User:Spabobin/sandbox2: Difference between revisions

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== Matchups Example 1 ==
Example template for SF6 data page using Cammy as example (no specials/supers/command normals/TC etc)


{{#vardefine:player|Kimberly}}<!--
== Character Vitals ==
--->{{#vardefine:spacing|-0.75em}}<!--
{{CharacterData-SF6
---><!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
| chara = Cammy
=====<font style="visibility:hidden; float:right">Chun-Li</font>=====
| name          = Cammy
{{MatchupData-SF6 | player ={{#var:player}}
| portrait      = SF6 Cammy Portrait.png
| character   =Chun-Li
| icon          = SF6 Cammy Face.png
| icon        =Chunli
| hp            =
| favorability =Even
| fwdWalkSpd    =
| data        =* '''Important Punishes:'''
| bwdWalkSpd    =
** '''Move 1''' - Punish 1
| fwdDashSpd    =
** '''Move 2''' - Punish 2
| bwdDashSpd    =
| fwdDashDist  =
| bwdDashDist  =  
| fwdJumpSpd    =
| bwdJumpSpd    =  
| ntlJumpSpd   =  
| fwdJumpDist  =  
| bwdJumpDist  =  
| throwHurtbox  =  
| throwRange    =
}}




*Note 1
<!---
All possible move variables
Can delete row if not applicable, EXCEPT input / name / images / startup / active / recovery / cancel / damage / guard / hitAdv / blockAdv (that appears on main page)
| input        = (move input in Numpad notation)
| name          = (Official move name)
| images        = (PNG filename of move image)
| hitboxes      = (PNG filename of hitbox image)
| cost          = (Drive or Super meter cost in simple terms)
| damage        = (Attack's damage value for each hit)
| chip          = (Attack's chip damage value vs. opponents in Burnout for each hit)
| startup      = (Startup frames, including the first active frame)
| active        = (Total number of active frames, separated per hit, also includes gaps in parentheses)
| recovery      = (Recovery frames after active frames end)
| invuln        = (Which frames are invincible and what type of invuln [Full, Air, Projectile, Throw, etc])
| hitAdv        = (Frame advantage on hit, use sf6-adv template; VM -4 or worse, M -3~-1, E 0, P +1~+3, VP +4 or better; Knockdown does not use color template)
| blockAdv      = (Frame advantage on block, use sf6-adv template; VM -4 or worse, M -3~-1, E 0, P +1~+3, VP +4 or better)
| punish        = (Frame advantage on Punish Counter + effect (Spin, Tumble, Crumple etc), use sf6-adv template; VM -4 or worse, M -3~-1, E 0, P +1~+3, VP +4 or better; Knockdown does not use color template)
| DRcancelHit  = (Frame advantage of a move on hit cancelled into Drive Rush at the moment a followup attack is possible)
| DRcancelBlk  = (Frame advantage of a move on block cancelled into Drive Rush at the moment a followup attack is possible)
| perfParryAdv  = (Frame advantage of a move that is Perfect Parried on the first active frame)
| guard        = (Direction a move must be blocked; L = low, H = high/overhead, LH = block either direction, T = throw)
| cancel        = (Move's cancel ability; ch = chain, tc = target combo, sp = special, su = any super, su(N) = super art N)
| react        = (Hitconfirm reaction window when cancelling into specials, supers, target combos, etc; from first hit frame until final cancel frame)
| hitstun      = (Number of frames the defender is stuck in hitstun from attack; for multi-hit moves, separate by hit if possible or list as "x total"; leave blank for Knockdowns)
| blockstun    = (Number of frames the defender is stuck in blockstun from attack; for multi-hit moves, separate by hit if possible or list as "x total")
| hitstop      = (Number of frames the attacker and defender are frozen when the attack connects, indicated by Frame Meter not advancing for either character)
| driveDamage  = (Amount of Drive Meter drained from opponent; usually on block, but Punish Counter and Super also drain on hit, e.g. 2000 [PC 5000])
| selfDriveOH  = (Amount of Drive Meter built by attacker when attack connects on hit; 10000 = 1 bar, 60000 = max)
| selfDriveOB  = (Amount of Drive Meter built by attacker when attack connects on hit; 10000 = 1 bar, 60000 = max)
| selfSuperOH  = (Amount of Super Meter built by attacker when attack connects on hit; 10000 = 1 bar, 30000 = max)
| selfSuperOB  = (Amount of Super Meter built by attacker when attack connects on block; 10000 = 1 bar, 30000 = max)
| oppSuperOH    = (Amount of Super Meter built by defender when attack connects on hit; 10000 = 1 bar, 30000 = max)
| oppSuperOB    = (Amount of Super Meter built by defender when attack connects on block; 10000 = 1 bar, 30000 = max)
| notes        = (Additional details about the move; keep it brief, as it will break the frame data template if too many characters are used in this field)
--->


