Street Fighter V/Cammy: Difference between revisions

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Revision as of 18:29, 26 March 2021

Introduction


About Cammy

A former Bison Doll, she was saved by Dhalsim and later joined Delta Red to help defeat Shadaloo and save the other dolls like her. After the defeat of Shadaloo and breaking Bison's influence on them, Cammy rescued the remaining Dolls and is helping them re-integrate with society as free people.

Cammy is a rushdown, pressure heavy character in it's purest form. She doesn't have an overhead, but her frame data and tick throws are threatening enough to make anyone scared of her. Her great walk speed, dash speed, midscreen oki, and her signature dive kick make her hard to keep out, and even harder to get out if she's already found her way in. If you like overwhelming your opponent with great normals, a fast dive kick, and an obnoxious tick throw with amazing walk speed to compliment it, try Cammy out.

Strengths Weaknesses
  • Great mobility with fast dashes and walk speed, good air options as well as a very fast divekick, hooligan combi., and v-skill 1 that allows her to vary her approach significantly and make punishing her approaches tricky.
  • Great pokes with great hitboxes, and great whiff punishing options allow her to play a more patient but scary neutral game when needed
  • Scary pressure with a lot of + on block normals allowing for many frame traps, and fast walk speed that allows her to tick throw or shimmy very effectively.
  • solid defensive options such as a 3f normal, invinsible dp and good v-shift followups
  • Mariad of anti airs in both her DP and anti air normals
  • Some of the lower HP in the game, making her more vunlevable to doing mistakes and can lose the life lead more easily
  • Once the opponent becomes familliar with her tools, she doesn't have tools to vary her gameplan.

Final Patch

Players to Watch

  • CJ Truth
  • Hurricane
  • Kazunoko
  • Youshikibi
Cammy
SFV-Cammy Portrait.jpg
Vitals
Life Points 925
Stun Points 925
V-Gauge Points
V-Trigger 1 600
V-Trigger 2 600
Ground Movement
Forward Walk Speed 0.05
Backward Walk Speed 0.04
Forward Dash Speed 16
Backward Dash Speed 21
Forward Dash Distance 1.386
Backward Dash Distance 1.182
Backdash CH Frames 3-16
Jumping
Back Jump Speed 47 (4+39+4)
Neutral Jump Speed 47 (4+39+4)
Forward Jump Speed 46 (3+39+4)
Forward Jump Distance 1.95
Backward Jump Distance 1.95
Throws
Throw Hurtbox 0.25
Throw Range 0.8
SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the moment the attack connects with the opponent.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

Stun

Amount of stun added to the opponent's stun bar on hit.

