Street Fighter 6/Cammy: Difference between revisions

From SuperCombo Wiki
Line 410: Line 410:
A successful hit with a Spiral Arrow gives Cammy good positioning for oki and/or chasing opponents down, and even standalone, Spiral Arrows make great whiff punish tools because of their reach and range. However, it can be a little dangerous to just throw Spiral Arrows out in neutral without knowing how to space them; LK and MK Arrow, at max range, are even on block, while HK Arrow is -1, but up close they're extremely unsafe and easy to punish.
A successful hit with a Spiral Arrow gives Cammy good positioning for oki and/or chasing opponents down, and even standalone, Spiral Arrows make great whiff punish tools because of their reach and range. However, it can be a little dangerous to just throw Spiral Arrows out in neutral without knowing how to space them; LK and MK Arrow, at max range, are even on block, while HK Arrow is -1, but up close they're extremely unsafe and easy to punish.


The OD and [HK] versions have similar damage and behavior, save that the OD version starts up faster and is easier to work into combos off of stray hits. If all 5 hits of the OD or [HK] version land, the enemy is put into a floating state; Cammy can choose to follow up with another Spiral Arrow, a Cannon Spike (ideally HK or OD), SA1, or SA3. Alternatively, she can directly cancel into SA2 or SA3 on the fourth hit of OD or [HK] Arrow.
The OD and [HK] versions have similar damage and behavior, save that the OD version starts up faster and is easier to work into combos off of stray hits. If all 5 hits of the OD or [HK] version land, the enemy is put into a floating state; Cammy can choose to follow up with a Cannon Spike as a link. Alternatively, she can directly cancel into SA2 on the fourth hit of OD Arrow, or SA3 on the fourth hit of OD or [HK] Arrow.
}}
}}



Revision as of 12:44, 7 June 2023


Introduction

Member of British special forces unit Delta Red. Distinguished herself in the operation against Shadaloo, with which she shares a fated connection. Hyper-competent but somewhat moody. Currently working at HQ.

Cammy specializes in quick attacks and movement, closing the gap with her walkspeed and moves to run a high-pressure, close-range offense with the ability to whiff punish careless opponents for overstepping. Cammy can easily evade and counterhit careless attacks from the opponent, which lets her get in and start laying down rushdown pressure to keep the opponent locked down.

To that end, 5LP, 2LP, and 5LK are her main pressure tools up close or from walking in that allow her to confirm into Spiral Arrow for knockdowns and corner carry. 5MK, 2MP, and 2MK are especially good at mid-range poking, counterpoking, and punishing; 5HP, 2HP, and 5HK are built for punish countering big moves and giving Cammy room to advance on the opponent in various ways, whether they be links, hard knockdowns, target combos, or Drive Rush Cancels. Her special moves also do a great job at letting her close the gap between her and the opponent to keep things pushing when they really overextend. Spiral Arrow can clip opponents from much farther away than even her longest normals, and her Cannon Strike is a divekick that crushes low attacks and lets her confirm into combos when spaced correctly. Cannon Spike is a DP that rounds out the anti-air options provided by 4MP, 4HK, and her air throw, and Quick Spin Knuckle plays double duty as a gap-closing complement to Spiral Arrow that lets her skip through projectiles with the MP, HP, and Overdrive versions.

Once she's in and on top of the opponent, or has pushed them to the corner, Cammy can utilize her normals alongside other system mechanics to enforce a powerful strike/throw game or set up for oppressive okizeme tactics with her light punches, 5MP, and 2HP. One of her strongest tools once she's gotten into the opponent's head at close-mid range is Hooligan Combination, an advancing attack with three separate jump arcs and five separate follow-ups; combined with her other buttons, this lets her run a terrifying set of mixups if prepared correctly. Cammy often needs to sacrifice meter for an OD move or a Drive Rush connection to make Hooligan setups work, but once she's paid the price, she gains access to an extremely versatile mixup tool that has excellent payout regardless of the option she picks.

