Street Fighter X Tekken/Cammy

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Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Cammy

Sfxt cammy face.jpg

Ideal Team Position: TBW


TBW

Strengths Weaknesses

{{{5}}}

{{{6}}}


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
lp
speccancel
rpdfire
Standing Medium Punch
mp
speccancel
Standing Hard Punch
hp
speccancel
Standing Light Kick
lk
speccancel
Standing Medium Kick
mk
Standing Hard Kick
hk
Close Light Punch
(near opponent) lp
speccancel
rpdfire
Close Medium Punch
(near opponent) mp
speccancel
Close Hard Punch
(near opponent) hp
speccancel
Close Light Kick
(near opponent) lk
low
rpdfire
speccancel
Close Medium Kick
(near opponent) mk
speccancel
Close Hard Kick
(near opponent) hk
jcancel
Crouching Light Punch
d + lp
rpdfire
speccancel
Crouching Medium Punch
d + mp
speccancel
Crouching Hard Punch
d + hp
Crouching Light Kick
d + lk
rpdfire
low
speccancel
Crouching Medium Kick
d + mk
speccancel
Crouching Hard Kick
d + hk
low
hardknockdown
Neutral Jump Light Punch
u + lp
high
Neutral Jump Medium Punch
u + mp
high
Neutral Jump Hard Punch
u + hp
high
Neutral Jump Light Kick
u + lk
high
Neutral Jump Medium Kick
u + mk
high
Neutral Jump Hard Kick
u + hk
high
Angled Jump Light Punch
ub / uf + lp
high
Angled Jump Medium Punch
ub / uf + mp
high
Angled Jump Hard Punch
ub / uf + hp
high
Angled Jump Light Kick
ub / uf + lk
high
crossup
Angled Jump Medium Kick
ub / uf + mk
high
Angled Jump Hard Kick
ub / uf + hk
high



Throws

Name
Command
Notes
Hooligan Suplex
f or n + lp + lk
throw
Frankensteiner
b + lp + lk
throw
Flying Neck Breaker
air lp + lk
airthrow

Special Moves

Name
Command
Notes
Cannon Spike
dp + k
ex
knockdown
Quick Spin Knuckle
hcb + p
ex
knockdown
wallbounce on ex
Cannon Strike
forward jump --- qcb + k
ex
ex can be done on any jump
knockdown vs airborne
Hooligan Combination
db qcf uf + p
ex
    Razor's Edge Slicer
Hooligan Combination --- no input
knockdown
    Fatal Leg Twister
Hooligan Combination --- lp + lk
standthrow
    Crossed Scissors
Hooligan Combination --- lp + lk
airthrow
    Cannon Strike
Hooligan Combination --- qcb + k + k
ex only
Spiral Arrow
qcf + k
ex chrg
knockdown

Super Combo

Name
Command
Notes
Spin Drive Smasher
qcf + 3k


Move Analysis

Normal Moves

N/A


Unique Attacks

N/A


Normal Throws

N/A


Special Moves

N/A


Super Combos

N/A


The Basics

Midrange: St.mk buffered into st.hk from max range is mostly safe and a really good poke. Hit confirm into launcher. Use cannon spike MK to antiair (HK has less invincibilty, so dont use it outside of conbos). If you have meter, tag cancel the cannon spike anti air into a full conbo (most characters can hold up forward and get a jumping attack off then combo)

Close range- cammy's st.lp is one of the best in the game. Keep walking forward and jabbing, hitconfirm into launcher. If they are scared to press buttons because of jab pressure, go for cs.hk JC or a throw. Going for crossups in jab pressure is strong too. If opponent has dp, bait out by varying your jab strings

Advanced Strategy

N/A


Combos

Bread and Butters

0 bar no tag- j.hk, st.hp, cr.mk (2 frame link) xx HSA.

0 bar tag combo- (recommended, does more damage. Only use the above if you can't tag) J.hk, st.hp, cr.hp(3frame link) xx hp+hk (tag).

After being tagged in (midscreen)- Cr.mp, st.hp, hk cannon spike

After being tagged in (corner)- Cr.hp x3 hk cs. (Omit one cr.hp for ease of use if needed)

Hit Confirm Combos

Off of walking jab hitconfirm- St.jab (walk forward) st.jab (hitconfirm) xx mp xx hp xx launcher.

Non tag-

St.lp walk forward x n, cr.mk xx SA (not worth it due to difficulty + damage scaling, but option is still there if you can't afford to tag)

Advanced Combos

More difficult versions of the BnB -

0 bar no tag- j.hk, cs.hk xx JC, cannon strike (any version, timing is strict), st.hp, cr.mk xx SA.

Combos Into Supers

Generally not worth it due to less damage than tag combos + building meter in tag combos + better use of meter, but the option is still there.

J.hp, st.hp, cr.hp, super (super is linked after the cr.hp)