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Cammy Ultra Street Fighter 4 Moves, Combos, Strategy Guide

Guide last updated on
June 2, 2014 at 9:11 p.m. PDT

Cammy Ultra Street Fighter 4 Character Guide

Character Overview
Heavy contributions to this guide by Nyoronoru

Cammy is a super-offensive high-execution character. With powerful links into big combos, Cammy can really lay on the hurt once she gets in. She also has an excellent anti-fireball game and really nasty throw tech baits.

Cammy's weaknesses lie in defensive players who can tech throws well, aggravating her already limited throw range. Focus Attacks are also an annoyance since her armor breaker is incredibly slow, not to mention that her approaches require very specific spacing.

+ Incredible rush down and throw tech punishing.
+ An invincible dragon punch that covers huge horizontal range.
+ Very fast walk speed and a quick backdash.
+ Good punish tactics.
+ Can combo into Ultra 1 without a problem.
+ Builds EX meter fairly quickly because of her style of play.

- Below average stamina and stun ranking.
- Has difficulty against patient defensive tactics.
- No standout normals.
- Susceptible to Focus Attacks from mid range and farther.
- Short throw range.

Notable Normal Moves and Unique Attacks
Anti-Air Attacks (Crouching Hard Punch or Standing Hard Punch)
Use Crouching Hard Punch when countering jumps that land in front of Cammy. Standing Hard Punch is for those directly above you. Both of these options will lose to dominating jump-in attacks, so it takes a bit of practice to know which matchups you can use these in.

Jumping Light Kick
This is your crossup attack, but the time your opponent is stunned when you land it is very short.

(When close, air only)
Air Throw
This has more range than her regular grab, and it places the opponent in an untechable knockdown.

Special Moves
Spiral Arrow (Cannon Drill)


Cammy drops quickly to the ground and spins forward for a strike that must be blocked low. This is Cammy's primary combo ender, and it sets you up for a pressure game after you recover since you end up in the opponent's face.

All versions of this move are unsafe on block, so you'll never want to be poking with Spiral Arrow unless you're the opponent will block the very end of the move (still unsafe, just not as much).

When doing a combo, you'll want to end with either Medium or Hard Spiral Arrow depending on how close to the opponent you are. Most of the time you'll want to be relying on the Hard version. The best way to check is to see if both hits of the Hard Spiral Arrow land in your preferred combo.

The Hard Spiral Arrow is two hits, but you have to be very close for both to land. You can FADC the first hit of the Hard Spiral Arrow, which is great if you make a mistake and don't want to be punished.

If you land the Light or Medium version of Spiral Arrow in the corner at the right range you can follow up with a Cannon Spike for more damage. Don't miss out on this, because a Cannon Spike can also lead to a combo into Ultra 1 if you have the meter!

EX Version: This move is essentially the same as the Hard version, except it travels a little farther and it is completely invulnerable to projectiles during most of its initial forward movement. Use this move to setup knockdowns against projectile characters.

Cannon Spike


This is Cammy's anti-air and reversal attack of choice. It travels very far horizontally, has a huge amount of active frames and also has a nice amount of startup invincibility. The button pressed determines how far Cammy flies into the air with the Hard version traveling the farthest. The Hard version also has the most invulnerability on startup, so it will be the one you use most often.

Like many other Dragon Punch-type moves, Cannon Spike can be Focus Attack Dash Canceled. This works great for making it safe as a reversal and as a setup for landing your Ultra 1 or another Cannon Spike.

It might be tempting to abuse this move since Cammy flies a good distance away on block but any reasonably good player will be able to punish you, some much more heavily than others.

EX Version: EX Cannon Spike has an extra frame of invulnerability and does 50 more damage than all of the other versions. There aren't too many uses for this unless you want to make absolutely sure that no one can interrupt your Cannon Spike or you really need the extra damage.