Cammy can also charge up the heavy versions of her Spiral Arrow, Cannon Spike, and Hooligan Combination, increasing their startup time but gaining most of the properties of their Overdrive equivalents in exchange. While these require a bit more setup to use, they can also let her get the benefits of the Overdrive versions at no cost to her Drive Meter, which lets her preserve it for other uses.

In exchange for Cammy being so dangerous once she's managed to close the gap, she does not have a fireball to help her control space, nor a grounded overhead to assist her with strike/throw mix. Many of her gap-closing and offensive options are also easily called out if the opponent makes the right read (particularly things like badly spaced Spiral Arrows, Spin Knuckles, and raw Hooligans), which brings an element of risk to Cammy's gameplay that requires having a good sense of timing and being willing to commit to potentially dangerous options in order to get a potential payoff. If you enjoy a character that strikes an even balance between rushdown, pressure, and precision counterpoking, then accept the mission of infiltrating your opponent's defenses with Cammy.


Pick if you like: Avoid if you dislike:
  • Incredible neutral both on the ground and in the air, with fast walk speed and incredible pokes
  • Some of the best anti-fireball tools in the game
  • Strong pressure options and corner carry for enforcing strike/throw, shimmies, and reversal-proof setups
  • Overwhelming your opponent with aggressive, variable approaches and mixup options after knockdowns
  • Relying on strike/throw conditioning and whiff punishing as your main ways to open opponents up, without access to a grounded overhead
  • Lacking a fireball to control space


Classic & Modern Versions Comparison

List of differences with Modern Cammy
Missing Normals
  • Standing Light Kick (5LK)
  • Crouching Medium Punch (2MP)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Kick (j.MK)
  • Jumping Heavy Punch (j.HP)
Missing Command Normals
  • N/A
Shortcut-Only Specials
  • Hooligan Combination (2S)
    • Heavy/OD Only
Miscellaneous Changes
  • 2L is 2LK but switches to 2LP if chained into
    • Unlike other Modern characters who have this "auto-chain" property, this doesn't happen consistently on whiff
  • Swing Combination (5HP~HK) is now the starter for H Auto Combo


Cammy
SF6 Cammy Portrait.png
Vitals
Life Points 10000
Ground Movement
Forward Walk Speed 0.0505
Backward Walk Speed 0.033
Forward Dash Speed 18
Backward Dash Speed 23
Forward Dash Distance 1.32
Backward Dash Distance 1.002
Drive Rush Min. Distance (Throw) 0.603
Drive Rush Min. Distance (Block) 2.027
Drive Rush Max Distance 2.796
Jumping
Jump Speed 4+38+3
Jump Apex 2.115
Forward Jump Distance 1.90
Backward Jump Distance 1.52
Throws
Throw Range 0.8
Throw Hurtbox 0.33
Frame Data Glossary - SF6
Hitbox Images

🟥 (Red): Attack hitbox

  • Appears pink for Throw hitboxes

🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles

  • If a move's hitbox and hurtbox overlap, the colors blend to appear orange

🟦 (Blue): Vulnerable throw hurtbox

  • Will be thrown if Pink throw hitbox touches Blue throw hurtbox



Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals; specific chain options listed in Description)
  • "TC": Target Combo
  • "Sp": Special move
  • "SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
  • "Jmp": Jump cancel (usually on hit only, if applicable)
  • "SS": Serenity Stream (Chun-Li's stance)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
    • Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)



Cancel Hitconfirm Windows

Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.

  • Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
    • e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
  • Counts from the first frame the attack connects until the final cancelable frame
    • Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
  • If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
    • If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
    • Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.

Damage Scaling

Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.

Scaling Types:

  • Starter: When a move begins the combo, the next attack is scaled by X percent
    • e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
  • Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
    • e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
    • e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
  • Immediate: When a move is comboed into, this attack is scaled by X percent
    • e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
  • Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
  • Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.



Drive Rush Cancel Advantage

Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.

Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.

Forced Knockdown

Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset.

As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence.

Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.

Juggles

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle



The following is a more detailed overview of the SF6 juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)

Drive Rush notes:

  • DR normals have a Juggle Start/Increase value of 0
  • DR normals have +3 added to their usual Juggle Limit



On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.

  • Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



Normals

Standing Normals

5LP
Standing Light Punch
5LP
SF6 Cammy 5lp.png

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 7 Chn Sp SA 300 LH +5 -2

Basic and dependable pressure tool. Functionally interchangeable with 2LP, the main difference between them being the height that they connect at.

5MP
Standing Medium Punch
5MP
SF6 Cammy 5mp.png

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 13 - 600 LH +6 -1

Somewhat short reach but great frame advantage in exchange. Does not special cancel, but will link into 5LK very consistently and bridges combos into 2HP with Drive Rush.

5HP
Standing Heavy Punch
5HP
SF6 Cammy 5hp.png

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 20 Sp SA TC 800 LH +2 -3

Special cancelable and confirmable into a target combo, 5HP remains the counterpoke threat it was known to be in the previous title.

5LK
Standing Light Kick
5LK
SF6 Cammy 5lk.png

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 10 Sp SA 300 LH +2 -3

One of the largest 5-frame attacks in the game, Cammy's 5LK makes for an excellent whiff punish, poke, and dash checking tool. It won't combo into Spiral Arrow at absolute max range without the extra hitstun of a Counterhit or Punish Counter, but it remains an incredibly versatile move in Cammy's arsenal. Do note that none of Cammy's light attacks will chain into 5LK, it's only possible to link into it.

5MK
Standing Medium Kick
5MK
SF6 Cammy 5mk.png

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 18 - 700 LH +3 -4

Quick, albeit generally unrewarding poke. Excellent for harassing grounded opponents at close to its tip range.

5HK
Standing Heavy Kick
5HK
SF6 Cammy 5hk.png

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 3 19(21) - 900 LH +2 -3
  • Punish Counter: knockdown

5MK's bigger, badder cousin. One of Cammy's longest range attacks on the X axis that comes with a knockdown on Punish Counter.

Crouching Normals

2LP
Crouching Light Punch
2LP
SF6 Cammy 2lp.png

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 2 8 Chn Sp SA 300 LH +5 -2

Slightly longer total duration compared to 5LP but otherwise a very similar move.

2MP
Crouching Medium Punch
2MP
SF6 Cammy 2mp.png

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 14 Sp SA 600 LH +5 -2

Decent reach and special cancelable, while also having enough hitstun to link into 5LK. Commonly used in combos, but makes for a slightly more damaging counterpoke when compared to 2MK.

2HP
Crouching Heavy Punch
2HP
SF6 Cammy 2hp.png

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 15 - 700 LH +7 +1

Cammy's main linking tool and meaty on a knockdown. Easily links to 2MP on normal hit, which cancels into Spiral Arrow for a knockdown.

2LK
Crouching Light Kick
2LK
SF6 Cammy 2lk.png

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 7 Chn 200 L +3 -2

The fastest low that Cammy has. Chains into itself and Cammy's excellent set of light punches for extended pressure.

2MK
Crouching Medium Kick
2MK
SF6 Cammy 2mk.png

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 18 Sp SA 500 L +1 -5

Cammy's legendary 2MK. Easily her most rewarding low poke when buffered into Spiral Arrow.

2HK
Crouching Heavy Kick
2HK
SF6 Cammy 2hk.png

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 24 - 900 L HKD +31 -10


Jumping Normals

j.LP
Jumping Light Punch
j.LP
SF6 Cammy jlp.png

j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 10 3 land - 300 H - -

j.MP
Jumping Medium Punch
j.MP
SF6 Cammy jmp.png

j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 8 3 land Sp SA2 600 H - -

Heavily used in Cammy's launcher combos to squeeze out more damage before extending into her divekick.

j.HP
Jumping Heavy Punch
j.HP
SF6 Cammy jhp.png

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 5 3 land - 800 H - -

Has some juggle potential and gives Cammy better okizeme than her divekick when it hits an airborne opponent.

j.LK
Jumping Light Kick
j.LK
SF6 Cammy jlk.png

j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 10 3 land - 300 H - -

j.MK
Jumping Medium Kick
j.MK
SF6 Cammy jmk.png

j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 6 3 land - 600 H - -

j.HK
Jumping Heavy Kick
j.HK
SF6 Cammy jhk.png

j.HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 6 3 land - 800 H - -


Command Normals

4MP
Lift Uppercut
4MP
SF6 Cammy 4mp.png

4MP
Lift Uppercut
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 5 12 Sp SA TC 500 LH +4 -1

Incredibly fast uppercut that leads into a target combo. Low reward when used as an anti-air, but is a lot less risky to whiff than something like Cannon Spike.

