Street Fighter 6/Cammy/Combos: Difference between revisions

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(Combos (started reorganizing these into the format agreed on by wiki editors))
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{{Character Subnav SF6 | chara=Cammy }}
== Combo Notation Guide ==
== Combo Notation Guide ==
Click "Expand" for information about combo notation in SF6:
Click "Expand" for information about combo notation in SF6:
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{{ComboKey-SF6}}
{{ComboKey-SF6}}


== Day 1 Combos ==
==BnBs==
{{TheoryBox
| Title      = Basic Confirm/Frame Trap String
| Oneliner  =
| Difficulty = {{clr|1|Very Easy}}
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = 2LK > 2LP > 5LP > 236MK
| content    = Any three lights will work for this string, but this will familiarize you with Cammy's light normal strings. 2LK, 2LP, and 5LP all chain into each other. Cammy cannot chain into 5LK, but she can link into it. This is important but not necessary when freshly picking up the character.


This is also Cammy's go-to confirm from a Cannon Strike divekick, although you will need to cut out the 2LK. It's just a hair slower than 2LP, which may cause some combos to drop either from the divekick not hitting deep enough or with Cammy being too far for 3 lights to connect.
{{SF6-ComboTable
| Items =
  {{SF6-ComboTableItem
  | Combo      = 2LK~2LP~5LP > 236MK
  | Position  = Anywhere
  | Damage    =
  | Drive      =
  | Super      =
  | Difficulty = Easy
  | Notes      = Basic confirm and frame trap string, as the LKs and LPs chain into each other.<br>Omit the 2LK and this can be used to combo into Spiral Arrow from a Cannon Strike divekick if it hits correctly.
  | Video =
  |}}
  {{SF6-ComboTableItem
  | Combo      = 2HP, 2MP > 236HK
  | Position  = Anywhere
  | Damage    =
  | Drive      =
  | Super      =
  | Difficulty = Easy
  | Notes      = Basic oki string after a Spiral Arrow (needs a dash before the 2HP), or just if 2HP hits when you're close to the opponent.
  | Video =
  |}}
  {{SF6-ComboTableItem
  | Combo      = j.HP/j.HK, 5HP > 236HK
  | Position  = Anywhere
  | Damage    =
  | Drive      =
  | Super      =
  | Difficulty = Easy
  | Notes      = Basic jump-in combo; j.HK hits a little harder but can be a little harder to time correctly.<br>The 5HP after j.HP/j.HK can be swapped for a 2HP, 2MP link for more damage.
  | Video =
  |}}
  {{SF6-ComboTableItem
  | Combo      = Drive Impact, 5HP > 236LK, 623HK
  | Position  = Corner
  | Damage    =
  | Drive      = 0
  | Super      =
  | Difficulty = Easy
  | Notes      = Basic combo if your opponent blocks a Drive Impact in the corner and isn't burned out.
  | Video =
  |}}
  {{SF6-ComboTableItem
  | Combo      = Punish Counter Drive Impact, 5HP > 236HK
  | Position  = Anywhere
  | Damage    =
  | Drive      = 0
  | Super      =
  | Difficulty = Easy
  | Notes      = Basic combo for a Punish Counter Drive Impact anywhere on screen.
  | Video =
  |}}
}}
}}


{{TheoryBox
==Combo Theory==
| Title      = Whiff Punish Buffers
| Oneliner  =
| Difficulty = {{clr|1|Very Easy}}
| Damage    =  
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = 2MP/2MK/5HP > 236HK
| content    = Spiral Arrow's long reach makes it excellent for picking up whiff punishes. Standing just outside the opponent's range and buffering Spiral Arrow behind a cancelable normal is the core to Cammy's gameplan.
}}


{{TheoryBox
In a general sense, Cammy's combos are very open-ended, so the Combo Theory section will give a few basic building blocks and the Combo Lists will give more concrete examples of how some of these concepts are used.
| Title      = Basic, Max Damage Jump-In
| Oneliner  =
| Difficulty = {{clr|2|Easy}}
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = j.HK, 2HP, 2MP > 236HK
| content    = Highly consistent, close jump-in combo. If the link is too hard or Cammy is too far away, do 5HP > 236HK instead. Consistency is always better than max damage.
}}


