Street Fighter 6/Cammy/Data: Difference between revisions

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Line 9: Line 9:
| hp            = 10000
| hp            = 10000
| throwRange    = 0.8
| throwRange    = 0.8
| throwHurtbox  =  
| throwHurtbox  = 0.33
| fwdWalkSpd    = 0.0505
| fwdWalkSpd    = 0.0505
| bwdWalkSpd    = 0.033
| bwdWalkSpd    = 0.033
Line 68: Line 68:
| jugLimit      = (Maximum juggle count that still allows the move to connect against juggled opponent; 0 only hits in free juggle state)
| jugLimit      = (Maximum juggle count that still allows the move to connect against juggled opponent; 0 only hits in free juggle state)
| projSpeed    = (Movement speed of projectiles; if movement speed changes over time, list multiple values)
| projSpeed    = (Movement speed of projectiles; if movement speed changes over time, list multiple values)
| atkRange      = (Range for certain attacks, generally normals/throws/DI; moves with extra horizontal movement listed as MaxRange(MinRange), e.g. Slides or 2-hit moves)
| notes        = (Additional details about the move that do not have their own dedicated field)
| notes        = (Additional details about the move that do not have their own dedicated field)
--->
--->
Line 80: Line 81:
| hitboxes      = SF6_Cammy_5lp_hitbox.png
| hitboxes      = SF6_Cammy_5lp_hitbox.png
| damage        = 300
| damage        = 300
| dmgScaling    = 10% Starter
| dmgScaling    = 20% Starter
| startup      = 4
| startup      = 4
| active        = 3
| active        = 3
Line 104: Line 105:
| superGainHit  = 300 (210)
| superGainHit  = 300 (210)
| superGainBlk  = 150 (75)
| superGainBlk  = 150 (75)
| jugStart      =  
| jugStart      = 1
| jugIncrease  =  
| jugIncrease  = 1
| jugLimit      =  
| jugLimit      = 0
| notes        = Chains into 5LP/2LP/2LK; extended hurtbox appears for 2f before active
| atkRange      = 1.05
| notes        = Chains into 5LP/2LP/2LK; extended hurtbox appears for 2f before active; DR cancel is delayed until after 2nd active frame
}}
}}


Line 137: Line 139:
| superGainHit  = 500 (350)
| superGainHit  = 500 (350)
| superGainBlk  = 250 (125)
| superGainBlk  = 250 (125)
| jugStart      =  
| jugStart      = 1
| jugIncrease  =  
| jugIncrease  = 1
| jugLimit      =  
| jugLimit      = 0
| atkRange      = 1.04
| notes        = Can get frame advantage with meaty timing and leads to good conversions on counter-hit; decent Drive Rush starter (links to 5HP on hit, frame traps into itself) but doesn't carry much forward momentum; extended hurtbox remains for 4f after active frames
| notes        = Can get frame advantage with meaty timing and leads to good conversions on counter-hit; decent Drive Rush starter (links to 5HP on hit, frame traps into itself) but doesn't carry much forward momentum; extended hurtbox remains for 4f after active frames
}}
}}
Line 156: Line 159:
| guard        = LH
| guard        = LH
| cancel        = Sp SA TC
| cancel        = Sp SA TC
| hitconfirm    = 17
| hitconfirm    = 17 Sp / 19 TC
| hitAdv        = {{sf6-adv|P|+2}}
| hitAdv        = {{sf6-adv|P|+2}}
| blockAdv      = {{sf6-adv|M|-3}}
| blockAdv      = {{sf6-adv|M|-3}}
Line 173: Line 176:
| superGainHit  = 1000 (700)
| superGainHit  = 1000 (700)
| superGainBlk  = 500 (250)
| superGainBlk  = 500 (250)
| jugStart      =  
| jugStart      = 1
| jugIncrease  =  
| jugIncrease  = 1
| jugLimit      =  
| jugLimit      = 0
| atkRange      = 1.39
| notes        = Great disjointed hitbox; moves Cammy far forward during startup, giving it good range but making it easier to whiff punish; good Drive Rush starter (good momentum, links into 4MP~HK if close enough or frame traps into 5LP/2LP)
| notes        = Great disjointed hitbox; moves Cammy far forward during startup, giving it good range but making it easier to whiff punish; good Drive Rush starter (good momentum, links into 4MP~HK if close enough or frame traps into 5LP/2LP)
}}
}}
Line 186: Line 190:
| hitboxes      = SF6_Cammy_5lk_hitbox.png
| hitboxes      = SF6_Cammy_5lk_hitbox.png
| damage        = 300
| damage        = 300
| dmgScaling    = 10% Starter
| dmgScaling    = 20% Starter
| startup      = 5
| startup      = 5
| active        = 3
| active        = 3
Line 210: Line 214:
| superGainHit  = 300 (210)
| superGainHit  = 300 (210)
| superGainBlk  = 150 (75)
| superGainBlk  = 150 (75)
| jugStart      =  
| jugStart      = 1
| jugIncrease  =  
| jugIncrease  = 1
| jugLimit      =  
| jugLimit      = 0
| notes        = Good range for 5f punishes and light conversions; special cancel is delayed until after active frames (weaker vs. DI and cannot naturally combo into 236KK); extended hurtbox appears for 2f before active
| atkRange      = 1.27
| notes        = Good range for 5f punishes and light conversions; extended hurtbox appears for 2f before active; special cancel is delayed until after active frames (prevents OD Spiral Arrow combo); DR cancel is delayed until after 2nd active frame
}}
}}


Line 243: Line 248:
| superGainHit  = 700 (490)
| superGainHit  = 700 (490)
| superGainBlk  = 350 (175)
| superGainBlk  = 350 (175)
| jugStart      =  
| jugStart      = 1
| jugIncrease  =  
| jugIncrease  = 1
| jugLimit      =  
| jugLimit      = 0
| atkRange      = 1.57
| notes        = Great ranged poke, vulnerable to DI if predicted; extended hurtbox remains for 7f after active frames, making it somewhat more whiff punishable
| notes        = Great ranged poke, vulnerable to DI if predicted; extended hurtbox remains for 7f after active frames, making it somewhat more whiff punishable
}}
}}
Line 263: Line 269:
| cancel        = -
| cancel        = -
| hitAdv        = {{sf6-adv|P|+2}}
| hitAdv        = {{sf6-adv|P|+2}}
| blockAdv      = {{sf6-adv|VM|-4}}
| blockAdv      = {{sf6-adv|VM|-3}}
| punishAdv    = KD +44
| punishAdv    = KD +44
| perfParryAdv  = {{sf6-adv|VM|-20}}
| perfParryAdv  = {{sf6-adv|VM|-20}}
| afterDRHit    = {{sf6-adv|VP|+6}}
| afterDRHit    = {{sf6-adv|VP|+6}}
| afterDRBlk    = {{sf6-adv|E|0}}
| afterDRBlk    = {{sf6-adv|E|+1}}
| hitstun      = 24
| hitstun      = 24
| blockstun    = 18
| blockstun    = 19
| hitstop      = 13
| hitstop      = 13
| driveDmgBlk  = 6000
| driveDmgBlk  = 6000
Line 276: Line 282:
| superGainHit  = 1200 (840)
| superGainHit  = 1200 (840)
| superGainBlk  = 600 (300)
| superGainBlk  = 600 (300)
| jugStart      =  
| jugStart      = 1
| jugIncrease  =  
| jugIncrease  = 10
| jugLimit      =  
| jugLimit      = 10
| atkRange      = 1.879
| notes        = 2f extra recovery on whiff; great ranged poke; Punish Counter knockdown does not lead to follow-up combo, but gives great corner carry; extends a hurtbox 1f before active that is vulnerable to projectiles; particularly vulnerable to Drive Impact in neutral; can anti-air some long range jump-ins; has high juggle potential (causes air reset when juggled into)
| notes        = 2f extra recovery on whiff; great ranged poke; Punish Counter knockdown does not lead to follow-up combo, but gives great corner carry; extends a hurtbox 1f before active that is vulnerable to projectiles; particularly vulnerable to Drive Impact in neutral; can anti-air some long range jump-ins; has high juggle potential (causes air reset when juggled into)
}}
}}
Line 290: Line 297:
| hitboxes      = SF6_Cammy_2lp_hitbox.png
| hitboxes      = SF6_Cammy_2lp_hitbox.png
| damage        = 300
| damage        = 300
| dmgScaling    = 10% Starter
| dmgScaling    = 20% Starter
| startup      = 4
| startup      = 4
| active        = 2
| active        = 2
Line 314: Line 321:
| superGainHit  = 300 (210)
| superGainHit  = 300 (210)
| superGainBlk  = 150 (75)
| superGainBlk  = 150 (75)
| jugStart      =  
| jugStart      = 1
| jugIncrease  =  
| jugIncrease  = 1
| jugLimit      =  
| jugLimit      = 0
| notes        = Chains into 5LP/2LP/2LK; extended hurtbox appears for 2f before active
| atkRange      = 1.05
| notes        = Chains into 5LP/2LP/2LK; extended hurtbox appears for 2f before active; DR cancel is delayed until after active frames
}}
}}


Line 329: Line 337:
| startup      = 7
| startup      = 7
| active        = 3
| active        = 3
| recovery      = 14
| recovery      = 14(17)
| total        = 23
| total        = 23(26)
| guard        = LH
| guard        = LH
| cancel        = Sp SA
| cancel        = Sp SA
Line 350: Line 358:
| superGainHit  = 500 (350)
| superGainHit  = 500 (350)
| superGainBlk  = 250 (125)
| superGainBlk  = 250 (125)
| jugStart      =  
| jugStart      = 1
| jugIncrease  =  
| jugIncrease  = 1
| jugLimit      =  
| jugLimit      = 0
| notes        = Good counterpoke and useful combo filler after 2HP or CH 5LP/2LP/5MP; extended hurtbox remains for 5f after active frames
| atkRange      = 1.335
| notes        = Good counterpoke and useful combo filler after 2HP or CH 5LP/2LP/5MP; 3f extra recovery on whiff; extends a wide hurtbox during recovery on whiff
}}
}}


Line 383: Line 392:
| superGainHit  = 1000 (700)
| superGainHit  = 1000 (700)
| superGainBlk  = 500 (250)
| superGainBlk  = 500 (250)
| jugStart      =  
| jugStart      = 1
| jugIncrease  =  
| jugIncrease  = 1
| jugLimit      =  
| jugLimit      = 0
| atkRange      = 1.08
| notes        = Forces stand; Good for starting pressure, especially with meaty timing (236HK + Dash 2HP sets gives enough advantage to link 5HP); extended hurtbox appears for 2f before active; situationally useful anti-air
| notes        = Forces stand; Good for starting pressure, especially with meaty timing (236HK + Dash 2HP sets gives enough advantage to link 5HP); extended hurtbox appears for 2f before active; situationally useful anti-air
}}
}}
Line 396: Line 406:
| hitboxes      = SF6_Cammy_2lk_hitbox.png
| hitboxes      = SF6_Cammy_2lk_hitbox.png
| damage        = 200
| damage        = 200
| dmgScaling    = 10% Starter
| dmgScaling    = 20% Starter
| startup      = 5
| startup      = 5
| active        = 3
| active        = 3
Line 417: Line 427:
| superGainHit  = 300 (210)
| superGainHit  = 300 (210)
| superGainBlk  = 150 (75)
| superGainBlk  = 150 (75)
| jugStart      =  
| jugStart      = 1
| jugIncrease  =  
| jugIncrease  = 1
| jugLimit      =  
| jugLimit      = 0
| atkRange      = 1.14
| notes        = Chains into 5LP/2LP/2LK; low hitconfirm starter; extended hurtbox appears for 2f before active and remains 5f after active
| notes        = Chains into 5LP/2LP/2LK; low hitconfirm starter; extended hurtbox appears for 2f before active and remains 5f after active
}}
}}
Line 454: Line 465:
| superGainHit  = 500 (350)
| superGainHit  = 500 (350)
| superGainBlk  = 250 (125)
| superGainBlk  = 250 (125)
| jugStart      =  
| jugStart      = 1
| jugIncrease  =  
| jugIncrease  = 1
| jugLimit      =  
| jugLimit      = 0
| notes        = Great ranged cancelable low poke; very useful when canceled to DR; special cancel is delayed until after active frames (weaker vs. DI); extended hurtbox appears for 1f before active and remains 6f after active; Range: 1.49
| atkRange      = 1.49
| notes        = Great ranged cancelable low poke; very useful when canceled to DR; extended hurtbox appears for 1f before active and remains 6f after active; special/DR cancel is delayed until after active frames; Range: 1.49
}}
}}


