
She is a member of Bison's bodyguards completely under the control of Bison's incredibly powerful mind control. From time to she seems to show some form of humanity but until she gains full self-control she will remain a slave of Bison.
SPECIAL MOVES
Axle Spin Knuckle (g)- QCF+P
Cannon Drill (g/a)- QCF+K
Glow Counter (g)- HCB+P
Note:This move is used for countering an incoming attack. Cammy will taunt and glow at the same time and if the opponent touches her, she will counter with one of her own moves!
Cannon Spike (g)- DP+K
Diving Flame Kick (a)- QCB+K
Hooligan Combination (g)- QCB+K
Note: During this move, she can do five different things. If you don't press a button, she will just land with a slide kick. If you press a kick button near the opponent, whe will grab him with her legs and do a Frankensteiner Throw. If you press kick near the enemy, but before she reaches the floor, she will do a tumbling throw. If you press Kick in the air, Cammy will throw the opponent. If you press kick while in the air, but not near the opponent she will abort the move and land on the ground.
HYPER SPECIAL COMBOS
Spin Drive Smasher (g)- QCF+2K
COMBOS
Ground Magic:Stronger
Air Magic: Zigzag
Super Jump Magic:Zigzag (avoid the SJ.Forward)
Aerial Rave Laucher:S.Roundhouse (near enemy)
AC Finishers:
1)FP or RK
2)Cannon Drill
3)Cannon Drill+Killer Bee Assault
4)Strong Air Throw
Jump to:
1)Beginner Combos
2)Intermediate Combos
3)Expert combos
BEGINNER COMBOS
1)S.Jab, S.Forward, S.Fierce XX Cannon Drill
2)J.Fierce \/ D.S.Jab, S.Forward, C.Roundhouse XX Roundhouse Cannon Drill
3)S.Jab, S.Strong, S.Fierce XX Spin Drive Smasher
An easy but more damaging combo! The S.Fierce will setup the super perfectly and you may even use a C.Fierce as well!
4)S.Jab, S.Strong, S.Roundhouse XX Cannon Spike
The S.Roundhouse will only launch your opponent if you're right next to them. If you are, then the launcher should set the Cannon
Spike up perfectly.
5)J.Fierce \/ D.S.Jab, S.Forward, S.Roundhouse XX Roundhouse Cannon Drill XX Killer Bee Assault
This one looks even better, because it shows an example of how EX Cancels work! Immediately cancel into the Killer Bee Assault as soon as the Roundhouse Cannon Drill Connects.
6)In the corner: J.Short, J.Fierce \/ D.S.Jab, S.Strong, S.Fierce XX Spin Drive Smasher XX Killer Bee Assault
Another example of the EX Cancel feature! You must make sure that you cancel into the Killer Bee Assault right before the last hit of the previous super or else it won't work.
7)S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong XX AC Finisher
This will be the easiest air combo that you can perform with Cammy. But remember that S.Roundhouse will only become a launcher if you're right next to your opponent. The AC Finisher can be whatver you want it to be!
INTERMEDIATE COMBOS
8)J.Short, J.Fierce, J.Roundhouse \/ D.S.Jab, S.Forward, C.Roundhouse XX Spin Drive Smasher
This one is similar to combo #3, except that you have to time the super correctly after the C.Roundhouse or else all the hits from the super will not connect. If you have two levels of super, you may use a team super instead so that you at least have the benefit of the doubt that the super will connect.
9)J.Short, J.Strong, J.Fierce \/ D.S.Jab, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Fierce, SJ.Roundhouse
This combo is bit tough, so this is why it is an intermediate combo. The jump-in is pretty easy, but you're going to have to take out some of the hits for smaller characters. Also, make sure you dash in after the jump-in so that the S.Jab could be easily cancelled into Cammy's launcher. If it worked, then super jump and perform all the hits a little slower than normal so that all hits connect. Performing the combo in the corner would also be a good a idea.
10)In the corner & against Magneto:J.Jab, J.Short, J.Strong, J.Fierce \/ D.S.Jab, S.Forward, C.Fierce XX Roundhouse Cannon Drill XX Killer Bee Assault
This one is just like combo #5, except that it has additional hits! The reason this works best on Magneto is because he's tall enough for Cammy to land all four hits during the jump-in, but make sure you do the jump-in quickly or else you'll miss the last hit. After the jump-in, immediately dash in and then perform the ground chain and don't forget to cancel into the Killer Bee Assault as soon as the Cannon Drill connects (your opponent will be lifted into the air a little).
