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still want to play hit-and-run even at that time.
Capcom vs. SNK 2

still want to play hit-and-run even at that time.

Learn to master Cammy's hit-and-run playstyle in Capcom vs. SNK 2. This guide details her special moves, supers, and normal attacks for effective pressure and combos.

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Learn to master Cammy's hit-and-run playstyle in Capcom vs. SNK 2. This guide details her special moves, supers, and normal attacks for effective pressure and combos.

Cammy excels at fast, aggressive pressure in Capcom vs. SNK 2. Utilize her signature moves like Spiral Arrows, Cannon Spikes, and Hooligan Combinations to overwhelm opponents. However, be mindful of maintaining your offensive momentum and avoiding being pressured yourself.

Special Moves:

  • Spiral Arrow: QCF + K
  • Cannon Spike (Air): QCB + K
  • Axel Spinning Knuckle: HCB + P
  • Hooligan Combination: D-B, QCF, U-F + P
  • Fatal Leg Twister (during Hooligan Combination): F or B near head or crouched opponent
  • Cross Scissors Pressure (during Hooligan Combination): F or B near body or enemy in air
  • Razor Edge Slicer (during Hooligan Combination): No input
  • Cannon Strike (Air): QCF, D, D-F + K

Super Specials:

  • Spin Drive Smasher: QCF, D, D-F + K
  • Reverse Shaft Breaker (Tap): QCBx2 + K

Normal Attacks Breakdown:

Standing Normals:

  • Far LP (Quick Jab): Fast, good for combo starters, but lacks range and damage.
  • Close LP (Elbow): Only usable up close, similar properties to Far LP, good for combos.
  • Far MP (Straight Punch): Decent reach and damage, a bit slow. Good for interrupting moves like Shungokusatsu. Fast for a Standing MP, has frame advantage.
  • Close MP (Uppercut): Only usable up close, unremarkable.
  • Far SP (Spinning Back Knuckle): Good range and damage. Excellent for interrupting moves and has massive frame advantage (+9 on hit/block), making it safe. Comes out in 3 frames, can be linked into Level 3 Supers, making it a great hit confirm. Has priority to beat ground moves. Opponents fear this when Cammy has meter due to combo potential.
  • Close SP (Double Fist Smash): One of Cammy's best moves. Fast startup, massive frame advantage (+10 on hit/block). Allows chaining into Far Standing SK, which can be cancelled into Level 3 Super. Also cancelable/linkable into Supers, making it a great hit confirm. Cancelable into Specials for punishment. CCs can be linked after it.
  • Far LK (High Kick): Lacks range and damage.
  • Close LK (Knee): Only usable up close, good for starting combos. Cancelable into Supers. Standing SP is generally better.
  • Far MK (Fast Mid Kick): Relatively fast, more damage than LK, but limited reach.
  • Close MK (Mid Kick): Only usable up close, unremarkable.
  • Far SK (Sweep): Fast for a sweep, difficult to punish at proper distance. Great range and priority (better than Far Standing SP). Cancelable into Supers. Can be linked off Close Standing SP for high damage (especially with K-Cammy). Opponents fear this when Cammy has meter. Crucial for midrange and footsies.
  • Close SK (Handstand Dual Kick): Only usable up close, unremarkable.

Crouching Normals:

  • LP (Quick Jab): Same as Standing LP.
  • MP (Straight Punch): Fast, good range, good frame advantage, safe on block. Can link into another Crouching MP, Far Standing SP, or Supers. Cancelable into Specials/Supers.
  • SP (Upwards Palm Thrust): Slow startup but has +4 frame advantage, making it safe. Standing SP is better.
  • LK (Foot Kick): Very quick, good for combo starters, but has horrible reach and low damage. Cammy's main hit confirm move. .
  • MK (Extended Leg Kick): More reach and damage than LK, but not ideal for combo starting. Good range, can link off Close Standing SP. .
  • SK (Dual Leg Sweep): Good for tripping, better reach than previous kicks. Bad recovery when blocked.

Jumping Normals:

  • LP (Falling Hand): Useful for interrupting moves or hitting airborne opponents. Otherwise, ineffective.
  • MP (Karate Chop): Similar to LP, best against airborne opponents. Otherwise, ineffective.
  • SP (Aerial Fierce Punch): Similar to MP, best against airborne opponents. Useful in jump-in combos during punishment situations due to higher damage than Jumping SK.
  • LK (Aerial Kick): Decent range but low damage and unreliable. Easy to counter. Good cross-up potential. Stays active for the entire jump duration.

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