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Cammy, also known by the full name Cammy White (in Super Street Fighter II) and the codename Killer Bee (in Street Fighter Alpha 3), first appeared in Super Street Fighter II, as one of the "new challengers", the four new characters introduced in that title. She is the second female character in the Street Fighter series, following Chun-Li. Out of the four new challengers, Cammy is by far the most prominent, having many more game appearances than the others, as well as more appearances in games and other media than many of the original "world warriors." Cammy wears a green leotard and is a member of a British special forces team known as Delta Red. This classic incarnation is known as "Delta Red Cammy."
Cammy is a quick, close range fighter. She lacks any projectile or long-reaching attacks, and therefore hurls herself at the enemy relying on speed and priority. For example, her standing hard punch can often cancel an opponent's attack outright, if it connects. Her original incarnation in Super Street Fighter II had trouble evading projectile attacks, so later incarnations involved reworked and additional special moves to evade fireballs with ease. Two of her moves were changed from one English name to a different English name when localized outside of Japan for unknown reasons.
After certain events depicted in Street Fighter Alpha 3, Cammy awoke with amnesia, and Delta Red took her in. While she could not remember her past, she retained nearly all the fighting capabilities that were implanted in her during her tenure with Shadoloo. This made her a very valuable asset to the team. When the second World Warrior tournament was announced along with the fact that M. Bison was part of it, Cammy felt a strange connection to Bison, and entered the tournament to find out why. She confronted Bison, who told her that she is a copy of him, that she killed for him, that he planted her in Delta Red (but didn't count on her losing her memories), and that he had no further use for her. After Bison was defeated, her Delta Red teammates told her that she didn't need to live in the past; she had a new life to live. It is believed that Cammy still works for Delta Red, as she appeared in Final Fight: Streetwise as a pit fighter.
The Delta Red team consists of the leader, Colonel Keith Wolfman, ranged weapons expert Matthew McCoy, melee weapons expert Lita Luwanda, and young computer expert George Ginzu.
HD Remix Alterations
Control Motion Changes
- Hooligan Throw motion changed to + (remember to hold a direction, then press while close and in-air to get the actual throw).
- Spinning Backfist motion changed to + so it doesn't overlap hooligan throw motion.
- Spinning Backfist is invulnerable to fireballs and sweeps during startup. Cammy's head is vulnerable through out this move though.
- 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 Drills have much better recovery.
- Cannon Spike is usually not safe on block anymore.
- cannon Drill has worse priority in front because it can be used repeatedly now that it has better recovery.
- Jump toward/away punch has barely worse priority so that Dhalsim's slide can beat it. Jump straight up strong unchanged.
|Original Name||English Name||Description|
|Cannon Spike||Thrust Kick||Cammy's anti-air move causes her to quickly kick one leg upward into the air, twisting her body and flipping backward, putting her at a safe range from the opponent when the move completes. It has very high priority for such a safe move.|
|Spiral Arrow||Cannon Drill||Cammy's forward offensive attack causes her to lunge forward, feet first, while spinning. Used as a distance-clearing attack, Cammy is still vulnerable to being struck by projectiles.|
|Axle Spin Knuckle||Cammy approaches her opponent by hopping into the air and spinning her back around to the opponent before whipping her fist a full 360° around. If she connects with this move up close, she can hit twice; first with her elbow, and next with her fist.|
|Hooligan Combination||The Hooligan Combination is Cammy's flying variable attack: while spinning though the air, she can opt to cancel the move for a surprise attack, land with a sliding tackle, or execute a powerful frankensteiner throw or its aerial variant. This advancing air throw special move is useful for confusing an opponent, throwing if blocked, or striking if counterattacked.|
|Spin Drive Smasher||Cammy stores up enough energy to propel herself into a multiple hitting Spiral Arrow, followed immediately by a juggling Cannon Spike. If Cammy does not connect with the Spiral Arrow portion of the move, or if it knocks opponents out of the air, she will have a tough time connecting with the Cannon Spike.|
|Hooligan Suplex||close, or +|
|Frankensteiner||close, or +|
|Flying Neck Hunt||close, or +||or|
|Air Frankensteiner||close, or +||or|
|Axle Spin Knuckle||+|