Line 486: Line 498:
| superGainHit  = 1000 (700)
| superGainHit  = 1000 (700)
| superGainBlk  = 500 (250)
| superGainBlk  = 500 (250)
| jugStart      =  
| jugStart      = 1
| jugIncrease  =  
| jugIncrease  = 3
| jugLimit      =  
| jugLimit      = 3
| atkRange      = 1.73
| notes        = Disjointed hitbox gives it some neutral utility; has juggle potential (not a Hard Knockdown when juggled into); extended hurtbox remains for 6f after active frames
| notes        = Disjointed hitbox gives it some neutral utility; has juggle potential (not a Hard Knockdown when juggled into); extended hurtbox remains for 6f after active frames
}}
}}
Line 506: Line 519:
| guard        = H
| guard        = H
| cancel        = -
| cancel        = -
| hitAdv        = -
| hitAdv        = {{sf6-adv|VP|+6(+9)}}
| blockAdv      = -
| blockAdv      = {{sf6-adv|P|+2}}{{sf6-adv|VP|(+5)}}
| perfParryAdv  = {{sf6-adv|M|-2}}
| punishAdv    = {{sf6-adv|VP|+10(+13)}}
| perfParryAdv  = {{sf6-adv|VM|-5}}{{sf6-adv|M|(-2)}}
| hitstun      = 13
| hitstun      = 13
| blockstun    = 9
| blockstun    = 9
Line 517: Line 531:
| superGainHit  = 300 (210)
| superGainHit  = 300 (210)
| superGainBlk  = 150 (75)
| superGainBlk  = 150 (75)
| jugStart      = 1
| jugIncrease  = 1
| jugIncrease  = 1
| jugLimit      =  
| jugLimit      = 0
| notes        =  
| atkRange      = 0.65
| notes        = Quick air-to-air
}}
}}


Line 535: Line 551:
| guard        = H
| guard        = H
| cancel        = Sp SA2
| cancel        = Sp SA2
| hitAdv        = -
| hitAdv        = {{sf6-adv|VP|+10(+13)}}
| blockAdv      = -
| blockAdv      = {{sf6-adv|P|+1}}{{sf6-adv|VP|(+4)}}
| perfParryAdv  = {{sf6-adv|M|-2}}
| punishAdv    = {{sf6-adv|VP|+14(+17)}}
| perfParryAdv  = {{sf6-adv|VM|-5}}{{sf6-adv|M|(-2)}}
| hitstun      = 17
| hitstun      = 17
| blockstun    = 8
| blockstun    = 8
Line 546: Line 563:
| superGainHit  = 500 (350)
| superGainHit  = 500 (350)
| superGainBlk  = 250 (125)
| superGainBlk  = 250 (125)
| jugStart      = 1 air
| jugStart      = 1
| jugIncrease  = 4
| jugIncrease  = 4
| jugLimit      =  
| jugLimit      = 1
| notes        = Puts airborne opponents into limited juggle state; cancels into j.214K/j.214214K on forward jump only; low blockstun means there will always be a blockstring gap if canceled; shifts Cammy's hurtbox upward during startup
| atkRange      = 0.80
| notes        = Puts airborne opponents into limited juggle state; cancels into j.214K/j.214214P on forward jump only; low blockstun means there will always be a blockstring gap if canceled; shifts Cammy's hurtbox upward during startup
}}
}}


Line 565: Line 583:
| guard        = H
| guard        = H
| cancel        = -
| cancel        = -
| hitAdv        = -
| hitAdv        = {{sf6-adv|VP|+8(+15)}}
| blockAdv      = -
| blockAdv      = {{sf6-adv|VP|+4(+11)}}
| perfParryAdv  = {{sf6-adv|M|-2}}
| punishAdv    = {{sf6-adv|VP|+12(+19)}}
| perfParryAdv  = {{sf6-adv|VM|-9}}{{sf6-adv|M|(-2)}}
| hitstun      = 19
| hitstun      = 19
| blockstun    = 15
| blockstun    = 15
Line 576: Line 595:
| superGainHit  = 1000 (700)
| superGainHit  = 1000 (700)
| superGainBlk  = 500 (250)
| superGainBlk  = 500 (250)
| jugStart      = 1 air
| jugStart      = 1
| jugIncrease  = 3
| jugIncrease  = 3
| jugLimit      =  
| jugLimit      = 3
| atkRange      = 0.80
| notes        = Causes spike knockdown vs. airborne opponents; good hitbox disjoint near Cammy's fists
| notes        = Causes spike knockdown vs. airborne opponents; good hitbox disjoint near Cammy's fists
}}
}}
Line 595: Line 615:
| guard        = H
| guard        = H
| cancel        = -
| cancel        = -
| hitAdv        = -
| hitAdv        = {{sf6-adv|VP|+6(+10)}}
| blockAdv      = -
| blockAdv      = {{sf6-adv|P|+2}}{{sf6-adv|VP|(+6)}}
| perfParryAdv  = {{sf6-adv|M|-2}}
| punishAdv    = {{sf6-adv|VP|+10(+14)}}
| perfParryAdv  = {{sf6-adv|VM|-6}}{{sf6-adv|M|(-2)}}
| hitstun      = 14
| hitstun      = 14
| blockstun    = 10
| blockstun    = 10
Line 606: Line 627:
| superGainHit  = 300 (210)
| superGainHit  = 300 (210)
| superGainBlk  = 150 (75)
| superGainBlk  = 150 (75)
| jugStart      = 1
| jugIncrease  = 1
| jugIncrease  = 1
| jugLimit      =  
| jugLimit      = 0
| notes        = Cross-up; can be used as a fuzzy instant overhead
| atkRange      = 0.52
| notes        = Cross-up; can be used as a fuzzy instant overhead (except vs. Blanka)
}}
}}


Line 624: Line 647:
| guard        = H
| guard        = H
| cancel        = -
| cancel        = -
| hitAdv        = -
| hitAdv        = {{sf6-adv|VP|+12(+13)}}
| blockAdv      = -
| blockAdv      = {{sf6-adv|VP|+8(+9)}}
| perfParryAdv  = {{sf6-adv|M|-2}}
| punishAdv    = {{sf6-adv|VP|+16(+17)}}
| perfParryAdv  = {{sf6-adv|M|-3(-2)}}
| hitstun      = 17
| hitstun      = 17
| blockstun    = 13
| blockstun    = 13
Line 635: Line 659:
| superGainHit  = 700 (490)
| superGainHit  = 700 (490)
| superGainBlk  = 350 (175)
| superGainBlk  = 350 (175)
| jugStart      = 1
| jugIncrease  = 1
| jugIncrease  = 1
| jugLimit      =  
| jugLimit      = 0
| atkRange      = 1.16
| notes        = Long hitbox can work as a ranged air-to-air; shifts Cammy's hurtbox upward during startup
| notes        = Long hitbox can work as a ranged air-to-air; shifts Cammy's hurtbox upward during startup
}}
}}
Line 653: Line 679:
| guard        = H
| guard        = H
| cancel        = -
| cancel        = -
| hitAdv        = -
| hitAdv        = {{sf6-adv|VP|+11(+15)}}
| blockAdv      = -
| blockAdv      = {{sf6-adv|VP|+7(+11)}}
| perfParryAdv  = {{sf6-adv|M|-2}}
| punishAdv    = {{sf6-adv|VP|+15(+19)}}
| perfParryAdv  = {{sf6-adv|VM|-6}}{{sf6-adv|M|(-2)}}
| hitstun      = 19
| hitstun      = 19
| blockstun    = 15
| blockstun    = 15
Line 664: Line 691:
| superGainHit  = 1000 (700)
| superGainHit  = 1000 (700)
| superGainBlk  = 500 (250)
| superGainBlk  = 500 (250)
| jugStart      = 1
| jugIncrease  = 1
| jugIncrease  = 1
| jugLimit      =  
| jugLimit      = 0
| atkRange      = 1.16
| notes        = Good jump-in from long range, especially mixed with empty jump or j.214K to bait anti-airs; can air-to-air from long range
| notes        = Good jump-in from long range, especially mixed with empty jump or j.214K to bait anti-airs; can air-to-air from long range
}}
}}
Line 700: Line 729:
| superGainHit  = 500 (350)
| superGainHit  = 500 (350)
| superGainBlk  = 250 (125)
| superGainBlk  = 250 (125)
| jugStart      =  
| jugStart      = 1
| jugIncrease  =  
| jugIncrease  = 1
| jugLimit      =  
| jugLimit      = 0
| atkRange      = 0.826
| notes        = Forces stand (required for 4MP~HK TC); useful anti-air starting on frame 6 but can often trade or whiff against close jumps; extended arm hurtbox on active frames 3-5 is anti-air invulnerable; combos naturally from 5LP/2LP/5MP at close range
| notes        = Forces stand (required for 4MP~HK TC); useful anti-air starting on frame 6 but can often trade or whiff against close jumps; extended arm hurtbox on active frames 3-5 is anti-air invulnerable; combos naturally from 5LP/2LP/5MP at close range
}}
}}
Line 737: Line 767:
| superGainBlk  = 500 (250)
| superGainBlk  = 500 (250)
| jugStart      = 1
| jugStart      = 1
| jugIncrease  =  
| jugIncrease  = 1
| jugLimit      =  
| jugLimit      = 0
| atkRange      = 1.09
| notes        = Whiffs on crouching opponents; jump cancelable on hit only; puts opponents into limited juggle state on hit (free juggle if started from Drive Rush)
| notes        = Whiffs on crouching opponents; jump cancelable on hit only; puts opponents into limited juggle state on hit (free juggle if started from Drive Rush)
}}
}}
Line 761: Line 792:
| punishAdv    = KD +48 Launch
| punishAdv    = KD +48 Launch
| perfParryAdv  = {{sf6-adv|VM|-26}}
| perfParryAdv  = {{sf6-adv|VM|-26}}
| DRcancelHit  = KD +40
| DRcancelHit  = KD +42
| DRcancelBlk  = {{sf6-adv|P|+2}}
| DRcancelBlk  = {{sf6-adv|VP|+4}}
| afterDRHit    = KD +26
| afterDRHit    = KD +26
| afterDRBlk    = {{sf6-adv|VM|-8}}
| afterDRBlk    = {{sf6-adv|VM|-8}}
Line 773: Line 804:
| superGainBlk  = 500 (250)
| superGainBlk  = 500 (250)
| jugStart      = 3
| jugStart      = 3
| jugIncrease  =  
| jugIncrease  = 1
| jugLimit      =  
| jugLimit      = 0
| notes        = Pulls back hurtbox on frame 5-14 (auto-shimmy tool); low blockstun means that DR Cancel is the only way to make it safe; special cancel is delayed until after active frames (weaker vs. DI); extended hurtbox remains for 9f after active frames
| atkRange      = 1.443
| notes        = Pulls back hurtbox on frame 5-14 (auto-shimmy tool); low blockstun means that DR Cancel is the only way to make it safe; extended hurtbox remains for 9f after active frames; special cancel is delayed until after 2nd recovery frame; DR cancel is delayed until after active frames
}}
}}


Line 805: Line 837:
| superGainBlk  = 350 (175)
| superGainBlk  = 350 (175)
| jugStart      = 1
| jugStart      = 1
| jugIncrease  =  
| jugIncrease  = 1
| jugLimit      =  
| jugLimit      = 0
| notes        = Whiffs on crouch blocking opponents; jump cancelable on hit only; puts opponent into limited juggle state; lower juggle height than 4HK on its own
| notes        = Whiffs on crouch blocking opponents (works on crouching hit because 4MP forces stand); jump cancelable on hit only; puts opponent into limited juggle state; has 5f more recovery than 4HK on its own, resulting in more limited juggle follow-ups
}}
}}


Line 816: Line 848:
| images        = SF6_Cammy_5hp_hk.png
| images        = SF6_Cammy_5hp_hk.png
| hitboxes      = SF6_Cammy_5hp_hk_hitbox.png
| hitboxes      = SF6_Cammy_5hp_hk_hitbox.png
| damage        = 200,600
| damage        = 400,400
| dmgScaling    = Combo (5% extra)
| dmgScaling    = Combo (2 hits, 2nd hit only); each hit scales separately
| startup      = 13
| startup      = 13
| active        = 4(12)3
| active        = 4(12)3
Line 823: Line 855:
| total        = 60
| total        = 60
| guard        = LH
| guard        = LH
| cancel        = Sp SA (1st)
| cancel        = Sp SA
| hitconfirm    = 42~44
| hitconfirm    = 42~46 1st / 75~79 2nd
| hitAdv        = KD +33
| hitAdv        = KD +26
| blockAdv      = {{sf6-adv|VM|-12}}
| blockAdv      = {{sf6-adv|VM|-12}}
| punishAdv    = KD +30
| punishAdv    = KD +26
| perfParryAdv  = {{sf6-adv|VM|-30}}
| perfParryAdv  = {{sf6-adv|VM|-30}}
| DRcancelHit  = KD +41
| DRcancelBlk  = {{sf6-adv|P|+3}}
| blockstun    = 8,20
| blockstun    = 8,20
| hitstop      = 11,13
| hitstop      = 11,13
Line 836: Line 870:
| superGainHit  = 500,1000 (350,700)
| superGainHit  = 500,1000 (350,700)
| superGainBlk  = 250,500 (125,250)
| superGainBlk  = 250,500 (125,250)
| jugStart      = 1
| jugStart      = 1,1
| jugIncrease  = 1,1
| jugIncrease  = 1,1
| jugLimit      =  
| jugLimit      = 1,2
| notes        = 2 hits; 1st hit of HK cancelable into j.214K (9f gap) or SA2
| notes        = 2 hits; leaves a 9f gap between 1st and 2nd hit on block; 1st hit of HK is cancelable into j.214K (9f gap) or SA2; 2nd hit acts as a cancelable grounded normal
}}
}}