11)J.Short, J.Strong, J.Fierce \/ D.S.Jab, S.Forward, S.Roundhouse XX Spin Drive Smasher XX Killer Bee Assault
Follow the same concept described in combo #6. The only difference in the combo is that you'll be using the S.Roundhouse to setup the first super. And do NOT forget to cancel into the Killer Bee Assault right before the last hit of the first super (cancel into the 2nd super after the combo meter reaches 15 hits).
12)In the corner: J.Short, J.Strong, J.Fierce \/ D.S.Jab, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Fierce XX Roundhouse Cannon Drill XX Killer Bee Assault
Now this one is a toughy! Perform the jump-in followed by the ground chain, but when you're in the air, make sure you chain the buttons slightly slower than you normally would. This is so that you can cancel the SJ.Fierce into the Cannon Drill and into the Killer Bee Assault. You should already know what to do to make the Killer Bee Assault connect.
EXPERT COMBOS
1)In the corner & against Juggernaut: J.Short, J.Strong, J.Fierce \/ D.S.Jab, S.Strong, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Jab, SJ.Short, SJ.Strong, SJ.Fierce XX Roundhouse Cannon Drill XX Killer Bee Assault
Now is this combo long or what? Well, it kind of is! What you have to do is get Juggernaut very close to the corner and then perform your typical jump-in and when you land, dash into Juggernaut but make sure that you're as close to him as possible. If you did then you shouldn't have trouble chaining the first two hits and the S.Roundhouse together. If you did it right, the S.Roundhouse should launch Juggernaut into the air. Follow him by super jumping, but when performing the air combo, make sure that you chain the buttons slightly slower than you normally would. If you do, then the second chain after the first SJ.Strong should connect. When you get the the last part, just follow the same steps as combo #10.
2)In the corner with Ken on your team:J.Short, J.Strong, J.Fierce \/ D.S.Jab, S.Strong, S.Fierce XX Team Super, C.Short(OTG), S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Jab, SJ.Short, SJ.Strong XX Roundhouse Cannon Drill XX Killer Bee Assault
This combo took me about a week to figure out how it works because when I first tried it with Charlie or Storm in Cammy's team I didn't get good results because Cammy kepts pushing the opponent (Juggernaut in this case) away from the corner after the Team Super was over. But when I picked Ken and did this combo again, it worked well and that was because Ken kept Juggernaut in the corner by pushing him into it during the team super. After the Team Super is over, Cammmy will push Juggernaut high into the air and she will land before he even does. Before Juggernaut lands, otg him with a C.Short into a S.Roundhouse to launch him up into the air. The air combo is a little tough to get used to because she can start the same sequence over after her SJ.Strong if you pause for a slight 1/2 second. The AC Finisher is just like in combo #13
3)In the corner against Juggernaut:S.Jab, S.Roundhouse /\ (straight up)SJ.Jab, SJ.Strong, tiny pause, SJ.Jab, SJ.Strong, tiny pause, SJ.Jab, SJ.Strong /\ DJ.Jab, DJ.Short, DJ.Strong, DJ.Forward, DJ.Fierce, DJ.Roundhouse
This is not a huge combo, it's one of my Cammy double jump combos on Juggernaut! You need to super jump straight up if you want this whole combo to connect.The reason is because jumping in an arc instead of straight up will messt every thing up and you won't be able to do 3 jab and strongs before double jumping.And noticed the tiny pauses? Well they ARE REALLY small, because Cammy can recover from her SJ.Strong quickly and start a whole new chain over again. So do the SJ.Jab, SJ.Strong 3 times and then double jump right afterwards and hit Juggernaut immediately with Cammy's 6 hit air combo! You can change this combo around if you want too! Just take out the last 3 hits (SJ.Forward, SJ.Fierce, SJ.Roundhouse) and do a Roundhouse Cannon Drill instead and then cancel that into the Killer Bee Assault!
