Overview
This Guide is made for all players: beginners, advanced players and even pros.Here you will find any information you need to learn about Cammy and to level her up!
Introduction
Welcome to my SFV Guide for Cammy White.
Myself
My name is Cipher (Blitzkrieg on CFN), I try to play SF competitively since 2013, I’ve had experiences before, but mainly casual. I try my best to become good.
Cammy White
Name: Cammy White
Age: 22 (25 in SFIII-3S)
Birthday: 6th January
Birthplace: Unknown
Home: England, United Kingdom, London
Bloodtype: B
Height: 162,5 cm
Measures: 88, 59, 88
Weight: 62 kg
Hobbies: Knife throwing
Occupation: Delta-Red anti terror force, MI6 Agent
Special skills: Can use every kind of military equipment, including jets, tanks, all kinds of
firearms, radios etc., high-level knife combat, acrobatics
Fighting style: Shadaloo Assassin fighting techniques, with influence from different martial arts and her Delta Red training
Likes: Cats, friends, shopping, sports, sleep, punk rock music
Dislikes: Shadaloo, everything noticeable when sullen, soups
Family: Decapre(younger sister),Keith Wolfman(adoptive father),M.Bison(Creator),The Dolls(Cammys non-biological sister)
Rivals:Sakura(friendly),ChunLi(friendly),Decapre,Vega,M.Bison,Sagat(friendly),C.Viper,Juri,Rose(friendly),Dhalsim(friendly)
Cammy’s Story
Alpha-Series
At this time Cammy was a Doll under Bison’s control. Her mind was free during Alpha 2 and she travelled around the world. During this she met Rose, who confused Cammy for Bison. Cammy fought Rose and then travelled back to Brazil, to meet Bison at one of Shadaloo’s bases. Cammy said she wanted to know more about the world and herself. Bison being not very happy that Cammy started to develop an ego, attacked her and lost the following fight. He was lucky that one of Shadaloo’s soldiers knocked Cammy out with an electric bolt. He realised that Cammy was far stronger, than he’s initially thought and her Psycho Power makes her too strong for Bison to handle. That’s why he activated a gadget he placed inside of Cammy, the so called Psycho Limiter. This gadget limits Cammy’s Psycho Power, what makes it impossible for Cammy to use it to its full potential. Just in case she might remember this, he erased all the events and meetings she had during her travel and also her knowledge about her Power.
In Alpha 3 she is sent out to kill Yoga Master Dhalsim. As Cammy meets Dhalsim, he realises fast that Cammy isn’t acting on her own and tries to break Cammy’s mind-control. While Dhalsim loses the fight, he manages to break Cammy’s controlling. She retreates and tries to go back to the Shadaloo base. On her way back she is ambushed by Vega. She manages to defeat Vega. After the fight he tells Cammy that Bison gave him the order to kill her and that the Dolls are after her too. Cammy doesn’t want to believe Vega and moves back to the base. After she arrives, Bison tells her that she is nothing more than a clone of him, who’s now useless. Bison disappeares and leaves the Dolls to kill Cammy. During this fight Cammy manages to free the Dolls from Bison’s influence and together they search and attack Bison. They force Bison to retreat, who gets injured. Some moments later, the Dolls start to collapse. With Cammy being unaffected, she moves the Dolls outside of the Shadaloo facility. Cammy collapses too,after she went back into the base to deactivate the Psycho Drive. Vega finds her and moves her out of the collapsing base, citing that “something beautiful like Cammy should not die”.
Street Fighter 2
A few days later Cammy wakes up in the British Embassy to Thailand. Colonel Keith Wolfman found her on the stairs and tried to get information about Cammy. Sadly Cammy couldn’t remember anything but her name. Shortly after their chat, the embassy got attacked by Shadaloo soldiers. Cammy was scared in the first moment, but after she got attacked, she started to defend herself and attacked the soldiers. Shadaloo retreated and Wolfman was impressed by Cammy’s fighting skills. To help and protect her at the same time, he recruits her for Delta Red. Cammy moves to London to begin her new life. One year later, Shadaloo announces the Second World Warrior Tournament. Cammy has a strange feeling and she does everything to join the tournament. She makes it into the tournament and even manages to reach the semi-finals against Ken Masters (the result of this match is unknown, Cammy could have won or lost). After the tournament, she was aware of her past and offered her team and especially her Colonel to leave. Her Colonel however, just said that this is not the person they know and Cammy shouldn’t worry about the past.
Street Fighter IV
Some months after the SF2 tournament, S.I.N. started to become active. Cammy joined Guile and Chun-Li to investigate S.I.N.