}}</div>
== Normals ==
=== Standing Normals ===
===== 5LP =====
{{FrameData-SF6 | chara = Cammy | moveId = cammy_5lp | moveType = ground_normal
| input = 5LP
| name = Standing Light Punch
| images = SF6_Cammy_5lp.png
| hitboxes = SF6_Cammy_5lp_hitbox.png
| cost          = -
| damage =
| chip          = -
| startup =
| active =
| recovery =
| invuln        = -
| hitAdv        =
| blockAdv      =
| guard =
| cancel =
| react        =
| punish        =
| hitstun      =
| blockstun    =
| driveDamage  =
| selfDriveOH  =
| selfDriveOB  =
| selfSuperOH  =
| selfSuperOB  =
| oppSuperOH    =
| oppSuperOB    =
| notes        =
}}


===== 5MP =====
{{FrameData-SF6 | chara = Cammy | moveId = cammy_5mp | moveType = ground_normal
| input = 5MP
| name = Standing Medium Punch
| images = SF6_Cammy_5mp.png
| hitboxes = SF6_Cammy_5mp_hitbox.png
| cost          = -
| damage =
| chip          = -
| startup =
| active =
| recovery =
| invuln        = -
| hitAdv        =
| blockAdv      =
| guard =
| cancel =
| react        =
| punish        =
| hitstun      =
| blockstun    =
| driveDamage  =
| selfDriveOH  =
| selfDriveOB  =
| selfSuperOH  =
| selfSuperOB  =
| oppSuperOH    =
| oppSuperOB    =
| notes        =
}}


<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
===== 5HP =====
=====<font style="visibility:hidden; float:right">Guile</font>=====
{{FrameData-SF6 | chara = Cammy | moveId = cammy_5hp | moveType = ground_normal
{{MatchupData-SF6 | player ={{#var:player}}
| input = 5HP
| character    =Guile
| name = Standing Heavy Punch
| icon        =Guile
| images = SF6_Cammy_5hp.png
| favorability =Disadvantage
| hitboxes = SF6_Cammy_5hp_hitbox.png
| data         =* '''Important Punishes:'''
| cost          = -
** '''Move 1''' - Punish 1
| damage =
** '''Move 2''' - Punish 2
| chip          = -
| startup =
| active =
| recovery =
| invuln        = -
| hitAdv        =  
| blockAdv      =  
| guard =  
| cancel =  
| react        =  
| punish        =  
| hitstun      =  
| blockstun    =  
| driveDamage  =  
| selfDriveOH  =  
| selfDriveOB  =  
| selfSuperOH  =  
| selfSuperOB  =  
| oppSuperOH    =  
| oppSuperOB    =  
| notes         =  
}}


===== 5LK =====
{{FrameData-SF6 | chara = Cammy | moveId = cammy_5lk | moveType = ground_normal
| input = 5LK
| name = Standing Light Kick
| images = SF6_Cammy_5lk.png
| hitboxes = SF6_Cammy_5lk_hitbox.png
| cost          = -
| damage =
| chip          = -
| startup =
| active =
| recovery =
| invuln        = -
| hitAdv        =
| blockAdv      =
| guard =
| cancel =
| react        =
| punish        =
| hitstun      =
| blockstun    =
| driveDamage  =
| selfDriveOH  =
| selfDriveOB  =
| selfSuperOH  =
| selfSuperOB  =
| oppSuperOH    =
| oppSuperOB    =
| notes        =
}}


