Cammy Moves and Hitboxes

Cammy moves, stats and hitboxes

How to play Cammy in Street Fighter 5

When playing Cammy your main goal is to stay in mid/close range to your opponent most of the time. To achieve this use her fast normals in footsies to whiff punish safe poke attempts.

Safely spaced Cannon Spike (pretty much max range) and Cannon Strike (below the waist) can be a great asset to her neutral. After the opponent respects your Cannon Strike you can use the other follow ups of Hooligan Combination for even more mixups.

Cammy has a top tier pressure and mixup game.
Starting with her pressure she can get in with safely spaced Spiral Arrows and randomly timed EX dive kicks.
When the opponent is throwing out fireballs a bit too much or you read it close the gap with V-Skill, don’t get baited tho or else your opponent will cash in big damage.

Cammy’s defensive game isn’t the best in the game though she can get by with (EX) Cannon Spike, crouching LP and V-Reversal. Cannon Spike can be pretty scary as an anti air to condition people in to not wanting to jump.
It’s highly advisable to use your V-Meter for V-Reversals except when closing rounds.

Stats:

Vitality: 900
Stun: 900
V-Gauge: 600
Forward Walk Speed: 5
Backward Walk Speed (Pixels Per Frame): 3.8
Dash Duration (Total Frames): 16
Dash Distance (Total Pixels): 142.1
Backdash Duration (Total Frames): 21 (frames 1-10 throw invincible; frames 3-16 airborne)
Backdash Distance (Total Pixels): 143.6
Pre-Jump Frames: 3
Jump Duration (Total Frames): 39
Forward Jump Distance (Total Pixels): 195
Backward Jump Distance (Total Pixels): 195

Normal Moves

Cammy Light Punch Hitbox - Normal Move

Light Punch

  • Combo starter.
  • Startup: 4
  • Active: 2
  • Recovery: 6
  • On hit: 4
  • On block: 2
  • Damage: 30
  • Cancels into: CH/SP/CA/VT
Cammy Medium Punch Hitbox - Normal Move


Medium Punch

  • One of her best pokes and combo starters.
  • Startup: 6
  • Active: 3
  • Recovery: 9
  • On hit: 7
  • On block: 3
  • Damage: 60
  • Cancels into: SP/CA/VT
Cammy Hard/Heavy Punch Hitbox - Normal Move


Hard Punch

  • Used in v-trigger activation combos.
  • Startup: 6
  • Active: 2
  • Recovery: 20
  • On hit: 1
  • On block: -3
  • Damage: 80
  • Cancels into: SP/CA/VT
Cammy Light Kick Hitbox - Normal Move


Light Kick

  • Decent poke.
  • Startup: 4
  • Active: 2
  • Recovery: 7
  • On hit: 2
  • On block: 1
  • Damage: 40
  • Cancels into: VT
Cammy Medium Kick Hitbox - Normal Move


Medium Kick

  • Amazing poke.
  • Startup: 8
  • Active: 3
  • Recovery: 13
  • On hit: 2
  • On block: -2
  • Damage: 60
  • Cancels into: VT
Cammy Hard/Heavy Kick Hitbox - Normal Move


Hard Kick

  • Crush counter properties.
  • Startup: 9
  • Active: 4
  • Recovery: 17
  • On hit: 2
  • On block: -2
  • Damage: 90
  • Cancels into: VT
Cammy Crouching Light Punch Hitbox - Normal Move


Crouching Light Punch

  • Great for hitconfirms.
  • Startup: 3
  • Active: 3
  • Recovery: 6
  • On hit: 4
  • On block: 2
  • Damage: 20
  • Cancels into: CH/SP/CA/VT
Cammy Crouching Medium Punch Hitbox - Normal Move


Crouching Medium Punch

  • Go to confirm from V-skill, cross up and dive kick.
  • Can start frametraps in V-trigger.
  • Startup: 5
  • Active: 3
  • Recovery: 10
  • On hit: 5
  • On block: 1
  • Damage: 60
  • Cancels into: SP/CA/VT
Cammy Crouching Hard/Heavy Punch Hitbox - Normal Move


Crouching Hard Punch

  • Crush counter poperties.
  • Great range so an okay poke.
  • Startup: 9
  • Active: 3
  • Recovery: 20
  • On hit: 1
  • On block: -2
  • Damage: 80
  • Cancels into: CA/VT
Cammy Crouching Light Kick Hitbox - Normal Move


Crouching Light Kick

  • Startup: 4
  • Active: 2
  • Recovery: 9
  • On hit: 1
  • On block: -1
  • Damage: 20
  • Cancels into: CH/VT
Cammy Crouching Medium Kick Hitbox - Normal Move


Crouching Medium Kick

  • Great range.
  • One of her most usefull tools in neutral as it’s also special cancellable.
  • Startup: 7
  • Active: 2
  • Recovery: 14
  • On hit: 0
  • On block: -3
  • Damage: 50
  • Cancels into: SP/CA/VT
Cammy Crouching Hard/Heavy Kick Hitbox - Normal Move


Crouching Hard Kick

  • Crush counter properties.
  • Startup: 7
  • Active: 2
  • Recovery: 20
  • On hit: KD
  • On block: -12
  • Damage: 90
  • Cancels into: VT
Cammy Jumping Light Punch Hitbox - Normal Move


Jumping Light Punch

  • Fast air to air.
  • Startup: 3
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 40
  • Cancels into: ~
Cammy Jumping Medium Punch Hitbox - Normal Move


Jumping Medium Punch

  • Decent air to ground.
  • Startup: 5
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 70
  • Cancels into: ~
Cammy Jumping Hard/Heavy Punch Hitbox - Normal Move


