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Cammy White
Cammy White, also known by the codename Killer Bee, is a character from the Street Fighter series who debuted in Super Street Fighter II. As the second female fighter introduced, she was originally engineered by Shadaloo as a clone intended to serve as a future vessel for M. Bison. After being used as an assassin under their control, she eventually broke free and later joined MI6, serving the British government as part of the Delta Red unit.
| Cammy White | |
|---|---|
| Origin | |
| Origin | Street Fighter II |
| Creator | Takashi Nishiyama, Hiroshi Matsumoto |
| First Appearance | Street Fighter Alpha (Chronological first appearance), Street Fighter II (First actual appearance) |
| Actor | Japanese Yoko Sasaki, Akiko Komoto, Miki Nagasawa, Miyuki Sawashiro English Lisa Ann Beley, Susan Hart, Sian Taylor, Debra Jean Rogers, Caitlin Glass |
| Characteristics | |
| Species | Human |
| Gender | Female |
| Pronouns | She/Her |
| Sexuality | Heterosexual |
| Age | Unknown |
| Birthday | January 6th |
| Height | 5'4 (164 cm) (Street Fighter II-IV), 5'5 (165.10 cm) (Street Fighter 5-6) |
| Weight | 101 lbs (46 kg) (Street Fighter II-IV), 134 lbs (61 kg) (Street Fighter 5-6) |
| Ethnicity | British |
| Status | Alive |
| Alignment | Lawful Evil (As Assassin for Shadaloo), Lawful Good (Current) |
| Archetype | Mentor |
| Occupation | Assassin (Formerly), Delta Red Operative, MI6 Operative |
| Time Period | Modern |
| Language | English |
| Combat Style | Shadaloo Assassin Techniques (Street Fighter Alpha), Special Forces Training (Street Fighter 2 and onward) |
| Homeworld | Earth |
| Relationships | |
| Affiliations | M. Bison (Formerly), Chun-Li, Ryu, Guile, Dhalsim, Karin Kanzuki, Decapre, Juni, Juli, Delta Red, Juri |
| Enemies | M. Bison, Juri (Formerly), C. Viper, Vega, JP |
Background
| This dropdown contains the synopsis of Cammy’s story. Read at your own risk as you may be spoiled otherwise! | ||||||
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Street Fighter Alpha 2 Street Fighter Alpha 3 Cammy later crossed paths with Juli and Juni, fellow Dolls who had not yet gained self-awareness. When she confronted Bison, he revealed that she had been designed to serve as his next vessel once his current body collapsed from the strain of Psycho Power. After freeing the twelve Dolls from Shadaloo’s control, Cammy joined them in facing Bison. He explained that she was created as his clone and carried a fragment of his Psycho Power, meaning her life would end if he were to die. Cammy resisted his psychic influence and used the Psycho Drive to sever the Dolls from his control. She successfully evacuated the Dolls from the Shadaloo facility but collapsed afterward, transformed from a clone into an independent human being. Vega ultimately rescued her from the exploding base, unwilling to let someone he considered beautiful die, and left her at the entrance of Delta Red’s headquarters, where she was later taken in. Street Fighter II During the event, she confronted Bison, who claimed she was modeled after him, that she had carried out assassinations on his behalf, that he had arranged for her placement in Delta Red, and that he no longer had any purpose for her. After the tournament concluded, Cammy and her allies participated in the fight against Bison. Once he was defeated, her fellow members of Delta Red reassured her that she didn’t have to be tied to her old life and could move forward. Delta Red’s lineup includes Colonel Keith Wolfman as the team’s commanding officer, marksman Matthew McCoy, close-combat specialist Lita Luwanda, and young tech expert George Ginzu. Street Fighter IV: The Ties That Bind The three eventually uncover a laboratory conducting experiments on kidnapped martial artists. Data from the facility shows that the operation was funded by an arms company known as S.I.N., and that the strange energy signatures and overheated cells were tied to a program called BLECE, which focused on manipulating ki as a weapon. They also learn that Ryu, whose ki is unmatched, is the primary subject of interest. When they track Ryu down, Cammy tries to reach him first, hoping to warn him. However, Crimson Viper confronts him before she can arrive. Cammy shows up moments later and urges Ryu not to unleash his power, fearing it would give S.I.N. exactly the information it wants. Cammy then steps in to fight Viper but is quickly overwhelmed by the advanced abilities granted by Viper’s Battle Suit. Ignoring Ryu’s warning, Cammy throws herself into the fight. Viper counters her effortlessly, catching her kick and striking her in the stomach hard enough to knock the wind out of her. A follow-up kick to the face sends her reeling, and Viper lifts her by the chest before electrocuting her. Cammy collapses, badly hurt. Viper then stomps on her head in a cruel attempt to provoke Ryu into tapping into the Satsui no Hado. After finishing Cammy with a Burning Kick and leaving her unconscious, Viper succeeds in forcing a reaction, but the resulting energy surge destroys the monitoring systems, forcing her to withdraw. Cammy is evacuated and treated for her injuries, later appearing with her arm in a sling. She joins Guile and the US Coast Guard in surrounding Seth’s cruise ship, though Seth escapes using a Shadaloo helicopter. Later, Cammy, Guile, and Chun-Li regroup at the docks, frustrated to discover that the entire incident has been buried. Despite all the information they uncovered, Cammy grows discouraged that they are back at square one and that the blame continues to fall on them instead of the true threat. Street Fighter IV: Original Video Animation Chun-Li eventually encounters Juri and is swiftly overpowered. Before Juri can finish her, her left eye glitches, buying time for Cammy and Guile to arrive. Juri escapes, leaving Chun-Li badly injured. After checking her condition, Cammy alerts Guile that she needs urgent medical care. Chun-Li manages to report that a woman and child are still missing, and Cammy promises to handle the situation before Chun-Li falls unconscious. At the hospital, Cammy suspects the attacker is connected to S.I.N., though she doubts they could create someone with that kind of strength. The following morning, Guile and Cammy find Chun-Li awake and already working, finally understanding her request for a computer. As Guile jokes about the situation, Cammy praises Chun-Li for her dedication despite her injuries. They soon determine that the mysterious woman is heading toward a research facility, so Cammy and Guile move out while Chun-Li continues gathering intel. En route, Chun-Li updates them on Juri Han’s background, including the loss of her left eye. She notes that it glowed during the fight, prompting Cammy to question whether S.I.N. gave her an artificial replacement. Once Guile lands the jet, Cammy jumps out immediately to confront Juri Han, who has already defeated Juli and Juni. Cammy attempts to strike, but Juri uses Juni’s body as a shield. She taunts Cammy for believing she has redeemed herself after her past as a Doll. Juri then tosses Juli at Cammy, and when Cammy catches her, Juri follows up with a brutal kick that sends Cammy sliding across the icy ground. Before Juri can continue, Guile steps in. As Guile fights Juri Han, Cammy carries Juni and Juli to safety, assuring them she will return. She then rejoins the battle and warns Guile that Juri’s left eye produces an artificial form of ki that could overwhelm its user. Ignoring the risk, Juri activates it, gaining even more power. A single strike from her incapacitates Guile and destroys an aircraft behind him. Cammy moves to help, but Guile orders her to pursue Juri instead. Juri Han, meanwhile, gathers all the Dolls and loads them onto a transport plane. Cammy chases after it, managing to climb aboard as it takes off. She confronts Juri Han, and the two engage in a fierce fight. Despite Cammy’s speed and resolve, the power from Juri’s eye overwhelms her. Juri effortlessly catches her Cannon Strike and drives an elbow into her midsection, leaving her breathless. Although Juri wins, she sends Cammy off with one last act of cruelty—shoving the dolly holding Juni into her, knocking both of them out of the aircraft. Fortunately, they land on a snowy mountainside that cushions their fall. Even so, Cammy swears that she will never forgive Juri for what she has done. Street Fighter IV Determined to uncover the truth, Cammy is assigned to investigate and enters the newly announced Worldwide Fighting Tournament hosted by S.I.N. She vows to take revenge on Juri for what happened to the Dolls she considers her sisters. Cammy eventually confronts Juri again, though the outcome of their rematch is left uncertain. Later during the tournament, she infiltrates the S.I.N. dam facility and uncovers data on the BLECE Project. Before she can study it, Crimson Viper appears, holding her at gunpoint and demanding the files. Refusing to let the information be weaponized, Cammy deletes the project data. Viper holsters her weapon and escapes, frustrated that years of investigative effort have gone to waste. During her mission inside the facility, Cammy encounters Decapre, who collapses while angrily muttering that she despises Cammy and her face. Bison soon appears, explaining that Decapre is dying but a deal can be offered. Cammy agrees to let him take Decapre in exchange for saving her life. When Cammy reports back, Colonel Wolfman tells her that he already knew the data had been deleted and commends her for making the right choice. Back home, Juni eventually awakens from her coma with partial memory loss. Cammy warmly reassures her and promises to support her through her recovery.
Three years after the events involving Decapre, Cammy reflects on their encounter and on the harm she once caused under Shadaloo’s control. Now committed to protecting others, she receives word from her superiors that Shadaloo has begun to move again. While traveling through India, she runs into Birdie. After defeating him, he recognizes her as one of Bison’s former Dolls from his own time within Shadaloo. Before she can pursue him further, the police arrive and he escapes, leaving Cammy to deal with the situation alone. Later, Cammy infiltrates Shadaloo’s base but is ambushed by F.A.N.G, who intends to eliminate her for defecting. During the fight, she demands information about Decapre, and soon broadens her questions to include the fate of all the Dolls. F.A.N.G mocks her attempt to protect them and taunts her about her past as an assassin. Before she can get answers, Shadaloo soldiers surround her. F.A.N.G hints at “Operation C.H.A.I.N.S.” and warns that he will kill her should she interfere, forcing Cammy to withdraw. Back in London, Cammy reunites with Juni and notices that she has been cleared to go out. As they talk, the two are cornered by Shadaloo operatives. Vega strikes first, and Juni reacts to his claw, recognizing its similarity to Decapre’s. Cammy defends Juni and defeats Vega, causing him to fall back while acknowledging how dangerous she has become. Concerned about F.A.N.G’s warning, Juni urges Cammy to be careful. Cammy resolves to stop Shadaloo and rescue the Dolls, and Juni encourages her to return safely. As Cammy departs, Juri is revealed to have been watching the encounter from a distance, covertly observing her movements. Cammy’s role in Street Fighter V: A Shadow Falls begins near the end of Act One. After Chun-Li is overpowered by M. Bison, he prepares to finish her with Psycho Power. Cammy intervenes at the last possible second, tackling Chun-Li out of the attack’s path. Chun-Li realizes who saved her just as Cammy and Guile move to get her away from the battlefield. F.A.N.G briefly considers pursuing them, but Bison orders him to stand down, confident that their escape poses no threat. That night, Cammy, Guile, and Chun-Li regroup in another damaged section of the city. Cammy explains that she has been tracking Shadaloo ever since the Black Moons appeared and confirms that Shadaloo is responsible for the destruction in New York. She scolds Chun-Li for acting recklessly earlier, despite her injuries. Cammy reveals that Shadaloo can’t activate all of the Black Moons because the control keys were stolen, speculating that the thief may have been a traitor or a spy inside the organization. When Guile and Chun-Li describe a recent series of hacker disappearances, Cammy suggests that those same hackers may have been forced to create the Black Moons. As Chun-Li recovers, Cammy presents a package meant for her—one that another Interpol agent attempted to deliver before being attacked by Shadaloo. Chun-Li opens it, and Guile immediately recognizes it as matching the piece he carries. Moments later, Charlie Nash approaches them in his reanimated state, while Rashid and Azam arrive from the opposite side. Guile confronts Charlie, and Rashid steps in to battle Chun-Li for the piece. Cammy tries to assist, but Azam blocks her. Rashid defeats Chun-Li, retrieves her piece, and escapes with Azam in a whirlwind, forcing Cammy to shield herself from the debris. Later, Cammy joins the others at the Kanzuki Estate. With Karin’s resources, a master list is obtained detailing who received the control pieces and who might have access to that data. Cammy adds her own findings, explaining that the Black Moons were constructed by the kidnapped hackers and that Guile is working with a covert operative inside Shadaloo for additional intelligence. Soon after, Cammy and Karin are confronted by März, Decapre, and Shadaloo soldiers. While Karin subdues März, Cammy defeats both the soldiers and Decapre. As she tries to help her, Decapre suddenly clutches her head in pain, recovers, and then escapes to the rooftops before Cammy can stop her. Although Cammy prevents Shadaloo from acquiring the pieces, she is left troubled that she failed to save Decapre. When the group prepares to send teams to recover the remaining chess pieces, Cammy accompanies Chun-Li and Ken to Brazil. Before their departure, she and Chun-Li watch Ken spending time with his son, Mel. Cammy argues that Ken should stay behind to protect his family, but Chun-Li insists that some fights cannot be avoided, especially for a