*Note 1
===== 5MK =====
{{FrameData-SF6 | chara = Cammy | moveId = cammy_5mk | moveType = ground_normal
| input = 5MK
| name = Standing Medium Kick
| images = SF6_Cammy_5mk.png
| hitboxes = SF6_Cammy_5mk_hitbox.png
| cost          = -
| damage =
| chip          = -
| startup =
| active =
| recovery =
| invuln        = -
| hitAdv        =
| blockAdv      =
| guard =
| cancel =
| react        =
| punish        =
| hitstun      =
| blockstun    =
| driveDamage  =
| selfDriveOH  =
| selfDriveOB  =
| selfSuperOH  =
| selfSuperOB  =
| oppSuperOH    =
| oppSuperOB    =
| notes        =
}}


}}</div>
===== 5HK =====
{{FrameData-SF6 | chara = Cammy | moveId = cammy_5hk | moveType = ground_normal
| input = 5HK
| name = Standing Heavy Kick
| images = SF6_Cammy_5hk.png
| hitboxes = SF6_Cammy_5hk_hitbox.png
| cost          = -
| damage =
| chip          = -
| startup =
| active =
| recovery =
| invuln        = -
| hitAdv        =
| blockAdv      =
| guard =
| cancel =
| react        =
| punish        =
| hitstun      =
| blockstun    =
| driveDamage  =
| selfDriveOH  =
| selfDriveOB  =
| selfSuperOH  =
| selfSuperOB  =
| oppSuperOH    =
| oppSuperOB    =
| notes        =
}}




<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=== Crouching Normals ===
=====<font style="visibility:hidden; float:right">Guile</font>=====
===== 2LP =====
{{MatchupData-SF6 | player ={{#var:player}}
{{FrameData-SF6 | chara = Cammy | moveId = cammy_2lp | moveType = ground_normal
| character    =Jamie
| input = 2LP
| icon        =Jamie
| name = Crouching Light Punch
| favorability =Advantage
| images = SF6_Cammy_2lp.png
| data        =* '''Important Punishes:'''
| hitboxes = SF6_Cammy_2lp_hitbox.png
** '''Move 1''' - Punish 1
| cost          = -
** '''Move 2''' - Punish 2
| damage =  
| chip          = -
| startup =
| active =
| recovery =
| invuln        = -
| hitAdv        =
| blockAdv      =
| guard =
| cancel =
| react        =
| punish        =
| hitstun      =
| blockstun    =
| driveDamage  =
| selfDriveOH  =
| selfDriveOB  =
| selfSuperOH  =
| selfSuperOB  =
| oppSuperOH    =
| oppSuperOB    =
| notes        =
}}


===== 2MP =====
{{FrameData-SF6 | chara = Cammy | moveId = cammy_2mp | moveType = ground_normal
| input = 2MP
| name = Crouching Medium Punch
| images = SF6_Cammy_2mp.png
| hitboxes = SF6_Cammy_2mp_hitbox.png
| cost          = -
| damage =
| chip          = -
| startup =
| active =
| recovery =
| invuln        = -
| hitAdv        =
| blockAdv      =
| guard =
| cancel =
| react        =
| punish        =
| hitstun      =
| blockstun    =
| driveDamage  =
| selfDriveOH  =
| selfDriveOB  =
| selfSuperOH  =
| selfSuperOB  =
| oppSuperOH    =
| oppSuperOB    =
| notes        =
}}


*Note 1
===== 2HP =====
{{FrameData-SF6 | chara = Cammy | moveId = cammy_2hp | moveType = ground_normal
| input = 2HP
| name = Crouching Heavy Punch
| images = SF6_Cammy_2hp.png
| hitboxes = SF6_Cammy_2hp_hitbox.png
| cost          = -
| damage =
| chip          = -
| startup =
| active =
| recovery =
| invuln        = -
| hitAdv        =
| blockAdv      =
| guard =
| cancel =
| react        =
| punish        =
| hitstun      =
| blockstun    =
| driveDamage  =
| selfDriveOH  =
| selfDriveOB  =
| selfSuperOH  =
| selfSuperOB  =
| oppSuperOH    =
| oppSuperOB    =
| notes        =
}}


}}</div>
===== 2LK =====
{{FrameData-SF6 | chara = Cammy | moveId = cammy_2lk | moveType = ground_normal
| input = 2LK
| name = Crouching Light Kick
| images = SF6_Cammy_2lk.png
| hitboxes = SF6_Cammy_2lk_hitbox.png
| cost          = -
| damage =
| chip          = -
| startup =
| active =
| recovery =
| invuln        = -
| hitAdv        =
| blockAdv      =
| guard =
| cancel =
| react        =
| punish        =
| hitstun      =
| blockstun    =
| driveDamage  =
| selfDriveOH  =
| selfDriveOB  =
| selfSuperOH  =
| selfSuperOB  =
| oppSuperOH    =
| oppSuperOB    =
| notes        =
}}


