Street Fighter V/Cammy

From SuperCombo Wiki

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 900
Stun Points 900
V-Gauge Points
V-Trigger 1 2 Bars
V-Trigger 2 2 Bars
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

5LP
Stand LP
5LP
SFV Cammy 5LP.png
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
FATonline.png
5MP
Stand MP
5MP
SFV Cammy 5MP.png
Startup Active Recovery Hit
6 3 9 7
Damage Stun Attack Block
60 100 H 3
  • Confirm windows:
    • Specials & CA: 14
    • V-Trigger: 14
  • Cancel options: sp su vs2 vt1 vt2
Cammy's go-to combo and frametrap tool
FATonline.png
5HP
Stand HP
5HP
SFV Cammy 5HP.png
Startup Active Recovery Hit
6 2 20(24) 1
Damage Stun Attack Block
80 150 H -3
  • Confirm windows:
    • Specials & CA: 16
    • V-Trigger: *18/**19
    • Notes: *VT1/VT2 2nd use, **VT2 1st use
  • Cancel options: sp su vs2 vt1 vt2
Whiff Punishâ„¢
4 extra frames recovery on whiff
FATonline.png
5LK
Stand LK
5LK
SFV Cammy 5LK.png
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
FATonline.png
5MK
Stand MK
5MK
SFV Cammy 5MK.png
Startup Active Recovery Hit
8 3 15 2
Damage Stun Attack Block
60 100 H -4
  • Confirm windows:
    • V-Trigger: 19
  • Cancel options: vt1 vt2
The God
And then Capcom said; 'Let there be neutral'
FATonline.png
5HK
Stand HK
5HK
SFV Cammy 5HK.png
Startup Active Recovery Hit
9 4 17(20) 4
Damage Stun Attack Block
90 150 H -2
  • Crush Counter: Stagger, 20 Adv, +150 V-Gauge.
  • Confirm windows:
    • V-Trigger: 18
  • Cancel options: vt1 vt2
Cannot hit crouch
3 extra recovery frames on whiff (20F)
Active frames 2-4 have Juggle Limit: 1
FATonline.png
2LP
Crouch LP
2LP
SFV Cammy 2LP.png
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
FATonline.png
2MP
Crouch MP
2MP
SFV Cammy 2MP.png
Startup Active Recovery Hit
5 3 10(12) 5
Damage Stun Attack Block
60 100 H 1
  • Confirm windows:
    • Specials & CA: 14
    • V-Trigger: 14
  • Cancel options: sp su vs2 vt1 vt2
2 extra recovery frames on whiff (12F)
FATonline.png
2HP
Crouch HP
2HP
SFV Cammy 2HP.png
Startup Active Recovery Hit
9 3 20 1
Damage Stun Attack Block
80 150 H -2
  • Confirm windows:
    • Specials & CA: *20
    • V-Trigger: 20
    • Notes: *CA only
  • Cancel options: su vt1 vt2
FATonline.png
2LK
Crouch LK
2LK
SFV Cammy 2LK.png
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
FATonline.png
2MK
Crouch MK
2MK
SFV Cammy 2MK.png
Startup Active Recovery Hit
7 2 14(18) 0
Damage Stun Attack Block
50 100 L -3
  • Confirm windows:
    • Specials & CA: 15
    • V-Trigger: 15
  • Cancel options: sp su vs2 vt1 vt2
4 extra frames recovery on whiff
FATonline.png
2HK
Crouch HK
2HK
SFV Cammy 2HK.png
Startup Active Recovery Hit
7 2 22 KD
Damage Stun Attack Block
90 150 L -12
  • Crush Counter: Hard Knockdown, KD Adv, +120 V-Gauge.
  • Knockdown: 69 KD Adv, 20 Quick Rise Adv, 25 Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 16
  • Cancel options: vt1 vt2
FATonline.png
8LP
Jump LP
8LP
SFV Cammy 8LP.png
Startup Active Recovery Hit
3 5 - -
Damage Stun Attack Block
40 70 M -
FATonline.png
8MP
Jump MP
8MP
SFV Cammy 8MP.png
Startup Active Recovery Hit
5 5 - -
Damage Stun Attack Block
70 100 M -
FATonline.png
8HP
Jump HP
8HP
SFV Cammy 8HP.png
Startup Active Recovery Hit
7 5 - -
Damage Stun Attack Block
90 150 M -
FATonline.png
8LK
Jump LK
8LK
SFV Cammy 8LK.png
Startup Active Recovery Hit
3 5 - -
Damage Stun Attack Block
40 70 M -
Can Cross-up
FATonline.png
8MK
Jump MK
8MK
SFV Cammy 8MK.png
Startup Active Recovery Hit
6 5 - -
Damage Stun Attack Block
70 100 M -
FATonline.png
8HK
Jump HK
8HK
SFV Cammy 8HK.png
Startup Active Recovery Hit
7 5 - -
Damage Stun Attack Block
90 150 M -
FATonline.png