father. Cammy apologizes for bringing up her own confusion about family given her lack of one. Karin arrives shortly afterward, informing them that the others have already set out. In Brazil, Cammy travels with Chun-Li after Ken saves Sean Matsuda from F.A.N.G. Ken explains that they are searching for one of the pieces and asks Sean for help. Sean agrees and goes to retrieve it, but before he can hand it over, Cammy notices a Shadaloo soldier’s body being thrown toward him. Ken and Chun-Li quickly knock the body away just as Laura arrives. Cammy watches the siblings interact, curious about their energetic behavior, and quietly asks Chun-Li if this is how siblings usually act. When Laura decides to join the fight after defeating Ken, the group is confronted by Decapre, now fully controlled by Psycho Power. Seeing the Doll’s suffering, Cammy instantly understands that something is tormenting her. Images of a tormented and unstable Decapre flash through Cammy’s mind, pushing her to intervene before Laura engages. Cammy steps forward to determine whether Decapre is an enemy or simply being controlled. She wins the fight, and Decapre collapses, unconscious. Sean returns with police officers planning to arrest Decapre. Chun-Li, drawing from her law enforcement background, suggests that Cammy should allow the authorities to take her. Cammy hesitates, remembering her childhood connection to Decapre and the bond they once shared. When the police demand that she hand over the Doll, Cammy’s protective instincts overwhelm her. She knocks down one of the officers, prompting another to fire at her. Cammy evades the shot and carries Decapre to safety, defeating the attacking officer in the process. Before more officers can fire, Juri arrives on her motorbike and knocks them aside. She offers Cammy an escape, telling her to repay the favor with Decapre. Juri removes Decapre’s mask, exposing her damaged face, and mocks Cammy for placing herself in danger for the Dolls. Realizing she has no other way out, Cammy reluctantly accepts the offer and climbs onto the bike with Decapre in her arms. As they drive off, Vega watches with unhealthy fascination, eager to claim Cammy for Shadaloo. At Union Station, Decapre regains consciousness in agony. Psycho Power overwhelms her again, and she suddenly grabs Cammy by the throat. As Cammy struggles, Juri ridicules her for risking everything. Cammy pins Decapre down, but the Doll continues attacking, striking her repeatedly. Juri coldly suggests killing Decapre, claiming she is beyond saving. Just before Decapre can stab her with Psycho-infused blades, Cammy blocks the attack and knocks her out with a powerful punch. Juri laughs, while Cammy looks down at Decapre with guilt and sorrow. Vega soon arrives and confronts Cammy. She stands to defend herself, and he immediately fixates on Decapre’s unconscious body, mocking the Doll. Enraged, Cammy fights him. Vega becomes fascinated by the emotional conflict he sees in her, calling it a kind of beauty he believed she no longer possessed. After defeating Cammy, he tries to flatter her, but Juri interrupts and calls him a creep. Juri claims Cammy as hers since she took her first. Vega insults her lack of refinement, leading the two to fight. As Cammy regains consciousness, she sees Vega near Decapre and kicks his mask off, forcing him to retreat. Cammy temporarily stays with Helen for Decapre’s safety. She overhears a message from Li-Fen explaining that she has a way to stop the Black Moons. When Charlie admits he cannot defeat Bison, Helen becomes desperate and demands that he must kill him before time runs out. Charlie acknowledges her plea and leaves. During the final assault on Shadaloo, Cammy witnesses all the Dolls being controlled by F.A.N.G. Horrified, she confronts Juli, who is also empowered by Psycho Power. Juli immediately launches at her in a furious rage. Cammy defeats her and knocks her unconscious. As Cammy approaches Juli’s fallen body, Vega suddenly attacks her again. Cammy is weakened, and Vega expresses his twisted admiration for her eyes and his desire to fill them with despair. Despite her efforts, she cannot overpower him. Vega strikes her hard in the stomach with his claw and demands that she surrender so he can continue feeding on her suffering before leaping in for the final blow. Before Vega can strike Cammy, Decapre intervenes, blocking his claw. Though Vega rarely shows surprise, he is visibly impressed that Decapre is finally acting of her own free will. At that moment, Juri arrives, nearly crashing her motorbike into the group. The vehicle slides off and explodes in the background as Juri confronts Vega, seemingly amused by the chaos. Cammy looks to Decapre, puzzled as to why she intervened. Decapre confirms she acted to protect Cammy, though she admits feeling a touch of jealousy. Vega attacks Juri Han, and the two immediately engage in battle. Meanwhile, Cammy and Decapre face off against the remaining Dolls, who are still under F.A.N.G's control. As the fight progresses, Rashid intervenes and destroys the device controlling them. With the mechanism gone, Cammy and Decapre are able to defeat the other Dolls, and the surrounding Psycho Power dissipates. Once free, the Dolls awaken, and any remaining Shadaloo guards are driven off by their combined efforts. Cammy and Decapre are finally reunited with their "sisters." The story concludes with Cammy, Juri Han, and the other Dolls observing the destruction of the Shadaloo Base, signaling the end of the conflict. Street Fighter VI
Cammy: The Investation Continues Her search leads her to Nayshall, where she meets a man named JP. She questions him about any leads on Shadaloo's remnants, but he denies any knowledge. As JP prepares to leave to feed his cat, Cammy senses a surge of negative energy emanating from him—Psycho Power. When questioned, JP remains silent. Cammy warns that she will use force if necessary, prompting a battle. She defeats JP but senses that something is amiss. Despite this, JP escapes, leaving Cammy with more questions than answers. Returning home, Cammy reflects on her doubts about whether she can truly eliminate the remnants of Shadaloo. She recalls Juni sharing tea and cakes with her, remembering her advice and comforting smile. Inspired, Cammy thanks Juni for reminding her she is not alone and vows to succeed, not just for herself but also for her "sisters." World Tour
In Chapter 7, after assisting Alfred in defeating a gang of Mad Gear Dancers, he thanks the Avatar on behalf of the Delta Red Special Forces Unit and invites them to visit the United Kingdom to potentially meet his commander. Upon arrival, the Avatar explores the streets in search of the officer. Unbeknownst to them, Cammy blends into the small crowd, observing the Avatar. Using her phone, she notes that the Avatar is not the person they are seeking, despite their martial arts background. The Avatar soon senses they are being watched and briefly encounters Cammy, who stares at them before disappearing into the crowd and slipping around a corner. Later, the Avatar meets Cammy, who admits she has been keeping an eye on them because of their martial arts skill—a habit of the job. The Avatar requests that she teach them her techniques. Initially surprised, Cammy accepts and arranges to meet the Avatar at the same location the next morning. The following day, they spar. Cammy begins with her back to the Avatar, instructing them not to hold back. The Avatar attempts a blindside punch to the back of her head, but Cammy tilts her head to easily avoid it. She ducks under a backfist and steps back to create distance. After evading several kicks, both fighters throw simultaneous punches. Cammy sidesteps, stopping just inches from the Avatar's face, then pushes them away and retaliates with a spinning heel kick, narrowly avoided. As the Avatar attempts a counter, Cammy intercepts another backfist and shoves them back again. The Avatar follows with a powerful hook, but Cammy backflips and leaps to deliver a Cannon Strike, forcing the Avatar into a guard. Instead of finishing the attack, she uses the Avatar’s head as a stepping stone to jump behind them, ending the sparring session. Cammy concludes the training by advising the Avatar to focus on striking with speed and precision rather than expending unnecessary energy. |
Appearance
General Description: Cammy is a slightly below average height woman with a muscular and athletic build. She has long blonde hair styled into braided pigtails with a large forelock, and light-blue eyes. A scar is visible on her left cheek. Her usual attire is designed for speed, mobility, and flexibility, often consisting of a leotard or tactical clothing. Cammy is consistently depicted with her distinctive blonde hair, light-blue eyes, and muscular build across all media and games.
Facial Features: Cammy has light-blue eyes and a small scar on her left cheek. Her long blonde hair is typically styled in braided pigtails with a large forelock, though in some appearances it is styled in a high ponytail or shoulder-length.
Clothing/Outfit:
- Super Street Fighter II: Green thong leotard with a Delta Red triangle insignia on either breast, red beret, red socks, black calf-high combat boots, red gauntlets, and green camouflage paint on her legs. This is referred to as "Delta Red Cammy."
- Cannon Spike: Similar to her SSFII attire but with red knee pads, inline skates, and two sub-machine guns; an Uzi in her right hand and a Skorpion vz. 61 in her left.
- X-Men vs. Street Fighter / Street Fighter Alpha 2 Gold: Light blue thong leotard with a yellow tie at the front of the turtleneck, small blue garrison cap, knee-high brown boots, and red gauntlets. The leotard has an opening on the upper back, and her legs are decorated with a blue lightning bolt design. This outfit is referred to as her Alpha costume or Killer Bee outfit.
- Street Fighter II V: High ponytail hairstyle, black leather tank top and tights, and a choker with a crucifix used to conceal a garrote. Worn while working as a contract assassin.
- Final Fight: Streetwise: Sleeveless sweater top, silver and red gauntlets, baggy cargo pants, red cap, retaining her signature pigtails.
- Street Fighter IV: Classic Delta Red attire or a padded winter jacket variant with fur trim. Accessories include tall knee lace-up boots, Delta Red symbols, and gauntlets. Camouflage fatigue strips on her legs are sometimes retained. Other alternate costumes include a Catwoman-inspired military suit and an M. Bison-inspired outfit.
- Street Fighter × Tekken: Swap Attire based on Tekken's King, including jaguar-inspired hood, lower body fur, leather skirt, vest with pink midriff top, black gauntlets and armbands, knee-high black boots with red socks.
- Street Fighter V: Outfit similar to SFIV but with an elbow guard on the left gauntlet, shoulder and thigh gun holsters, and a more streamlined design showing abdominal muscles. The Delta Red insignia is removed, and camouflage markings can be restored. Multiple alternate costumes exist, including Story, Battle, Halloween, School, Nostalgia, Dolls, Holiday, CPT, Cannon Spike, Swimsuit, Jill, Fiona, Track Suit, Blair Dame, and Killer Bee.
- Street Fighter 6
- Default Outfit: Shoulder-length blonde hair with forelock intact. Dark blue sports bra, black yoga pants with white trim and blue hexagonal patterns on the sides. Dark blue socks, red calf-high combat boots, and red gauntlets with the right glove extending to protect most of the forearm. Black choker with Delta Red triangle emblem. Light blue leather jacket with two long sagging straps and the United Kingdom flag on the back.
- Second Outfit: Modified version of her classic green leotard. Retains camouflage markings on her legs, shoulder and thigh gun holster on the right leg.
- Third Outfit: Red cloak-like trench coat with a hood, white and black accents, breast and hip pockets, and a triple vent at the back. Worn open to reveal a black sleeveless crop top with turtleneck. Gold photo locket on a chain around her neck. Black glove sleeves with red line beneath wrist-length red gauntlets. Black cycling shorts with belt, black utility bag on right thigh, and black calf-high combat boots.
- Fourth Outfit: Beach-inspired look with a wide-brimmed straw hat, long braids underneath. Pink bandeau bikini with bow at center, matching pink bottoms with side ties. White utility belt and thigh holster with tactical pouch for phone. Layered bracelets on both wrists and dog tag with cat silhouette. Pink strapped sandals with ankle ties.
Special Features: Cammy’s leotards and tactical outfits are designed to maximize flexibility and mobility. She sometimes carries weapons such as sub-machine guns in specific appearances (Cannon Spike).
Alternate Forms/Disguises: Varies per game and media adaptation; examples include her Shadaloo Doll persona (Killer Bee) and her Story/Nostalgia costumes in Street Fighter V.
Personality
- Strong and Determined: Cammy is a forceful and determined individual with a firm sense of justice. She refuses to back down from a fight, employing her extensive training from Delta Red and Shadaloo to overcome her opponents. She holds herself to high standards and is relentless in pursuing her goals, often being harsh on herself for mistakes.
- Polite and Respectful: With those she knows and trusts, Cammy is extremely polite, friendly, respectful, and enthusiastic. She demonstrates care and loyalty toward her allies, including Delta Red, Chun-Li, Guile, and even others she has only briefly met, such as Ryu.
- Brutal to Enemies: Against those she dislikes or sees as threats, such as M. Bison or Vega, Cammy can be brutal and condescending. She prefers to avoid unnecessary harm, but she does not hesitate to use deadly techniques when required. Her opponents are generally aware of the danger she represents.
- Protective Nature: Cammy maintains a strong protective instinct, particularly toward the Dolls, including Decapre. She prioritizes their safety even over her own relationships, at times acting against authority to ensure their well-being. Her willingness to protect those under her care is a defining aspect of her personality.