===== 2MK =====
{{FrameData-SF6 | chara = Cammy | moveId = cammy_2mk | moveType = ground_normal
| input = 2MK
| name = Crouching Medium Kick
| images = SF6_Cammy_2mk.png
| hitboxes = SF6_Cammy_2mk_hitbox.png
| cost          = -
| damage =
| chip          = -
| startup =
| active =
| recovery =
| invuln        = -
| hitAdv        =
| blockAdv      =
| guard =
| cancel =
| react        =
| punish        =
| hitstun      =
| blockstun    =
| driveDamage  =
| selfDriveOH  =
| selfDriveOB  =
| selfSuperOH  =
| selfSuperOB  =
| oppSuperOH    =
| oppSuperOB    =
| notes        =
}}


===== 2HK =====
{{FrameData-SF6 | chara = Cammy | moveId = cammy_2hk | moveType = ground_normal
| input = 2HK
| name = Crouching Heavy Kick
| images = SF6_Cammy_2hk.png
| hitboxes = SF6_Cammy_2hk_hitbox.png
| cost          = -
| damage =
| chip          = -
| startup =
| active =
| recovery =
| invuln        = -
| hitAdv        =
| blockAdv      =
| guard =
| cancel =
| react        =
| punish        =
| hitstun      =
| blockstun    =
| driveDamage  =
| selfDriveOH  =
| selfDriveOB  =
| selfSuperOH  =
| selfSuperOB  =
| oppSuperOH    =
| oppSuperOB    =
| notes        =
}}


== Matchups Example 2 ==


(try something with tabs for Punishes, general strategy, etc?)
=== Jumping Normals ===
===== j.LP =====
{{FrameData-SF6 | chara = Cammy | moveId = cammy_jlp | moveType = air_normal
| input = j.LP
| name = Jumping Light Punch
| images = SF6_Cammy_jlp.png
| hitboxes = SF6_Cammy_jlp_hitbox.png
| cost          = -
| damage =
| chip          = -
| startup =
| active =
| recovery = -
| invuln        = -
| hitAdv        = -
| blockAdv      = -
| guard =
| cancel =
| react        = -
| punish        = -
| hitstun      =
| blockstun    =
| driveDamage  =
| selfDriveOH  =
| selfDriveOB  =
| selfSuperOH  =
| selfSuperOB  =
| oppSuperOH    =
| oppSuperOB    =
| notes        =
}}


===== j.MP =====
{{FrameData-SF6 | chara = Cammy | moveId = cammy_jmp | moveType = air_normal
| input = j.MP
| name = Jumping Medium Punch
| images = SF6_Cammy_jmp.png
| hitboxes = SF6_Cammy_jmp_hitbox.png
| cost          = -
| damage =
| chip          = -
| startup =
| active =
| recovery = -
| invuln        = -
| hitAdv        = -
| blockAdv      = -
| guard =
| cancel =
| react        = -
| punish        = -
| hitstun      =
| blockstun    =
| driveDamage  =
| selfDriveOH  =
| selfDriveOB  =
| selfSuperOH  =
| selfSuperOB  =
| oppSuperOH    =
| oppSuperOB    =
| notes        =
}}


{{Character Subnav SF6|chara={{SUBPAGENAME}}|discord={{{discord|}}} }}
===== j.HP =====
{{Navbox-SF6}}
{{FrameData-SF6 | chara = Cammy | moveId = cammy_jhp | moveType = air_normal
| input = j.HP
| name = Jumping Heavy Punch
| images = SF6_Cammy_jhp.png
| hitboxes = SF6_Cammy_jhp_hitbox.png
| cost          = -
| damage =
| chip          = -
| startup =
| active =
| recovery = -
| invuln        = -
| hitAdv        = -
| blockAdv      = -
| guard =
| cancel =
| react        = -
| punish        = -
| hitstun      =
| blockstun    =
| driveDamage  =
| selfDriveOH  =
| selfDriveOB  =
| selfSuperOH  =
| selfSuperOB  =
| oppSuperOH    =
| oppSuperOB    =
| notes        =
}}
 
