Gyro Clipper 




| Startup |
5 |
|---|---|
| Active |
2 |
| Recovery |
18 |
| Guard Level |
THROW |
| on hit |
D |
| Damage |
130 |
| Stun |
200 |
| Meter Gain |
100 |
Gyro Clipper: Cammy jumps on her opponent’s shoulders and performs a neck-cracking twist followed by a reverse Frankensteiner, with the enemy landing at roughly half a screen’s distance. This throw isn’t as exciting as it sounds because it leaves Cammy with no advantage to mount an offense against a quick-rising adversary. However, it does deal a higher amount of damage compared to most throws (130 as opposed to the lower end of 110). Its main advantage comes from the context of her offensive-based nature, since she generally has no trouble getting close to the enemy for a throw attempt.
Delta Through 






| Startup |
5 |
|---|---|
| Active |
2 |
| Recovery |
18 |
| Guard Level |
THROW |
| on hit |
D |
| Damage |
140 |
| Stun |
200 |
| Meter Gain |
100 |
Delta Through: Delta Through is a back throw similar to Cammy’s forward throw in almost every way. Cammy performs a Frankensteiner and switches sides with her enemy. Like Gyro Clipper, this move resets the neutral game since the opponent is likely to quick-rise on recovery. What determines your choice of using forward or back throw will be your positioning on the stage. With Cammy’s back near a wall, it’s preferable to use back throw, and you’ll most likely be using back throw while cornered anyway because you’re probably holding
in a defensive blocking position.