6HK
Delayed Ripper
6HK
SF6 Cammy 6hk.png

6HK
Delayed Ripper
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 3 25 Sp SA 800 LH KD +26 -12

Cammy does a small sway into a straight kick.

4HK
Assault Blade
4HK
SF6 Cammy 4hk.png

4HK
Assault Blade
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 18 Sp SA Jmp 800 LH KD +54 -7

Functionally a launcher, similar to ones in Marvel vs. Capcom games. It's jump cancelable on hit which routes nicely into a divekick ender for good screen carry and okizeme.

Target Combos

4MP~HK
Lift Combination
4MP~HK
SF6 Cammy 4mp hk.png

4MP~HK
Lift Combination
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 23 Sp SA Jmp 600 LH KD +49 -12(-19)

Functionally the same as 4HK, but routes directly from 4MP. Because 4MP is so fast, Cammy can get launcher combos off things like her light and medium punches so long as she's close enough.

5HP~HK
Swing Combination
5HP~HK
SF6 Cammy 5hp hk.png

5HP~HK
Swing Combination
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 4(12)3 29 Sp SA 400,400 LH KD +26 -12

Somewhat confirmable knockdown string from 5HP.

Throws

Forward Throw (LPLK)
Forward Throw
LPLK
SF6 Cammy lplk.png

LPLK
Rough Landing
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +17 -

Back Throw (4LPLK)
Back Throw
4LPLK
SF6 Cammy 4lplk.png

4LPLK
Delta Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +14 -

Air Throw (LPLK Air)
Air Throw
LPLK (air)
SF6 Cammy jlplk.png

j.LPLK
Leg Scissors Choke
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 3 land - 1200 (2040) T KD +22 -


Drive System

Drive Impact (HPHK)
Drive Impact
HPHK
SF6 Cammy hphk.png

HPHK
Spin Raider
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2 35 - 800 LH KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72

See Drive Impact

When cancelled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout

  • -
  • Note: gaps of 8f or less cannot be escaped by jumping

Drive Reversal (6HPHK)
Drive Reversal
6HPHK (in blockstun)
SF6 Cammy 6hphk.png

6HPHK
Countersnipe (Block)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 26(31) - 500 recoverable LH KD +23 -6

See Drive Reversal

  • Full Invuln: 1-22f; Armor Break

Drive Parry (MPMK)
Drive Parry
MPMK
SF6 Cammy mpmk.png

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 12 or until released 33(1)(11) - - - - -

See Drive Parry

  • Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack
  • Perfect Parry vs. projectiles puts you into a fixed 11f recovery

Drive Rush (66)
Drive Rush
66
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

See Drive Rush. Frame data shown in (parentheses) refers to the version used after Parry.

  • Notable Drive Rush cancel combo routes:
  • Notable Drive Rush cancel blockstring gaps:


Special Moves

Spiral Arrow (236K)
Spiral Arrow
236K
SF6 Cammy 236lk.png

SF6 Cammy 236kk.png

236LK
Spiral Arrow
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 13 21 - 800 LH KD +26(+48) -12(0)
  • 1 hit.
236MK
Spiral Arrow
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 15 21 - 900 LH KD +26(+48) -14(0)
  • 1 hit.
236HK
Spiral Arrow
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 3(1)12 21 SA3 (1st) 300,700 LH KD +29(+48) -12(-1)
  • 2 hits.
236[HK]
Spiral Arrow
Startup Active Recovery Cancel Damage Guard On Hit On Block
27(25) 3(1)12 20 SA3 (4th) 150x4,200 LH KD +47 Launch -14
  • 5 hits.
  • Can be partially charged.
236KK
Spiral Arrow
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 3(1)12 20 SA2 SA3 150x4,200 LH KD +47 Launch -14
  • 5 hits.