Line 863: Line 897:
| driveGain    = 2000
| driveGain    = 2000
| superGainHit  = 2000(1400) [4000(2800)]
| superGainHit  = 2000(1400) [4000(2800)]
| atkRange      = 0.80
| notes        = Can walk for a manually-timed corner throw loop
| notes        = Can walk for a manually-timed corner throw loop
}}
}}
Line 886: Line 921:
| driveGain    = 2000
| driveGain    = 2000
| superGainHit  = 2000(1400) [4000(2800)]
| superGainHit  = 2000(1400) [4000(2800)]
| atkRange      = 0.80
| notes        = No throw oki after corner side switch; can use Drive Rush 5MP (+3 oB, links to 5HP on hit), or Drive Rush 2MP to set up trade combo vs. reversal 4f normals
| notes        = No throw oki after corner side switch; can use Drive Rush 5MP (+3 oB, links to 5HP on hit), or Drive Rush 2MP to set up trade combo vs. reversal 4f normals
}}
}}
Line 908: Line 944:
| driveGain    = 2000
| driveGain    = 2000
| superGainHit  = 2000(1400) [4000(2800)]
| superGainHit  = 2000(1400) [4000(2800)]
| atkRange      = 0.80
| notes        = Can get throw oki if opponent is near the corner (no oki midscreen even with Drive Rush)
| notes        = Can get throw oki if opponent is near the corner (no oki midscreen even with Drive Rush)
}}
}}
Line 920: Line 957:
| damage        = 800
| damage        = 800
| chip          = 200
| chip          = 200
| dmgScaling    = 20% Starter
| dmgScaling    = 20% Starter (Hit)<br>20% Multiplier (Block)
| startup      = 26
| startup      = 26
| active        = 2
| active        = 2
Line 941: Line 978:
| jugIncrease  = 1
| jugIncrease  = 1
| jugLimit      = 0
| jugLimit      = 0
| atkRange      = 2.544
| notes        = See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]]. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
| notes        = See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]]. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
}}
}}
Line 947: Line 985:
{{FrameData-SF6 | chara = Cammy | moveId = cammy_6hphk | moveType = drive
{{FrameData-SF6 | chara = Cammy | moveId = cammy_6hphk | moveType = drive
| input        = 6HPHK
| input        = 6HPHK
| name          = Countersnipe
| name          = Countersnipe (Block)
| images        = SF6_Cammy_6hphk.png
| images        = SF6_Cammy_6hphk.png
| hitboxes      = SF6_Cammy_6hphk_hitbox.png
| hitboxes      = SF6_Cammy_6hphk_hitbox.png
Line 959: Line 997:
| cancel        = -
| cancel        = -
| hitAdv        = KD +23
| hitAdv        = KD +23
| blockAdv      = {{sf6-adv|VM|-8}}
| blockAdv      = {{sf6-adv|VM|-6}}
| punishAdv    = KD +23
| punishAdv    = KD +23
| perfParryAdv  = {{sf6-adv|VM|-27}}
| perfParryAdv  = {{sf6-adv|VM|-27}}
| blockstun    = 21
| blockstun    = 23
| hitstop      = 20
| hitstop      = 20
| driveGain    = -20000
| driveGain    = -20000
Line 970: Line 1,008:
| jugIncrease  = 100
| jugIncrease  = 100
| jugLimit      = 1
| jugLimit      = 1
| notes        = 5f extra recovery on hit; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]].
| atkRange      = 1.390
| notes        = Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]].
}}
}}


===== MPMK =====
{{FrameData-SF6 | chara = Cammy | moveId = cammy_6hphk_recovery | moveType = drive
{{FrameData-SF6 | chara = Cammy | moveId = cammy_mpmk | moveType = drive
| input        = 6HPHK
| input        = MPMK
| name          = Countersnipe (Recovery)
| name          = Drive Parry
| images        = SF6_Cammy_6hphk.png
| images        = SF6_Cammy_mpmk.png
| hitboxes      = SF6_Cammy_6hphk_hitbox.png
| damage        = 500 recoverable
| chip          = 125 recoverable
| startup      = 18
| active        = 3
| recovery      = 26(31)
| total        = 46(51)
| guard        = LH
| cancel        = -
| hitAdv        = KD +23
| blockAdv      = {{sf6-adv|VM|-6}}
| punishAdv    = KD +23
| perfParryAdv  = {{sf6-adv|VM|-27}}
| blockstun    = 23
| hitstop      = 20
| driveGain    = -20000
| invuln        = 1-20 Full
| armor        = Break
| jugStart      = 200
| jugIncrease  = 100
| jugLimit      = 1
| atkRange      = 1.390
| notes        = Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; 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
| hitboxes      = SF6_Cammy_mpmk_hitbox.png
| damage        = -
| damage        = -
| dmgScaling    = 50% Multiplier (Perfect)
| dmgScaling    = 50% Multiplier (Perfect)
| startup      = 1
| startup      = 1
| active        = 8 or until released
| active        = 12 or until released
| recovery      = 29(1)(11)
| recovery      = 33(1)(11)
| total        = 37(3)
| total        = 45(3)
| guard        = -
| guard        = -
| cancel        = -
| cancel        = -
Line 991: Line 1,059:
| driveGain    = -5000,250~
| driveGain    = -5000,250~
| invuln        = 6 Full (after Perfect Parry)
| invuln        = 6 Full (after Perfect Parry)
| 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.
| 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. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo.
}}
 
===== MPMK~66 =====
{{FrameData-SF6 | chara = Cammy | moveId = cammy_mpmk_66_pdr | moveType = drive
| input        = MPMK~66
| name          = Parry Drive Rush
| images        = SF6_Cammy_66.png
| hitboxes      = SF6_Cammy_66_hitbox.png
| damage        = -
| dmgScaling    = 15% Multiplier (Mid-Combo)
| startup      = 3+8
| active        = -
| recovery      = 15(37)
| total        = 26(48)
| guard        = -
| cancel        = -
| hitAdv        = -
| blockAdv      = -
| driveGain    = -10000
| notes        = See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]]; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties; Distance: 0.603 (min/throw), 2.027 (min/block), 2.796 (max/final DR frame)
}}
}}


===== 66 =====
{{FrameData-SF6 | chara = Cammy | moveId = cammy_mpmk_66_drc | moveType = drive
{{FrameData-SF6 | chara = Cammy | moveId = cammy_66 | moveType = drive
| input        = MPMK or 66
| input        = 66
| name          = Drive Rush Cancel
| name          = Drive Rush
| images        = SF6_Cammy_66.png
| images        = SF6_Cammy_66.png
| hitboxes      = SF6_Cammy_66_hitbox.png
| hitboxes      = SF6_Cammy_66_hitbox.png
| damage        = -
| damage        = -
| dmgScaling    = 15% Multiplier (Mid-Combo)
| dmgScaling    = 15% Multiplier (Mid-Combo)
| startup      = 9(11)
| startup      = 9
| active        = 45(46)
| active        = -
| recovery      = 24(23)
| recovery      = 15(37)
| total        =  
| total        = 24(46)
| guard        = -
| guard        = -
| cancel        = -
| cancel        = -
| hitAdv        = -
| hitAdv        = -
| blockAdv      = -
| blockAdv      = -
| driveGain    = -10000(-30000)
| driveGain    = -30000
| 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. Distance: 0.603 (min/throw), 2.027 (min/block), 2.796 (max/final DR frame)
| notes        = See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]]; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties
}}
}}


Line 1,044: Line 1,131:
| airborne      = 9-24 (FKD)
| airborne      = 9-24 (FKD)
| jugStart      = 1
| jugStart      = 1
| jugIncrease  = 3
| jugIncrease  = 1
| jugLimit     =  
| jugLimit      = 3
| notes        = Can be spaced safely; useful in corner juggle routes such as blocked Drive Impact or DR~4HK, 4HK, 236LK, SA1/SA3
| atkRange     = 2.574 (1.417)
| notes        = Can be spaced safely; useful in corner juggle routes after 5HP~HK, DR~4HK > 4HK, or blocked Drive Impact
}}
}}


Line 1,078: Line 1,166:
| jugStart      = 1
| jugStart      = 1
| jugIncrease  = 3
| jugIncrease  = 3
| jugLimit      =  
| jugLimit      = 3
| atkRange      = 3.051 (1.417)
| notes        = Can be spaced safely; best version for buffers in neutral; useful in corner juggle routes into 623K
| notes        = Can be spaced safely; best version for buffers in neutral; useful in corner juggle routes into 623K
}}
}}
Line 1,112: Line 1,201:
| jugStart      = 1 (2nd hit)
| jugStart      = 1 (2nd hit)
| jugIncrease  = 1,3
| jugIncrease  = 1,3
| jugLimit      =  
| jugLimit      = 0,3
| atkRange      = 4.058 (1.783)
| notes        = Only 1st hit is super cancelable (very low damage route); holding HK results in a powered up version
| notes        = Only 1st hit is super cancelable (very low damage route); holding HK results in a powered up version
}}
}}
Line 1,146: Line 1,236:
| jugStart      = 4 (1,21 air)
| jugStart      = 4 (1,21 air)
| jugIncrease  = 0x4,21
| jugIncrease  = 0x4,21
| jugLimit      =  
| jugLimit      = 10x5
| notes        = Switches sides on hit; puts opponent into limited juggle state; super cancel comes out on 4th hit; holding HK for 9-15f results in partial-charge version; holding 16-17f results in a full charge up to 2f faster than normal (allows it to combo from CH 5HP or PC 2MP)
| atkRange      = 4.550 (2.023)
| notes        = Switches sides on hit; puts opponent into limited juggle state; super cancel comes out on 4th hit; holding HK for 9-15f results in partial-charge version; holding 16-17f results in a full charge 2f faster than normal (allows it to combo from CH 5HP or PC 2MP)
}}
}}


Line 1,181: Line 1,272:
| jugStart      = 4 (1,21 air)
| jugStart      = 4 (1,21 air)
| jugIncrease  = 0x4,21
| jugIncrease  = 0x4,21
| jugLimit      =  
| jugLimit      = 10x5
| atkRange      = 4.550 (1.783)
| notes        = Switches sides on hit; puts opponent into limited juggle state
| notes        = Switches sides on hit; puts opponent into limited juggle state
}}
}}
Line 1,215: Line 1,307:
| jugStart      = 1
| jugStart      = 1
| jugIncrease  = 40
| jugIncrease  = 40
| jugLimit      =  
| jugLimit      = 4/40
| notes        = Shortest horizontal range (good close-range anti-air but can whiff in grounded combos); () refers to damage on active frames 3-12; SA3 cancel whiffs on hit; cannot anti-air cross-ups
| atkRange      = 0.88 (1st)
| notes        = Shortest horizontal range (good close-range anti-air but can whiff in grounded combos); () refers to damage and juggle limit on active frames 3-12; SA3 cancel whiffs on hit; cannot anti-air cross-ups
}}
}}


Line 1,248: Line 1,341:
| jugStart      = 1
| jugStart      = 1
| jugIncrease  = 40
| jugIncrease  = 40
| jugLimit      =  
| jugLimit      = 4/40
| notes        = Medium horizontal range (good all-purpose anti-air and juggle ender); () refers to damage on active frames 3-12; SA3 cancel whiffs on hit; cannot anti-air cross-ups
| atkRange      = 1.30 (1st)
| notes        = Medium horizontal range (good all-purpose anti-air and juggle ender); () refers to damage and juggle limit on active frames 3-12; SA3 cancel whiffs on hit; cannot anti-air cross-ups
}}
}}


Line 1,281: Line 1,375:
| jugStart      = 1
| jugStart      = 1
| jugIncrease  = 40
| jugIncrease  = 40
| jugLimit      =  
| jugLimit      = 4/40
| notes        = Longest horizontal range (good for long range anti-airs and neutral jumps; best grounded combo ender); () refers to damage on active frames 3-12; SA3 cancel whiffs on hit; cannot anti-air cross-ups
| atkRange      = 0.90 (1st)
| notes        = Longest horizontal range (good for long range anti-airs and neutral jumps; best grounded combo ender); () refers to damage and juggle limit on active frames 3-12; SA3 cancel whiffs on hit; cannot anti-air cross-ups
}}
}}


Line 1,313: Line 1,408:
| invuln        = 1-7 Air, 20-25 Full
| invuln        = 1-7 Air, 20-25 Full
| airborne      = 26-64 (FKD)
| airborne      = 26-64 (FKD)
| jugStart      = 1
| jugStart      = 1x5
| jugIncrease  = 1,40
| jugIncrease  = 1,0x3,40
| jugLimit      =  
| jugLimit      = 4/40,40x4
| notes        = Long horizontal range (but can drop when canceled from 5HP outside close range); () refers to damage on active frames 5-12 (becomes 1 hit if these frames connect); switches sides on hit; first hit can successfully juggle to SA3; holding HK for 15-16f results in a full charge up to 2f faster (full invuln window shifts 2f earlier, and allows it to combo from CH 2MP); cannot anti-air cross-ups
| atkRange      = 1.09 (1st)
| notes        = Long horizontal range (but can drop when canceled from 5HP outside close range); () refers to damage and juggle limit on active frames 5-12 (becomes 1 hit if these frames connect); switches sides on hit; first hit can successfully juggle to SA3; holding HK for 15-16f results in a full charge up to 2f faster (full invuln window shifts 2f earlier, and allows it to combo from CH 2MP); cannot anti-air cross-ups
}}
}}


