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Cammy

キャミイ

Cammy — 대책

Key Info

  • No sustained overhead
  • Defense options
    • OD invincible from frame 6: 623KK (OD Cannon Spike)
      • If you play Luke or Kimberly, avoid Rush pressure after throw
    • Anti-air invincible from frame 5: 623LK (Cannon Spike)
    • SA1 (236236K) startup 7F, no projectile invincibility
    • SA2 (214214P) startup 12F, projectile invincible
    • SA3 (236236P) startup 5F
  • Moves that are plus on block
    • None

Neutral Game (Focus Points)

  • Anti-air Canon Strike (前ジャンプ214K)
    • This is Cammy's primary offensive tool — she stays at advantage even when blocked
    • Landing anti-airs puts her in a difficult spot — anti-air awareness is the top priority
    • If anti-airing is difficult, use neutral jump or backdash
  • Watch for heavy Spiral Arrow (214HP)
    • 214HP is +3F on block at close range — a very strong situation
    • Going for Just Parry is the recommended response
    • Light and medium versions are minus on block — always punish
  • Learn Hooligan Combination (236P) follow-ups
    • All follow-ups have slow startup — reacting with a light to stuff them is stable
    • Knowing the follow-ups and responding correctly greatly reduces Cammy's attack options
  • She has strong defensive options
    • OD Cannon Spike (623KK) is invincible from frame 6 — always use meaty jump-ins on okizeme
    • SA3 (236236P) is startup 5F — extra caution when she has meter

214P (Spiral Arrow)

Cammy's rushing special — frame advantage changes by strength.

  • 214LP
    • Cammy -3F on block
    • Punish with a 4F button
  • 214MP
    • Cammy -2F on block
    • 4F button can punish
  • 214HP
    • Cammy +3F on block
    • Close-range +3F — a very strong situation for her
  • 214PP (OD Spiral Arrow)
    • Minus on block

Recommended Counter

  • Against 214HP (+3F)
    • Just Parry is the top recommendation
    • Placing a c.LP on reaction also works, but reacting late means eating a painful combo
    • Read the timing when 214HP is coming and press the Parry button
  • Light and medium versions have a guaranteed punish
    • Always punish after blocking
    • Once comfortable, distinguish the strength to swap between punish and blocking

236P (Hooligan Combination)

From 236P, the following follow-ups are available:

  • 236P → K
    • High kick attack
  • 236P → (no input)
    • Low slide
  • 236P → 2K
    • Overhead attack
  • 236P → (near standing opponent) LPLK
    • Air throw (avoidable by crouching)
  • 236P → P
    • Invincible whiff (throw or attack comes on landing)

Recommended Counter

  • All follow-ups have slow startup — seeing it and stuffing with a light is the stable answer
  • The air throw follow-up is avoided simply by crouching
  • Crouch guard → react with c.LP is the most stable counter
  • Switch to stand guard when you see the overhead follow-up

Warning

OD Hooligan (236PP) has faster startup than the normal version. Reacting the same way as normal Hooligan may not be fast enough — be aware.

(前ジャンプ中に)214K (Canon Strike)

A diving rush attack from the air.

Cammy's primary tool — she maintains advantage on block and continues her offense. Her core gameplan is to use Canon Strike to punish you for pressing buttons after normals like MP or MK on block.

Recommended Counter

  • Anti-airing is the most effective response
    • Use long-range normals with strong upper-body hitboxes to anti-air
  • Do not press buttons after blocking
    • Pressing carelessly gives Cammy a counter hit with Canon Strike
    • After blocking, mix in neutral jumps and backdashes to punish Canon Strike attempts
  • When you have to block it
    • Blocking at a low height gives Cammy a large advantage
    • Blocking at a higher height sometimes allows you to punish
    • Generally, don't mash after blocking — play for a read

Warning

OD Canon Strike (214KK) leaves her at massive advantage on block and flows straight into her pressure. Against OD version, simply block or use Drive Reversal to push her away.

Running Okizeme on Cammy

Key points when applying okizeme to Cammy:

  • OD Cannon Spike (623KK)
    • Startup 6F
    • Meaty jump-in with 7F or slower is safe
  • Cannon Spike (623LK) — anti-air invincible
    • Startup 5F
    • Low damage but anti-air invincible — be careful
  • SA1 (236236K)
    • Startup 7F
  • SA2 (214214P)
    • Startup 12F, projectile invincible
  • SA3 (236236P)
    • Startup 5F
    • When she has meter: meaty jump-in with 6F or slower moves is mandatory

Recommended Counter

  • When she has SA3 meter — startup 5F, so be careful
    • Strictly use meaty jump-ins with 6F startup or slower
  • Without SA3, OD Cannon Spike at 6F is the fastest reversal
    • Meaty jump-in with 7F or slower is safe
  • Without any meter, standard frame-meaty setups work fine

LPLK (Forward Throw — Rough Landing)

Cammy is +21F after forward throw.

Rush c.LP can make OD reversals meaty, so it's technically a read — but in-place wakeup removes her ability to walk shimmy.

Recommended Counter

  • In-place wakeup is recommended
    • Leads to tech or invincible mixup
    • Removes walk shimmy — reduces Cammy's options
  • On Rush read, OD invincible reversal is also effective

4LPLK (Back Throw — Delta Through)

Cammy is +17F after back throw.

Even in-place wakeup does not allow a real okizeme, so in-place wakeup is the stable choice. If Cammy then uses Rush, invincible reversal confirms — don't forget to press it.

Recommended Counter

  • In-place wakeup → confirm Rush → invincible reversal
  • Characters with SA startup 7F or faster get a confirm unless Cammy does a super flash counter
  • Back wakeup just creates distance — tends to lead to a neutral reset