4)In the corner against Juggernaut:J.Short, J.Strong, J.Fierce \/ D.S.Jab, S.Roundhouse /\ (straight up)SJ.Jab, SJ.Short, SJ.Strong, tiny pause, SJ.Jab, SJ.Strong, tiny pause, SJ.Jab, SJ.Short, SJ.Strong XX Roundhouse Cannon Drill XX Killer Bee Assault
New!!!
Now this one is really hard to get used to because you have to be really quick! Like in the combo above, super jump straight up so that you won't mess up the air combo. And as for the tiny pauses, they are the same as in the combo above, you will hardly notice them though. You can change the combo around too by doing the SJ.Jab, SJ.Strong before going into the SJ.Jab, SJ.Short,and SJ.Strong twice!You can do whatever you want just as long as the last few parts of the combo connect. For the New Optional add-on I just put in this combo, it will only work if the first Killer Bee Assault ended with Juggernaut being hit into the corner. If it did, then immeidately dash in and do a D.C.Short otg into the S.Roundhouse launcher and super jump straight up. Now after you super jumped straight up into the air, do SJ.Jab, SJ.Short, SJ.Strong, SJ.Jab, SJ.Strong, SJ.Jab, SJ.Short, SJ.Strong into a Roundhouse Cannon Drill and hyper cancel into a 2nd Killer Bee Assault (KBA)!! Another thing is that you really need to watch your timing and your height because you might get to land all 8 hits before you start falling, so be sure to practice that part!
5)Anywhere against Juggernaut:J.Short, J.Strong, J.Fierce \/ jump again with J.Jab, J.Roundhouse XX Roundhouse Cannon Drill XX Killer Bee Assault
This is one of those weird double jump-in combos that you'll find for some characters like Wolverine! As soon as you land fromt the jump-in, land and immediately jump again and press Jab at the same time into a roundhouse cancelled into her roundhouse Cannon Drill and hyper cancel into the Killer Bee Assault. Now you also have another choice added to this combo here! If Cammy ends her KBA super near the corner, you can dash quickly towards Juggernaut and do a D.C.Short for an otg into a S.Roundhouse to launch the opponent into the air and do the air combo shown in the new combo below! If the Killer Bee Assault ends near the corner, you can dash in for a C.Short otg to a S.Roundhouse launch and use the same SJ.Jab, SJ.Short, SJ.Strong, SJ.Jab, SJ.Strong, SJ.Jab, SJ.Short, SJ.Strong XX Roundhouse Cannon Drill XX Killer Bee Assault ending!
Optional add-on after KBA: D.C.LK (OTG), S.FK /\ (straight up) SJ.Jab, SJ.Short, SJ.Strong, SJ.Jab, SJ.Strong, SJ.Jab, SJ.Short, SJ.Strong XX Roundhouse Cannon Drill XX Killer Bee Assault
Big Cammy & Ken Combo
In the corner against Juggernaut:J.Short, J.Strong, J.Fierce \/ D.S.Jab, S.Strong, S.Fierce XX Team Super, C.Short (OTG), S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Jab, SJ.Strong, SJ.Jab, SJ.Short, SJ.Strong XX Roundhouse Cannon Drill XX Killer Bee Assault
In this combo, Ken will help Cammy to keep Juggernaut in the corner with his Shoryuu Reppa. Now, Cammy will stay up longer than Ken because her super has more hits than his, but she will land before Juggernaut will so do not worry yet. Before Juggernaut hits the ground, otg him with a C.Short into a S.Roundhouse to launch in up into the air and then super jump. Now, this is the hard part! You have to slightly pause after the SJ.Strong and start the whole sequence over with a SJ.Jab and work your way up into another SJ.Strong. After the SJ.Strong, cancel into a Roundhouse Cannon Drill and then into the Killer Bee Assault. The reason why this is the hard part is because you have to time each of the hits and you got two different special moves at the end that require different commands. But do not worry because if you get it right, then the roundhouse Cannon Drill will smack Juggernaut into the corner to stun him long enough for the Killer Bee Assault to connect!
Ok I have tried a very long combo with Cammy by teaming her up with different people but I found out that it does not work to well because I could not otg my opponent after a team super even if I tried it in the corner. But when I teamed Ken up with her, I got great results! This is because Ken helped to keep my opponent (which in this case was Juggernaut) in the corner by pushing him in with his Shoryuu Reppa. Get ready because this is the biggest combo that I have found with Cammy and it is a pain to get it to work 100% of the time.
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