FIGHTER GUIDE IORI'S STRATEGY

CAMMY
キャミィ

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Home›Fighter Guides›CAMMY›Matchup Guide
MATCHUP GUIDE

CAMMY Matchup Guide

Review published matchup material and practical punish checks.

MATCHUP OVERVIEW

Judge Cannon Strike by its contact, then defend the landing

Cammy can approach through Cannon Strike, Quick Spin Knuckle, a dash, Drive Rush, or Hooligan Combination. Trying to answer all of them with the same button makes her changes of approach more effective. Begin with the route she actually uses most. In particular, learn where Cannon Strike touches your guard: its height changes the situation after she lands.

What to watch for

Where Cannon Strike hits your guard

The frame data lists a range of block outcomes because contact height matters. Her setplay notes use low contact to continue pressure with a jab, throw, or walk-back shimmy. Do not treat the end of her descent as an automatic chance to interrupt.

Quick Spin Knuckle against a projectile habit

The move list gives projectile-invulnerable portions to particular versions, and heavy Quick Spin Knuckle is advantaged on block. If Cammy keeps passing through your fireballs, identify the version and distance. Repeating the same projectile timing gives her the same problem to solve again.

Hooligan’s chosen ending

Hooligan Combination can become Cannon Strike, Fatal Leg Twister, or an early landing in the existing setups. The move list specifies a standing opponent for Fatal Leg Twister. That helps distinguish the throw threat, but crouching against it does not answer every other Hooligan follow-up.

How to deal with common situations

You block a low Cannon Strike and lose the next exchange

First check the contact height instead of assuming your jab was late. When Cammy lands with advantage, she can make that jab lose to her next strike. Record the same dive kick into jab and into throw; learn what each defensive choice beats. Add the retreating shimmy once you can reproduce the landing consistently.

Spiral Arrow carries you toward the corner

Medium Arrow into dash, and heavy Arrow routes that carry into a Cannon Spike follow-up, create different knockdowns. Use the actual strength and ender when studying your wake-up. Her follow-up may be a light attack, walking throw, or backward walk, so an immediate throw-tech after every dash is a predictable commitment.

Cammy keeps switching her air approach

Review whether you were hit by a regular jump, a dive kick, or a Hooligan follow-up before replacing your anti-air. Practice those paths separately and check where your response reaches. Then mix the recordings. A successful anti-air against a fixed jump arc is not evidence that it covers an altered trajectory or early landing.

Distance-specific responses

Far: avoid a fixed fireball rhythm

If your character has a projectile, test it against the Quick Spin Knuckle version Cammy is using. Include a recording where she waits. Your goal is to choose a projectile when the space and timing support it, rather than throw one whenever the previous one disappears.

Dive-kick range: watch the landing point

Small spacing changes alter where Cannon Strike meets you. Learn the contact that gives your character a response and the contact that requires continued defense. Keep Hooligan and normal forward-jump Cannon Strike in separate recordings; they have separate entries in the move data.

Close: stay aware of her retreat

Cammy’s close pressure includes walking backward to bait throw-tech attempts, as well as a low dive kick used against an expected throw. Include “she leaves throw range” in your decisions. Pressing throw just because she was close a moment ago can create the opening she wanted.

Common mistakes

  • Calling Cannon Strike unsafe from one high-contact test, then challenging every low-contact landing.
  • Using the same anti-air timing for a regular jump, a dive kick, and Hooligan Combination.
  • Throwing projectiles on a fixed rhythm after Cammy has already shown the appropriate Quick Spin Knuckle response.
  • Copying a Spiral Arrow wake-up timing without matching its strength, hit distance, and any Cannon Spike follow-up.

Training mode practice steps

Use your own character as the defender. Turn on the frame meter and input history so you can distinguish a real answer from a mistimed recording.

  1. Build a contact-height comparison

    Record forward-jump Cannon Strike at two distances so one hits higher on guard and the other lands lower. Follow each with a jab. Use the frame meter to compare the contacts, then test your response. Repeat with throw as the follow-up so holding guard does not appear to solve every branch.

  2. Identify Hooligan before choosing an answer

    Create slots for Hooligan into Cannon Strike, Fatal Leg Twister, and early landing. Start with a fixed launch distance. Compare standing and crouching defense against the throw, then test the other endings separately. Only randomize playback after you can name which ending occurred.

  3. Defend one Arrow knockdown

    Take the medium-Spiral-Arrow ender from Cammy’s combo guide. Record dash into crouching light punch, walking throw, and backward-walking shimmy. Match your recovery choice to the situation you want to study. Log losses to the strike separately from missed throw-tech attempts.

Cammy’s approach choices and knockdown branches are drawn from the Japanese fighter assessment and setplay material. Cannon Strike’s height dependence, Quick Spin Knuckle variants, and Hooligan follow-ups are checked against the site’s official-reference move data. For current numerical values, use the linked Frame Data page and confirm important situations in Training Mode.

FRAME CHECK

Moves to test after blocking

MoveOn BlockTraining check
H Cannon Spike(Charged)-40Test a punish that reaches at the recorded spacing.
OD Cannon Spike-40Test a punish that reaches at the recorded spacing.
L Cannon Spike-36Test a punish that reaches at the recorded spacing.
M Cannon Spike-36Test a punish that reaches at the recorded spacing.
H Cannon Spike-36Test a punish that reaches at the recorded spacing.
SA3 Delta Red Assault-33Test a punish that reaches at the recorded spacing.
CA Delta Red Assault-33Test a punish that reaches at the recorded spacing.
SA1 Spin Drive Smasher-24Test a punish that reaches at the recorded spacing.
SA2 Killer Bee Spin-24Test a punish that reaches at the recorded spacing.
SA2 Aerial Killer Bee Spin-23Test a punish that reaches at the recorded spacing.

The numerical shortlist uses the same official-reference frame dataset as the Japanese guide. Character-specific editorial notes are not machine-invented.

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