Line 1,325: Line 1,421:
| images        = SF6_Cammy_623kk.png
| images        = SF6_Cammy_623kk.png
| hitboxes      = SF6_Cammy_623kk_hitbox.png
| hitboxes      = SF6_Cammy_623kk_hitbox.png
| damage        = 1100,100x4 (900)
| damage        = 600,100x3,600 (900)
| chip          = 275
| chip          = 275
| startup      = 6
| startup      = 6
Line 1,333: Line 1,429:
| guard        = LH
| guard        = LH
| cancel        = -
| cancel        = -
| hitAdv        = KD +16
| hitAdv        = KD +19
| blockAdv      = {{sf6-adv|VM|-40}}
| blockAdv      = {{sf6-adv|VM|-40}}
| punishAdv    = KD +16
| punishAdv    = KD +19
| perfParryAdv  = {{sf6-adv|VM|-54}}
| perfParryAdv  = {{sf6-adv|VM|-54}}
| blockstun    = 16
| blockstun    = 16
Line 1,345: Line 1,441:
| invuln        = 1-7 Full
| invuln        = 1-7 Full
| airborne      = 8-47 (FKD)
| airborne      = 8-47 (FKD)
| jugStart      = 1
| jugStart      = 1x5
| jugIncrease  = 1,40
| jugIncrease  = 1,0x3,40
| jugLimit      =  
| jugLimit      = 4/40,40x4
| notes        = Long horizontal range (good for punishes and long range anti-airs); () refers to damage on active frames 5-12 (becomes 1 hit); switches sides on hit; cannot anti-air cross-ups
| atkRange      = 1.04 (1st)
| notes        = Long horizontal range (good for punishes and long range anti-airs); () refers to damage and juggle limit on active frames 4-12 (becomes 1 hit); cannot anti-air cross-ups
}}
}}


Line 1,382: Line 1,479:
| jugIncrease  = 3
| jugIncrease  = 3
| jugLimit      = 0
| jugLimit      = 0
| atkRange      = 2.131
| notes        = Puts airborne opponents into limited juggle state; good frame trap from 5HP (2f gap) that leads to Counter-hit confirm
| notes        = Puts airborne opponents into limited juggle state; good frame trap from 5HP (2f gap) that leads to Counter-hit confirm
}}
}}
Line 1,413: Line 1,511:
| superGainHit  = 800 (560)
| superGainHit  = 800 (560)
| superGainBlk  = 400 (200)
| superGainBlk  = 400 (200)
| invuln        = 6-20 Projectile
| invuln        = 9-23 Projectile
| jugStart      = 1 air
| jugStart      = 1 air
| jugIncrease  = 3
| jugIncrease  = 3
| jugLimit      = 0
| jugLimit      = 0
| atkRange      = 2.760
| notes        = Puts airborne opponents into limited juggle state
| notes        = Puts airborne opponents into limited juggle state
}}
}}
Line 1,448: Line 1,547:
| superGainHit  = 800 (560)
| superGainHit  = 800 (560)
| superGainBlk  = 400 (200)
| superGainBlk  = 400 (200)
| invuln        = 6-24 Projectile
| invuln        = 9-27 Projectile
| jugStart      = 1 air
| jugStart      = 1 air
| jugIncrease  = 3
| jugIncrease  = 3
| jugLimit      = 0
| jugLimit      = 0
| atkRange      = 3.360
| notes        = Puts airborne opponents into limited juggle state
| notes        = Puts airborne opponents into limited juggle state
}}
}}
Line 1,483: Line 1,583:
| superGainHit  = 800 (560)
| superGainHit  = 800 (560)
| superGainBlk  = 400 (200)
| superGainBlk  = 400 (200)
| invuln        = 3-24(20) Projectile
| invuln        = 9-24(20) Projectile
| jugStart      = 1 air
| jugStart      = 1 air
| jugIncrease  = 3
| jugIncrease  = 3
| jugLimit      = 0
| jugLimit      = 0
| atkRange      = 3.290
| notes        = No collision box on frames 1-10 (can cross-up from close range); puts airborne opponents into limited juggle state
| notes        = No collision box on frames 1-10 (can cross-up from close range); puts airborne opponents into limited juggle state
}}
}}
Line 1,515: Line 1,616:
| driveDmgBlk  = 2000
| driveDmgBlk  = 2000
| driveDmgHit  = [4000]
| driveDmgHit  = [4000]
| driveGain    = 1000
| driveGain    = 2500
| superGainHit  = 800 (560)
| superGainHit  = 800 (560)
| superGainBlk  = 400 (200)
| superGainBlk  = 400 (200)
Line 1,521: Line 1,622:
| jugStart      = 1 air
| jugStart      = 1 air
| jugIncrease  = 10
| jugIncrease  = 10
| jugLimit      =  
| jugLimit      = 10
| notes        = Forward jump only; cancelable from j.MP; button strength affects dive trajectory (LK short, MK mid, HK far); spike knockdown vs. airborne opponents; HK version worst-case frame advantage is 1f better than LK/MK versions
| notes        = Forward jump only; cancelable from j.MP; button strength affects dive trajectory (LK short, MK mid, HK far); spike knockdown vs. airborne opponents; HK version worst-case frame advantage is 1f better than LK/MK versions
}}
}}
Line 1,542: Line 1,643:
| hitconfirm    = 15~22
| hitconfirm    = 15~22
| hitAdv        = {{sf6-adv|E|0{{sf6-adv|VP|(+9)}}}}
| hitAdv        = {{sf6-adv|E|0{{sf6-adv|VP|(+9)}}}}
| blockAdv      = {{sf6-adv|VM|-4}}{{sf6-adv|VP|(+5)}}
| blockAdv      = {{sf6-adv|M|-2}}{{sf6-adv|VP|(+5)}}
| punishAdv    = {{sf6-adv|VP|+4(+13)}}
| punishAdv    = {{sf6-adv|VP|+4(+13)}}
| perfParryAdv  = {{sf6-adv|VM|-20(-11)}}
| perfParryAdv  = {{sf6-adv|VM|-20(-11)}}
Line 1,556: Line 1,657:
| jugStart      = 2 air
| jugStart      = 2 air
| jugIncrease  = 2
| jugIncrease  = 2
| jugLimit      =  
| jugLimit      = 5
| notes        = Forward jump only; cancelable from j.MP; puts airborne opponents into limited juggle state; hitconfirm reaction time is longer the higher the divekick connects (cancelable until landing)
| notes        = Forward jump only; cancelable from j.MP; puts airborne opponents into limited juggle state; hitconfirm reaction time is longer the higher the divekick connects (cancelable until landing); frame advantage on hit/block is fixed when connecting on the first active frame (e.g. as a corner throw escape)
}}
}}


Line 1,651: Line 1,752:
| superGainBlk  = 500 (250)
| superGainBlk  = 500 (250)
| jugStart      = 1
| jugStart      = 1
| jugIncrease  =  
| jugIncrease  = 10
| jugLimit      =  
| jugLimit      = 10
| notes        = Puts opponent into limited juggle state on hit; low profile 50-63f; crouching state during recovery
| notes        = Puts opponent into limited juggle state on hit; low profile 50-63f; crouching state during recovery
}}
}}
Line 1,683: Line 1,784:
| superGainHit  = 500x2 (350x2)
| superGainHit  = 500x2 (350x2)
| superGainBlk  = 250x2 (125x2)
| superGainBlk  = 250x2 (125x2)
| jugStart      = 1
| jugStart      = 1 (2nd hit)
| jugIncrease  =  
| jugIncrease  = 10,10
| jugLimit      =  
| jugLimit      = 10,10
| notes        = Puts opponent into limited juggle state on hit; low profile 70-98f; can be up to 2f faster if HP is held for only 18f; crouching state during recovery
| notes        = Puts opponent into limited juggle state on hit; low profile 70-98f; can be up to 2f faster if HP is held for only 18f; crouching state during recovery
}}
}}
Line 1,715: Line 1,816:
| superGainHit  = 500x2 (350x2)
| superGainHit  = 500x2 (350x2)
| superGainBlk  = 250x2 (125x2)
| superGainBlk  = 250x2 (125x2)
| jugStart      = 1
| jugStart      = 1 (2nd hit)
| jugIncrease  =  
| jugIncrease  = 10,10
| jugLimit      =  
| jugLimit      = 10,10
| notes        = Puts opponent into limited juggle state on hit; low profile 50-80f; crouching state during recovery
| notes        = Puts opponent into limited juggle state on hit; low profile 50-80f; crouching state during recovery
}}
}}
Line 1,752: Line 1,853:
| jugStart      = 1 air
| jugStart      = 1 air
| jugIncrease  = 10
| jugIncrease  = 10
| jugLimit      =  
| jugLimit      = 10
| notes        = Startup refers to earliest timing from Hooligan; button strength affects divekick trajectory (LK short, MK medium, HK far); spike knockdown vs. airborne opponents; autocorrects toward opponent after crossing over
| notes        = Startup refers to earliest timing from Hooligan; button strength affects divekick trajectory (LK short, MK medium, HK far); spike knockdown vs. airborne opponents; autocorrects toward opponent after crossing over
}}
}}
Line 1,785: Line 1,886:
| airborne      = Until Land (FKD)
| airborne      = Until Land (FKD)
| jugStart      = 2 air
| jugStart      = 2 air
| jugIncrease  =  
| jugIncrease  = 2
| jugLimit      =  
| jugLimit      = 5
| notes        = Startup refers to earliest timing from Hooligan; button strength does not affect divekick trajectory; puts airborne opponents into limited juggle state; autocorrects toward opponent after crossing over; can be up to 2f faster if HP is held for only 18f
| notes        = Startup refers to earliest timing from Hooligan; button strength does not affect divekick trajectory; puts airborne opponents into limited juggle state; autocorrects toward opponent after crossing over; can be up to 2f faster if HP is held for only 18f
}}
}}
Line 1,819: Line 1,920:
| airborne      = Until Land (FKD)
| airborne      = Until Land (FKD)
| jugStart      = 2 air
| jugStart      = 2 air
| jugIncrease  = 3
| jugIncrease  = 2
| jugLimit      =  
| jugLimit      = 5
| notes        = Startup refers to earliest timing from Hooligan; button strength does not affect divekick trajectory; puts airborne opponents into limited juggle state; autocorrects toward opponent after crossing over
| notes        = Startup refers to earliest timing from Hooligan; button strength does not affect divekick trajectory; puts airborne opponents into limited juggle state; autocorrects toward opponent after crossing over
}}
}}
Line 1,855: Line 1,956:
| jugStart      = 1 air
| jugStart      = 1 air
| jugIncrease  = 3
| jugIncrease  = 3
| jugLimit      =  
| jugLimit      = 10
| notes        = 236P trajectory affects frame advantage (lower height is better); up to 3f more recovery before landing (depends on activation height); does not autocorrect toward opponent after crossing over; crouching state during landing recovery
| notes        = 236P trajectory affects frame advantage (lower height is better); up to 3f more recovery before landing (depends on activation height); does not autocorrect toward opponent after crossing over; crouching state during landing recovery
}}
}}
Line 1,887: Line 1,988:
| superGainBlk  = 200x2 (100x2)
| superGainBlk  = 200x2 (100x2)
| airborne      = Until Land (FKD)
| airborne      = Until Land (FKD)
| jugStart      = 1 air
| jugStart      = 0,1 air
| jugIncrease  = 1,5
| jugIncrease  = 1,5
| jugLimit      =  
| jugLimit      = 4,5
| notes        = 2 hits; causes OTG bounce vs. airborne opponents that can juggle into 623MK/HK/KK or SA1/SA3 Super (low height juggle connect will not allow time for follow-up); does not autocorrect toward opponent after crossing over; crouching state during landing recovery; can be up to 2f faster if HP is held for only 18f
| notes        = 2 hits; causes OTG bounce vs. airborne opponents that can juggle into 623MK/HK/KK or SA1/SA3 Super (low height juggle connect will not allow time for follow-up); does not autocorrect toward opponent after crossing over; crouching state during landing recovery; can be up to 2f faster if HP is held for only 18f
}}
}}
Line 1,921: Line 2,022:
| superGainBlk  = 200x2 (100x2)
| superGainBlk  = 200x2 (100x2)
| airborne      = Until Land (FKD)
| airborne      = Until Land (FKD)
| jugStart      = 1 air
| jugStart      = 0,1 air
| jugIncrease  = 1,5
| jugIncrease  = 0,1
| jugLimit      =  
| jugLimit      = 4,5
| notes        = 2 hits; causes OTG bounce vs. airborne opponents that can juggle into 623MK/HK/KK or any Super (low height juggle connect will only allow canceled Air SA2 to connect); does not autocorrect toward opponent after crossing over; crouching state during landing recovery
| notes        = 2 hits; causes OTG bounce vs. airborne opponents that can juggle into 623MK/HK/KK or any Super (low height juggle connect will only allow canceled Air SA2 to connect); does not autocorrect toward opponent after crossing over; crouching state during landing recovery
}}
}}
Line 1,948: Line 2,049:
| superGainHit  = 3000 (2100)
| superGainHit  = 3000 (2100)
| airborne      = Until Land (FKD)
| airborne      = Until Land (FKD)
| notes        = Throws standing opponents only; 15% damage increase on Punish Counter; up to 8f more total recovery before landing (depends on activation height); crouching state during landing recovery
| notes        = Throws standing opponents only; 15% damage increase on Punish Counter; up to 8f more total recovery before landing (depends on activation height); crouching state during landing recovery; extends a proximity guard box that immediately forces a crouch blocking opponent's hurtbox to reach its crouching height, preventing uncrouchable meaty setups (but can still throw opponents that hold straight down on wakeup)
}}
}}