Command Normals

6HK
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
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
FATonline.png
4MP
Lift Upper
4MP
SFV Cammy 4MP.png
Startup Active Recovery Hit
4 4 14 4
Damage Stun Attack Block
60 100 H 1
  • Confirm windows:
    • Specials & CA: 13
    • Target Combos: 13
    • V-Trigger: 13
  • 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
FATonline.png

Target Combos

4MP > 5HK
Lift Combination
4MP > 5HK
SFV Cammy TC 4MP HK.png
Startup Active Recovery Hit
4+9 4 27 KD
Damage Stun Attack Block
60*72 (132) 100*90 (190) H*H -12
  • Knockdown: 87 KD Adv, 28 Quick Rise Adv, 33 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: *18/27
    • V-Trigger: 18
    • Notes: *TC version of EX Hooligan
  • Cancel options: sp su vs2 vt1 vt2
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)
FATonline.png

Throws

LPLK
Gyro Clipper
Throw
LPLK
SFV Cammy LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 120 T -
  • Knockdown: 58 KD Adv, 9 Quick Rise Adv, 9 Back Rise Adv.
FATonline.png
4LPLK
Delta Through
Back Throw
4LPLK
SFV Cammy 4LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
150 200 T -
  • Knockdown: 64 KD Adv, 15 Quick Rise Adv, 15 Back Rise Adv.
FATonline.png
LPLK (air)
Neck Spiral
LPLK (air)
SFV Cammy 8LPLK.png
Startup Active Recovery Hit
5 2 6 KD
Damage Stun Attack Block
150 200 T -
  • Knockdown: 68 KD Adv, 19 Quick Rise Adv, 19 Back Rise Adv.
Denies back roll
Switches sides with opponent
6 grounded recovery frames on a whiffed air throw
Cammycopterâ„¢
FATonline.png