Normals

Stand LP
Stand LP
5LP
SFV Cammy LP.jpg
Startup Active Recovery Hit
4 2 6 4
Damage Stun Attack Block
30 70 H 2
  • Cancel options: ch sp su vs2 vt1 vt2
  • Chains into st.LP / cr.LP / cr.LK
Stand MP
Stand MP
5MP
SFV Cammy MP.jpg
Startup Active Recovery Hit
6 3 9 7
Damage Stun Attack Block
60 100 H 3
  • Cancel options: sp su vs2 vt1 vt2
  • Cammy's go-to combo and frametrap tool
Stand HP
Stand HP
5HP
SFV Cammy HP.jpg
Startup Active Recovery Hit
6 2 20 1
Damage Stun Attack Block
80 150 H -3
  • Cancel options: sp su vs2 vt1 vt2
  • Hit Confirm notes: *VT1/VT2 2nd use, **VT2 1st use
  • Whiff Punish™
Stand LK
Stand LK
5LK
SFV Cammy LK.jpg
Startup Active Recovery Hit
4 2 7 2
Damage Stun Attack Block
40 70 H 1
  • Cancel options: vt1 vt2
  • Chains into st.LP / cr.LP / cr.LK
  • Has minimal pushback on hit and block at all ranges, ghetto infinite blockstring
Stand MK
Stand MK
5MK
SFV Cammy MK.jpg
Startup Active Recovery Hit
8 3 15 2
Damage Stun Attack Block
60 100 H -2
  • Cancel options: vt1 vt2
  • The God
  • And then Capcom said; 'Let there be neutral'
Stand HK
Stand HK
5HK
SFV Cammy HK.jpg
Startup Active Recovery Hit
9 4 17(20) 4
Damage Stun Attack Block
90 150 H -2
  • Cancel options: vt1 vt2
  • Cannot hit crouch
  • 3 extra recovery frames on whiff (20F)
  • Active frames 2-4 have Juggle Limit: 1
Crouch LP
Crouch LP
2LP
SFV Cammy 2LP.jpg
Startup Active Recovery Hit
3 3 6 4
Damage Stun Attack Block
20 70 H 0
  • Cancel options: ch sp su vs2 vt1 vt2
  • Chains into st.LP / cr.LP / cr.LK
Crouch MP
Crouch MP
2MP
SFV Cammy 2MP.jpg
Startup Active Recovery Hit
5 3 10(12) 5
Damage Stun Attack Block
60 100 H 1
  • Cancel options: sp su vs2 vt1 vt2
  • 2 extra recovery frames on whiff (12F)
Crouch HP
Crouch HP
2HP
SFV Cammy 2HP.jpg
Startup Active Recovery Hit
9 3 20 1
Damage Stun Attack Block
80 150 H -2
  • Cancel options: su vt1 vt2
  • Hit Confirm notes: *CA only
Crouch LK
Crouch LK
2LK
SFV Cammy 2LK.jpg
Startup Active Recovery Hit
4 2 9 1
Damage Stun Attack Block
20 70 L -1
  • Cancel options: ch vt1 vt2
  • Chains into st.LP / cr.LP / cr.LK
Crouch MK
Crouch MK
2MK
SFV Cammy 2MK.jpg
Startup Active Recovery Hit
7 2 14 0
Damage Stun Attack Block
50 100 L -3
Crouch HK
Crouch HK
2HK
SFV Cammy 2HK.jpg
Startup Active Recovery Hit
7 2 22 KD
Damage Stun Attack Block
90 150 L -12
  • Cancel options: vt1 vt2
  • 6 less KDA (+72/23/38) when canceling into V-Trigger 2 Dash post-activation
Jump LP
Jump LP
j.LP
SFV Cammy jLP.jpg
Startup Active Recovery Hit
3 5 - -
Damage Stun Attack Block
40 70 M -
Jump MP
Jump MP
j.MP
SFV Cammy jMP.jpg
Startup Active Recovery Hit
5 5 - -
Damage Stun Attack Block
70 100 M -
Jump HP
Jump HP
j.HP
SFV Cammy jHP.jpg
Startup Active Recovery Hit
7 5 - -
Damage Stun Attack Block
90 150 M -
Jump LK
Jump LK
j.LK
SFV Cammy jLK.jpg
Startup Active Recovery Hit
3 5 - -
Damage Stun Attack Block
40 70 M -
  • Cancel options: -
  • Can Cross-up
Jump MK
Startup Active Recovery Hit
6 5 - -
Damage Stun Attack Block
70 100 M -
Jump HK
Startup Active Recovery Hit
7 5 - -
Damage Stun Attack Block
90 150 M -

Command Normals

Knee Bullet
Knee Bullet
6HK
SFV Cammy 6HK.png
Startup Active Recovery Hit
12 2(5)2 17 5
Damage Stun Attack Block
40*40 (80) 150 H*H -2
  • Cancel options: -
  • Not actually airborne
  • Cannot hit cross-up (behind Cammy)
  • CH bonus applies to both hits
  • Juggle Limit / Increase / Start: 0*0 / 0*4 / 0*1
Lift Upper
Lift Upper
4MP
SFV Cammy 4MP.png
Startup Active Recovery Hit
4 4 14 4
Damage Stun Attack Block
60 100 H 1
  • Cancel options: sp su vs2 vt1 vt2
  • Forces stand on hit
  • Cannot hit cross-up (behind Cammy)
  • If canceled into V-Trigger 1, will have 11F recovery instead of 8F like other medium attacks