Quick Spin Knuckle


Cammy spins forward in the air and then throws her fist out. The strength of the button determines the distance she travels and the amount of time it takes before she strikes. If you land any version of this move, you can juggle with your Ultra 1 or the Medium version of your Super anywhere on the screen. You can also Cancel out of Spin Knuckle into your Super, but only from the first hit.

Unfortunately this move is telegraphed to an extraordinary extent due to the large startup time making it easy for the opponent to block or counter. It offers a lot of frame advantage on block but it's still not a wise idea to try to use this move unless you are going for a surprise attack or setup.

During the aerial portion of this move, Cammy is invincible to attacks and projectiles. This is good for avoiding some fast pokes or fireball barrages, but since it has slow startup it can be baited from a player or simply blocked on reaction. Against characters with fast recoveries on their projectiles or attacks it is best to use other moves.

EX Version: This version starts up just as fast as the Medium version and it has slightly more invincibility. It also travels farther than the Hard version. If you are really desperate you can use it to try and escape crossups, but there's not too much use for it otherwise.

Hooligan Combination (Frankensteiner)
Air Throw
Slide Kick
EX Slide Kick


Cammy spins forward very quickly and depending on your choice of action does something different. If you press the throw buttons Cammy will attempt to throw the opponent from the Hooligan Spin, and if you press nothing at all Cammy will attempt a very unsafe slide kick that must be blocked low.

The Hooligan Throw will only grab characters who are standing or jumping; not crouching. Because of this, most players will just duck under your Hooligan Spin and wait. If you try to grab them anyway, Cammy will instantly recover right next to them where you will more than likely be forced to tech a throw.

The Hooligan Slide is extremely unsafe on block and since everyone will be crouching to avoid your Hooligan Throw anyway, the slide is extremely useless. If you decide to go for the slide kick you can FADC it just in case it is blocked, though this is a big waste of meter.

EX Version: The EX Hooligan Combination travels through the air MUCH faster than the regular version. It also auto-tracks the opponent and locks onto their position. These two properties make it difficult to react to, but you'll still want to be careful because the Throw and Slide properties are the same.

The speed and angle of this move is a great counter to projectile throwers. This adds itself as one more anti-projectile option for Cammy, provided that you react quickly.

Cannon Strike (Dive Kick)


This is Cammy's best special move by far and defines her as a character. She can only activate it when she jumps forward, and the Light version travels at the steepest distance with the Hard traveling the shallowest.

This dive kick has tremendous frame advantage when it is blocked, and it also offers enough frame advantage on hit to land several combos. Cammy can really wreck shop on certain characters with bad anti-air attacks with this move. The closer the opponent blocks this to the ground, the more time you have to move around while the opponent is forced into blockstun.

EX Version: Cammy's EX Cannon Strike can be activated regardless of the direction you jump, unlike the regular version. The EX Cannon Strike also offers a lot more frame advantage on block and hit.

The extra frame advantage is important for landing big combos with Cammy. If you land the EX Cannon Strike close enough to the ground, you can combo into Ultra 1 easily.

The real use of this move is to punish people for attempting to tech throws. In order to do this, you must activate this dive kick as closely to the ground as possible to get the Instant EX Cannon Strike. See the section below the Combos for more details.

Super and Ultra Moves

Super — Spin Drive Smasher

Cammy performs a powerful Spiral Arrow with a followup Cannon Spike. This Super is pretty fast and the startup is invincible. Due to Cammy ducking low to begin her spin this Super is a solid counter to projectiles at mid range. You still have to have pretty good reactions to use this to go through fireballs though, just like with Gyro Drive Smasher.

If you want to go through fireballs with this Super, it's best to rely on the Hard version which travels the fastest. Whether or not you use this Super is up to your playstyle. Many Cammy players would rather save EX meter for Cannon Spike FADC combos or EX Cannon Strike. Having the ability to do a reversal safely or to change your aerial trajectory at any time is very powerful in comparison to just doing extra damage in a combo.