{{TheoryBox
===Opening Strings===
| Title      = Drive Impact
Cammy has a few recurring strings to rely on as starters, each with their own use cases.
| Oneliner  =
| Difficulty = {{clr|1|Very Easy}}
| Damage    =  
| Meter      =  
| Anchor    =  
| Youtube    =
| Recipe    = PC Drive Impact, 5HP > 236HK
| content    = This combo should start to look familiar. Cammy doesn't get anything too special from Drive Impact outside the corner.
}}


== Links and Starters ==
=== Normal Hit ===
{{TheoryBox
{{TheoryBox
| Title      = Light Confirms
| Title      = Light Confirms
| Oneliner  =
| Oneliner  =
| Difficulty = {{clr|1|Very Easy}}
| Difficulty =  
| Damage    =  
| Damage    =  
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    =  
| Recipe    = any two chainable lights > 5LP/5LK > 236MK
| Recipe    = any two chainable lights~5LP/5LK (5LK is a link, not a chain cancel) > Combo Ender
| content    = Basic, reliable, and easy. Any light pressure string can be ended with 5LP or 5LK and convert into Spiral Arrow for a knockdown. MK Spiral is preferred because both LK and MK Spiral have the same startup, while MK Spiral travels further. 623HK or a super can be used instead for more damage at the expense of midscreen okizeme.
| content    = Basic, reliable, and easy; any light pressure string can be ended with 5LP or 5LK and convert into 236MK for a knockdown. The chainable lights will crush any 4-frame normal, and 5LP or 5LK being the last button in the string gives plenty of time to cancel into 236MK without giving up reach. Omitting one of the chainable lights also makes this string into a viable confirm out of a properly spaced divekick. 623HK or a super can be used at the end instead of 236MK for more damage, at the expense of midscreen okizeme.
}}
}}


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| Title      = Close Range Damage Link
| Title      = Close Range Damage Link
| Oneliner  =
| Oneliner  =
| Difficulty = {{clr|2|Easy}}
| Difficulty =
| Damage    =  
| Damage    =  
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    =  
| Recipe    = 5LP/5MP, 4MP~HK > ... <br> 5MP, 5LK > ...
| Recipe    = 5LP/5MP, 4MP~HK > ... <br> 5MP, 5LK > Combo Ender
| content    = Cammy has to be point blank for the 4MP link to work, but is rewarded with great corner carry and more damage than a regular light confirm.
| content    = The 5LP/2MP/5MP, 4MP~HK string requires the opponent to be closer to Cammy for it to work, but it enables her to launch them for a Cannon Strike combo that either knocks them down outright or lets her set up for juggle extensions by using OD Cannon Strike. 4MP~HK without the opening buttons from the first string is also an option after jump-ins from lighter buttons, such as a crossup j.LK. After the launch from 4MP~HK, Cammy can wait and do a Spiral Arrow for corner carry, or jump cancel the 4MP~HK for j.MP > 214MK/HK/KK.
 
5MP, 5LK is good for situations where the opponent doesn't backrise at midscreen, for capitalizing off of a 5MP as a pre-emptive poke, or when Cammy's gotten a knockdown but isn't quite in 2HP range without walking forward a bit more (e.g., a forward throw).
}}
}}


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| Title      = Max Damage Normal Hit Link
| Title      = Max Damage Normal Hit Link
| Oneliner  =
| Oneliner  =
| Difficulty = {{clr|2|Easy}}
| Difficulty =  
| Damage    =  
| Damage    =  
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    =  
| Recipe    = 2HP, 2MP
| Recipe    = 2HP, 2MP > Combo Ender
| content    = Most useful after a jump-in. Shows how useful 2HP is as a starter, as it's also a common meaty tool for Cammy. 236HK combos after her cancelable medium and heavy buttons for great damage and similar okizeme to the lighter versions of Spiral Arrow.
| content    = Most useful after a jump-in or as a meaty setup after a knockdown from a Spiral Arrow. Shows how useful 2HP is as a starter, as it's also a common meaty tool for Cammy. 236HK combos after her cancelable medium and heavy buttons for great damage and similar okizeme to the lighter versions of Spiral Arrow. This string is also her best followup to a heavier jump in button like j.HP or j.HK.  
}}
}}