Target Combos

Lift Combination
Lift Combination
4MP > 5HK
Startup Active Recovery Hit
4+9 4 27 KD
Damage Stun Attack Block
60*72 (132) 100*90 (190) H*H -12
  • Cancel options: sp su vs2 vt1 vt2
  • Hit Confirm notes: *TC version of EX Hooligan
  • Second hit can't hit crouching
  • Launches opponent into a limited juggle state (Juggle Start: 1)
  • Can be canceled into a special version of EX Hooligan that has an improved EX Divekick follow-up that allows for further juggles (Juggle Limit: 1) than normally possible from regular EX Hooligan Divekick (Juggle Limit: 0)

Throws

Gyro Clipper
Gyro Clipper
Throw
LPLK
SFV Cammy LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 120 T -
Delta Through
Delta Through
Back Throw
4LPLK
SFV Cammy 4LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
150 200 T -

Special Moves

LK Spiral Arrow
LK Spiral Arrow
236LK
SFV Cammy 236LK.png
Normal
Normal Startup Active Recovery Hit
7 11 6+19 KD
Damage Stun Attack Block
70 120 H -12
  • Cancel options: su
  • Airborne on frames 6-23
  • Active frames 1-2: Juggle Limit / Increase / Start: 2 / 2 / 1
  • Active frames 3-11: Juggle Limit / Increase / Start: 2 / 5 / 1
V-Trigger 1 Startup Active Recovery Hit
7 12 4+19 KD
Damage Stun Attack Block
15x4*40 (120) 150 H -13
  • Cancel options: su
  • Projectile and Throw invincible on frames 5-15
  • Airborne on frames 4-22
  • 5 hits
  • Always -13 on Block
  • Spends 1500 V-Timer (50% of V-Timer)
  • Juggle Limit / Increase / Start: 1*2*3*4*7 / 1*1*1*1*1 / 1*1*1*1*4
MK Spiral Arrow
MK Spiral Arrow
236MK
Normal Startup Active Recovery Hit
7 13 6+18 KD
Damage Stun Attack Block
80 120 H -15
  • Cancel options: su
  • Airborne on frames 6-25
  • Active frames 1-2: Juggle Limit / Increase / Start: 2 / 2 / 1
  • Active frames 3-11: Juggle Limit / Increase / Start: 5 / 99 / 1
V-Trigger 1 Startup Active Recovery Hit
7 12 4+19 KD
Damage Stun Attack Block
15x4*40 (120) 150 H -13
  • Cancel options: su
  • Projectile and Throw invincible on frames 5-15
  • Airborne on frames 4-22
  • 5 hits
  • Always -13 on Block
  • Spends 1500 V-Timer (50% of V-Timer)
  • Juggle Limit / Increase / Start: 1*2*3*4*7 / 1*1*1*1*1 / 1*1*1*1*4
HK Spiral Arrow
HK Spiral Arrow
236HK
Normal Startup Active Recovery Hit
7 2(1)11 7+19 KD
Damage Stun Attack Block
50*50 (100) 50*70 (120) H*H -12
  • Cancel options: su
  • Airborne on frames 6-27
  • Juggle Limit / Increase / Start: 2*5 / 1*99 / 0*1
V-Trigger 1 Startup Active Recovery Hit
7 12 4+19 KD
Damage Stun Attack Block
15x4*40 (120) 150 H -13
  • Cancel options: su
  • Projectile and Throw invincible on frames 5-15
  • Airborne on frames 4-22
  • 5 hits
  • Always -13 on Block
  • Spends 1500 V-Timer (50% of V-Timer)
  • Juggle Limit / Increase / Start: 1*2*3*4*7 / 1*1*1*1*1 / 1*1*1*1*4
EX Spiral Arrow
EX Spiral Arrow
236KK
SFV Cammy 236KK.png
Startup Active Recovery Hit
7 2(2)10 5+18 KD
Damage Stun Attack Block
70*70 (140) 50*150 (200) H*H -11
  • Cancel options: vt1 vt2
  • Projectile invincible on frames 1-15
  • Throw invincible on frames 3-25
  • Airborne on frames 6-25
  • Cancelable into V-Trigger activations on first 2 active frames (only possible up close)
  • Juggle Limit / Increase / Start: 2*3 / 1*1 / 0*1
LK Cannon Spike
LK Cannon Spike
623LK
SFV Cammy 623LK.png
Normal
Normal Startup Active Recovery Hit
4 11 22+14 KD
Damage Stun Attack Block
120(80) 150 H -37
  • Cancel options: su
  • Invincible to throws and airborne strike attacks on frames 1-6
  • Airborne on frames 6-36
  • Deals 40 less damage (80) after first 2 active frames
  • Juggle Limit / Increase / Start: 1 / 1 / 9 (Only +1 Juggle Start after first 2 active frames)
  • Cammy is in counterhit state during entire move duration
