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 |
--Born2SPD
Strengths and Weaknesses
At a glance, here are some of the main things Cammy has working for and against her:
Strengths
- Excellent footspeed
- Pretty good poke and footsie arsenal
- Outstanding priority with jumping attacks using j.strong
- Good anti-air, reversal, and counter-move abilities with the Thrust Kick
- Nice ground pressure options, because special moves all knock down
Weaknesses
- Lacks a projectile
- Needs to be crafty; usually can't rely on any one particular strategy to win games
- Requires careful handling to pressure by dealing chip damage with special moves
- Jumps slowly, which can leave her vulnerable to anti-air counters
- No air attacks with long horizontal reach, leaving her vulnerable to anti-air sweeps.
- Ground throws have only average damage and below average range
- Has trouble applying chip damage; her drill attack can leave her vulnerable, while spinning backfist can be countered with good reactions.
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;
- Close Standing Fierce has better recovery;
- Crouching Short has better priority;
- Close Standing Forward can not be special canceled;
- Far Standing Forward has slimmer hurtboxes during startup and recovery which makes it a safer poke;
- 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
Disclaimer: To better understand the diagrams, read this.
Normal Moves
Ground Normals
- Close Standing Jab: (Base max activation range: 20)
Damage | 4[0] | |||||
Stun | 0~5 | |||||
Stun Timer | 40 | |||||
Chain Cancel | Yes | |||||
Special Cancel | Yes | |||||
Frame Advantage | +5 | |||||
Frame Count | 1 | 2 | 4 | 2 | 2 | |
Simplified | 1 + 3 | 4 | 4 |
Elbow attack. Not that great a move. It can be used in simple combos such are cr.Jab, cl.Jab xx Cannon Spike, but Short is probably a better option.
- Far Standing Jab:
Damage | 4[0] | |||||
Stun | 0~5 | |||||
Stun Timer | 40 | |||||
Chain Cancel | Yes | |||||
Special Cancel | Yes | |||||
Frame Advantage | +5 | |||||
Frame Count | 1 | 2 | 4 | 2 | 2 | |
Simplified | 1 + 3 | 4 | 4 |
Rapid-fire Jab that has very good priority since Cammy's arm is completely invulnerable, has good reach for a Jab, but very low damage as one would expect. It be mashed quickly to counter moves like Blanka's Ball or E.Honda's Headbutt.
- Crouching Jab:
Damage | 4[0] | |||
Stun | 0~5 | |||
Stun Timer | 40 | |||
Chain Cancel | Yes | |||
Special Cancel | Yes | |||
Frame Advantage | +4 | |||
Frame Count | 3 | 4 | 5 | |
Simplified | 1 + 3 | 4 | 5 |
Rapid-fire ducking Jab. It can be used as a tick setup or mashed to ward off Blanka's Ball attack.
- Close Standing Strong: (Base max activation range: 64)
Damage | 20[1] | |||||
Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | Yes / No | |||||
Frame Advantage | +7 / +9 | |||||
Frame Count | 2 | 2 | 4 | 2 | 3 | |
Simplified | 1 + 2 | 6 | 5 |
Lead hand uppercut. Fast start-up and recovery. It can be used in combos either as a link or a buffer into specials. Due to its good recovery, it works well as a meaty attack, which can be followed by another close Strong - to hit-confirm - by a low attack, by a Cannon Spike (frame trap-throw mash punish) or simply throw.
- Far Standing Strong:
Damage | 20[1] | ||||
Stun | 5~11 | ||||
Stun Timer | 60 | ||||
Chain Cancel | No | ||||
Special Cancel | Yes | ||||
Frame Advantage | +8 | ||||
Frame Count | 2 | 1 | 5 | 5 | |
Simplified | 1 + 3 | 5 | 5 |
Straight punch. Good start-up and recovery, but it lacks priority and range to be of much use in footsies or anti-air.
- Crouching Strong:
Damage | 20[1] | ||||
Stun | 5~11 | ||||
Stun Timer | 60 | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
Frame Advantage | +9 | ||||
Frame Count | 2 | 2 | 4 | 5 | |
Simplified | 1 + 4 | 4 | 5 |
A crouching punch with nice reach, but mediocre start-up. It 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. Due to the longer start-up, it is worse than N.Cammy's version.
- Close Standing Fierce: (Base max activation range: 4)
Damage | 28[1] | ||||||
Stun | 10~16 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Advantage | +10 | ||||||
Frame Count | 1 | 1 | 1 | 5 | 4 | 3 | |
Simplified | 1 + 3 | 5 | 7 |
Two-hand side punch. This is a prime combo move or meaty attack that buffers nicely into various special moves. O.Cammy's recover faster.