Some weeks after the events of the Juri OVA, S.I.N announces a tournament, Cammy joins. Her mission was to stop S.I.N and find their weapon they work on. Her personal mission was revenge. Cammy fought in the tournament and found her target, Juri Han. This time Juri had to fight Cammy and couldn’t avoid it. Cammy won. The moment she could kill Juri, she realised how stupid she was and that she didn’t want to go down this path again. She made a deal with Juri, her life for the location of the S.I.N facility. Cammy gets the location and moves fast to the facility. After she arrives and infiltrates the facility, she detects one of the Dolls, Decapre. Decapre is still under Bison’s control, she attacks Cammy. In the middle of her attacks she collapses and takes her mask off. Cammy tries to help her, but can’t find a way. Then Bison appeares and makes a deal with Cammy. Not sure what she should do, Decapre says that it’s alright. This was a short time, when Decapre was free from Bison’s control. It hurt Cammy, but she had to give her to Bison. After Bison disappeares, Cammy resumes her mission. She finds S.I.N’s main computer and deletes the BLECE Data, destroying the BLECE project and Seth’s weapon. After this mission she visits Juni. Juni just woke up after Cammy arrived.
Street Fighter V
Some months after the events of SFIV is Cammy back to work. While she thinks about her past(what she should seriously stop),she recives a phonecall.
Shadaloo has become active again. As fast as possible moves Cammy to the last known location of a squad of Shadaloo soldiers. And she finds them. After she defeated Birdie,he tried to retreat. As Cammy followed him,she arrived at a Shadaloo base.There she got attacked by FANG. Cammy was able to defeat FANG,but the incoming reinforcemeants forces Cammy to retreat.Back in London,met Cammy Juni. To see how Juni enjoys her new life,made her ask if Juni is happy. In the next moment they got attacked by a squad of Shadaloo soldiers and Vega. Cammy know they were here to capture Juni, not willing to hand her over to Vega,attacked Cammy him and forced him to retreat. With Juni beeing safe Cammy went back to base to prepare for future shadaloo activities.
Later New York got attacked. Cammy moved as fast as possible to New York. She arrived just at the perfect time to safe Chun-Li from Bisons deathstrike.(Funny how this deathstrike didn’t even scratch Cammy). After they retreated to a safe position,gave Cammy Chun-Li a small pack with a chees figure.
Together they moved to the Kanzuki Estate. After some chit-chat with Chun-Li was Karin attacked by März and Decapre. While Karin took März out,defeated Cammy Decapre,Decapre retreated.They made a plan with Karin and Cammy moved to Brasil. There Decapre appeared again. Cammy took the fight and knocked her out. As policeman and Chun-Li wanted to arrest Decapre,attacked Cammy everyone who even tried to touch Decapre. Juri came in and took them both with her.
Later these three arrived at the Union Station.As Decapre woke up,she attacked Cammy again. Cammy had to knock her out again.After that Vega attacked and managed it to defeat her. Juri forced Vega to retreat,Cammy just stand a moment later up like nothing happend.
They obviously went to russia,back to Nash,Rashid and Helen.
After that Cammy went back to the Shadaloo base to safe the other Dolls. After she got attacked by Juli,Vega appeared to attack her again. In the middle of the fight Decapre appeard to support Cammy.Vega retreatet,aware that he couldn’t defeat Cammy,Decapre and Juri. Cammy,Decapre and Juri teamed up and fought the last Dolls. Suddendly they became free from Bisons controll. Two of them smiled at Cammy and then started to attack Shadaloo soldiers. Cammys family was finaly safed. The Dolls followd Cammy probably back to London,to recover and start their new lifes.
Pros, Cons and overview
Cammy has always been a straight forward character. Her footsies and pressure game are excellent. She has fast movement and the tools for every situation.
Pros&Cons
+ Excellent footsies
+ Great mobility
+ Good damage
+ Great anti-airs
+ Good projectile-counters
+ Universally useful V-Trigger
+ EX Divekick
+ The most useful CA in the game
– Hooligan and V-Skill are hard to use correctly
– No overhead
– Divekick is extremely hard to use without meter
– Only 900 stamina
– Extremely punishable specials
Cammy hasn’t changed much since SF2. Straight forward, but strong gameplay. She relies a lot on her good normals. Her specials are strong, but extremely unsafe. She requires some patience, but can be played very aggressively.
Is Cammy good for a new player?
Yes, totally. Cammy is probably the best choice for a new player in SFV. She got the tools for every situation. She can be played offensively in rushdown or defensive as zoner. She relies heavily on footsies, the most important fundamentals in SF, will teach effective when you should use her tools and to use your normals.
Since she relies so heavily on her normals and not on her specials, she is really easy to use and can be played extremely safe.
