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Cammy Strategy Guide and Moves: Super Street Fighter 2 Turbo HD Remix

Guide last updated on
February 9, 2009 at 4:57 p.m. PST

Cammy Character Guide: Super Street Fighter 2 Turbo HD Remix

Character Overview

Cammy is much improved from her Super Turbo days. She was regarded as the worst character in that game, but now she's very capable with her offensive rushdown attacks.

The big changes for her are making the Hooligan Throw much simplier to do, the mostly safe on block Cannon Drills and that Spinning Backfists can go through projectiles.

These three changes upgraded Cammy into a much better character. She plays a bit more like Balrog (Boxer) because of how much offensive pressure she can keep on the other fighter, and she's got a couple of viable ways of dealing with projectiles now.

The jury is still out, but besides a few bad matches — early word is Cammy is one tough cookie.

+ Very fast foot and move speed.
+ Excellent offensive pressure tactics.
+ Lots of ways to mix up her offensive game plan.
+ Great at dealing chip (block) damage.
+ Can lock down her opponents because of speed and move set.
+ Doesn't take long to learn how to play her decently well, advanced tactics are a different story though.
+ Once Cammy scores a knock down, she has a lot of options.
+ Spinning Backfist is really nice.

- Most of her attacks don't do a lot of damage.
- Turtling (defensive) characters can be difficult to beat.
- Can be hit out of Cannon Spike move if it's not timed well.
- Doesn't have many ways to deal damage when she's not in close.
- Still has a difficult time with some characters, like E. Honda.

Special Moves

Joystick Joystick Joystick Joystick Joystick
Cannon Drill
Cammy's Cannon Drill is now completely safe from counter attacks when blocked — as long as you do it from the right distance.

You can string together attacks to force your opponent to be on the defensive and give them little opening to counter attack. For example, doing a couple of Cannon Drills, then a Crouching Medium Kick to knock them back to the proper distance, and then another Cannon Drill works pretty well.

After this you'll have forced your opponent to take a decent amount of block damage (or hit them a few times), and they'll likely be trying to counter your pressure game. If they jump up or backwards, it opens them up for a Cannon Spike, and if they resort to fireballs or commit to blocking, you can use a Spinning Backfist or Hooligan Throw to stay on them.

Do note that your Cannon Drill is very vulnerable to opponents jumping straight up so always be prepared to throw out a well timed Cannon Spike to keep them grounded.

The Kick Button pressed determines the power and range of your Cannon Drills.

Hard Kick travels the longest distance and does the most damage. Medium Kick has a bit less range and damage.

The Light Kick version is what you'll be using most often though. It can be repeated many times over again — even when you're close up — to keep your opponent blocking because of the short range and recovery time.

For example, if you do a max range Light Kick Cannon Drill, follow it up with another one to score some decent block damage. When your opponent gets used to this, start using Hooligan Throws instead of a second Cannon Drill, or follow up with a Crouching Medium Kick into another Cannon Drill to keep the pressure on.

Remember, not being predictable is the key.

Joystick Joystick Joystick Joystick Joystick
Cannon Spike (Burst Kick)
Your Cannon Spikes are no longer safe from counter attacks if blocked, but only if you do it too close.

This move must be well timed to use it consistently as an anti air tool. You can be hit out of it if your timing is off.

Also don't miss with the Hard Kick version, you'll be punished for sure.

Joystick Joystick Joystick Joystick Joystick
Spinning Backfist
Cammy's Spinning Backfist has more invulnerability now, it completely goes through projectiles and her lower body cannot be hit by attacks until she lands from her hop, but she can be hit by high moves.

This actually makes it decent to use when you know a low move is coming, because Cammy should go right through it and hit the other fighter twice, but many players prefer to stick with Cannon Drills because even if those are blocked, usually Cammy can't be hit out of them.

But the main use for this attack is getting through projectiles. The Light Punch version is pretty effective against fireballs when you're at max range. You can use it to slowly inch your way towards the other fighter and when you get in closer, if they continue to throw fireballs, do a Hard Punch Spinning Backfist to knock them down.

This can work well as a psychic move too. Whenever you sense your opponent is about to throw out a move you can counter with a Spinning Backfist, you can score a knock down and nice damage. Be careful though, because this move can be countered if blocked.