===== j.LK =====
{{FrameData-SF6 | chara = Cammy | moveId = cammy_jlk | moveType = air_normal
| input = j.LK
| name = Jumping Light Kick
| images = SF6_Cammy_jlk.png
| hitboxes = SF6_Cammy_jlk_hitbox.png
| cost          = -
| damage =
| chip          = -
| startup =
| active =
| recovery = -
| invuln        = -
| hitAdv        = -
| blockAdv      = -
| guard =
| cancel =
| react        = -
| punish        = -
| hitstun      =
| blockstun    =
| driveDamage  =
| selfDriveOH  =
| selfDriveOB  =
| selfSuperOH  =
| selfSuperOB  =
| oppSuperOH    =
| oppSuperOB    =
| notes        =
}}
 
===== j.MK =====
{{FrameData-SF6 | chara = Cammy | moveId = cammy_jmk | moveType = air_normal
| input = j.MK
| name = Jumping Medium Kick
| images = SF6_Cammy_jmk.png
| hitboxes = SF6_Cammy_jmk_hitbox.png
| cost          = -
| damage =
| chip          = -
| startup =
| active =
| recovery = -
| invuln        = -
| hitAdv        = -
| blockAdv      = -
| guard =
| cancel =
| react        = -
| punish        = -
| hitstun      =
| blockstun    =
| driveDamage  =
| selfDriveOH  =
| selfDriveOB  =
| selfSuperOH  =
| selfSuperOB  =
| oppSuperOH    =
| oppSuperOB    =
| notes        =
}}
 
===== j.HK =====
{{FrameData-SF6 | chara = Cammy | moveId = cammy_jhk | moveType = air_normal
| input = j.HK
| name = Jumping Heavy Kick
| images = SF6_Cammy_jhk.png
| hitboxes = SF6_Cammy_jhk_hitbox.png
| cost          = -
| damage =
| chip          = -
| startup =
| active =
| recovery = -
| invuln        = -
| hitAdv        = -
| blockAdv      = -
| guard =
| cancel =
| react        = -
| punish        = -
| hitstun      =
| blockstun    =
| driveDamage  =
| selfDriveOH  =
| selfDriveOB  =
| selfSuperOH  =
| selfSuperOB  =
| oppSuperOH    =
| oppSuperOB    =
| notes        =
}}
 
 
== Command Normals ==
 
 
 
== Target Combos ==
 
 
 
== Universal Mechanics ==
=== Throws ===
===== LPLK =====
{{FrameData-SF6 | chara = Cammy | moveId = cammy_lplk | moveType = throw
| input        = LPLK
| name          =
| images        = SF6_Cammy_lplk.png
| hitboxes      = SF6_Cammy_lplk_hitbox.png
| cost          = -
| damage        =  ()
| chip          = -
| startup      = 5
| active        = 3
| recovery      = 23
| invuln        = -
| hitAdv        =
| blockAdv      = -
| guard        = T
| cancel        = -
| react        = -
| punish        =
| hitstun      = -
| blockstun    = -
| driveDamage  =
| selfDriveOH  =
| selfDriveOB  =
| selfSuperOH  =
| selfSuperOB  =
| oppSuperOH    =
| oppSuperOB    =
| notes        =
}}
 
===== 4LPLK =====
{{FrameData-SF6 | chara = Cammy | moveId = cammy_4lplk | moveType = throw
| input        = 4LPLK
| name          =
| images        = SF6_Cammy_4lplk.png
| hitboxes      = SF6_Cammy_4lplk_hitbox.png
| cost          = -
| damage        =  ()
| chip          = -
| startup      = 5
| active        = 3
| recovery      = 23
| invuln        = -
| hitAdv        =
| blockAdv      = -
| guard        = T
| cancel        = -
| react        = -
| punish        =
| hitstun      = -
| blockstun    = -
| driveDamage  =
| selfDriveOH  =
| selfDriveOB  =
| selfSuperOH  =
| selfSuperOB  =
| oppSuperOH    =
| oppSuperOB    =
| notes        =
}}
 