- Fondness for Cats: Cammy has a soft spot for cats, often caring for strays. This side of her personality is highlighted in lighter moments, including interactions in Street Fighter 6, where her fondness of cats is shown through missions and playful tasks.
- Struggle with Family Concepts: Cammy is uncertain about familial relationships, as she does not have a family of her own. She sometimes struggles to understand the bonds between others, such as observing the Matsuda siblings or Ken with his son Mel.
- Military Discipline and Honor: Cammy exhibits strong military discipline and stern honor. She respects other soldiers, particularly those like Guile and Charlie, and approaches missions with a professional and focused mindset. Her front-line soldier mentality drives her decisions and interactions.
- Focused and Serious: Cammy maintains a serious and straightforward demeanor, particularly in combat or missions. She is capable of maintaining focus on objectives while balancing her softer qualities around allies. Her personality combines both pragmatism and compassion.
- Athleticism and Pride in Skill: Cammy takes pride in her fighting abilities, which include high-speed maneuvers and advanced techniques such as Spiral Arrow, Cannon Spike, and Hooligan Combination. She values precision, speed, and effectiveness in her combat style.
- Playfulness and Flirtation: In certain narratives, including the Street Fighter animated series, Cammy exhibits flirtatious or playful behavior, particularly with Guile. Despite this, her playful side does not interfere with her focus or professional conduct.
- Growth and Confidence: Over time, Cammy has grown more confident and purpose-driven, moving from a focus on vengeance against Shadaloo to prioritizing the survival and well-being of her "sisters," the Dolls. She balances determination, care, and pragmatism in her actions.
Goals
- Rescue all the dolls from M. Bison's control (Succeeded).
- Capture and detain all of Shadaloo (Ongoing).
General Information
Name: Cammy White[1]
Nicknames: "Killer Bee" (Codename)[2], The Silent Killer
Origin: Street Fighter II
Overall Series: Street Fighter
Greater Franchise: Capcom
First Appearance: Street Fighter Alpha (Chronological first appearance), Street Fighter 2 (First actual appearance)
Company: Capcom
Creator: Takashi Nishiyama, Hiroshi Matsumoto
Actor
- Japanese Voice Actor: Yoko Sasaki (Street Fighter II: The Animated Movie, Street Fighter II V), Akiko Komoto (Street Fighter Alpha 2, Namco X Capcom), Miki Nagasawa (Capcom vs. SNK 2: Mark of Millennium), Miyuki Sawashiro (Street Fighter IV: The Ties That Bind, Street Fighter IV, Super Street Fighter IV, Street Fighter X Tekken, Super Street Fighter IV 2012 TV Show, Ultra Street Fighter IV, Street Fighter V, Teppen, Street Fighter VI)
- English Voice Actor: Lisa Ann Beley (Street Fighter 1995 TV Show), Susan Hart (Street Fighter Alpha 2, X-Men VS Street Fighter, Marvel vs. Capcom 2: New Age of Heroes, Capcom vs. SNK: Millennium Fight), Sian Taylor (Street Fighter II V), Debra Jean Rogers (Street Fighter II V), Caitlin Glass (Street Fighter IV: The Ties That Bind, Street Fighter IV, Super Street Fighter IV, Street Fighter X Tekken, Super Street Fighter IV 2012 TV Show, Ultra Street Fighter IV, Street Fighter V, Teppen, Street Fighter VI)
Gender: Female
Sexuality: Heterosexual
Pronouns: She/Her
Handedness: Right-Handed
Age: Unknown
3 Sizes: B86/W57/H88[4]
Birthday: January 6th[5]
Time Period
Timeline: Main Timeline
Homeworld: Earth
Story Role: Mind Controlled Character, Supporting Antagonist, Supporting Protagonist
Legacy: Global Legacy (Cammy is one of the several legendary fighters that are known across the world that the player becomes a disciple of in Street Fighter VI[10])
Influence: Event Influence
Language: English
Ethnicity: British
Religion: N/A
Classification: Alpha Warriors, The World Warriors[11], Legendary Fighter[12], M. Bison Clone[13]
Species: Doll
State of Being: Regular
Physiology: Humanoid Physiology
In-Universe Creator: Unknown
Occupation: Assassin for Shadaloo[14] (Formerly), Delta Red Operative[15][16], MI6 Operative for British Government
Ranking: Top Agent, Instructor
Combat Style
- Street Fighter Alpha Series: Shadaloo Assassin Techniques[17]
- Street Fighter 2 and Onward: Special Forces Training[18]
Affiliations: M. Bison (Formerly), Chun-Li, Ryu, Guile, Dhalsim, Karin Kanzuki, Decapre, Juni, Juli, Delta Red, Juri
Enemies: M. Bison, Juri (Formerly), C. Viper, Vega, JP
Height
- Street Fighter II-IV: 5'4 (164 cm)[19]
- Street Fighter 5-6: 5'5 (165.10 cm)[20]
Weight:
- Street Fighter II-IV: 101 lbs (46 kg)[21]
- Street Fighter 5-6: 134 lbs (61 kg)[22]
Status: Alive
- As Assassin for Shadaloo: Lawful Evil (Initially Cammy was a doll that worked for M. Bison[23], being implanted with memories that made her into an assassin[24])
- Current: Lawful Good (When Cammy's mind is regained and she is no longer under control she tries to save everyone under Bison's influence[25])
Protection Level: Global Protector (Aided in the defeat of M. Bison who wished to take over the world)
Threat Level: Global Threat as Assassin (Noted by M. Bison that Cammy's power is so great that she could destroy an entire country alone[26])
- Type(s) of Potential: Limitless Potential
- Level of Potential: Limitless
- Description: There is no limit to human strength, they can keep training and surpassing their peaks[27]. Every Street Fighter character through battle gained an insight into their strength and exceeds their limitations[28]. Fighters notably train and increase their powers while taking a world tour of street fighting arenas and stages[29]. Fighters get stronger as they learn various and more powerful techniques[30].
- Limitations: Nothing notable.
Archetype: Mentor
Codex Statistics
Key: Street Fighter Alpha-Alpha 3 | Street Fighter 2-4 | Street Fighter 5 | Street Fighter 3-6
Key Information
- Street Fighter Alpha-Alpha 3: This key covers events within the Street Fighter Alpha series of games.
- Street Fighter 2-4: This key covers events that span across the Street Fighter II and Street Fighter IV series of games.
- Street Fighter 5: This key covers events within the Street Fighter V series of games.
- Street Fighter 3-6: This key that span across the Street Fighter III series of games and Street Fighter VI.
B
B to A
A
A
At least 9-B. 2-A (Indirect/Circumstantial) through Misuse of a Fighters Ki
9-B to 9-A. 2-A (Indirect/Circumstantial) through Misuse of a Fighters Ki
9-A. 2-A (Indirect/Circumstantial) through Misuse of a Fighters Ki
At least 9-A. 2-A (Indirect/Circumstantial) through Misuse of a Fighters Ki
Cardinality: Finite
Dimensionality: 3-D
- Psycho Power (During Street Fighter Alpha): (Rose notes that Cammy possesses Psycho Power[31])
- Ki (All Fighters utilize "Ki" as their primary energy source[32]. The training of "Chi" involves 3 layers and 9 steps, solidifying their trained energy into chi, realizing divinity through their trained chi, and restoring health to a void through their trained divinity, in the art of battle, fighters must cultivate and store their "chi" using the nine kou's rear gate point, in other words, a fighter is focusing all of their determination into one point of their body[33]. Fighter's ki are in actuality channeling powers that flow from entirely different dimensions, where such misused power can have terrible consequences on the myriad of worlds in the multiverse with sources like M. Bison threatening to destroy all of existence[34])
At least Wall level (Buster) (Should be superior to Street Fighter 1 Ryu, who broke multiple stone tiles[35], and broke three cinderblocks with one attack[36]. Should be comparable to Adon[37], who broke a chunk off a statue's head[38]. Should be comparable to characters like Birdie, who bent a large piece of metal[39]. Noted by M. Bison that he had to put a Psycho Limiter inside of Cammy due to her being too powerful[40]. Noted by M. Bison that Cammy's power is so great that she could destroy an entire country alone[41]. directly noted to be a copy of M. Bison[42], possessing the same DNA[43]). Multiverse level (Indirect/Circumstantial) through Misuse of a Fighters Ki (Fighter's ki are in actuality channeling powers that flow from entirely different dimensions, where such misused power can have terrible consequences on the myriad of worlds in the multiverse and power such as M. Bison's being destructive enough to end all of existence[44])
Wall level (Buster) (The Street Fighter cast can break[45] apart cars overtime with various hits[46]. They can also destroy metal barrels[47]. Along with destroy stone walls overtime[48]. Can fight and harm Sagat[49], who broke a large rock in half[50]. Can destroy barrels in a single hit[51], Can fight and harm Zangief[52], who overpowered a large bear[53]) to Room level (Potency) (Fought against and harmed[54], Juri Han, who can blow up the inside of a building[55] and cause a jet plane to explode[56]. Can destroy barrels in a single hit[57]). Multiverse level (Indirect/Circumstantial) through Misuse of a Fighters Ki
Room level (Potency) (Comparable to Chun-Li, who could casually bust open a large metal door along side Karin on the other side[58]. The cast is able to destroy barrels with a single hit[59]). Multiverse level (Indirect/Circumstantial) through Misuse of a Fighters Ki
At least Room level (Potency) (As before, the Street Fighter cast can break apart cars overtime with multiple hits[60]. Legendary Fighter's masters actions make their student able to destroy objects they couldn't prior such as wooden boxes and barrels[61]). Multiverse level (Indirect/Circumstantial) through Misuse of a Fighters Ki
At least Wall level
Wall level to Room level
Room level
At least Room level
At least Wall Class (Buster)
Wall Class (Buster) to Room Class (Potency)
Room Class (Potency)
At least Room Class (Potency)
At least Superhuman (All fighters create afterimages when using their super combos[63]. Faster than Dan, who can outrun a wall of flames[64]. Comparable to Sagat, who was able to get down from a large statue and appear behind the man watching him, before the man even noticed[65])
At least Superhuman
At least Superhuman
At least Superhuman
Transonic
Transonic
Transonic
Transonic
Transonic (The Street Fighter cast can react to a sonic boom attack from Guile[66], even during the Alpha series[67])
Transonic
Transonic
Transonic
Stamina: Superhuman (Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments and earn the title of Grand Master[68]. Can go through intense battles and long periods of training)
Range: Standard Melee
Intelligence: Unknown Intelligence
Knowledge: At least Master level (Cammy is an assassin of Shadaloo who was made to be the perfect soldier and killer[69]. Cammy is noted to be skilled in knife-throwing[70][71]. Cammy has mastered her techniques in live combat[72], through analyzing her fights and facing failure directly, sharpening both her skills and herself[73]. Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments[74]. Fighters are able to fight against Rose whose visions show her from where a fighter will attack before they even move[75]. Every Street Fighter character through battle gained an insight into their strength and exceeds their limitations[76]. Fighters notably train and increase their powers while taking a world tour of street fighting arenas and stages[77]. Fighters get stronger as they learn various and more powerful techniques[78]. Noted that a good fighter learns constantly, learning during the fight ways to defeat their opponent[79])
- Superhuman Physical Characteristics
- Superhuman Strength (It's noted by the fighters against a Rookie Ryu the strength he has, but telling him to never forget there's many guys like him all over the world[80]. Even with Ryu earning the distinction of "King of the Hill" at the end of Street Fighter 1, it was noted he has no time to rest on his glory for there is always someone waiting in line to knock him off the top[81]. Fighters are capable of breaking stone tiles[82], punching apart wooden planks[83], cut bottles with their hands[84], cut diamond in half[85], cut wooden planks with spikes in half[86], can break apart trucks[87], miniature cars[88], etcetera)
- Superhuman Durability
- Superhuman Speed
- Superhuman Reaction
- Superhuman Lifting
- Superhuman Energy Efficiency
- Acrobatics (All fighters can jump above the average human, even those with bulky builds[89]. All fighters can utilize the high jump, allowing them to jump higher than a regular jump[90])
- Martial Arts (Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments[91])
- Accelerated Development
- Training & Battle
- Physical Stats: There is no limit to human strength, they can keep training and surpassing their peaks[92]. Every Street Fighter character through battle gained an insight into their strength and exceeds their limitations[93]. Fighters notably train and increase their powers while taking a world tour of street fighting arenas and stages[94]. Fighters get stronger as they learn various and more powerful techniques[95]. Noted that a good fighter learns constantly, learning during the fight ways to defeat their opponent[96]. Fighters have improved their techniques to where their perfect parries[97], slow down their perceptions[98].
- Training & Battle
- Staggering (Fighters through hits can sometimes inflict the stun status on characters[99])
- Second Wind (Fighters can get back up and fight for a second round even after their health is depleted[100])
- Stun Recovery
- Physical Stun Recovery: All fighters can recover from dizziness faster than normal through rapidly pressing the buttons[101].
- Counter (Fighters are able to perfectly counter attacks and projectiles to send them flying back[102]. Fighter's are able to utilize Alpha Counters, which are able to be performed after blocking an attack from their opponent[103]. With the Parrying mechanic, allows the fighter to parry an opponent's attack and counter with their own[104]. Counter Hits make the opponent take longer to recover from the damage[105].)
- Aerial Recovery (Fighter's are able to use defensive fall to reduce the damage from throws and safely fall to the ground[107]. Fighter's are able to use Quick Standing, a move that let's them recover the moment an opponents knocks or throws them up into the air[108])
