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Contents

  • Changelog
    • Updates
  • Primer
    • About This Guide
    • Reading Frame Data
    • Battle Tips for Experienced Fighting Game Players
  • Glossary
    • A-C
    • D-J
    • K-O
    • P-S
    • T-Z
  • Fighters
    • Alex
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Balrog
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Birdie
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Cammy
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Chun-Li
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Modified Attacks During Renkiko
      • Overview
      • Strategy
      • Combos
    • Dhalsim
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • F.A.N.G.
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V System
      • Overview
      • Strategy
      • Combos
    • Guile
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Ibuki
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Juri
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Karin
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Ken
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V System
      • Overview
      • Strategy
      • Combos
    • Laura
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V System
      • Overview
      • Strategy
      • Combos
    • M. Bison
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Nash
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Necalli
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Moves During Torrent of Power
      • Overview
      • Strategy
      • Combos
    • R. Mika
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Rashid
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Ryu
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Modified Attacks During Denjin Renki
      • Overview
      • Strategy
      • Combos
    • Urien
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Vega
      • Bio
      • Data
      • Claw Standing Punches
      • Hand Standing Punches
      • Standing Kicks
      • Claw Crouching Normals
      • Hand Crouching Normals
      • Crouching Kicks
      • Claw Jumping Normals
      • Hand Jumping Normals
      • Jumping Kicks
      • Claw Unique Attacks
      • Hand Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Zangief
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
  • Matchups and Versus/Online Play
    • Matchups
    • Metagame
    • Classifying Player Types
    • Character Archetypes
    • Versus/Online Tips for Specific Characters
      • vs. Birdie
      • vs. Cammy
      • vs. Chun-Li
      • vs. Dhalsim
      • vs. F.A.N.G.
      • vs. Karin
      • vs. Ken
      • vs. Laura
      • vs. M. Bison
      • vs. Nash
      • vs. Necalli
      • vs. Rashid
      • vs. R. Mika
      • vs. Ryu
      • vs. Vega
      • vs. Zangief

Street Fighter V Guide › Fighters › Cammy

Special Moves

LK Spiral Arrow
Startup

7

Active

11

Recovery

21

Guard Level

HL

On Hit

D

On Guard

-12

Cancel

CA

Damage

80

Stun

150

Meter Gain

20/40/20

MK Spiral Arrow
Startup

7

Active

13

Recovery

23

Guard Level

HL

On Hit

D

On Guard

-15

Cancel

CA

Damage

90

Stun

150

Meter Gain

20/40/20

HK Spiral Arrow
Startup

7

Active

2(1)11

Recovery

26

Guard Level

HL

On Hit

D

On Guard

-11

Cancel

CA

Damage

50+50

Stun

150 (50+100)

Meter Gain

20/40/20

EX Spiral Arrow
Startup

7

Active

2(2)10

Recovery

23

Guard Level

HL

On Hit

D

On Guard

-11

Cancel

—

Damage

50+70

Stun

200 (50+150)

Meter Gain

-300

Notes

Frames 5-15 projectile invincible

Spiral Arrow: Cammy turns into a torpedo, propelling herself across the ground in a low-profile state and drilling into her opponent’s legs. All normal versions are similar to each other, with the main differences being travel distance (which is determined by button strength) and recovery. The EX version has 10 frames of projectile invincibility starting on Frame 5. Additionally, recovery is greatly dependent on Cammy’s distance from the enemy. For instance, LK Spiral Arrow performed at maximum range (just within half-screen distance) can actually be made safe from three-frame attacks. Note that the on-guard advantage in the frame data lists recovery when blocked on the first active frame.

LK Cannon Spike
Startup

4

Active

11

Recovery

23 + 14 landing

Guard Level

HL

On Hit

D

On Guard

-37

Cancel

CA

Damage

120/80

Stun

200

Meter Gain

20/40/20

Notes

Frames 1-5 completely invincible; rewards counter-hit to opponent if hit during recovery

MK Cannon Spike
Startup

5

Active

11

Recovery

25 + 14 landing

Guard Level

HL

On Hit

D

On Guard

-37

Cancel

CA

Damage

120/80

Stun

200

Meter Gain

20/40/20

Notes

Frames 1-6 completely invincible; rewards counter-hit to opponent if hit during recovery

HK Cannon Spike
Startup

6

Active

11

Recovery

25 + 14 landing

Guard Level

HL

On Hit

D

On Guard

-37

Cancel

CA

Damage

120/80

Stun

200

Meter Gain

20/40/20

Notes

Frames 1-7 completely invincible; rewards counter-hit to opponent if hit during recovery

EX Cannon Spike
Startup

3

Active

11

Recovery

24 + 14 landing

Guard Level

HL

On Hit

D

On Guard

-37

Cancel

—

Damage

160(50+50+60)

Stun

200

Meter Gain

-300

Notes

Frames 1-10 completely invincible; rewards counter-hit to opponent if hit during recovery