Line 1,973: Line 2,074:
| airborne      = Until Land (FKD)
| airborne      = Until Land (FKD)
| jugStart      = 1
| jugStart      = 1
| notes        = Throws standing opponents only; puts opponent into limited juggle state; 15% damage increase on Punish Counter; up to 2f more total recovery before landing (depends on activation height); crouching state during landing recovery; can be up to 2f faster if HP is held for only 18f
| notes        = Throws standing opponents only; puts opponent into limited juggle state; 15% damage increase on Punish Counter; up to 2f more total recovery before landing (depends on activation height); crouching state during landing recovery; can be up to 2f faster if HP is held for only 18f; extends a proximity guard box that immediately forces a crouch blocking opponent's hurtbox to reach its crouching height, preventing uncrouchable meaty setups (but can still throw opponents that hold straight down on wakeup)
}}
}}


Line 1,983: Line 2,084:
| hitboxes      = SF6_Cammy_236p_lplk_hitbox.png
| hitboxes      = SF6_Cammy_236p_lplk_hitbox.png
| damage        = 1000 (1150)
| damage        = 1000 (1150)
| dmgScaling    = 20% Starter
| dmgScaling    = 30% Starter
| startup      = 20+10
| startup      = 20+10
| active        = 3
| active        = 3
Line 1,997: Line 2,098:
| airborne      = Until Land (FKD)
| airborne      = Until Land (FKD)
| jugStart      = 1
| jugStart      = 1
| notes        = Throws standing opponents only; puts opponent into limited juggle state; 15% damage increase on Punish Counter; up to 8f more recovery before landing (depends on activation height); crouching state during landing recovery
| notes        = Throws standing opponents only; puts opponent into limited juggle state; 15% damage increase on Punish Counter; up to 8f more recovery before landing (depends on activation height); crouching state during landing recovery; extends a proximity guard box that immediately forces a crouch blocking opponent's hurtbox to reach its crouching height, preventing uncrouchable meaty setups (but can still throw opponents that hold straight down on wakeup)
}}
}}


Line 2,084: Line 2,185:
| superGainHit  = -10000
| superGainHit  = -10000
| superGainBlk  = -10000
| superGainBlk  = -10000
| invuln        = 1 Full, 2-11 Strike/Throw
| invuln        = 1-11 Strike/Throw
| armor        = Break
| armor        = Break
| airborne      = 12-27 (FKD)
| airborne      = 12-27 (FKD)
| jugLimit      =  
| jugLimit      = 100
| atkRange      = 4.278 (1.299)
| notes        = Great combo tool with high juggle potential and corner carry; 5th hits transitions into launching follow-up on hit only; damage distribution: 100,200x3,100,200,1000
| notes        = Great combo tool with high juggle potential and corner carry; 5th hits transitions into launching follow-up on hit only; damage distribution: 100,200x3,100,200,1000
}}
}}


===== 214214K =====
===== 214214P =====
{{FrameData-SF6 | chara = Cammy | moveId = cammy_214214k | moveType = super
{{FrameData-SF6 | chara = Cammy | moveId = cammy_214214p | moveType = super
| input        = 214214K
| input        = 214214P
| name          = Killer Bee Spin
| name          = Killer Bee Spin
| images        = SF6_Cammy_214214k.png
| images        = SF6_Cammy_214214p.png
| hitboxes      = SF6_Cammy_214214k_hitbox.png
| hitboxes      = SF6_Cammy_214214p_hitbox.png
| damage        = 2750 (220x6)
| damage        = 3000 (220x6)
| chip          = 750
| chip          = 750
| dmgScaling    = 40% Minimum
| dmgScaling    = 40% Minimum
Line 2,116: Line 2,218:
| superGainHit  = -20000
| superGainHit  = -20000
| superGainBlk  = -20000
| superGainBlk  = -20000
| invuln        = 1 Full
| armor        = Break
| armor        = Break
| airborne      = Until Land (FKD)
| airborne      = Until Land (FKD)
| jugStart      = 1 air
| jugStart      = 1 air
| jugIncrease  = 0
| jugIncrease  = 0
| jugLimit      =  
| jugLimit      = 30
| notes        = 1f invuln can escape meaty attacks, but usually results in Cammy whiffing over opponent's head; puts airborne opponents into limited juggle state (no cinematic), number of airborne hits varies based on juggle height; Drive Damage distribution: 900x3-x7,3000
| atkRange      = 2.5
| notes        = Can escape grounded meaty attacks, but usually results in Cammy whiffing over opponent's head; puts airborne opponents into limited juggle state (no cinematic), number of airborne hits varies based on juggle height; Drive Damage distribution: 900x3-x7,3000; only deals 250 damage on the first hit if it trades
}}
}}


===== j.214214K =====
====== j.214214P ======
{{FrameData-SF6 | chara = Cammy | moveId = cammy_j214214k | moveType = super
{{FrameData-SF6 | chara = Cammy | moveId = cammy_j214214p | moveType = super
| input        = j.214214K
| input        = j.214214P
| name          = Aerial Killer Bee Spin
| name          = Aerial Killer Bee Spin
| images        = SF6_Cammy_214214k.png
| images        = SF6_Cammy_214214p.png
| hitboxes      = SF6_Cammy_214214k_hitbox.png
| hitboxes      = SF6_Cammy_214214p_hitbox.png
| damage        = 2750 (220x8)
| damage        = 3000 (220x8)
| chip          = 750
| chip          = 750
| dmgScaling    = 40% Minimum
| dmgScaling    = 40% Minimum
Line 2,150: Line 2,252:
| superGainHit  = -20000
| superGainHit  = -20000
| superGainBlk  = -20000
| superGainBlk  = -20000
| invuln        = 1 Full
| armor        = Break
| armor        = Break
| airborne      = Until Land (FKD)
| airborne      = Until Land (FKD)
| jugStart      = 1 air
| jugStart      = 1 air
| jugIncrease  = 0
| jugIncrease  = 0
| jugLimit      =  
| jugLimit      = 30
| notes        = Forward jump only; puts airborne opponents into limited juggle state (no cinematic), number of airborne hits varies based on juggle height; non-cinematic Drive Damage distribution: 900x3-x7,3700
| notes        = Forward jump only; puts airborne opponents into limited juggle state (no cinematic), number of airborne hits varies based on juggle height; non-cinematic Drive Damage distribution: 900x3-x7,3700; only deals 250 damage on the first hit if it trades
}}
}}


Line 2,187: Line 2,288:
| armor        = Break
| armor        = Break
| airborne      = 9-27 (FKD)
| airborne      = 9-27 (FKD)
| jugLimit      =  
| jugLimit      = 100
| notes        = Full screen anti-projectile move (can lose to slow projectiles at max range); combos from charged 623[HP], 214P, or 236HK 1st hit when canceled into; cinematic time regenerates ~1.9 Drive bars for Cammy
| atkRange      = 5.09 (2.20)
| notes        = Full screen anti-projectile move (can lose to slow projectiles at max range); combos from charged 623[HP], 214P, or 236HK 1st hit when canceled into; cinematic time regenerates ~1.9 Drive bars for Cammy; only deals 500 damage on the first hit if it trades (only the first 5 active frames are invincible)
}}
}}


===== 236236P(CA) =====
====== 236236P (CA) ======
{{FrameData-SF6 | chara = Cammy | moveId = cammy_236236p(ca) | moveType = super
{{FrameData-SF6 | chara = Cammy | moveId = cammy_236236p(ca) | moveType = super
| input        = 236236P
| input        = 236236P
Line 2,219: Line 2,321:
| armor        = Break
| armor        = Break
| airborne      = 9-27 (FKD)
| airborne      = 9-27 (FKD)
| jugLimit      =  
| jugLimit      = 100
| notes        = Full screen anti-projectile move (can lose to slow projectiles at max range); combos from charged 623[HP], 214P, or 236HK 1st hit when canceled into; available at 25% HP or below; cinematic time regenerates ~1.9 Drive bars for Cammy
| atkRange      = 5.09 (2.20)
| notes        = Full screen anti-projectile move (can lose to slow projectiles at max range); combos from charged 623[HP], 214P, or 236HK 1st hit when canceled into; available at 25% HP or below; cinematic time regenerates ~1.9 Drive bars for Cammy; only deals 500 damage on the first hit if it trades (only the first 5 active frames are invincible)
}}
}}



Latest revision as of 05:31, 9 March 2025


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 10000 0.8 / 0.33 4+38+3 2.115 0.603
Forward Walk Speed Forward Dash Speed Forward Dash Distance Forward Jump Distance Drive Rush Min. Distance (Block)
0.0505 18 1.32 1.90 2.027
Back Walk Speed Back Dash Speed Back Dash Distance Back Jump Distance Drive Rush Max Distance
0.033 23 1.002 1.52 2.796


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
300 - 20% Starter LH Chn Sp SA 13
Startup Active Recovery Hitstun Blockstun Hitstop
4 3 7 15 8 9
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
13 500 [2000] 250 300 (210) 150 (75)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
+9 +2 - 1.05 +4 -3
Punish Advantage Perfect Parry Advantage
+9 -8
Hit Advantage Block Advantage
+5 -2
Notes
Chains into 5LP/2LP/2LK; extended hurtbox appears for 2f before active; DR cancel is delayed until after 2nd active frame
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
600 - - LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
6 4 13 23 16 11
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
22 3000 [4000] 1500 500 (350) 250 (125)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
+10 +3 - 1.04 - -
Punish Advantage Perfect Parry Advantage
+10 -15
Hit Advantage Block Advantage
+6 -1
Notes
Can get frame advantage with meaty timing and leads to good conversions on counter-hit; decent Drive Rush starter (links to 5HP on hit, frame traps into itself) but doesn't carry much forward momentum; extended hurtbox remains for 4f after active frames
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
800 - - LH Sp SA TC 17 Sp / 19 TC
Startup Active Recovery Hitstun Blockstun Hitstop
8 3 20 25 20 13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
30 4000 [8000] 2000 1000 (700) 500 (250)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
+6 +1 - 1.39 +15 +10
Punish Advantage Perfect Parry Advantage
+6 -21
Hit Advantage Block Advantage
+2 -3
Notes
Great disjointed hitbox; moves Cammy far forward during startup, giving it good range but making it easier to whiff punish; good Drive Rush starter (good momentum, links into 4MP~HK if close enough or frame traps into 5LP/2LP)
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
300 - 20% Starter LH Sp SA 13
Startup Active Recovery Hitstun Blockstun Hitstop
5 3 10 15 10 9
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
17 500 [2000] 250 300 (210) 150 (75)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
+6 +1 - 1.27 +4 -1
Punish Advantage Perfect Parry Advantage
+6 -11
Hit Advantage Block Advantage
+2 -3
Notes
Good range for 5f punishes and light conversions; extended hurtbox appears for 2f before active; special cancel is delayed until after active frames (prevents OD Spiral Arrow combo); DR cancel is delayed until after 2nd active frame
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
700 - - LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
8 3 18 24 17 11
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
28 4000 [6000] 2000 700 (490) 350 (175)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
+7 0 - 1.57 - -
Punish Advantage Perfect Parry Advantage
+7 -19
Hit Advantage Block Advantage
+3 -4
Notes
Great ranged poke, vulnerable to DI if predicted; extended hurtbox remains for 7f after active frames, making it somewhat more whiff punishable
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
900 - - LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
11 3 19(21) 24 19 13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
32(34) 6000 [10000] 3000 1200 (840) 600 (300)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 10 10
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
+6 +1 - 1.879 - -
Punish Advantage Perfect Parry Advantage
KD +44 -20
Hit Advantage Block Advantage
+2 -3
Notes
2f extra recovery on whiff; great ranged poke; Punish Counter knockdown does not lead to follow-up combo, but gives great corner carry; extends a hurtbox 1f before active that is vulnerable to projectiles; particularly vulnerable to Drive Impact in neutral; can anti-air some long range jump-ins; has high juggle potential (causes air reset when juggled into)

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
300 - 20% Starter LH Chn Sp SA 12
Startup Active Recovery Hitstun Blockstun Hitstop
4 2 8 15 8 9
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
13 500 [2000] 250 300 (210) 150 (75)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
+9 +2 - 1.05 +4 -3
Punish Advantage Perfect Parry Advantage
+9 -8
Hit Advantage Block Advantage
+5 -2
Notes
Chains into 5LP/2LP/2LK; extended hurtbox appears for 2f before active; DR cancel is delayed until after active frames
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
600 - - LH Sp SA 15
Startup Active Recovery Hitstun Blockstun Hitstop
7 3 14(17) 22 15 11
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
23(26) 3000 [4000] 1500 500 (350) 250 (125)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
+9 +2 - 1.335 +12 +5
Punish Advantage Perfect Parry Advantage
+9 -15
Hit Advantage Block Advantage
+5 -2
Notes
Good counterpoke and useful combo filler after 2HP or CH 5LP/2LP/5MP; 3f extra recovery on whiff; extends a wide hurtbox during recovery on whiff
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
700 - - LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
10 4 15 26 20 13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
28 5000 [8000] 2500 1000 (700) 500 (250)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
+11 +5 - 1.08 - -
Punish Advantage Perfect Parry Advantage
+11 -17
Hit Advantage Block Advantage
+7 +1
Notes
Forces stand; Good for starting pressure, especially with meaty timing (236HK + Dash 2HP sets gives enough advantage to link 5HP); extended hurtbox appears for 2f before active; situationally useful anti-air
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
200 - 20% Starter L Chn -
Startup Active Recovery Hitstun Blockstun Hitstop
5 3 7 13 8 9
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
14 500 [2000] 250 300 (210) 150 (75)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
+7 +2 - 1.14 - -
Punish Advantage Perfect Parry Advantage
+7 -8
Hit Advantage Block Advantage
+3 -2
Notes
Chains into 5LP/2LP/2LK; low hitconfirm starter; extended hurtbox appears for 2f before active and remains 5f after active
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
500 - 20% Starter L Sp SA 13
Startup Active Recovery Hitstun Blockstun Hitstop
8 3 18 22 16 9
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
28 2000 [4000] 1000 500 (350) 250 (125)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
+5 -1 - 1.49 +10 +4
Punish Advantage Perfect Parry Advantage
+5 -19
Hit Advantage Block Advantage
+1 -5
Notes
Great ranged cancelable low poke; very useful when canceled to DR; extended hurtbox appears for 1f before active and remains 6f after active; special/DR cancel is delayed until after active frames; Range: 1.49
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
900 - - L - -
Startup Active Recovery Hitstun Blockstun Hitstop
9 3 24 - 17 13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
35 4000 [10000] 3000 1000 (700) 500 (250)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 3 3
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
HKD +31 -6 - 1.73 - -
Punish Advantage Perfect Parry Advantage
HKD +43 -25
Hit Advantage Block Advantage
HKD +31 -10
Notes
Disjointed hitbox gives it some neutral utility; has juggle potential (not a Hard Knockdown when juggled into); extended hurtbox remains for 6f after active frames

