Cammy (SSFIV)

From SuperCombo Wiki

Introduction

Attributes


Strengths

Cammy’s fast dashes and walking speed allows her to close the distance on her opponents with ease. Coupled with her Spiral Arrow (at the correct distances), Cammy can ensure that she is in the face of her opponents when she wants to be. In addition, she can use these abilities to get past projectiles with ease.

She also has a fairly quick focus attack that can be used within footsie range to help keep her opponents in check.

Cammy has the ability to instantly cancel her jump into a Cannon Strike (also called a TKCS), to where it appears the Cannon Strike is performed while on the ground. This move allows her to maintain substantial pressure on her opponents and also provides one of the best mix-ups out of all the characters in Super Street Fighter 4.

Thanks to the fast start-up of Cammy’s Ultra 1 (Gyro Drive Smasher), it can be used on reaction to punish many blocked and whiffed moves.


Weaknesses

Cammy’s cannot combo into full ultra off of a juggle.

Her armor-breaking move (Quick Spin Knuckle) has slow start-up and can be easily punished if your sees it coming.

Cammy cannot do a non-EX Cannon Strike when doing a neutral or backwards jump. With a majority of her moves being highly punishable on block (when up close), this can make it difficult against really defensive (turtling) characters. Visit the match-up thread to find character specific tips on how to break their defense.

Below average stamina and stun.


Vitals

Stamina (Health) – 950 Stun – 950

Move Analysis

Normal Moves

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

Spiral Arrow

D,DF,F + K EX Version: D,DF,F + KK

The Kick Button pressed determines the power and range of your Cannon Drills. Hard Kick travels the longest distance and does the most damage. Medium Kick has a bit less range and damage.

EX Special Properties: 1st – 25th frames are projectile invincible.

Damage Comparison: Light (Short) = 100 | Medium (Forward) = 120 | Hard (Roundhouse) =140 | EX Version = 160


Cannon Spike

F,D,DF + K

EX Version: F,D,DF + KK

The range of the Cannon Spike is determined by which kick button is pressed (Short = minimum range & Roundhouse = maximum range)

EX Special Properties:

Damage Comparison: Light (Short) = 100 | Medium (Forward) = 100 | Hard (Roundhouse) = 100| EX Version = 150


Cannon Strike

D,DB,B + K (while jumping forward)

EX version: D,DB,B + KK

Very important to Cammy's arsenal, a lot of her pressure and mixups stem from this and the TK version

EX Special Properties: EX version can be done while jumping in any direction

Damage Comparison: Light (Short) = 60 | Medium (Forward) = 60 | Hard (Roundhouse) = 60 | EX Version = 80


Cannon Strike: Tiger Knee'd "TK" Version

D,DB,B,UF + K (it is important to input this cleanly and go from back straight to up forward)

EX Version: D,DB,B,UF + KK

The TK CS motion allows Cammy to spam her Cannon Strike on the ground. Just as her in-air version, this is a great pressure tool for Cammy and can be used to punish opponents that spam crouch-techs. This move is essential.

EX Special Properties: Can combo into EX TK CS


Quick Spin Knuckle

F,DF,D,DB,B + P

EX Version: F,DF,D,DB,B + PP

The range of the Quick Spin Knuckle is determined by which punch button is pressed (Jab = minimum range & Fierce = maximum range) The move is cancellable on the first hit and goes through projectiles.

EX Special Properties: Armor breaking

Damage Comparison: Light (Jab) = 160 | Medium (Strong) = 160 | Hard (Fierce) = 160| EX Version = 160


Hooligan Combination

B,DB,D,DF,F,UF + P

EX Version: B,DB,D,DF,F,UF + PP

The range and height arc of the Hooligan Combination are determined by which punch button is pressed. (Jab = minimum range/highest arc & Fierce = maximum range/lowest arc)

There are three follow-ups once Hooligan Combination has been activated:

Fatal Leg Twister/Crossed Scissors (+) – The throw follow-up is the most common use of the Hooligan Combination. Note: Characters must be standing or in-air for the throw to grab your opponent. It will not grab a crouching character

Razor’s Edge Slicer (no inputs entered) – If no buttons are pressed after activating the Hooligan Combination, the Razor’s Edge Slicer will be activate when Cammy approaches the ground. This is a slide that if not blocked, will knock down your opponent. You can also land Ultra 1 if successfully landed mid screen.

