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Street Fighter V eGuide
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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

V-System

V-Skill
Axel Spin Knuckle
Startup

35

Active

2

Recovery

13

Guard Level

HL

On Hit

6

On Guard

2

Damage

60

Stun

100

Meter Gain

V: 80/40

Axel Spin Knuckle Turn Around (cross-up)
Startup

36

Active

2

Recovery

16

Guard Level

HL

On Hit

6

On Guard

2

Damage

60

Stun

100

Meter Gain

V: 80/40

Axel Spin Knuckle: True to her archetype, Cammy’s V-Skill is a hyper-aggressive one. Axel Spin Knuckle is not only projectile-invincible, but it also gives you +2 frame advantage on block. On hit, it links into several attacks, including standing and crouching (see Combo 6a and Combo 6b). Additionally, if Cammy is near her opponent on activation, she will pass through and then turn around with a reverse backfist, allowing for a built-in left/right mix-up with potential combo-ability.

If you’ve caught on to your enemy’s fireball patterns and you can react fast enough, you can go for an Axel Spin Knuckle to get in for a punish.

V-Reversal
Strike Back
Startup

17

Active

2

Recovery

29

Guard Level

HL

On Hit

D

On Guard

-8

Damage

60

Stun

0

Meter Gain

V: -300

Notes

Frames 1-5 strike and projectile invincible; frames 6-31 completely invincible; recovers 200 of own stun

Strike Back: Cammy’s Strike Back is an extremely powerful and unique V-Reversal. She performs an invincible air dash into a reverse jumping roundhouse kick, knocking down her opponent on hit. At close range, she travels through the target, crossing them up. Even if the foe has recovered from their initial attack, they still must react in order to block the opposite direction. While Strike Back is -8 on block, Cammy will usually be too far for her enemy to punish her (although certain gap-closing Critical Arts may be able to, like Chun-Li’s Hoyokusen).

Knowing when to use your V-Reversal takes a great amount of experience with Cammy, since you usually sacrifice a V-Trigger opportunity. As a rule of thumb, you’ll want to use it if you feel like you won’t need your V-Trigger as a win condition, or if you’re under heavy corner pressure where you can swap places with your opponent and take control with a stage lead. It’s also good to use when you’re in danger of being dizzied.

Cammy’s Delta Drive is usually less effective than most V-Triggers. Between that and the snowballing nature of her gameplay, there are times when you’ll want to reverse tempo immediately with Strike Back instead of waiting for a full V-Gauge to dump into Delta Drive.

V-Trigger
Delta Drive
Startup

1

Active

—

Recovery

8

Guard Level

—

On Hit

—

On Guard

—

cancel

—

Damage

—

Stun

—

Meter Gain

—

Notes

Duration of 2000 frames; powers up kick special moves

Delta Drive: Delta Drive is a straightforward V-Trigger in that it essentially replaces all kick attack special moves with different ones. On activation, you gain a resource of 2000 frames where V Spiral Arrow, V Cannon Spike, and V Cannon Strike consume 1000 frames each time they’re used. Basically, you get to use two of any of these special moves before Delta Drive ends. Interestingly, with the exception of V Cannon Spike, there is only one version of each of these special moves, regardless of the kick strength used. You also lose access to the EX versions of these attacks during Delta Drive. Fortunately, V-Trigger versions are typically better than even EX ones. V Cannon Spike’s horizontal range varies with kick strength, similar to normal Cannon Spike, but it retains the same properties otherwise.

Your main use of Delta Drive will be for normal attack canceling to capitalize off of your far-reaching pokes for option-select hit-confirms (see the Mid Range Strategy section), to increase combo damage, or to give yourself frame advantage off of a heavy attack (such as crouching ).

V Spiral Arrow
Startup

7

Active

12

Recovery

23

Guard Level

HL

On Hit

D

On Guard

-13

Cancel

CA

Damage

120(15x4+40)

Stun

150

Meter Gain

20/40/20

Notes

Frames 5-15 projectile invincible; consumes 1000 frames of Delta Drive duration

V Spiral Arrow: Like the normal versions of Spiral Arrow, V Spiral Arrow is mainly used in combos, and like EX Spiral Arrow, it also sports projectile-invulnerability for a full-screen fireball punish. On hit, it puts your opponent into a juggle state, giving you a potential juggle combo with Cross Stinger Assault, V Cannon Spike, or EX Cannon Spike (in case you’ve run out of Delta Drive Gauge). See the Combos section for usage as a combo finisher.

It may seem like V Spiral Arrow is safe to use on block, as it is a multi-hit attack with significant guardstun and possesses a unique pass-through effect that can throw opponents off. However, most characters have moves that can answer it (such as Ken’s EX Shoryuken or Cammy’s crouching ).

V Cannon Spike
Startup

3

Active

6(3)3(3)3

Recovery

25 + 16 landing

Guard Level

HL

On Hit

D

On Guard

-37

Cancel

CA

Damage

160(50+20x3+50)

Stun

200

Meter Gain

20/40/20

Notes

Frames 1-7 completely invincible; consumes 1000 frames of Delta Drive duration; rewards counter-hit to opponent if hit during recovery

V Cannon Spike: Cammy lunges forward before launching her opponent with a flurry of kicks. V Cannon Spike is completely invincible for the first seven frames, and the HK version has slightly more horizontal range than normal HK Cannon Spike.

In addition to its exceptional horizontal range, V Cannon Spike also starts up at an impressive three frames. You can use V Cannon Spike to link from attacks or sequences that you normally wouldn’t be able to outside of Delta Drive. For instance, max-range standing can be used to confirm into a linked V Cannon Spike (see Combo 8b).

V Cannon Strike
Startup

13

Active

11

Recovery

9 landing

Guard Level

HL

On Hit

6

On Guard

4

Cancel

—

Damage

80

Stun

100

Meter Gain

0/30/15

Notes

Consumes 1000 frames of Delta Drive duration

V Cannon Strike: This will be your most effective V-Trigger special in the neutral game. It’s a multi-hitting drill attack at a 45-degree angle that links into standing on hit (see Combo 16). Like V Spiral Arrow, it also has a pass-through effect on hit or guard, forcing your opponent to block according to your new position. You’re at +4 frame advantage on block, so don’t be afraid to burn your remaining Delta Drive Gauge on this attack if you’re having trouble getting in.

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