 
=== Drive Moves ===
===== HPHK =====
{{FrameData-SF6 | chara = Cammy | moveId = cammy_hphk | moveType = drive
| input        = HPHK
| name          = Drive Impact
| images        = SF6_Cammy_hphk.png
| hitboxes      = SF6_Cammy_hphk_hitbox.png
| cost          = 1 drive
| damage        =
| chip          =
| startup      =
| active        =
| recovery      =
| invuln        = -
| hitAdv        =
| blockAdv      =
| guard        = LH
| cancel        = -
| react        = -
| punish        = crumple
| hitstun      = -
| blockstun    =
| driveDamage  = 5000 / 10000
| selfDriveOH  = -10000
| selfDriveOB  = -10000
| selfSuperOH  = -
| selfSuperOB  = -
| oppSuperOH    = -
| oppSuperOB    = -
| notes        = See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]].
}}
 
===== 6HPHK =====
{{FrameData-SF6 | chara = Cammy | moveId = cammy_6hphk | moveType = drive
| input        = 6HPHK
| name          = Drive Reversal
| images        = SF6_Cammy_6hphk.png
| hitboxes      = SF6_Cammy_6hphk_hitbox.png
| cost          = 2 drive
| damage        =
| chip          =  
| startup      =
| active        =
| recovery      =
| invuln        =
| hitAdv        =
| blockAdv      =
| guard        = LH
| cancel        = -
| react        = -
| punish        =
| hitstun      = -
| blockstun    =
| driveDamage  = -
| selfDriveOH  = -20000
| selfDriveOB  = -20000
| selfSuperOH  = -
| selfSuperOB  = -
| oppSuperOH    = -
| oppSuperOB    = -
| notes        = Armor Break; See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]].
}}
 
===== MPMK =====
{{FrameData-SF6 | chara = Cammy | moveId = cammy_mpmk | moveType = drive
| input        = MPMK
| name          = Drive Parry
| images        = SF6_Cammy_mpmk.png
| hitboxes      = SF6_Cammy_mpmk_hitbox.png
| cost          = 0.5 drive
| damage        = -
| chip          = -
| startup      = 1
| active        = 8 or until released
| recovery      = 29(1)(11)
| invuln        = 6f (after Perfect Parry)
| hitAdv        = -
| blockAdv      = -
| guard        = -
| cancel        = -
| react        = -
| punish        = -
| hitstun      = -
| blockstun    = -
| driveDamage  = -
| selfDriveOH  = -5000*250~
| selfDriveOB  = -5000*250~
| selfSuperOH  = -
| selfSuperOB  = -
| oppSuperOH    = -
| oppSuperOB    = -
| notes        = See [[Street_Fighter_6/Gauges#Drive_Parry|Drive Parry]]. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery.
}}
 
===== 66 =====
{{FrameData-SF6 | chara = Cammy | moveId = cammy_66 | moveType = drive
| input        = 66
| name          = Drive Rush
| images        = SF6_Cammy_66.png
| hitboxes      = SF6_Cammy_66_hitbox.png
| cost          = 3 drive (from normal) / 0.5 drive (from parry)
| damage        = -
| chip          = -
| startup      =
| active        =
| recovery      =
| invuln        = -
| hitAdv        = -
| blockAdv      = -
| guard        = -
| cancel        = -
| react        = -
| punish        = -
| hitstun      = -
| blockstun    = -
| driveDamage  = -
| selfDriveOH  = -10000(-30000)
| selfDriveOB  = -10000(-30000)
| selfSuperOH  = -
| selfSuperOB  = -
| oppSuperOH    = -
| oppSuperOB    = -
| notes        = See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]]. Frame data shown in parentheses refers to the Drive Rush version used from a Parry.
}}
 
 
=== Taunts ===
===== 5PPPKKK =====
{{FrameData-SF6 | chara = Cammy | moveId = cammy_5pppkkk | moveType = taunt
| input        = 5PPPKKK
| name          = Neutral Taunt
| images        = SF6_Cammy_5pppkkk.png
| hitboxes      =
| cost          = -
| damage        = -
| chip          = -
| startup      =  (total)
| active        = -
| recovery      = -
| invuln        = -
| hitAdv        = -
| blockAdv      = -
| guard        = -
| cancel        = -
| react        = -
| punish        = -
| hitstun      = -
| blockstun    = -
| driveDamage  = -
| selfDriveOH  = -
| selfDriveOB  = -
| selfSuperOH  = -
| selfSuperOB  = -
| oppSuperOH    = -
| oppSuperOB    = -
| notes        = ""
}}
 
