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 |
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--Born2SPD
New & Old Versions Comparison
- Obvious stuff: O.Cammy can not tech throws, does not have the Hooligan Combination and Super;
- O.Cammy can not airthrow with Strong and Forward, only with Fierce and Roundhouse. Also, her punch throw has worse vertical range which makes it quite hard to use;
- O.Cammy has some differences in some of her normals:
- Close Standing Strong second active part can not be special canceled;
- Crouching Strong can not be special canceled;
- Crouching Short has better priority;
- Close Standing Forward can not be special canceled;
- Diagonal Jumping Jab has better priority and can be used as an instant overhead;
- Diagonal Jumping Strong has better horizontal priority (it was too godlike!);
- Diagonal Jumping Fierce has better priority;
- Diagonal Jumping Short has better priority but can not be used as a crossup attack;
- Diagonal Jumping Forward has better priority;
- Both Jumping Roundhouses have better vertical priority. The horizontal priority remained intact though;
- O.Cammy's Spin Knuckles can travel through projectiles no matter which version you use (Jab, Strong or Fierce). Only N.Cammy's Jab version can do that. Also, O.Cammy's Spin Knuckles don't move as far horizontally as their N.Cammy counterparts. The Jab version goes much shorter (18 pixels less), the Strong version goes somewhat shorter (23 pixels less), and the Fierce version goes a bit shorter (9 pixels less);
N.Cammy is clearly superior, no doubt in that. And she is bottom ranked in the tier list so you can imagine how much you will suffer if you opt to play her Old version...
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 | ? | ![]() |
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Stun | ?~? | |||||
Stun Timer | ? | |||||
Chain Cancel | Yes | |||||
Special Cancel | Yes | |||||
Frame Advantage | ? | |||||
Frame Count | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
- Far Standing Jab:
Damage | ? | ![]() |
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Stun | ?~? | |||||
Stun Timer | ? | |||||
Chain Cancel | Yes | |||||
Special Cancel | Yes | |||||
Frame Advantage | ? | |||||
Frame Count | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
Can be mashed quickly to counter moves like Blanka's Ball or E.Honda's Headbutt.
- Crouching Jab:
Damage | ? | ![]() |
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Stun | ?~? | |||
Stun Timer | ? | |||
Chain Cancel | Yes | |||
Special Cancel | Yes | |||
Frame Advantage | ? | |||
Frame Count | ? | ? | ? |
Can be used as a tick setup or mashed to ward off Blanka's Ball attack.
- Close Standing Strong:
Damage | ? | ![]() |
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Stun | ?~? | |||||
Stun Timer | ? | |||||
Chain Cancel | No | |||||
Special Cancel | Yes/No | |||||
Frame Advantage | ? | |||||
Frame Count | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
Sometimes gets used in combos. Other times, people employ it as a meaty attack.
- Far Standing Strong:
Damage | ? | ![]() |
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Stun | ?~? | ||||
Stun Timer | ? | ||||
Chain Cancel | No | ||||
Special Cancel | Yes | ||||
Frame Advantage | ? | ||||
Frame Count | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
- Crouching Strong:
Damage | ? | ![]() |
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Stun | ?~? | ||||
Stun Timer | ? | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
Frame Advantage | ? | ||||
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 | ? | ![]() |
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Stun | ?~? | ||||||
Stun Timer | ? | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Advantage | ? | ||||||
Frame Count | ? | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
A prime combo move or meaty attack that buffers nicely into various special moves.
- Far Standing Fierce:
Damage | ? | ![]() |
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Stun | ?~? | ||||||
Stun Timer | ? | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes/No | ||||||
Frame Advantage | ? | ||||||
Frame Count | ? | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
- Crouching Fierce:
Damage | ? | ![]() |
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Stun | ?~? | ||||||
Stun Timer | ? | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | ? | ||||||
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 | ? | ![]() |
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Stun | ?~? | ||||
Stun Timer | ? | ||||
Chain Cancel | Yes | ||||
Special Cancel | Yes | ||||
Frame Advantage | ? | ||||
Frame Count | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
- Far Standing Short:
Damage | ? | ![]() |
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Stun | ?~? | ||||
Stun Timer | ? | ||||
Chain Cancel | Yes | ||||
Special Cancel | Yes | ||||
Frame Advantage | ? | ||||
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 | ? | ![]() |
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Stun | ?~? | |||
Stun Timer | ? | |||
Chain Cancel | Yes | |||
Special Cancel | Yes | |||
Frame Advantage | ? | |||
Frame Count | ? | ? | ? |
Tends to see action primarily as a tick setup. Old Cammy version has better priority.
- Close Standing Forward:
Damage | ? | ![]() |
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Stun | ?~? | ||||
Stun Timer | ? | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
Frame Advantage | ? | ||||
Frame Count | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
- Far Standing Forward:
Damage | ? | ![]() |
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Stun | ?~? | ||||||
Stun Timer | ? | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | ? | ||||||
Frame Count | ? | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
Has both speed and range and serves as one of Cammy's very best pokes.
