Low Hit-Checks
COMBO 1
Crouching
OR standing 
standing
, then cancel into either:
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|---|
|
153 damage, 293 stun |
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|---|
|
137 damage, 253 stun |
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|---|
|
384 damage, 293 stun (requires full EX Gauge) |
This will be your “go to” bread-and-butter combo for most up-close situations. Much of your strategy will revolve around this combo, as standing
leaves you at +2 advantage on block. Use crouching
to check your opponent’s crouch block. With enough practice, you can finish the standing 



sequence on reaction to crouching
hitting the target. On block, you can take advantage of the frame advantage of standing
to continue throw or frame trap pressure.
COMBO 2
Crouching
, then cancel into either.
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|---|
|
422 damage, 280 stun |
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|---|
|
158 damage, 280 stun |
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|---|
|
140 damage, 235 stun |
A simple, two-in-one whiff-punish combo ending with either HK Spiral Arrow or HK Cannon Spike. This sequence can be made easier by using the
shortcut motion of 





. Just be sure you’re punishing a whiff, because the finisher special moves are extremely unsafe on block.
Grounded Hit-Checks
COMBO 3A
Standing 
crouching
, then cancel into:
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|---|
|
201 damage, 350 stun |
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|---|
|
185 damage, 310 stun |
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|---|
|
432 damage, 350 stun (requires full EX Gauge) |
COMBO 3B
Standing 
standing 



, standing 



, then finish with either:
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|---|
|
340 damage, 530 stun (requires full V-Gauge) |
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|---|
|
425 damage, 430 stun (requires full V-Gauge and EX Gauge) |
COMBO 3C
Standing
, 


or 
|
357 damage, 100 stun |
Standing
will be your typical frame trap attack. It’s an amazing +7 on hit, allowing you to either combo into crouching
or standing
. Use the standing
link for more damage if you connect with standing
up close, and crouching
from farther out.
Combo 3c is a seemingly simple link combo, but it can be extremely useful in edge cases where you connect with a standing
from a distance but are too far to connect crouching
or standing
. Fish with standing
while buffering 
motion, and react to a hit spark by finishing the motion with
or
.
COMBO 4A



crouching
, then cancel into either:
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|---|
|
230 damage, 350 stun |
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|---|
|
214 damage, 310 stun |
COMBO 4B


(one hit) 




|
337 damage, 50 stun (requires full EX Gauge) |
Combo 4a is your standard hit-confirm off of a double-hit Knee Bullet.
At maximum range, where you’re too far to connect with crouching
after the second hit of Knee Bullet, it’s possible to link into MK Cross Stinger Assault. This is a super rare situation, but it’s worth knowing if you want to maximize your Cammy play.
COMBO 5
Standing or crouching 





, then cancel into:
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|---|
|
430 damage, 380 stun (requires full EX Gauge) |
![]() ![]() ![]() ![]() ![]() , ![]() ![]() ![]() |
|---|
|
262 damage, 430 stun (requires one stock of EX Gauge) |
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|---|
|
253 damage, 380 stun (requires one stock of EX Gauge) |
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|---|
|
232 damage, 380 stun |
A two-level hit-check confirm combo starting with a quick jab into Lift Upper (-2 on block). On a confirm, simply finish off the target combo canceled into one of the many enders.
COMBO 6A



crouching
, then cancel into:
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|---|
|
194 damage, 310 stun (builds 60 V-Gauge) |
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|---|
|
210 damage, 350 stun (builds 60 V-Gauge) |
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|---|
|
441 damage, 350 stun (builds 60 V-Gauge; requires full EX Gauge) |
COMBO 6B



standing
, then cancel into:
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|---|
|
459 damage, 395 stun (requires full EX Gauge) |
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|---|
|
228 damage, 395 stun |
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|---|
|
212 damage, 355 stun |
COMBO 6C
|
357 damage, 100 stun (builds 60 V-Gauge; requires full EX Gauge) |
Landing Cammy’s Axel Spin Knuckle nets you six frames of advantage, which allows you to link into standing
, standing
, crouching
, or MK Cross Stinger Assault. Which to use depends on Cammy’s distance from the opponent when you successfully connect with her V-Skill. For example, going through Nash’s Sonic Boom with Axel Spin Knuckle leaves Cammy too far for crouching
but close enough for MK Cross Stinger Assault to connect.
Your most optimal damage is from linking into standing
, as seen in Combo 6b.
COMBO 7A
(Crouching opponent) crouching 










|
262 damage, 410 stun (requires opponent crouching) |
COMBO 7B
Crouching 
crouching
, then cancel into either:
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|---|
|
210 damage, 350 stun |
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|---|
|
194 damage, 310 stun |
Combo 7a and 7b are both initiated with a crouching
hit-confirm, but 7a will only work if the opponent is crouching (due to a wider hurtbox while ducking).
COMBO 8A
Standing 



, standing
OR crouching
, then cancel into either:
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|---|
|
428 damage, 377 stun (requires full V-Gauge and EX Gauge) |
![]() ![]() , ![]() ![]() ![]() |
|---|
|
326 damage, 497 stun (requires full V-Gauge) |
COMBO 8B
Standing 