Empty Hooligan – (+) – When you press lp+lk and you are not near the opponent, Cammy will cancel the Hooligan Combination and land on her feet. Once landed, there is virtually no recovery.

EX Special Properties: Using EX-Hooligan Combination will direct (track) Cammy directly to your opponent anywhere on the screen. The arc/height of the move is also much greater than its normal counterpart. The speed is also increased.

Damage Comparison (Razor's Edge): Light (Jab) = 100 | Medium (Strong) = 100 | Hard (Fierce) = 100| EX Version = 120

Damage Comparison (Fatal Leg Twister/Crossed Scissors): 130 | All versions for Crossed Scissors (aerial grab) = 140

Super Move


Spin Drive Smasher (Super)


D,DF,F,D,DF,F + K

Cammy’s Super has very low start-up and hits her opponents low. Best if used in a combo or to punish fireballs up close. 1st through 6th frames are invincible.

Note: Cammy sometimes will heavily rely on her EX meter to perform EX-Cannon Strikes, FADCs and EX-Hooligans. Just because you might have a full Super meter, doesn’t mean you have to use her Super unless you know it will finish off your opponent.


Damage = 350 (on full hit)

Ultra Move


Gyro Drive Smasher (Ultra 1)


D,DF,F,D,DF,F + KKK

Cammy’s Ultra 1is very effective against projectile characters, as it will pass through projectiles. just like her Super, Gyro Drive Smasher has a quick start-up. 1st through 10th frames are invincible.

This ultra can be used within a combo, but the complete animation is not always given depending on how the Ultra was used within a combo. (example: Cannon Spike xx FADC (backdash), Gyro Driver Smasher will not end in a complete ultra sequence)


Damage = 480 (on full hit)


Cammy Quick Combination – CQC (Ultra 2)


D,DB,B,D,DB,B + PPP

The CQC Ultra is a counter ultra. Once activated, Cammy stands in place and the Ultra will only connect with the opponent if she is attacked by a non-armor breaking move. She is also vulnerable to throws once CQC is activated.


Damage = 470

The Basics

DJ-B13's Advanced Cammy Play Tutorial

These series of videos could also go under the strategy section, however every player hoping to become better at Cammy should watch these:

Part 1 [1], Part 2 [2], Part 3 [3], Part 4 [4], Part 5 [5], Part 6 [6], Part 7 [7], Part 8 [8],

Combos

Bread and Butter (BnB) Combos

cr.LK, cr.LP, cr.LK/cr.LP/st.LP/st.LK xx Spiral Arrow

This is Cammy’s main BnB combo. There are several variations to this combo and some are character specific. The first hit lands low, which means that your opponent must block low to avoid getting hit. Great combo for beginners/newcomers to Cammy.

Important: To perform this combo effectively, you will have to leave a slight pause between the second and third button press. The reason for this is due to the fact that you must link the normal you plan on cancelling into the Spiral Arrow. (Example: cr.lk, cr.lp (slight pause) cr.lk xx Spiral Arrow)

cl.st.MP, cr.MP/cr.MK xx Spiral Arrow

This is a good combo with great damage output. Better used for intermediate players.

cr.HP, st.LP/cr.LK/st.MP/cr.MK xx Spiral Arrow

This is Cammy’s most damaging BnB combo. There are several variations of this combo and some are character specific. Better used for advanced players.

st.HP xx Spiral Arrow/Cannon Spike

It is best to use this combo as a punishing combo (whiffed DPs, etc)

cr.MK xx Spiral Arrow

Just as the combo above, this is a great combo to punish whiffed moves when the character is just within sweep range.