Cannon Spike: Cannon Spike is Cammy’s definitive anti-air heel kick: she rocket-jumps into the air with a high-velocity attack, taking down anyone in her way. As an invincible anti-air move, Cannon Spike is unique in that all three normal versions deal the same amount of damage (where most characters’ special move damage is determined by button strength), and all have completely invincible startup frames (although their values differ). LK Cannon Spike starts up in four frames and is invincible for five, MK starts up in five frames and is invincible for six, and HK starts up in six frames and is invincible for seven. Additionally, horizontal distance varies significantly, with LK Cannon Spike attacking at an almost completely vertical angle and HK Cannon Spike advancing forward a large distance before going airborne. EX Cannon Spike boasts more invincibility and juggle potential than the normal versions and does slightly more damage. Its horizontal range is comparable to LK Cannon Spike, so you should use it mainly as a combo finisher in juggle combos or as a super-invincible anti-air for close-range jumping attacks.

As a rule of thumb, you should always use the HK version in combos (unless you need to link into a faster version from a situational hit-confirm). As an anti-air, all three are viable, and which version to use depends on the angle of the opposing jump-in attack.

Like other special moves, Cannon Spike can be performed with a shortcut of instead of . This helps execute the move from a crouching position in order to keep a low profile before transitioning into the attack.

LK Cannon Strike during forward jump
Startup

13

Active

11

Recovery

9 landing

Guard Level

HL

On Hit

7

On Guard

1

Cancel

—

Damage

60

Stun

100

Meter Gain

0/30/15

Notes

On Hit and On Guard advantage varies with height of impact. At most +7 on hit (non-CH) and +1 on block.

MK Cannon Strike during forward jump
Startup

13

Active

11

Recovery

9 landing

Guard Level

HL

On Hit

7

On Guard

1

Cancel

—

Damage

60

Stun

100

Meter Gain

0/30/15

HK Cannon Strike during forward jump
Startup

13

Active

11

Recovery

9 landing

Guard Level

HL

On Hit

7

On Guard

1

Cancel

—

Damage

60

Stun

100

Meter Gain

0/30/15

EX Cannon Strike during forward jump
Startup

13

Active

11

Recovery

9 landing

Guard Level

HL

On Hit

D

On Guard

±0

Cancel

—

Damage

60

Stun

100

Meter Gain

-300

Cannon Strike: Cannon Strike is an air-to-ground dive kick and an invaluable asset to Cammy’s aggression-centric gameplay. Button strength used to execute the move determines Cammy’s descending angle of attack: the LK version strikes at a steep angle, HK at about a 45-degree angle, and MK just in between LK and HK. Similar to Spiral Arrow, its advantage varies; in this case, height of impact is the determining factor. The lower you can connect with Cannon Strike, the more advantageous you are. Naturally, LK Cannon Spike is more likely to give you frame advantage with its sharp arc, whereas HK Cannon Strike usually hits the opponent early on at a high altitude, leaving you vulnerable.

Cannon Strike can only be performed during a forward jump and does have a minimum height requirement. If you execute the command too early after your jump, you’ll get a normal kick attack instead.

You can use LK Cannon Strike to drastically alter your forward jump trajectory in order to bait out an ill-timed anti-air attack. Jump in from just within half-screen distance and immediately input to perform LK Cannon Strike at the lowest possible altitude. This will drop Cammy to the ground without finishing her jump arc, potentially luring out an anti-air special move (such as Ryu’s MP Shoryuken). You can then punish with a reversal punish counter-hit combo like Combo 13a and Combo 13b.

LP Hooligan Combination
Startup

—

Active

—

Recovery

—

Guard Level

—

On Hit

—

On Guard

—

Cancel

—

Damage

—

Stun

—

Meter Gain

10

Notes

Airborne on 6th frame

MP Hooligan Combination
Startup

—

Active

—

Recovery

—

Guard Level

—

On Hit

—

On Guard

—

Cancel

—

Damage

—

Stun

—

Meter Gain

10

Notes

Airborne on 6th frame

HP Hooligan Combination
Startup

—

Active

—

Recovery

—

Guard Level

—

On Hit

—

On Guard

—

Cancel

—

Damage

—

Stun

—

Meter Gain

10

Notes

Airborne on 6th frame

EX Hooligan Combination
Startup

—

Active

—

Recovery

—

Guard Level

—

On Hit

—

On Guard

—

Cancel

—

Damage

—

Stun

—

Meter Gain

-300

Notes

Frames 1-13 throw and projectile invincible; airborne on 6th frame

Hooligan Combination: Cammy’s Hooligan Combination is back in SFV, with a couple of alterations to its possible follow-ups. The most noteworthy change to Hooligan Combination is the ability to cancel it into a specialized Cannon Strike.