V-Trigger 1 Startup Active Recovery Hit
3 6(3)3(3)3 25+26 KD
Damage Stun Attack Block
50*20x3*50 (160) 200 H -37
  • Cancel options: su
  • Fully invincible on frames 1-7
  • Can hit cross-up (behind Cammy) from frame 3
  • Cammy is in counterhit state during entire move duration and takes 20% additional damage from the first hit (total of 144%)
  • Can be canceled into Cannon Strike (V-Trigger 1 version) on hit
  • Spends 1500 V-Timer (50% of V-Timer)
  • Juggle Limit: 6
MK Cannon Spike
MK Cannon Spike
623MK
Normal Startup Active Recovery Hit
5 11 25+14 KD
Damage Stun Attack Block
120(80) 150 H -37
  • Cancel options: su
  • Invincible to airborne strike attacks on frames 1-6
  • Airborne on frames 7-40
  • Deals 40 less damage (80) after first 2 active frames
  • Juggle Limit / Increase / Start: 1 / 1 / 9 (Only +1 Juggle Start after first 2 active frames)
  • Cammy is in counterhit state during entire move duration
V-Trigger 1 Startup Active Recovery Hit
3 6(3)3(3)3 25+26 KD
Damage Stun Attack Block
50*20x3*50 (160) 200 H -37
  • Cancel options: su
  • Fully invincible on frames 1-7
  • Can hit cross-up (behind Cammy) from frame 3
  • Cammy is in counterhit state during entire move duration and takes 20% additional damage from the first hit (total of 144%)
  • Can be canceled into Cannon Strike (V-Trigger 1 version) on hit
  • Spends 1500 V-Timer (50% of V-Timer)
  • Juggle Limit: 6
HK Cannon Spike
HK Cannon Spike
623HK
Normal Startup Active Recovery Hit
6 11 25+14 KD
Damage Stun Attack Block
120(80) 150 H -37
  • Cancel options: su
  • Strike and Projectile invincible on frames 3-6
  • Airborne on frames 8-41
  • Deals 40 less damage (80) after first 2 active frames
  • Juggle Limit / Increase / Start: 1 / 1 / 1
  • Cammy is in counterhit state during entire move duration
V-Trigger 1 Startup Active Recovery Hit
3 6(3)3(3)3 25+26 KD
Damage Stun Attack Block
50*20x3*50 (160) 200 H -37
  • Cancel options: su
  • Fully invincible on frames 1-7
  • Can hit cross-up (behind Cammy) from frame 3
  • Cammy is in counterhit state during entire move duration and takes 20% additional damage from the first hit (total of 144%)
  • Can be canceled into Cannon Strike (V-Trigger 1 version) on hit
  • Spends 1500 V-Timer (50% of V-Timer)
  • Juggle Limit: 6
EX Cannon Spike
EX Cannon Spike
623KK
SFV Cammy 623KK.png
Startup Active Recovery Hit
3 11 24+14 KD
Damage Stun Attack Block
50*50*60 (160) 50*50*100 (200) H -37
  • Cancel options: -
  • Fully invincible on frames 1-10
  • Airborne on frames 5-37
  • Can hit cross-up (behind Cammy)
  • Cammy is in counterhit state during entire move duration and takes 20% additional damage from the first hit (total of 144%)
  • Juggle Limit: 8
LK Cannon Strike
LK Cannon Strike
214LK(air)
Normal Startup Active Recovery Hit
13 11 9 0(8)
Damage Stun Attack Block
60 100 H -5(2)
  • Cancel options: -
  • Can be done at earliest 10 frames into forward jump
V-Trigger 1 Startup Active Recovery Hit
13 11 9 6(17)
Damage Stun Attack Block
40*20x2 (80) 100 H 4(15)
  • Cancel options: -
  • Passes through opponent
  • 3 hits
  • Can be done at earliest 10 frames into forward jump
  • Spends 1500 V-Timer (50% of V-Timer)
MK Cannon Strike
MK Cannon Strike
214MK(air)
Normal Startup Active Recovery Hit
13 11 9 0(8)
Damage Stun Attack Block
60 100 H -5(2)
  • Cancel options: -
  • Can be done at earliest 10 frames into forward jump
V-Trigger 1 Startup Active Recovery Hit
13 11 9 6(17)
Damage Stun Attack Block
40*20x2 (80) 100 H 4(15)
  • Cancel options: -
  • Passes through opponent
  • 3 hits
  • Can be done at earliest 10 frames into forward jump
  • Spends 1500 V-Timer (50% of V-Timer)
HK Cannon Strike
HK Cannon Strike
214HK(air)
Normal Startup Active Recovery Hit