, then link into either:
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|---|
|
324 damage, 100 stun (requires full V-Gauge and EX Gauge) |
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|---|
|
188 damage, 260 stun (requires full V-Gauge and consumes 800 frames of Delta Drive) |
Standing
or standing
with an option-select input of 

just outside of hit range is an excellent way to threaten your opponent. If they walk/dash into it or get hit out of their own poke with your standing
, you’ll cancel into Delta Drive for a possible link combo. If you’re at max distance and the target is hit standing, use crouching
or simply link into V Cannon Spike to ensure a hit. At closer ranges, or if the enemy is crouching, use standing
for more damage.
For Combo 8b, MK Cross Assault Stinger will not link against crouching characters, nor will it link if standing
hits at max range.
Jump-Ins
COMBO 9A
Forward jump cross-up
, standing 
standing
, then cancel into:
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|
440 damage, 420 stun (full EX Gauge) |
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|---|
|
242 damage, 420 stun |
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|---|
|
228 damage, 385 stun |
COMBO 9B
Forward jump cross-up
, standing 










|
243 damage, 403 stun |
Cammy’s forward jumping
has a relatively wide hitbox for such an agile character, and you can use it to combo into her standing
combos. Make sure to hit the
late into your jump and close to the ground so that standing
will link. Otherwise, you can go for standing
if you decide to cross up with an earlier-timed jumping
.
COMBO 10A
Forward jump 

, standing
, then cancel into:
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|---|
|
167 damage, 283 stun |
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|---|
|
183 damage, 323 stun |
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|---|
|
414 damage, 323 stun (requires full EX Gauge) |
COMBO 10B
Forward jump 

, 



, then cancel into either:
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|---|
|
262 damage, 410 stun |
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|---|
|
460 damage, 410 stun (requires full EX Gauge) |
COMBO 10C
Forward jump 

, crouching
, then cancel into:
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|---|
|
194 damage, 310 stun |
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|---|
|
210 damage, 350 stun |
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|---|
|
441 damage, 350 stun (requires full EX Gauge) |
After a Cannon Strike hit, you can go into three distinct combo paths. Combo 10b deals much more damage, but it requires you to hit Cannon Strike at a low altitude. Combo 10b is the easiest with HK Cannon Strike because it has a better horizontal range, meaning you can hit your enemy’s legs while getting close enough to combo into 

. However, Combo 10a is much safer and more practical in most situations.
Combo 10c is mainly used for LK Cannon Strike hit-confirms from crouching
distance.
COMBO 11A
Forward jump
, 


crouching
, then cancel into either:
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|---|
|
294 damage, 460 stun |
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|---|
|
280 damage, 425 stun |
COMBO 11B
Forward jump
, 


crouching 



, standing 



, 



|
485 damage, 487 stun (requires full V-Gauge and EX Gauge) |
Use these optimal combos on a clean jump-in over a projectile or heavy attack. The jumping
needs to hit close to the ground, as the startup of 

is rather long. Alternatively, you can replace 


crouching
portion with just standing
for slightly less damage.
COMBO 12A


,
during LP Hooligan Combination, crouching 










|
263 damage, 433 stun |
COMBO 12B


,
during LP Hooligan Combination, 








|
262 damage, 410 stun |
This combo off of LP Hooligan Combination Cannon Strike works against short to medium-sized characters. Combo 12b will work against most crouching characters since Cannon Strike gives more advantage when hitting at a lower altitude.
Grounded Counter-Hits
COMBO 13A
Counter-hit standing
, 
, then either:
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|---|
|
310 damage, 490 stun |
Crouching ![]() ![]() ![]() ![]() ![]() |
|---|
|
206 damage, 363 stun |
COMBO 13B
Counter-hit standing
, 


forward jump 

, standing 
standing 



, then finish with either:
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|---|
|
481 damage, 497 stun (requires full V-Gauge and EX Gauge) |
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|---|
|
376 damage, 577 stun (requires full V-Gauge and one stock of EX Gauge) |
Use these Crush Counter combos for high-damage punish against blocked or whiffed reversals (those that are considered counter-hittable during recovery, such as Ken’s Shoryuken). Unfortunately, standing
whiffs against crouching enemies, so it doesn’t make for an effective frame trap move.
Anti-Air Counter-Hits
COMBO 14
(Anti-air) Counter-hit standing
, 







|
480 damage, 360 stun (requires full EX Gauge) |
A high-damage combo if you land a Crush Counter with your standing
as anti-air. Cannon Spike is usually a safer anti-air option, but it does not net as much damage.
Situational
COMBO 15
(Delta Drive active) 






|
184 damage, 230 stun (one hit of Knee Bullet) |
|
224 damage, 280 stun (two hits of Knee Bullet) |
A very situational combo with Delta Drive active. This can be used at the farthest possible range when connecting with Knee Bullet.
COMBO 16
(Delta Drive active) Forward jump 

, standing 
standing 



, then finish with either:
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|---|
|
482 damage, 417 stun (requires full EX Gauge and enough Delta Drive Gauge to perform two V-specials) |
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|---|
|
380 damage, 537 stun (requires one stock of EX Gauge and enough Delta Drive Gauge to perform two V-specials) |
This is an optimal damage combo off of V Cannon Strike. Depending on how much Delta Drive Gauge you have left, you may end up having to replace V Spiral Arrow with HK Spiral Arrow, which removes the chance for a juggle with Cross Stinger Assault or EX Cannon Spike at the end.
COMBO 17
(Cornered opponent) 

, 







|
472 damage, 330 stun (requires full EX Gauge) |
Razor Edge Slicer is surprisingly safe on block, so you can use it as an unexpected low attack that combos into LK Cannon Spike in the corner.