Street Fighter V/Cammy/Strategy: Difference between revisions

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=== V-Trigger 2 ===
=== V-Trigger 2 ===
Delta Step is a two bar V-Trigger that gives Cammy access to two special moves. HP+HK is Delta Ambush which causes Cammy to jump forward slightly, and can be canceled into either an overhead that can be combed after or a throw that can only hit standing opponents. The jump is projectile invulnerable to some degree making it a good way to begin her assault. 6HP+HK is Delta Step, which has Cammy rush forward and can be used to keep pressure after certain normals. She gets two uses total: when the V-Trigger is first activated the screen freezes and Cammy does the appropriate action based on the input, the second time the screen does not freeze and it consumes the rest of the meter. The latter use suffers from having less speed and combo ability but compensates with good damage without V-Trigger installing. While her jump sequence relies on raw use, the dash variant is better suited for hit confirms after many of her pokes like 2HP, 5HP, 5MK, and 2MK. VT2 is suitable against projectiles since her V-Skill 1 is slower and easier to react to.
Delta Step is a two bar V-Trigger that gives Cammy access to two special moves. HP+HK is Delta Ambush which causes Cammy to jump forward slightly, and can be canceled into either an overhead that can be combed after or a throw that can only hit standing opponents. The jump is projectile invulnerable to some degree making it a good way to begin her assault. 6HP+HK is Delta Step, which has Cammy rush forward and can be used to keep pressure after certain normals. She gets two uses total: when the V-Trigger is first activated the screen freezes and Cammy does the appropriate action based on the input, the second time the screen does not freeze and it consumes the rest of the meter. The latter use suffers from having less speed and combo ability but compensates with good damage without V-Trigger installing. While her jump sequence relies on raw use, the dash variant is better suited for hit confirms after many of her pokes like 2HP, 5HP, 5MK, and 2MK. VT2 is suitable against projectiles since her V-Skill 1 is slower and easier to react to.
== Anti-Airs ==
*'''623K''' - LK and MK are invulnerable against airborne attacks. LK hits almost directly above Cammy and is excellent as a cross-cut DP. HK has a few invulnerable frames during startup and has great horizontal range, making it strong against neutral jumps. All meterless versions can be cancelled into CA for extra damage. EX has a similar vertical angle as LK, with more damage and invincibility. During VT1, all strengths have true startup invincibility and different angles, with HK going particularly far.
*'''4MP''' - Hits directly above Cammy's head, but can't hit crossup so it must be used before the opponent fully switches sides. The hurtbox extends significantly beyond the hitbox, making it weak to specific jump attacks, particularly ones with long horizontal range.
*'''5HK''' - Hits above and in front of Cammy, and can Crush Counter allowing a followup juggle. Fairly reliable but a little slower than her Cannon Spike.
*'''Air Throw''' - Switches sides, making it useful if Cammy is cornered. Strong against close range jumps that are difficult to anti-air normally.


[[Category:Street Fighter V]]
[[Category:Street Fighter V]]
{{Navbox-SFV}}
{{Navbox-SFV}}

Revision as of 23:17, 10 June 2022


V-System

V-Reversal

Cammy's V-Reversal is a 17f strike, but unlike most characters she passes through the opponent for a side switch. It is -6 if blocked however, making it risky to use against attacks with faster recovery. It also whiffs completely if Cammy doesn't move past the opponent, making it useless against many well-spaced buttons. The V-Reversal doesn't knock down, leaving Cammy at +2 on hit but too far away to get immediate pressure.

V-Skill 1

Axel Spin Knuckle is a forward moving spinning attack that can go through fireballs, cross the opponent up, and lead into a combo on hit. It is throw invincible during the middle of it, however there is no full invincibility. Gains V-Gauge on hit.

V-Skill 2

Spinning Axe has Cammy jump in the air and perform a spin kick. This can be cancelled from any special cancellable normal. It's safe on block when spaced, and even triggers a crush counter on counter hit. It can be very obnoxious for the opponent to deal with if always spaced correctly from a 2MK. Make good use of it by keeping the opponent cornered and crushing their attempts at punishing you.

V-Trigger 1

Delta Drive is a two bar V-Trigger that powers up most of Cammy's specials, increasing their damage and combo ability. Spiral Arrow travels further and now goes through the opponent and knocks them into the air allowing Cannon Spike or critical art follow-up and is mostly safe when done up close due to range. Cannon Spike now does slightly more damage and has a higher combo potential and can cancel into Cannon Strike on hit; it gains better invincibility. Cannon Strike now passes through the opponent and is always advantageous. Each special takes 50% of the remaining V-Gauge. Due to V-Trigger installs reducing damage and ending combos using up half of her v-gauge it is advised to end the install combo and look for more damage potential. VT1 has fairly safe low risk abilities making it easy to use a couple of times per round.

V-Trigger 2

Delta Step is a two bar V-Trigger that gives Cammy access to two special moves. HP+HK is Delta Ambush which causes Cammy to jump forward slightly, and can be canceled into either an overhead that can be combed after or a throw that can only hit standing opponents. The jump is projectile invulnerable to some degree making it a good way to begin her assault. 6HP+HK is Delta Step, which has Cammy rush forward and can be used to keep pressure after certain normals. She gets two uses total: when the V-Trigger is first activated the screen freezes and Cammy does the appropriate action based on the input, the second time the screen does not freeze and it consumes the rest of the meter. The latter use suffers from having less speed and combo ability but compensates with good damage without V-Trigger installing. While her jump sequence relies on raw use, the dash variant is better suited for hit confirms after many of her pokes like 2HP, 5HP, 5MK, and 2MK. VT2 is suitable against projectiles since her V-Skill 1 is slower and easier to react to.

Anti-Airs

  • 623K - LK and MK are invulnerable against airborne attacks. LK hits almost directly above Cammy and is excellent as a cross-cut DP. HK has a few invulnerable frames during startup and has great horizontal range, making it strong against neutral jumps. All meterless versions can be cancelled into CA for extra damage. EX has a similar vertical angle as LK, with more damage and invincibility. During VT1, all strengths have true startup invincibility and different angles, with HK going particularly far.
  • 4MP - Hits directly above Cammy's head, but can't hit crossup so it must be used before the opponent fully switches sides. The hurtbox extends significantly beyond the hitbox, making it weak to specific jump attacks, particularly ones with long horizontal range.
  • 5HK - Hits above and in front of Cammy, and can Crush Counter allowing a followup juggle. Fairly reliable but a little slower than her Cannon Spike.
  • Air Throw - Switches sides, making it useful if Cammy is cornered. Strong against close range jumps that are difficult to anti-air normally.

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