===== 6PPPKKK =====
{{FrameData-SF6 | chara = Cammy | moveId = cammy_6pppkkk | moveType = taunt
| input        = 6PPPKKK
| name          = Forward Taunt
| images        = SF6_Cammy_6pppkkk.png
| hitboxes      =
| cost          = -
| damage        = -
| chip          = -
| startup      =  (total)
| active        = -
| recovery      = -
| invuln        = -
| hitAdv        = -
| blockAdv      = -
| guard        = -
| cancel        = -
| react        = -
| punish        = -
| hitstun      = -
| blockstun    = -
| driveDamage  = -
| selfDriveOH  = -
| selfDriveOB  = -
| selfSuperOH  = -
| selfSuperOB  = -
| oppSuperOH    = -
| oppSuperOB    = -
| notes        = ""
}}
 
===== 4PPPKKK =====
{{FrameData-SF6 | chara = Cammy | moveId = cammy_4pppkkk | moveType = taunt
| input        = 4PPPKKK
| name          = Back Taunt
| images        = SF6_Cammy_4pppkkk.png
| hitboxes      =
| cost          = -
| damage        = -
| chip          = -
| startup      =  (total)
| active        = -
| recovery      = -
| invuln        = -
| hitAdv        = -
| blockAdv      = -
| guard        = -
| cancel        = -
| react        = -
| punish        = -
| hitstun      = -
| blockstun    = -
| driveDamage  = -
| selfDriveOH  = -
| selfDriveOB  = -
| selfSuperOH  = -
| selfSuperOB  = -
| oppSuperOH    = -
| oppSuperOB    = -
| notes        = ""
}}
 
 
== Special Moves ==
 
 
 
== Super Arts ==

Revision as of 08:32, 3 March 2023

Example template for SF6 data page using Cammy as example (no specials/supers/command normals/TC etc)

Character Vitals

Cammy
Portrait Icon HP Throw Range / Hurtbox Jump Speed Jump Apex Drive Rush Min. Distance (Throw)
SF6 Cammy Portrait.png SF6 Cammy Face.png /
Forward Walk Speed Forward Dash Speed Forward Dash Distance Forward Jump Distance Drive Rush Min. Distance (Block)
Back Walk Speed Back Dash Speed Back Dash Distance Back Jump Distance Drive Rush Max Distance


Normals

Standing Normals

5LP
Cammy
cammy_5lp

5LP

Standing Light Punch
SF6 Cammy 5lp.png
SF6 Cammy 5lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Hitstun Blockstun Hitstop
-
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
Notes
5MP
Cammy
cammy_5mp

5MP

Standing Medium Punch
SF6 Cammy 5mp.png
SF6 Cammy 5mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Hitstun Blockstun Hitstop
-
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
Notes
5HP
Cammy
cammy_5hp

5HP

Standing Heavy Punch
SF6 Cammy 5hp.png
SF6 Cammy 5hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Hitstun Blockstun Hitstop
-
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
Notes
5LK
Cammy
cammy_5lk

5LK

Standing Light Kick
SF6 Cammy 5lk.png
SF6 Cammy 5lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Hitstun Blockstun Hitstop
-
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
Notes
5MK
Cammy
cammy_5mk

5MK

Standing Medium Kick
SF6 Cammy 5mk.png
SF6 Cammy 5mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Hitstun Blockstun Hitstop
-
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
Notes
5HK
Cammy
cammy_5hk

5HK

Standing Heavy Kick
SF6 Cammy 5hk.png
SF6 Cammy 5hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Hitstun Blockstun Hitstop
-
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
Notes


Crouching Normals

2LP
Cammy
cammy_2lp

2LP

Crouching Light Punch
SF6 Cammy 2lp.png
SF6 Cammy 2lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Hitstun Blockstun Hitstop
-
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
Notes
2MP
Cammy
cammy_2mp

2MP

Crouching Medium Punch
SF6 Cammy 2mp.png
SF6 Cammy 2mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Hitstun Blockstun Hitstop
-
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
Notes
2HP
Cammy
cammy_2hp