- Far Standing Fierce:
Damage | 28[1] | ||||||
Stun | 1~7 / 10~16 | ||||||
Stun Timer | 70 / 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes / No | ||||||
Frame Advantage | +7 / +9 | ||||||
Frame Count | 2 | 1 | 2 | 6 | 4 | 3 | |
Simplified | 1 + 3 | 8 | 7 |
Lead hand punch with good range, but not any great priority.
- Crouching Fierce:
Damage | 30[1] | ||||||
Stun | 10~16 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | +5 | ||||||
Frame Count | 2 | 2 | 2 | 6 | 2 | 9 | |
Simplified | 1 + 6 | 6 | 11 |
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: (Base max activation range: 8)
Damage | 4[0] | ||||
Stun | 0~5 | ||||
Stun Timer | 40 | ||||
Chain Cancel | Yes | ||||
Special Cancel | Yes | ||||
Frame Advantage | +3 | ||||
Frame Count | 1 | 2 | 6 | 4 | |
Simplified | 1 + 3 | 6 | 4 |
Fast knee attack that can be cancelled into other Short kicks or specials. It can be used in combos and tick-throws. The speed makes it harder to react to, in comparison to close Strong or meaty Fierce. You can also cancel into low Short xx Cannon Spike to get throw mashers.
- Far Standing Short:
Damage | 4[0] | ||||
Stun | 0~5 | ||||
Stun Timer | 40 | ||||
Chain Cancel | Yes | ||||
Special Cancel | Yes | ||||
Frame Advantage | +1 | ||||
Frame Count | 1 | 2 | 8 | 4 | |
Simplified | 1 + 3 | 8 | 4 |
A fast high side kick. 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 | 4[0] | |||
Stun | 0~5 | |||
Stun Timer | 40 | |||
Chain Cancel | Yes | |||
Special Cancel | Yes | |||
Frame Advantage | +4 | |||
Frame Count | 2 | 4 | 5 | |
Simplified | 1 + 2 | 4 | 5 |
Crouching side kick with good priority, but just average reach. Tends to see action primarily as a tick setup. O.Cammy version has better priority.
- Close Standing Forward: (Base max activation range: 24)
Damage | 20[1] | ||||
Stun | 5~11 | ||||
Stun Timer | 60 | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
Frame Advantage | +7 | ||||
Frame Count | 2 | 2 | 6 | 5 | |
Simplified | 1 + 4 | 6 | 5 |
High side kick. Misses crouching characters, so it is not of much use, though it can hit after ground cross-ups for very damaging combos.
- Far Standing Forward:
Damage | 20[1] | ||||||
Stun | 5~11 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | +3 | ||||||
Frame Count | 3 | 2 | 7 | 3 | 2 | 3 | |
Simplified | 1 + 5 | 7 | 8 |
A fast rear kick with good reach recovery. Has both speed and range and serves as one of Cammy's very best pokes. Works fine at hitting enemies out of projectiles and tagging desperation jump-ins.
- Crouching Forward:
Damage | 20[1] | |||||
Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | Yes | |||||
Frame Advantage | +5 | |||||
Frame Count | 1 | 2 | 6 | 4 | 3 | |
Simplified | 1 + 3 | 6 | 7 |
Crouching rear-leg kick. 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.
- Close Standing Roundhouse: (Base max activation range: 24)
Damage | 30[1] | |||||||||||||
Stun | 1~7 / 10~16 | |||||||||||||
Stun Timer | 70 / 80 | |||||||||||||
Chain Cancel | No | |||||||||||||
Special Cancel | No | |||||||||||||
Frame Advantage | -5 / +4 | |||||||||||||
Frame Count | 1 | 1 | 1 | 4 | 4 | 4 | 4 | 2 | 2 | 2 | 1 | 1 | 2 | |
Simplified | 1 + 7 | 8 | 14 |
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). It can work as a trade anti-air, but the fact that it is a standing move ruins it. Just use close Strong punch instead.
- Far Standing Roundhouse:
Damage | 30[1] | ||||||||||
Stun | 10~16 | ||||||||||
Stun Timer | 80 | ||||||||||
Chain Cancel | No | ||||||||||
Special Cancel | No | ||||||||||
Frame Advantage | +10 | ||||||||||
Frame Count | 2 | 1 | 3 | 4 | 5 | 1 | 1 | 2 | 1 | 2 | |
Simplified | 1 + 6 | 9 | 7 |
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 match-ups. It controls a good space in front of her, but its poor priority detracts greatly from the move.
