(From Google translating his bio from the html manual):
Hot-blooded, bullish, and strong-willed. He sees his childhood friend Kasumi as a rival, and challenges her to a duel whenever possible.
She likes women and pays close attention to women other than Kasumi, but ignores or fights with men.
He's a jack-of-all-trades business and lives day by day. Although he and Raven are in the same industry, they consider themselves superior to each other and never try to join hands.
Normal Moves
5A
Damage
Guard
Startup
Adv Hit
Adv Block
-
Mid
-
-
-
2A
Damage
Guard
Startup
Adv Hit
Adv Block
-
low
-
-
-
5B
THIS IS SPARTA!
THIS IS SPARTA!
Damage
Guard
Startup
Adv Hit
Adv Block
-
Mid
-
-
-
Slow kick.
2B
Damage
Guard
Startup
Adv Hit
Adv Block
-
Mid
-
-
-
5C
Damage
Guard
Startup
Adv Hit
Adv Block
-
Mid
-
-
-
Long horizontal slash. Has armor.
2C
Damage
Guard
Startup
Adv Hit
Adv Block
-
low
-
-
-
gives hard knock down, can combo into it on crouching
4B
Damage
Guard
Startup
Adv Hit
Adv Block
-
High
-
-
-
Jumping swing. 4 must be input close to the same time as B. chains into 5B,2B, 6B, 5C, 2C on
6B
Damage
Guard
Startup
Adv Hit
Adv Block
-
Mid
-
-
-
Launcher.
66A T-Groove Only
Damage
Guard
Startup
Adv Hit
Adv Block
-
Mid
-
-
-
combos into Shisei Rouga, and Fuuga:Ashura. needs more testing
662A T-Groove Only
Damage
Guard
Startup
Adv Hit
Adv Block
-
Low
-
-
-
low, combos into Shisei Rouga, and Fuuga:Ashura. needs more testing
66B T-Groove Only
Damage
Guard
Startup
Adv Hit
Adv Block
-
Mid
-
-
-
Launcher, combos into Fuuga:Karura. needs more testing
662B T-Groove Only
Damage
Guard
Startup
Adv Hit
Adv Block
-
Low
-
-
-
low, combos into Shisei Rouga, and Fuuga:Ashura. needs more testing
66C
Damage
Guard
Startup
Adv Hit
Adv Block
-
Mid
-
-
-
Can be charged, charged version gives hard knock down
662B
Damage
Guard
Startup
Adv Hit
Adv Block
-
Low
-
-
-
Launcher?
J.A
Damage
Guard
Startup
Adv Hit
Adv Block
-
High
-
-
-
J.B
Damage
Guard
Startup
Adv Hit
Adv Block
-
high
-
-
-
J.C
Damage
Guard
Startup
Adv Hit
Adv Block
-
high
-
-
-
Throw 4C
Damage
Guard
Startup
Adv Hit
Adv Block
-
N/A
-
-
-
Air Throw j.4C
Damage
Guard
Startup
Adv Hit
Adv Block
-
N/A
-
-
-
Special Moves
Ryuusou Retsuga 421C
Version
Damage
Guard
Startup
Adv Hit
Adv Block
EX
-
High
-
-
-
Koga 623A/B/C
Version
Damage
Guard
Startup
Adv Hit
Adv Block
A
1419
Low
-
-
-
Grabs Low, gives a hard knock down, can hit with 2C after
Version
Damage
Guard
Startup
Adv Hit
Adv Block
B
1600
Mid
-
-
-
Grabs Mid, can be teched, if teched sets up for inescapable?(needs more testing) throw with 214B
Version
Damage
Guard
Startup
Adv Hit
Adv Block
C
1419
might or instant
-
-
-
Grabs High, takes a little time to get used to it not being EX, gives a hard nock down, can hit with 2C after
Kiryuu Ouga 214A/B/C
Version
Damage
Guard
Startup
Adv Hit
Adv Block
A
1477
-
-
-
-
unblockable
Version
Damage
Guard
Startup
Adv Hit
Adv Block
B
1477
-
-
-
-
unblockable, goes double the length of the A version,
Version
Damage
Guard
Startup
Adv Hit
Adv Block
C
1830
-
-
-
-
EX, unblockable, travels the same distance as the B version, but faster
Shisei Rouga 41236C
Version
Damage
Guard
Startup
Adv Hit
Adv Block
A
1759
-
-
-
-
unblockable
Fudou Juuga 22A/B/C
Version
Damage
Guard
Startup
Adv Hit
Adv Block
A
-
-
-
-
-
A counter-stance. Different versions reverse attacks depending on their strength, and Camille will always attempt to retaliate, even if it's a projectile he's catching. The counter attack itself can be blocked.
