What do we know about Cammy?
In every iteration of SF4, Cammy has been a dominant force. Her multi-lateral forms
of attack, namely Cannon Strike, give her much advantage over most of the cast.
Up close, she has superior frame traps, high priority normals and easy setups that
can make quick work over most of the cast. However, if Cammy is on the opposite
end of the spectrum, Guy poses even more of a threat than the Killer Bee.
What can I learn about Cammy?
All of Cammy’s frame data can be found on the SRK Wiki.
For undocumented changes and discussion, please check out this thread in the Cammy forums:
What should I be doing?
For the most part, you should be staying in footsie range. st.MK and cr.MP
stuffs all of her pokes as long as you do it first. This also allows you to telegraph
all of her jump angles. Beware of Spiral Arrow, as it hits low and is a free soft
knockdown for Cammy setups. EX Kaiten Izuna beats all of her jump options as long as
you stay in st.MK range. Bushin Flip gets beat by cl.HP from anywhere on the
screen, so rarely use as a desperation gap closer. The objective is
to bully Cammy into the corner. Once you have established footsie
dominance, it’s time to go in.
Study and practice using the Ground Normals section of OTinhoso’s Guy Tutorial as a reference.
What should I be aware of?
If you are closer than st.MK range, it’s easy to get tagged by this move.
It can be buffered into Spiral Arrow.
Cammy’s highest damage poking tool. Eating too many of these will give her
the life lead, forcing you to make risky decisions to get damage.
It’s fast. It hits low. It knocks down, which sets her up for her mix up game.
Most would consider Cammy to be one of the best characters because of this move.
The EX version beats most crouch tech maneuvers and is plus on block, giving her
another mix up opportunity. There is virtually no way to know whether to crouch tech
or eat a throw. However, like with Rufus’ Dive Kick, Guy can crouch tech late with MP
and beat both options. It must be perfect though to beat any other frame trap.
cr.MP(counter hit), st.MK, cr.MP, TCxxRun~Slide
Run~Slide, Ninja Sickle, cr.MP (Beats all Cannon Spikes meaty)
(Mid screen only)
Back Throw, frame step forward.HK, j.HK
(Crosses up but must be blocked the opposite way. Cannon Spike will always either get stuffed or never auto correct)
Back Throw, cr.MK, j.HP (Safe jump)
Cammy can’t gain momentum if she is stuck trying to get past your wall of normals.
Do not back pedal. Be patient and stand your ground. If she jumps and you anti air her,
doesn’t mean that she wont jump again. Stay grounded and be prepared for the jumps.
Push her to the corner, bait her uppercut and punish hard.
You all are more than welcome to add or update information about this match up. If anything
I mentioned is incorrect, feel free to let me know.