① Jump-in
j.HK > st.HP > HK > M Spiral Arrow ↳ Basic jump-in route ↳ Corner carry ↳ Continue into okizeme after Spiral Arrow.
FIGHTER GUIDE IORI'S STRATEGY
Use this hub to reach practical combos, move data, matchup notes, frame data, and Iori's published videos for CAMMY.

Practical routes organized by starter, resources, corner position, and knockdown.
Classic-control routes are grouped by practical situation. Commands, frame values, and route order are preserved from the current Japanese source guide.
Move names use CAPCOM's official English Frame Data terminology. Route order and numerical values are shared with the Japanese guide.
j.HK > st.HP > HK > M Spiral Arrow ↳ Basic jump-in route ↳ Corner carry ↳ Continue into okizeme after Spiral Arrow.
cr.LP > cr.LP > st.LK > M Spiral Arrow ↳ Approximately 1290 ↳ Basic light-attack hit confirm ↳ Dash forward for okizeme after Spiral Arrow.
cr.LK > cr.LP > st.LK > M Spiral Arrow ↳ Low starter ↳ Dash forward for okizeme after Spiral Arrow.
Alternative option
st.LP CH > cr.MP > H Spiral Arrow ↳ Confirm the Counter Hit. ↳ Prioritizes damage and corner carry.
cr.MK > Cancel Drive Rush > cr.HP > st.HP > H Spiral Arrow > H Cannon Spike ↳ Drive Gauge: 3 bars ↳ Damage and corner carry ↳ More valuable when closer to the corner
easy route
cr.MK > Cancel Drive Rush > st.MP > st.HP > M Spiral Arrow ↳ Prioritizes consistency
st.HP PC > L Spiral Arrow > H Cannon Spike ↳ Basic punish for a whiffed throw tech ↳ Damage and corner carry
At longer distances, adjust Spiral Arrow's strength.
cr.HP PC > st.HP > H Spiral Arrow > H Cannon Spike ↳ Punish a large opening. ↳ High-damage meterless option
Meter-spending option
cr.HP PC > Cancel Drive Rush > st.HP > H Spiral Arrow > H Cannon Spike ↳ Increases damage
cr.MP PC > st.HP > H Spiral Arrow > H Cannon Spike ↳ Corner ↳ Punish option after blocking Drive Reversal ↳ Continue into corner okizeme after Cannon Spike.
If Drive Reversal leaves you too far away for st.HP, simplify the route with st.LK or Spiral Arrow.
DI wall splat > st.HP > L Spiral Arrow > H Cannon Spike ↳ Approximately 2720 ↳ Reliable route ↳ Continue into corner okizeme.
DI PC > st.HP > L Spiral Arrow > H Cannon Spike ↳ stable route ↳ corner carry / Okizeme
For more damage, add a delayed st.HP or a Drive Rush extension.
DI PC > cr.HP > st.HP > HK > M Spiral Arrow ↳ Prioritizes improving your position. ↳ Some routes leave approximately +36 after the knockdown. ↳ Dash forward into a throw or strike.
Check this in Training Mode: frame advantage varies with spacing and the starter's position.
cr.MP > L Quick Spin Knuckle ↳ Approximately 1400 ↳ Approximately −3 on block ↳ Continue pressure on hit.
There is a gap, so do not commit to this every time.
Cannon Strike PC > st.LP > st.LK > M Spiral Arrow ↳ When a low-altitude Cannon Strike scores a Punish Counter
←+MP > ←+HK > forward jump cancel > j.MP > Cannon Strike ↳ Approximately 2000 ↳ Basic air-combo structure ↳ The knockdown situation varies with height.
st.HP > Cancel Drive Rush > cr.HP > ←+HK > H Spiral Arrow > H Cannon Spike ↳ Spends meter ↳ High damage
cr.MK > Cancel Drive Rush > cr.HP > st.HP > charged H Cannon Spike (first hit) > SA3 ↳ SA3 option for finishing the round
st.HP > L Spiral Arrow > H Cannon Spike ↳ Basic corner route ↳ Continue into okizeme after Cannon Spike.
Light attacks
cr.LP > cr.LP > st.LK > SA1 ↳ Finish the round from light attacks.
Routes that connect M Spiral Arrow into SA1 are also practical.
SA1 provides substantial corner carry.
Use Cammy's SA2 in specific situations.
Its main uses are:
• Going through projectiles • Getting the damage needed to finish the round • Guaranteed punishes
Choose it for these situations.
The combo routes are highly situation-dependent. Practice them after the basic 10 routes.
cr.MK > Cancel Drive Rush > cr.HP > st.HP > charged H Cannon Spike (first hit) > SA3
Alternatively:
st.HP > Cancel Drive Rush > cr.HP > H Cannon Spike (first hit) > SA3
Prioritize damage and finishing the round.
M Spiral Arrow ↳ Knockdown
forward dash ↳ throw ↳ strike ↳ shimmy
basic mix-up
cr.LP ↳ Cover button presses and jumps.
Walk-up throw
Walk back ↳ Catch a throw-tech attempt.
