Normals
Cammy has the best set of normals in the game. Let’s begin!
Throws
Cammy has two ground throws and two air throws. For both, the kick throw leaves you in a better position after the throw.
After a punch throw on a ground, you do not recover from the throw in time to punish a safe fall. After a kick throw on the ground, you can run/dash and do a roundhouse kick. We prefer to use the kick throw for this reason. If you’re lazy though you will sometimes still get the punch throw when you’re going for an ambiguous close fierce/throw thing. In this case, just run/dash up and continue the pressure as you would normally.
Cammy’s air throws are roughly equivalent in usage but the kick throw is better because if you miss, you get jump roundhouse which is a better overall attack than jump fierce. Not much else to say about this move.
Punches
Cammy has good punches. For convenience, LP = jab, MP = strong, and HP = fierce.
Jumping: The only jump punch you’ll occasionally be using is the fierce punch. It stays out longer than a normal heavy attack will stay out and also has the same motion as a punch throw. It’s your most damage jump attack as well so you can use this to punish dizzied opponents.
Good when used on a hop because you maintain frame advantage afterwards, and you can combo to L3 super on reaction if it hits.
Crouching: crouching MP is an insanely good move. It’s used in her bread and butter combo (cr mp, cr mk -> spiral arrow) and it gives you much frame advantage afterwards. In a run groove you can do repeated run cr MP to do some guard crushing. It comes out fast, too. It stuffs many things in a similar way to Sagat or Ryu’s cr MP moves.
Crouch HP is a mediocre anti-air and is super cancellable. I don’t use this move much at all but some people seem to like it. Can’t recommend it as Cammy has other normals which are better.
Standing (close): Cammy’s close LP can be used to set up the standard whiff throws (e.g. crossup LK, st LP, throw or cr LK, st LP throw). No use otherwise.
Close MP is an uppercut move. Can hit crossups but if on the ground, don’t use it as it leaves you at frame disadvantage. I prefer close HK for anti-crossup purposes, so I never use this.
Close HP is Cammy’s best normal move bar none. This is a punch that gives you three gazilliona frames. You can do anything after this move.
Basically this is your standard in-close game to stuff whatever they want to do with the huge threat potential the punch has. Then after you have them whimpering and cowering before your close HP you can do the other mixups.
Standing (far): Only useful one is far HP. The first part does 1000 damage and is cancellable, the tip of the punch does 1100 and isn’t. Another move with insanely high priority. Do this in preference to st roundhouse if you’re at that range, because it gives you lots more frame advantage. Also, you can do the level 3 link with this move as you could with your close HP. Scary! Stuffs jumps that are starting more often, too. Highly recommended.
Kicks
Cammy has good kicks. Maybe those boots are special high-priority boots or something.
Jumping: Jump LK is a good move. You want to do this almost always when you jump. It will stuff absolutley everything for air-air and outprioritizes an insane amount of things on the ground.
It also crosses up. The tip of the boot has the most priority but the whole leg has great priority. Just do it a lot. A great move for hops/small jumps, too.
Jump HK is good air-air that is more damaging than jump LK. It also shares the motion with kick throw. So if you’re sure they will jump, do this move instead for the extra damage.
Crouching: crouch LK is like every other cr LK in the game. Three of these will combo into super. A useful combo to practice to add extra sting to your Cammy.
Crouch MK is another great poke that hits low and reaches far and is cancellable. This is another move that makes up the basis of Cammy’s poke game. Many people can’t do much against this move and the companion st MK. You recover in time to punish rolls, so against those people just do this all you want. Not sure about the frame advantage but it’s somewhere around even, I think.
Crouch HK is a sweep. Boring
Standing (close): close HK is a double-boot to the sky. Good against some crossups. Also if you’re against an annoying C groove back-jump in corner type of player, dash/run in and do this and it’ll kick them every time.
Standing (far): st MK is another insanely prioritized kick move. It comes out really quickly and retracts quickly. Have no hesitation in throwing out millions of these as it’s safe if blocked/rolled. Stuffs jumps that are coming out, too, because of the angle. No one can duck this move.
St HK is another of Cammy’s insanely good normals. Use in the same way you’d use Sagat’s cr HP. However, in addition, it also seems to be a good anti-air in the vein of Vega’s cr HP, let them land on your boot. Many characters (e.g. Sagat) have no jump attack that will hit Cammy at some jump angles.
Also super-cancellable. If you have fast fingers, you can train yourself to cancel into super after you see whether it hits or not. Also links from a close HP.
Can be punished if rolled. However, don’t let that discourage you from throwing out this kick as much as you want because it controls space superbly.