If you want to build a large life lead or finish off the opponent then this Super is for you. It's a piece of cake for Cammy to combo into it since she has great hit confirms and it also does above-average damage for a Super Combo.

Ultra 1 — Gyro Drive Smasher
Ultra 1
331 - 480

Like her Super, the initial frames of this attack are invulnerable to projectiles. While it can be used to punish projectile throwers on reaction, you have to be around mid-screen distance to do so.

Unfortunately the projectile invulnerability of Gyro Drive Smasher doesn't last long enough to avoid or punish slow projectiles like Guile's Light Punch Sonic Booms and Dhalsim's Light Punch Yoga Fires. Even if you time it correctly so that you avoid slow fireballs with this Ultra, it's more than likely that the opponent will be able to block your Ultra in time and punish you heavily.

Cammy's Cannon Spike Focus Attack Dash Cancel (FADC) combos into Gyro Drive Smasher are pretty typical for a combo into Ultra. Make sure you practice your FADC skills in order to be a proficient Cammy player and to land her Ultra consistently.

Ultra 2 — Cammy Quick Combination (CQC, Counter)
Ultra 2
322 - 470

The CQC is a counter Ultra, and if Cammy gets struck she strikes back at the opponent for big damage. CQC doesn't work on projectiles or armor breaking moves. This Ultra does work on reversals that don't armor break (such as a Dragon Punch), so If you can accurately predict when someone is mashing on a high-priority non-armor breaking move during your blockstring you can whip this out at the end to catch them.

It also functions as an anti-air. If your opponent likes to jump and attack a lot, use this to keep them on the ground or to force them to empty jump. Don't forget that having a Counter Ultra loaded changes the dynamics of a match.

It's rare for Cammy players to select this Ultra because Gyro Drive Smasher is more reliable in matches. However, there are certain specific matchups where this Counter Ultra can be useful to you.

Important note: Not every possible combo is listed here. Instead, you'll find the most common and helpful combos that you should know. There are many variations to these as well.

cr.LK, cr.LPLink cr.MP xx HK Spiral Arrow
5 Hits
181 Damage
Basic punish and pressure combo.

cl.HP, Link st.HP xx M Spiral Arrow
4 Hits
261 Damage
Basic punish combo if your opponent makes a mistake and you don't have Ultra stocked. Easier on standing opponents.

cl.MP, Link cr.MP, Link cr.MK xx HK Spiral Arrow
5 Hits
271 Damage
A great link combo, especially after a successful EX Cannon Strike.

cr.HP, st.MP xx HK Spiral Arrow
9 Hits
464 Damage
The standing Medium Punch must be from a distance.

Cannon Spike xx FADC backwards, Ultra 1
6 Hits
364 Damage
Big damage and a great way to hit confirm into Ultra 1.

cr.MP, Link cr.MP, Link cr.MK xx HK Spiral Arrow
5 Hits
266 Damage
Another variation of a Cammy crouching combo. Good to use as part of tech traps against crouching opponents.

j.HK, cr.HP, Link cr.MK xx HK Spiral Arrow
5 Hits
340 Damage
Cammy's bread and butter off a heavy hit confirm, such as jumping Hard Kick and EX Cannon Strike.

cr.MK xx HK Spiral Arrow xx Super
9 Hits
425 Damage
You must Cancel the first hit of your Hard Kick Spiral Arrow to pull this off. There are many variations of this that add more attacks onto the beginning but this one is a very basic punishing combo.
Instant Cannon Strikes

Instant EX Cannon Strike
Doing these motions, often called a "Tiger Knee" input, will allow Cammy to jump and pull off an Instant EX Cannon Strike, which means to execute the move very low to the ground, almost "instantly" after jumping.

It works because the input for the motion is buffered and jumping at the end allows it to come out VERY low to the ground — but you must execute this quickly for it to come out.

Because Cammy is considered airborne when she does a Cannon Strike, she cannot be thrown. That makes this move extremely good against those who try to mash on throw techs, because their throw whiff animations will leave them open to attack.

