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Capcom vs SNK 2/Cammy

From SuperCombo Wiki

Introduction

CVS2 Cammy CAPCOM Art.jpg
Health (at Ratio 2)
13600 Low
Stun
60 Low
Dash Length
17 Frames Long
Dash Type
Hop Corpse Hop=Yes, Proj. Hop=Yes
Run Speed
9.8 Very Fast
Roll Distance
120 pixels Medium
Roll Duration
32f Very Long
Wakeup Speed compared to Ryu
6f Very Slow

Story

Cammy White, a.k.a. Killer Bee, is an ex-Shadoloo member and a Doll who gained self-awareness and broke free from M. Bison/Dictator's control with help from Dhalsim. Dolls were clones of M. Bison himself who were made to be his personal assassins and guards, acting very robotically. Cammy freed the other Dolls, but an explosion caused her to lose her memory, and Vega/Claw deposited her at the base of Delta Red, a paramilitary organization. After learning about the World Warrior tournament in the events of Street Fighter 2, Cammy entered, feeling a connection to M. Bison. She learned of her true past, and decided to spend the rest of her life fighting against M. Bison.

Gameplay

Cammy is one of the best characters in CvS2, likely right behind the top tiers. Her strengths are numerous, from some of the best normals in the game to plenty of powerful specials and mixup potential. Her amazing walkspeed allows her to keep her preferred range easily, and some of her amazing buttons like 2MK and especially 5HP keep the opponent constantly in check. Her signature special, Spiral Arrow, allows her to punish a majority of fireballs and can be spaced to make her safe and get her in. Her uppercut, Cannon Spike, is incredibly fast with great priority and invincible startup, eating up any jump at all and giving Cammy great air control. Her divekick, Cannon Strike, is a is a powerful dive that allows her to alter her jump arc and leaves her very plus. With meter, any good hit from a long distance poke or ridiculously plus close range normal can confirm easily into her Spin Drive Smasher super, usually called SDS, for insane damage. Fast ground speed, insane frame data, scary offense with meter, and versatile specials make Cammy an offensive grounded nightmare.

Cammy does have a few major weaknesses holding her back from being as strong as characters like Sagat or Blanka. Her health is lower than the average character, against characters with high damage she can be KOd with a few good moves. She has a very floaty and high jump, and while having a strong divekick makes it a bit better, anti-airing her is still easier than most characters. Probably the biggest weakness is she has one of the worst rolls in the game, being very slow and reactable, making it very risky to roll with her. Nevertheless, these weaknesses barely hold back an otherwise stellar character.

Groove Selection

Best - K/P/C: Cammy has three popular grooves, K, P, and C. K-Cammy is the best of the three, as Cammy works incredibly in K-Groove. Rage makes her aggressive movement scarier as any poke can confirm into a level 3 SDS for massive damage. Shorthop and run gives Cammy more ways to move around, and her hop normals are amazing. JD is a powerful defensive option, and since Cammy can easily confirm into SDS or Spiral Arrow she can almost always get a punish after a good JD. A lack of roll doesn't affect her at all either, considering her roll is so bad. P-Cammy is also quite good, as similar to JD Cammy can easily punish into a knockdown from any parry. While P-Cammy won't always have super, being able to parry so easily into level 3 SDS when she does have it makes her terrifying. While she doesn't have run, she does have shorthop, and no rolls is no issue. C-Cammy sacrifices a lot of these for more ways to get SDS out, making her neutral and pokes much more threatening. C-Cammy also has a powerful and stylish level 2 combo.

Useful - N: N-Cammy is just a little behind C-Cammy. N-Cammy combines aspects of K-Cammy and C-Cammy by being able to cancel into level 1 SDS often, and maintaining the movement of K-Groove. Max Mode is somewhat useless as Cammy would rather spend that meter on a confirm into SDS, but it's a useful option. N-Cammy can barely make use of guard cancel roll however, and her roll in general is far too weak for N-Groove.

Worst - S/A: S-Cammy and A-Cammy are her two weakest grooves. Cammy likes her meter for SDS cancels, and S-Cammy has to give up aggressive space to build meter. S-Cammy at low health does get access to infinite level 1 SDS but her health is so low that this is incredibly risky. A-Cammy has none of the mechanics to aid her movement, and while CC is strong, Cammy uses the meter better by confirming into SDS. By no means however are either of these Grooves bad, Cammy works well in both. Just that the others give her much better options overall.