Spiral Arrow's strength and hit distance change both spacing and frame advantage after the knockdown.
H Spiral Arrow ↳ Prioritizes corner carry
If you reach the corner: ↳ Dash forward. ↳ Strike or throw.
In the corner, prioritize routes that allow an H Cannon Spike follow-up.
H Cannon Spike ↳ Knockdown
forward dash ↳ strike ↳ throw ↳ shimmy
Frame advantage changes with the height at which it catches an airborne opponent.
Normal hit ↳ +31
forward dash ↳ +13
cr.HP ↳ An immediate input is just too early to hit meaty. ↳ Delay it slightly.
throw
shimmy
PC ↳ +43
Hard knockdown
Forward dash ↳ Large frame advantage
strike
throw
shimmy
Hooligan Combination mix-up
forward throw > forward dash or Parry Drive Rush
cr.LP
throw
shimmy
If the opponent uses backward recovery, they may end up too far away for a meaty throw.
Establish strikes first, then use throws.
Connect low and near the tip
↳ Can leave +1–+2 on block in some situations
From there:
st.LP ↳ frame trap
throw
walk back ↳ shimmy
An important way for Cammy to maintain pressure.
Read the opponent's throw attempt.
forward jump > low-altitude Cannon Strike
↳ Avoid the throw and punish. ↳ On PC, continue into a combo.
Spiral Arrow > H Cannon Spike
Follow this with:
forward dash
cr.LP
st.MP
throw
Walk back for a shimmy
Throws and shimmies exert more pressure in the corner than at midscreen.
After forward throw
Walk-up throw
strike
shimmy
Check the spacing and timing of a true throw loop in the current version's Training Mode.
After a knockdown, use:
Hooligan Combination > Cannon Strike
Hooligan Combination > Fatal Leg Twister
Hooligan Combination > land from low height
Vary these options.
However, watch for:
• invincible reversal • Perfect Parry • forward jump
These responses carry risks for Hooligan Combination, so do not use it every time.
Low Cannon Strike with frame advantage > st.LP
cr.LP during okizeme
st.MP on a later active frame
walk back > st.HP
backdash > st.HK
forward jump > Cannon Strike
Slightly delayed st.HP
Walk back for a shimmy
Cannon Strike
cr.LP
st.MP
Cannon Spike
cr.MP
cr.MK
Confirm into Spiral Arrow
forward dash > block
Parry Drive Rush > stop after st.LP
Wait instead of using Hooligan Combination.
Go straight for a throw
Delay the timing
Vary the height of low-altitude Cannon Strike
Hooligan Combination > throw after landing
+31
cr.HK on normal hit
↳ forward dash, +13
+43
cr.HK PC
↳ Hard knockdown ↳ Substantial time to set up okizeme
+1…+2
Low, tip-range Cannon Strike on block
↳ st.LP ↳ throw ↳ shimmy
-3 approximately
L Quick Spin Knuckle block
↳ Relatively safe on block ↳ However, the preceding sequence has a gap.
+36
Some Drive Impact counter routes with your back to the corner
↳ forward dash Okizeme
STEP 1
cr.LP > cr.LP > st.LK > M Spiral Arrow
STEP 2
cr.LK > cr.LP > st.LK > M Spiral Arrow
STEP 3
After Spiral Arrow > forward dash > cr.LP / throw / shimmy
STEP 4
cr.MK > Cancel Drive Rush > easy Combo
STEP 5
After blocking an invincible reversal st.HP or cr.HP PC starter
STEP 6
Corner st.HP > L Spiral Arrow > H Cannon Spike
STEP 7
cr.HK +31 on normal hit
PC+43
Practice okizeme from these situations.
STEP 8
Low Cannon Strike
Practice the height that leaves +1–+2.
STEP 9
On a throw-tech read: forward jump > low-altitude Cannon Strike
STEP 10
Hooligan Combination options
STEP 11
SA1 / SA3 Combo
STEP 12
Corner routes, round-ending routes, and difficult Drive Rush combos
Based on the changes made on 2026-08-03.
Connect Cannon Strike low, near the opponent's feet and toward the tip of its range:
+1…+2
This advantage is possible in the right situation.
Older guides may differ on:
• Cannon Strike frame advantage • Frame-kill setups after Spiral Arrow • Hooligan Combination setplay
Check these in the current version's Training Mode before using them.
• CAPCOM balance update, 2026-08-03
• Kakuburo (fighting game blog): Cammy guide, combos, and okizeme
• Classic Cammy: combos learned and used on the way to Master, as of 2026-04
• Cammy setplay explanation videos
• Current Year4 frame data references
• Cannon Strike's block advantage changes significantly with hit height.
• Spiral Arrow's strength and spacing change the position after knockdown.
• Cannon Spike's airborne hit height changes the resulting okizeme situation.
• Verify Year3 or earlier Hooligan Combination setups in Training Mode before using them.
Street Fighter 6 Cammy For Classic controls As of 2026-08-31
Frame advantage may vary with spacing, airborne hits, recovery options, and corner position. Verify important routes in Training Mode.