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
300 - - H - -
Startup Active Recovery Hitstun Blockstun Hitstop
4 10 3 land 13 9 9
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- 1500 [2000] 500 300 (210) 150 (75)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 0.65 - -
Punish Advantage Perfect Parry Advantage
+10(+13) -5(-2)
Hit Advantage Block Advantage
+6(+9) +2(+5)
Notes
Quick air-to-air
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
600 - - H Sp SA2 -
Startup Active Recovery Hitstun Blockstun Hitstop
6 8 3 land 17 8 11
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- 2500 [4000] 1200 500 (350) 250 (125)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 4 1
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 0.80 - -
Punish Advantage Perfect Parry Advantage
+14(+17) -5(-2)
Hit Advantage Block Advantage
+10(+13) +1(+4)
Notes
Puts airborne opponents into limited juggle state; cancels into j.214K/j.214214P on forward jump only; low blockstun means there will always be a blockstring gap if canceled; shifts Cammy's hurtbox upward during startup
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
800 - - H - -
Startup Active Recovery Hitstun Blockstun Hitstop
8 5 3 land 19 15 13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- 4000 [7000] 2500 1000 (700) 500 (250)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 3 3
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 0.80 - -
Punish Advantage Perfect Parry Advantage
+12(+19) -9(-2)
Hit Advantage Block Advantage
+8(+15) +4(+11)
Notes
Causes spike knockdown vs. airborne opponents; good hitbox disjoint near Cammy's fists
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
300 - - H - -
Startup Active Recovery Hitstun Blockstun Hitstop
4 10 3 land 14 10 9
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- 1500 [2000] 500 300 (210) 150 (75)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 0.52 - -
Punish Advantage Perfect Parry Advantage
+10(+14) -6(-2)
Hit Advantage Block Advantage
+6(+10) +2(+6)
Notes
Cross-up; can be used as a fuzzy instant overhead (except vs. Blanka)
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
600 - - H - -
Startup Active Recovery Hitstun Blockstun Hitstop
7 6 3 land 17 13 11
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- 2500 [4000] 1200 700 (490) 350 (175)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 1.16 - -
Punish Advantage Perfect Parry Advantage
+16(+17) -3(-2)
Hit Advantage Block Advantage
+12(+13) +8(+9)
Notes
Long hitbox can work as a ranged air-to-air; shifts Cammy's hurtbox upward during startup
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
800 - - H - -
Startup Active Recovery Hitstun Blockstun Hitstop
10 6 3 land 19 15 13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- 4000 [7000] 2500 1000 (700) 500 (250)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 1.16 - -
Punish Advantage Perfect Parry Advantage
+15(+19) -6(-2)
Hit Advantage Block Advantage
+11(+15) +7(+11)
Notes
Good jump-in from long range, especially mixed with empty jump or j.214K to bait anti-airs; can air-to-air from long range

Command Normals

4MP
Cammy
cammy_4mp

4MP

Lift Uppercut
SF6 Cammy 4mp.png
SF6 Cammy 4mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - - LH Sp SA TC 17
Startup Active Recovery Hitstun Blockstun Hitstop
5 5 12 21 16 11
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
21 3000 [4000] 1500 500 (350) 250 (125)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
+8 +3 - 0.826 +11 +6
Punish Advantage Perfect Parry Advantage
+8 -15
Hit Advantage Block Advantage
+4 -1
Notes
Forces stand (required for 4MP~HK TC); useful anti-air starting on frame 6 but can often trade or whiff against close jumps; extended arm hurtbox on active frames 3-5 is anti-air invulnerable; combos naturally from 5LP/2LP/5MP at close range
4HK
Cammy
cammy_4hk

4HK

Assault Blade
SF6 Cammy 4hk.png
SF6 Cammy 4hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - 20% Starter LH Sp SA Jmp 17
Startup Active Recovery Hitstun Blockstun Hitstop
9 3 18 - 14 13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
29 5000 [10000] 2500 1000 (700) 500 (250)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
Free Juggle -3 - 1.09 KD +65 +4
Punish Advantage Perfect Parry Advantage
KD +54 -19
Hit Advantage Block Advantage
KD +54 -7
Notes
Whiffs on crouching opponents; jump cancelable on hit only; puts opponents into limited juggle state on hit (free juggle if started from Drive Rush)
6HK
Cammy
cammy_6hk

6HK

Delayed Ripper
SF6 Cammy 6hk.png
SF6 Cammy 6hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - 20% Starter LH Sp SA 19
Startup Active Recovery Hitstun Blockstun Hitstop
18 3 25 - 16 13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
45 4000 [10000] 3000 1000 (700) 500 (250)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 3 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
KD +26 -8 - 1.443 KD +42 +4
Punish Advantage Perfect Parry Advantage
KD +48 Launch -26
Hit Advantage Block Advantage
KD +26 -12
Notes
Pulls back hurtbox on frame 5-14 (auto-shimmy tool); low blockstun means that DR Cancel is the only way to make it safe; extended hurtbox remains for 9f after active frames; special cancel is delayed until after 2nd recovery frame; DR cancel is delayed until after active frames

Target Combos

4MP~HK
Cammy
cammy_4mp_hk

4MP~HK

Lift Combination
SF6 Cammy 4mp hk.png
SF6 Cammy 4hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - - LH Sp SA Jmp 37~41
Startup Active Recovery Hitstun Blockstun Hitstop
9 3 23 - 14 13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
34 3000 [7000] 2000 700 (490) 350 (175)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - KD +65 +4
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
KD +49 -12(-19)
Notes
Whiffs on crouch blocking opponents (works on crouching hit because 4MP forces stand); jump cancelable on hit only; puts opponent into limited juggle state; has 5f more recovery than 4HK on its own, resulting in more limited juggle follow-ups
5HP~HK
Cammy
cammy_5hp_hk

5HP~HK

Swing Combination
SF6 Cammy 5hp hk.png
SF6 Cammy 5hp hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400,400 - Combo (2 hits, 2nd hit only); each hit scales separately LH Sp SA 42~46 1st / 75~79 2nd
Startup Active Recovery Hitstun Blockstun Hitstop
13 4(12)3 29 - 8,20 11,13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
60 3000x2 [7000] 1500,2500 500,1000 (350,700) 250,500 (125,250)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1,1 1,1 1,2
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - KD +41 +3
Punish Advantage Perfect Parry Advantage
KD +26 -30
Hit Advantage Block Advantage
KD +26 -12
Notes
2 hits; leaves a 9f gap between 1st and 2nd hit on block; 1st hit of HK is cancelable into j.214K (9f gap) or SA2; 2nd hit acts as a cancelable grounded normal

Throws

LPLK
Cammy
cammy_lplk

LPLK

Rough Landing
SF6 Cammy lplk.png
SF6 Cammy lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 (2040) - 20% Immediate T - -
Startup Active Recovery Hitstun Blockstun Hitstop
5 3 23 - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
30 - [10000] 2000 2000(1400) [4000(2800)] -
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
- - - 0.80 - -
Punish Advantage Perfect Parry Advantage
HKD +17 -
Hit Advantage Block Advantage
KD +17 -
Notes
Can walk for a manually-timed corner throw loop
4LPLK
Cammy
cammy_4lplk

4LPLK

Delta Throw
SF6 Cammy 4lplk.png
SF6 Cammy lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 (2040) - 20% Immediate T - -
Startup Active Recovery Hitstun Blockstun Hitstop
5 3 23 - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
30 - [10000] 2000 2000(1400) [4000(2800)] -
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
- - - 0.80 - -
Punish Advantage Perfect Parry Advantage
HKD +14 -
Hit Advantage Block Advantage
KD +14 -
Notes
No throw oki after corner side switch; can use Drive Rush 5MP (+3 oB, links to 5HP on hit), or Drive Rush 2MP to set up trade combo vs. reversal 4f normals
j.LPLK
Cammy
cammy_jlplk

j.LPLK

Leg Scissors Choke
SF6 Cammy jlplk.png
SF6 Cammy jlplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 (2040) - - T - -
Startup Active Recovery Hitstun Blockstun Hitstop
5 3 3 land - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - [10000] 2000 2000(1400) [4000(2800)] -
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
- - - 0.80 - -
Punish Advantage Perfect Parry Advantage
HKD +22 -
Hit Advantage Block Advantage
KD +22 -
Notes
Can get throw oki if opponent is near the corner (no oki midscreen even with Drive Rush)

Drive Moves

HPHK
Cammy
cammy_hphk

HPHK

Spin Raider
SF6 Cammy hphk.png
SF6 Cammy hphk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 20% Starter (Hit)
20% Multiplier (Block)
LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
26 2 35 - 34 25
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
62 5000 10000 [15000] -10000 [3000(2100)] -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- 1-27 - 0 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 2.544 - -
Punish Advantage Perfect Parry Advantage
Crumple (Standing +21, Juggle +46, HKD +104) -35
Hit Advantage Block Advantage
KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72
Notes
See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
6HPHK
Cammy
cammy_6hphk

6HPHK

Countersnipe (Block)
SF6 Cammy 6hphk.png
SF6 Cammy 6hphk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 recoverable 125 recoverable - LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
20 3 26(31) - 23 20
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
48(53) - - -20000 - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-22 Full Break - 200 100 1
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 1.390 - -
Punish Advantage Perfect Parry Advantage
KD +23 -27
Hit Advantage Block Advantage
KD +23 -6
Notes
Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal.
Cammy
cammy_6hphk_recovery

6HPHK

Countersnipe (Recovery)
SF6 Cammy 6hphk.png
SF6 Cammy 6hphk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 recoverable 125 recoverable - LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
18 3 26(31) - 23 20
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
46(51) - - -20000 - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-20 Full Break - 200 100 1
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 1.390 - -
Punish Advantage Perfect Parry Advantage
KD +23 -27
Hit Advantage Block Advantage
KD +23 -6
Notes
Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; 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
- - 50% Multiplier (Perfect) - - -
Startup Active Recovery Hitstun Blockstun Hitstop
1 12 or until released 33(1)(11) - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
45(3) - - -5000,250~ - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
6 Full (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. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo.
MPMK~66
Cammy
cammy_mpmk_66_pdr

MPMK~66

Parry Drive Rush
SF6 Cammy 66.png
SF6 Cammy 66 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - 15% Multiplier (Mid-Combo) - - -
Startup Active Recovery Hitstun Blockstun Hitstop
3+8 - 15(37) - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
26(48) - - -10000 - -
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; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties; Distance: 0.603 (min/throw), 2.027 (min/block), 2.796 (max/final DR frame)
Cammy
cammy_mpmk_66_drc

MPMK or 66

Drive Rush Cancel
SF6 Cammy 66.png
SF6 Cammy 66 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - 15% Multiplier (Mid-Combo) - - -
Startup Active Recovery Hitstun Blockstun Hitstop
9 - 15(37) - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
24(46) - - -30000 - -
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; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties

Special Moves

Spiral Arrow

236LK
Cammy
cammy_236lk

236LK

Spiral Arrow
SF6 Cammy 236lk.png
SF6 Cammy 236k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 - LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
9 13 21 - 22 13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
42 4000 [5000] 2000 1000 (700) 500 (250)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
9-24 Throw - 9-24 (FKD) 1 1 3
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 2.574 (1.417) - -
Punish Advantage Perfect Parry Advantage
KD +26(+48) -32(-20)
Hit Advantage Block Advantage
KD +26(+48) -12(0)
Notes
Can be spaced safely; useful in corner juggle routes after 5HP~HK, DR~4HK > 4HK, or blocked Drive Impact
236MK
Cammy
cammy_236mk

236MK

Spiral Arrow
File:SF6 Cammy 236mk.png
SF6 Cammy 236k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 225 - LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
9 15 21 - 22 13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
44 4000 [5000] 2000 800 (560) 400 (200)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
9-26 Throw - 9-26 (FKD) 1 3 3
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 3.051 (1.417) - -
Punish Advantage Perfect Parry Advantage
KD +26(+48) -34(-20)
Hit Advantage Block Advantage
KD +26(+48) -14(0)
Notes
Can be spaced safely; best version for buffers in neutral; useful in corner juggle routes into 623K
236HK
Cammy
cammy_236hk

