Ultra Street Fighter IV

Ultra Street Fighter IV

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The Bee's Sting- A Cammy Guide
By Cipher Esteria
This is a guide for the character Cammy White in Ultra Street Fighter 4.
It covers her basic gameplay,combos,frametraps and some tricks.
This Guide is made for Newbies and Advanced players.
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Introduction
Myself
Befor we start with Cammy I will first introduce myself. My name is Cipher I play SFIV again since September 2013.I play on 3 plattforms and invested over 2000 hours into this game since September 2013.

Cammy
Name: Cammy White

Age: 22 (25 in SFIII-3S)

Birthday: 6th January

Birthplace: Unknown

Home: England, United Kingdom, London

Bloodtype: B

Height: 162,5 cm

Measures: 88, 59, 88

Weight: 62 kg

Hobbies: Knife throwing, shopping

Occupation: Delta-Red anti terror force, MI6 Agent

Special skills: Can use every kind of military equipment, including jets, tanks, all kinds of
firearms, radios etc., high-level knife combat, acrobatics

Fighting style: Shadaloo Assassin fighting techniques, with influence from different martial arts and her Delta Red training

Likes: Cats, friends, shopping, sports, sleep, punk rock music

Dislikes: Shadaloo, everything noticeable when sullen, soups

Family: Decapre(younger sister),Keith Wolfman(adoptive father),M.Bison(Creator),The Dolls(Cammys non-biological sister)

Rivals:Sakura(friendly),ChunLi(friendly),Decapre,Vega,M.Bison,Sagat(freindly),C.Viper,Juri,Rose(friendly),Dhalsim(friendly)
Overview
Overview

Cammys Gameplay is a mix between Pressure and Vortex game. Cammy is one of the best all-rounders in the game, because she has everything but a projectile.She is a also good character to learn the game with,as long you can control yourself and doesn't go for to many specials.

Her walkspeed is below TopTier Walkspeed. She walks slightly slower than M.Bison and Chun-Li.
Her Life and Stun is 950/950, what is below average.
Her close normals are excellent,her long range normals are above the average and she has probably the best footsies gameplay out of all rushdown characters.

Her strong points are:
-Good mobility
-Good damage and stun
-A ton of mixups
-Decent footsies
-Very good frametraps
-Safe pressure (air and ground)
-A lot of ways to go around projectiles
-Her Backthrow gives her tons of setups and a big advantge
-A very small hitbox

Her weakpoints are:
-Below average stun and life
-Needs at least 1 meter
-Needs a lot of spacing and execution
-Spacing-heavy Combos
-one of the shortest throwranges in the game

The "spacing-heavy Combos" can be the biggest problem. The spacing of her normals is more important, than for Ryu or Ken. The key is to learn, when your move hits close or far.
Cammys Story
Alpha-Series
At this time Cammy was a Doll under Bison's control. Her mind was free during Alpha 2 and she travelled around the world. During this she met Rose, who confused Cammy for Bison. Cammy fought Rose and then travelled back to Brazil, to meet Bison at one of Shadaloo's bases. Cammy said she wanted to know more about the world and herself. Bison being not very happy that Cammy started to develop an ego, attacked her and lost the following fight. He was lucky that one of Shadaloo's soldiers knocked Cammy out with an electric bolt. He realised that Cammy was far stronger, than he's initially thought and her Psycho Power makes her too strong for Bison to handle. That's why he activated a gadget he placed inside of Cammy, the so called Psycho Limiter. This gadget limits Cammy's Psycho Power, what makes it impossible for Cammy to use it to its full potential. Just in case she might remember this, he erased all the events and meetings she had during her travel and also her knowledge about her Power.

2 years later, Cammy is still under Shadaloo's influence. Under the Codename "Agent Killer Bee" she kills potential dangers for Shadaloo. In Alpha 3 she is sent out to kill Yoga Master Dhalsim. As Cammy meets Dhalsim, he realises fast that Cammy isn't acting on her own and tries to break Cammy's mind-control. While Dhalsim loses the fight, he manages to break Cammy's controlling. She retreates and tries to go back to the Shadaloo base. On her way back she is ambushed by Vega. She manages to defeat Vega. After the fight he tells Cammy that Bison gave him the order to kill her and that the Dolls are after her too. Cammy doesn't want to believe Vega and moves back to the base. After she arrives, Bison tells her that she is nothing more than a clone of him, who's now useless. Bison disappeares and leaves the Dolls to kill Cammy. During this fight Cammy manages to free the Dolls from Bison's influence and together they search and attack Bison. They force Bison to retreat, who gets injured. Some moments later, the Dolls start to collapse. With Cammy being unaffected, she was the only one to have escaped. She moves the Dolls outside of the Shadaloo facility. Cammy collapses too,after she went back into the base to deactivate the Psycho Drive. Vega finds her and moves her out of the collapsing base, citing that "something beautiful like Cammy should not die".