Cammy is a clear top tier with amazing normals, dominant neutral, and scary punishes, but she pays for it with a horrible roll and bad jump. Cammy is best in K, C, and P-Groove.
Pros Cons
  • Normals: Some of the most absurd normals in the game, from a 3 frame +10 cl.HP to a super far reaching 2MK and a very plus 2MP
  • Fast: Very fast grounded movement, with a fast walk and the 2nd fastest run
  • Versatile Moves: Great specials, with a combo ender/low profile punish in Spiral Arrow, an amazing DP anti-air/reversal in Cannon Spike, and a powerful divekick in Cannon Strike
  • Mixups: Great mix with hop, hop HK is oppressive and her low confirms are great, plus a good crossup and multiple damaging throws
  • Powerful Super: An amazing and easy to confirm super in SDS, and great damage with meter in general in almost every Groove
  • Groove Friendly: Cammy gets something to some extent in every Groove, and is notably one of the best P-Groove characters in the game
  • Simple and Strong: She's just really good and really easy
  • Bad Roll and Jump: One of the worst jumps and rolls means she can't take risks often and has to rely on forcing mistakes from the opponent
  • Low Health: Very low health means a few good hits can kill her



Normal Moves

Far Normals

5LP

Far Jab
Far Light Punch
5LP / Far LP
CVS2 Cammy 5LP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png 200 2 RF/SP/SU Mid High 3 4 7 14 +4 +4 None

A fast standard jab. Crouchable, but very plus and not a bad way to check people jumping or moving at you.

5MP

Far Strong
Far Medium Punch
5MP / Far MP
CVS2 Cammy 5MP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png 800 8 SP/SU Mid High 4 4 11 19 +5 +5 None

A far and plus strong punch. Usually you would rather do 2MP, since this is crouchable and not as plus. Not a bad button against taller characters however.

5HP

Far Fierce
Far Heavy Punch
5HP / Far HP
CVS2 Cammy 5HP First.PNG
First Hitbox
CVS2 Cammy 5HP Second.PNG
Second Hitbox
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png 1100 11 SU Mid High 3 10 9 22 +9 +9 None

Ridiculous button. 3 frame startup ties it with most jabs, and shes left a whopping +9. Not special cancellable but the super cancel means you can punish a lot of things into SDS from far away. You don't even need to cancel this into super, it's so plus you can link it, making hitconfirming incredibly easy. The 3 frame listed startup is for the first hitbox which has smaller range and is useful for close links, the second hitbox comes out slightly later.

5LK

Far Short
Far Light Kick
5LK / Far LK
CVS2 Cammy 5LK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png 400 4 SP/SU Mid High 4 8 8 20 -1 -1 None

A quick kick angled upwards. Not a bad button but Cammy basically always has something better.

5MK

Far Forward
Far Medium Kick
5MK / Far MK
CVS2 Cammy 5MK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png 800 8 SU Mid High 7 2 17 26 +1 +1 None

A similar kick to 5LK. Reaches very far, making it nice as a standing poke, and the angle makes it a nice far anti-air when you can't DP.

5HK

Far Roundhouse
Far Heavy Kick
5HK / Far HK
CVS2 Cammy 5HK First.PNG
First Hitbox
CVS2 Cammy 5HK Second.PNG
Second Hitbox
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png 1100/1000 11/10 SU Mid High 5 10 22 37 -8 -8 None

A far reaching double kick. Great as an anti-air from farther away, as it's very fast and has plenty of active frames. Also a stellar poke in neutral, though you may find Cammy has better buttons in most situations.

Close Normals

clLP

Close Jab
Close Light Punch
cl.LP / cl5LP
CVS2 Cammy clLP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lp.png 300 3 RF/SP/SU Mid High 2 3 6 11 +6 +6 None

Cammy's fastest button, though only by a frame. Since Cammy has so many normals with 3 frame startup and higher average reward, this sees very little use as a scramble button or in pressure. It's especially weaker as it can be crouched by many characters.

clMP

Close Strong
Close Medium Punch
cl.MP / cl5MP
CVS2 Cammy clMP First.PNG
First Hitbox
CVS2 Cammy clMP Second.PNG
Second Hitbox
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png 700/600 7/6 SP/SU Mid High 4 4 16 24 0 0 None

A fast uppercut punch. Not a bad close anti-air due to the fast startup, but you would always rather DP. The activation range can make it a bit inconsistent but 5MP isn't a terrible move to anti-air with either so this isn't a massive issue.