Special Moves

236LK
LK Spiral Arrow
236LK
SFV Cammy 236K.png
Normal
SFV Cammy 236K VT1.png
V-Trigger 1
Normal Startup Active Recovery Hit
7 11 6+19 KD
Damage Stun Attack Block
70 120 H -12
  • Knockdown: 85 KD Adv, 26 Quick Rise Adv, 31 Back Rise Adv.
  • 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
FATonline.png
VT1 Startup Active Recovery Hit
7 12 4+19 KD
Damage Stun Attack Block
15x4*40 (120) 150 H -13
  • Knockdown: 97 KD Adv, 38 Quick Rise Adv, 43 Back Rise Adv.
  • Cancel options: su
Projectile and Throw invincible on frames 5-15
Airborne on frames 4-22
Always passes through opponent with a consistent distance no matter how close or far it was performed
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
236MK
MK Spiral Arrow
236MK
SFV Cammy 236K.png
Normal
SFV Cammy 236K VT1.png
V-Trigger 1
Normal Startup Active Recovery Hit
7 13 6+18 KD
Damage Stun Attack Block
80 120 H -15
  • Knockdown: 79 KD Adv, 20 Quick Rise Adv, 25 Back Rise Adv.
  • 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
FATonline.png
VT1 Startup Active Recovery Hit
7 12 4+19 KD
Damage Stun Attack Block
15x4*40 (120) 150 H -13
  • Knockdown: 97 KD Adv, 38 Quick Rise Adv, 43 Back Rise Adv.
  • Cancel options: su
Projectile and Throw invincible on frames 5-15
Airborne on frames 4-22
Always passes through opponent with a consistent distance no matter how close or far it was performed
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
236HK
HK Spiral Arrow
236HK
SFV Cammy 236K.png
Normal
SFV Cammy 236K VT1.png
V-Trigger 1
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
  • Knockdown: 79 KD Adv, 20 Quick Rise Adv, 25 Back Rise Adv.
  • Cancel options: su
Airborne on frames 6-27
Juggle Limit / Increase / Start: 2*5 / 1*99 / 0*1
FATonline.png
VT1 Startup Active Recovery Hit
7 12 4+19 KD
Damage Stun Attack Block
15x4*40 (120) 150 H -13
  • Knockdown: 97 KD Adv, 38 Quick Rise Adv, 43 Back Rise Adv.
  • Cancel options: su
Projectile and Throw invincible on frames 5-15
Airborne on frames 4-22
Always passes through opponent with a consistent distance no matter how close or far it was performed
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
236KK
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
  • Knockdown: 80 KD Adv, 21 Quick Rise Adv, 26 Back Rise Adv.
  • Cancel options: vt1 vt2
Projectile invincible on frames 4-15
Throw invincible on frames 7-25
Airborne on frames 6-25
No projectile invincibility during recovery bounceback (this can cause Cammy to be hit after a successful projectile passthrough even on hit)
Cancelable into V-Trigger activations on first 2 active frames (only possible up close)
Juggle Limit / Increase / Start: 2*3 / 1*1 / 0*1
FATonline.png
623LK
LK Cannon Spike
623LK
SFV Cammy 623K.png
Normal
SFV Cammy 623K VT1.png
V-Trigger 1
Normal Startup Active Recovery Hit
4 11 22+14 KD
Damage Stun Attack Block
120(80) 150 H -37
  • Knockdown: 79 KD Adv, 20 Quick Rise Adv, 25 Back Rise Adv.
  • 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
FATonline.png
VT1 Startup Active Recovery Hit
3 6(3)3(3)3 25+26 KD
Damage Stun Attack Block
50*20x3*50 (160) 200 H -37
  • Knockdown: 72 KD Adv, 13 Quick Rise Adv, 18 Back Rise Adv.
  • 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
623MK
MK Cannon Spike
623MK
SFV Cammy 623K.png
Normal
SFV Cammy 623K VT1.png
V-Trigger 1
Normal Startup Active Recovery Hit
5 11 25+14 KD
Damage Stun Attack Block
120(80) 150 H -37
  • Knockdown: 79 KD Adv, 20 Quick Rise Adv, 25 Back Rise Adv.