- Perfect Guard (Fighters are able to consecutively perfect guard attacks, completely nullifying any potential damage taken[109]. A Perfect Parry is the Result of performing a Drive Parry the moment an opponent's attack hits them[110])
- Autopilot (Fighters can auto guard attacks unless they are attacking, though they can only do this a limited number of times per round[111])
- Damage Reduction (With the counter move "Damage Reduction", fighters reduce damage when they are under attack or blocking[112])
- Guard Break (Fighters can perform a Guard Crush, which breaks one's Guard Power Gauge[113]. Fighter's can perform Drive Impacts to break a cornered opponent's block[114])
- Restoration (A successful drive parry will replenish a fighter's drive gauge[115]. Fighters can be poisoned[116] and can eventually recover from it[117])
- Impact Resistance
- Standard Impact Resistance: All fighters are able to withstand long falls and landing on their knees, even from tall buildings[118].
- Limit Break
- Nullification
- Afterimage Creation (All fighters create afterimages when using their super combos[122])
- Freedom of Manifestation (Fighters in Street Fighter can have their destiny wide open to them[123])
- Acausality
- Statistics Boost (With EX Special moves, allows the fighter to use special moves that are further powered up versions of their normal special moves[125])
- Empowerment (Noted by Lily that a fighters strength is based off how much they believe, if they don't believe they won't get any stronger[126], if they believe in themself, they can find the immeasurable strength within and always get stronger[127])
- Absorption & Healing (The Drive Impact has it where a fighter can absorb up to any two attacks from the opponent and can break through any attack[128])
- Purification (Fighters are able to snap out others from M. Bison's Psycho Power for a short time[129])
- Dormant Power Reservoir (All fighters have the dormant energy to power M. Bison's ship to destroy an entire city[130])
- Drawn By Fate (It's noted by Karin that powerful forces attract like magnets[131], with Zangief randomly appearing being noted by Karin to be a "twist of fate" and "destiny calling"[132], essentially meaning all fighters are drawn in some way to fight each other, whether it be for simple sportsmanship, a battle to the death, a fight to understand each other better, etcetera. Rose notes that fights are apart of fate's flow, meaning her victory is guided by a divine providence[133])
- Chi Manipulation (All Fighters utilize "Ki" as their primary energy source[134])
- Aura
- Extrasensory Perception (Ki users are able[135] to sense[136] the Ki[137] of others[138])
- Statistics Boost (With Focus Attacks, unleashes a powerful chi boosted attack that is far above their regular attacks[139])
- Charged Attack (Focus attacks charge up to three different attack levels[140])
- Super Armor (While charging focus attacks, the fighters gain Hyper Armor[141], allowing them to absorb an opponent's attack and rather then take direct damage[142])
- Regeneration
- Type: Regenerative Health
- Source: Spiritual Regeneration
- Capabilities: The section of their vitality gauge will change color and regenerate overtime[143].
- Absorption
- Regeneration
- Status Effect Inducement (Focus Attacks induce the crumple status effect[144], when an opponent crumples, they are rendered totally defenseless as they fall to the floor[145])
- Nullification
- Armor Nullification: At level 3, focus attacks have Armor Break properties[146].
- Unblockable Attack (At level 3, focus attacks are unblockable[147])
- Willpower Manipulation (The training of "Chi" involves 3 layers and 9 steps, soldifying their trained energy into chi, realizing divinity through their trained chi, and restoring health to a void through their trained divinity, in the art of battle, fighters must cultivate and store their "chi" using the nine kou's rear gate point, in other words, a fighter is focusing all of their determination into one point of their body[148])
- Link Manipulation & Channeling (Fighter's ki are in actuality channeling powers that flow from entirely different dimensions, where such misused power can have terrible consequences on the myriad of worlds in the multiverse[149])
- Perception Manipulation (With V-Shift Break, if a fighter successfully parries their opponent's attack with a V-Shift, they will trigger slow motion, while in this state, the character-specific counterattack (V-Shift Break) can be used[150])
- Limited Fate Manipulation (All fighters if trained to know fate would be battling with the future itself[151]. Fighters are noted to have no use for fortune telling as they forget their own destiny[152]. It's also noted by Rose that fighters still have a chance to change their destiny[153]. Rose notes that fights are apart of fate's flow, meaning her victory is guided by a divine providence[154]. It's noted by M. Bison that to resist and change one's fate is what comes from true power[155]).
- Resistance to
- Cold Temperatures (Fighters can[156], fight in[157], snowy areas[158] regardless of the environment[159] without facing any adverse effects)
- Extreme Heats (Fighters can[160], fight in hot and volcanic levels[161] without any adverse effects)
- Fire Manipulation (Fighters can recover from being lit completely on fire, continuing the match[162])
- Ice Manipulation (Fighters can break out of being frozen solid[163])
- Electricity Manipulation (Characters can take hits from Blanka's electricity and keep fighting[164], and can take hits from C. Viper's electricity[165])
- Mind Manipulation, Madness Manipulation & Corruption (Fighters are unaffected by[166] the effects of the black moon[167], where sadness, chaos, fear, hatred, and despair are all the extreme negative emotions the moons can bring out[168]. M. Bison needs the fighter's guards to be down in order to affect them with his psycho power[169], with it being referred to as "madness"[170])
- Poison Manipulation (Fighters only take slowly draining damage from F.A.N.G's poisons[172] and can eventually recover from it[173], where his venom is supposed to act faster then an electric shock[174])
- Soul Manipulation (Fighters are able to fight against Necalli and escape from him if they're weaker, being directly shown in his arcade mode that he needs to overpower and surprise attack them first in order to devour their soul[175], where it's noted that Necalli is constantly surrounded by a noxious gas that pollutes the souls of whatever it comes into contact, and once it happens, the infected people become like Necalli and seek the souls of other strong fighters[176])
- Spatial Manipulation (Fighters are able to punch through areas with distorted space around them[177])
- Fate Manipulation (Rose notes that fights are apart of fate's flow, meaning her victory is guided by a divine providence[178], yet fighters are noted to have no use for fortune telling as they forget their own destiny[179], and it's also noted by Rose that fighters still have a chance to change their destiny[180]. It's noted by M. Bison that to resist and change one's fate is what comes from true power[181])
- Superhuman Physical Characteristics (She is physically enhanced by biotechnology[182])
- Intimidation (Due to the mind control, Cammy's eyes are not human, intimidating people she faces against[183])
- Martial Arts (Cammy is knowedgeable on standard combat training[184], utilizing Shadaloo Assassination Techniques and later Special Forces training in her combat style[185])
- Vehicular Usage
- Weapon Mastery
- Throwing Knives Mastery: Cammy is noted to be skilled in knife-throwing[187][188].
- Extrasensory Perception (Cammy is able to detect when users possess psycho power[189])
- Information Analysis (Cammy is able to detect[190])
- Poison Manipulation (Cammy carried a deadly poison that was fast-acting and lethal[191])
- Energy Manipulation (In the Marvel vs. Capcom series, Cammy has showcased the ability to imbue her arms[192], her legs[193], and her body with energy[194]).
- Resistance to
- Fate Manipulation (Rose noted that she is fated to fight M. Bison and that it was time for Cammy's eternal slumber, yet Cammy won[195])
- Mind Manipulation (Cammy was able to learn beyond M. Bison's capacity to control her, making her break free from his mind control[196]. Shadaloo is incapable of perfecting control over her mind[197]. Cammy's suppressed mind keeps trying to come out of the Shadaloo mind control[198])
All previous powers and abilities to a greater extent.
Rose notes that Cammy possesses Psycho Power[200], and is directly noted to be a copy of M. Bison[201], possessing the same DNA[202], which gives her:
- Accelerated Development
- Passive
- Reality Warping (Psycho Power defies all logic and reason, having the capability to warp reality[204])
- Psionics (Psycho Power users channel psychic energy through their bodies[205])
- Aura (Psycho Power users carry a disturbing aura[206])
- Immortality
- Immortal Metaphysical Aspect: Even if a Psycho Power users body is destroyed, their Psycho Power will never die, allowing them to posseses other bodies and host[207]. They can also reform themself through pure digital information[208].
- Resurrection: Psycho Power exists to endlessly resurrect a psycho power user[209].
- Information Analysis (Psycho Power users can retrieve fighting data[210], and evaluate data to see how much capability a target exhibits[211]. They can also measure the opponent's fighting data during a fight against the opponent[212]. They are also able to scan one's life readings and power readings[213])
- Flight (M. Bison utilized Psycho Power to fully fly around[214])
- Levitation (Psycho Power users are able to levitate[215]. M. Bison with Psycho Power enters in levitating[216], and levitates as his win animation[217])
- Teleportation (M. Bison can use psycho power in order to teleport[218], easily teleported around while fighting a group of ninjas[219]. With it being a move called "Psycho Teleport"[220])
- Telekinesis (Psycho Power users can telekinetically lift and throw opponents[221])
- Attack Reflection (With Psycho Reflect, can absorb any projectile and throw it back at the opponent[222])
- Suppression
- Summoning (Psycho Power users can summon people[224], and create clones of M. Bison to attack the opponent[225])
- Negative Emotion Absorption (Negative emotions are what Psycho Power feeds on to get stronger[226])
- Statistics Reduction (People that come into contact with Psycho Power have their strength sapped away to the point that they can barely move[227])
- Stasis (M. Bison used his psycho power to lock several ninja girls in the air[228])
- Energy Projection (Bison can use his Psycho Power to shoot out an energy blast with Psycho Shot[229])
- Transferal (M. Bison used his psycho power to transfer a portion of his essence into the Rose so that he could possess her[230])
- Absorption (M. Bison used his psycho power to absorb back the portion of his essence he put in Rose[231]. Absorbed the digital information construct of his psycho energy back into himself[232])
- Nullification
- Attack Nullification: Those under Psycho Power can casually nullify attacks[233].
- Bestowal
- Mind Manipulation (One can use psycho power in order to mind control enemies[235], with it being referred to as "madness"[236]. M. Bison used this power[237] to mind control Ryu[238], and possess Ken with Psycho Power[239]. M. Bison also used this power to mind control dolls to do his bidden for him[240])
- Fire Manipulation (Psycho Power users using techniques such as Psycho Crusher[242] surround themself with a powerful flaming aura and ignite their opponetns in psychic flame and inflict heavy damage[243], fully setting the enemy on fire[244])
- Darkness Manipulation (M. Bison utilized Psycho Power to appear from a swirling darkness portal[245])
- Weather Manipulation (M. Bison uses Psycho Power to manipulate the weather in Shadaloo Base, which contains a skull cloud[246])
- Forcefield Manipulation (M. Bison with psycho power can casually conjure forcefields[247] to block attacks[248])
- Chaos Manipulation (Psycho Power is one of complete and endless chaos[249])
- Limited Fate Manipulation (Psycho Power enables one to twists one's fates as noted by Rose[250])
Nothing notable.
Notable Techniques
Super Combo Level Gauge
Each time a fighter executes normal moves and special moves, their Super Combo Gauge will build up. Their level will increase when the gauge reaches certain points, and then they will be able to perform Super Combos and Alpha Counter moves.
When performing Super Combos, the amount of damage inflicted by a successful combo can be controlled depending on the buttons pressed. With the Super Combo Level Gauge at full power (Level 3) fighters can perform the Super Combo, using 1, 2 or 3 attack buttons simultaneously to increase or decrease the number of hits inflicted. The more buttons fighters press simultaneously, the more damage will be inflicted but more power will be consumed from the fighter's gauge.
Alpha Counter
←↙↓ + any Punch button
When fighters block their opponent's attack, press the Directional Buttons, ←↙↓, in a smooth motion, then press a punch or kick button (depending on the character). This performs an Alpha Counter attack, which is a quick counter move against their vulnerable opponent. Alpha Counters consume 1 level on the Super Combo gauge.
Block/Air Block
Press Directional Button away from opponent. Fighters can even block in mid-air.
Grab/Throw
Press Directional Button toward opponent, then press either Medium or Hard Punch or Kick button. Some characters may be able to execute a grab or throw move automatically.
Recovery/Escape
Fighters can recover from dizziness more quickly by pressing back and forth on the control pad and by pressing the attack buttons rapidly. Fighters can escape grab moves in this manner as well.
Defensive Fall
Through using the above throw command to reduce damage from throws where the character safely falls to the ground.
Avoid Being Floored
When a fighter is hit by a knock-down move (Dragon Punch, Leg Throw, etc.), press the Directional Buttons, ←↙↓, in a smooth motion, then press any punch button. The character will roll forward and avoid being floored by the opponent's move.
Taunt