clHP

Close Fierce
Close Heavy Punch
cl.HP / cl5HP
CVS2 Cammy clHP.PNG
Always her turn
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png 1000 10 SP/SU Mid High 3 4 10 17 +10 +10 None

As if the far version wasn't enough of a privilege. This is arguably her best normal in a suite of amazing normals. Massively plus and lightning fast with 3 frame startup makes this basically a cracked, uncrouchable jab. Cammy can walk in and do these over and over while threatening frametraps and throws, putting the fear of a Spiral Arrow cancel in their heart. With enough meter, this will easily link into SDS, making a Raged/full bar Cammy terrifying up close as she can easily confirm into massive damage.

clLK

Close Short
Close Light Kick
cl.LK / cl5LK
CVS2 Cammy clLK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png 300 3 SP/SU Mid High 3 6 8 17 +3 +3 None

A quick knee aimed at the chest. Not a bad close light but generally not a button you'll press often, can be useful as a tic throw because of the minor pushback and low plus frame count but even then Cammy has better options.

clMK

Close Forward
Close Medium Kick
cl.MK / cl5MK
CVS2 Cammy clMK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mk.png 800 8 SU Mid High 5 2 16 23 +2 +2 None

Not much use for this. Identical animation to 5LK but is a close normal instead, almost entirely removing usage as an anti-air. Cammy has many better normals than this.

clHK

Close Roundhouse
Close Heavy Kick
cl.HK / cl5HK
CVS2 Cammy clHK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hk.png 1200/1000 12/10 SU Mid High 8 8 15 31 -1 -1 None

Like 5HK, but it goes up instead of forward. Not a bad anti-air but not one you'll get often, as it covers an angle better covered by Cannon Spike. Still, it can be useful for when you can't react in time, and even if you're too far out for it you'll get 5HK which is not a bad misinput at all.

Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
CVS2 Cammy 2LP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.pngLp.png 200 2 RF/SP/SU Mid Mid 3 4 6 13 +5 +5 None

A great crouching jab. Fast and plus, and links into plenty of Cammy's higher power normals. Nice to start punishes and confirms with.

2MP

Crouch Strong
Crouching Medium Punch
2MP / cr.MP
CVS2 Cammy 2MP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.pngMp.png 700 7 SP/SU Mid Low 4 4 9 17 +7 +7 None

Basically an upgraded jab with one frame extra startup. One of your most used buttons, as it links easily into a ton of other things. Useful for confirms, starting punishes, and as a meaty. Has great reach and priority too, even for a 2MP, which makes it a strong option for whiff punishing into Spiral Arrow/SDS.

2HP

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
CVS2 Cammy 2HP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.pngHp.png 1000 10 SU Mid High 6 8 12 26 +4 +4 None

Another far anti-air at the same angle as 5HP. Not bad for it either, but is otherwise not used much.

2LK

Crouch Short
Crouching Light Kick
2LK / cr.LK
CVS2 Cammy 2LK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.pngLk.png 200 2 RF/SP/SU Low Low 4 4 8 16 +3 +3 None

Cammy's main low option for mixups. Not as plus as her punches, but chains into 2LP which has plenty of link options. Good for confirms on oki or dash pressure to force them to block low.

2HK

Crouch Forward
Crouching Medium Kick
2MK / cr.MK
CVS2 Cammy 2MK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.pngMk.png 700 7 SP/SU Low Low 4 7 13 24 0 0 None

A far reaching low forward for poking in neutral and confirming into SDS. The far reach and fast startup let it link even after very long confirms to add damage into an SDS cancel. From most ranges this will combo into Spiral Arrow, making it a solid neutral poke and whiff punish, but at tip range it will not combo and will leave you open for punishment. SDS will always combo from tip range.

2HK

Crouch Roundhouse
Crouching Heavy Kick
2HK / cr.HK
CVS2 Cammy 2HK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.pngHk.png 1000 10 None Low Low 9 6 25 40 -DWN -7 None

Cammy's sweep. Decent range but a lot of endlag, not very safe to whiff or even have this blocked. If you're fishing for a poke to knockdown, you'll usually get more mileage out of fishing for 2MK > Spiral Arrow than this and be safer too.