- Crouching Forward:
Damage | ? | ![]() |
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Stun | ?~? | |||||
Stun Timer | ? | |||||
Chain Cancel | No | |||||
Special Cancel | Yes | |||||
Frame Advantage | ? | |||||
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.
- Close Standing Roundhouse:
Damage | ? | ![]() |
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Stun | ?~? | |||||||||||||
Stun Timer | ? | |||||||||||||
Chain Cancel | No | |||||||||||||
Special Cancel | No | |||||||||||||
Frame Advantage | ? | |||||||||||||
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 | ? | ![]() |
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Stun | ?~? | ||||||||||
Stun Timer | ? | ||||||||||
Chain Cancel | No | ||||||||||
Special Cancel | No | ||||||||||
Frame Advantage | ? | ||||||||||
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 | ? | ![]() |
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Stun | ?~? | |||||||
Stun Timer | ? | |||||||
Chain Cancel | No | |||||||
Special Cancel | No | |||||||
Frame Advantage | ? | |||||||
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 | ? | ![]() |
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Stun | ?~? | ||
Stun Timer | ? | ||
Frame Count | ? | ∞ |
- Diagonal Jumping Jab:
Damage | ? | ![]() |
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Stun | ?~? | |||
Stun Timer | ? | |||
Frame Count | ? | ? | ∞ | |
Simplified | ? | ∞ |
Normally used as a tick-throw setup. With O.Cammy it can be used as an instant overhead.
- Neutral Jumping Strong:
Damage | ? | ![]() |
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Stun | ?~? | ||||||
Stun Timer | ? | ||||||
Frame Count | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
- Diagonal Jumping Strong:
Damage | ? | ![]() |
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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 | ? | ![]() |
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Stun | ?~? | ||||||
Stun Timer | ? | ||||||
Frame Count | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
- Diagonal Jumping Fierce:
Damage | ? | ![]() |
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Stun | ?~? | ||||||
Stun Timer | ? | ||||||
Frame Count | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
A solid punch that hits hard and lends itself well to big combos.
- Neutral Jumping Short:
Damage | ? | ![]() |
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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 | ? | ![]() |
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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 | ? | ![]() |
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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 | ? | ![]() |
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Stun | ?~? | |||||||
Stun Timer | ? | |||||||
Frame Count | ? | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
- Diagonal Jumping Roundhouse:
Damage | ? | ![]() |
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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)
Throws
O.Cammy can throw using Strong, Fierce, Forward and Roundhouse. If in air, she can air throw with Fierce and Roundhouse. The direction of the joystick determines the direction the enemy gets thrown at. All his ground throws have the same range which is a little bellow average and do 32 points of damage (22%), plus two more if behind in rounds. There's no known difference between the ground throws or any reason to favor one over the other. All her Aerial throws have the same horizontal range which happens to be the best aerial throw range in the game! Note that O.Cammy can not perform an air throw with Strong and Forward, only with Fierce and Roundhouse. Also, her punch air throw has worse vertical range than N.Cammy's.
- Hooligan Suplex a.k.a. Back Drop: (←/→ + Strong/Fierce)
Damage | 32 | ![]() |
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Stun | 7~13 | |||
Stun Timer | 100 | |||
Range (from axis) | 42 | |||
(from throwable box) | 17 |
Cammy grabs the opponent by the waist and slams them backwards.
- Frankensteiner a.k.a. Leg Flip: (←/→ + Strong/Fierce)
Damage | 32 | ![]() |
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Stun | 7~13 | |||
Stun Timer | 100 | |||
Range (from axis) | 42 | |||
(from throwable box) | 17 |
Cammy uses her legs to hurl the opponent down.
- Flying Neck Hunt a.k.a. Air Toss: (Cammy and opponent in air, ↖/↙/←/→/↘/↗ + Fierce)
Damage | 42 | ![]() |
Stun | 7~13 | |
Stun Timer | 100 | |
Range (from axis) | 60 | |
(from throwable box) | 35 |
Cammy quickly throws her opponent to the ground. This air throw does more damage (around 29%) but its a bit harder to connect. It must be performed during a certain phase of Cammy's jump, anywhere between halfway up her ascendance to the peak of her jump, or if you prefer to think of it a different way, only around the second quarter of her jump duration. Note that with O.Cammy it is a bit harder to use this air throw because it has less vertical range.
- Air Frankensteiner a.k.a. Aerial Leg Flip: (Cammy and opponent in air, ↖/↙/←/→/↘/↗ + Roundhouse)
Damage | 34 | ![]() |
Stun | 7~13 | |
Stun Timer | 100 | |
Range (from axis) | 60 | |
(from throwable box) | 35 |
Cammy uses her legs to hurl the opponent down, just like its grounded version. This air throw does a lesser 23.5% of damage, but its window of opportunity is much larger and can be executed anytime Cammy is airborne unless she just left the ground or is just about to land, or in other words, around the middle 80% of her jump.