Cammy flings herself foot-first at the opponent. LK travels the shortest distance, while HK goes the farthest; the OD and [HK] versions are somewhere between MK and normal HK's distances.

Spiral Arrow is a common combo tool for pushing the opponent toward the corner and is a friendly confirm off of many of Cammy's cancelable buttons; MK is usually the preferred version to use in most combos unless canceling from a normal with a large amount of hitstun, since MK Arrow is less likely to drop at ranges where LK Arrow might whiff, or at times when HK Arrow's startup is too slow to guarantee a hit.

A successful hit with a Spiral Arrow gives Cammy good positioning for oki and/or chasing opponents down, and even standalone, Spiral Arrows make great whiff punish tools because of their reach and range. However, it can be a little dangerous to just throw Spiral Arrows out in neutral without knowing how to space them; LK and MK Arrow, at max range, are even on block, while HK Arrow is -1, but up close they're extremely unsafe and easy to punish.

The OD and [HK] versions have similar damage and behavior, save that the OD version starts up faster and is easier to work into combos off of stray hits. If all 5 hits of the OD or [HK] version land, the enemy is put into a floating state; Cammy can choose to follow up with a Cannon Spike as a link. Alternatively, she can directly cancel into SA2 on the fourth hit of OD Arrow, or SA3 on the fourth hit of OD or [HK] Arrow.

Cannon Spike (623K)
Cannon Spike
623K
SF6 Cammy 623lk.png

SF6 Cammy 623kk.png

623LK
Cannon Spike
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 12 24+16 Land SA3 900(800) LH KD +20 -36
  • 1 hit.
623MK
Cannon Spike
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 12 25+16 Land SA3 1000(800) LH KD +21 -36
  • 1 hit.
623HK
Cannon Spike
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 12 28+16 Land SA3 1200(800) LH KD +22 -36
  • 1 hit.
623[HK]
Cannon Spike
Startup Active Recovery Cancel Damage Guard On Hit On Block
24(22) 12 29+16 Land SA3 1100,100x4 (900) LH KD +16 -40
  • 5 hits.
623KK
Cannon Spike
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 12 30+16 Land - 1100,100x4 (900) LH KD +16 -40
  • 5 hits.

Cammy kicks upward to knock the opponent out of the air. The stronger the button used, the higher and farther she travels.

Cannon Spike is similar to the Shoryuken and other DP-like moves, but has a diagonal velocity instead. It's most effective as an anti-air when used as late as possible against jumping opponents, as most of its damage is concentrated in its initial frames, but its trajectory means that an opponent can jump past it a bit more easily than most DPs if they're close enough, so it must be used cautiously. It also serves as the "damage" ender to most of Cammy's juggle combos, at the cost of worse oki unless she's near the corner when she does it.

The [HK] and OD versions are very similar to each other in terms of hits and damage.

Quick Spin Knuckle (214P)
Quick Spin Knuckle
214P
SF6 Cammy 214lp.png

SF6 Cammy 214pp.png

214LP
Quick Spin Knuckle
Startup Active Recovery Cancel Damage Guard On Hit On Block
21 4 16 SA3 800 LH +2 -3
214MP
Quick Spin Knuckle
Startup Active Recovery Cancel Damage Guard On Hit On Block
24 4 16 SA3 800 LH +3 -2
  • Projectile invulnerable between frames 6-20.
214HP
Quick Spin Knuckle
Startup Active Recovery Cancel Damage Guard On Hit On Block
28 4 17 SA3 800 LH +5 +3
  • Projectile invulnerable between frames 6-24.
214PP
Quick Spin Knuckle
Startup Active Recovery Cancel Damage Guard On Hit On Block
25(28) 4 17 SA2 SA3 800 LH +7 -2
  • Projectile invulnerable between frames 3-24.

Cammy twirls forward and strikes with a backfist. Stronger versions cause her to move farther forward before swinging her fist.

Spin Knuckle is commonly used as a gap-closer in situations where a Spiral Arrow might be risky if blocked. Unlike Spiral Arrow, it doesn't have to be spaced to get better frame data on block, but it has a bit more of a gap when the stronger versions are used in blockstrings. On hit, Cammy is fairly plus, with the HP and OD versions allowing for links into other normals without requiring a counterhit.