Her mobility in combination with her great range, good close-up pressure and great anti-airs will teach you perfectly how to play SFV and how to play footsies, offensively and defensively.
Her game is overall fundamental based,what means she will become better,the better your fundamentals become.
This makes her such a good choice to learn the game with
Moveset
Normals
(startup/active frames/recovery/advantage on block/advantage on hit)
SFV Cammy goes back to her roots and dominates with a set of extremely good normals.
Standing
Light Punch(4/2/5/2/4)
A quick forward punch. Decent range, nice to punish some specials/normals that leave the opponent -4. Can be used for walk-forward -> throw and frametraps
Medum Punch (6/3/9/3/7)
A good meaty and a decent whiff-punish, can stuff some moves and it’s overall a great too
Hard Punch (6/2/20/-3/1)
This move is excellent, it has great range, decent startup, a good hitbox and is a very good whiff punish. Owing to the normal priority system, this move will eat pokes like Ryu’s st.MK.
Light Kick (4/2/7/1/2)
This move is great as a bully tool. But it’s true power lies in frametrap/tickthrow mixups.
Medium Kick (8/3/13/-2/2)
This is your main poke. It’s overall useful, good to bully the opponent, decent whiff punish. The range is excellent and thanks to the range, you can use it as a trap move.
Hard Kick (9/4/17/-2/2)
This move has the same range as st.MK, but it doesn’t hit crouching opponents. As a trade off, this move is much better as a anti-air. It basically beats all jump-ins. It’s also your Crush Counter.
Crouching
Light Punch (3/3/7/2/4)
A quick punch, with decent range. Can be linked into Lift Upper.
Medium Punch (5/3/10/1/5)
A good counter-poke and decent poke otherwise, great whiff-punish and good pressure tool. Amazing as a meaty, because it combos into anything on hit and it gives a lot of frame advantage on block. So it’s easy to set up a frame trap.
Hard Punch (9/3/20/-2/1)
Everyone who complained that Cammy’s far.HK is gone, here it is. This move is basically your new far.HK, just better. It’s only -2 on block, can be cancelled into V-Trigger and Critical Art.
Light Kick(4/2/9/-1/1)
A quick low hitting kick, can be chained into cr.lp for a quick low damage punish.
Medium Kick(7/2/14/-3/0)
This move has ridiculous range, they probably wanted this move for Dhalsim and gave it Cammy by accident. It has a amazing range, allows Cammy to punish everything in range that is -7 or more and leads into a knockdown if you cancel it into a special.
Hard Kick (7/2/20/-12/0)
This move causes a knockdown. It’s also a crush counter. If you hit that move as a crush counter, it deals more damage, causes a Hard Knockdown and builds V-Meter.
Command-Normals
Lift Upper(4/4/14/1/4) Back + MP
A quick uppercut. It has a amazing hitbox above Cammy and works perfectly as an AA. If timed and spaced correctly, this move can lead into a good mix-up.
Lift Combination(4+9/4/27/-12/0) Back+MP ->HK
This is Cammy’s Target combo, it launches the opponent and can be cancelled into specials. Incredibly unsafe on block.
Knee Bullet(12/2(5)2/17/-2/5) Forward+HK
Cammys first unique command normal.It’s used in some meaty situations and for CC punishes,but it’s not very usefull overall.
It can however lead to good damage.
Specials
Cammy’s specials remain strong, but like always, need a good amount of spacing to be safe.
I will include the frames for the specials.
Spiral Arrow QCF+K(7/10-13/21-26/-11–15/KD)
One of Cammy’s trademark specials.
All Arrows have 7F startup, move extremely fast and are extremely punishable on block. EX is projectile invincible for 15f. If you hit with the tip of the move, it’s safe. All versions result in a knockdown.
Cannon Spike Z+K(4,5,5,3/11/39/-37/KD)
Cammy’s Dragon Punch basically.
The L version has 4f startup. Becomes throw invincible frame 3 and is frames 3-6 strike invincible.
The M version has 5f startup. Becomes throw invincible frame 3 and is frames 3-6 strike invincible.
The H version had 6f startup and 7 throw invincible frames.
The EX version has 3f startup and 10 invincible frames.
All moves go up at different angles. L goes almost straight up, H travels forward and then goes up, M is between both and EX goes up at the same angle as M.
In general H is against jump-ins, L is against neutral-jumps and cross-ups, M is against deep jump-ins where H would miss.
You have to choose the right version for the right situation.
EX can also juggle after V-Trigger Arrows.
All of them are extremely unsafe on block.
Hooligan Combination HCF+P
All versions have 13f startup.
This move is most of the time useless if you throw them raw out. However they can create chaos if you do them after block-strings and on knockdowns. M goes also over fireballs and travels pretty fast, what makes it a good fireball counter.