13 11 9 -1(7)
Damage Stun Attack Block
60 100 H -5(2)
  • Cancel options: -
  • Can be done at earliest 10 frames into forward jump
V-Trigger 1 Startup Active Recovery Hit
13 11 9 6(17)
Damage Stun Attack Block
40*20x2 (80) 100 H 4(15)
  • Cancel options: -
  • Passes through opponent
  • 3 hits
  • Can be done at earliest 10 frames into forward jump
  • Spends 1500 V-Timer (50% of V-Timer)
EX Cannon Strike
EX Cannon Strike
214KK(air)
Startup Active Recovery Hit
13 11 13 KD
Damage Stun Attack Block
80 100 H -5(4)
  • Cancel options: -
  • Can be done at earliest 7 frames into forward jump
Hooligan Combination > Razor Edge Slicer
Hooligan Combination > Razor Edge Slicer
41236P > 5
SFV Cammy 41236P 5.png
Startup Active Recovery Hit
39+10 9 13 KD
Damage Stun Attack Block
100 150 L -2
  • Cancel options: -
  • Puts opponent into a limited juggle state on hit
  • Can juggle into Cannon Spike in corner
EX Hooligan Combination > Razor Edge Slicer
EX Hooligan Combination > Razor Edge Slicer
41236PP > 5
Startup Active Recovery Hit
39+10 9 13 KD
Damage Stun Attack Block
50*50*50 (150) 50*50*100 (150) L*L*L 3
  • Cancel options: -
  • Projectile and Throw invincible on first 13 frames of the EX Hooligan part
  • Puts opponent into a free juggle state on hit
  • Can juggle into HK Cannon Spike anywhere
Hooligan Combination > Fatal Leg Twister
Hooligan Combination > Fatal Leg Twister
41236P > LPLK
SFV Cammy 41236P LPLK.png
Startup Active Recovery Hit
24+4 2 10 KD
Damage Stun Attack Block
150 250 T KD
  • Cancel options: -
  • Can only throw standing or airborne opponents (cannot throw crouching opponents)
EX Hooligan Combination > Fatal Leg Twister
EX Hooligan Combination > Fatal Leg Twister
41236PP > LPLK
Startup Active Recovery Hit
24+4 2 10 KD
Damage Stun Attack Block
150 250 T KD
  • Cancel options: -
  • Projectile and Throw invincible on first 13 frames of the EX Hooligan part
  • Can only throw standing or airborne opponents (cannot throw crouching opponents)
Hooligan Combination > Cross Scissors Pressure
Hooligan Combination > Cross Scissors Pressure
41236P > LP+LK (air)
Startup Active Recovery Hit
24+4 2 10 KD
Damage Stun Attack Block
150 250 T KD
  • Cancel options: -
  • Can only throw standing or airborne opponents (cannot throw crouching opponents)
EX Hooligan Combination > Cross Scissors Pressure
EX Hooligan Combination > Cross Scissors Pressure
41236PP > LP+LK (air)
Startup Active Recovery Hit
24+4 2 10 KD
Damage Stun Attack Block
150 250 T KD
  • Cancel options: -
  • Projectile and Throw invincible on first 13 frames of the EX Hooligan part
  • Can only throw standing or airborne opponents (cannot throw crouching opponents)
Hooligan Combination > Cannon Strike
Hooligan Combination > Cannon Strike
41236P > K
Normal Startup Active Recovery Hit
24+15 11 9 4(9)
Damage Stun Attack Block
60 100 H 0(5)
  • Cancel options: -
  • Hooligan divekicks are more advantageous than regular jump divekicks
V-Trigger 1 Startup Active Recovery Hit
24+13 11 9 4(9)
Damage Stun Attack Block
40*20x2 (80) 100 H 0(5)
  • Cancel options: -
  • Passes through opponent
  • 3 hits
  • Spends 1500 V-Timer (50% of V-Timer)
EX Hooligan Combination > Cannon Strike
EX Hooligan Combination > Cannon Strike
41236PP > K
Normal Startup Active Recovery Hit
14+13 11 13 KD
Damage Stun Attack Block
80 100 H -2(6)
  • Cancel options: -
  • Projectile and Throw invincible on first 13 frames of the EX Hooligan part
V-Trigger 1 Startup Active Recovery Hit
14+13 11 9 4(9)
Damage Stun Attack Block
40*20x2 (80) 100 H 0(5)
  • Cancel options: -
  • Passes through opponent
  • 3 hits
  • Spends 1500 V-Timer (50% of V-Timer)
  • Projectile and Throw invincible on first 13 frames of the EX Hooligan part