Street Fighter 2
A few days later Cammy wakes up in the British Embassy to Thailand. Colonel Keith Wolfman found her on the stairs and tried to get information about Cammy. Sadly Cammy couldn't remember anything but her name. Shortly after their chat, the embassy got attacked by Shadaloo soldiers. Cammy was scared in the first moment, but after she got attacked, she started to defend herself and attacked the soldiers. Shadaloo retreated and Wolfman was impressed by Cammy's fighting skills. To help and protect her at the same time, he recruits her for Delta Red. Cammy moves to London to begin her new life. One year later, Shadaloo announces the Second World Warrior Tournament. Cammy has a strange feeling and she does everything to join the tournament. She makes it into the tournament and even manages to reach the semi-finals against Ken Masters (the result of this match is unknown, Cammy could have won or lost). After the tournament, she was aware of her past and offered her team and especially her Colonel to leave. Her Colonel however, just said that this is not the person they know and Cammy shouldn't worry about the past.

Street Fighter IV
Some months after the SF2 tournament, S.I.N. started to become active. Cammy joined Guile and Chun-Li to investigate S.I.N. During this investigation, a mall was attacked and destroyed, and Chun-Li got hospitalised. While she and Guile were trying to find out, who was behind this, they got new information from an anonymous source (C.Viper). Both moved quickly. They arrived at a base in the European mountains to find the one responsible for all the trouble, Juri Han. Juri's mission was to capture the Dolls. After they arrive, Cammy charges at Juri to attack her, but Juri uses the Dolls as shield. Cammy is not willing to hurt her friends and stops the attack. After Juri takes out Guile, she tries to escape. Cammy charges her again, by jumping into her VTOL. In the VTOL, Juri avoids again every possible fight with Cammy, by using one of the Dolls as shield. Cammy has again chose her friend over a fight. She falls out of the VTOL, together with Juni.
Some weeks later S.I.N announces a tournament, Cammy joins. Her mission was to stop S.I.N and find their weapon they work on. Her personal mission was revenge. Cammy fought in the tournament and found her target, Juri Han. This time Juri had to fight Cammy and couldn't avoid it. Cammy won. The moment she could kill Juri, she realised how stupid she was and that she didn't want to go down this path again. She made a deal with Juri, her life for the location of the S.I.N facility. Cammy gets the location and moves fast to the facility. After she arrives and infiltrates the facility, she detects one of the Dolls, Decapre. Decapre is still under Bison's control, she attacks Cammy. In the middle of her attacks she collapses and takes her mask off. Cammy tries to help her, but can't find a way. Then Bison appeares and makes a deal with Cammy. Not sure what she should do, Decapre says that it's alright. This was a short time, when Decapre was free from Bison's control. It hurt Cammy, but she had to give her to Bison. After Bison disappeares, Cammy resumes her mission. She finds S.I.N's main computer and deletes the BLECE Data, destroying the BLECE project and Seth's weapon. After this mission she visits Juni. Juni just woke up after Cammy arrived.
Moveset
Normals:
Lets start with Cammy's most important normals.

LP: Her LP's, every LP in this case. Her LP's are really good, all have 3f startup and between +3 and +4 on block. Good for pressure and as combofiller.Is also helpful against Yun's,Yang's and Rufus Divekicks.

cl.mp: A very fast and good normal. +1 on block. And the main frametrap. Has a vertical hitbox, useful as an anti-air if someone tries to jump over you.

cr.mp:Nice poke against moves with additional hitboxes,such as Vegas pokes.Is also wonderful against Chun-Li's sweep.Decent range, can combo into itself, good damage and priority. +3 on block.

far.mp:A good poke and a great counterpoke. But it's not very fast and it gives no advantage on block.

