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Cammy

キャミイ

Cammy — 对策

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

起き攻め時

Key points when applying wake-up pressure on Cammy:

  • OD623KK (OD Cannon Spike)
    • 6F startup
    • Safe jump with a 7F or slower meaty attack
  • 623LK (anti-air invincible Cannon Spike)
    • 5F startup
    • Low damage, but has anti-air invincibility — be careful
  • 236236K (SA1)
    • 7F startup
  • 214214P (SA2)
    • 12F startup, has projectile invincibility
  • 236236P (SA3)
    • 5F startup
    • When gauge is available, a safe jump with a 6F or slower meaty is mandatory

Recommended counters

  • If Cammy has SA3 gauge, startup is 5F — be very careful
    • Always use a 6F or slower meaty for a safe jump
  • Without SA3 gauge, OD Cannon Spike is the fastest reversal at 6F
    • A 7F or slower meaty will safe-jump it
  • If Cammy has no gauge at all, standard meaty timing is fine

Cannon Strike(前跳中)↓↙←K

Cannon Strike

Counter-strategy for Cannon Strike — punish frames, blocking direction, yomi paths — to be added. Because the held version is much safer on block, focus more on reading the follow-up (mash, throw escape) than on punishing it.

A dive-kick-style rushing attack that plunges from the air to ambush the opponent. Cammy's core tactic is to bait your pokes after blocking her normals (like MP or MK) and punish them with a well-timed Cannon Strike for counter-hit damage.

Recommended Counter

  • Anti-air is the most effective option — use a normal with long reach and strong upward hitbox to knock her out of Cannon Strike before she lands
  • Don't immediately retaliate after guarding — throwing out random moves after blocking gives Cammy a free counter-hit with Cannon Strike
    • After guarding, mix in neutral jumps and back steps to bait and punish Cannon Strike attempts
  • If you end up guarding it:
    • Guarding low gives Cammy significant frame advantage — don't mash
    • Guarding high sometimes allows a punish — check your character's options
    • In general, after guarding enter the neutral read rather than pressing buttons

Warning

The OD version (214KK) gives Cammy large frame advantage on block and flows directly into her combo or pressure. When the OD version comes, either guard patiently or use Drive Reversal to push her away.

A rushing move where the frame advantage changes depending on strength.

  • 214LP
    • Cammy is -3F on block
    • Punish with a 4F or faster move
  • 214MP
    • Cammy is -2F on block
    • A 4F move can punish
  • 214HP
    • Cammy is +3F on block at point-blank range — extremely strong situation for Cammy
  • 214PP (OD Quick Spin Knuckle)
    • Cammy is -2F on block
    • Any 4F or faster move punishes

Recommended counters

  • Against 214HP (+3F)
    • Just Parry is the most reliable option
    • You can also pre-place a jab, but mistiming it leads to getting hit by a full combo
    • Read the timing of 214HP and press the Parry button early
  • Light and medium versions are punishable on block
    • Always retaliate after blocking
    • Once comfortable, learn to distinguish strength and choose punish vs. guard accordingly

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.

Counter-strategy for Hooligan Combination — punish frames, blocking direction, yomi paths — to be added. The held version travels further and shifts anti-air timing, so wait it out, use an invincible reversal, or jump forward to throw off Cammy's spacing.

The following follow-ups are available from 236P:

  • 236P→K
    • A high kick attack
  • 236P→(no input)
    • A low sliding attack
  • 236P→2K
    • An overhead (mid) attack
  • 236P→(near standing opponent) LPLK
    • An air grab (can be escaped by crouching)
  • 236P→P
    • An invincible whiff (throw or similar comes after landing)

Recommended counters

  • All follow-ups have relatively slow startup, so reacting with a light normal to stuff them is the most consistent option
  • The air grab follow-up is avoided simply by crouching
  • Crouch-guard → react with a jab is the most reliable counter overall
  • If you see the overhead follow-up, switch to standing guard immediately

Warning

The OD version (236PP) has faster startup than the normal version. Reacting the same way as against the normal version may not be fast enough — stay alert.

Normal version

  • 236P→(no input) (Razor's Edge Slicer)
    • Cammy is +2F on block

OD version

  • 236PP→(no input) (OD Razor's Edge Slicer)
    • Cammy is +2F on block

Recommended counters

Both normal and OD versions leave Cammy at +2F on block — do not mash after guarding this move. Cammy retains frame advantage and can continue her offense with strikes or a throw. Hold your guard and wait for your turn. A successful Just Parry on this move will turn the tables and give you a counter-attack window.

Fatal Leg Twister↓↘→Pthen(对站立状态的对手近身)LPLK

Fatal Leg Twister

Counter-strategy for Fatal Leg Twister — punish frames, blocking direction, yomi paths — to be added. Because the held version is a command throw, throw-teching does not work — focus on stuffing the Hooligan itself with anti-airs, jumping out, or invincible reversals.

Counter-strategy for Silent Step — punish frames, blocking direction, yomi paths — to be added. Against the held version the landing timing is delayed, so wait one extra beat before committing to your anti-air.

Cammy is at +17F advantage after this throw.

Even with an in-place tech, Cammy cannot set up a meaningful wake-up offense, so in-place tech is the safest option. If Cammy follows up with a Drive Rush, an invincible reversal is guaranteed — make sure to use it.

Recommended counters

  • In-place tech → confirm Drive Rush → use invincible reversal
  • Characters with a 7F or faster SA can guarantee a super reversal before Cammy can react
  • Back tech simply increases the distance — you lose momentum but reset to neutral

Normal version

  • 623LK (Light Cannon Spike)
    • Cammy is -36F on block
  • 623MK (Medium Cannon Spike)
    • Cammy is -36F on block
  • 623K (Cannon Spike)
    • Cammy is -40F on block
  • 623HK (Heavy Cannon Spike (held))
    • Cammy is -40F on block

OD version

  • 623KK (OD Cannon Spike)
    • Cammy is -40F on block

Recommended counters

Every version of Cannon Spike is massively unsafe on block (-36F or worse) — punishable by any 5–6F move confirms into a full combo. Never let a blocked Cannon Spike go unpunished. The held version is equally reckless at -40F, so apply the same max-punish routine regardless of strength.

Cammy is at +21F advantage after this throw.

After a Drive Rush into crouching LP, Cammy can make OD special moves safe-jump meaty, so in-place tech is a real option in this scenario — it removes Cammy's walk-shimmy threat.

Recommended counters

  • In-place tech is recommended
    • Forces a strike/throw mix-up read rather than a shimmy
    • Eliminates walk shimmy, narrowing Cammy's options
  • If you see a Drive Rush, cut it off with an OD invincible reversal