Jumping Normals

jLP

Jump Jab
Jumping Light Punch
j.LP / 8LP
CVS2 Cammy jLP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png,U.png,Uf.png+Lp.png 500 5 None High High 3/5 24 0 27/29 Varies Varies None

A basic j.LP. Lots of active frames and fast startup make it a decent tool for interrupts on other opponents jumping, but Cammy's jump takes so long she usually recovers last. The 5 frame startup listed is on a diagonal jump, as for some reason diagonal j.LP takes two frames longer to start.

jMP

Jump Strong
Jumping Medium Punch
j.MP / 8MP
CVS2 Cammy jMP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png,U.png,Uf.png+Mp.png 700 7 None High High 5/6 8 0 13/14 Varies Varies None

A quick downwards chop. Not much use for this. Similar to j.LP, it arbitrarily has one more frame of startup on a diagonal jump, which doesn't impact anything really.

jHP

Jump Fierce
Jumping Heavy Punch
j.HP / 8HP
CVS2 Cammy jHP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png,U.png,Uf.png+Hp.png 1100 11 None High High 5 8/6 0 13/11 Varies Varies None

One of Cammy's two heavy jump ins. While it does have a weaker hitbox than j.HK, it does 100 more damage, making it her highest damage starter for stun combos or situations where you know it'll land like punishing a fireball. Has 2 more active frames during a neutral jump, which technically makes nj.HP the better for air-to-air, but is mostly meaningless.

jLK

Jump Short
Jumping Light Kick
j.LK / 8LK
CVS2 Cammy jLK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png,U.png,Uf.png+Lk.png 400 4 None High High 4 24 0 28 Varies Varies None

Cammy sticks her leg out quickly below her. Has a good crossup hitbox, making it very useful in her mixup game, but is otherwise outclassed as a jump-in. Despite being a light, Cammy can easily combo from this into her fast three frame cl.HP.

jMK

Jump Forward
Jumping Medium Kick
j.MK / 8MK
CVS2 Cammy jMK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png,U.png,Uf.png+Mk.png 800 8 None High High 7 8 0 15 Varies Varies None

An upward angled kick. Good for catching people above Cammy, but it would be rare for that to happen. In hop grooves, this is a decent hop anti-air.

jHK

Jump Roundhouse
Jumping Heavy Kick
j.HK / 8HK
CVS2 Cammy jHK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png,U.png,Uf.png+Hk.png 1000 10 None High High 5 6/8 0 11/13 Varies Varies None

Cammy's main jump normal, as it reaches far and does good damage. Shorthop HK can be dominant against characters without reversals, as it can be spaced quite far out. Has the reverse data of j.HP, in that it has 2 more active frames during a diagonal jump.

Throws

Hooligan Suplex

Hooligan Suplex
Punch Throw
Near Opponent, 4/6HP
CVS2 Cammy PThrow.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hp.png 1600 0 None Grab Grab 3 1 13 17 -DWN Grab None

Cammy suplexes the opponent. Faster but lower damage of her two grounded throws, useful for close punishes and tick throws.

Frankensteiner

Frankensteiner
Kick Throw
Near Opponent, 4/6HK
CVS2 Cammy KThrow.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hp.png 1800 0 None Grab Grab 5 1 13 19 -DWN Grab None

Cammy wraps her legs around the opponents head and flips them over. Higher damage of the two throws, so it's more useful for mixups, but 2 frames slower makes it worse as a punish, although not by much

Flying Neck Hunt

Flying Neck Hunt
Air Punch Throw
In Air and Near Opponent, 4/6HP
CVS2 Cammy APThrow.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
In Air and Close B.png/F.png+Hp.png 1700 0 None Grab Grab 0 1 0 1 -DWN Grab None

One of Cammy's two air throws, because she needed to have two of these. Both work as solid anti-airs since they start in a single frame, but timing them can be a little weird. In comparison to her air kick throw, this has 200 less damage but gives an amazing knockdown making this the one you'll usually prefer.

Air Frankensteiner

Air Frankensteiner
Air Kick Throw
In Air, Near Opponent 4/6HK
CVS2 Cammy AKThrow.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
In Air and Close B.png/F.png+Hk.png 1900 0 None Grab Grab 0 1 0 1 -DWN Grab None

Cammy does her Frankensteiner throw but in the air this time. Does a nice bit of damage, and is her highest damage normal grab in general, but gives a pretty mediocre knockdown. You'll generally stick to air punch throw over this, but if you think the damage is more worth it or think it'll kill, there's little reason not to do this one instead.