The throws out of the Hooligan have all 4 startup and really good hitboxes.
Cannon Strike QCB+K in the air(15,13/11/-/-5-+5)
Welcome to the world of Pain.
Cammy’s divekick makes a return and after everyone complained about it in SFIV (while Yun was totally ok -.-). They managed to make this move so hard to use that it takes a lot practice to make it effective. You have to master the TK technique to use this move to its full potential (tutorial in the video section). You also have to choose the right divekick for your angle.
Hit the chest and you should not be punishable. Hit the waist to be at least 0. Knees and below you’re +1 on block.
The EX version is a good tool for midrange footsies. It blows a lot of pokes up is always minimal -2 on block(it can be +5 if you hit the knees or below) and if it hits,it will launch the opponent and open them for a mixup.
V-System
V-Skill Quick Spin Knuckle(36/2/16/+2/+6)
Cammy’s Quick Spin Knuckle returns as a V-Skill.
How is this move different from SFIV?
-It’s faster
-It’s useful
-It has auto-correction
They made this move finally useful. It’s a good fireball counter now and also really great as a meaty. But it will take some practice to use it.
V-Trigger
Delta Drive
Cammy’s V-Trigger turns Cammy into the Queen of “I don’t give a f***”.
All her specials get a major buff during her V-Trigger, she also moves a little bit faster.
Her specials deal more damage, become safer (no, her DP is still unsafe as f***), penetrate the opponent and V-Arrows launch the opponent.
Her arrows become natural fireball counters in V-Trigger. They also launch the opponent, opening them for mix-ups and juggles.
Her divekicks penetrate the opponent and are + on block, on hit she can start devastating combos.
This V-Trigger is useful in almost any situation.
V-Reversal(17/2/24/-2/2)
For one bar of your V-Gauge you get this nice tool. It might look useless, compared to her mighty V-Trigger, but it is very useful.
This move teleports Cammy behind the opponent and knocks them down, it’s great to escape the Corner and Corner your opponent at the same time, it’s also safe if used correctly.
That said use it correctly. It’s hard to react to, since it is really fast and it basically hits cross-up, if spaced correctly. The spacing is important, you should put some time into this move to learn the range if you want to use it with success.
Critical Art
Cammy’s Critical Art is the answer for every Question.
It’s extremely fast(3f), is full invincible during jump to the wall, is a anti-air,can be used to finish all Combos, can be used after a AA DP, after a poke, as a whiff-punish.
And as bonus, will you get a nice butt-shot as finish.
L travels around 25% of the screen.
M around 50% (works in every Combo)
H goes 90% of the screen(works in every DP Combo)
Gameplay
Footsies
Cammy’s basic and core gameplay. Cammy got a great bunch of normals this time, with awesome range, good damage and high combo potential.
If you want to play Cammy effective you have to learn footsies.
How to?
Bully the opponent with your long range pokes and force them to whiff normals.
If they start to throw normals out to stuff yours, you already reached your first goal, now you can start to whiff-punish their moves and score a knockdown, then you can switch to your pressure-game.
Do some frametraps, throw them and press them into the corner.
In case that they don’t react to your pressure, you can gain some ground and start to bully them again.
If the opponent doesn’t react to your stuff, keep up bullying them. Grey Chip Damage will force them to do something.
A good trick for a whiff-punish would be st.mk, then walking a bit back, if they now throw a normal out, you can do st.HP xx HK Arrow for a nice whiff-punish. This leads into a knockdown, what leads into pressure.
This is pretty much your basic gameplay and you should master this first.
Anti-Airing
Oh yeah online. Online is full of people who try to hit a jump-in for a combo. Now I have bad news for this guys, you don’t want to jump into Cammy. Cammy got so many damaging anti-airs this time, only people who are learn resistant will jump more than one time into you.
There’re 3 situations people will jump:
-Crossup
-Neutral-jump
-Jump-in
Crossup: to beat crossups you can do 3 things. Your first option is the most reliable. Back+MP. Cammy’s Lift Upper has a good hitbox around the fist and will basically hit anything out of the air.
You can also try to use L.DP, you have to delay the DP a bit, so it will autocorrect, but it is really reliable. The last option would be jump-back with a normal, jumpback MK has a great hitbox for this and jump back LK is fast and reliable.
Neutral-jump: Some players jump in front of you, some further away.
If they neutral-jump in front of you, you can either go for L DP or back+MP.
If they jump further away, you can try different things. M and H DP’s are amazing against this, but st.hk is also great. With some luck you can hit st.hk as CC and deal a truckload of damage with it.
Jump-In: The best known answer for this, is to DP them. M DP should stop them. You can also use H DP,st.hk and Back+MP depending on the spacing and timing, but your M DP will usually do the job.