Strategy

Option Selects

Safe Jumps:

1) After a hard knockdown jump in with a safe-jump rh or fierce and buffer in a qcf + rh just as you would land. then immediately press cr.hp. this option select is great against characters with poor wake-up options as they can't stuff your fake jump, if they backdash that get's eaten by SA and if they get hit you have started a cr.fp > cr. mk xx SA combo. The best part about this option select is the distance that SA covers, so it will catch backdashes, backflips from vega and most teleports. Video Reference [9]

2) Same setup as before only this time buffer a dp into your jump in, this will help you catch characters with a slow dp or other moves that are invincible on start-up, it should catch bison if he tries to escape with ex headstomp or ex DR, and if they try to focus AA you just have to hit your rh button one more time to stuff that with a dp since the motion is allready done. Video Reference [10]

Cannon Strikes:

This setup is a bit trickier because even on whiff the strike does have SOME landing frames, however you just have to figure out the timing for this to make it work because when you hit or have it blocked you get additional landing frames.

3) Cannon strike buffer either SA or DP and hit your rh button at the first available frame if you whiff, then immediately hit cr.fp (doing it fast enough for the fp to combo is very tricky so it's easier to start this one with using cr.lk combo's). this one is designed to make them stick it out in your mix-ups, if they jump back away from strike's you can option select a dp and punish them for that, if they backdash you can punish with arrow. basically this forces them to choose a option that involves staying near you rather than attempting to escape. this should catch all teleports that move backwards but will lose to teleports done through cammy.

4) Same style setup as before only this time you buffer a ultra, follow immediately by cr.lk (i'm simply not fast enough to buffer a ultra and still combo a cr.fp just yet) this one is great. first of all what better way to send a clear message than by punishing with a ultra? on top of that this actually catches akuma's back PPP teleport if done right (not for full damage though)

Video Reference For 3 & 4 [11]

5) Same setup only option select a dash, this way you can option select a backdash just in case they teleport through you and you get a free ultra setup. this can be done with either backdash or forward dash and it allows you to visually see something like a akuma teleport and punish them with a full ultra. Video Reference [12]

Anti-Dive Kicks

6) For other cammy's or for rufus matches, when they are doing their dive-kick/throw mixup instead of using the standard option select tech where a cr. lk comes out to be eaten faster than a crispy cream donut at a weight watchers convention. instead you add a fp or a mp to the mix so your pushing lk lp and mp or fp. this way if they go for the throw you tech it, and if they go for the dive-kick they eat either a mp or a fp to their face for their troubles. be wary about doing this everytime though because if they figure out your using this that much then you can be sure to eat either a ex messiah or a cannon spike for your troubles, or they will simply jump over you and use your normal move to provide them cover to set up a jump/cross up etc. Video Reference [13]

7) cr.MK option select SA (can be used for dp/super if you want) This one is really simple, your going to cr.mk just outside of range (the most important part of this option select, get comfortable whiffing it by a tiny bit) and buffer a special motion into it (i use spiral arrow) if the move whiffs nothing will come out cause the special is buffered into active and recovery frames. however if they hit a button at the last second, or try to move forward the SA will immediately knock them down. it's not game breaking, but every bit helps. i'll post a vid up later for this one. Video Reference [14]

8) TK CS option select ultra 2 This one is just like the other tkcs option selects only with qcb's instead of forward, it's all about timing like the other ones. the follow up is your choice, you can put any button you want as the other move to come out on block/hit. Video Reference [15]

Matchups

Boxer

Rush boxer down at the start. Rushing him down doesn't mean start dashing up and spamming tkcs or jump in with dive kicks. You have to be smart, kind of like fighting Guile. Jumping in and moving around randomly will get you killed quick. A good trick against boxer is to walk up just outside sweep range and block. From here Balrog doesn't have a lot of options, he can either: Dash Punch or variation, be dumb and spam non hitting normals, jump in, walk forward (throw or normals), turtle it out

Make sure you're ready for all 5 scenarios. Your main objective is to score 1 knockdown. Any kind of knockdown will do. If you score a knockdown you're well on your way on taking the round. From here Boxer has to guess:

  • Crossup short (combo if it hits)
  • Meaty Dive Kicks (combo if it hits)
  • Throw (back or forward works well)

If you land either a dive kick or a crossup, make sure you land in HK spiral arrow. After spiral arrow hold up forward and begin the mixup again (dive kick or crossup) and follow through with a combo. If you land a forward throw, it's a good bet to go for the MP hooligan mixup. After back throw go for ambiguous crossup into HK spiral arrow to keep boxer guessing on his wakeup.