The MP, HP, and OD versions are also Cammy's primary anti-projectile tools outside of using SA3, as they have projectile invulnerability for most of while Cammy is moving forward; of the three versions, OD Spin Knuckle has the most and starts its invulnerable window the earliest. OD Spin Knuckle is even more unique in that if Cammy is close enough to the opponent when she uses it, she'll switch sides with them; this allows her to go for cheeky crossups, but is a bit risky since OD Spin Knuckle isn't plus on block.

Cannon Strike (j.214K)
Cannon Strike
j.214K
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

SF6 Cammy j214kk.png

                  No results

No results No results

j.214KK
Cannon Strike
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 12 (until land) 12 land SA2 800 LH 0(+9) -4(+5)

Cammy does a diving kick attack from the air. Only usable during forward jumps. The strength of the button changes the angle of descent: LK is narrowest, HK is widest.

Cannon Strike tends to be used in two particular ways--either as a callout against low attacks or grounded anti-airs that allows Cammy to counterhit and combo afterward, or as a surprise advancing tool to catch the opponent unaware and begin an offense run. Cannon Strike is most effective if it manages to hit below the opponent's waist, and can be up to +8 on hit and negligibly minus or even on block if it manages to hit their feet; above waist height (and sometimes even at waist height), even a successful hit will prevent Cammy from following up effectively. Cannon Strike can also be used after j.MP hits during a forward jump, bringing the opponent back down to earth with Cammy.

When Cannon Strike hits a grounded opponent and they don't block it, it's most common to link one or two 2LPs after it to confirm into MK Spiral Arrow; on a deeper hit, 2MP is an acceptable substitute.

OD Cannon Strike will cause the opponent to float a bit after they're hit with it, which allows Cammy to go for various juggle options. Alternatively, with the meter for it, Cammy can cancel OD Cannon Strike directly into her SA2, which will create different opportunities for her depending on if the opponent is on the ground or in the air when Cannon Strike hits them.

Hooligan Combination (236P)
Hooligan Combination
236P
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

SF6 Cammy 236pp.png

                  No results

No results No results

236PP
Hooligan Combination
Startup Active Recovery Cancel Damage Guard On Hit On Block
20(40) - - - - - - -

Razor's Edge Slicer (236P~No Input)
Razor's Edge Slicer
236P~No Input
SF6 Cammy 236p no input.png

SF6 Cammy 236pp no input.png

236P~No Input
Razor's Edge Slicer
Startup Active Recovery Cancel Damage Guard On Hit On Block
50 9 13 SA3 1000 L KD +48 +2
236PP~No Input
Razor's Edge Slicer
Startup Active Recovery Cancel Damage Guard On Hit On Block
50 9(10)5 17 SA2 SA3 800,400 L,L KD +48 +2

Hooligan Cannon Strike (236P~K)
Hooligan Cannon Strike
236P~K
SF6 Cammy 236p k.png

SF6 Cammy 236pp k.png

236P~K
Hooligan Cannon Strike
Startup Active Recovery Cancel Damage Guard On Hit On Block
20+13 until land 12 land - 600 LH -1(+9) -7(+3)
236PP~K
Hooligan Cannon Strike
Startup Active Recovery Cancel Damage Guard On Hit On Block
20+13 until land 12 land SA2 800 LH -1(+9) 0(+5)

Reverse Edge (236P~2K)
Reverse Edge
236P~2K
SF6 Cammy 236p 2k.png

SF6 Cammy 236pp 2k.png

236P~2K
Reverse Edge
Startup Active Recovery Cancel Damage Guard On Hit On Block
20+18 4 13 land - 800 H +5(+9) -5(-1)
236PP~2K
Reverse Edge
Startup Active Recovery Cancel Damage Guard On Hit On Block
20+18 4(14)4 13 land SA2 600x2 H,H +8 -2

Hooligan Cannon Strike (236P~LPLK)
Fatal Leg Twister
236P~LPLK
SF6 Cammy 236p lplk.png