Dealing with Pressure
YOU WILL NOT MASH DP!!
Seriously don’t do this, never mash DP!
There is a big difference, between a calculated and a thought out DP, and a flowchart Ken #815 DP. If your opponent is always doing the same 24/7, DP them. Do it once, check if they do it again and if they repeat their old pattern, just do it again.
If they do a blockstring, learn the blockstring, check the frame data and check what you can do to stop this. You might be able to jab them during their blockstring.
You can also try to gain ground with walking back or by doing a backjump.
You should try everything, APART FROM MASHING DP!!
Zoning
But Cammy can’t zone!
Oh, shut up!
Zoning is a simple form of space control, mostly based on mid-long ranged attacks.
Cammy has a good midrange zoning with her really good normals,she has the range to keep most chars where she wants them to be and force them to do stuff to go around this.
Just as example. You fight a Ken by staying at max range of your st.mk, Ken is either forced to react to your normals or to jump in, in order to get in on you, since Ken has nothing that can fight on that range, what wouldn’t be a major risk to him.
Zoning is also a mind game, just to make them think, you would then use a st.mk which is already a huge + for you. They will probably jump in if they’re impatient, then you can anti-air them and reset the situation.
Cammy’s midrange zoning is really good and probably the best she had since CVS2.
Tickthrows, Frametraps and the Shimmy
One of Cammy’s big strengths is her excellent tickthrow and frametrap game, especially in the corner.
To understand how frame traps work, you first have to understand some of Cammy’s framedata.
Let’s try it like this. You do st. mp -> st.MP on block. st.mp is +3 on block and sr.MP has 6F startup. Since you’re +3 your st.mp will only need 3 frames to come out, before your opponent could beat it with a 3f normal. This means, with this frame trap, you will beat ALL throw-techs and ALL 3f normals.
Learn Cammy’s frame data and try different approaches, I’ll leave a link for her frame data in the Link and Video section.
Tickthrowing is the next thing. While Cammy’s throws don’t give you that many options like they did in SFIV, they have excellent corner-carry and reset the neutral. This is actually in Cammy’s favor, since she has an excellent neutral game.
Anyways, tickthrows have a similar use like frametraps, the difference is, while frametraps are used to blow throwtechs and buttons up, tickthrows are used to break blocking.Cammy’s best normals for tickthrowing is her cr. lp or st.lk, because these moves on block and can also lead into frametraps, what puts your opponent into a guessing game.
You will always have to adapt to your opponent, because they all play differently, but frame traps and tickthrows are your main tools to break defence.
Remember, no one can tech and/or block forever.
Shimmy is a simple but special technique against late techs. Characters like Cammy can do a frametrap, walk a step back and punish the whiffed throw. It’s a simple but effective technique.
If someone techs always late after your cr.mp, you should walk back and then do st.hp to blow their tech up.
It takes some practice but it is pretty good.
Gameplay 2
Tripguard
The term Tripguard is used for the time the opponent can’t block after a whiffed jump-ins/neutraljump.
After your opponent(or you),jumped in and missed,you have to recover for ~ 5 frames. In this time it is not possible to block. This open the opponent for a punish. The window is pretty small,but the reward can be immense.
Xiao Hai did this against Xian at Combo Breaker 2016. He punsished FANG’s neutraljump mk with cr.hp xx V-Trigger for a full combo. It is important to note,that Xiao Hai already started the cr.hp before FANG was on the ground. FANG got catched as he was landing, the cr.hp became active the moment FANG was in a Tripguard situation.
Keep this in mind, it can be very rewarding.
The only thing is,you can’t block after a whiffed jump-in,but it it possible to tech throw attemps, a lot player only will tech after their jump-in whiffed, be faster and punish them.
Tripguard will only apply if a move was used, empty jumps are usualy not affected.
Dealing with fireball
Allright ladys time to talk about fireballs.
There are different ways to deal with fireballs. V-Skill,EX Arrow,EX Divekick,V-Trigger,M and H Hooligan,H DP and CA.
But what should be used in what situation?
The problem is,that the situation always varies and you can always choose between your tools.
Lets take a classic example. You’re a midrange and Ryu throws a Fireball. What will you do now?
I tell most players to either neutraljump or jump over it with L Cannon Strike, to get a short jump over it. This usualy closes the gap piece for piece. The important thing is to varie with your options. If you always choose the same option or keep jumping in,you will fast eat counters.
Here is the golden rule again, do not become predictable.
If you vary your tools,you can actualy put your opponent into a mindgame. He will have to guess how you will react to this.
Cammys divekick allows her also to change her jump trajection and makes it possible to make AA Dp’s whiff. You can also delay your jump-in with it,what can stuff their AA normals.