236HK

Spiral Arrow
File:SF6 Cammy 236hk.png
SF6 Cammy 236hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300,700 75,175 - LH SA3 (1st) 14
Startup Active Recovery Hitstun Blockstun Hitstop
15 3(1)12 21 - 25(21) 10,13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
51 1000,4000 [2500x2] 600,2000 200,600 (140,420) 100,300 (50,150)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
18-33 Throw - 18-33 (FKD) 1 (2nd hit) 1,3 0,3
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 4.058 (1.783) - -
Punish Advantage Perfect Parry Advantage
KD +29(+48) -28 (2-hit), -31(-20)
Hit Advantage Block Advantage
KD +29(+48) -12(-1)
Notes
Only 1st hit is super cancelable (very low damage route); holding HK results in a powered up version
236[HK]
Cammy
cammy_236hk_hold

236[HK]

Spiral Arrow
File:SF6 Cammy 236hk hold.png
SF6 Cammy 236hk hold hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
150x4,200 37x4,50 - LH SA3 (4th) 34
Startup Active Recovery Hitstun Blockstun Hitstop
27(25) 3(1)12 20 - 24 total 5,5,5,5,
13(11)Hit/16(14)Blk
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
62(60) 300x4,2800 (4000) [1000x5] 150x4,1900 (2500) 200x5 (140x5) 100x5 (50x5)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
29-45 Throw - 30-45 (FKD) 4 (1,21 air) 0x4,21 10x5
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 4.550 (2.023) - -
Punish Advantage Perfect Parry Advantage
KD +47 Launch -20
Hit Advantage Block Advantage
KD +47 Launch -14
Notes
Switches sides on hit; puts opponent into limited juggle state; super cancel comes out on 4th hit; holding HK for 9-15f results in partial-charge version; holding 16-17f results in a full charge 2f faster than normal (allows it to combo from CH 5HP or PC 2MP)
236KK
Cammy
cammy_236kk

236KK

Spiral Arrow
SF6 Cammy 236kk.png
SF6 Cammy 236kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
150x4,200 37x4,50 Combo (5% extra) LH SA2 SA3 34 (4th)
Startup Active Recovery Hitstun Blockstun Hitstop
13 3(1)12 20 - 24 total 5,5,5,5,
13(11)Hit/16(14)Blk
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
48 300x4,2800 (4000) [1000x5] -20000 200x5 (140x5) 100x5 (50x5)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
15-31 Throw - 16-31 (FKD) 4 (1,21 air) 0x4,21 10x5
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 4.550 (1.783) - -
Punish Advantage Perfect Parry Advantage
KD +47 Launch -20
Hit Advantage Block Advantage
KD +47 Launch -14
Notes
Switches sides on hit; puts opponent into limited juggle state

Cannon Spike

623LK
Cammy
cammy_623lk

623LK

Cannon Spike
SF6 Cammy 623lk.png
SF6 Cammy 623k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900(800) 225 - LH SA3 -
Startup Active Recovery Hitstun Blockstun Hitstop
5 12 24+16 Land - 16 12(13)
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
56 4000 [5000] 2000 1000 (700) 500 (250)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-14 Air - 7-40 (FKD) 1 40 4/40
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 0.88 (1st) - -
Punish Advantage Perfect Parry Advantage
KD +20 -50
Hit Advantage Block Advantage
KD +20 -36
Notes
Shortest horizontal range (good close-range anti-air but can whiff in grounded combos); () refers to damage and juggle limit on active frames 3-12; SA3 cancel whiffs on hit; cannot anti-air cross-ups
623MK
Cammy
cammy_623mk

623MK

Cannon Spike
File:SF6 Cammy 623mk.png
SF6 Cammy 623k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000(800) 250 - LH SA3 -
Startup Active Recovery Hitstun Blockstun Hitstop
6 12 25+16 Land - 16 12(13)
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
58 4000 [5000] 2000 1000 (700) 500 (250)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-9 Air - 8-42 (FKD) 1 40 4/40
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 1.30 (1st) - -
Punish Advantage Perfect Parry Advantage
KD +21 -50
Hit Advantage Block Advantage
KD +21 -36
Notes
Medium horizontal range (good all-purpose anti-air and juggle ender); () refers to damage and juggle limit on active frames 3-12; SA3 cancel whiffs on hit; cannot anti-air cross-ups
623HK
Cammy
cammy_623hk

623HK

Cannon Spike
File:SF6 Cammy 623hk.png
SF6 Cammy 623k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200(800) 300 - LH SA3 -
Startup Active Recovery Hitstun Blockstun Hitstop
7 12 28+16 Land - 16 12(13)
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
62 4000 [5000] 2000 1000 (700) 500 (250)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-8 Air - 9-46 (FKD) 1 40 4/40
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 0.90 (1st) - -
Punish Advantage Perfect Parry Advantage
KD +22 -50
Hit Advantage Block Advantage
KD +22 -36
Notes
Longest horizontal range (good for long range anti-airs and neutral jumps; best grounded combo ender); () refers to damage and juggle limit on active frames 3-12; SA3 cancel whiffs on hit; cannot anti-air cross-ups
623[HK]
Cammy
cammy_623hk_hold

623[HK]

Cannon Spike
File:SF6 Cammy 623hk hold.png
SF6 Cammy 623kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1100,100x4 (900) 275 - LH SA3 12
Startup Active Recovery Hitstun Blockstun Hitstop
24(22) 12 29+16 Land - 16 10,5,5,5,13 (13)
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
80(78) 4000 [5000] 700,200x3,700 (700) 600,100x4 (420,70x4) 300 (150)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-7 Air, 20-25 Full - 26-64 (FKD) 1x5 1,0x3,40 4/40,40x4
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 1.09 (1st) - -
Punish Advantage Perfect Parry Advantage
KD +16 -54
Hit Advantage Block Advantage
KD +16 -40
Notes
Long horizontal range (but can drop when canceled from 5HP outside close range); () refers to damage and juggle limit on active frames 5-12 (becomes 1 hit if these frames connect); switches sides on hit; first hit can successfully juggle to SA3; holding HK for 15-16f results in a full charge up to 2f faster (full invuln window shifts 2f earlier, and allows it to combo from CH 2MP); cannot anti-air cross-ups
623KK
Cammy
cammy_623kk

623KK

Cannon Spike
SF6 Cammy 623kk.png
SF6 Cammy 623kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600,100x3,600 (900) 275 - LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
6 12 30+16 Land - 16 10,5,5,5,13 (13)
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
63 2000 - -20000 600,100x4 (420,70x4) 300 (150)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-7 Full - 8-47 (FKD) 1x5 1,0x3,40 4/40,40x4
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 1.04 (1st) - -
Punish Advantage Perfect Parry Advantage
KD +19 -54
Hit Advantage Block Advantage
KD +19 -40
Notes
Long horizontal range (good for punishes and long range anti-airs); () refers to damage and juggle limit on active frames 4-12 (becomes 1 hit); cannot anti-air cross-ups

Quick Spin Knuckle

214LP
Cammy
cammy_214lp

214LP

Quick Spin Knuckle
SF6 Cammy 214lp.png
SF6 Cammy 214p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 - LH SA3 18
Startup Active Recovery Hitstun Blockstun Hitstop
21 4 16 22 17 13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
40 4000 [5000] 2000 800 (560) 400 (200)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 air 3 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 2.131 - -
Punish Advantage Perfect Parry Advantage
+6 -18
Hit Advantage Block Advantage
+2 -3
Notes
Puts airborne opponents into limited juggle state; good frame trap from 5HP (2f gap) that leads to Counter-hit confirm
214MP
Cammy
cammy_214mp

214MP

Quick Spin Knuckle
File:SF6 Cammy 214mp.png
SF6 Cammy 214p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 20% Starter LH SA3 18
Startup Active Recovery Hitstun Blockstun Hitstop
24 4 16 23 18 13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
43 5000 [7000] 2000 800 (560) 400 (200)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
9-23 Projectile - - 1 air 3 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 2.760 - -
Punish Advantage Perfect Parry Advantage
+7 -18
Hit Advantage Block Advantage
+3 -2
Notes
Puts airborne opponents into limited juggle state
214HP
Cammy
cammy_214hp

214HP

Quick Spin Knuckle
File:SF6 Cammy 214hp.png
SF6 Cammy 214p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 20% Starter; Combo (2 hits) LH SA3 18
Startup Active Recovery Hitstun Blockstun Hitstop
28 4 17 26 24 13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
48 6000 [9000] 2000 800 (560) 400 (200)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
9-27 Projectile - - 1 air 3 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 3.360 - -
Punish Advantage Perfect Parry Advantage
+9 -19
Hit Advantage Block Advantage
+5 +3
Notes
Puts airborne opponents into limited juggle state
214PP
Cammy
cammy_214pp

214PP

Quick Spin Knuckle
SF6 Cammy 214pp.png
SF6 Cammy 214pp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 20% Starter; Combo (2 hits) LH SA2 SA3 18
Startup Active Recovery Hitstun Blockstun Hitstop
25(28) 4 17 28 19 13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
45 4000 [7000] -20000 800 (560) 400 (200)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
9-24(20) Projectile - - 1 air 3 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 3.290 - -
Punish Advantage Perfect Parry Advantage
+11 -19
Hit Advantage Block Advantage
+7 -2
Notes
No collision box on frames 1-10 (can cross-up from close range); puts airborne opponents into limited juggle state

Cannon Strike

j.214K
Cammy
cammy_j214k

j.214K

Cannon Strike
SF6 Cammy j214k.png
SF6 Cammy j214k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 150 20% Starter LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
13 11 (until land) 12 land 22 16 13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- 2000 [4000] 2500 800 (560) 400 (200)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD) 1 air 10 10
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
+2(+13) -22(-11)
Hit Advantage Block Advantage
-2(+9) -8(+3)
Notes
Forward jump only; cancelable from j.MP; button strength affects dive trajectory (LK short, MK mid, HK far); spike knockdown vs. airborne opponents; HK version worst-case frame advantage is 1f better than LK/MK versions
j.214KK
Cammy
cammy_j214kk

j.214KK

Cannon Strike
SF6 Cammy j214kk.png
SF6 Cammy j214hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 20% Starter; 10% Immediate LH SA2 15~22
Startup Active Recovery Hitstun Blockstun Hitstop
13 12 (until land) 12 land 22 18 13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- 2000 [4000] -20000 800 (560) 400 (200)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD) 2 air 2 5
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
+4(+13) -20(-11)
Hit Advantage Block Advantage
0(+9) -2(+5)
Notes
Forward jump only; cancelable from j.MP; puts airborne opponents into limited juggle state; hitconfirm reaction time is longer the higher the divekick connects (cancelable until landing); frame advantage on hit/block is fixed when connecting on the first active frame (e.g. as a corner throw escape)

Hooligan Combination

236P
Cammy
cammy_236p

236P

Hooligan Combination
SF6 Cammy 236p.png
SF6 Cammy 236p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Hitstun Blockstun Hitstop
20(40) - - - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
7-40 Lower Body Projectile - 7-40 (FKD) - - -
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
Startup refers to earliest/latest follow-up input timings; trajectory depends on button strength (LP short/high, MP middle, HP far/low); LP and MP versions can cross over close standing opponents; HP version can cross over close crouching opponents
236[HP]
Cammy
cammy_236hp_hold

236[HP]

Hooligan Combination
SF6 Cammy 236p.png
SF6 Cammy 236p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Hitstun Blockstun Hitstop
40(60) - - - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
27-60 Lower Body Projectile - 27-60 (FKD) - - -
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
Startup refers to earliest/latest follow-up input timings; holding HP for 18-19f results in a full charge up to 2f faster than normal; can cross over crouching opponents; follow-ups gain properties of OD versions (except for SA2 cancelability)
236PP
Cammy
cammy_236pp

236PP

Hooligan Combination
SF6 Cammy 236pp.png
SF6 Cammy 236p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Hitstun Blockstun Hitstop
20(40) - - - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - -20000 - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
7-40 Lower Body Projectile - 7-40 (FKD) - - -
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
Startup refers to earliest/latest follow-up input timings; button combination affects trajectory (LP+MP=LP, LP+HP=MP, MP+HP=HP); follow-ups have enhanced OD properties

Razor's Edge Slicer

236P~No Input
Cammy
cammy_236p_no_input

236P~No Input

Razor's Edge Slicer
SF6 Cammy 236p no input.png
SF6 Cammy 236p no input hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000 250 20% Starter L SA3 22
Startup Active Recovery Hitstun Blockstun Hitstop
50 9 13 - 24 13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
71 3000 [7000] 2500 1000 (700) 500 (250)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 10 10
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
KD +48 -20
Hit Advantage Block Advantage
KD +48 +2
Notes
Puts opponent into limited juggle state on hit; low profile 50-63f; crouching state during recovery
236[HP]~No Input
Cammy
cammy_236hp_hold_no_input

236[HP]~No Input

Razor's Edge Slicer
SF6 Cammy 236p no input.png
SF6 Cammy 236pp no input hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800,400 200,100 20% Starter L,L SA3 50
Startup Active Recovery Hitstun Blockstun Hitstop
70 9(10)5 17 - 43(24) 13,13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
110(108) 3000,2000 [3500x2] 2500,1500 500x2 (350x2) 250x2 (125x2)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 (2nd hit) 10,10 10,10
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
KD +48 -20
Hit Advantage Block Advantage
KD +48 +2
Notes
Puts opponent into limited juggle state on hit; low profile 70-98f; can be up to 2f faster if HP is held for only 18f; crouching state during recovery
236PP~No Input
Cammy
cammy_236pp_no_input