cl.hp:Another very fast normal. A decent frametrap, but cl.mp is as frametrap better because it has less pushback. Also a very good anti-air. Beats almost every crossup, needs a little bit practicing, but it is very reliable. Get in the habit to use her DP as an anti-air though, because there are some jump-ins in the game that beat cl.hp clean (also divekick characters can delay their jumps and make you mistime your cl.hp antiair, DP doesn't have that problem).

cr.mk:This is a great move. Very good range, good priority, not slow. A useful poke, but never press buttons after this move! It gives no advantage. You're always -2 on block. Not punishable, but every move your opponent does will kill yours.

st.mk: A very good poke. Grapplers hate this move. Cammy players love him. Good range. Decent damage. Not cancellable. -2 on block.

far.hk:A strong poke. Deals a lot of damage and stun. Another good poke against Grapplers. But it's slow and has truckloads of recovery. Don't get predictable. Useful anti-air if the opponent tries to jump in from a longer distance where DP might miss.

j.lk: This is your crossup. Not many advantage on hit and block, that's why you should try to time it really low to the ground so you have more frame advantage. If it hits, a cr.lp is a good option to start a Combo. If your opponent blocks this you have 3 options.1) block. 2) cr.lk. 3) throw. I would recommend to analyze your opponent and choose the best option.

nj.mk:A good air to air move. Beats almost everything and makes Cammy a wall in the sky. But there are better anti-airs.Also a decent normal for nj. traps.(That's what Shotos try with nj.mk)

j.hp/hk: The main jump-ins. Good priority. HK has more range than HP. What makes j.hk really good is that when you jump at a certain range where if the opponent does DP and you do an empty jump, their DP will whiff, but if you do a HK instead of the empty jump you can hit them. This makes it a gamble for them to do DP (because if you empty jump, their DP will whiff and they will be punishable), and if you've shown that you are willing to empty jump. They will be afraid to anti air you. Giving you a free way in.

Frankensteiner/Backthrow: This move is for some reasons good.First it looks amazing and second it opens your opponent for tons of setups.With a good damage and Stun and a very high mixup potencial is this probably one of the best throws in the game.
(You can karathrow with st.mk, it's not Ken's range, but better than nothing)

Specials/Super/Ultras

Cammys specials are a treat, they are strong,some of the best in the game,but they need either a lot of practice to be safe,or incredible good timing/reaction to be useful. Practice,Practice,Practice.

Spiral Arrow (SA): The main combo-ender. Mostly used after a successful cr.mk. Knocks the opponent down and leaves them at the perfect distance for a crossup j.lk. Never use them raw. They are extremely unsafe and need a lot of work and experience to be safe (if they hit with the tip, which is really hard to space if your opponent is constantly moving back and forth). Ex Version is projectile invincible.

Cannon Spike(DP):This is Cammy's DP. It's full invincible and deals extra damage against jumping opponents.The only version you need is H. Cause it has the most range, the most invincible frames and the best priority. Catch backjumps without problems if you react fast enough.

Quick Spin Knuckle: Most people say this move is useless. In the most cases it is. It's a good tool in some MU's and the H Version goes fullscreen. It goes through fireballs, but is easily punishable on startup. EX is 25f strike & projectile invincible which makes it awesome for avoiding chip situations (which is also the only situation where you should use it). All versions also combo into Ultra 1 anywhere on the screen.Punishs allways red fireballs on reaction NOT ON YOUR WAKEUP and not EX red fireballs.

Hooligan Combination: This move is useless. No it is. Can catch players who are sleeping or love their backdash.The L version can be used to build meter and hop over fireballs.How?Cancel your L Hooligan with one of your divekicks,best option is L.On this way you can build up meter fullscreen without taking a to big risk.BUT ONLY AGAINST FIREBALLS!

Cannon Strike: Cammys Divekick. A little bit weaker than in AE2012. Needs better spacing.Still most players don't know how to deal with it. With some practicing, it becomes the nightmare for all characters.Ex version can be made instant(Tiger Kneed) and is +18 on hit and +8 block,but no blockstun, so be careful.I do it like this QCB+upback+2kicks. You have to learn this once you will become better,it's extremly deadly.
Sidenote: If you're a KoF player, Cammys EX Divekick can be used like a Hop,it's harder than in KoF since you have to make the Input and the jump very fast.Shouldn't be a big probleme for Leona players btw.