Like I said,it varies from player to player, you will have to adjust every game again.
Combos
Cammy deals much more damage in SFV than she did in SFIV. You also don’t have to worry anymore about 1-frame links, the only thing that you could probably fail with, is the walk forward in some combos.
Shortcuts
cr. = crouching
st. = standing
j. = jumping
f+ = forward and
b+ = back and
-> = link
xx = cancel
DP = Dragon Punch
CH = Counter hit
CC = Crush Counter
TC = Target Combo(back+MP -> HK)
NOTE: All Combos that don’t require meter can be finished with Cammy’s CA, just input the CA during the last move for it. For Combos ending with Spiral Arrow use MK CA, for combos ending with a DP use HK CA.
Light Combos:
Here are Combos that start from lights that do not require a counter hit.
Most optimal:
cr.lp/st.lp ->TC xx LK/MK Arrow/HK DP (use LK arrow for meaty pressure and HK DP for damage. Must be point blank to combo otherwise use cr. lp -> st.p xx HK Arrow/DP if farther out)
Low Check (to stop opponent from walking back or after an empty jump):
cr.lk -> cr.lp/st. lp xx HK Arrow/DP
Punish Combos:
Here are combos you can use to punish moves by how negative they are on block depending upon if they are in range.Note: End combos with Arrow for meaty pressure and corner carry in the neutral and end with DP for more damage or if the opponent is already in the corner for meaty pressure.
-3 frame punish combos (must be at point blank range):
cr.lp -> TC xx HK DP (222/380)
cr.lp -> TC xx LK/MK Arrow (194/345)
-4 frame punish combos (must be close range):
st lp xx HK DP or HK Arrow (138/250)
TC xx HK DP or HK Arrow (228/350)
-5 frame punish combos (Must be close range):
cr.mp -> cr.mp xx HK Arrow (194/310)
cr.mp -> cr.mp xx HK DP (210/350)
cr.mp -> TC xx HK DP (262/410) /croucher only
cr.mp -> TC xx LK Arrow ( 227/375) /croucher only
(For farther range punishes only do cr. mp xx HK Arrow or DP as the second normal can whiff)
-6 frame punish combos (Must be within range of st mp):
st.mp -> st.hp xx HK Arrow (212/355)
st.mp -> st.hp xx HK DP (228/395)
st.mp -> cr.mk xx HK DP or HK Arrow (201/350)
(For farther range punishes only do st. hp xx HK Arrow or DP as the second normal can whiff)
-7 frame punish combos (Use for when you are too far away to use punishes listed earlier)
cr. mk xx HK Arrow or DP (158/250)
raw spiral arrow
Fireball Punish Combos (Usually needs to be a read rather than a reaction to work)
V-Skill -> st.hp xx HK Arrow (212/355)
V-Skill -> st.hp xx HK DP (228/395)
V-Trigger Combos:
Excellent to extend Combos and to convert Pokes into big damage. Note: VT1 Arrow or DP can be cancelled into eachother. Doing DP into Arrow gives you meaty setups at the cost of damage and switches sides, but If you hit cr mp as you are landing it will not switch sides.
Optimal Combos:
Raw activation then jump V-Trigger Cannon Strike -> st.mp -> st.hp xx Arrow -> EX DP (380/537)
st.mp -> st.hp xx V-Trigger Cancel -> st.hp xx Arrow -> DP (306/482) (Note: if st. hp is out of range after v-trigger use cr. mk)
F+hk -> cr.mp xx V-Trigger Cancel -> st.hp xx Arrow -> DP (308/487)
From a poke:
cr.hp xx V-Trigger Cancel -> f+HK -> cr.mp xx Arrow -> DP (298/473) (Note: If cr. hp is hit at max range use the below combo otherwise it will whiff)
cr.hp xx V-Trigger Cancel -> cr. mk/st.hp xx Arrow -> DP (288/445)
cr. mk/st. mk xx V-Trigger cancel -> DP -> Arrow (232/306) (note if you get CH you can go into st hp after V-trig
Crush Counter Combos:
CC Combos are excellent to punish DP’s, they also give you V-Gauge.
Optimal Combos:
CC st.hk -> f+hk -> cr.mp xx HK Arrow( 274/460) (use for meaty setups)
CC st.hk -> f+hk -> cr.mp xx HK DP (286/490) (use for damage or in corner)
Note: If you have CA do not do them from CC combos, instead use non CC combos for more damage.