- Crouching Roundhouse:
Damage | 30[1] | |||||||
Stun | 5~11 | |||||||
Stun Timer | 130 | |||||||
Chain Cancel | No | |||||||
Special Cancel | No | |||||||
Frame Advantage | -5 | |||||||
Frame Count | 1 | 2 | 2 | 6 | 8 | 7 | 6 | |
Simplified | 1 + 5 | 6 | 21 |
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 | 20[0] | ||
Stun | 1~7(-2) | ||
Stun Timer | 40 | ||
Frame Count | 2 | ∞ |
Not any awesome priority for a neutral attack. Nor range. It can be used as a tick, for a low-throw mix-up.
- Diagonal Jumping Jab:
Damage | 20[0] | |||
Stun | 1~7(-2) | |||
Stun Timer | 40 | |||
Frame Count | 1 | 1 | ∞ | |
Simplified | 2 | ∞ |
Normally used as a tick-throw setup. With O.Cammy it can be used as an instant overhead.
- Neutral Jumping Strong:
Damage | 24[1] | ||||||
Stun | 5~11 | ||||||
Stun Timer | 50(+10) | ||||||
Frame Count | 2 | 2 | 12 | 4 | 4 | ∞ | |
Simplified | 4 | 12 | ∞ |
Not bad move, but strictly worse than neutral Fierce or neutral Short, depending on what you want.
- Diagonal Jumping Strong:
Damage | 24[1] | ||||||
Stun | 5~11 | ||||||
Stun Timer | 50(+10) | ||||||
Frame Count | 2 | 2 | 20 | 5 | 4 | ∞ | |
Simplified | 4 | 20 | ∞ |
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 | 30[1] | ||||||
Stun | 3~9 | ||||||
Stun Timer | 40 | ||||||
Frame Count | 2 | 2 | 8 | 4 | 4 | ∞ | |
Simplified | 4 | 8 | ∞ |
Good dizzy and priority, in case anyone eats this.
- Diagonal Jumping Fierce:
Damage | 30[1] | ||||||
Stun | 3~9 | ||||||
Stun Timer | 40 | ||||||
Frame Count | 3 | 1 | 8 | 5 | 4 | ∞ | |
Simplified | 4 | 8 | ∞ |
A solid punch that hits hard and lends itself well to big combos.
- Neutral Jumping Short:
Damage | 20[0] | |||
Stun | 1~7(-2) | |||
Stun Timer | 40 | |||
Frame Count | 3 | 40 | ∞ |
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 | 20[0] | ||||||
Stun | 1~7(-2) | ||||||
Stun Timer | 40 | ||||||
Frame Count | 3 | 28 | 5 | 4 | 4 | ∞ | |
Simplified | 3 | 28 | ∞ |
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 Jumping Forward:
Damage | 24[1] | |||||||
Stun | 5~11 | |||||||
Stun Timer | 50(+10) | |||||||
Frame Count | 3 | 2 | 12 | 4 | 5 | 4 | ∞ | |
Simplified | 5 | 12 | ∞ |
Some acrobatic aerial roundhouse high kick that doesn't have a good priority.
- Diagonal Jumping Forward:
Damage | 24[1] | |||||||
Stun | 5~11 | |||||||
Stun Timer | 50(+10) | |||||||
Frame Count | 3 | 2 | 10 | 4 | 5 | 4 | ∞ | |
Simplified | 5 | 10 | ∞ |
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 | 30[1] | |||||||
Stun | 3~9 | |||||||
Stun Timer | 40 | |||||||
Frame Count | 2 | 4 | 10 | 4 | 5 | 4 | ∞ | |
Simplified | 6 | 10 | ∞ |
Great priority, useful defensive normal.
- Diagonal Jumping Roundhouse:
Damage | 30[1] | |||||||
Stun | 3~9 | |||||||
Stun Timer | 40 | |||||||
Frame Count | 2 | 3 | 8 | 5 | 5 | 4 | ∞ | |
Simplified | 5 | 8 | ∞ |
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 her 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.
- Ground Normal Throws Throwboxes:
Damage | 32 | ||||
Stun | 7~13 | ||||
Stun Timer | 100 | ||||
Range | (from axis) | 42 | |||
(from throwable box) | 17 |
- Hooligan Suplex a.k.a. Back Drop: (←/↖/↗/→ + Strong/Fierce)
Cammy grabs the opponent by the waist and slams them backwards. Be careful using this on a cornered opponent, if they tech you can sometimes get punished since Cammy recovers slowly.
- Frankensteiner a.k.a. Leg Flip: (←/↖/↗/→ + Forward/Roundhouse)
Cammy uses her legs to hurl the opponent down. Might be favoured on cornered opponents since it recovers quick enough for you to be safe if they tech, unlike the punch throw.