Fighters can taunt their opponent through pressing the SELECT button.
Avoid Being Floored


Fighters can avoid falling down from certain attacks, such as a Dragon Punch. By pressing the above command buttons, the fighter will roll forward and avoid being floored by their opponent's move.
Block/Air Block
When the opponent is attacking, press ← on the Control Pad instead of fighting back to avoid taking damage. Blocking also works while the fighter is in the air.
Alpha Counter


When the fighter blocks their opponent's attack, press the above command. This will perform an Alpha Counter attack, which is a quick counter move against the vulnerable opponent. Alpha Counters consume one level on the Super Combo Gauge.
Defensive Fall
When the fighter is being thrown, if they try to throw back at the right time, the amount of damage they receive will be reduced and they will fall safely to the ground.
Throwing/Gripping
Move toward the opponents and press either a Medium or Strong Punch or Kick button. Depending on the character, they may be able to execute a throw or grab move automatically.
Taunting

To do some serious trash talking, press SELECT.
Recovering/Breaking Free
If the opponent attacks the fighter continuously, the fighter may temporarily pass out. The recover quickly, press the Control Pad or any button rapidly. If the fighter does the same inputs while grabbed, they can break free from a grapple.
Super Combo
The Super Combo Level Gauge builds up as they perform moves. When it reaches a certain length, its level increases allowing the fighter to perform Super Combos, Alpha Counters, and Custom Combos.
- X-Ism: The fighter can perform a Super Combo only when the Super Combo Level Gauge is full. Super Combos use the entire gauge.
- A-Ism: Fighters have three levels of Super Combos, corresponding to the three levels of punches/kicks (light, medium, and heavy). The Punch or Kick button pressed determines the power of the Super Combo, and uses a similar amount of the gauge. The higher the gauge level when the fighter starts, the more powerful their Super Combo will be.
Custom Combo

Custom Combos are available with V-Ism characters only.
When a V-Ism character's Super Combo Level Gauge builds up to 50% or more, they can perform a Custom Combo by pressing Punch and Kick buttons of the same strength simultaneously.
- During a Custom Combo, shadow images follow the fighter and attack in the same way.
- Fighters can continue on a Custom Combo until the Super Combo Level Gauge runs out.
- Fighters cannot block during a Custom Combo.
- If the fighter takes damage, the Custom Combo ends.
Alpha Counter
When blocking an attack, press → or ← (toward opponent) + Punch and Kick buttons of the same strength
This counterattack moves uses 1 Super Combo level and shortens the Guard Power Gauge.
Block
- Standing Block: Press → or ← away from opponent
- Air Block: Press → or ← away from opponents (A and V Isms only)
- Croucing Block: Press ↙ or ↘ away from opponent.
Block an opponent's attack by pressing a Directional Button away from it. Use a standing air or crouching block according to the attack. (Air blocks are not available with X Ism).
Defensive Fall
When knocked up in the air, press 2 Punch buttons simultaneously (not avilable with X Ism).
Use a defense fall to avoid an opponent's additional attacks.
Defensive Roll
When knocked up in the air, press 2 Kick buttons simultaneously (not avilable with X Ism).
Throw, Escape
→ or ← + 2 Punch or Kick buttons simultaneously.
This move works as a throw when the fighter is attacking, or an escape when an opponent grabs the fighter.
Damage Reduction
Press the Directional buttons, Punch or Kick buttons rapidly.
This counter move reduces the damage when the fighter is under attack or blocking.
Guard Crash
The Guard Power Gauge shortens while blocking, or if the fighter is hit with a Guard Crush. If the fighter refrains from blocking, the gauge will gradually recover. If the gauge drains out, they won't be able to block until they recover power.
Punch
There are three basic punches:
Light Punch (JAB)
Press the Y button. The jab is very quick, but does little damage.
Medium Punch (STRONG)
Press the X button. The strong punch does a fair amount of damage.
Hard Punch (FIERCE)
Press the L button. The fierce punch does a large amount of damage, but is slow.
Kick
There are three basic kicks:
Light Kick (SHORT)
Press the B button. The short kick is very quick, but does very little damage.
Medium Kick (FORWARD)
Press the A button. The forward kick is strong and is fairly quick.
Hard Kick (ROUNDHOUSE)
Press the R button. This roundhouse kick is powerful, but very slow.
Close Attacks
Close Attacks are special techniques which can only be used when two fighters are right next to each other. These techniques fall into two basic categories: THROWS and HOLDS.
Throws
Throws allow fighters to grab an opponent and toss them across the room. Some fighters can even do thorws in mid-air.
- Example: It is possible for Ryu to grab Ken and throw him over his shoulder. To do the Shoulder Throw, Ryu must push forward against Ken and then he must push the Hard Punch (Fierce) button.
Holds
Holds allow fighters to grab an opponent and then hit or bite them again and again.
- Example: It is possible for Blanka to bite Guile on the head. To do the Head Bite, Blanka must push forward against Guile and then he must push the Hard Punch (Fierce) button.
Special Moves
Each character has developed his or her own special moves for use in combat.
Regular Moves
Press a Punch (P) or Kick (K) button.
Special Moves
Combo moves made up of a D-Button/Joystick command and a Punch or Kick button press.
Block
- Upper block: ←
- Lower block: ↙
Fighters can perform either a standing or crouching block. Use a right block to ward off an opponent's attack.
High Jump
↓↑ Jump higher than a regular jump.
Dash
→→ or ←←
Parrying

- Standing parry: → (toward opponent)
- Crouching blocking parry: ↓
Press toward opponent for an upper attack or ↓ for a lower attack the moment the opponent's attack hits. If successful, the fighter moves first and takes the advantage.
Quick Standing
↓ The moment an opponent knocks or throws a fighter up into the air, this technique allows them to recover.
Dizzy Recovery
All buttons Recovery from dizziness more quickly by rapidly pressing the Directional Buttons, punch buttons and kick buttons in any random order.
Throw & Grapple
LP + LK simultaneously When close to an opponent, press the Light Punch + Light Kick buttons simultaneously to throw the opponent. Some characters have grab moves instead of throws. Also, input the command the moment the opponent grabs the fighter to escape from the opponent's throw move.
Leap Attack
MP + MK simultaneously Jump lower than a regular jump and attack. Effective against an opponenet who is doing a crouching block.
Personal Action
HP + HK simultaneously Each character has an individual Personal Action with a unique effect.
Super Art
Directional Button/Joystick + Punch or Kick Button A Super Art move is a super powerful special move. As the fighter attacks, their Super Art Gauge gradually fills up. When the gauge is full, the fighter can perform a Super Art move. Each fighter has three Super Arts.
EX Special Move
2P or 2K buttons When the Super Arts Gauge is blinking light blue, press two P or K buttons while inputting a Special Move command to perform a more powerful version of the Special Move. An EX Special Move requires a certain amount of Super Art Gauge.
Normal Moves
Press the punch or kick buttons to perform normal moves. The actual attack performed depends on the position of the fighter and the button pressed.
Special Moves
Inputting a specific combination of directional and attack buttons allows the fighter to perform a special move. Even if the opponent blocks a special move, they will still take a small amount of damage. Inputting the command for a special move during certain normal moves allows the fighter to cut short, or "cancel", the normal move and quickly go straight into performing the special move. Using cancelling skillfully is one way to create damaging combinations.
Block

Pushing the directional button away from the opponent allows the fighter to block their attacks. They can block high (Standing) and low (crouching) attacks. High and low blocks can block specific attacks, but not every attack. The fighter will need to carefully and quickly swap between them to block all incoming attacks.
Dash

Press the forward directional button twice to perform a forward dash, or the backward directional button twice to perform a backward dash. Dashing allows the fighter to quickly close the distance between them and their opponent, or to fall back and reassess the situation.
Stun Recovery
If the fighter keeps getting pummeled, they will eventually become stunned. While stunned, they cannot do anything. Their only hope is to press the directional buttons and other buttons as fast as they can to recover from the stun faster.
Throws and Throw Escapes

When standing close to the opponent, pressing the light punch button and light kick buttons simultaneously allows the fighter to throw their opponent. Theyh can change the direction they throw the opponent by pressing the left or right directional buttons. They can prevent themself from being thrown by pressing light punch and light kick together when their opponent begins to throw them. This is called "throw escape".
Some characters can also perform a throw when jumping (aerial throw), or special move throws (command throws). Throw escapes cannot be performed against aerial or command throws.
Recovery

When the opponent's attacks have knocked their character to the ground, they can press the down directional button twice or any two attack buttons simultaneously the instant that they hit the dirt to perform a quick recovery. A successful recovery will reduce the amount of time spent prone on the ground and make it easier to respond to the next incoming attack.
Some attacks, such as throws, do not allow a recovery to be performed after them.
Personal Action
While standing, the fighter can press the heavy punch and heavy kick buttons together to make sure they perform a personal action and taunt their opponent. This action in and of itself has no special properties.
Focus Attack
Performing

Press and hold the Medium Punch and Medium Kick buttons together to charge up a Focus Attack. To perform a full strength Focus Attack, hold the buttons until the attack is unleashed automatically. If the fighter releases the button while charging, the Focus Attack will come out sooner, but weaker.
Hyper Armor

The fighter can absorb up to one enemy attack in the time between pressing the Medium Punch / Medium Kick buttons and the Focus Attack being peformed. They can then go on to counter by performing the attack.
Absorb an opponent's attack and, rather than take direct damage, a section of the fighter's vitality gauge will change color, and will regenerate over time. This damage will recover as time passes, but if they are hit again before it finishes recovering, the remaining section will vanish and can no longer be recovered.
Levels
There are three levels of charging for a Focus Attack. The levels depend on how long the fighter holds the Medium Punch and Medium Kick. The fighter will flash white each time the Focus Attack level increases.
| Levels | ||
|---|---|---|
| Attack Level | Main Benefits of Focus Attack performed | |
| Level 1 |
| |
| Level 2 |
| |
| Level 3 (Keep holding until performed) |
| |
When an opponent crumples, they are rendered totally defenseless as they fall to the floor. Follow up with extra attacks or throw to take advantage of a crumpled opponent and do further damage.
The fighter cannot move or jump during a Focus Attack, but they can perform either a forward or backward dash to cancel the Focus Attack quickly.
Super Combo
Hitting the opponent or performing special moves will increase the Super Combo Gauge. The gauge is divided into four segments and, when completely full, a special command can be inpute to perform an all-powerful Super Combo. Doing so will use up all of the Super Combo Gauge.
Super Cancel
Input the Super Combo command while performing a normal move or special move and the fighter can cancel and move directly into the Super Combo. This is called a "Super Cancel". Using Super Cancels strategically allows the fighter to chain a normal move into a special move, and then into a Super Combo for massive amounts of damage.
EX Special Moves

The fighter can also perform an EX special move by pressing two or more of the required buttons (punch or kick) when inputting a special move command. This will consume one segment of the Super Combo Gauge. EX special moves are further powered up versions of the normal special moves.
EX Focus

When performing certain regular or special moves it is possible to press Medium Punch and Medium Kick together and cancel into a Focus Attack. This is called "EX Focus." (It will consume two segments of the Super Combo Gauge.) EX Focus has the same properties as a regular Focus Attack, aside from having no Hyper Armor effect.