  • 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
FATonline.png
VT1 Startup Active Recovery Hit
3 6(3)3(3)3 25+26 KD
Damage Stun Attack Block
50*20x3*50 (160) 200 H -37
  • Knockdown: 72 KD Adv, 13 Quick Rise Adv, 18 Back Rise Adv.
  • 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
623HK
HK Cannon Spike
623HK
SFV Cammy 623K.png
Normal
SFV Cammy 623K VT1.png
V-Trigger 1
Normal Startup Active Recovery Hit
6 11 25+14 KD
Damage Stun Attack Block
120(80) 150 H -37
  • Knockdown: 79 KD Adv, 20 Quick Rise Adv, 25 Back Rise Adv.
  • 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
FATonline.png
VT1 Startup Active Recovery Hit
3 6(3)3(3)3 25+26 KD
Damage Stun Attack Block
50*20x3*50 (160) 200 H -37
  • Knockdown: 72 KD Adv, 13 Quick Rise Adv, 18 Back Rise Adv.
  • 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
623KK
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
  • Knockdown: 77 KD Adv, 18 Quick Rise Adv, 23 Back Rise Adv.
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
FATonline.png
214LK(air)
LK Cannon Strike
214LK(air)
SFV Cammy 214K Air.png
Normal
SFV Cammy 214K Air VT1.png
V-Trigger 1
Normal Startup Active Recovery Hit
13 11 9 0(8)
Damage Stun Attack Block
60 100 H -5(2)
Can be done at earliest 10 frames into forward jump
Advantage listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how low the move hits
FATonline.png
VT1 Startup Active Recovery Hit
13 11 17 6(17)
Damage Stun Attack Block
40*20x2 (80) 100 H 4(15)
Passes through opponent
3 hits
Can be done at earliest 10 frames into forward jump
Spends 1500 V-Timer (50% of V-Timer)
17f landing recovery
Advantage listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how low the move hits
214MK(air)
MK Cannon Strike
214MK(air)
SFV Cammy 214K Air.png
Normal
SFV Cammy 214K Air VT1.png
V-Trigger 1
Normal Startup Active Recovery Hit
13 11 9 0(8)
Damage Stun Attack Block
60 100 H -5(2)
Can be done at earliest 10 frames into forward jump
Advantage listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how low the move hits
FATonline.png
VT1 Startup Active Recovery Hit
13 11 17 6(17)
Damage Stun Attack Block
40*20x2 (80) 100 H 4(15)
Passes through opponent
3 hits
Can be done at earliest 10 frames into forward jump
Spends 1500 V-Timer (50% of V-Timer)
17f landing recovery
Advantage listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how low the move hits
214HK(air)
HK Cannon Strike
214HK(air)
SFV Cammy 214K Air.png
Normal
SFV Cammy 214K Air VT1.png
V-Trigger 1
Normal Startup Active Recovery Hit
13 11 9 -1(7)
Damage Stun Attack Block
60 100 H -5(2)
Can be done at earliest 10 frames into forward jump
Advantage listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how low the move hits
FATonline.png
VT1 Startup Active Recovery Hit
13 11 17 6(17)
Damage Stun Attack Block
40*20x2 (80) 100 H 4(15)
Passes through opponent
3 hits
Can be done at earliest 10 frames into forward jump
Spends 1500 V-Timer (50% of V-Timer)
17f landing recovery
Advantage listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how low the move hits
214KK(air)
EX Cannon Strike
214KK(air)
SFV Cammy 214KK Air.png
Startup Active Recovery Hit
13 11 17 KD
Damage Stun Attack Block
80 100 H -5(4)
Can be done at earliest 7 frames into forward jump
17f landing recovery
Advantage listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how low the move hits
FATonline.png
41236P > 5
Hooligan Combination > Razor Edge Slicer
41236P > 5
SFV Cammy 41236P Start.png
SFV Cammy 41236P Slide.png
Startup Active Recovery Hit