{{TheoryBox
Landing counterhits will change the calculus of these strings a bit, but not by too much.  
| Title      = Cross-up Jump-in
* Any time an LP, 5MP, or 2MP counterhits, a linked 2MP is usually guaranteed to hit as well--2MK is also an option if the extra reach is needed from an LP or a 5MP, but the timing can be a little tight.
| Oneliner  =
* A counterhit 5MP or 2HP will allow Cammy to link a 5HP afterward.
| Difficulty = {{clr|1|Very Easy}}
| Damage    = 2060
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = j.LK, 4MP~HK > ...
| content    = 4MP is much easier to confirm after a jump-in, and is fast enough to combo off a cross-up j.LK.
}}


===Combo Enders===
Cammy has several combo enders to choose from. Of these, Spiral Arrow and Cannon Spike see the most use across the majority of her combos.
{{TheoryBox
{{TheoryBox
| Title      = Corner Drive Impact
| Title      = Spiral Arrow
| Oneliner  =
| Oneliner  =
| Difficulty = {{clr|2|Easy}}
| Difficulty =  
| Damage    =  
| Damage    =  
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    =  
| Recipe    = Drive Impact, 5HP > 236LK, 623HK
| Recipe    = light normals > 236MK <br> 2MP/2MK/5HP > 236HK
| content    =  
| content    = Spiral Arrow is by far Cammy's most consistent combo ender. It provides good damage alongside great okizeme and corner carry. Both 236LK and 236MK are the same speed, but 236MK is preferred from lights due to having more corner carry and dealing slightly more damage.
 
From 2MP, 2MK, and 5HP, the two hits of 236HK are guaranteed, and the corner carry is slightly better, so it's best to use 236HK when those buttons hit.
}}
}}


=== Counterhit ===
{{TheoryBox
{{TheoryBox
| Title      = 5MP Interrupt
| Title      = Cannon Spike
| Oneliner  =
| Oneliner  =
| Difficulty = {{clr|2|Easy}}
| Difficulty =  
| Damage    =  
| Damage    =  
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    =  
| Recipe    = CH 5MP, 5HP > 236HK
| Recipe    = any cancelable normal > 623MK/623HK <br> 5HP > 623[HK]
| content    = Scores a bit more damage by linking into 5HP, which consequently allows 236HK to end the combo. 5MP is lightning quick which can help it outspeed heavier pokes.
| content    = Cannon Spike deals more damage than Spiral Arrow, but has worse okizeme overall. It's much better used in the corner, as its lower knockdown advantage doesn't matter as much. It will also pick up juggles from a surprising amount of Cammy's other moves, like Razor's Edge Slicer or a late hitting juggled Spiral Arrow.
 
5HP > 623[HK] is interesting as it specifically is the only held special that Cammy can combo into under normal circumstances. It's most commonly used at the end of longer combos to route into her Level 3 Super Art, as the first hit deals higher damage than the first hit of HK Spiral Arrow (1100 vs. 400).
}}
}}


=== Punish Counter/Drive Rush ===
{{TheoryBox
{{TheoryBox
| Title      = Punish Counter Drive Impact
| Title      = Cannon Strike
| Oneliner  =
| Oneliner  =
| Difficulty = {{clr|2|Easy}}
| Difficulty =  
| Damage    =  
| Damage    =  
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    =  
| Recipe    = PC Drive Impact, 2HP, 2MP > 236HK
| Recipe    = 4MP/4MP~HK > Jump, j.MP > j.214K/KK <br> 5HP~HK > j.214K/KK (only on the knee part of 5HP~5HK)
| content    =  
| content    = Cannon Strike's combo ending utility is a bit more restricted, usually only after managing to launch the opponent somehow. The normal versions of Cannon Strike will bring the opponent down with Cammy and leave her right in front of them for pressure from her quicker normals, while OD Cannon Strike will float the enemy and allow Cammy to go for Spiral Arrow juggles or even combo into supers as links (though she has the flexibility to cancel into her Lv. 2 Super Art out of OD Cannon Strike if she so chooses).
}}
}}


