Prima Games eGuides Street Fighter V eGuide

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Street Fighter V eGuide Fighters Cammy

Combos

Low Hit-Checks

COMBO 1

Crouching OR standing standing , then cancel into either:

153 damage, 293 stun

137 damage, 253 stun

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.

422 damage, 280 stun

158 damage, 280 stun

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:

201 damage, 350 stun

185 damage, 310 stun

432 damage, 350 stun (requires full EX Gauge)

COMBO 3B

Standing standing , standing , then finish with either:

340 damage, 530 stun (requires full V-Gauge)

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:

230 damage, 350 stun

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:

430 damage, 380 stun (requires full EX Gauge)

,

262 damage, 430 stun (requires one stock of EX Gauge)

253 damage, 380 stun (requires one stock of EX Gauge)

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:

194 damage, 310 stun (builds 60 V-Gauge)

210 damage, 350 stun (builds 60 V-Gauge)

441 damage, 350 stun (builds 60 V-Gauge; requires full EX Gauge)

COMBO 6B

standing , then cancel into:

459 damage, 395 stun (requires full EX Gauge)

228 damage, 395 stun

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:

210 damage, 350 stun

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:
,

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:

324 damage, 100 stun (requires full V-Gauge and EX Gauge)

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:

440 damage, 420 stun (full EX Gauge)

242 damage, 420 stun

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:

167 damage, 283 stun

183 damage, 323 stun

414 damage, 323 stun (requires full EX Gauge)

COMBO 10B

Forward jump , , then cancel into either:

262 damage, 410 stun

460 damage, 410 stun (requires full EX Gauge)

COMBO 10C

Forward jump , crouching , then cancel into:

194 damage, 310 stun

210 damage, 350 stun

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:

294 damage, 460 stun

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:

310 damage, 490 stun

Crouching

206 damage, 363 stun

COMBO 13B

Counter-hit standing , forward jump , standing standing , then finish with either:

481 damage, 497 stun (requires full V-Gauge and EX Gauge)

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:

482 damage, 417 stun (requires full EX Gauge and enough Delta Drive Gauge to perform two V-specials)

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.