Spin Drive Smasher: Cammy's Super. Once you got enough meter, this Super shuts the gameplay of a lot characters down.Most people don't care and continue. Once you know how to use this move, it becomes a very powerful tool.Can punish stuff like Chuns or Akumas Sweeps,Rose Soul Spirals(L,M and EX even perfect spaced).

Gyro Drive Smasher:This is the only Ultra you need. Deals truckloads of damage,catches backdashes,has a lot of invincible frames, but needs still spacing against fireballs.Can be combo'd into from a low Ex Canon Strike, a jump-in HP. There are more ways in the Combosection.

CQC Cammy Quick Combination: Can be useful against Vortex characters,looks amazing. But U1 is just better in any way. Don't use this Ultra except if you want to style your opponent.Not that you end like Cammy in this little pic here.
Gameplay
Everything important is covered. How to play her now?
Cammy's basic gameplay is simple. Frametraps,pressure,mixups,footsies.
Footsies is the most important factor, good footsies is half the victory. But how? That's simple, footsies is everything during the neutral game.So poke your opponent,search for a weakspot.Analyze them.Walk in and out to make them whiff normals.Abuse your godlike mobility.Ryu's,for example,love to use their cr.mk or cr.lp. If they use cr.mk you can react with your cr.mk in the moment you see the animation.If everything goes perfect,you will hit him during the recovery frames and you can get in by canceling your cr.mk into a HK Arrow.Thats a whiffpunish, a technique that will help a lot,once you know how to use it.
Otherwise,if they like poking,you can counterpoke with far.mp,cr.mp,cr.mk,st.mk and far.hk.
One thing that is really important (once you get in) is your pressure. The fact that you're already in someone's face is a lot of pressure for your opponent.Yes that's fear,people fear a little blonde girl or at least in Street Fighter they do. So once Cammy is in, people like to make mistakes to get away. First mistake= Backdash,Cammy can catch every backdash in the game with option select Ultra 1, except for:
- El Fuerte
- Poison
- Cammy/Decapre (has to be frame perfect)
- Chun-Li (has to be frame perfect)
- Rose (has to be frame perfect)
- Vega(has to be frame perfect)
You CAN catch them,BUT its hard for beginners so use far.HK as an OS.
Next Mistake= Mashing,Cammys Frametraps are a nightmare for crouchtecher.Also if you see a DP coming,stop your frametrap block the DP and punish them as hard as possible.Let them eat 300damage for their mistake and put them into another Mixup.
Your Mixups are the next part. Use the simple stuff in the beginning. Frametraps are already some kind of mixup. Your easiest frametrap is cr.lp cl.mp. There is a gap between the cr.lp and the cl.mp. If your opponent presses a button,he will get hit and you can combo after it. Confirm into cr.mp and cancel it with a HK Arrow.There are also tons of other options for Mixups. If your opponent always blocks cr.lp cl.mp just do cr.lp and then throw them. Mix this up. One time you throw them,one time you frametrap and if you think your opponent does a DP,just block and punish him. Like I said,Cammy makes her opponents nervous and they try stupid things to escape,just be ready and let them pay for that.

Anti-airing
One of the fundamentals you need and it's important for your gamecontroll. Especialy online is a good anti-air a sure victory,cause for most people is footsies cr.mk + Fireball or spaming long range attacks.So if they want to play offensiv they will jump like 80% of the time. Don't let them jump.Cammy has very strong anti-airs and you should make a use of them.First of all,you have to check what your opponent is doing. Neutral-jump?Jump-In? Crossup? Your options to encounter them are cl.mp,cl.hp,far.hk,your DP and your airthrow. So here are the situations.

1)They try to jump-in directly,Ryu with his j.HK for example.Your best and most effectiv risk/reward option is your DP,nothing is better than your DP against jump-ins and all kind of divekicks.
2)They neutral-jump. In this situation,you have the option to DP them(since some players play around with their range to find a weakspot,it's important to watch your range) or to use far.hk.They're both great anti-airs in this situation.
3)They try to cross you up. Yeah,that's extremly annoying online,isn't it?However you should choose between cl.mp and cl.hp. Cl.mp hits them straight out of the air,if they're above you and cl.hp is good if they're slightly to hit the crossup,since your cl.hp is extremly fast (4f) it can beat every crossup in the game,it just need a good timing.
4)You neutral-jumped and they jump at you? No problem,Cammy has an airthrow with a big a$$ hitbox. They want to defeat you air-to-air?Send them back to earth! The air is Cammys area. Nj.mk and nj.hk/hp are also viable options.

