Links to guide by HK's best
far s.MK 800 +1/+1
This move isn't bad. far s.MP is better though.
close s.MK 800 +2/+2
The only reason you'll ever be getting this move is if you attempt an alpha counter, but the opponent wasn't attacking. The F+MP+MK input makes a s.MK come out. Cammy is one of the few characters who is totally safe attempting something like this. Yielding +2 on the block, close s.MK is unpunishable by any character when the kick makes contact.
far s.MP 800/+5/+5
Hits fast. Good against Sagat when blocked. Only a factor against characters who can't duck it.
Cammy's fastest normal other than close s.LP. Her d.LK hits in 4 frames (4/4/8 is a slow as Blanka's).
d.LK 200 +3/+3 o/o/o
16 total frames
Regardless of how slow this move starts up, Cammy's fast hopping dash more that makes up for it. This is also Cammy's hands down best low hitting move at close range. Short, short, level 2 is all a C-Cammy player has to know.
d.MP 700 +7/+7
17 total animation frames (!)
Hits one frame slower than d.LP. Excellent when blocked. This is the shortest lasting medium attack in the entire game. Cammy can build meter by whiffing this as safely as most other characters would whiff jabs.
d.MK 700 0/0 x/o/o
24 total animation frames
Fantastic move to abuse. It hits low and fast, is cancelable, and it hits meatier than d.MP.
close s.MP 700,600/0/0
Don't worry when you get this move by accident. You're still 100% safe, even when JD'd. Just be ready to tech throw.
close s.HP 1000/+10/+10
17 total animation frames (!)
This move is cheap. No explaination needed. It hits faster than her MP attacks with only 3 frame startup. At only 17 total frames, I think it's the fastest non-jab, normal in the game. Only 4 total hitting frames though, so it's not very meaty. Not a problem as Cammy can still feel free to whiff a million of these over a fallen body and still be safe.
-close s.HP, walk up slightly, d.MP, d.MK xx LK drill
99% safe. Cannon spike if the opponent tries anything silly after. Especially if they try to throw you... ha!
far s.HP 1100/+9/+9
22 total frames
This move is just as good as the close one. Better even. The 10 hit frames allow for a fat meaty hit (use just the tip, link super after).
far s.HK 1100,1000/-8/-8
Hit in 5 frames (fast) and has great range. Also lasts for a very long time.
LK- 1400 4/23/22 4~3
MK- 1500 4/28/28 4~3
HK- 1600 4/33/35 8 frames total body
HK version is the best one for anti-air. LK version has more horizontal range and the necessary lower body invincibility to defeat your opponent's ground moves. Make sure you use the right versions in each situation.
LK- 1200, 1100 8/23/19 -18
MK- 1300, 1200 8/23/20 -19
HK- 300+1300 8/23/23 -20
Disregard close damage number. Always use one hit far versions. HK does the most damage. How the heck can Cammy be at a magic distance where she's safe after having LK version blocked? -18 is a lot of recovery right? Actually Cammy can be at upwards of +5 after having one of these blocked. The trick is to hit with only the end frames of the move. Note the 23 total hit frames. This move lasts a long time.
Dive kicks +10/+10 (all versions)
Not as good as Yun's or Sakura's...
-Meaty HK dive kick (max range), d.MK xx drill
3 hit combo.
Techniques to master:
-run in cannon spike
After a blocked close s.HP or far s.MP for example.
-DPing jumpins and crossups
Always duck down when dping from the front to get the deepest hit possible. Will allow you to DP jumpins even when your back is to the corner.
Go for dping crossup trick (roll from F~DB+K) ONLY when opponent is jumping over you at point blank range. Regular DP motion suffices at all other ranges.
>>>Walk under is Cammy's best crossup defense anyway.<<<
Mai and Vega have extremely fast jumps. Practice DPing them from the front AND when they jump straight up, falling HK.
Mistakes in CvS2 book:
-far s.HP is special cancelable at beginning frames. Book says move is x/x/o.
-book says close s.MK is x/x/o. That's just plain wrong. Should be x/o/o. Doesn't matter because that move sucks anyway.
-Cammy has the hands down best anti-run defense in the entire game.
At only 22 total animation frames, this move is amazingly quick to whiff and there is no risk of being rolled through. Having 10 total hit frames, it's one of the longest lasting moves in the game. Yielding an amazing +9 on the hit or block, frame advantage on normal moves doesn't get much better than this either.
If Cammy hits a running opponent, the game registers the fierce as a counter hit (even when the opponent isn't pressing any buttons), adding even more to the frame advantage.
EASILY link a level 3 super after landing one of these attacks. You have a very, very large window of frame advantage where the opponent won't be able to do a thing, nevermind block. Cheap!
I go for this a lot: (so nobody steal it you thieves!)
-meaty d.MP, link far s.HP, link level 3 super
far s.HP yields +9. Even when it's blocked the pattern is still good. Just dash after instead of doing the super in that case.
-c.LK, c.LK xx HK drill
You can do from behind this after landing a level 3, then doing dash, dash. I should make a section labeled "dash craziness" next...
-c.MP, c.MK xx HK drill
Just as good as the above. Seriously. The frame data is the same. Both combos start with a 4 frame move. I do short, short because I'm more used to playing characters like Sakura or Iori. Helps me decide whether my attacks are hitting or not. In theory c.MP, c.MK should be just as good though!