Far Range:
CC st.hk -> dash -> TC xx L Arrow/HK DP (284/450)
Anti Airs:
CC st.hk(anti-air) xx DP (204/340) (version depends on range)
CC st.hk(anti-air) -> cr.hk (180/300)
CC st.hk(anti-air) xx MK Arrow (172/300)
V-Triggers: Combos scale heavily so only use if it’s going to KO
CC st.hk-> f+hk-> cr.mp XX V-Trigger Cancel->st.hp xx arrow DP (316/517)
CC st.hk -> walk forward -> st.mp, st.hp xx V-Trigger Cancel -> slight walk forward -> st.hp xx Arrow -> DP (314/512)
CC st.hk -> cr.hp xx V-Trigger Cancel-> st.hp xx Arrow -> DP (308/495)
Counterhit Combos:
Special combos that only work on counter-hits. These are usually used after getting a successful hit from a setup, like meaties or frame traps (explained more in the videos below), but they can also be used any time you notice the yellow counter hit icon appears on your side of the screen. It will take some practice but overtime you will be able to recognize when you’ve landed a counter hit. The trick is to commit to the the combo assuming it hit and only finish the special ender once you’ve confirmed it did hit.
CH cr.mp -> st.hp xx HK Arrow/DP (240/415)
CH cr. lp -> cr. mp -> cr.mp xx HK Arrow/DP (210/394)
CH cr.lp -> st.mp -> cr.mk xx HK Arrow/DP (188/359)
CH cr. lp/st.lp -> st. hp xx HK Arrow/DP (192/379)
CH st.lk -> TC xx HK Arrow/DP (250/394)
CH b. mp -> st.hp xx HK Arrow/ DP (240/415)
CH st.mp -> cr.hp xx V-trigger
CH cr.mp -> st.mp -> st. hp xx HK DP (274/470) Croucher only/Can whiff
EX Meter Combos:
TC xx EX Hooligan xx Grab (252/390) (Forward Dash -> cr. lp for a meaty attack on quickrise)
TC xx EX Hooligan xx Cannon Strike -> HK DP (280/410)
EX Hooligan Slide xx DP (258/380) (opponent has to not block low or hit a button, very situational and gimmicky but can work)
V-Skill -> st.hp xx EX DP (260/395) Can whiff
EX Cannon Strike -> DP (188/280) Most be spaced properly
CC st.hk -> f+hk -> cr.mp xx EX Arrow (298/490) Barely worth it over regular DP
st. mp -> st. hp -> EX DP (260/395) croucher only
cr.mp -> TC xx EX Hooligan xx Cannon Strike -> HK DP (306/460) / croucher only
Corner Only Combos:
Any TC combo into L Arrow -> EX DP (311/479)
Hooligan Slide xx LK DP/EX DP (244/330)
Confirms:
Here is list of typical block strings that can be used to confirm into a combo. (CH=must be a counter hit).
cr. lk -> cr. lp xx (best used as a low check or empty jump low)
cr. lp -> cr. lp xx (best used in scramble situations but not optimal)
cr. lp -> TC xx (must be point blank range and can whiff against extra counter hit push back normals on certain characters)
st. lp -> st. lp xx (situational but an option if you need a fast normal and cr lp will whiff)
st. lk -> cr. lp -> st. lp -> cr. mp (CH) – cr. mk xx (best used as a meaty attack and 3 frame trap block string)
st. lk (CH) -> cr. lp -> TC xx
st. lk (CH) -> cr. lp -> st. lp xx (Best if you are going for a tic grab and get a CH instead)
st. lk (CH) -> cr. lk -> st. lp xx (best used to stop people from walking back from you)
cr. lp (CH)-> st. mp -> cr. mk xx (best used as your wake up option to stop attacks if you think they are not going to meaty or are mistiming their meaty)
cr. lp (CH)-> cr. mp -> cr. mp xx (Good as a meaty 3 frame trap or if you notice you got a counter hit in the scramble)
st. lk -> b. mp (CH) -> st. hp xx (An optional 3 frame trap to mix up your meaty attacks)
st. lk -> b. mp -> cr. mp (CH) -> cr. mk xx (An option to extend the combo if b. mp is blocked with a 4 frame trap)
cr. mp -> cr. mp xx (This is the “no brainer” confirm. Not the most optimal but can be used as meaty attack or after jump ins for an easy hit confirm. Note it is a 4 frame trap so it can be beat by 3 frame jabs in the middle)
cr. mp (CH) -> cr. mk xx (Best if you hit your opponent from farther away and a second cr. mp would whiff)
st. mp -> st. hp xx (Most optimal and easy to confirm combo string from standing.)
st. mp -> st. mp (CH) -> cr. mk xx (best used if meaty st mp is blocked to apply more pressure with a 3 frame trap) st. hp instead of cr. mk is possible with micro walk after CH
st. mp -> cr. mk xx (best used if st. hp will whiff)
The daily Workout
Daily training is important, you should practice at least some things every day to improve a bit. This is a simple Q&A for the normal questions people normally have.
