Prima Games eGuides Street Fighter V eGuide

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Street Fighter V eGuide Fighters Cammy

Normal Throws

Gyro Clipper
Normal throw range
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
Normal throw range
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.