MP
Jump HP
Jump LK
Jump MK
Jump HK
Command Normals
Knee Bullet
Lift Upper
Target Combos
Lift Combination
Throws
Gyro Clipper
Delta Through
Special Moves
LK Spiral Arrow
MK Spiral Arrow
HK Spiral Arrow
EX Spiral Arrow
LK Cannon Spike
MK Cannon Spike
HK Cannon Spike
EX Cannon Spike
LK Cannon Strike
MK Cannon Strike
HK Cannon Strike
EX Cannon Strike
Hooligan Combination > Razor Edge Slicer
EX Hooligan Combination > Razor Edge Slicer
Hooligan Combination > Fatal Leg Twister
EX Hooligan Combination > Fatal Leg Twister
Hooligan Combination > Cross Scissors Pressure
EX Hooligan Combination > Cross Scissors Pressure
Hooligan Combination > Cannon Strike
EX Hooligan Combination > Cannon Strike
Critical Art
Cross Stinger Assault
Taunts
Taunt
V-System
V-Skill 1
Axel Spin Knuckle
V-Skill 2
Spinning Attack
V-Trigger 1
Delta Drive
V-Trigger 2
Delta Step
Delta Ambush
Delta Twist
Reverse Edge
Delta Step (secondary)
Delta Ambush (secondary)
Delta Twist (secondary)
Reverse Edge (secondary)
V-Shift
V-Shift
V-Shift Break
Counter Spike
V-Reversal
Strike Back