Cammy

Who is Cammy?

Cammy is a well rounded character that specializes in quick attacks and movement, closing the gap with her walkspeed and moves to run a high-pressure, close-range offense with the ability to whiff punish careless opponents for overstepping. Cammy can easily evade and counterhit careless attacks from the opponent, which lets her get in and start laying down rushdown pressure to keep the opponent locked down.

To that end, 5LP, 2LP, and 5LK are her main pressure tools up close or from walking in that allow her to confirm into Spiral Arrow for knockdowns and corner carry. 5MK, 2MP, and 2MK are especially good at mid-range poking, counter-poking, and punishing; 5HP, 2HP, and 5HK are built for punish countering big moves and giving Cammy room to advance on the opponent in various ways, whether they be links, hard knockdowns, target combos, or Drive Rush Cancels. Her special moves also do a great job at letting her close the gap between her and the opponent to keep things pushing when they really overextend. Spiral Arrow can clip opponents from much farther away than even her longest normals, and her Cannon Strike is a divekick that crushes low attacks and lets her confirm into combos when spaced correctly. Cannon Spike is a DP that rounds out the anti-air options provided by 4MP, 4HK, and her air throw, and Quick Spin Knuckle plays double duty as a gap-closing complement to Spiral Arrow that lets her skip through projectiles with the MP, HP, and Overdrive versions.

Once she's in and on top of the opponent, or has pushed them to the corner, Cammy can utilize her normals alongside other system mechanics to enforce a powerful strike/throw game or set up for oppressive okizeme tactics with her light punches, 5MP, and 2HP. One of her strongest tools once she's gotten into the opponent's head at close-mid range is Hooligan Combination, an advancing attack with three separate jump arcs and five separate follow-ups; combined with her other buttons, this lets her run a terrifying set of mixups if prepared correctly. Cammy often needs to sacrifice meter for an OD move or a Drive Rush connection to make Hooligan setups work, but once she's paid the price, she gains access to an extremely versatile mixup tool that has excellent payout regardless of the option she picks.

Cammy can also charge up the heavy versions of her Spiral Arrow, Cannon Spike, and Hooligan Combination, increasing their startup time but gaining most of the properties of their Overdrive equivalents in exchange. While these require a bit more setup to use, they can also let her get the benefits of the Overdrive versions at no cost to her Drive Meter, which lets her preserve it for other uses.

In exchange for Cammy being so dangerous both in neutral and once she's managed to close the gap, she does not have a fireball to help her control space, nor a grounded overhead to assist her with strike/throw mix. Many of her gap-closing and offensive options are also easily called out if the opponent makes the right read (particularly things like badly spaced Spiral Arrows, Spin Knuckles, and raw Hooligans), which brings an element of risk to Cammy's gameplay that requires having a good sense of timing and being willing to commit to potentially dangerous options in order to get a potential payoff. If you enjoy a character that strikes an even balance between rushdown, pressure, and precision counterpoking, then accept the mission of infiltrating your opponent's defenses with Cammy.

Pick / Avoid

Play Cammy if…

  • One-Woman Army: Incredible neutral both on the ground and in the air, with fast walk speed and incredible pokes

  • Right Behind You: Some of the best anti-fireball tools in the game

  • Locked on Target: Strong pressure options and corner carry for enforcing strike/throw, shimmies, and reversal-proof setups

  • License to Kill: Overwhelming your opponent with aggressive, variable approaches and mixup options after knockdowns

Think twice if…

  • Specialist to a Fault: Relying on strike/throw conditioning and whiff punishing as your main ways to open opponents up, without access to a grounded overhead

  • Nothing but the Bare Essentials: Lacking a fireball to control space

Vitals

Health10,000
Fwd Walk
0.051
Back Walk
0.033
Fwd Dash
1.32
Back Dash
1.00
Fwd Jump
1.90
Back Jump
1.52
Jump Height
2.12
Throw Range
0.80
Drive Rush
2.03
Jump4+38+3 f

Guides & Data

Players to Watch

Community

Patch History

2.04013 Aug 2026Yasmine release. Balance changes for all characters.
  • Modern Controls:
  • 5M changed from 5MK → 5MP (can no longer perform 5MK)
  • A[M] changed from 5MP → 2MP
  • Can now select the strength of Hooligan Combination (236P) using 1S/2S/3S
  • Assist Combo 2: starter changed from 5MP~5LP → 2MP
  • Burnout version ender changed from M Spiral Arrow → H Spiral Arrow
  • Much stronger as a neutral buffer, but no longer auto hitconfirms due to the immediate cancel
  • 5LP/2LP/2LK
  • Chain timing window increased by 2f
  • This allows Cammy to slightly alter the timing of her chained lights, making it harder to Perfect Parry or delay a defensive button
  • 5HK
  • Punish Counter KD Advantage increased +44 → +47
  • Can now juggle into 7f or faster attacks in the corner (all versions of Cannon Spike)
  • Lift Uppercut (4MP)
  • Blockstun increased 16 → 18
  • Block Advantage increased -1 → +1
  • DR Cancel Block Advantage increased +6 → +8
  • Pushback reduced on hit and block
  • This also allows a 214PP cancel to cross-up in the corner, even after a DR~2LP, 4MP starter
  • Can now frame trap into 5LP/2LP for a Counter-hit confirm
  • Much stronger approach tool when used from Drive Rush with an easily timed microwalk + throw on block
  • The follow-up TC (4MP~HK) Block Advantage increased -19 → -17 when whiffing on crouch block
  • OD Quick Spin Knuckle (214PP, same-side version)
  • Blockstun increased 19 → 24
  • Block Advantage increased -2 → +3
  • This makes it a more effective approach tool like 214HP with faster startup
  • Charged H Specials (236[HK] / 623[HK] / 236[HP])
  • Now releases at the earliest possible full charge timing (no longer need to release at a specific time for fastest startup)
  • This effectively makes all charged HP/HK special moves 2 frames faster and makes specific combo routes more practical
  • 236[HK]
  • Startup reduced 27 → 25
  • Allows combo from CH 5HP or PC 2MP
  • Throw Invuln / Airborne / Crouch-sized Hurtbox windows shifted 2f earlier to match new startup
  • 623[HK]
  • Startup reduced 24 → 22
  • Allows combo from CH 2MP and makes some midscreen SA3 juggles possible
  • Can combo more consistently from a spaced 5HP (can still drop at max range)
  • Full Invuln / Airborne windows shifted 2f earlier to match new startup
  • 236[HP]
  • Startup reduced 40(60) → 38(58)
  • Lower Body Projectile Invuln / Airborne windows shifted 2f earlier to match new startup
  • Minimum startup of all follow-ups is now 2f faster (e.g. Razor's Edge Slicer 70f → 68f)

Character data, frame data and patch notes are mirrored from the SuperCombo wiki, maintained by the community under CC BY-SA.