Joystick Joystick Joystick Joystick Joystick       Joystick or Joystick Joystick Joystick when close to throw
Frankensteiner (Hooligan Throw)
You can press a Kick button at any time you're in the air to cancel the move. If you do not press Kick or attempt to throw Cammy will do a slide that must be blocked low when she lands.

This is one of your main tools to get through fireball traps and counter moves with longer recovery times.

The Punch button pressed determines the range and and trajectory of this move. Light goes the shortest distance, but flies the highest vertically. Hard Punch goes almost all the way across the screen, but Cammy doesn't travel up very far. Medium Punch is a mix of both versions.

While this move is very good, you must avoid being predictable with it because it's not difficult to counter if the other fighter knows it's coming.

Generally you're going to want to keep the pressure on with Cannon Drills, regular moves and throws and then throw this in there to catch people off guard.

Super Move

Joystick Joystick Joystick Joystick Joystick Joystick Joystick Joystick
Super Cannon Drill and Front Kick (Spin Drive Smasher)
You can use Cammy's Super in some of her combos to score some pretty big damage.

Also takes off a decent amount of block damage, good to use on an opponent who's very low on life.

If your opponent blocks the last hit of your Super, often times they'll try and counter and you should have enough time to go into your Cannon Spike before they can hit you. Beware of them baiting your Cannon Spike though, because if they block it you'll probably be hit as you're recovering from it.


Crouching Medium Punch, Link into Crouching Medium Kick, Cancel into Hard Kick Cannon Drill
One of your Bread and Butter combos, you'll use this often. Note against Ryu, Ken and Akuma: If they're crouching when you hit them, you need to use a Light Kick Cannon Drill at the end or this will not combo.

Crouching Medium Kick, Link into Standing Medium Kick, Link into Standing Hard Punch, Cancel into Light Kick Cannon Drill
Another one of your core combos.

Crouching Light Kick, Link into Crouching Medium Punch, Link into Crouching Medium Kick, Cancel into Super

Cross up with Jumping Light Kick, Crouching Medium Punch, Link into Crouching Medium Punch, Cancel into Super

Cross up with Jumping Light Kick, Crouching Medium Kick, Hard Kick Cannon Spike

Normal Moves

This is not a complete list of Cammy's normal moves, just the ones we think are noteworthy.

Joystick Joystick Joystick
Crouching Medium Kick
Arguably your best normal move. Can be Canceled into most of Cammy's Special Moves, it's fast, difficult to counter and it will be invaluable when trying to keep the pressure on your opponent.

To throw off the other player's timing, so time it's smart NOT to Cancel this attack into a Special Move. Many times they'll be expecting you to go right into another attack after a Crouching Medium Kick, and instead if you pause and then follow up with a Cannon Drill or Hooligan Throw it can mess up their timing.

Joystick (In the air)
Jumping Medium Punch
Has a surpisingly high priority, although the hit box has been knocked down a bit since Super Turbo when jumping towards or away.

Still this will counter a lot of moves and you should use it to knock your opponent back and help set yourself up for Cammy's excellent pressure game.

Joystick Joystick Joystick or Joystick (In the air)
Air Throw
If you know your opponent is going to jump, this can be a great way to grab them out of the air and score a knock down so you can get them back into Cammy's offensive traps.

Changes from Super Street Fighter 2 Turbo

* Hooligan Throw motion changed to quarter-circle forward + Punch.

* Spinning Backfist motion changed to quarter-circle back + Punch.

* Spinning Backfist is invulnerable to fireballs during startup (all versions).

* Spinning Backfist's hitbox on 2nd hit is bigger so that it doesn't fail to get 2nd hit if the 1st hit connects.

* Cannon Drill has a faster recovery time.

* Cannon Spike is usually not safe on block anymore.

Contributions to this guide by Dodgers2213, -Tin-, Jchensor, MacabreDerek, StiltMan, Norieaga and Rolo.


DarkBurialX said on March 28, 2010 at 9:01 a.m.

I tried to play as Cammy, but failed because I always lose online. I need to try harder to play as her.

DarkBurialX said on April 21, 2010 at 11:08 p.m.

Never mind, it's not because of losing online that I failed, what I lack at is reading my opponent, and predicting what he will do next. I always leave an opening.


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