A spinning kick with both legs that travels low along the ground. Useful for launching surprise attacks from a distance or used out of normal moves to create combos.
派生・强度差异
| 技能 | 发生 | 命中 | 防御 | 伤害 |
|---|---|---|---|---|
| Spiral Arrow | 9 | D | -12 | 800 |
| H Spiral Arrow | 15 | D | -12 | 1000 |
| L Spiral Arrow | 9 | D | -12 | 800 |
| M Spiral Arrow | 9 | D | -14 | 900 |
| OD Spiral Arrow | 13 | D | -14 | 800 |
| H Spiral Arrow(Charged) | 27 | D | -14 | 800 |
Evaluation
A spinning kick with both legs that travels low along the ground. Useful for launching surprise attacks from a distance or used out of normal moves to create combos. The held version trades a much slower startup for changed travel distance and on-hit situations, broadening combo and okizeme options.
How to Use
Notes on how Cammy uses Spiral Arrow — combo routes, pressure, whiff punishes — to be added.
Held Version
The held version (236HK) has a very slow 27F startup, so do not throw it raw — use it after a Drive Impact bait or out of a setup. On block it is -14F (same as the H/OD variants), so always be aware of the punish risk.
How to Counter
Normal version
- 236LK (Light Spiral Arrow)
- Cammy is -12F on block
- 236MK (Medium Spiral Arrow)
- Cammy is -14F on block
- 236HK (Heavy Spiral Arrow)
- Cammy is -14F on block
- 236HK (Heavy Spiral Arrow (held))
- Cammy is -14F on block
OD version
- 236KK (OD Spiral Arrow)
- Cammy is -14F on block
Recommended counters
Every version of Spiral Arrow is heavily minus on block (-12F or worse) — punishable with any 5–6F move on block. Even the light version gives you a free punish, so always confirm and retaliate. Heavy, OD, and held versions are all -14F, giving enough frame advantage to start a full combo from a heavy normal.

