FIGHTER GUIDE IORI'S STRATEGY

CAMMY
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Use this hub to reach practical combos, move data, matchup notes, frame data, and Iori's published videos for CAMMY.

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Home›Fighter Guides›CAMMY›Combos & Okizeme
COMBO ROUTES

CAMMY Combos & Okizeme

Practical routes organized by starter, resources, corner position, and knockdown.

YEAR 4 COMBO & OKIZEME GUIDE

Classic-control routes are grouped by practical situation. Commands, frame values, and route order are preserved from the current Japanese source guide.

2026-08-31 updatedYear 4 / 2026-08-03 battle balance update

Move names use CAPCOM's official English Frame Data terminology. Route order and numerical values are shared with the Japanese guide.

Jump to a section (11)CONTENTS
ESSENTIAL ROUTES01

10 Essential Starter Routes

① Jump-in

j.HK > st.HP > HK > M Spiral Arrow ↳ Basic jump-in route ↳ Corner carry ↳ Continue into okizeme after Spiral Arrow.

② Basic combo

cr.LP > cr.LP > st.LK > M Spiral Arrow ↳ Approximately 1290 ↳ Basic light-attack hit confirm ↳ Dash forward for okizeme after Spiral Arrow.

③ Light starter

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.

④ Cancel Drive Rush starter

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

⑤ Midscreen Shimmy

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.

⑥ After blocking an invincible reversal

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

⑦ Corner Drive Reversal Punish

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.

⑧ Corner DI

DI wall splat > st.HP > L Spiral Arrow > H Cannon Spike ↳ Approximately 2720 ↳ Reliable route ↳ Continue into corner okizeme.

⑨ Midscreen DI counter

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.

⑩ Countering DI with your back to the corner

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.

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COMBO ROUTES02

Additional Practical Combos

cr.MP

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

Cannon Strike PC > st.LP > st.LK > M Spiral Arrow ↳ When a low-altitude Cannon Strike scores a Punish Counter

Air combo

←+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

st.HP > Cancel Drive Rush > cr.HP > ←+HK > H Spiral Arrow > H Cannon Spike ↳ Spends meter ↳ High damage

cr.MK Drive Rush SA3

cr.MK > Cancel Drive Rush > cr.HP > st.HP > charged H Cannon Spike (first hit) > SA3 ↳ SA3 option for finishing the round

Corner

st.HP > L Spiral Arrow > H Cannon Spike ↳ Basic corner route ↳ Continue into okizeme after Cannon Spike.

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COMBO ROUTES03

SA

SA1

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.

SA2

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.

SA3

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.

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SETPLAY04

Okizeme & Setplay

Spiral Arrow ender

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 ender

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.

Cannon Spike ender

H Cannon Spike ↳ Knockdown

forward dash ↳ strike ↳ throw ↳ shimmy

Frame advantage changes with the height at which it catches an airborne opponent.

cr.HK

Normal hit ↳ +31

forward dash ↳ +13

cr.HP ↳ An immediate input is just too early to hit meaty. ↳ Delay it slightly.

throw

shimmy

cr.HK PC

PC ↳ +43

Hard knockdown

Forward dash ↳ Large frame advantage

strike

throw

shimmy

Hooligan Combination mix-up

Midscreen forward throw

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.

Cannon Strike

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.

Cannon Strike on a throw read

Read the opponent's throw attempt.

forward jump > low-altitude Cannon Strike

↳ Avoid the throw and punish. ↳ On PC, continue into a combo.

Corner

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.

Corner forward throw

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.

Hooligan Combination

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.

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ESSENTIAL ROUTES05

Options by Defensive Response

4F mash

Low Cannon Strike with frame advantage > st.LP

cr.LP during okizeme

st.MP on a later active frame

Immediate throw tech

walk back > st.HP

backdash > st.HK

forward jump > Cannon Strike

delayed throw tech

Slightly delayed st.HP

Walk back for a shimmy

Cannon Strike

jump

cr.LP

st.MP

Cannon Spike

Backdash

cr.MP

cr.MK

Confirm into Spiral Arrow

Invincible OD reversals / Super Arts

forward dash > block

Parry Drive Rush > stop after st.LP

Wait instead of using Hooligan Combination.

Perfect Parry

Go straight for a throw

Delay the timing

Vary the height of low-altitude Cannon Strike

Hooligan Combination > throw after landing

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ESSENTIAL ROUTES06

Key Frame Numbers

+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

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ESSENTIAL ROUTES07

Training Order

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

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ESSENTIAL ROUTES08

Year 4 Key Changes

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.

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ESSENTIAL ROUTES09

References

• 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

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ESSENTIAL ROUTES10

Important Notes

• 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.

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ESSENTIAL ROUTES11

Version Scope

Street Fighter 6 Cammy For Classic controls As of 2026-08-31

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Frame advantage may vary with spacing, airborne hits, recovery options, and corner position. Verify important routes in Training Mode.