Street Fighter V/Cammy/Combos

From SuperCombo Wiki
General legend
Abbreviation Meaning
A,B Link X into Y. This is done by pressing X, then Y after the recovery frames of X.
A xx B Cancel A into B. During A's animation, press B to cancel.
A > B Alternate notation indicating chains or target combos, cancelling A into B.
(N) Multi-hit move hits only N times. Omitted if all hits are used.
xN Normal that chains into itself pressed N times
[X] Hold down X
]X[ Release X
X~Y X then Y done in quick succession
X/Y X or Y
Fastfall Cancelling an air normal into another move to change momentum and land early. The 2nd move is land cancelled during startup.
Kara Quickly cancelling a move into another move before it becomes active. This is done for positioning or to access airborne specials from grounded attacks.
OTG Following move hits off the ground
CH Counter hit
CC Crush Counter
CA Critical Art
GB Guard Break
VS(1/2) V-Skill 1 or 2. Input with MP+MK
VT(1/2) V-Trigger 1 or 2. Input with HP+HK. Combos may either activate V-Trigger or use attack on the same input when Trigger is active.
j. Prefix an attack command with j. to indicate it must be performed in the air. "nj." means neutral jump only.
jc Jump cancel
dl Delay
jf Just Frame (special move with precise button timing, e.g. Karin's Tenko)
TK Tiger knee (doing an air move the moment a jump sends you airborne, typically by inputting a special move motion followed by jump+button.)
whiff / (w) Indicates that the move must not hit the opponent.
(move) Indicates that the move is optional in a sequence.
236 Qcf.png
214 Qcb.png
623 Dp.png
421 Rdp.png
41236 Hcf.png
63214 Hcb.png
[4]6 Cb.png (hold), F.png
[2]8 Cd.png (hold), U.png
360 360.png
720 360.png 360.png
7.gif 8.gif 9.gif
4.gif 6.gif
1.gif 2.gif 3.gif
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward

General Combo Notes

Spiral Arrow (236K)

  • Used in midscreen combos to grant oki afterward
  • At ranges where the first hit of 236HK whiffs, MK version is used instead (most commonly in light confirms)
  • HK version does the same damage as 623K if both hits connect (most commonly in 5HP or 2MK cancels)
  • 236K is weaker than 623K when used in CA cancels, and fails to cancel at all from longer ranges
  • EX version is most useful at ranges where HK version whiffs 1st hit, but it also switches sides

Cannon Spike (623K)

  • Used in the corner where Cammy can get oki afterwards
  • Used for cancels into CA, as it does the full damage in one hit
  • After 4MP > HK Target Combo, HK version is used except in the corner (use LK to avoid whiffing under opponent)
  • EX version has more juggle potential, making it useful in some VT1 and corner combos

Light Confirms

Notation Damage Stun Meter Cost Notes

2LP, 5LP, 5LP xx 236MK

127

273

0

HK Spiral Arrow only hits once from this confirm, making MK version stronger

2LP, 5LP, 5LP xx 623HK

155

294

0

Cannon Spike does more damage than MK Spiral Arrow, but gives no midscreen oki

2LP, 4MP > HK xx 236MK

194

324

0

Strongest meterless midscreen Target Combo route that still gives oki

2LP, 4MP > HK xx 623K

222

345

0

Strongest meterless Target Combo juggle, but gives no midscreen oki

2LK, 2LP xx 236MK

102

229

0

HK Spiral Arrow only hits once from this confirm, making MK version stronger

2LK, 2LP xx 623HK

134

253

0

Cannon Spike gives no midscreen oki

2LP, 5LP, 5LP xx 236KK

169

329

1

EX Spiral Arrow switches sides; in combos where HK Spiral Arrow hits once, the EX version adds significant damage while maintaining oki

2LP, 4MP > HK xx 236LK, 623KK

283

444

1

Corner-only juggle; works midscreen vs. Chun-Li and Rashid, and on everyone except Balrog and Alex using frame-perfect kara EX Cannon Spike (623HK~MK)

2LP, 4MP > HK xx 41236PP+K, 623K

266

400

1


2LP, 4MP > HK xx 41236PP+K, 623KK

290

430

2


CH 5LK, 4MP, 5LP xx 236MK

182

314

0

Important counterhit confirm from Cammy's best tick throw button

CH 2LP, 6HP xx 236HK

192

339

0

Useful counterhit confirm from either of Cammy's LP buttons

Confirms

Notation Damage Stun Meter Cost Notes

2MP, 2MP xx 236HK/623HK

210

310

0

Both hits of HK Spiral Arrow connect

5MP, 2MK xx 236HK/623HK

201

310

0

Both hits of HK Spiral Arrow connect

5MP, 5HP xx 236HK/623HK

228

355

0

Both hits of HK Spiral Arrow connect

6HK, 2MP xx 236HK/623HK

230

360

0

Both hits of HK Spiral Arrow connect

VS1, 5HP xx 236HK

228

355

0


5MP, 5HP xx 623HK xx CA

459

355

3

Any meterless combo ending in Cannon Spike can cancel into CA for more damage; Spiral Arrow can also cancel, but only at closer ranges and for significantly less damage