The EX Focus can also be used when the fighter's special moves are blocked to protect themself from the opponent's counterattack.
Ultra Combo

The Revenge Gauge fills up as the opponent damages the fighter. Once it is over 50% full, the fighter can input a character-specific command to perform an "Ultra Combo," a devastating special move.
Performing an Ultra Combo will consume the entire Revenge Gauge. The higher the gauge is charged upon performing the attack, the more damage the ultra combo will do.
Normal Attacks
Press the punch or kick buttons to perform a normal attack. The precise attack varires depending on the fighter's position and the button pressed.
Special Moves
Pressing the directional and attack buttons in specific combinations will perform special moves. Special moves will take off a small amount of damage even when blocked. By performing a special move during certain normal attacks, the fighter can cancel the normal attack and move swiftly into doing a special move.
EX Special moves
These are special moves that are more powerful or have a stronger effect than normal. Fighters can perform an EX Special Move by pressing a punch or kick button (depending on the move) at the same time as the fighter inputs a special move command. This will use one stock of the fighter's Critical Gauge.
Guarding
Fighters can block an opponent's attack by pressing the directional button away from them. There are two types of guard: standing and crouching. Each can be used to block different types of attacks, so they'll need to know which type of guard is best for each situation.
V-Skill

Pressing the medium punch and medium kick buttons simultaneously will trigger a special action with a unique effect specific to that fighter.
V-Trigger

When a fighters V-Gauge is at MAX, press the hard punch and hard kick buttons simultaneously to trigger a special action specific to that character, consuming the entire V-Gauge. With effects like temporary power ups and teleportation, the V-Trigger can turn the tide of battle and give a fighter the upper hand.
V-Reversal

When guarding, press all kick or punch buttons at the same time while simultaneously pressing the directional button towards the opponent to consume one V-Gauge stock and perform a counter-move.
- Whether the fighter need to press punch or kick button depends on the fighter.
V-Shift

Press Hard Punch and Medium Kick at the same time to spend 1 stock of V-Gauge and perform a backward evasive action.
V-Shift Break

If a fighter successfully parries their opponent's attack with a V-Shift, they will trigger slow motion. While in this state, press Hard Punch and Medium Kick together to perform a fighter-specific counterattack called a V-Shift Break.
Throws and Throw Escapes

When standing close to the opponent, the fighter can perform a throw by pressing the light punch and light kick buttons simultaneously. If their opponent tries to throw them, they can execute a throw escape by pressing the light punch and light kick buttons together at just the right moment.
Recovery

When an opponent knocks the fighter down with an attack, they can perform a quick recovery by either pressing a directional button, or pressing two or more punch or two or more kick buttons simultaneously at just the right moment.
Walking
Pressing left and right on the control pad/left control stick will let the fighter move in that direction. The fighter can move forwards or backwards with no difficulty, not losing balance even while moving backwards while fighting against an opponent.
Dashing
Through double tapping the left control stick in the same direction, the fighter will perform a dash. Dashing lets the fighter cover more ground than regular advancing or retreating.
Jumping
Through inputting the control pad/left joystick upwards, the fighter will perform a jump. The fighter can either jump straight up or to either side. Jump are utilized for moving while avoiding opponent attacks, though jumping around too much will make the fighter look predictable.
Normal Attacks are performed through the fighter using the punch or kick inputs, allowing them to perform attacks of different strengths depending on the input done. There are weak versions of normal attacks known as light attacks, while weak they come out quick. There are medium attacks which are well balanced and easy to use. There are heavy attacks that leave the fighter open to counter attacks, but to make up for it they deal good damage.
Through inputting the control pad/left joystick downwards, the fighter will crouch, if attacking in this state the fighter will perform a crouch attack.
Through inputting the jumping action, the fighter can also attack while jumping, performing jumping attacks.
There are two kinds of blocks: Standing Blocks and Crouching Blocks.
- Standing Block: Press the left joy stick in the opposite direction of the opponent while standing to perform a standing block. Standing blocks can guard against any attacks that aren't aimed at the fighters feet.
- Crouching Block: For attacks standing blocks can't defend against, crouching blocks are instead viable. While facing right, input diagonally down and left with the control pad/left joy stick to block. Crouching Blocks can't defend against Overhead or Jumping Attacks, but they can deal with a lot of other attacks.
When a fighter cannot break through an opponent's block, they can use throws to deal damage instead. At close range press the light attack inputs at the same time for a normal throw. Throws are a great option for close-ranged offense.
Throw Escape
If the fighter is about to get thrown, they can answer back with a throw escape, by pressing the light attack inputs at the same time.
Through a fighter doing their correct inputs, they will be able to fire off their special move. Different special moves work better in different situations for a fighter.
Super Arts depend on the Super Art gauge. The Super Art gauge can be filled up to 3 levels, if a fighter has at least one level in the bar, they can perform a Super Art.
The Level 3 Super Art is every fighter's trump card. The Super Art gauge fills up whenever the fighter's attack hits or if they're attacked.
All fighter's have a Drive Gauge which indicates a fighter's concentration and energy level. Utilizing this gauge lets a fighter perform unique actions.
Drive Impact