LP, MP, and HP Hooligan Combination differ in their travel distance, but all special attacks performed from Hooligan Combination are identical. For instance, LP/MP/HP Hooligan Combination transition into the same Razor Edge Slicer attack with no difference in properties. The same goes for Fatal Leg Twister and Cross Scissors Pressure. EX Hooligan Combination tracks the opponent and enhances Razor Edge Slicer and Hooligan Cannon Strike.

Hooligan Cannon Strike during Hooligan Combination
Startup

15

Active

11

Recovery

9 landing

Guard Level

HL

On Hit

2

On Guard

-4

Cancel

—

Damage

70

Stun

100

Meter Gain

0/30/15

Notes

Advantage varies with height of impact. Advantage listed is against standard height standing opponents.

EX Hooligan Cannon Strike during EX Hooligan Combination
Startup

13

Active

11

Recovery

9 landing

Guard Level

HL

On Hit

D

On Guard

2

Cancel

—

Damage

60

Stun

100

Meter Gain

-300

Notes

Advantage varies with height of impact. Advantage listed is against standard height standing opponents.

Hooligan Cannon Strike: This version of Cannon Strike is somewhat different than your normal forward jump Cannon Strike. You can’t change the attack angle, but it’s slightly more advantageous on hit and block. Against most standing opponents, it’s -4 on block, and against crouching opponents, it’s -2.

There’s an inherent mix-up in that foes standing to block Cannon Strike earn a shot at a four-frame punish but open

themselves up to a Fatal Leg Twister throw. Alternately, an opponent crouching to avoid Fatal Leg Twister while blocking to stop Hooligan Cannon Strike leaves them safe but without potentially guaranteed punishment.

Hooligan Cannon Strike will “autocorrect” if Cammy flies over her adversary—she’ll make a 180 and dive kick the target for a cross-up attack. EX Hooligan Cannon Strike shares the same benefits as Hooligan Strike in that it’s ±0 on block (instead of EX Cannon Strike’s -2).

Razor Edge Slicer no input during Hooligan Combination
Startup

—

Active

40 + 9

Recovery

13

Guard Level

L

On Hit

D

On Guard

-2

Cancel

—

Damage

100

Stun

150

Meter Gain

0/30/15

EX Razor Edge Slicer no input during EX Hooligan Combination
Startup

—

Active

40 + 9

Recovery

13

Guard Level

L

On Hit

D

On Guard

3

Cancel

—

Damage

150(50x3)

Stun

200

Meter Gain

0

Razor Edge Slicer: A low-hitting slide attack that Cammy shifts into from Hooligan Combination if you don’t cancel into Cannon Strike, Fatal Leg Twister, or Cross Scissors Pressure. It’s -2 on block, so there isn’t much risk in using it as long as you get to the ground safely. On hit, you have enough knockdown advantage to dash in for a meaty attack if your enemy chooses to quick-recover. If you can manage to hit Razor Edge Slicer while your opponent is against a wall, you can juggle with Combo 12.

If executed from EX Hooligan Combination, Razor Edge Slicer will have its properties changed: it deals more damage and leaves you at +3 on guard, enough to easily start your close-range aggression.

Like Hooligan Cannon Strike, Razor Edge Slicer will cause Cammy to turn around into the slide attack after landing behind her opponent.

Fatal Leg Twister during Hooligan Combination on grounded opponent
Startup

4

Active

4

Recovery

10 landing

Guard Level

THROW

On Hit

D

On Guard

—

Cancel

—

Damage

150

Stun

200

Meter Gain

0/60

Notes

Only connects against standing opponent

Fatal Leg Twister: Inputting the throw command () while Cammy is airborne during Hooligan Combination results in a situational air throw. If this throw connects with a standing opponent, you’ll transition into Fatal Leg Twister. If the target is airborne, you’ll grab them out of the air and go into Cross Scissors Pressure instead. It will simply whiff against crouching foes.

On a successful Fatal Leg Twister, you won’t get much in the way of a knockdown setup since a quick-recovering enemy essentially resets the neutral game. It can be hard to avoid, however, because a foe’s natural inclination is to block standing when they see an airborne character flying at them (even though Cannon Strike can be guarded while crouching). Usually, experienced players will either hit you out of your Hooligan flip or crouch-block to avoid being thrown while having the ability to block Cannon Strike. Nonetheless, it can be an effective strategy against players who tend to stand or jump in reaction to your Hooligan Combination.

Cross Scissors Pressure during Hooligan Combination on airborne opponent
Startup

4

Active

4

Recovery

10 landing

Guard Level

THROW

On Hit

D

On Guard

—

Cancel

—

Damage

150

Stun

200

Meter Gain

0/60

Notes

Only connects against jumping opponent

Cross Scissors Pressure: Cross Scissors Pressure has the same command as Fatal Leg Twister, but it is a separate move when connecting with an airborne enemy. This throw is ultimately better than Fatal Leg Twister since Cammy ends up directly next to her target and can capitalize on their quick-rising wakeup. Unfortunately, whichever Hooligan Combination air throw comes out is more up to your opponent than it is to you.

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