236PP~No Input

Razor's Edge Slicer
SF6 Cammy 236pp no input.png
SF6 Cammy 236pp no input hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800,400 200,100 20% Starter L,L SA2 SA3 50
Startup Active Recovery Hitstun Blockstun Hitstop
50 9(10)5 17 - 43(24) 13,13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
90 3000,2000 [3500x2] - 500x2 (350x2) 250x2 (125x2)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 (2nd hit) 10,10 10,10
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
KD +48 -20
Hit Advantage Block Advantage
KD +48 +2
Notes
Puts opponent into limited juggle state on hit; low profile 50-80f; crouching state during recovery

Hooligan Cannon Strike

236P~K
Cammy
cammy_236p_k

236P~K

Hooligan Cannon Strike
SF6 Cammy 236p k.png
SF6 Cammy j214lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 150 20% Starter LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
20+13 until land 12 land 22 16 13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
54~ 2000 [4000] 1000 800 (560) 400 (200)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD) 1 air 10 10
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
+3(+13) -20(-12)
Hit Advantage Block Advantage
-1(+9) -7(+3)
Notes
Startup refers to earliest timing from Hooligan; button strength affects divekick trajectory (LK short, MK medium, HK far); spike knockdown vs. airborne opponents; autocorrects toward opponent after crossing over
236[HP]~K
Cammy
cammy_236hp_hold_k

236[HP]~K

Hooligan Cannon Strike
SF6 Cammy 236p k.png
SF6 Cammy j214hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 20% Starter; 10% Immediate LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
40+13 until land 12 land 22 18 13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
74~ 2000 [4000] 1000 800 (560) 400 (200)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD) 2 air 2 5
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
+3(+13) -16(-11)
Hit Advantage Block Advantage
-1(+9) 0(+5)
Notes
Startup refers to earliest timing from Hooligan; button strength does not affect divekick trajectory; puts airborne opponents into limited juggle state; autocorrects toward opponent after crossing over; can be up to 2f faster if HP is held for only 18f
236PP~K
Cammy
cammy_236pp_k

236PP~K

Hooligan Cannon Strike
SF6 Cammy 236pp k.png
SF6 Cammy j214hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 20% Starter; 10% Immediate LH SA2 19
Startup Active Recovery Hitstun Blockstun Hitstop
20+13 until land 12 land 22 18 13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
54~ 2000 [4000] - 800 (560) 400 (200)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD) 2 air 2 5
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
+3(+13) -16(-11)
Hit Advantage Block Advantage
-1(+9) 0(+5)
Notes
Startup refers to earliest timing from Hooligan; button strength does not affect divekick trajectory; puts airborne opponents into limited juggle state; autocorrects toward opponent after crossing over

Reverse Edge

236P~2K
Cammy
cammy_236p_2k

236P~2K

Reverse Edge
SF6 Cammy 236p 2k.png
SF6 Cammy 236p 2k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 20% Starter H - -
Startup Active Recovery Hitstun Blockstun Hitstop
20+18 4 13 land 25 15 13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
56~ 4000 [7000] 2500 800 (560) 400 (200)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD) 1 air 3 10
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
+9(+13) -18(-14)
Hit Advantage Block Advantage
+5(+9) -5(-1)
Notes
236P trajectory affects frame advantage (lower height is better); up to 3f more recovery before landing (depends on activation height); does not autocorrect toward opponent after crossing over; crouching state during landing recovery
236[HP]~2K
Cammy
cammy_236hp_hold_2k

236[HP]~2K

Reverse Edge
File:SF6 Cammy 236hp hold 2k.png
SF6 Cammy 236pp 2k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600x2 150x2 20% Starter H,H - -
Startup Active Recovery Hitstun Blockstun Hitstop
40+18 4(14)4 13 land 43 total 33 total 13,13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
92~ 3000x2 [2500x2] 2000x2 400x2 (280x2) 200x2 (100x2)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD) 0,1 air 1,5 4,5
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
+12 -15
Hit Advantage Block Advantage
+8 -2
Notes
2 hits; causes OTG bounce vs. airborne opponents that can juggle into 623MK/HK/KK or SA1/SA3 Super (low height juggle connect will not allow time for follow-up); does not autocorrect toward opponent after crossing over; crouching state during landing recovery; can be up to 2f faster if HP is held for only 18f
236PP~2K
Cammy
cammy_236pp_2k

236PP~2K

Reverse Edge
SF6 Cammy 236pp 2k.png
SF6 Cammy 236pp 2k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600x2 150x2 20% Starter H,H SA2 45
Startup Active Recovery Hitstun Blockstun Hitstop
20+18 4(14)4 13 land 43 total 33 total 9,13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
72~ 4000x2 [3500x2] - 400x2 (280x2) 200x2 (100x2)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD) 0,1 air 0,1 4,5
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
+12 -15
Hit Advantage Block Advantage
+8 -2
Notes
2 hits; causes OTG bounce vs. airborne opponents that can juggle into 623MK/HK/KK or any Super (low height juggle connect will only allow canceled Air SA2 to connect); does not autocorrect toward opponent after crossing over; crouching state during landing recovery

Fatal Leg Twister

236P~LPLK
Cammy
cammy_236p_lplk

236P~LPLK

Fatal Leg Twister
SF6 Cammy 236p lplk.png
SF6 Cammy 236p lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1800 (2070) - - T - -
Startup Active Recovery Hitstun Blockstun Hitstop
20+10 3 30 land - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - [10000] 3000 3000 (2100) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD) - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
HKD +18 -
Hit Advantage Block Advantage
HKD +18 -
Notes
Throws standing opponents only; 15% damage increase on Punish Counter; up to 8f more total recovery before landing (depends on activation height); crouching state during landing recovery; extends a proximity guard box that immediately forces a crouch blocking opponent's hurtbox to reach its crouching height, preventing uncrouchable meaty setups (but can still throw opponents that hold straight down on wakeup)
236[HP]~LPLK
Cammy
cammy_236hp_hold_lplk

236[HP]~LPLK

Fatal Leg Twister
SF6 Cammy 236p lplk.png
SF6 Cammy 236p lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000 (1150) - 20% Starter T - -
Startup Active Recovery Hitstun Blockstun Hitstop
40+10 3 30 land - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - [10000] 3000 1000 (700) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD) 1 - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
HKD +60 Launch -
Hit Advantage Block Advantage
HKD +60 Launch -
Notes
Throws standing opponents only; puts opponent into limited juggle state; 15% damage increase on Punish Counter; up to 2f more total recovery before landing (depends on activation height); crouching state during landing recovery; can be up to 2f faster if HP is held for only 18f; extends a proximity guard box that immediately forces a crouch blocking opponent's hurtbox to reach its crouching height, preventing uncrouchable meaty setups (but can still throw opponents that hold straight down on wakeup)
236PP~LPLK
Cammy
cammy_236pp_lplk

236PP~LPLK

Fatal Leg Twister
SF6 Cammy 236pp lplk.png
SF6 Cammy 236p lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000 (1150) - 30% Starter T - -
Startup Active Recovery Hitstun Blockstun Hitstop
20+10 3 30 land - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - [10000] - 1000 (700) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD) 1 - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
HKD +60 Launch -
Hit Advantage Block Advantage
HKD +60 Launch -
Notes
Throws standing opponents only; puts opponent into limited juggle state; 15% damage increase on Punish Counter; up to 8f more recovery before landing (depends on activation height); crouching state during landing recovery; extends a proximity guard box that immediately forces a crouch blocking opponent's hurtbox to reach its crouching height, preventing uncrouchable meaty setups (but can still throw opponents that hold straight down on wakeup)

Silent Step

236P~P
Cammy
cammy_236p_p

236P~P

Silent Step
SF6 Cammy 236p p.png
SF6 Cammy 236p p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Hitstun Blockstun Hitstop
20~ - 4(12)+10 land - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD) - - -
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
Stops forward trajectory; recovery before landing depends on activation height; Cammy is in crouching state during recovery; useful for baiting reversals in setups where throw/overhead/divekick could hit meaty
236[HP]~P
Cammy
cammy_236hp_hold_p

236[HP]~P

Silent Step
SF6 Cammy 236p p.png
SF6 Cammy 236p p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Hitstun Blockstun Hitstop
40~ - 4(7)+10 land - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD) - - -
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
Stops forward trajectory; recovery before landing depends on activation height; Cammy is in crouching state during recovery; useful for baiting reversals in setups where throw/overhead/divekick could hit meaty; can be up to 2f faster if HP is held for only 18f
236PP~P
Cammy
cammy_236pp_p

236PP~P

Silent Step
SF6 Cammy 236pp p.png
SF6 Cammy 236p p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Hitstun Blockstun Hitstop
20~ - 4(9)+10 land - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD) - - -
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
Stops forward trajectory; recovery before landing depends on activation height; Cammy is in crouching state during recovery; useful for baiting reversals in setups where throw/overhead/divekick could hit meaty

Super Arts

236236K
Cammy
cammy_236236k

236236K

Spin Drive Smasher
SF6 Cammy 236236k.png
SF6 Cammy 236236k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
2000 100x5 30% Minimum LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
9 3(1)12 38 - 30 total 5,5,5,5,13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
62 500x5 500x6,2000 (5000) - -10000 -10000
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-11 Strike/Throw Break 12-27 (FKD) - - 100
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 4.278 (1.299) - -
Punish Advantage Perfect Parry Advantage
KD +10 -37(-43)
Hit Advantage Block Advantage
KD +10 -24(-22)
Notes
Great combo tool with high juggle potential and corner carry; 5th hits transitions into launching follow-up on hit only; damage distribution: 100,200x3,100,200,1000
214214P
Cammy
cammy_214214p

214214P

Killer Bee Spin
SF6 Cammy 214214p.png
SF6 Cammy 214214p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
3000 (220x6) 750 40% Minimum LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
13 9 37 land - 20 16
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
58 5000 10000 (5700-8800) - -20000 -20000
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- Break Until Land (FKD) 1 air 0 30
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 2.5 - -
Punish Advantage Perfect Parry Advantage
HKD +12 (KD +70 Launch) -42(-36)
Hit Advantage Block Advantage
HKD +12 (KD +70 Launch) -24(-18)
Notes
Can escape grounded meaty attacks, but usually results in Cammy whiffing over opponent's head; puts airborne opponents into limited juggle state (no cinematic), number of airborne hits varies based on juggle height; Drive Damage distribution: 900x3-x7,3000; only deals 250 damage on the first hit if it trades
j.214214P
Cammy
cammy_j214214p

j.214214P

Aerial Killer Bee Spin
SF6 Cammy 214214p.png
SF6 Cammy 214214p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
3000 (220x8) 750 40% Minimum LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
13 until land 37 land - 20 16
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- 5000 10000 (5700-10000) - -20000 -20000
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- Break Until Land (FKD) 1 air 0 30
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
HKD +12 (KD +70 Launch) -41(-36)
Hit Advantage Block Advantage
HKD +12 (KD +70 Launch) -23(-18)
Notes
Forward jump only; puts airborne opponents into limited juggle state (no cinematic), number of airborne hits varies based on juggle height; non-cinematic Drive Damage distribution: 900x3-x7,3700; only deals 250 damage on the first hit if it trades
236236P
Cammy
cammy_236236p

236236P

Delta Red Assault
SF6 Cammy 236236p.png
SF6 Cammy 236236p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
4000 1000 50% Minimum; 10% Immediate (Sp) LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
9 15 38 - 20 20
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
61 7500 15000 - -30000 -30000
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-13 Full Break 9-27 (FKD) - - 100
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 5.09 (2.20) - -
Punish Advantage Perfect Parry Advantage
HKD +17 -51(-41)
Hit Advantage Block Advantage
HKD +17 -33(-23)
Notes
Full screen anti-projectile move (can lose to slow projectiles at max range); combos from charged 623[HP], 214P, or 236HK 1st hit when canceled into; cinematic time regenerates ~1.9 Drive bars for Cammy; only deals 500 damage on the first hit if it trades (only the first 5 active frames are invincible)
236236P (CA)
Cammy
cammy_236236p(ca)

236236P

Delta Red Assault (CA)
SF6 Cammy 236236p(ca).png
SF6 Cammy 236236p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
4500 1250 50% Minimum; 10% Immediate (Sp) LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
9 15 38 - 20 20
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
61 10000 20000 - -30000 -30000
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-13 Full Break 9-27 (FKD) - - 100
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 5.09 (2.20) - -
Punish Advantage Perfect Parry Advantage
HKD +22 -51(-41)
Hit Advantage Block Advantage
HKD +22 -33(-23)
Notes
Full screen anti-projectile move (can lose to slow projectiles at max range); combos from charged 623[HP], 214P, or 236HK 1st hit when canceled into; available at 25% HP or below; cinematic time regenerates ~1.9 Drive bars for Cammy; only deals 500 damage on the first hit if it trades (only the first 5 active frames are invincible)

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
335 (total) - - - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
335 - - - - -
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
"Sigh... Do you plan to fight at all?"
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
255 (total) - - - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
255 - - - - -
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
"Time to meet your maker."
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
340 (total) - - - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
340 - - - - -
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
"(Biiiig stretch)"



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