Special Moves

Spiral Arrow

Spiral Arrow
Drill
236K
CVS2 Cammy 236K First.PNG
Starting hitbox
CVS2 Cammy 236K Second.PNG
Travelling hitbox
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.png+Lk.png 1200/1100 12/11 None Low Low 8 23 19 50 -DWN -18 None
Qcf.png+Mk.png 1300/1200 13/12 None Low Low 8 23 20 51 -DWN -19 None
Qcf.png+Hk.png 300+1300 3+13 None Low Low 8 23 23 54 -DWN -18 None

Cammy slides along the ground while spinning like an arrow. Her main special, especially for ending combos. Since every version has the same startup, stick to the HK version in combos for max damage. In neutral these still have plenty of use, as they have pretty extreme low profile and can be spaced to be safe. When done point blank you are left more than punishable however, so learn where you can do each version and be safe. Roll cancelling makes these even more potent, but Cammy is mostly played in Grooves without rolls.

Cannon Spike

Cannon Spike
DP
623K
CVS2 Cammy 623K First.PNG
Invulnerable Startup
CVS2 Cammy 623K Second.PNG
First Hitbox
CVS2 Cammy 623K Third.PNG
Second Hitbox
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Dp.png+Lk.png 1400/700 14/7 None Mid High 4 23 22 49 -DWN -28 4 (Full), 3 (Lower)
Dp.png+Mk.png 1500/700 15/7 None Mid High 4 28 28 60 -DWN -29 4 (Full), 3 (Lower)
Dp.png+Hk.png 1600/700 16/7 None Mid High 4 33 35 72 -DWN -30 8 (Full)

Cammy's kick DP series. Very high priority and fast, making them stellar anti-airs. Learn to DP on reaction to jumps as this makes it very hard to jump on Cammy. Can also be used for reversals, namely the HK version, but are very unsafe so use this with caution.

Cannon Strike

Cannon Strike
Divekick
j.214K
CVS2 Cammy j214K.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
In Air, Qcb.png+K.png 800 8 None High High 12 Travelling 4 (Landing) ~16 +10 +10 None

A very useful divekick. Similar to Cammy's other two main specials, this has higher priority than it should. Mixing that with the pause in the air to throw off anti-air timings, it can be hard for some characters to properly anti-air this without a DP or invuln special. Still, you shouldn't use this every jump. Tends to be very plus, but try to aim for the lower parts of the opponents hurtbox to be as plus as possible and guarantee a combo afterwards. The only difference in versions used is the angle she travels, and even then it's not a major difference.

Axle Spinning Knuckle

Axle Spinning Knuckle
Spin
63214P
CVS2 Cammy 63214P First.PNG
Hurtbox Disappears
CVS2 Cammy 63214P Second.PNG
Hitbox Appears
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hcb.png+Lp.png 400+1000 4+10 None Mid High 44 11 8 53 -DWN +8 2 (Middle Body), 31 (Projectile)
Hcb.png+Mp.png 400+1100 4+11 None Mid High 45 11 8 54 -DWN +8 2 (Middle Body), 32 (Projectile)
Hcb.png+Hp.png 400+1200 4+12 None Mid High 46 11 8 55 -DWN +8 2 (Middle Body), 33 (Projectile)

Cammy spins toward her opponent before throwing out a backhand punch. Massive projectile invuln lets her breeze through any projectile. Because of the lengthy startup however, this has to be used very early on to actually punish a fireball, making it a bit of a risky guess. While she is left very plus, this will always lose to lows like sweeps or 2MK > supers, making it a large risk for medium reward in the form of a knockdown or plus frames, which Cammy can already get with much more safety usually. If you know 100% they'll throw a fireball, and you aren't in a roll groove for RC Spiral Arrow, this isn't bad. Otherwise, avoid using this.

Hooligan Combination

Hooligan Combination
Flip
12369P
CVS2 Cammy 12369P.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Db.pngQcf.pngUf.png+Lp.png None None None None None 0 66 0 66 None None None
Db.pngQcf.pngUf.png+Mp.png None None None None None 0 62 0 62 None None None
Db.pngQcf.pngUf.png+Hp.png None None None None None 0 58 0 58 None None None

Cammy flips through the air at her opponent. The input is very strange, and is somewhat difficult since it has to be done before Cammy jumps out of her jump startup. This has three possible followups: Cannon Strike, Throw, and Razor Edge Slicer. These are an overhead, a grab, and a low. This is generally not a tool you will use often, as even though Cammy can threaten a great mixup from it, it has tons of travel time and the opponent can easily hit you out of it or even just jump or roll away. Similar to Axle Spinning Knuckle, you won't get many chances to use this in a match. However, if you know an opponent will block against Cammy to avoid getting counterhit and has been teching all your throws, this can be a worthwhile last-ditch mixup.