Critical Arts

Cross Stinger Assault
Cross Stinger Assault
236236K
SFV Cammy 236236K.png
Startup Active Recovery Hit
3 9 39 KD
Damage Stun Attack Block
330 0 H -30
  • Cancel options: -
  • Frames 1-2 are completely invincible
  • Frames 3-11 are projectile invincible
  • Although this is a 3-frame startup, it's not able to punish most -3 moves due to the distance traveled

Taunts

Taunt
Taunt
5PPPKKK
SFV Cammy 5PPPKKK.png
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -

V-System

V-Skill 1

Axel Spin Knuckle
Axel Spin Knuckle
MPMK (VS1)
SFV Cammy MPMK (VS1).png
Startup Active Recovery Hit
35(36) 2 13 7
Damage Stun Attack Block
60 100 H 2
  • Cancel options: -
  • Throw invincible on frames 11-24
  • Projectile invincible on frames 12-28
  • Will cross-up opponent if close enough (1-frame slower startup when it crosses up)
  • Pulls back Cammy's hurtboxes slightly on frames 4-8

V-Skill 2

Spinning Attack
Spinning Attack
MPMK (VS2)
SFV Cammy MPMK (VS2).png
Startup Active Recovery Hit
15 5 28 KD
Damage Stun Attack Block
80 120 H -6
  • Cancel options: -
  • Airborne (and hops over low attacks) on frames 11-32
  • Can hit cross-up (behind Cammy)
  • KDA data on Crush Counter is shown in parentheses (+100/+41/+46)
  • V-Gauge on Hit / Block: 50 / 25 (Builds 120 V-Gauge on a Crush Counter)
  • Juggle Limit / Increase / Start: 1 / 1 / 1 (Free Juggle state on Crush Counter)