Dealing with pressure
This is realy important, once the opponent pressures you,you have to remind yourself with one thing: Keep calm! You realy have to keep calm for this. Wait an analyze and don't try your DP unless your 100% sure it hits. Try to gain some ground first. Try to walk back or backdash, but don't get predictable with this. Make them whiff moves,so you can whiffpunish them. If they use moves like Bisons Scissor Kicks, you have to deal with the pressure,especialy in the corner, but again let your opponent make the mistakes and stay cool.

Getting in
Cammy is a rushdown character,you might have noticed this if you read the whole guide. So her general first Target is "getting into the opponents face". I explained already the footsiespart above, this is for Fireballs.
You're annoyed that Ryu throws fullscreen fireballs? Yes you are, I can see it in your face. He tries to zone you with this, he want's to keep you away. But you want to get in. So what do you do? It's so easy that most people forget about it. You walk in. Cammys Walkspeed is one of the best in the game, this helps you to close the distance between you and your opponent very fast. But they will try harder and harder to keep you out, the closer you get. You will eat some fireballs,you will eat chip, but you will get in. Wait for actions or force the situations. You can make them nervous by jumping in from a big distance with your j.hk/empty jump mixup. If they throw the anti-air early out,your j.hk range can often whiffpunish the anti-air. But as soon you break into the safezone of every character, they will have trouble dealing with you. You're now in a area,their fireball becomes useless and you can pressure them,mix them up or bait them out. But here again, don't get to predictable and don't do stupid stuff.

Zoning
Yes Cammy is able to zone. You don't use something like a fireball for it. No you use her Normals. The trick is to keep your opponent at the range you want them to be.
Basicly a good spot to keep the opponent is at far.hk maxrange. This is a range you should be able to react to all kind of Jump-ins,Projektiles and some other things. You can also use far.hk as whiffpunish and cr.mk to bully your opponent. far.mp is also a treat there,since it counters a lot pokes.
Analyse your opponent and force situations,make them jump into you,throw unsafe pokes out,throw fireballs, force them to do things in your favour.
You should also learn how to zone with st.mk,st.mp,far.hk,cr.mp and cr.mk, it is very important for Grappler MU's.
Sidenote: Doesn't really work against Grappler that play complet random. It better to bait in this case and make them kill themself.

Tripguard
Tripguard is another way to get damage out of a mistake.
If you opponent jumps in with a normal and whiffs,he is a short time vulnerable to strikes.
While they can tech,they CAN'T block for ~4f.
You can start a combo with cr.lp most of the time.
The timing is strict, but you will usualy get rewarded for it with a knockdown and more pressure.
Combos
Cammy has a lot of Combos with good damage and Stun. They lead often into setups. The Most setups are too complicated for a Cammy Newbie, but I leave some links where all are. I will focus here on 2 setups which are safe.

Here are the shortcuts:
SA= Spiral Arrow
DP= Dragon Punch in this case Canon Spike
xx= Cancel. Cancels the recovery frames of a normal into a special move
->= Link. Same as Cancels, just with normals.
cr.= crouching. Holding down or Downback
st.= Standing.
far.=Far away normals.Big gap between both.
cl= Close. You stay in the opponents face.


BnB's:
Cammys BnB Combos that are simple 2f-link Combos.

cr.lk->cr.lp->cr.mp xx HK Arrow. 181 Damage 306 Stun.
This is her main BnB. Works on all characters,decent damage. crossup lk possible after this combo (not safe against reversals).

cl.mp->cr.mp xx HK Arrow 231 Damage 344 Stun.
Another simple combo. Cause of the cl.mp it's a little bit harder, because this move sometimes has a weird feeling to it. Crossup lk (not safe) and MK Divekick possible.

cl.HP xx HK Arrow 200 Damage 300Stun
For everybody who loves short punishes with decent damage. MK Divekick and crossup lk (not safe) are possible.