SF6 Cammy 236pp lplk.png

236P~LPLK
Fatal Leg Twister
Startup Active Recovery Cancel Damage Guard On Hit On Block
20+10 3 30 land - 1800 (2070) T HKD +18 -

No results

Silent Step (236P~P)
Silent Step
236P~P
SF6 Cammy 236p p.png

SF6 Cammy 236pp p.png

236P~P
Silent Step
Startup Active Recovery Cancel Damage Guard On Hit On Block
20~ - 4(12)+10 land - - - - -
236PP~P
Silent Step
Startup Active Recovery Cancel Damage Guard On Hit On Block
20~ - 4(9)+10 land - - - - -


Super Arts

Level 1 Super (236236K)
Spin Drive Smasher
Level 1 Super Art
236236K
SF6 Cammy 236236k.png

236236K
Spin Drive Smasher
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3(1)12 38 - 2000 LH KD +10 -24(-22)

Cammy spins into a Spiral Arrow, and on hit, transitions to a modified Cannon Spike to finish the opponent off.

SA1 has fairly decent horizontal range, and even combos from cancelable lights, making it a good whiff punish option as well as a way to squeeze out extra damage from stray hits or cash out on juggles from OD Spiral Arrow or OD Cannon Strike if Cammy doesn't have the meter for SA2. Much like Spiral Arrow, though, it's extremely unsafe on block.

Level 2 Super (214214K)
Killer Bee Spin
Level 2 Super Art
214214P (AIR OK)
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

No results Cammy does a stronger version of a Cannon Strike to hit the opponent. Depending on the state they're in when she hits them, one of two things happen:

  • If the opponent is on the ground, she spins around on their shoulders and flips around to press her feet into their back, forcing them to crumble.
  • If the opponent is in the air, she continues diving through them and lands, leaving them in the air above her.

The variable nature of SA2 means that it can either secure a round from an OD Cannon Strike or even as a Cannon Strike-like callout. When used against grounded opponents, Cammy is left right next to them after the cinematic finishes, which allows her to set up meaties or otherwise prepare her oki as she sees fit, while the juggle state that comes from hitting an aerial opponent with SA2 gives Cammy opportunities to use whatever tools she likes to juggle the opponent after launching them.

Level 3 Super (236236P)
Delta Red Assault
Level 3 Super Art
236236P
SF6 Cammy 236236p.png

SF6 Cammy 236236p.png
CA version grants 500 extra damage

236236P
Delta Red Assault
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 15 38 - 4000 LH HKD +17 -33(-23)
236236P
Delta Red Assault (CA)
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 15 38 - 4500 LH HKD +22 -33(-23)

Cammy does a full-screen Spiral Arrow and goes into the full cinematic on hit, crumbling the opponent with several more Spiral Arrows before finishing them with a final kick that cuts across their neck.

SA3 is pretty much Cammy's go-to option for punishing projectiles or other attacks if a regular Spiral Arrow won't reach--not even projectiles will protect the opponent if SA3 is timed correctly. Despite its range and speed, its hitbox is not very tall vertically, which mostly limits its supercancels to things like Spin Knuckle, the first hit of HK Spiral Arrow, or the fourth hit of OD Spiral Arrow, though with good timing it can be used as a juggle ender, too. Much like SA2, it leaves Cammy in a relatively good position for oki afterward, though less so than SA2 does against grounded opponents.

Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
SF6 Cammy 5pppkkk.png
"Sigh... Do you plan to fight at all?"

5PPPKKK
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
335 (total) - - - - - - -

Forward Taunt (6PPPKKK)
Forward Taunt
6PPPKKK
SF6 Cammy 6pppkkk.png
"Time to meet your maker."

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
255 (total) - - - - - - -

Back Taunt (4PPPKKK)
Back Taunt
4PPPKKK
SF6 Cammy 4pppkkk.png
*Biiiig stretch*

4PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
340 (total) - - - - - - -



SF6 Navigation

General
FAQ
HUD
Characters
A.K.I.
Akuma
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
M. Bison
Manon
Marisa
Rashid
Ryu
Zangief
Data
Akuma
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Manon
Ryu