You either timed something wrong or you're really unlucky if he headbutts you out of anything. (Dive kicks can be headbutted, MP hooligan goes over most headbutts)

The idea is to keep this bullshit up until you (or boxer) gets meter. When you have meter you win. You get to DP FADC on his attack and you immediately take away his momentum. Make sure you don't eat an ultra since being cornered by boxer just sucks.

Things to note:

  • If they spam jab, after any landed cannon strike mash DP. Chances are you'll land a counterhit DP and go for that sako spiral arrow to stay on top of them.
  • If they stand tech... start spamming TKCS in blockstrings. Big damage into spiral arrow = mixups
  • If they turtle - go for tick throw setups and frame traps.
  • A patient Cammy is the Cammy that wins the match. You just need 1 knockdown to take out their entire health bar.


Ibuki

1) Focus backdash kunai pressure (this forces 50/50 in the sense that the Ibuki can't hitconfirm rather that hat to guess sweep/Raida or hope for hit/block to punish...she CANNOT option select this, makes life alot easier. This destroys her fake 50/50 vortex...same with Deejay.

2) If Ibuki EVER EX DP's during a string or just ever in front of you FOCUS...if she throws the kunai wait if she doesn't throw it....either way FREE lvl2 focus into combo....

3) Cross up LK/meaty dive kick pressure into hit confirm SA combos...prevents her command dash or any other wake up escape if done right.

4) TKCS full screen to build meter (for fun you can LP Hooligan to go over the kunais to build more meter)....once you have it just wait....she throws kunai...just be buffering the hell out of EX Hooligan as soon as she throws...BAM! free knockdown...she has a good amount of float time and recovery on this.

Ryu

On the Ground:

cr.MK -> FB is punishable by super on block

cr.MK -> You can focus, absorb the cr.MK, release and hit before the FB startup animation for a counter hit focus crumple

cr.HK is extremely punishable (SA, Super, Ultra 1)

Anti-Air Options:

Cannon Spike is her best anti-air but cr.HP works pretty well on close jump ins.

On Knockdown:

Cannon Strike stuffs almost all of his wakeup options with exclusion of EX DP. Mix up the ambiguous crossover Cannon Strike with the TK Counter Strike and delayed TK CS