1f Combos:
These are the harder Combos. Something you should learn after you mastered the easy BnB combo's. Also,every Combo ending with far.hp and cr.mk open crossup HK Divekick setups.

cl.hp->far.hp xx HK Arrow 246Damage 364 Stun
A good punish.However it's characterspecific and doesn't work on all characters. Doesn't work on Cammy, Rose, Makoto, Juri, Sagat, Dan, Elena, and Poison.

cl.hp-> cr.mk xx HK Arrow 241 Damage 364 Stun
I would highly recommend to learn this Combo. Works on all characters.

cr.lk -> cr.lp -> far.hp xx HK Arrow 185 Damage 306 Stun
Works on every character except Poison.If you want a Challenge you start learning Cammy with this Combo. It leads to a better setup and does the most damage after a cr.lk confirm.If you do cr.lp -cl.lp you do 190 damage,but it whiffs on crouching opponents and only works on point blank.

cr.lk -> cr.lk -> far.lp -> cr.mk xx HK Arrow 188 Damage 318 Stun
Hard Combo (far.lp to cr.mk is a 1 frame link). Awesome pressure tool because cr.lk to cr.lk is a true blockstring. Meaning they can't do anything to get out of it. But when people try to mash a DP or backdash, or try anything that doesn't involve holding downback, they will get hit. When you are in a true blockstring and get hit by lows, you have to be holding down to block. And if they are mashing DP, they will not be holding down while you hit them with a low attack (cr.lk).

cr.lp -> cl.hp -> cr.mk xx HK Arrow 236 Damage 376 Stun
Good combo to use after hit a crossup lk.

cl.hp->far.lp->cr.mkxxHK Arrow 241Damage 376Stun
I discoverd this while playing around with frametraps.Is useful in some situations, but a little bit hard to use,cause of the spacing.

cr.hp->cr.mk xx HK Arrow 241Damage 394 Stun
This is currently a good punish against attacks with long recovery. With a good timing your cr.HP can hit extremly meaty,this adds a lot of frameadvantage.For some reasons this Combo whiff on Juri and Poison.

cr.mp->far.hp xx HK Arrow 231Damage 344Stun
A solid punish.Whiff on some standing chars,hits allmost every croucher.

cl.mp -> far.hp xx HK Arrow 236Damage 344Stun
A good counterhit setup. If you hit the cl.mp as frametrap, I would recommend to use this.

TKCS Combos
This combos work after a succesful TKCS and jump-ins. Use TKCS if you don't want to get anti-aired.

TKCS-> cl.mp-> cr.mp->cr.mk xx HK Arrow 320Damage 458 Stun
This is one of Cammys most damaging Combos and the good thing is,this combo works against everyone...except a standing Poison.

TKCS->cl.mp-cr.hp->cr.mk xx MK Arrow 320 Damage 480Stun
Known as the Sako Combo. This Combo is extremly useful against Bison and works against the most characters.Leaves you at a special distance for special Setups. But they are just to hard,even for advantaged players.

Ultra Combos
Cammys U1 is mainly a shut-down tool. You can still combo into it. But I would say,only use this to finish the round/match.

TKCS xx U1 464 Damage 100Stun
Simple,if you can execute the TKCS is this your easiest way to combo into U1

j.hp xx U1 484 Damage 200Stun
You have to hit around the middle of the character to combo into the Ultra. Use this only if your opponent is dizzied, otherwise you will get anti-aired.

cl.mp -> EX Red Focus xx U1 430Damage 180Stun
This is a simple way to combo into U1,but it needs 3 bars. Works perfect after succesful cl.mp frametraps.

H.DP-> FADC xx U1 308Damage 100Stun
Cost 2 bars and deals less damage since Ultra.I realy found no way to use this effectiv since Ultra. Still,if you ever finish a combo with your DP,you can still go for it.

Red Focus Combos
For these guys who like Red Focus Combos,here are some. You can also do after every Red Focus Ultra insted of the Combo. These combos are mainly usefull if you want to corner your opponent pretty fast without taking the risk to miss the FADC 1f window. You can also use them if you hit someone in the corner to gain a lot of space.

cl.hp-> far.hp-> red focus -> cl.hp-> far.hp xx HK arrow 344 Damage 484 Stun Characterspecific like the regular cl.hp-> far.hp punish.

