Time to once again breathe a little life into this old thread.
I’m surprised I didn’t see anyone mention her b+RH or b+SP.
c.FP is her obvious mid and far anti-air. However, b+SP is also really good for stuffing close-range jump-ins generally anything directly over Cammy.
b+RH has similar applications for stuffing close jump-ins, but it can also be used as a good anti-crossup because the hitbox is also very wide.
Cammy’s far FP is probably my favorite poke. Like her RH it has two parts to it, the elbow at the beginning, and then the extended arm (knuckles). The elbow part has a really huge vertical hitbox and will actually stuff a lot of low pokes, such as Chun c.FK or Gen c.SP, which is really impressive and useful. Plus the fact that it’s very fast and covers a pretty decent range.
b+FP was already mentioned in this thread. It’s hitbox is pretty high, so it’s not going to stuff a lot of low poking, but it is really really fast so it’s able to catch a lot of far-range mid/high pokes. Major counters off b+FP are confirmable into Hooligan Combination -> Cross Scissors Pressure.
c.FK is a really good poke, but the recovery on it is actually pretty large and the hitbox is really low. Mostly useful at max range. And, you have to watch out of things that go clean over it, like Ryu/Akuma toward+FK (hopkick) and such. It’s speed and range make it useful for stuffing things like fireballs during their start-up animations. V-Cammy has to spend a lot of time walking forward and blocking in order to get in, and of course she needs to use a lot of c.FK’s to supplement her progress by stuffing the opponents pokes. Far FK is of course a great poke, too.
After a major counter or if the opponent is jumping vertically or what-have-you, far FK, far SP, far RH, and far FP have varying levels of use for popping opponents out of the air. Far SP has the added benefit of being cancelable, so if you do hit them out of the air with it, you can usually hit them with a Cannon Spike during their hit-reel (before the become invulnerable), and it also has a deceptively large hitbox (vertically and horizontally).
I find vertical jumping RH to have a lot of potential. It sticks out really far and has a great hitbox. Same as her diagonal version, but I think it’s pretty useful for controlling space.
Her V-ism combos are fairly easy to execute and are both versatile and damaging. Reliable anti-airs and midscreens. It can be a little annoying to transition between her mid-screen juggles into corner juggles, due to the fact that you’ll sometimes crossup after a Cannon Drill, but fortunately her good ender can be done weather it’s mid-screen or not, and it’s also fairly easy to switch sides again so long as you’re anticipating the crossup. It’s even possible to do her corner DP loops while midscreen.
Though, generally it’s annoying to accidentally crossup a cornered opponent by using a Cannon Drill.
Also, throwing near the corner (air or ground) is actually really risky. If the opponent tech-hits the throw they will recover before Cammy does. The only one that’s really safe is Cammy’s air punch throw.
Unfortunately the two special moves Cammy gains in V-ism are really not so good. It’s generally a bad idea to aim her dive kick (Cannon Strike) at the opponent due to the fact that it’s extremely punishable. I tend to use it more as a poke by intentionally whiffing it, or really just as a way to move forward.
And then her command counter (hcb+P) is absolutely useless. I really wish they just left V-Cammy with the sping knuckle instead of that stupid command counter.
Still, over-all I’d say Cammy is definitely better in V-ism. So the order of precedence would be: V, then A, then X.
Though in the grand scheme of things, Cammy is definitely lower-mid tier (not quite bottom tier, but definitely pretty low on the list).