- Flying Neck Hunt a.k.a. Air Toss: (Min activation height: 48/48 upwards/downwards, ←/↖/↙/↓/↘/↗/→ + 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: (Min activation height: 48/48 upwards/downwards, ←/↖/↙/↓/↘/↗/→ + 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
- Cannon Drill / Spiral Arrow: (↓↘→ K)
Detailed Input: (↓ [7~14f] ↘ [7~14f] → [10/9/7f] Short/Forward/Roundhouse)
- Short Version:
Damage | 28[2] | ||||||||
Stun | 9~15 | ||||||||
Stun Timer | 100 | ||||||||
Frame Advantage | -22 / -16 | ||||||||
Frame Count | 4 | 4 | 6 | 10 | 6 | 13 | 5 | 4 | |
Simplified | 8 | 16 | 28 |
- Forward Version:
Damage | 30[2] | ||||||||
Stun | 9~15 | ||||||||
Stun Timer | 100 | ||||||||
Frame Advantage | -31 / -25 | ||||||||
Frame Count | 4 | 4 | 6 | 16 | 6 | 15 | 6 | 4 | |
Simplified | 8 | 22 | 31 |
- Roundhouse Version:
Damage | 12[2] + 32[2] | ||||||||
Stun | 2~8 + 9~15 | ||||||||
Stun Timer | 90 + 100 | ||||||||
Frame Advantage | -34 /-28(-29) | ||||||||
Frame Count | 4 | 4 | 6 | 16 | 6 | 17 | 7 | 4 | |
Simplified | 8 | 6 | 16 | 34 |
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: (→ [7~14f] ↓ [7~14f] ↘ [10/9/7f] Short/Forward/Roundhouse)
- Startup:
Frame Count | 1 | 1 | 1 | 1 |
Simplified | 4 |
- Active + Recovery:
- Knockback:
Frame Count | 10 | 15 | 14+ | 1 | 5 |
Simplified | 45+ |
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: (← [7~14f] ↙ [7~14f] → [10/9/7f] Jab/Strong/Fierce)
- Startup:
Frame Count (Jab) | 2 | 6 | 4 | 8 | 11 |
Simplified (Jab) | 31... (42) | ||||
Frame Count (Strong) | 2 | 6 | 4 | 10 | 10 |
Simplified (Strong) | 32... (43) | ||||
Frame Count (Fierce) | 2 | 6 | 4 | 12 | 12 |
Simplified (Fierce) | 36... (47) |
- 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)
Misc Animations
Jump Animations
- Neutral Jump:
Frame Count | 2 | 1 | 8 | 4 | 4 | 4 | 4 | 8 | 15 | 1 | 7* |
Simplified | 2 | 1 | 47 | 1 | 7* |
- Back Jump:
Frame Count | 2 | 1 | 10 | 4 | 4 | 5 | 5 | 7 | 12 | 1 | 7* |
Simplified | 2 | 1 | 47 | 1 | 7* |
- Forward Jump:
Frame Count | 2 | 1 | 10 | 4 | 4 | 5 | 5 | 7 | 10 | 1 | 7* |
Simplified | 2 | 1 | 45 | 1 | 7* |
Cammy has a considerably fast prejump. This is good since you need to get in, and sometimes jumping fireballs is the best way to do this. Though Cammy does still have one of the longest jumps in the game due to the height, and slow falling speed.
The landing recovery has a special property which allows it to be canceled into certain actions. At the first landing frame, you can perform throws (including command throws), and on the second landing frame, you can start another jump, attack with a normal or special move, or block. Blocking not being until the second landing frame, as well as hitbox-hurtbox interactions having priority over throwbox-throw hurtbox is why sweeps work as anti airs in this game.
Things are different when jumping over your opponent, however. In that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! Strangely, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later (like it normally would). Anyway, being able to block on the first landing frame can help a little bit on some safe jump crossup setups, or maybe in other situations as well if your character has a huge jump arc.
The Basics
Old Cammy may seem like a complete waste of time, but the differences with some of her normals are pretty fascinating. I wouldn't recommend her over New Cammy, but the better normals can actually help her out against E. Honda, which is often regarded as Cammy's worst matchup (although it's still very difficult for both versions of Cammy). She can also pull off some interesting combos that are O. Cammy exclusives. For example, you can combo close standing fierce into far standing fierce due to O. Cammy's close standing fierce recovering faster than N. Cammy's. One of the most entertaining combos in the entire game is an O. Cammy exclusive against Zangief. Crossup jumping fierce, close standing fierce, and far standing fierce. That's right, three fierce punches! Usually this will dizzy Gief, but to be safe, you can cancel the last fierce into a spiral arrow (cannon drill) for extra damage and a guaranteed dizzy.
I strongly recommend using N. Cammy, but if you want to use O. Cammy for certain matchups or just for fun, go for it. O. Cammy is overall worse than N. Cammy and is obviously still low tier. Feel free to give her a try, but if you choose to main her.....best of luck.
TL;DR, I do not recommend Old Cammy.