Frame Data

Damage Values Framedata Advantage Stun Duration
Move Name Block H/L Damage Stun Meter Gain Cancel Ability Startup Active Recovery Block Hit Block Hit Notes
Close LP HL 25 50 20 ch/sp/su 3 2 8 +1 +4 10 13
Close MP HL 70[60] 100 40 sp/su 4 2+2 15 +2 +6 20 24
Close HP HL 100 200 60 sp/su 4 4 15 -1 +3 17 21
Close LK HL 25 50 20 ch/sp/su 4 2 8 +1 +4 10 13
Close MK HL 65 100 40 sp/su 4 3 17 -6 -3 13 16
Close HK HL 110 200 60 - 9 5 24 -11 -7 17 21
Far LP HL 25 50 20 ch/sp/su 3 3 7 +1 +4 10 13
Far MP HL 70 100 40 sp/su 7 4 14 -4 -1 13 16
Far HP HL 120 200 60 - 7 2 19 -3 +1 17 21
Far LK HL 30 50 20 sp/su 4 3 6 +2 +5 10 13
Far MK HL 70 100 40 - 7 2 13 -1 +2 13 16
Far HK HL 110 200 60 - 8 2 22 -6 -2 17 21
crouch LP HL 20 50 20 ch/sp/su 3 2 8 +1 +4 10 13
crouch MP HL 65 100 40 sp/su 5 4 10 0 +3 13 16
crouch HP HL 90 200 60 - 6 4 12 +2 +7 17 22 Forces stand
crouch LK L 25 50 20 ch/sp/su 3 3 9 -1 +2 10 13
crouch MK L 65 100 40 sp/su 6 4 12 -2 +1 13 16
crouch HK L 95 150 60 - 7 2 24 -8 - 17 - untechable knockdown
Jump up LP H 50 50 20 - 4 4 - - - 8 11 startup leg projectile invincibility
Jump up MP H 80 100 40 - 5 4 - - - 10 13 startup leg projectile invincibility
Jump up HP H 100 200 60 - 5 3 - - - 16 20 startup leg projectile invincibility
Jump up LK H 30 50 20 - 5 5 - - - 8 11 startup leg projectile invincibility
Jump up MK H 70 100 40 - 5 7 - - - 11 15 startup leg projectile invincibility
Jump up HK H 100 200 60 - 5 3 - - - 15 18 startup leg projectile invincibility
Jump forward LP H 50 50 20 - 4 5 - - - 8 11 startup leg projectile invincibility
Jump forward MP H 80 100 40 - 5 3 - - - 11 15 startup leg projectile invincibility
Jump forward HP H 100 200 60 - 6 4 - - - 15 18 startup leg projectile invincibility
Jump forward LK H 30 50 20 - 4 7 - - - 8 11 startup leg projectile invincibility
Jump forward MK H 70 100 40 - 5 4 - - - 11 15 startup leg projectile invincibility
Jump forward HK H 100 200 60 - 6 5 - - - 15 18 startup leg projectile invincibility
Focus Attack LVL 1 H 60 100 20 da (10~17)​+11 2 35 -21 -21 15 15 armor during charge, launch vs air, 4f~release dash cancellable
Focus attack LVL 2 H 80 150 40 da (18~50)​+11 2 35 -15 - 21 - armor during charge, crumple vs ground, launch vs air (fully hittable), 4f~release dash cancellable
Focus attack LVL 3 H 120 200 60 da 51+14 2 35 - - - - 1-64f armor, armor break, crumple vs ground, launch vs air (fully hittable), 4~51f dash cancellable
Forward Throw 0.8 140 130 40 - 3 2 20 - - - - untechable knockdown
Back throw 0.8 135 140 40 - 3 2 20 - - - - untechable knockdown
Air Throw 1.0 150 150 40 - 5 2 - - - - - untechable knockdown
Cannon Spike LK HL 100[120] 100[150] 30/40 su 5 2+19 20+12 -30 - 20 - 1~4f invincible, 5f unthrowable + upper body invincible, 7~45f airborne, launch, grounded part juggles(1x)
Cannon Spike MK HL 100[140] 100[180] 30/40 su 5 2+24 18+12 -30 - 20 - 1~5f invincible, 7~48f airborne, launch, grounded part juggles(1x)
Cannon Spike HK HL 100[160] 100[200] 30/40 su 5 2+29 17+12 -30 - 20 - 1~5f invincible, 7~52f airborne, launch, grounded part juggles(1x)
Cannon Spike EX HL 150[95] 200[100] -250/0 su 5 2+24 18+12 -30 - 20 - 1~6f invincible, 7~48f airborne, launch, airborne part juggles(1x)
Spiral Arrow LK L 100 150 30/30 - 7 19 4+5 -17 - 20 - 14~29f airborne, launch
Spiral Arrow MK L 120 150 30/30 - 7 19 4+5 -17 - 20 - 14~29f airborne, launch