--Raisin (April 1, 2007)
Special Moves
All motions are listed under the assumption that O.Cammy is facing right.
- Cannon Drill / Spiral Arrow: (↓↘→ + K)
Detailed Input: (↓ [0~6f] ↘ [0~6f] → [0~10/9/7f] Short/Forward/Roundhouse)
Damage (Short) | ? | ![]() |
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S h t |
File:OCammy cd4shrtanm.png | ![]() |
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Damage (Forward) | ? | |||||||||
Damage (Rh) | ?+? | |||||||||
Stun | ?~? | F w d |
File:OCammy cd4frwrdanm.png | |||||||
Stun Timer | ? | |||||||||
R h |
File:OCammy cd4rhanm.png | |||||||||
Frame Count (Short) | ? | ? | ? | ? | ? | ? | ? | ? | ||
Simplified (Short) | ? | ? | ? | |||||||
Frame Count (Forward) | ? | ? | ? | ? | ? | ? | ? | ? | ||
Simplified (Forward) | ? | ? | ? | |||||||
Frame Count (Rh) | ? | ? | ? | ? | ? | ? | ? | ? | ||
Simplified (Rh) | ? | ? | ? | ? |
Cammy shoots forward as a human missile in a feet-first attack. Again, the short version travels the shortest and the roundhouse the farthest. The roundhouse Drill can also hit twice if performed at close range.
The Cannon Drill has some very nice features: it's fast, does good damage, knocks down, and has high priority. Unfortunately, it also has drawbacks as well, namely the fact that it can still get stuffed by certain opponent moves and leaves Cammy vulnerable for a considerable amount of time afterwards. To help alleviate this danger, you can try to use it at precise distances so that just the end of the hitting frames strike the opponent and Cammy can hopefully recover in time to deal with any counterattacks. This can be one of Cammy's few, reliable ways of dealing chip damage relatively safely.
- Thrust Kick / Cannon Spike: (→↓↘ + K)
Detailed Input: (→ [0~6f] ↓ [0~6f] ↘ [0~10/9/7f] Short/Forward/Roundhouse)
- Startup:
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Frame Count | 1 | 1 | 1 | 1 |
Simplified | 4 |
- Active+Recovery:
- Knockback:
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Frame Count | ? | ? | ?+ | ? |
Simplified | ?+ |
Cammy plants one foot and launches herself upward into the air while kicking with the other foot. The short version goes the lowest and most vertical, while the roundhouse model travels the highest and moves more horizontally. Hitting the opponent will knock them down, and after any sort of contact with them, she will rebound off in the opposite direction. This rebounding recovery is the same for all 3 versions. Cammy is totally vulnerable during the second, non-kicking part of the move.
The Thrust Kick has a lot of uses. First and foremost, it serves as Cammy's general-purpose anti-air weapon, deterring opponents from jumping. It's pretty reliable, although it sometimes trades hits. It also serves as a good reversal, especially since it has just a little bit of invulnerability at its startup. The most daring and risky employment is to use it ground-to-ground at just the right moment to try to beat the opponent's normal or special move, since it can stuff just about anything if timed right. Extreme caution is recommended with such tactics, since missing can lead to you being easily punished.
Lots of Cammy players prefer to almost always use the Short version, hedging their bets for less recovery time if they happen to miss. You should employ this move with caution, because even if blocked, many characters have counters that can hit Cammy on her rebound.
- Spin Knuckle: (←↙→ + P)
Detailed Input: (← [0~6f] ↙ [0~6f] → [0~10/9/7f] Jab/Strong/Fierce)
- Startup:
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Frame Count (Jab) | ? | ? | ? | ? | ? |
Simplified (Jab) | ?... (?) | ||||
Frame Count (Strong) | ? | ? | ? | ? | ? |
Simplified (Strong) | ?... (?) | ||||
Frame Count (Fierce) | ? | ? | ? | ? | ? |
Simplified (Fierce) | ?... (?) |
- Active + Recovery:
Cammy takes a quick hop-step and then punches outwards with the back of her hand. The Jab version travels the shortest and the Fierce the farthest. It will hit twice if you're close enough.
A lot of players almost never use this move, and it requires sensitive handling due to its slowness and vulnerability during early stages. One idea for its employment is as a meaty attack, especially against characters or players who can't reverse well. Note that the Jab version of New Cammy's Spin Knuckle can travel through projectiles during the part where Cammy is spinning. The same is true for Old Cammy's Jab, Strong, and Fierce versions.
Since this move has an unusual and unique input motion, and some people try to perform this move as a simple half-circle with punch. You might find this method slightly imprecise and inconsistent.
--Raisin (May 6, 2007)