V-Trigger 1

Delta Drive
Delta Drive
HPHK (VT1)
Startup Active Recovery Hit
1 - 8 (7) (10) -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 2 bar V-Trigger
  • Duration of 3000 frames (50 seconds)
  • Powers up some of Cammy's special moves (Spiral Arrow / Cannon Spike / Cannon Strike)

V-Trigger 2

Delta Step
Delta Step
6HPHK (VT2)
Startup Active Recovery Hit
1 - 13 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 2 bar V-Trigger
  • Duration of 3000 frames (50 seconds)
  • Dash activation itself has a duration of 14 frames total
Delta Ambush
Delta Ambush
HPHK (VT2)
Startup Active Recovery Hit
12 - 10 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 2 bar V-Trigger
  • Duration of 3000 frames (50 seconds)
  • Cammy jumps into the air giving access to 2 unique follow-up options
  • Activation has freeze frames on frames 1-32 but Cammy's hurtbox appears before the freeze frames are over (meaning she can be hit during the freeze frames if there is an already active attack against her)
  • Technically projectile invincible on frames 2-19 (since her hurtboxes reappear before the freeze frames end)
  • Technically airborne on frames 4-29 (since her hurtboxes reappear before the freeze frames end) and technically cancels into follow-ups on frames 12-19
  • 10 recovery frames on landing if no follow-ups are input
  • Startup framedata refers to when Cammy can start the follow-up moves
Delta Twist
Delta Twist
HPHK > P
Startup Active Recovery Hit
12+5 2 9 7
Damage Stun Attack Block
150 0 T -
  • Cancel options: -
  • Throw attack (but doesn't really throw the opponent on hit)
  • 9 landing recovery frames on whiff
Reverse Edge
Reverse Edge
HPHK > K
Startup Active Recovery Hit
12+10 4*3 9 3
Damage Stun Attack Block
40*30 (70) 70*30 (100) M*H 2
  • Cancel options: -
  • Only first hit is an Overhead
  • First 2 active frames can't hit grounded opponents
  • 5th active frame can't hit crouched opponents
  • Can juggle into specials and super if canceled from target combo
Delta Step (secondary)
Delta Step (secondary)
6HPHK
Startup Active Recovery Hit
- - 19 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Duration of 19 frames total
  • Spends 1500 V-Timer (50% of V-Timer)
Delta Ambush (secondary)
Delta Ambush (secondary)
HPHK
Startup Active Recovery Hit
24 - 10 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Projectile invincible on frames 10-33
  • Airborne on frames 10-41 (followed by 10 landing recovery frames)
  • Cancels into follow-ups on frames 24-33
  • Spends all of the remaining V-Timer
Delta Twist (secondary)
Delta Twist (secondary)
HPHK > P
Startup Active Recovery Hit
24+5 2 13 7
Damage Stun Attack Block
150 0 T -
  • Cancel options: -
  • Throw attack (but doesn't really throw the opponent on hit)
  • 13F landing recovery frames on whiff
Reverse Edge (secondary)
Reverse Edge (secondary)
HPHK > K
Startup Active Recovery Hit
24+10 4*3 9 3(4)
Damage Stun Attack Block
40*30 (70) 70*30 (100) M*M 2(3)
  • Cancel options: -
  • 2-hit Overhead
  • 5th active frame can't hit grounded opponents
  • Juggle Limit / Increase / Start: 1*1 / 0*1 / 0*0

V-Shift

V-Shift
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Shifts back 1.04 range
  • Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
  • Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
  • Throw invincible on frames 1-16 on an empty / raw V-Shift
  • Counter-Hit state on frames 10-31 on an empty / raw V-Shift
  • Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
  • Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
  • If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit

V-Shift Break

Counter Spike
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Cancel options: -
  • Fully invincible during startup and active frames

V-Reversal

Strike Back
Strike Back
6KKK
SFV Cammy 6KKK.png
Startup Active Recovery Hit
17 2 24 2
Damage Stun Attack Block
60 0 H -6
  • Cancel options: -
  • Strike and Projectile invincible on frames 1-16
  • Airborne on frames 6-31
  • 11 grounded recovery frames


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