Q: What should I practise?
A: Basically the most important things, your BnB, some cancels, the range of your moves, anti-airing.
Q:Is the training mode’s dummy important?
A: I seriously heard this in SFIV. Basically no, I usually pick the char I like the least and practice my stuff on him/her.
Q: I don’t have much time to practise, what should I do, play online or training?
A: This is something only you can answer. Some people learn better in training, other better in real matches.
Q: How do you practise?
A: I do basic stuff. I set the block option to random and do 10x cr.mk Arrow in a row, if one gets blocked I start over again. I also practice anti-airing. This works well if you record the dummy and mix different jump-ins in, if you always move around, you have to anti-air on different ranges.
Q: How important is Combo practice?
A: Not as important as in SFIV. Honestly, just practice the most useful Combos and you should be fine.
Q: I have problems punishing a move, how do I practise this?
A: Pick your Char, then pick the Char you have problems with on P2. Record the move you have problems against and try to punish it. Looking up the frame data could also help.
Q: How do I practise frame traps?
A: That’s a good question, I practised this against players and not in training mode. In SFV it’s a new function though. You can record the dummy to do an action whenever he/she comes out of block. If you want to practice frame traps, let the dummy do a reversal jab after block (make sure it says reversal when you record!). Now after they block your first move, you will be able to try and trap his reversal jab with your follow-up move. Recording throws works too. And recording both works even better, because they get played back to you at random (quick side note, throws are 5 frames in this game, so they are even easier to frame trap over jabs).
Overall the goal of practising is to be flexible and be able to do your stuff reliably. If you’re flexible, everything will be much easier.
Links and Videos
I try to put as much information as possible into this guide. But for some things I have to give you the original source, since I’m either not good enough to convert this stuff into own words, and I don’t want credit for something other people have wrote/discovered.
Here are the Links:
A Footsies Guide:
[link]
SFV Cammy Threads on SRK:
[link]
Framedata :
[link]
Some explanations:
For Footsies:
And here is explained how Frametraps work:
Don’t worry about it beeing SFIV videos, it’s just a basic explanation of how these things work, it carrys over to SFV.
And here are the videos for SFV:
Some whiff-punish tech:
Frametraps:
Mixup Tutorial:
Instant Air Divekicks:
Throwtech Tech:
More Frametraps(better explained):
Instant Overhead and Fuzzy Guard:
More Tech:
https://www.youtube.com/watch?v=HZj2yXXodOQ
Links and Video 2
Autocorrect DP:
V-Skill crossup tutorial:
Anti-Fireball Uppercut:
Meaty Tutorials:
Against Normal Quickrise:
Against Backrise:
Arrow Setplay(this still counts as meatys):
More meatys:
Choose the right Cloths!
It’s not easy to choose the right clothes for every opportunity. Cammy would look great in anything,but you can’t just wear anything.
To help everyone to choose the right costume, here is a preview of every color for her costumes!
Cammys Swimsuit,Halloween and Capcom Protour costumes can be changed,by holding lp+mp+hp+lk+up during the loadingtime you can remove parts of the costumes:
-The Capcom Pro Tour costume loses it’s vest.
-The swimsuit loses the extra Gear.
-The Halloween costume loses the thorns and roses
Pro Player to follow
Xiaohai: XIAOHAI (AFAIK he never uses it, though)
Kazunoko: GODSGARDEN-PS4/ haget2525.
Poongko: HungryPoongKo and AngryPoongKo
K-Brad: KBradJStorm (PS4) / KBrad2007 (PC)
Verloren: Verloren
Osayu: osayu-
Hurricane: H-2-3-7
Cobelcog: Cobelcog
I try to get all Cammy related Twitch Channels here:
Verloren: [link]
K-Brad: [link]
Cobelcog: [link]
Poongko: [link]
Credits
Bison: I will never give someone else credit, but myself!
Cammy: Good that’s your choice.
Thanks to everyone for reading this.
Thanks to Saki for correcting my English (partially).
Thanks to the guys on SRK for the discussions and information.
Thanks all artists for the Artworks (I have no clue who made them, I found most of this stuff on DeviantArt)
That’s said, I will remove everything (pictures and videos) if the original creator has a problem with me using it. All the person has to do, is to message me over Steam!
Discovered something new? Did I miss something? Want to play with me? Just leave a message or message me on my profile.
I will not add you, if you haven’t left a comment here or on my profile!
The End
Thanks for reading this Guide.
I hope you liked it and I really hope it was helpful.
Don’t forget to share this with friends, if they have problems, I’m always here to help.