2HP xx CA

377

150

3

Lenient single-hit confirm from long range

j.214KK, 6HK, 623K

216

332

1

Optimal juggle from well-spaced EX Divekick; from closer ranges, simply juggle 623K or reset with an air normal

CH 2MP, 2MK xx 236MK

181

306

0

Counterhit confirm that links from near max 2MP range

CH 4MP, 5HP xx 236HK/623HK

240

375

0

Counterhit confirm from an important frame trap button

CH 6HK, 5HP xx 236HK/623HK

264

435

0

Counterhit confirm works even though 6HK hits twice

Punishes

Notation Damage Stun Meter Cost Notes

2LP xx 236HK

128

205

0

3f punish; at farther ranges, use 236MK for more damage

5LP xx 236HK

138

205

0

4f punish; at farther ranges, use 236MK for more damage

2MP xx 236HK

168

235

0

5f punish

5HP xx 236HK

188

285

0

6f punish; 1st active frame can whiff at longer ranges, making it 7f instead

2MK xx 236HK

158

235

0

7f punish; use 236MK at longer ranges

6HK, 2MP xx 236HK

230

360

0

12f punish

nj.HK, 6HK, 2MP xx 236HK/623HK

312

501

0

Neutral jump punish

Crush Counter Punishes

Notation Damage Stun Meter Cost Notes

CC 5HK, 6HK, 2MP xx 236HK/623HK

286

460

0

CC punish, must be close enough for 6HK to hit twice

CC 5HK, 6HK, 2MP xx 623HK xx CA

451

460

3

CC punish, must be close enough for 6HK to hit twice

CC 5HK, dash, 4MP > HK xx 623K

284

420

0

CC punish, dash has strict timing but works from long ranges

CC 5HK, 236MK

172

276

0

CC punish, long range and easy execution but weaker than the dash-up combo

CC MP+MK (VS2), 236MK

160

240

0

CC punish using V-Skill 2 to build V-gauge

VT1 Combo

Notation Damage Stun Meter Cost Notes

2HP xx VT1, 6HK, 2MP xx 236HK, 623HK

298

473

0

VT1 Activation combo, uses full V-gauge; 6HK or 2MP can drop near max 2HP range

2HP xx VT1, 236HK, 623HK

262

377

0

VT1 Activation combo, uses full V-gauge; used after counterpoking an opponent's extended limbs

5MK xx VT1, 623HK, 214HK

232

306

0

VT1 Activation combo confirmed from ranged 5MK poke

5MP, 5HP xx 236KK (1) xx VT1, 5HP xx 236HK, 623HK

316

470

1

VT1 Activation combo from the 1st hit of EX Spiral Arrow, not possible from farther ranges.

5MP, 2MK xx 236HK (VT1), CA

432

310

3

VT1 post-activation combo into CA; 623KK also juggles after VT1 Spiral Arrow

VT2 Activation Combo

Notation Damage Stun Meter Cost Notes

VT2+K, 2LP xx 236HK

194

283

0

VT2 Activation overhead starter; adding another light normal makes 236HK hit once for much less damage

VT2+P, 5HP xx 236MK

270

204

0

VT2 Activation throw starter; throw does no stun but gives more damaging followup combo

2HP xx 6HP+HK, 5MP, 5HP xx 236HK

230

385

0

VT2 Activation combo, confirmable from long range

5MK xx 6HP+HK, 5MP, 5HP xx 236HK

210

335

0

VT2 Activation combo from 5MK poke

2MK xx 6HP+HK, 2LP, 4MP > HK xx 623K

188

319

0

VT2 Activation combo from 2MK low poke

VT2 Post-Activation Combo

Notation Damage Stun Meter Cost Notes

5MP, 5HP xx 6HP+HK, 2MP, 2MP xx 236HK

294

475

0

VT2 Post-Activation combo

5MK xx 6HP+HK xx 236HK

168

235

0

VT2 Post-Activation combo; VT2 dash animation is special cancelled

2MK xx 6HP+HK xx 236HK

158

235

0

VT2 Post-Activation combo; VT2 dash animation is special cancelled

External Sources

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