Quick Spin Knuckle first hit->red focus->cl.hp-> cr.mk xx HK Arrow 307 Damage 407 Stun
Not very usefull since the backfist is slow as f***. But you become a great feeling when this combo hits.

cl.mp-> cr.mp-> HK Arrow first hit -> red focus-> cl.HP -> cr.mk xx HK Arrow 325Damage 478 Stun
Tends to whiff on Elena and Poison,but overall not that bad.

cr.lk-> cr.lp -> far.hp -> red focus -> cl.hp -> far.hp xx HK Arrow 259 Damage 394 Stun
Waste of Meter in my opinion, but it looks cool.

cr.mp -> far.hp -> red focus -> cl.hp -> cr.mk xx HK Arrow 329 Damage 464 Stun
Thats more of a usefull punish.Carries the opponent ~ half of the Stage.

Characterspecific Combos
These Combos work only against a special character,but they're often the best punish for them.

Bison
EX-Cannon Strike or Jump-in -> cl.HP->cr.HP->cr.MK xx MK Arrow 330 Damage 500 Stun
This Combo is good if you want to blow up crouchteching Bisons, It also deals more than 50% Stun for Bison,who has only 950 Stun.This Combo works also sometimes on Hugo,realy it works sometimes. 50% of the time it connects and 50% not,might be a hitbox issues.

Vega,Decapre,Dudley,Seth
EX-Cannon Strike or Jump-in -> cl.MP->cl.MP->cr.MK xx HK Arrow 358 Damage 458 Stun
Works as good to blow up crouchtecher as for the Bison Combo,they HAVE TO CROUCH for this Combo, if they don't crouch go for cl.mp->cr.mp -> cr.mk.
Note: You can do this on Seth when he crouches without Jump-in.

E.Honda
cl.HP->cr.MP->far.HP xx HK Arrow 285 Damage 426Stun
Works on a crouching Honda,more damage when you hit the cl.HP as frametrap,you can also use TKCS to blow Commandgrab attempts up and deal even more damage.

cr.MP->cr.MP->cr.MP xx HK Arrow 266 Damage 406 Stun
A little fun Combo and easy to execute,it's a 2frame link. You can also go for cr.mp->cr.mp->cr.mk when Honda is standing.

Setups
Cammys Setups are much harder since Ultra. They need a lot of practice and have to be made frame perfect.
Every video you need is in the video section.
Practice your combos and your footsies gameplay before you try them. Good fundamentals will get you further than setups and vortex will. If you have no solid fundamentals you'll never be able to get the opportunity to do any setups or vortex in the first place.

But once you know how to do them,Cammy becomes some kind of unstoppable beast.
Delay Wake-up Bypassing
Sad the Video is down :/
Well Bypassing DWU is one of the things that makes Cammys Vortex and Mixupgame not braindead anymore. Bypassing the DWU is pretty easy, but YOU HAVE TO PAY ATTENTION!
First of all: Cammys far.lp is a 11f jab. Guess how much frames DWU adds? Exactly 11frames.
Lets say you go for the Shoto unblockable (Backthrow->step forward-> whiff st.mk -> j.lk), the techincal message should appear direactly after the st.mk. If you now whiff a far.lp you will hit your Setup with the exact same timing.
Another thing you can do, if you saw the technical message to late, is a late Divekick. You have to use it really late,the moment you start falling,you have to do the divekick. M is for the Setup, you can also do L what will hit in front of them.
The "bad" MU's
Cammy is one of the few characters who doesn't have real bad MU's.However, there are characters who can be extremely annoying,if you don't know how to deal with them. I just say all Keepaway characters.
The problem most Cammys face here is to get in, but instead of walking them slowly into the corner and use their divekick correctly,they start to jump-in the whole time and try to hit them with a divekick somehow.
If someone is chucking the whole time plasma at you, just walk forward neutraljump the fireball walk forward repeat. If they keep backing up,they will corner themself.
Other ways to deal with this is EX Arrow and jump over the fireballs with a divekick.
It's important to do this with a divekick,since this will short your jump and you're coverd by a hitbox while you go back to earth.
Depending on the spacing you can also just jump over the fireballs. If they stand fullscreen away,it's a good situation to do this.

