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.
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 opponent 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.
Stamina (Health) ? 950
Stun ? 950
The range and damage of the Spiral Arrow is determined by which kick button is pressed (Short = minimum range & Roundhouse = maximum range) Roundhouse Spiral Arrow is cancellable on the first hit.
1st ? 25th frames are projectile invincible
Light (Short) = 100 | Medium (Forward) = 120 | Hard (Roundhouse) =140 | EX Version = 160
The range of the Cannon Spike is determined by which kick button is pressed (Short = minimum range & Roundhouse = maximum range)
1st ? 6th frames are invincible
Note: Cannon Spike on block pushes Cammy backwards and can be punished by almost every ultra in the game.
Light (Short) = 100 | Medium (Forward) = 100 | Hard (Roundhouse) = 100| EX Version = 150
Quick Spin Knuckle (Spinning Backfist) ? ARMOR BREAKER
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-Quick Spin Knuckle (Spinning Backfist) ? ARMOR BREAKER
1st ? 25th frames are strike invincible (great way to escape a corner if you predict your opponent will perform a DP, Ultra, etc)
Light (Jab) = 160 | Medium (Strong) = 160 | Hard (Fierce) = 160| EX Version = 160
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 (:lp:+:lk:) ? 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 ? (:lp:+:lk:) ? 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.
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.
All of the follow-ups for the normal version of the Hooligan Combination are available during the EX version as well.
Damage Comparison (Razor?s Edge Slicer):
Light (Jab) = 100 | Medium (Strong) = 100 | Hard (Fierce) = 100| EX Version = 120
Damage Comparison (Fatal Leg Twister/Crossed Scissors):
All versions for Fatal Leg Twister (ground grab) = 130 | All versions for Crossed Scissors (aerial grab) = 140
Cannon Strike (in-air) ? Forward Jump ONLY
The forward arc of the Cannon Strike is determined by which kick button is pressed. (Short = minimum forward range & Roundhouse = furthest forward arc)
This is one of Cammy?s main pressure tools since she can basically cancel her forward jump at any time using a Cannon Strike.
Cannon Strike (on ground) ? Also known as the Tiger Knee Cannon Strike (TKCS)
Cammy can immediately cancel her forward jump with a Cannon Strike. This makes it appear as if she is performing the Cannon Strike directly 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.
**EX-Cannon Strike (in-air) **
The EX-Cannon Strike is very useful, as it is the only version that can be done with jumping in any direction.
EX-Cannon Strike (on ground) ? EX-TKCS
:qcb::uf:+:2k: or :qcb::ub:+:2k:
The EX-TKCS is an excellent move to master. Cammy can chain multiple EX-TKCS into each other and can also combo directly into Ultra 1 from this move.
Light (Short) = 60 | Medium (Forward) = 60 | Hard (Roundhouse) = 60 | EX Version = 80
**Spin Drive Smasher (Super) **
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)
**Gyro Drive Smasher (Ultra 1) **
Cammy?s Ultra 1is very effective against projectile characters, as it will pass through projectiles during the first 10 frames. 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)
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