The fighter presses the right two shoulder buttons at the same time to perform a powerful attack. Drive Impacts can absorb two attacks from the opponent, but there are some exceptions. When in trouble, a fighter's Drive Impact can break through any attack. Drive Impacts have a unique characteristic: They can break a cornered opponent's block.
Drive Parry
This is performed by holding down the medium attack inputs at the same time, for a powerful defensive tool.
Drive Parries are effective against both standing and crouching attacks, and a successfull Drive Parry will replenish the drive gauge.
While Drive Parries are powerful, they can't defend against throws.
Perfect Parry
A Perfect Parry is the result of performing a Drive Parry the moment an opponent's attacks hits them. This is an invaluable tool for their counterattack game.
Unique Attacks
Knee Bullet
Cammy hops forward and follows up with an alternating double-knee strike.
Lift Upper
Cammy performs a quick uppercut that strikes almost vertically above her.
Lift Combination
Cammy executes a quick uppercut followed by a kick that launches her opponent into the air.
Killer Scythe Kick
Cammy jumps and delivers a slashing kick.
Focus Attack
A heavy move that increases Cammy's defense during execution and makes the opponent crumple if it lands.
Throws
Gyro Clipper
Cammy rolls over the opponent's shoulder, twists their neck with her hands, then leans backward to drop them onto their stomach with a reverse Frankensteiner.
Delta Through
Cammy wraps her legs around the opponent's neck in a headscissors, then twists and uses her body to throw them in the opposite direction.
Neck Spiral
While in midair, Cammy grabs the opponent's neck, spins around, and falls to the ground, slamming them neck-first.
Hooligan Suplex
Cammy goes behind the opponent, wraps her arms around their waist, shifts her body weight, and makes them land on their upper shoulders/lower head.
Frankensteiner
Cammy climbs onto the opponent's shoulders in a seated position, then uses her body weight to launch them while holding their head with her thighs.
Flying Neck Breaker
Cammy intercepts an airborne opponent and throws them onto the ground using her right arm.
Special Attacks
Spiral Arrow
Cammy lunges forward in a corkscrew motion with her feet leading toward the opponent. The EX version deals more damage and can pass through the opponent.
Quick/Axel Spin Knuckle
Cammy hops and spins toward the opponent, striking with her fist. This technique allows her to dodge attacks and reposition behind the opponent. The EX version is faster and stronger.
Cannon Spike
Cammy launches into the air leg-first for a single powerful strike. The EX version is faster and performs three kicks instead of one.
Cannon Strike
During a forward jump, Cammy performs a diagonal down-forward driving kick with deadly force. The EX version is faster and can launch the opponent for follow-ups.
Hooligan Combination
Cammy curls in midair and spins toward the opponent. Follow-ups include:
- Razor's Edge Slicer: Sliding kick to trip the opponent.
- Fatal Leg Twister: Frankensteiner.
- Cross Scissor Pressure: Midair grab, spin, and pin with a twin-legged stomp.
- Cannon Strike: Performs a Cannon Strike.
- Hooligan Combination v.II: Razor's Edge Slicer immediately followed by Fatal Leg Twister.
Target Strike
Cammy jumps and delivers a downward punch, then follows up with a Cannon Strike.
Killer Bee Stinger
Cammy performs a spinning handstand kick, thrusts her legs diagonally upward to launch the opponent, and the heavy version finishes with a Cannon Strike.
Cannon Revenge
Cammy counters based on the height of the attack:
- High attack: Cannon Spike.
- Medium attack: Quick Spin Knuckle.
- Low attack: Handstand leg swipe followed by a high kick.
Super Attacks
Killer Bee Assault
Cammy jumps and performs a series of flying kicks, then grabs the opponent and executes Cross Scissor Pressure.
Reverse Shaft Breaker
Cammy performs an upward, multi-hitting Spiral Arrow with slight vacuum effect.
Psycho Streak
Killer Bee only. Cammy salutes, and M. Bison teleports in to perform a Psycho Crusher.
Spin Drive Smasher
Cammy performs an enhanced Spiral Arrow, finishing with a Cannon Spike.
Gyro Drive Smasher
Cammy crouches low, executes a Spiral Arrow and spinning kick, performs a Cannon Spike, then propels herself into the air to handstand on the opponent and slam them to the floor.
CQC (Cammy Quick Combination)
Cammy counters by flipping onto the opponent's shoulders, snapping their neck, taking them down, applying a reverse armlock, and finishing by twisting their neck using her thighs.
Cross Stinger Assault
Cammy leaps backward, performs a Cannon Strike, launches the opponent into the air, attacks with multiple aerial kicks, and finishes with a multi-hitting Spiral Arrow.
V-Techniques
Strike Back
After blocking, Cammy spins behind the opponent and delivers a kick that knocks them backward.
Counter Spike
Cammy dashes backward to evade an attack and responds with a low roundhouse kick that strikes before the opponent can react.
Spinning Attack
Cammy hops backward, delivers a spinning heel kick, and lands with a somersault.
Delta Drive
Increases Cammy’s speed and enhances special moves:
- Spiral Arrow: Faster, more hits.
- Cannon Spike: Faster with flying kick combos.
- Cannon Strike: Faster, multi-hitting downward attack that allows repositioning behind the opponent.
Delta Advance
Two possible moves:
- Delta Step: Quick dash toward the opponent.
- Delta Ambush: Leap toward the opponent and in midair:
- Reverse Edge: Somersault, legs strike opponent from above.
- Delta Twist: Lands on opponent’s waist, twists body, and performs point-blank multi-hit Cannon Strike.
Spiral Arrow
↓↘→ + K
Cannon Spike
→↓↘ + K
Spin Knuckle
→↘↓↙← + P [X][A]
Hooligan Combination
↙↓↘→↗ + P then P or K
Cannon Strike
(while jumping forward) ↓↙← + K [V]
Cannon Revenge
↓↙← + P [V]
Spin Drive Smasher
↓↘→↓↘ + K [X][A]
Reverse Shaft Breaker
↓↙←↓↙← + K [A]
Killerbee Assault
↙ (hold) ↘↙↗ + K (level 3) [A]
Other
Standard Tactics: Cammy utilizes her special techniques against opponents, including fast kicks, punches, and acrobatic movement.
Weaknesses
- Standard Fighter Weaknesses: Alpha Counters consume 1 level on a fighter's Super Combo gauge[258]. Focus Attacks hyper armor absorbs an opponent's attack and allows the fighter to regenerate the damage, however if the fighter is damaged while the recovery is in process, they will lose the remaining section and can no longer have it be recovered[259]. Fighters cannot move or jump during a Focus Attack[260]. When the Drive Gauge is completely empty, the fighter will enter Burnout and won't be able to use any Drive system techniques until it's fully recovered[261].
- Unique Weaknesses: Initially breaking free of M. Bison's control in Alpha 3 gave her amnesia.
Explanations
The following is an explanation of the abbrevations used for tehcniques in Street Fighter, an example can be found here[262]
| Abbreviations | |||||||||||||||||
| |||||||||||||||||
The following messages will appear on screen when certain conditions are fufilled, an example can be found here[263] and here[264]
| Bonus Messages | |||||||||||||||||
| |||||||||||||||||
Trivia
- Cammy has a fondness for cats[265], constantly petting cats she sees[266].
- Cammy is noted to hate everything if she's grumpy.
- Cammy is the second playable female character in the Street Fighter franchise and the only one representing the United Kingdom.
- In Cammy's Street Fighter IV win quote against M. Bison, she initially calls him "Lord Bison" before correcting herself, hinting at lingering effects from Shadoloo’s brainwashing.
- Her taunt in Street Fighter V is inspired by her early artwork from Super Street Fighter II.
- In the 1995 Street Fighter cartoon, Cammy is portrayed as Guile’s love interest before being brainwashed by Bison, reflecting her original ending in Super Street Fighter II. The Japanese version never mentioned her being Bison’s lover.[267] She eventually breaks free of the brainwashing by the series finale.
- Cammy is one of two characters in Super Street Fighter IV with a counter Ultra, CQC (Cammy's Quick Combination), alongside Fei Long’s Gekirinken.
- She was initially planned for the front cover of Super Street Fighter IV but was replaced by Dudley in the final release, though she appears on the Japanese cover.
- In Masahiko Nakahira's Sakura Ganbaru manga, Cammy is given her name by Sakura Kasugano after losing her memory. The name comes from a neighborhood cat that she reminded Sakura of.
- In Makoto's 3rd Strike ending, Cammy makes a cameo among the fighters Makoto has defeated.
- In Decapre's Street Fighter opening, a young Cammy is shown comforting a young Decapre. She speaks with an American accent, likely due to her backstory suggesting she is not originally from the UK.
- In Street Fighter Alpha 2, M. Bison claims Cammy has the power to destroy a country. Her amnesia may limit her current abilities, suggesting she could become even stronger.
- Cammy's alternate "Horror" costume in Ultra Street Fighter IV (a bee outfit referencing her codename "Killer Bee") resembles Q-Bee from the Darkstalkers series.
- Her initial model in Street Fighter V featured angular, European facial features. Japanese commentators criticized the design as "aimed at foreigners" and "exceedingly ugly," leading to adjustments.[268]
- Additionally, parts of Cammy's, R. Mika’s, and Juri’s bodies were censored in Street Fighter V, affecting camera angles and mid-fight poses. This sparked controversy and led to modding community efforts to restore original angles.
- Cammy appears in the Street Fighter: Resurrection episodes "Fight & Flight" and "Mission Critical".
- Cammy and Fei Long were the first characters in the series to have an anti-air special move executed with a kick rather than a punch, a trend continued by other female fighters.
- Cammy wears leggings in Wreck-It Ralph and Fortnite to make her outfit family-friendly.
- Her Fortnite alternate outfit is based on her Final Fight: Streetwise costume, likely due to the inclusion of pants.
- In Street Fighter 6, the straps on Cammy's jacket give her a silhouette reminiscent of when she had braids.
Codex Statistics Questions
Q: Shouldn't characters comparable to Akuma be around Tier 6 (6-C) for him sinking an island in one punch[269]?
A: Akuma's punch causes the island to start collapsing[270], and specifically causes an explosion of this size in comparisson to the island[271], there is also no direct timeframe for how long this took, making it hard to factor. On top of this, the size of the island is not that large. Playing Devil's Advocate and assuming this was to be Tier 6, this would not be consistent, as Akuma using his ultimate technique, the "Kongou-kokuretsuzan" only split Ayers Rock in half[272]. Which it should be noted as Akuma is training constantly and getting stronger, the Island feat was all the way back in Alpha 2, which is before most of the games, while III: 2nd Impact is pretty late into the timeline.
Q: Shouldn't the cast be comparable to Chun-Li's kikosho, which caused this massive crater[273], which was calculated to be 8-B?
A: While the scene is cut weirdly, a couple of things to note is for one, the consistency of kikosho. In Chun-Li's opening in Street Fighter IV, her kikosho pushes back a speeding car but does no serious damage to it[274]. Another thing is that the crater is inconsistently sized between scenes. Finally, Chun-Li is weaker then Juri where while amped had powers that can blow up the inside of a building[275] and cause a jet plane to explode[276], greatly injuring Guile, who she's comparable too in the process. Thus it does not make sense for 8-B when far lower feats affect them, and the calculation itself has issues.
Q: Shouldn't the cast be comparable to E. Honda, who destroyed a meteor[277]?
A: In the feat, it's directly noted that the two wrestlers (Hakan and E. Honda) worked together, with E. Honda being thrown at high speeds into the meteor and being greatly damaged from said feat, having bandages all over his body. Thus the feat is not usable for scaling to anyone other then throwing speed.
Q: Shouldn't the cast be comparable to Haggar, who causes an explosion seen from space[278]?
A: Haggar's attack is modeled weird as it's heavily likely for partly comedic effect, asides from this, despite said explosions, the actual stage is largely unaffected by this attack, which furthers that this is just an over the top comedic effect attack rather then being a literal explosions from Earth.
Q: Shouldn't M. Bison be comparable to Akuma and by proxy any characters comparable to M. Bison are comparable to Akuma?
A: When Akuma first appears in Street Fighter II, he easily one-shots M. Bison[279], his ending in Alpha 3 has him easily kill M. Bison[280]. The only two cases of M. Bison looking stronger is in his arcade mode he has Akuma as a rival fight[281], and ends up winning[282], and him calling the Raging Demon a pitifully weak move[283]. However there are issues with both of these, the first one being this is simply a non-canon arcade mode from M. Bison, any other showing of M. Bison and Akuma shows Akuma as the superior one (Examples include Street Fighter V M. Bison getting one-shot by Ryu while Akuma easily beat Ryu in Street Fighter 5, THe Alpha 3 Akuma Ending and Street Fighter II Secret Akuma Boss Fight), on top of this M. Bison wants the satsui no hado's power, which is weaker then Akuma's during the events of Alpha 3. For Adon's part, Bison is merely attempting to convince him to take Psycho Power so that he can control him, this is doubly clear as any time M. Bison has been depicted on screen being hit by the Raging Demon he instantly dies. Also as a last point, for the rival fight, Feel the Cool played against M. Bison[284], while Groan only plays when he's fighting Gen or Evil Ryu[285], thus meaning Akuma even in M. Bison's arcade mode wasn't taking the fight seriously.
Q: Shouldn't Evil Ryu and thus the Statsui no Hado have 7-A due to it powering M. Bison's laser to destroy Bangkok?
A: This is not a solely Evil Ryu power, every fighter in the game has this, including Dan Hibiki[286]. This also is a machine that saps all of their energy, where a persons total body energy is not comparable to the energy they produce regularly.
Q: Shouldn't all Street Fighter 6 charcters get 7-A for fighting SiRN Akuma?
A: While some statements[287] suggest it to be equal[288] in power to[289] Akuma, several[290] characters[291] note[292] that[293] it isn't[294], as strong[295] as the[296] real Akuma[297]. The real Akuma even considers SiRN Akuma a mockery[298]. C. Viper notes the simulation is only passable as a simulation[299].