39+10 9 13 KD
Damage Stun Attack Block
100 150 L -2
  • Knockdown: 94 KD Adv, 35 Quick Rise Adv, 40 Back Rise Adv.
Puts opponent into a limited juggle state on hit
Can juggle into Cannon Spike in corner
FATonline.png
41236PP > 5
EX Hooligan Combination > Razor Edge Slicer
41236PP > 5
SFV Cammy 41236PP Start.png
SFV Cammy 41236PP Slide.png
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
  • Knockdown: 97 KD Adv, 38 Quick Rise Adv, 43 Back Rise Adv.
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
FATonline.png
41236P > LPLK
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
  • Knockdown: 55 KD Adv, 6 Quick Rise Adv, 6 Back Rise Adv.
Can only throw standing or airborne opponents (cannot throw crouching opponents)
FATonline.png
41236PP > LPLK
EX Hooligan Combination > Fatal Leg Twister
41236PP > LPLK
SFV Cammy 41236P LPLK.png
Startup Active Recovery Hit
24+4 2 10 KD
Damage Stun Attack Block
150 250 T KD
  • Knockdown: 55 KD Adv, 6 Quick Rise Adv, 6 Back Rise Adv.
Projectile and Throw invincible on first 13 frames of the EX Hooligan part
Can only throw standing or airborne opponents (cannot throw crouching opponents)
FATonline.png
41236P > LPLK (air)
Hooligan Combination > Cross Scissors Pressure
41236P > LPLK (air)
SFV Cammy 41236P LPLK Air 1.png
SFV Cammy 41236P LPLK Air 2.png
Startup Active Recovery Hit
24+4 2 10 KD
Damage Stun Attack Block
150 250 T KD
  • Knockdown: 78 KD Adv, 19 Quick Rise Adv, 19 Back Rise Adv.
Can only throw standing or airborne opponents (cannot throw crouching opponents)
FATonline.png
41236PP > LPLK (air)
EX Hooligan Combination > Cross Scissors Pressure
41236PP > LPLK (air)
SFV Cammy 41236P LPLK Air 1.png
SFV Cammy 41236P LPLK Air 2.png
Startup Active Recovery Hit
24+4 2 10 KD
Damage Stun Attack Block
150 250 T KD
  • Knockdown: 78 KD Adv, 19 Quick Rise Adv, 19 Back Rise Adv.
Projectile and Throw invincible on first 13 frames of the EX Hooligan part
Can only throw standing or airborne opponents (cannot throw crouching opponents)
FATonline.png
41236P > K
Hooligan Combination > Cannon Strike
41236P > K
SFV Cammy 41236P K.png
Normal
SFV Cammy 41236P K VT1.png
V-Trigger 1
Normal Startup Active Recovery Hit
24+15 11 9 4(9)
Damage Stun Attack Block
60 100 H 0(5)
Hooligan divekicks are more advantageous than regular jump divekicks
Advantage listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how low the move hits
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VT1 Startup Active Recovery Hit
24+13 11 17 4(9)
Damage Stun Attack Block
40*20x2 (80) 100 H 0(5)
Passes through opponent
3 hits
Spends 1500 V-Timer (50% of V-Timer)
17f landing recovery
Advantage listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how low the move hits
41236PP > K
EX Hooligan Combination > Cannon Strike
41236PP > K
SFV Cammy 41236P K.png
Normal
SFV Cammy 41236P K VT1.png
V-Trigger 1
Normal Startup Active Recovery Hit
14+13 11 17 KD
Damage Stun Attack Block
80 100 H -2(6)
  • Knockdown: 105 KD Adv, 46 Quick Rise Adv, 51 Back Rise Adv.
Projectile and Throw invincible on first 13 frames of the EX Hooligan part
17f landing recovery
Advantage listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how low the move hits
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VT1 Startup Active Recovery Hit
14+13 11 17 4(9)
Damage Stun Attack Block
40*20x2 (80) 100 H 0(5)
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
17f landing recovery
Advantage listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how low the move hits