Spiral Arrow HK L 80*60 100*80 30/​30*30 su 7 7*12 4+5 -10 - 20 24*- 14~29f airborne, 2nd hit launch, 1st hit cancellable
Spiral Arrow EX L 100*60 100*100 -250/0 su 7 7*12 4+5 -10 - 20 24*- 2~25f projectile invincible, 14~29f airborne, 2nd hit launch, 1st hit cancellable
Spin Knuckle LP HL 80*80 100*100 30/​20*20 su 35 3*8 9 +4 - 20 24*- 1f strike invincible, 2~25f mid-body invincibility + lower body projectile invincibility, 6~25f airborne, Armor break, 1st hit launch vs air, 2nd hit launch, 1st hit cancellable
Spin Knuckle MP HL 80*80 100*100 30/​20*20 su 33 3*8 10 +3 - 20 24*- 1f strike invincible, 2~24f mid-body invincibility + lower body projectile invincibility, 6~24f airborne, Armor break, 1st hit launch vs air, 2nd hit launch, 1st hit cancellable
Spin Knuckle HP HL 80*80 100*100 30/​20*20 su 36 3*8 10 +3 - 20 24*- 1f strike invincible, 2~27f mid-body invincibility + lower body projectile invincibility, 6~27f airborne, Armor break, 1st hit launch vs air, 2nd hit launch, 1st hit cancellable
Spin Knuckle EX HL 80*80 100*100 -250/0 su 33 3*8 10 +3 - 20 24*- 1~25f strike invincible, 6~24f airborne, Armor break, 1st hit launch vs air, 2nd hit launch, 1st hit cancellable
Razor's Edge Slicer LP L 100 150 30/30 su 53+10 9 13 -1 - 20 - 7~62f airborne, 31~53f cancellable into grab, launch
Razor's Edge Slicer MP L 100 150 30/30 su 45+10 9 13 -1 - 20 - 7~53f airborne, 31~45f cancellable into grab, launch
Razor's Edge Slicer HP L 100 150 30/30 su 39+10 9 13 -1 - 20 - 7~48f airborne, 31~39f cancellable into grab, launch
Razor's Edge Slicer EX L 120 200 -250/0 su 43+10 9 13 -1 - 20 - 7~52f airborne, 31~43f cancellable into grab, launch
Fatal Leg Twister 1.0 130 140 0/40 - 31+1 1 until ground +5 - - - - untechable knockdown
Crossed Scissors 1.0 140 150 0/40 - 31+1 1 until ground +5 - - - - untechable knockdown
Cannon Strike HL 60 100 10/20 - 12[17] 11[3] until ground +5[5] [+8] [+11] 15 18 recovery after landing, brackets represent instant air cannon strike
Cannon Strike EX HL 80 100 -250/0 - 12[17] 11[3] until ground +4[4] [+14] [+18] 20 24 recovery after landing, brackets represent instant air cannon strike
Super Combo HL 40x6​*110 0 -1000/0 - 1+5​[1+4] 6*6*6​(3)2*2​(2)2​(11)8 30+21 -35 - ? - 1~6f invincible, 7~26f 46~83f airborne, juggle, 1st~6th hit launch vs air (untechable), 7th hit launch (untechable), see notes below
Ultra Combo 1 HL 30x6​*210​[30x5​*330] 0 0/0 - 1+9 6*6*6​(3)2*2​(2)2​(11)8 30+21 -35 - ? - 1~10f invincible, 11~34f 50~87f airborne, juggle, 1st~6th hit launch vs air (untechable), 7th hit launch (untechable), 5th hit vs ground triggers full animation
Ultra Combo 2 - 470 0 0/0 - 1+0 35 61 - - - -
Dash - - - - - - - 18 - - - -
Backdash - - - - - - - 22 - - - - 1~6f invincible, 7~17f airborne
Move Name Block H/L Damage Stun Meter Gain Cancel Ability Startup Active Recovery Block Hit Block Hit Notes
Damage Values Framedata Advantage Stun Duration
Notes:
  • Depending on the opponent's animation, Cammy's Super is sometimes registered as hitting a frame earlier than it appears on-screen. For example:
    • It cannot punish Akuma f+MP on block (-5f), but can punish Makoto MP/HP Oroshi on block (also -5f).
    • It cannot link (no cancelling) after a far standing LK (+5f), but can link after a counterhit LP (also +5f) from the same distance.
    • It can appear to counterhit moves out of their first active frame, which normally does not happen.