Cannon Strike Followup

Cannon Strike Followup
Divekick Followup
K after Hooligan Combination
CVS2 Cammy j214K.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
After Hooligan, K.png 800 8 None High High 12 Travelling 4 (Landing) ~16 +10 +10 None

Identical to the normal version. Overhead mixup from Hooligan, and the one you'll use the most in the few cases you use Hooligan since it's the fastest to come out and doesn't require close proximity.

Throw Followup

Hooligan Throw
Throw Followup
After Hooligan, Close 4/6P
CVS2 Cammy HThrow.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
After Hooligan, Close B.png/F.png+P.png 1700/1800 0 None Grab Grab 0 1 Till Landing/5 ~6 -DWN Grab None

A grab mixup from Hooligan. Rarely used since opponents won't respect Hooligan enough for you to get this, but it is an option you have if they respect you too much. Funnily enough this has an airgrab version that does more damage, so if the opponent jumps out of a Hooligan mixup late you can get this and punish them. Still not a great option, but it is possible.

Razor Edge Slicer

Razor Edge Slicer
Low Followup
After Hooligan, do nothing
CVS2 Cammy Slide.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
After Hooligan, N.png 1100/1200/1300 11/12/13 None Low Low 5 8 25/23/31 38/36/44 -DWN -7 None

A slide after a full Hooligan flip that hits low. The different recovery values and damage values correspond with what version of Hooligan you used. This is probably Cammy's absolute least useful move. Your opponent has to completely respect the full Hooligan flip before this even starts, and then try to block high as you land. Since every version of Hooligan takes roughly a full second to complete, only opponents with the slowest of reactions and the least amount of knowledge of how blocking works will get hit by this. Even if they do somehow get stuck blocking it, Cammy is punishable if this gets blocked. In the rare cases you even use Hooligan, stick to the other two followups.

Super Moves

Spin Drive Smasher

Spin Drive Smasher
SDS
236236K
CVS2 Cammy 236236K First.PNG
Starting Hitbox
CVS2 Cammy 236236K Second.PNG
Travelling Hitbox
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.pngQcf.png+Lk.png 2400 0 None Mid Mid 4:4 8(17)27 26 86 -DWN -42 8 (Full)
Qcf.pngQcf.png+Mk.png 3500 0 SP/SU Mid Mid 4:4 12(17)27 30 94 -DWN -51 14 (Full)
Qcf.pngQcf.png+Hk.png 5200 0 None Mid Mid 4:4 16(17)30 35 106 -DWN -63 22 (Full)

Cammy's main super. In neutral these have decent invuln and can punish lots of things because of her speed, like Hibiki Distance Slashes, but the main attraction of these is combo potential. Even though they're average in terms of damage, Cammy has many easy ways to confirm into these, making any hit from Cammy with meter very threatening as she can always put a super behind it. The level 3 version is the scariest, with very respectable damage, but C-Cammy will often use the level 2 version for her powerful level 2 combo.

Reverse Shaft Breaker

Reverse Shaft Breaker
Reversal Super
214214K
CVS2 Cammy 214214K First.PNG
Invincible Startup
CVS2 Cammy 214214K Second.PNG
First Active Frames
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcb.pngQcb.png+Lk.png 2300~2700 0 None Mid High 4:4 32 24 64 -DWN -12 8 (Full)
Qcb.pngQcb.png+Mk.png 2600~4000 0 SP/SU Mid High 4:4 36 27 71 -DWN -20 14 (Full)
Qcb.pngQcb.png+Hk.png 3200~5600 0 None Mid High 4:4 38 30 76 -DWN -26 22 (Full)

The less used of Cammy's two supers, but not a bad super really. Mashing your kick buttons increases damage and should be done on hit, but it makes you more negative on block. Regardless of mashing or not you are still punishable. Useful as reversals and anti-airs, but you would probably stick to the somewhat less risky Cannon Spike for those purposes. Sees use in C-Cammy and A-Cammy as a juggle ender after a level 2 cancel or Custom Combo.

Colors

Cammy CvS2 colors.png

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