2HP

Crouching Heavy Punch
SF6 Cammy 2hp.png
SF6 Cammy 2hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Hitstun Blockstun Hitstop
-
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
Notes
2LK
Cammy
cammy_2lk

2LK

Crouching Light Kick
SF6 Cammy 2lk.png
SF6 Cammy 2lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Hitstun Blockstun Hitstop
-
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
Notes
2MK
Cammy
cammy_2mk

2MK

Crouching Medium Kick
SF6 Cammy 2mk.png
SF6 Cammy 2mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Hitstun Blockstun Hitstop
-
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
Notes
2HK
Cammy
cammy_2hk

2HK

Crouching Heavy Kick
SF6 Cammy 2hk.png
SF6 Cammy 2hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Hitstun Blockstun Hitstop
-
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
Notes


Jumping Normals

j.LP
Cammy
cammy_jlp

j.LP

Jumping Light Punch
SF6 Cammy jlp.png
SF6 Cammy jlp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Hitstun Blockstun Hitstop
- -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
- -
Notes
j.MP
Cammy
cammy_jmp

j.MP

Jumping Medium Punch
SF6 Cammy jmp.png
SF6 Cammy jmp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Hitstun Blockstun Hitstop
- -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
- -
Notes
j.HP
Cammy
cammy_jhp

j.HP

Jumping Heavy Punch
SF6 Cammy jhp.png
SF6 Cammy jhp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Hitstun Blockstun Hitstop
- -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
- -
Notes
j.LK
Cammy
cammy_jlk

j.LK

Jumping Light Kick
SF6 Cammy jlk.png
SF6 Cammy jlk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Hitstun Blockstun Hitstop
- -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
- -
Notes
j.MK
Cammy
cammy_jmk

j.MK

Jumping Medium Kick
SF6 Cammy jmk.png
SF6 Cammy jmk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Hitstun Blockstun Hitstop
- -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
- -
Notes
j.HK
Cammy
cammy_jhk

j.HK

Jumping Heavy Kick
SF6 Cammy jhk.png
SF6 Cammy jhk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - -
Startup Active Recovery Hitstun Blockstun Hitstop
- -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
- -
Notes


Command Normals

Target Combos

Universal Mechanics

Throws

LPLK
Cammy
cammy_lplk

LPLK

SF6 Cammy lplk.png
SF6 Cammy lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
() - - T - -
Startup Active Recovery Hitstun Blockstun Hitstop
5 3 23 - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
-
Notes
4LPLK
Cammy
cammy_4lplk

4LPLK

SF6 Cammy 4lplk.png
File:SF6 Cammy 4lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
() - - T - -
Startup Active Recovery Hitstun Blockstun Hitstop
5 3 23 - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
-
Notes


Drive Moves

HPHK
Cammy
cammy_hphk

HPHK

Drive Impact
SF6 Cammy hphk.png
SF6 Cammy hphk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
- -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
Notes
See Drive Impact.
6HPHK
Cammy
cammy_6hphk

6HPHK

Drive Reversal
SF6 Cammy 6hphk.png
SF6 Cammy 6hphk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
- -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
Notes
Armor Break; See Drive Reversal.
MPMK
Cammy
cammy_mpmk

MPMK

Drive Parry
SF6 Cammy mpmk.png
SF6 Cammy mpmk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Hitstun Blockstun Hitstop
1 8 or until released 29(1)(11) - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
6f (after Perfect Parry) - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
- -
Notes
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery.
66
Cammy
cammy_66

66

Drive Rush
SF6 Cammy 66.png
SF6 Cammy 66 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Hitstun Blockstun Hitstop
- - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
- -
Notes
See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry.


Taunts

5PPPKKK
Cammy
cammy_5pppkkk

5PPPKKK

Neutral Taunt
SF6 Cammy 5pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Hitstun Blockstun Hitstop
(total) - - - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
- -
Notes
""
6PPPKKK
Cammy
cammy_6pppkkk

6PPPKKK

Forward Taunt
SF6 Cammy 6pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Hitstun Blockstun Hitstop
(total) - - - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
- -
Notes
""
4PPPKKK
Cammy
cammy_4pppkkk

4PPPKKK

Back Taunt
SF6 Cammy 4pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Hitstun Blockstun Hitstop
(total) - - - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
- -
Notes
""


Special Moves

Super Arts