Street Fighter 6/Cammy/Strategy: Difference between revisions

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(→‎Neutral: (just some basic starting notes, feel free to expand/correct))
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== Neutral ==
== Neutral ==
TO-DO
Cammy's neutral game relies on a few major cornerstones:
* Taking advantage of her movement speed to get in and harass people with her normals
* Whiff punishing bigger moves with her longer normals, or Spiral Arrow if the distance requires it
* Calling out lows or grounded AAs with Cannon Strikes, or the occasional Hooligan (very risky)


Ideally, Cammy wants to try to get in close so that she can either pressure the opponent with strike/throw mix, or get a knockdown or launch to get okizeme going. Her 5MK and 2MK are great harassment tools at midrange, with 2MK pulling double duty as a good normal for punishing and confirming into a Spiral Arrow if it's buffered correctly. 5HK is her longest-reaching grounded normal; it can either punish the opponent after a slow button if a Spiral Arrow is too risky, or lock them down from acting.


In closer quarters, 2MP is fairly easy to confirm into another 2MP if it counterhits, allowing for MK, HK, or OD Spiral Arrow to hit. 5MP links to 5LK and 5LP when close enough
Using Drive Rush out of a Drive Parry gives many of Cammy's shorter and quicker normals a bit more range, and turns them into amazing starters for a variety of combos, making them a viable option to close the distance.
=== Dealing With Projectiles ===
Cammy's specific tools for dealing with projectiles mostly boil down to using Spin Knuckle, Cannon Strike, Hooligan Combination, or SA3. Each has their particular upsides and downsides.
Spin Knuckle is the most straightforward of the options, particularly if using the MP, HP, or OD versions. These all have projectile invulnerability for some part of the animation and will let Cammy skip straight through a projectile to land a hit. In most cases, that means she can throw in a linked normal afterward and go for a Spiral Arrow, Cannon Spike, etc. However, the main thing to be wary of is getting the timing wrong, as the opponent can use a faster or slower fireball to either hit Cammy before the projectile invul starts or after it ends.
Cannon Strike requires Cammy to be a bit closer than Spin Knuckle, but because she's doing it from the air, it makes it less likely that she'll accidentally contact a projectile no matter what speed it's going at. Getting a counterhit with it, especially if the spacing is done to hit the opponent's feet, opens the opponent up for combos as well. The main risk here is in the timing; if Cammy gets over the projectile and then uses Cannon Strike from too far out, especially against projectiles with lower recovery times, the opponent may be able to anti-air and knock her out of Cannon Strike, much like they would any other jump-in. This is usually a concern against Ryu or Ken.
Hooligan Combination doesn't need Cammy to be close at all to evade a fireball, as even the HP version's lower vertical velocity is enough to get it over a fireball if used at the right time. The followups also nuance things a bit more--Cammy can use Cannon Strike out of it to much the same effect as if she were using Cannon Strike on its own, but Razor's Edge Slicer brings her profile low enough to avoid a number of mid-height projectiles if her timing is right (though this is fairly difficult to get right). However, Hooligan does have a very floaty arc, too, so it carries a slightly bigger risk of getting AA'd if not used correctly.
Super Art 3 is the most expensive option, and requires a fairly good sense of timing--it starts up fast, has complete invulnerability for the first 8 frames, and can reach full screen, but the farther Cammy has to travel the less likely it is she'll get the punish if it's done too late. However, if executed correctly, the raw damage will clinch out rounds and matches when opponents get careless.


== Offense ==
== Offense ==

Revision as of 14:40, 8 June 2023


Neutral

Cammy's neutral game relies on a few major cornerstones:

  • Taking advantage of her movement speed to get in and harass people with her normals
  • Whiff punishing bigger moves with her longer normals, or Spiral Arrow if the distance requires it
  • Calling out lows or grounded AAs with Cannon Strikes, or the occasional Hooligan (very risky)

Ideally, Cammy wants to try to get in close so that she can either pressure the opponent with strike/throw mix, or get a knockdown or launch to get okizeme going. Her 5MK and 2MK are great harassment tools at midrange, with 2MK pulling double duty as a good normal for punishing and confirming into a Spiral Arrow if it's buffered correctly. 5HK is her longest-reaching grounded normal; it can either punish the opponent after a slow button if a Spiral Arrow is too risky, or lock them down from acting.

In closer quarters, 2MP is fairly easy to confirm into another 2MP if it counterhits, allowing for MK, HK, or OD Spiral Arrow to hit. 5MP links to 5LK and 5LP when close enough

Using Drive Rush out of a Drive Parry gives many of Cammy's shorter and quicker normals a bit more range, and turns them into amazing starters for a variety of combos, making them a viable option to close the distance.