Q: Isn't Menat's statement of fighters always fighting against their destiny[300] usable?
A: Menat still can't see the future well[301], having a hard time seeing fighter's futures like F.A.N.G.[302], and can't properly see into the future[303]. This is more due to her being a rookie then the fighters resistances.
Battle Records
17 - 2 - 0
- Vega - Fight[307]
- Conditions: None.
- Location: Spain
- Note: Vega underestimated Cammy in the fight[308].
None.
References
- ↑ Street Fighter 30th Anniversary Edition
- ↑ Street Fighter V Cammy Story
- ↑ Street Fighter IV Website Cammy Profile
- ↑ Street Fighter IV Website Cammy Profile
- ↑ Street Fighter IV Website Cammy Profile
- ↑ Street Fighter Memorial Archives Beyond the World
- ↑ Final Fight Arcade Intro
- ↑ Street Fighter Memorial Archives Beyond the World
- ↑ Street Fighter 30th Anniversary Edition
- ↑ Street Fighter VI Online Manual
- ↑ Street Fighter II Game Manual Page 14
- ↑ Street Fighter VI Online Manual
- ↑ Street Fighter Alpha 3 Cammy Arcade
- ↑ Street Fighter Alpha 2 Cammy White Arcade Ending
- ↑ Street Fighter Cammy Techniques of Incomparable Precision
- ↑ If link ever dies
- ↑ Street Fighter 30th Anniversary Edition
- ↑ Street Fighter 30th Anniversary Edition
- ↑ Street Fighter IV Website Cammy Profile
- ↑ Street Fighter 6 Website Character Cammy
- ↑ Street Fighter IV Website Cammy Profile
- ↑ Street Fighter 6 Website Character Cammy
- ↑ Street Fighter Alpha 2 Cammy White Win Animation
- ↑ Street Fighter Alpha 2 Cammy White Arcade Ending
- ↑ Street Fighter Alpha 3 Cammy Arcade Ending
- ↑ Street Fighter Alpha 2 Cammy Ending
- ↑ Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
- ↑ Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
- ↑ Street Fighter Alpha 3 Game Manual Page 8
- ↑ Street Fighter VI Trainng Tutorial
- ↑ Street Fighter Alpha 2 Gold Cammy 01 Rose
- ↑ Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
- ↑ Sakura Ganbaru!, Volume 1, Chapter 1
- ↑ Street Fighter 6 Ingrid World Tour Cutscenes
- ↑ Street Fighter 1987
- ↑ Street Fighter 1987
- ↑ Street Fighter Alpha 2 Ryu Arcade Mode Playthrough
- ↑ Street Fighter Alpha 2 Adon Arcade Mode Playthrough
- ↑ Street Fighter Alpha 2 Birdie Arcade Mode Playthrough
- ↑ Street Fighter Alpha 2 Cammy Arcade Ending
- ↑ Street Fighter Alpha 2 Cammy Ending
- ↑ Street Fighter Alpha 3 Cammy Arcade
- ↑ Street Fighter Alpha 3 Cammy Arcade
- ↑ Street Fighter 6 Ingrid World Tour Cutscenes
- ↑ Street Fighter II: The World Warrior Car Minigame
- ↑ Street Fighter IV: Arcade Edition Car Minigame
- ↑ Street Fighter II
- ↑ Street Fighter II Turbo 16-Bit
- ↑ Ultra Street Fighter II The Final Challengers Ryu Arcade Mode
- ↑ Ultra Street Fighter II: The Final Challengers Sagat Arcade Ending
- ↑ Street Fighter II
- ↑ Ultra Street Fighter II The Final Challengers Ryu Arcade Mode
- ↑ Ultra Street Fighter II: The Final Challengers Zangief Arcade Ending
- ↑ Ultra Street Fighter IV Cammy Arcade Mode
- ↑ Super Street Fighter 4 Juri OVA
- ↑ Super Street Fighter 4 Juri OVA
- ↑ Street Fighter IV: Arcade Edition
- ↑ Street Fighter V Movie
- ↑ Street Fighter V: Arcade Edition
- ↑ Street Fighter III 3rd Strike: Fight for the Future Car Minigame
- ↑ Street Fighter VI Online Manual
- ↑ Ultra Street Fighter IV Hugo Cutscenes
- ↑ Street Fighter Alpha Super Combos
- ↑ Street Fighter IV Dan Ending
- ↑ Street Fighter Alpha 3 - Sagat Story
- ↑ Street Fighter 2: Champion Edition
- ↑ Street Fighter Alpha 3 Guile's Sonic Boom
- ↑ Street Fighter 2: Turbo Game Manual Page 10
- ↑ Street Fighter Alpha 3 Cammy Arcade Intro
- ↑ Street Fighter Cammy Techniques of Incomparable Precision
- ↑ If link ever dies
- ↑ Street Fighter 6 World Tour Cammy Dialogue
- ↑ Street Fighter 6 World Tour Cammy Dialogue
- ↑ Street Fighter 2: Turbo Game Manual Page 10
- ↑ Ultra Street Fighter 4 Rose Arcade Mode Rose vs. Dhalsim Rose Win Quote
- ↑ Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
- ↑ Street Fighter Alpha 3 Game Manual Page 8
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
- ↑ Street Fighter 1 Fighter Defeated Cutscene
- ↑ Street Fighter 1 Ending
- ↑ Street Fighter 1 Minigame
- ↑ Street Fighter 1 Minigame
- ↑ Street Fighter VI Karate Minigame
- ↑ Street Fighter VI Karate Minigame
- ↑ Street Fighter VI Karate Minigame
- ↑ Street Fighter VI Scrap Heap Minigame
- ↑ Street Fighter VI Scrap Heap 2 Minigame
- ↑ Street Fighter 6 All Jump Animations
- ↑ Street Fighter III 3rd Strike Game Manual Page 14
- ↑ Street Fighter 2: Turbo Game Manual Page 10
- ↑ Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
- ↑ Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
- ↑ Street Fighter Alpha 3 Game Manual Page 8
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
- ↑ Street Fighter V Perfect Parry
- ↑ Street Fighter 6 Perfect Parry
- ↑ Street Fighter V Stun Animation
- ↑ Street Fighter Series
- ↑ Street Fighter III 3rd Strike Game Manual Page 15
- ↑ Street Fighter VI Ball Block Blitz
- ↑ Street Fighter Alpha Game Manual page 4
- ↑ Street Fighter III 3rd Strike Game Manual Page 14
- ↑ Street Fighter IV Game Manual Page 12
- ↑ Street Fighter 6 Perfect Parry
- ↑ Street Fighter Alpha Game Manual page 4
- ↑ Street Fighter III 3rd Strike Game Manual Page 15
- ↑ Street Fighter III Official Evo Moment #37, Daigo vs Justin Evo 2004 in HD
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter Alpha Game Manual page 7
- ↑ Street Fighter Alpha 3 Game Manual Page 12
- ↑ Street Fighter Alpha 3 Game Manual Page 12
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter V F.A.N.G. Gameplay
- ↑ Street Fighter V F.A.N.G. Gameplay
- ↑ Street Fighter 6 World Tour Kimberly Cutscenes
- ↑ Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
- ↑ Street Fighter 6 World Tour Akuma Mastery
- ↑ Street Fighter IV Game Manual Page 12
- ↑ Street Fighter Alpha Super Combos
- ↑ Ultra Street Fighter IV Rose vs Abel Rose Winquote
- ↑ Ultra Street Fighter IV Rose vs Cammy Rose Winquote
- ↑ Street Fighter IV Game Manual Page 16
- ↑ Street Fighter 6 World Tour Lily Hawk Cutscenes
- ↑ Street Fighter 6 World Tour Lily Hawk Cutscenes
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter V Movie: A Shadow Falls
- ↑ Street Fighter Alpha 3 Game Over/Bad Ending
- ↑ Street Fighter V Karin Story
- ↑ Street Fighter V Karin Story
- ↑ Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
- ↑ Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
- ↑ Super Street Fighter IV - Juri OVA
- ↑ Super Street Fighter IV - Juri OVA
- ↑ Super Street Fighter IV - Juri OVA
- ↑ Super Street Fighter IV - Juri OVA
- ↑ Street Fighter IV Game Manual Page 15
- ↑ Street Fighter IV Game Manual Page 16
- ↑ Ultra Street Fighter IV Ryu Move List
- ↑ Street Fighter IV Game Manual Page 15
- ↑ Street Fighter IV Game Manual Page 15
- ↑ Ultra Street Fighter IV Ryu Move List
- ↑ Street Fighter IV Game Manual Pages 15-16
- ↑ Street Fighter IV Game Manual Page 16
- ↑ Street Fighter IV Game Manual Page 16
- ↑ Sakura Ganbaru!, Volume 1, Chapter 1
- ↑ Street Fighter 6 Ingrid World Tour Cutscenes
- ↑ Street Fighter V Official Online Manual
- ↑ Street Fighters V: Champion Edition Rose vs Menat Rose's Win Quote
- ↑ Ultra Street Fighter IV Rose vs Guile Rose Winquote
- ↑ Ultra Street Fighter IV Rose vs Seth Rose Winquote
- ↑ Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
- ↑ Street Fighter V Menat Story Ending
- ↑ Winter Street, U.S.A. | Street Fighter III: New Generation
- ↑ Graffiti Alley, U.S.A. | Street Fighter III: New Generation
- ↑ Frosty Boulevard | Street Fighter V
- ↑ Holly Jolly Beatdown | Street Fighter V
- ↑ Secret Society Headquarters, Mediterranean Sea | Street Fighter III: New Generation
- ↑ Volcanic Rim | Street Fighter IV
- ↑ Street Fighter III: 2nd Impact Akuma Move List
- ↑ Street Fighter V Kolin's Crtical Art
- ↑ Street Fighter Blanka Electricity
- ↑ Ultra Street Fighter IV C. Viper vs Dan
- ↑ Street Fighter V: A Shadow Falls
- ↑ Street Fighter V: A Shadow Falls
- ↑ Street Fighter V: A Shadow Falls
- ↑ Street Fighter V Movie: A Shadow Falls
- ↑ Street Fighter V Movie: A Shadow Falls
- ↑ Fatal Fury: City Of The Wolves, Episode Of South Town: Street Fighter
- ↑ Street Fighter V F.A.N.G. Gameplay
- ↑ Street Fighter V F.A.N.G. Gameplay
- ↑ Street Fighter V F.A.N.G. vs. Laura F.A.N.G. Winquote
- ↑ Street Fighter V Necalli Story Mode
- ↑ Street Fighter Shadloo Base: The Character Guides Character Guide 115: Necalli
- ↑ Street Fighter VI Akuma Moveset
- ↑ Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
- ↑ Ultra Street Fighter IV Rose vs Guile Rose Winquote
- ↑ Ultra Street Fighter IV Rose vs Seth Rose Winquote
- ↑ Street Fighter V Menat Story Ending
- ↑ Street Fighter Alpha 3 Cammy Arcade
- ↑ Street Fighter Alpha 3 Cammy Arcade
- ↑ Street Fighter 6 World Tour Cammy Dialogue
- ↑ Street Fighter 30th Anniversary
- ↑ Street Fighter 6 World Tour Cammy Dialogue
- ↑ Street Fighter Cammy Techniques of Incomparable Precision
- ↑ If link ever dies
- ↑ Street Fighter 6 Cammy Story Mode
- ↑ Street Fighter Alpha 3 Cammy Arcade
- ↑ All about Street Fighter ZERO 3 Page 177 Cammy Alpha 3 Story
- ↑ Marvel vs. Capcom 2 Cammy Moveset
- ↑ Marvel vs. Capcom 2 Cammy Moveset
- ↑ Marvel vs. Capcom 2 Cammy Moveset
- ↑ Street Fighter Alpha 2 Gold Cammy 01 Rose
- ↑ Street Fighter Alpha 2 (Cammy's Story) - Profiles, Cutscenes, & Ending
- ↑ Street Fighter Alpha 3 Cammy Arcade
- ↑ Street Fighter Alpha 3 Cammy Arcade
- ↑ Street Fighter 6 Cammy vs Jamie Cammy Win Quote
- ↑ Street Fighter Alpha 2 Gold Cammy 01 Rose
- ↑ Street Fighter Alpha 3 Cammy Arcade
- ↑ Street Fighter Alpha 3 Cammy Arcade
- ↑ Street Fighter V: A Shadow Falls
- ↑ Fatal Fury: City Of The Wolves, Episode Of South Town: Street Fighter
- ↑ Street Fighter II Turbo Game Manual Page 36
- ↑ Street Fighter Alpha 3 Cammy Arcade
- ↑ Street Fighter Alpha 3 Sagat Arcade Ending
- ↑ Street Fighter 6 World Tour All M. Bison Cutscenes
- ↑ Street Fighter Alpha 3 Cody Arcade Ending
- ↑ Street Fighter Alpha 3 Cammy Arcade
- ↑ Street Fighter Alpha 3 Cammy Arcade
- ↑ Street Fighter Alpha 3 Cammy Arcade
- ↑ Street Fighter Alpha 3 Cammy Arcade
- ↑ Street Fighter Alpha 3 Chun-Li Arcade Ending
- ↑ Street Fighter II Turbo Game Manual Page 36
- ↑ Street Fighter Alpha M. Bison Intro Animation
- ↑ Street Fighter Alpha M. Bison Win Animation
- ↑ Street Fighter Alpha M. Bison Win Animation
- ↑ Street Fighter V: A Shadow Falls
- ↑ Street Fighter Alpha M. Bison Move List
- ↑ Street Fighter V M. Bison Move List
- ↑ Street Fighter V M. Bison Move List
- ↑ Street Fighter Alpha 2 Gold Cammy Arcade Ending
- ↑ Street Fighter Alpha 3 Cammy Win Animation
- ↑ Street Fighter Alpha 3 Juni Move List
- ↑ Street Fighter V A Shadow Falls
- ↑ Street Fighter Alpha 3 Birdie Arcade Ending
- ↑ Street Fighter V: A Shadow Falls
- ↑ Street Fighter Alpha M. Bison Movelist
- ↑ Street Fighter Alpha 3 Rose Arcade Ending
- ↑ Street Fighter 4 Rose's Ending
- ↑ Street Fighter 6 World Tour All M. Bison Cutscenes
- ↑ Street Fighter V: A Shadow Falls
- ↑ Street Fighter V: A Shadow Falls
- ↑ Street Fighter V Movie: A Shadow Falls
- ↑ Street Fighter V Movie: A Shadow Falls
- ↑ Street Fighter Alpha 3 Sakura Arcade
- ↑ Street Fighter Alpha 3 Ryu Arcade
- ↑ Ultra Street Fighter II - Violent Ken Intro
- ↑ Street Fighter Alpha 3 E. Honda Arcade Ending
- ↑ Street Fighter Alpha 3 Ryu Arcade
- ↑ Street Fighter II Turbo Game Manual Page 36
- ↑ Street Fighter Alpha 2 M. Bison Move List
- ↑ Street Fighter II: Turbo M. Bison Move List
- ↑ Street Fighter V: A Shadow Falls
- ↑ Street Fighter Alpha 3 Secret Point 48106 (Night)
- ↑ Street Fighter V: A Shadow Falls
- ↑ Street Fighter V: A Shadow Falls
- ↑ Street Fighter 6 World Tour M. Bison Dialogue
- ↑ Street Fighter V Championship Edition Rose vs Falkse Rose Winquote
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter Alpha Game Manual page 4
- ↑ Street Fighter IV Game Manual Page 15
- ↑ Street Fighter IV Game Manual Page 16
- ↑ Street Fighter 6 Online Manual
- ↑ Street Fighter III Third Strike Game Manual Page 18
- ↑ Street Fighter IV Game Manual Page 12
- ↑ Street Fighter VI Online Manual
- ↑ Street Fighter IV Cammy Cutscenes
- ↑ Ultra Street Fighter IV Cammy Arcade
- ↑ Street Fighter II - Cammy's ending comparison
- ↑ After Complaints, Street Fighter's Cammy Looks Kinda Different
- ↑ Street Fighter Alpha 2 Ryu Arcade Ending
- ↑ Street Fighter Alpha 2 Ryu Arcade Ending
- ↑ Street Fighter Alpha 2 Ryu Arcade Ending
- ↑ Street Fighter III: 2nd Impact - Giant Attack - Akuma Ending
- ↑ Street Fighter IV Aftermath
- ↑ Street Fighter 4 - Intro: Chun Li
- ↑ Super Street Fighter 4 Juri OVA
- ↑ Super Street Fighter 4 Juri OVA
- ↑ Street Fighter V - E. Honda Arcade Mode Ending
- ↑ Final Fight Revenge Haggar Super Attack
- ↑ Super Street Fighter II Turbo - Shin Akuma Boss Fight
- ↑ Street Fighter Alpha 3 Akuma Ending
- ↑ Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
- ↑ Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
- ↑ Street Fighter Alpha 3 Adon Arcade Adon vs M. Bison
- ↑ Street Fighter Alpha 3 OST Feel the Cool
- ↑ Street Fighter Alpha 3 OST Groan
- ↑ Street Fighter Alpha 3 Game Over
- ↑ Street Fighter 6 Ryu vs SiRN Akuma Ryu Winquote
- ↑ Street Fighter 6 Dhalsim vs SiRN Akuma Dhalsim Winquote
- ↑ Street Fighter 6 Mai Shiranui vs SiRN Akuma Mai Shiranui Winquote
- ↑ Street Fighter 6 Jamie vs. SiRN Akuma Jamie Winquote
- ↑ Street Fighter 6 Manon vs. SiRN Akuma Manon Winquote
- ↑ Street Fighter 6 Cammy vs. SiRN Akuma Cammy Winquote
- ↑ Street Fighter 6 Guile vs. SiRN Akuma Guile Winquote
- ↑ Street Fighter 6 Ken vs SiRN Akuma Ken Winquote
- ↑ Street Fighter 6 Chun-Li vs SiRN Akuma Chun-Li Winquote
- ↑ Street Fighter 6 Terry Bogard vs SiRN Akuma Terry Bogard Winquote
- ↑ Street Fighter 6 Elena vs SiRN Akuma Elena Winquote
- ↑ Street Fighter 6 Akuma vs SiRN Akuma Akuma Winquote
- ↑ Street Fighter 6 C. Viper vs SiRN Akuma C. Viper Winquote
- ↑ Street Fighter V Menat vs. Alex Menat Winquote
- ↑ Street Fighter V Menat Arcade SFV Menat Ending
- ↑ Street Fighter V Menat vs F.A.N.G. Menat Winquote
- ↑ Street Fighter V Menat vs. Ed Menat Winquote
- ↑ Street Fighter Alpha 2 Cammy Arcade
- ↑ Street Fighter Alpha 2 Cammy Arcade
- ↑ Street Fighter Alpha 3 Cammy Arcade
- ↑ Street Fighter Alpha 3 Cammy Arcade
- ↑ Street Fighter Alpha 3 Cammy Arcade
- ↑ Street Fighter Alpha 3 Cammy Arcade
- ↑ Ultra Street Fighter IV Cammy Arcade Mode
- ↑ Street Fighter V Cammy Story
- ↑ Street Fighter V Cammy Story
- ↑ Street Fighter V Cammy Story
- ↑ Street Fighter V: A Shadow Falls
- ↑ Street Fighter V: A Shadow Falls
- ↑ Street Fighter V: A Shadow Falls
- ↑ Street Fighter VI Cammy Story
- ↑ Street Fighter VI Cammy Story
- ↑ Street Fighter VI Cammy Story
- ↑ Street Fighter VI Cammy Story
- ↑ Street Fighter VI Cammy Story
- ↑ Street Fighter V: A Shadow Falls
- ↑ Street Fighter V: A Shadow Falls
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