Mastering Instant Cannon Strikes is a very important part of Cammy's core offensive game, so you must master them in order to maintain pressure and to keep your tick throw game active. Without this tool players can defend against you extremely easily.

Tips and Tricks
Cammy functions heavily off of knockdowns, so you'll want to be knocking down your opponent and forcing them to the corner whenever possible.

If you find yourself getting hit with lots of reversals, try to bait them out by attacking at angles that force the reversals to miss or allow you to block in time.

One of the most popular techniques is to do a Cannon Strike right behind the opponent's head as they are standing. Cannon Strike doesn't cross up the opponent, but if you attack at this angle a huge amount of reversals will either whiff or do very little damage (such as Juri's EX Pinwheel Kick or Rufus's EX Messiah Kick).

It is impossible to be a great Cammy player and at the same time be unable to do an Instant EX Cannon Strike. It's very important to be able to activate it quickly and close to the ground. The priority of the move will beat quite a few normal attacks or non-invincible special moves..

Other Resources and Credit
You can find more information about playing Cammy on the Central Character Discussion Thread on the forums
Contributions to this guide by Nyoronoru, TPH Gunshot, Kanped, SeoulZombie, theDUKE and Caruga.


Demonbreeder said on April 4, 2010 at 10 a.m.

you can do qcb + up forward motion to do an instant normal cannon strike, and for the EX version I think its a lot easier to do half circle motion from down to up rather than doing some weird tiger knee like motion as they say on this site.

Steam said on April 11, 2010 at 4:13 p.m.

Where are the combos? Don't tell me the trials are the combos because I'll be disappointed.

shannaro1992 said on April 17, 2010 at 8:16 a.m.

@ #205

Go to Cammy's Character Discussion link. You'll find a bunch of neat things all about Cammy. Her combos included.

chickenwings said on April 19, 2010 at 10:41 a.m.


Dude, i just started messing with cammy and was wondering how to do that lol, thanks alot. Its kinda of an akward motion for me(i been playing bison and blanka since sf4 was released) but im sure i can have it down by next week.

DarkBurialX said on April 21, 2010 at 2:25 p.m.

Does anyone know how to do a quick cannon strike correctly?

caruga said on May 1, 2010 at 7:13 a.m.

The guide should mention air-to-air damage on spike is higher.

shannaro1992 said on May 1, 2010 at 8:26 a.m.

LOVE her CQC. It's defenitely NOT as effective as Gyro Drive Smasher, but if it connects, it feels SOOO good! You can bait your opponents into this during reversal situations. The most common senarios I find myself being successful with this move is when I beat my opponent in the air with jumping HK. Since it puts them in a reset state, they have the option of pulling out a reversal move. Simply dash up to them and activate CQC. It's pretty demoralizing once it connects. It also works againts jumping attacks. Use it when you KNOW ypur opponent will do a cross-up.

That said, choosing CQC is a BIG gamble. This thing doesn't work on projectiles and armor-breaking moves. For example, take the above senario and replace the reversal shoryuken with a reversal EX-tatsu. Yeah, it REALLY hurts.

mikey_bim said on May 2, 2010 at 9:12 a.m.

need help with cammy and cody play style (all pointers needed for her please playing with stick) thanks for all suggestion

shannaro1992 said on May 2, 2010 at 4:54 p.m.


You should go visit Cammy's Central Character Discussion. There's a link on this very page. There, you'll find a TON of useful things all related to Cammy's gameplay.

Douchebag said on May 4, 2010 at 5:59 p.m.

@caruga: Yeah, Cammy's Cannon Spike damage for the LK/MK/HK versions is 120/140/160, respectively. Thanks for the heads up.

Danielq94 said on May 5, 2010 at 11:55 a.m.

but she has been seriously nerfed especially her cannon spikes and gyro drive smasher, it's not fair do they want her stuck in that low tier position. Oh and i do not like her new ultra.

shannaro1992 said on May 9, 2010 at 5:58 p.m.

