VC2-> Roundhouse Cannon Spike x 5 -> far standing Roundhouse-> whiffed Far standing Roundhouse-> jumping Forward-> crouch cancel-walk towards-> shadow jumping Forward hits-> crouch cancelled jumping Fierce x 4-> far standing Strong-> Roundhouse Cannon Spike.
Enables Player 1 Cammy to re-charge the gauge to 40%. For Player 2, you must perform the following:
VC2-> Roundhouse Cannon Spike x 5 -> far standing Roundhouse-> whiffed Far standing Roundhouse-> jumping Forward-> crouch cancel-walk-> shadow jumping Forward hits-> crouch cancel jumping Short-> crouch cancel-walk backwards-> vertical jumping Roundhouse-> crouch cancel jumping towards Roundhouse x 2-> far standing Strong-> Roundhouse Cannon Spike. This results in one less jumping attack (gauge value = 9), for about 35% of the gauge charged.
At the time of writing, the combo has not been performed in a competive scenario. But it must be noted, that in Training Mode on the Fighter's Generation version of Street Fighter Zero 3, the dummy was unable to air recover from this combo on several occasions. Obviously this VC needs a lot more exposure and testing for it to become as commonplace as Charlie and Sakura's post-VC set-ups, but so far, it looks promising. The Player 2 variation that I've come up with needs more modification as it is flawed in two ways: 1; upon completion not enough of the gauge is charged, and 2; does not leave the opponent cornered.
- Sac-hit -
Or Sacrifice hit or Zero Frame Mid-air Waza (0フレ空中技):
Luckily, Cammy has access to such a move, and it is her Cannon Spike. However, this move does not have the same properties as other Sac-hit moves. Namely, the property of being airborne on its intial or start-up frame, in the way Ryu's Hurricane Kick is. Cammy becomes airborne on the first frame count after the move has been executed. So in theory, Cammy should not be able to use this as a Sac-hit because she is still grounded, and the move that makes contact with her - the cross-up, in this case - should place Cammy into a grounded hit-stun. But this does not happen, because the Cannon Spike is invincible from its initial frame till the fifth, causing the cross up to whiff.
What is also unique to this type of Sac-hit, is that it is not really a Sac-hit at all. Because nearly all moves of this type require the waking-up opponent to be hit during their move, hence the name. Cammy's is different because when she uses the Cannon Spike as a wake-up attack, and in a Sac-hit fashion, she will kick into the air and travel away from the opponent, escaping unscathed.