Street Fighter V/Cammy/Strategy

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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 from close range, and lead into a combo on hit. The move is not airborne, so Cammy can be punished with a full grounded counterhit combo on reaction. However, there are throw invincible frames partway through the animation, and it can make some low pokes whiff as well. Gains V-Gauge on hit. On block, Cammy is +4, allowing for great followup pressure if the opponent doesn't respond quickly enough.

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 -6 on block, but can often be spaced safely unless the opponent has a particularly long 5-6f attack like Zangief's LP SPD. VS2 triggers a crush counter on counter hit, giving Cammy a free juggle into MK Spiral Arrow. It can be very obnoxious for the opponent to deal with if cancelled from a button like 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 Cammy's kick specials, increasing their damage and combo ability. Cammy cannot use the EX versions of these specials while VT1 is active. Each special drains 50% of the V-gauge timer. Because V-Trigger installs heavily scale the followup combo, it is usually recommended to limit the first combo to one VT1 special and then attempt to land a second unscaled combo. VT1 has easy activation routes and gives Cammy a fairly safe approach, making it easy to use twice per round.

Spiral Arrow (236K) travels further, passing through the opponent and knocking them into the air for a followup VT1/EX Cannon Spike or CA juggle. If done at close range, it can be hard for some characters to punish due to the distance. It has some projectile invulnerability similar to EX Spiral Arrow, but the fast forward movement makes it hard to use from many ranges.

Cannon Spike (623K) is faster at 3f startup, and gains invincibility, damage, and higher juggle potential. On hit, it can cancel into Cannon Strike while mid-air, and in certain juggles this can even allow for an EX Cannon Spike or CA followup juggle. The HK version has remarkably long range for a 3f special, making it great for punishes on moves that are usually safe.

Cannon Strike (j.214K) now passes through the opponent and is always advantageous on hit or block, and airborne opponents are put into a juggle state. The hitbox and speed make it very risky to challenge with anti-airs, so opponents tend to simply block, opening them up to a strike/throw mixup. Against opponents that are afraid to throw tech, this can lead to extremely damaging sequences, especially in the corner. V-Shift can be used to punish the divekick, but this is usually done as a predictive response upon seeing Cammy's jump animation; mixing between divekicks and regular jumps makes it hard for opponents to respond properly.

Best activation routes: 2HP, 5HP, 5MK, 2MK, 236KK

V-Trigger 2

VT2 is a 2-bar V-Trigger that gives Cammy access to two special moves. 6HP+HK is Delta Step, which has Cammy rush forward for a quick dash. The initial activation gives Cammy significantly better frame advantage than the 2nd activation, but she gets hitconfirm combos from either version (see VT2 Combos). Delta Step is best suited for hitconfirms after many of her pokes, while also granting frame advantage on block for a mixup. The end of the dash animation is cancellable into special moves, most notably Cannon Spike, which is what allows Cammy to convert the 2nd activation into a combo from her MK pokes.

HP+HK is Delta Ambush, which jumps forward like her Hooligan Combination. The jump has several projectile invulnerable frames, making it useful as a fireball counter; this is much easier to do on the initial activation because Cammy starts moving during the screen freeze. From the jump, Cammy has access to two followup specials; these both lose to V-Shift as well as invincible anti-airs like most medium uppercuts, so their use as a mixup tool is severely limited by the opponent's options.

Press K for Reverse Edge, an overhead that is +2 on block and +3 on hit. The move hits twice, but only the first hit is actually an overhead; it also puts airborne opponents into a limited juggle state if they try to jump or backdash out of the mixup. Cammy is usually left within throw range on block, but the opponent can easily V-Shift and react to the slowdown for a strong punish.

Hitting P performs Delta Twist, a throw that only hits standing opponents. If successful, it links into 5HP near its max range. While more rewarding to land than Reverse Edge, it is also more risky due to its whiff recovery; a V-Shifting opponent will whiff and recover before Cammy does, allowing a quick punish if they have enough awareness.

Best activation routes: 2HP, 5HP, 5MK, 2MK

Anti-Airs

  • 623K (Cannon Spike) - 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.

Matchups

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Abigail
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Abigail[No Data]
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Akira
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Akira[No Data]
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Akuma
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Akuma[No Data]
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Alex
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Alex[No Data]
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Balrog
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Balrog[No Data]
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Birdie
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Birdie[No Data]
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Blanka
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Blanka[No Data]
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Cammy
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Cammy[No Data]
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Chun-Li
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Chun-Li[No Data]
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Cody
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Cody[No Data]
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Dan
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Dan[No Data]
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Dhalsim
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Dhalsim[No Data]
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Ed
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Ed[No Data]
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E. Honda
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E.Honda[No Data]
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Falke
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Falke[No Data]
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F.A.N.G
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F.A.N.G[No Data]
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G
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G[No Data]
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Gill
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Gill[No Data]
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Guile
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Guile[No Data]
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Ibuki
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Ibuki[No Data]
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Juri
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Juri[No Data]
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Kage
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Kage[No Data]
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Karin
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Karin[No Data]
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Ken
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Ken[No Data]
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Kolin
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Kolin[No Data]
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Laura
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Laura[No Data]
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Lucia
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Lucia[No Data]
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Luke
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Luke[No Data]
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M. Bison
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M.Bison[No Data]
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Menat
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Menat[No Data]
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Nash
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Nash[No Data]
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Necalli
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Oro
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Oro[No Data]
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Poison
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Poison[No Data]
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Rashid
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Rashid[No Data]
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Rose
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Rose[No Data]
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R. Mika
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R.Mika[No Data]
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Ryu
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Ryu[No Data]
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Sagat
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Sagat[No Data]
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Sakura
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Sakura[No Data]
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Seth
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Seth[No Data]
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Urien
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Urien[No Data]
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Vega
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Vega[No Data]
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Zangief
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Zangief[No Data]
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Zeku (Old)
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Zeku (Old)[No Data]
[character page][(Old) match videos]
Zeku (Young)
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Zeku (Young)[No Data]
[character page][(Young) match videos]

External Resources

Shoryuken's Rising Up Series

SFV Navigation

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