Nerf? Sure you can say that. But pretty much almost all the ultras from the previous SFIV has been nefred damage-wise. Gyro Drive Smasher still remains as one of the strongest ultras in SSFIV (at least damage-wise).

Cannon Spike? Yes it does considerably less damage than it used to. However, most of it's other properties like having high priority and the trajectory of it's bounce seems to be intact.

But she's also got quite a bit of buffs. Many of her normals are easier to consistenly link from one to another. She's also now got a reliable cross-up, the jumping LK, which makes up for her not having a unique attack. Her other special moves has had a boost in usefulness. Spiral Arrow has quicker recovery which means it's not as easy to punish as before. Quick Spin Knuckle in contrast STARTS faster making a better reaction tool againts projectiles and focus attacks. Balance tweaks to other characters makes Cammy overall more competitive than she used to be in SFIV.

Qorn said on May 17, 2010 at 10:54 a.m.

Cammy is my main, but i believe she is set to be perfectly mid-tier, which i am very thankful for because of how many people think spamming spiral arrow will get them a win nowadays.

shannaro1992 said on May 22, 2010 at 8:43 a.m.

In SSFIV, Cammy can link a cr.HP into a cr.HK! Does anyone know if that was possible in SFIV?

ChiroMagi said on May 27, 2010 at 6:02 p.m.

Cammy needs an alternate costume that shows her with a backpack or a bag of some sort, then she gets a unique Ultra where she pulls out a cat and throws it at the opponent, it mauls the opponent's face, then she uses her first Ultra. But while she is doing the neck-snapping, the cat jumps in and mauls the opponent's face again. :D

CONSTvariable23 said on June 18, 2010 at 8:38 a.m.


Cammy recovers faster from the frankensteiner, which means you have more time to initiate a wakeup game.

CammyBoy said on June 28, 2010 at 1:31 a.m.

I'm not sure if you could do this in the SF4, but you can do a triple cannon strike into Hp cannon spike FADC into her ultra.

It's very pretty

Katrinaj94 said on July 12, 2010 at 6:06 p.m.

I LOVE CAMMY!!!!! <3
She Is My Main She Kicks Ass
But I dont like her second ultra was dissapointed with it:(
And I dont like how they have decreased her damage! >:(

SF4junkie said on August 28, 2010 at 3:08 a.m.

Any strong foes?

Random vs Random?

PSN: OoDemonSeedoO
XBL: GotDemonSeed

d3f1anc3 said on September 22, 2010 at 5:03 p.m.

I just picked Cammy up as my offical alt... fkn' love this character. Cannon Spike is godlike for rushdown/mixup game.

Twolf said on October 10, 2010 at 8:01 p.m.

i would like to see cammy in something that doesn´t involve a thong. i mean cmon!! poor girl should be freezing out there u_u

Dflowen said on October 25, 2010 at 8:38 p.m.

Cammy is the cool character along with Viper hahahaha....more info to use on Cammy. Woohoo I love it. Very detailed Viper next.

johnsonic7 said on October 25, 2010 at 9:28 p.m.

I hope they'll make the hooligan combination and spin knuckle more useful in the update. Making the spin knuckle faster would help out. So would letting cammy grab crouching opponents out of hooligan. Giving cammy the ability to cannon spike out of hooligan combination would be the icing on the cake for me. These tweaks would justify a few nerfs like removing the instant cannon spike IMO.

TrulyVU said on October 26, 2010 at 1:22 a.m.

Very nice read, although i've read most of this in the forum already lol. Any good Cammys out there that wouldn't mind watching some of my videos to give me some advice on how to get better please visit .


Nep said on October 26, 2010 at 10:14 a.m.

"+ Cammy is regarded as one of the best all around characters in Super Street Fighter 4."

These should just be removed from any guide that they're in since SSFIV is an almost perfectly balanced game.