The other Problem are Grapplers. While Cammy breaks T.Hawk because of her aerial control and her superior groundgame. She has some problems with Gief.
Gief is not that bad,Cammy can deal with him pretty well, the only problem is the SPD that negates the offence.
Against Grapplers you want to play footsies and force them to get in,not the other way around.
St.mk,cr.mk,far.hk,cr.mp and cr.hp are your tools to keep them where you want them to be.
The only Grappler with realy good footsies is Hugo and against Hugo you just stay at maxrange and whiffpunish him to death.
Wakeup Pressure is riskfull,since most Grappler will just mash SPD to get away, so back a bit off.
Be carefull and play defensiv,Cammy is actual able to play defensiv against a bounch of chars effective. Don't back off to much,if you get cornerd,you're in a lot of trouble.

Additional,if you feel that Grapplers are impossible to deal with, pick a sub.
Juri can be played similiar to Cammy on the ground and she got better tools against Grapplers.
Other Vids&sources
It's good that Cammy is so popular. There are tons of sources to learn her. However there are not many Pro's left who play her. I would recommend Alioune. You can also watch K-Brad, he is more of a comedian, but levels currently his game up,you can follow him,he's fun to watch.

First of all a Footsies Guide: http://sonichurricane.com/?page_id=1702
This is for whiffpunishs:

For Frametraps.

Another good vid.

USF4 Tech:

Safejumps and OS against different Chars:

Safejumps from hooligan and Sweeps:

Safejumps from forward and backthrow(no DWU):

Frametraps:

Unblockables:

Safejumps from FADC Ultra:

Crossup Divekicks:

Pokes Strings and more frametraps:

Cr.HP and Throw resets:

A TKCS tactic video

If you want framedata, here you go: http://wiki.shoryuken.com/Ultra_Street_Fighter_IV

And here is a MU Thread. Again most stuff is advanced, learn your stuff first, then try these things: http://forums.shoryuken.com/discussion/184889/cammy-masterclass-ssf4-ae-2012-crossup-divekicks-safejumps-and-matchupnotes?new=1



This is not from SF,but is still useful. Some of this stuff works against divekicks and Cammys Ex Divekick can be used like a Hop.
Thanks for reading
I hope this Guide will help all of you to level up your Cammy,or starting with her.

Thx for reading and Keep Calm and Cammy on!


38 Comments
Creative Toad 17 Jan, 2023 @ 4:04pm 
@fields you probs already know this but "cl" means close and "cr" means crouching. sorry for the necropost
Fields 3 Sep, 2021 @ 4:18pm 
I really, really want to learn and master Cammy, but there are so many terms I am unfamiliar with, such as "cl.mp" and "cr.mk", amongst others. I suppose "mk" means "Medium Kick", but I really need help with the "cl" and "cr" stuff. Is there any page you can suggest me to learn those terms?
zyaiyoko 1 Oct, 2017 @ 12:27am 
Very Cool
crimps 7 Jul, 2016 @ 12:03am 
or summed up: lp lp mp spiral arrow. :beatmeat:
Cipher Esteria  [author] 19 Jun, 2016 @ 6:07pm 
I will try to brush the Guide a bit up during the next few weeks.
Cipher Esteria  [author] 29 Jan, 2016 @ 1:11pm 
Ha,ok. You know what they say.
Sometimes the character picks the player.

The sad thing is Cammy is in SFIV a Pressure/Rushdown/Divekick character and in SFV is she a footsies based rushdown character, with good Normals for zoning and pressuring.
The differences are huge and SFV Cammy plays more like CVS2 Cammy.

You can still practice her basics in SFIV. Footsies,Frametraps and Patience.
Edwin 28 Jan, 2016 @ 9:00pm 
Great guide man. I've been practicing with a random guy I added to my friends list. He told me my random cammy was my best character so I'm trying to build up some moves with her now. Hopefully I can get some understanding of her so for the weekend I can try to apply the stuff into Sf5.

I know there are some salty people though who would be like, "You can't learn SF5 by playing Sf4!!!" :P
Cipher Esteria  [author] 8 Dec, 2015 @ 10:39am 
And done.
Cipher Esteria  [author] 7 Dec, 2015 @ 12:22pm 
I noticed the DWU bypassing vid is down.
Tomorrow I will write the most important things about the DWU bypassing into the Setup Part.
Yeah and maybe fix some grammar errors.
Cipher Esteria  [author] 5 Nov, 2015 @ 6:54am 
Hm East Cost I see. We can try it,I haven't played much SFIV lately.