Critical Art

236236K
Cross Stinger Assault
236236K
SFV Cammy 236236K.png
SFV Cammy CA 236236K.png
Startup Active Recovery Hit
3 9 39 KD
Damage Stun Attack Block
50*10x8*10x10*100 (330) 0 H -30
  • Knockdown: 93 KD Adv, 44 Quick Rise Adv, 44 Back Rise Adv.
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
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Taunts

5PPPKKK
Taunt
5PPPKKK
SFV Cammy PPPKKK.png
"I'll make a move if you won't."
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -
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V-System

V-Skill 1

MPMK (VS1)
Axel Spin Knuckle
MPMK (VS1)
SFV Cammy VS1 MPMK 1.png
SFV Cammy VS1 MPMK 2.png
Startup Active Recovery Hit
35(36) 2 13 7
Damage Stun Attack Block
60 100 H 4
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 hurtboxes slightly on frames 4-8
Reduced lower (feet) hurtbox frames 12-24
Reduced head/upper hurtbox frames 29-49
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V-Skill 2

MPMK (VS2)
Spinning Attack
MPMK (VS2)
SFV Cammy VS2 MPMK.png
Startup Active Recovery Hit
15 5 28 KD
Damage Stun Attack Block
80 120 H -6
  • Crush Counter: Spinning Knockdown, KD Adv, +120 V-Gauge.
  • Knockdown: 86(100) KD Adv, 27(41) Quick Rise Adv, 32(46) Back Rise Adv.
Airborne (and hops over low attacks) on frames 11-32
Can hit cross-up (behind Cammy)
Special cancellable moves can cancel into VS2
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)
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V-Trigger 1

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

6HPHK (VT2)
Delta Step
6HPHK (VT2)
SFV Cammy VT2 6HPHK Start.png
Startup Active Recovery Hit
1 - 13 -
Damage Stun Attack Block
- - - -
2 bar V-Trigger
Duration of 3000 frames (50 seconds)
Dash activation itself has a duration of 14 frames total
Can buffer into specials near the end of the dash
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HPHK (VT2)
Delta Ambush
HPHK (VT2)
SFV Cammy VT2 HPHK Start.png
Startup Active Recovery Hit
12 - 10 -
Damage Stun Attack Block
- - - -
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
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HPHK > P
Delta Twist
HPHK > P
SFV Cammy VT2 P.png
Startup Active Recovery Hit
12+5 2 13 7
Damage Stun Attack Block
150 0 T -
Throw attack (but doesn't really throw the opponent on hit)
13F landing recovery frames on whiff
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HPHK > K
Reverse Edge
HPHK > K
SFV Cammy VT2 K.png
Startup Active Recovery Hit
12+10 4*3 9(13) 3
Damage Stun Attack Block
40x2 (80) 70*30 (100) M*H 2
2-hit Overhead
5th active frame can't hit crouched opponents
Can juggle into specials and super if canceled from target combo
+4 extra landing recovery frames (13F) on whiff
Juggle Limit / Increase / Start: 1*1 / 0*1 / 0*0
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6HPHK
Delta Step (secondary)
6HPHK
SFV Cammy VT2 6HPHK 2nd.png
Startup Active Recovery Hit
- - 17 -
Damage Stun Attack Block
- - - -
Duration of 17 frames total
Can cancel into specials near the end of the dash
Spends 1500 V-Timer (50% of V-Timer)
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HPHK
Delta Ambush (secondary)
HPHK
SFV Cammy VT2 HPHK 2nd.png
Startup Active Recovery Hit
24 - 10 -
Damage Stun Attack Block
- - - -
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
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HPHK > P
Delta Twist (secondary)
HPHK > P
SFV Cammy VT2 P.png
Startup Active Recovery Hit
24+5 2 13 7
Damage Stun Attack Block
150 0 T -
Throw attack (but doesn't really throw the opponent on hit)
13F landing recovery frames on whiff
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HPHK > K
Reverse Edge (secondary)
HPHK > K
SFV Cammy VT2 K.png
Startup Active Recovery Hit
24+10 4*3 9(13) 3
Damage Stun Attack Block
40*30 (70) 70*30 (100) M*M 2
2-hit Overhead
5th active frame can't hit grounded opponents
+4 extra landing recovery frames (13F) on whiff
Juggle Limit / Increase / Start: 1*1 / 0*1 / 0*0
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V-Shift

5MKHP
V-Shift
5MKHP
SFV Cammy VShift MKHP.png
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
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
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V-Shift Break

5MKHP
Counter Spike
5MKHP
SFV Cammy VShiftBreak MKHP.png
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Knockdown: 73 KD Adv, 14 Quick Rise Adv, 19 Back Rise Adv.
Fully invincible during startup and active frames
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V-Reversal

6KKK
Strike Back
6KKK
SFV Cammy 6KKK.png
Startup Active Recovery Hit
17 2 24 2
Damage Stun Attack Block
60 0 H -6
Strike and Projectile invincible on frames 1-8
Airborne on frames 6-31
11 grounded recovery frames
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