The Cannon Strike (キャノンストライク Kyanon Sutoraiku?) is one of Cammy's, Juni's and Decapre's special attacks, being used primarily by Cammy, and then used by Juni in Street Fighter Alpha 3 and by Decapre in Ultra Street Fighter IV.

All appearances Arcade Modifier Air Arcade Stick QCB + Arcade Button Kick (forward jump only)



Cammy's Cannon Strike hits Ryu in Street Fighter IV.

Executed by pressing a quarter-circle backward motion and kick during a forward jump, Cammy/Juni/Decapre performs a stylish focused turning motion into a diagonal down-forward one-legged driving kick with deadly force. There is negligible difference between Cannon Strikes using different kick buttons. Prior to the Street Fighter IV series, the move could only be used at the apex of a forward jump.

In the crossover games, the attack could knock down on even on grounded hit and possessed a "Psycho Power" effect on Cammy's leg. It also made Cammy dive down at a much faster speed, though she will not dive fully all the way towards the ground as the move may stop mid-way depending on how high she's jumped. This trait carries over to Street Fighter IV, where Cammy also dives down slower than before compared to previous games.

The EX Special version introduced in the Street Fighter IV games has Cammy use both legs for the kick in the style of a drilling dive, and can be executed during any kind of jump, not just a forward one.

As of Ultra Street Fighter IV, in the style of the aforementioned crossover games, Cammy can now perform a Cannon Strike from her Hooligan Combination as well.

Also in Ultra Street Fighter IV, Decapre can now perform a Cannon Strike from her Scramble as well.

In Omega Mode, Cammy gets a version of Cannon Strike, called Target Strike, and Decapre gains the ability to make a Cannon Strike out of Scramble.


This move is a solid crossup tool, and good choice for closing in through the air or to quickly punish a whiffed attack especially on counter hit. However, if performed too high, the move may hit too early before the user recovers, making it less effective and very easy to punish. This is quite true for the Street Fighter IV series incarnation where Cammy doesn't dive down as fast and the move does not exactly last all the way to the ground. In older games, one also has to be aware of it being blocked due to Cammy/Juni bouncing off upon a blocked-hit, which also warrants an easy punish from those with solid gap-closers.

Mainly as of Street Fighter IV's removal of a specific height restriction, this move is now most effective when performed as close to the ground as possible (with proper spacing based on the starting height). The EX version can also confuse and catch foes by surprise in this regard, and its input can even be "Tiger Knee'd" for better results (via quarter circle back-to-back-up).



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