Dealing With Projectiles

Cammy's specific tools for dealing with projectiles mostly boil down to using Spin Knuckle, Cannon Strike, Hooligan Combination, or SA3. Each has their particular upsides and downsides.

Spin Knuckle is the most straightforward of the options, particularly if using the MP, HP, or OD versions. These all have projectile invulnerability for some part of the animation and will let Cammy skip straight through a projectile to land a hit. In most cases, that means she can throw in a linked normal afterward and go for a Spiral Arrow, Cannon Spike, etc. However, the main thing to be wary of is getting the timing wrong, as the opponent can use a faster or slower fireball to either hit Cammy before the projectile invul starts or after it ends.

Cannon Strike requires Cammy to be a bit closer than Spin Knuckle, but because she's doing it from the air, it makes it less likely that she'll accidentally contact a projectile no matter what speed it's going at. Getting a counterhit with it, especially if the spacing is done to hit the opponent's feet, opens the opponent up for combos as well. The main risk here is in the timing; if Cammy gets over the projectile and then uses Cannon Strike from too far out, especially against projectiles with lower recovery times, the opponent may be able to anti-air and knock her out of Cannon Strike, much like they would any other jump-in. This is usually a concern against Ryu or Ken.

Hooligan Combination doesn't need Cammy to be close at all to evade a fireball, as even the HP version's lower vertical velocity is enough to get it over a fireball if used at the right time. The followups also nuance things a bit more--Cammy can use Cannon Strike out of it to much the same effect as if she were using Cannon Strike on its own, but Razor's Edge Slicer brings her profile low enough to avoid a number of mid-height projectiles if her timing is right (though this is fairly difficult to get right). However, Hooligan does have a very floaty arc, too, so it carries a slightly bigger risk of getting AA'd if not used correctly.

Super Art 3 is the most expensive option, and requires a fairly good sense of timing--it starts up fast, has complete invulnerability for the first 8 frames, and can reach full screen, but the farther Cammy has to travel the less likely it is she'll get the punish if it's done too late. However, if executed correctly, the raw damage will clinch out rounds and matches when opponents get careless.

Offense

Frame Traps

Light Chains and Special Cancels

  • 5LP 5LP/2LP, 2LP 2LP/5P, 2LK 2LP/5LP - beats 4-frame normals and non-OD DPs if the second LP is immediately chained into.
    • If 5LP or 2LP counterhits, can link to 2MP xx 236K/OD 236K; if not, use the 2nd LP to confirm into LK/MK/OD 236K. This basically applies to any frametrap in this section if 5LP or 2LP counterhits, so make liberal use of it.
  • 5LK xx 236LK/MK - Spiral Arrow beats 4-frame normals clean, but loses to DPs. Doesn't work if other normals come before 5LK, making it risky to use.

Medium Links

  • 5MP 5LP/2LP - beats 6-frame moves if they don't have invul, but will trade if the LP isn't input quickly enough.
  • 5MP 5LK - slightly better reach, but only really works against moves with 7+ frames of startup.
  • 2MK 2MK - best used if you can hit with just the tip, and not advised to use against someone that uses a lot of fast crouching moves, normals with long reach, or normals that aim low, as the gap between 2MKs is punishable. However, it does great at going under standing jabs and most normals that aim higher up.

Heavy Links

  • 2HP 5LP/2LP - shuts down 3-frame moves, and even if 5LP/2LP is blocked, going for 2MP xx 236HK will still stop 3-frame moves without air invulnerability when the 236HK comes out.
  • 2HP 5MP - trades w/6-frame moves, but stuffs 7-frame moves easily.

Okizeme and Mixups

TO-DO


Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated

Knockdown KD Adv. Oki/Notes
Forward Throw +? ?
Back Throw +? ?
2HK HKD +?
HKD +? (Punish)
?



vs. Burnout

Drive Rush

When cancelling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.

Gap Value Meaning
0 True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal
1 to 4 Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack
5+ Large blockstring gap; opponent can interrupt without an invincible attack
Drive Rush Cancel - Blockstring Gaps
5LP 5MP 5HP 5LK 5MK 5HK 2LP 2MP 2HP 2LK 2MK 2HK
5LP~DR ? ? ? ? ? ? ? ? ? ? ? ?


The following table lists the general BnB combo routes when cancelling a button into Drive Rush on hit.

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
5LP +? ?


Defense

Reversals


Anti-Airs


Anti-Projectile


Fighting vs.


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