Version
Damage
Guard
Startup
Adv Hit
Adv Block
B
-
-
-
-
-
A counter-stance. Different versions reverse attacks depending on their strength, and Camille will always attempt to retaliate, even if it's a projectile he's catching. The counter attack itself can be blocked.
Version
Damage
Guard
Startup
Adv Hit
Adv Block
C
-
-
-
-
-
A counter-stance. Different versions reverse attacks depending on their strength, and Camille will always attempt to retaliate, even if it's a projectile he's catching. The counter attack itself can be blocked.
Becomes the super move Fudou Juuga:Sora, Costs 50 Power
Tsuiga Tenhou 44C
Version
Damage
Guard
Startup
Adv Hit
Adv Block
C
-
Mid
-
-
-
EX
Is a followup to 4B, 421C, 623A/B/C, 214A/B/C (not EX), and 632146C.
Groove Specific
Both cost 40 brake
Tsuuga Chiihou 3D/[D]
Damage
Guard
Startup
Adv Hit
Adv Block
-
-
-
-
-
Regular version is a low level attack. Charged version is a 2-hitter - 1st hit can only be blocked using Just Guard in any stance, 2nd hit can be blocked using any guard, but hits low (it's impossible to block the second hit if the first one was Just Guarded standing).
Juushin Raiga 3D
Damage
Guard
Startup
Adv Hit
Adv Block
0
don't
-
-
-
Camille receives a passive buff for around 6 seconds. While he is surrounded by yellow aura his walking and dashing (but not sidestepping) speed is increased, and he is granted a superarmour bonus when standing, crouching, walking and dashing. He also receives considerably less damage from all attacks (it does not affect the combo damage displayed when he is hit) except Overdrive Forces.
Super Moves
All supers cost 50 Power
Fuuga:Ashura 632146C
Damage
Guard
Startup
Adv Hit
Adv Block
3885
-
-
-
-
unblockable, might be 3 frame start up( needs testing)
Fuuga:Karura 2363214C
Damage
Guard
Startup
Adv Hit
Adv Block
-
-
-
-
-
unblockable
An anti-air grab. It won't catch grounded opponents regardless of their height.
Fuuga Juuga:Sora 22C
Damage
Guard
Startup
Adv Hit
Adv Block
-
-
-
-
-
Similar to non-super versions, the actual counter-stance is Camille taunting his opponent - idle super flash marks the start of recovery frames when Camille can no longer catch and reverse attacks.
Camille Homerun 236236C
Damage
Guard
Startup
Adv Hit
Adv Block
4502 min - 9004 max
mid
-
-
-
You must go your people need you! Requires Overdrive mode and 100 brake.
The damage from the ODF scales at the start depending how much Power Gauge you have, e.g. at full power bar it scales at 150% damage, at 0 power bar it scales at 75%
Can be canceled into during a combo, but it tends to scale like crazy so if you do it to try and flex on em, it better kill.
General Strategy
Overview
Combos
basic combo starting from any A normal
5A/2A > 2B > B > 6B > 623C
. can spend 25 meter for 44C to make it do more damage, but doesn't give hard knockdown
Basic combo from overhead
4B > B> 2B > 6B > 623C
. can spend 25 meter for 44C to make it do more damage, but doesn't give hard knockdown
Alternate combo from overhead
4B >2C >5C 623B, 214B
.if they tech 623B they get caught by 214B
.if they don't tech 623B, you still recover from 214B before them