
キャミイ
Cammy — Counter-Guide
Key Info
- No sustained overhead
- Defense
- OD reversal with 6F startup: 623KK
- If you play Luke or Kimberly, avoid rush after throws etc.
- Anti-air invincible 623LK with 5F startup
- 236236K — 7F startup, no projectile invincibility
- 214214P — 12F startup, has projectile invincibility
- 236236P — 5F startup
- OD reversal with 6F startup: 623KK
- Moves plus on block
- None
Neutral Play (Mindset)
- Anti-air Cannon Strike (forward jump 214K) to knock it out of the air
- Cammy's primary offensive tool; even on block she tends to remain at advantage
- Keeping her grounded puts pressure on Cammy, so anti-air awareness is the top priority
- If anti-airing is difficult, respond with neutral jump or backdash
- Watch out for the strong version of Spiral Arrow (214P)
- 214HP is +3F at close range on block
- Perfect parry is the recommended option
- Light and medium versions are disadvantageous on block — land a punish combo
- Learn Hooligan Combination (236P) follow-up options
- All follow-ups have slow startup, so reacting with a light attack to stuff them is reliable
- Learning the follow-ups and responding correctly greatly reduces Cammy's offensive options
- Sturdy defense character
- OD Cannon Spike (623KK) is 6F invincible, so be thorough with meaty setups in oki
- SA3 is 5F startup — take extra care when she has the meter
Spiral Arrow — Quick Spin Knuckle
Cammy's rush attack. Advantage/disadvantage varies by strength.
- 214LP
- Cammy is -3F on block
- Punish with a 4F move
- 214MP
- Cammy is -2F on block
- 4F move can punish
- 214HP
- Cammy is +3F on block
- Extremely strong situation at close range +3F
- 214PP
- OD version, disadvantageous on block
Recommended Counter
- Counter to 214HP
- Perfect parry is the most recommended option
- Placing a jab / crouching LP on reaction also works, but slow reactions lead to big combos
- Read the timing of 214HP and press the parry button
- Light and medium versions have punish combos
- Always punish on block
- As you improve, read the strength and switch between punish and guard
Hooligan Combination
From 236P the following follow-ups are available:
- 236P → K (Cannon Strike — Charged)
- High kick attack
- 236P → (no input) (Razor's Edge Slicer)
- Low slide
- 236P → 2K
- Overhead attack
- 236P → (close range vs. standing opponent) LPLK
- Aerial grab (can be avoided by crouching)
- 236P → P (Silent Step)
- Invincible evasion (throw or other attacks come after landing)
Recommended Counter
- All follow-ups have slow startup, so stuffing them on reaction with a light attack is reliable
- Aerial grab follow-up is avoided simply by crouching
- Crouching guard → punish with jab on reaction is the most stable counter
- Switch to standing guard when you see the overhead follow-up
Warning
OD version 236PP is faster than the normal version. Using the same timing as the normal version may not be fast enough, so be careful.
Cannon Strike
A dive kick that rushes down from the air.
Cammy's primary move. She maintains advantage after block and continues her pressure. The basic Cammy tactic is to punish your blocked normals (MP, MK, etc.) with Cannon Strike.
Recommended Counter
- Anti-airing it is the most effective approach
- Anti-air with a normal that has long horizontal reach and strong upward priority
- Don't press buttons after blocking
- Pressing buttons carelessly gets counter hit by Cannon Strike
- After blocking, mix in neutral jumps and backdashes to earn reward on Cannon Strike
- If you do guard it
- Guarding it low means Cammy is at massive advantage
- Guarding it high sometimes allows a punish
- Basically, don't mash after blocking — move into the mix-up
Warning
OD Cannon Strike (214KK) leaves Cammy at massive advantage on block and she immediately transitions into pressure. If OD version comes, either guard quietly or use Drive Reversal to push her out.
Wakeup Pressure on Cammy
Points to watch when applying oki (wakeup pressure) on Cammy.
- OD Cannon Spike (623KK)
- 6F startup
- 7F+ meaty is viable
- L Cannon Spike (623LK)
- 5F startup
- Low damage but has anti-air invincibility — be cautious
- 236236K
- 7F startup
- 214214P
- 12F startup, has projectile invincibility
- 236236P
- 5F startup
- Mandatory to use 6F+ meaty when she has the meter
Recommended Counter
- If she has SA3 meter (5F startup), take note
- Be thorough with 6F+ meaty setups
- If she has no SA3 meter, OD Cannon Spike is the fastest at 6F
- 7F+ meaty is viable
- With no meter at all, normal frame meaties work fine
Rough Landing
Cammy is +21F.
Rush jab (crouching LP) can make OD reversals safe-jump bait, so it is a real mix-up, but taking in-place recovery prevents her from doing walk shimmy.
Recommended Counter
- In-place recovery recommended
- Move into tech throw or invincible reversal mix-up
- Walk shimmy becomes unavailable, reducing Cammy's options
- If you see the rush, cutting back with an OD reversal is also effective
Delta Throw
Cammy is +17F.
Even in-place recovery leads to no substantial oki, so in-place recovery is safe. After that, if Cammy uses rush, an invincible reversal confirms — don't forget to throw it out.
Recommended Counter
- In-place recovery → confirm rush → reversal
- Characters with a 7F or faster SA can punish without a super counter (super art counter) on wakeup
- Back-roll recovery just creates distance and resets to neutral