Jumping Hard Punch

  • Strictly worse jump in then heavy kick.
  • Startup: 7
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 90
  • Cancels into: ~
Cammy Jumping Light Kick Hitbox - Normal Move


Jumping Light Kick

  • Cross-up.
  • Startup: 3
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 40
  • Cancels into: ~
Cammy Jumping Medium Kick Hitbox - Normal Move


Jumping Medium Kick

  • Can be used to cover your landing against jump ins.
  • Startup: 6
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 70
  • Cancels into: ~
Cammy Jumping Hard/Heavy Kick Hitbox - Normal Move


Jumping Hard Kick

  • Average air to air.
  • Raises her hitbox.
  • Startup: 7
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 90
  • Cancels into: ~
Cammy Gyro Clipper Hitbox - Throw

(Neutral or Forward)

Gyro Clipper

  • Startup: 5
  • Active: 2
  • Recovery: 18
  • On hit: KD
  • On block: ~
  • Damage: 60*60
  • Cancels into: ~
Cammy Delta Through Hitbox - Throw


Delta Through

  • Startup: 5
  • Active: 2
  • Recovery: 18
  • On hit: KD
  • On block: ~
  • Damage: 130
  • Cancels into: ~

Unique Moves

Cammy Lift Upper Hitbox - Unique Move


Lift Upper

  • Great anti air.
  • Good for frame traps.
  • Startup: 4
  • Active: 4
  • Recovery: 14
  • On hit: 4
  • On block: 1
  • Damage: 60
  • Cancels into: SP/CA/VT


Knee Bullet

  • Used for big damage punishes.
  • Startup: 12
  • Active: 2(5)2
  • Recovery: 17
  • On hit: 5
  • On block: -2
  • Damage: 40*40
  • Cancels into: ~

Special Moves


  
Spiral Arrow

  • Not a low.
  • Strength of the button pressed determines the range.
  • If spaced correctly it’s safe on block.
  • Startup: 7/7/7/7
  • Active: 11/13/2(1)11/
    2(2)20
  • Recovery: 24/23/27/23
  • On hit: KD/KD/KD/KD
  • On block: -12/-15/-11/-11
  • Damage: 70/80/50*50/
    70*70
  • Cancels into: CA
    (EX does not cancel)


(During Forward Jump)
 

Cannon Strike

  • Best to hit at least below the torso for more safety.
  • Startup: 13/13/13/13
  • Active: 11/11/11/11
  • Recovery: 9/9/9/13
  • On hit: 8/8/7/KD
  • On block: 2/2/2/4
  • Damage: 60/60/60/80
  • Cancels into: ~


 
Cannon Spike

  • Great anti air.
  • Startup: 4/5/6/3
  • Active: 11/11/11/11
  • Recovery: 39/39/39/38
  • On hit: KD/KD/KD/KD
  • On block: -37/-37/-37/-37
  • Damage: 120/120/120/
    50*50*60
  • Cancels into: CA
    (EX does not cancel)


 
Hooligan Combination

  • Light version has a higher vertical arc than horizontal.
  • Medium version goes over standing opponents.
  • Heavy version travels the farthest and flies slow.
  • EX version is hard to react to.
  • Startup: 13/13/13/13
  • Active: 11/11/11/11
  • Recovery: 9/9/9/13
  • On hit: 8/8/7/KD
  • On block: 2/2/2/4
  • Damage: 60/60/60/80
  • Cancels into: ~


(During Hooligan Combination)

Lazer Edge Slicer

  • Hits low and causes knockdown.
  • Startup: 10/10
  • Active: ~/~
  • Recovery: 13/13
  • On hit: KD/KD
  • On block: -2/3
  • Damage: 100/50*50*50
  • Cancels into: ~


(During Hooligan Combination)
 

Cannon Strike

  • Cross up.
  • Startup: 15/13
  • Active: 11/11
  • Recovery: 9/13
  • On hit: ~/~
  • On block: ~/~
  • Damage: 60/80
  • Cancels into: ~
Cammy Cross Scissors Pressure/Fatal Leg Twister Hitbox - Air Throw

(During Hooligan Combination)

Cross Scissors Pressure and Fatal Leg Twister

  • Whiffs on crouching opponents.
  • Startup: 4
  • Active: 2
  • Recovery: 10
  • On hit: KD
  • On block: KD
  • Damage: 150
  • Cancels into: ~

V-Skills

  
Axel Spin Knuckle

  • Goes through projectiles.
  • Great combo starter.
  • If you’re close enough will hit from the other side.
  • Startup: 36
  • Active: 2
  • Recovery: 16
  • On hit: 6
  • On block: 2
  • Damage: 60
  • Cancels into: ~
Cammy Strike Back Hitbox - V-Reversal

(During Guard)

Strike Back

  • Switches sides.
  • Startup: 17
  • Active: 2
  • Recovery: 24
  • On hit: 2
  • On block: -2
  • Damage: 60
  • Cancels into: ~
Cammy Delta Drive - V-Trigger


Delta Drive

  • Enhanches the next 2 Spiral arrows, Cannon spikes or Cannon strikes.
  • Spiral causes juggle state.
  • Cannon spike is a great combo ender.
  • Cannon strikes is now usable when jumping neutral or backward, enables a combo on hit.
  • Startup: ~
  • Active: ~
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: ~
  • Cancels into: ~

Critical Art

Cammy Cross Stinger Assault Hitbox - Critical Art

   
Cross Stinger Assault

  • Button pressed determines the distance traveled.
  • Startup: 4
  • Active: ~
  • Recovery: ~
  • On hit: KD
  • On block: -30
  • Damage: 330
  • Cancels into: ~

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