"+ Ryu is regarded as one of the best all around characters in Super Street Fighter 4."
"+ Zangief is regarded as one of the best all around characters in Super Street Fighter 4."
"+ Rufus is regarded as one of the best all around characters in Super Street Fighter 4."

Sigh. It's all down to opinion.. personally I think that M. Bison and Rose are two of the best characters in the game because they're my mains, but you don't see that on their pages.

Tankverso said on October 26, 2010 at 9:11 p.m.

@228 haha sorry but your wrong, its called frame data, check it out scrub.

Nep said on October 27, 2010 at 8:07 p.m.

@229 Because that totally explains why we don't see Zangief winning every tournament. Try again.

zapikachu said on October 27, 2010 at 11:24 p.m.

This is funny in two parts.

Part 1
"Once she baits a move and gets her knockdown, it can be very difficult to get Cammy off of you, as she has a ton of offensive options to keep you guessing. She also builds EX meter at a swift rate due to her being in her opponent's face constantly."
"-Has difficulty against some characters when they play a heavy defensively game.
- Most of her moves are very punishable if you do not space and time them correctly.
- Risky defensive game, often has to take chances to get the other player off of her."
Wow so defensive characters stop her rushdown options and setups which doesn't allow her to gain meter easily. If she's the one getting rushdown, it's risky to defend... Good one Cammy.

Part 2
+ Has several ways of punishing her opponent when they throw projectiles.
-Can have problems against characters with a strong projectile game, if you do not have EX meter or your Ultra 1.
Wow.... how nice. Well with her being able to gain meter easily she'll be able to... oh wait, that's right. I forgot to read Part 1. Excuse me for a moment.

shannaro1992 said on November 2, 2010 at 10 p.m.

Gohohohoho! SO true.

remy1337 said on November 4, 2010 at 12:40 p.m.

Who has the better cammy....SAKO or SANFORD K. ?

zapikachu said on November 6, 2010 at 12:51 a.m.

Sako has the best Cammy. Then probably Marlin Pie. Sanford's, Justin's, and Combofiend's are all also pretty good.

KizaruOfLight said on December 6, 2010 at 11:15 p.m.

"Mastering Instant Cannon Strikes is a very important part of Cammy's game and they open up a world of possibilities with this character."

"It is impossible to be a great Cammy player and at the same time be unable to do an Instant Cannon Strike. It's very important to be able to activate it quickly and close to the ground."

So with the removal of the instant cannon strike, I guess the world of possibilities for her and the ability to be a great Cammy player are gone? Thanks Capcom :\

KizaruOfLight said on December 7, 2010 at 1:24 a.m.

Also, I just learned how to do the instant cannon spike too (I play on ps3 dpad for now) and now I see how it can be useful. Too bad Capcom is taking it out D:

Lavama said on January 2, 2011 at 6:55 a.m.

Just letting you guys know, Cammy's Focus attack beats Gouki/Akuma's Wrath of the Raging Demon/Ultra 1, and I think Shun Goku Satsu.

nubianninja said on June 27, 2011 at 8:06 p.m.

The instant cannon spike is still available in EX form.

CitizenK07 said on August 7, 2011 at 9:16 p.m.

Can all this combos and strategies be made in the 3D Edition??

zapikachu said on August 23, 2011 at 2:35 a.m.

@ CitizenK07
Not really. Her normals have different properties and due to the removal of instant dive kicks, rushing down in their face becomes more meter reliant for EX dive kicks which still are instant. However getting the meter for it in general becomes more footsie and poke based with a bit shorter block strings. She's played different now. Her combos aside from her instant dive kick are overall better from before.

CitizenK07 said on October 6, 2012 at 11:17 p.m.

This was very helpful for a beginner like me. The combos aren't really that complicated like in youtube videos. Cammy is my fav SF character

JDizzle said on February 16, 2013 at 2:12 p.m.

anybody down for some matches cammy mirrors or w.e add me on xbl at SoO AmaZYN

loopedchip said on May 14, 2013 at 9:46 p.m.

This bitch needs nerfs.


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