{{TheoryBox
{{TheoryBox
| Title      = Whiff Punish 5HP
| Title      = Quick Spin Knuckle
| Oneliner  =
| Oneliner  =
| Difficulty = {{clr|2|Easy}}
| Difficulty =  
| Damage    =  
| Damage    =  
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    =  
| Recipe    = PC 5HP > 214HP, 2LP > Ender
| Recipe    = 2MP/2MK > 214LP <br> 5HP > 214LP/MP
| content    = Cammy's most reliable Punish Counter extension. Looks very cool and is surprisingly versatile in terms of what she can do out of it.
| content    = Spin Knuckle is a rarer combo ender, primarily because it doesn't knock down at all. However, where it shines is leaving Cammy fairly plus on hit, allowing for Cammy to sneak in some tricky pressure resets if it's not blocked by going for light normals after it hits. Uniquely, Spin Knuckle can also serve as a combo ''starter'' when the MP, HP, and OD versions are used to skip past projectiles and land a counterhit.
 
Spin Knuckle is also useful at the end of Drive Rush combo extensions as an alternative to canceling into Lv. 3 Super Art from 623[HK]; it does less damage than the 623[HK] cancel, but more than the 236HK cancel does, and the animation's windup time makes it a bit more forgiving to get the input.
}}
}}


{{TheoryBox
===Drive Rush Extensions===
| Title      = Drive Rush Damage Extensions
Cammy's most consistent setups for Drive Rush Cancels in her combos usually start with a 2MP or a 5HP, and end with one as well so that she can go for another DRC if she has the meter. Some examples of what this looks like in practice include:
| Oneliner  =
| Difficulty = {{clr|2|Easy}}
| Damage    =  
| Meter      = 3 Drive
| Anchor    =
| Youtube    =
| Recipe    = ... > DRC 2HP, 5HP > Ender <br> ... > DRC 5MP, 2HP, 2MP
| content    =
}}


== Picking an Ender ==
This doesn't mean that she's only limited to setting these up from Drive Rush Cancels, though. Parry Drive Rush 5MP is a wonderful starter for many of these extensions, and any of the strings discussed as combo starters in the Opening Strings section can also lead to these extensions.
{{TheoryBox
| Title      = Spiral Arrow
| Oneliner  =
| Difficulty = {{clr|1|Very Easy}}
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = light normals > 236MK <br> 2MP/2MK/5HP > 236HK
| content    = Spiral Arrow is by far Cammy's most consistent combo ender. It provides good damage alongside great okizeme and corner carry. Both 236LK and 236MK are the same speed, but 236MK is preferred due to having more corner carry and dealing slightly more damage.
}}


{{TheoryBox
==Combo Lists==
| Title      = Cannon Spike
| Oneliner  =
| Difficulty = {{clr|2|Easy}}
| Damage    =  
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = any cancelable normal > 623MK/623HK <br> 5HP > 623[HK]
| content    = Cannon Spike deals more damage than Spiral Arrow, but has worse okizeme overall. It's much better used in the corner, as its lower knockdown advantage doesn't matter as much. It will also pick up juggles from a surprising amount of Cammy's other moves, like Razor's Edge Slicer or a late hitting juggled Spiral Arrow.


5HP > 623[HK] is interesting as it specifically is the only held special that Cammy can combo into under normal circumstances. It's most commonly used at the end of longer combos to route into her lvl3 super, as the first hit deals higher damage than the first hit of HK Spiral Arrow (1100 vs. 400).
===Counterhit Combos===
Most useful for confirming counterhits, whether you get the CH as a result of a frametrap or just from pre-emptively stuffing buttons.
{{SF6-ComboTable
| Items =
  {{SF6-ComboTableItem
  | Combo      = CH 2LP/5LP, 2MP > 236HK
  | Position  = Anywhere
  | Damage    =
  | Drive      =
  | Super      =
  | Difficulty = Easy
  | Notes      = Good follow-up to an LP that's part of a frametrap string.
  | Video =
  |}}
  {{SF6-ComboTableItem
  | Combo      = CH 5MP, 5HP > 236HK
  | Position  = Anywhere
  | Damage    =
  | Drive      =
  | Super      =
  | Difficulty = Easy
  | Notes      = Scores a bit more damage by linking 5MP into 5HP.<br>Common when using 5MP to pre-emptively stuff slower pokes from the opponent.
  | Video =
  |}}
{{SF6-ComboTableItem
  | Combo      = CH 214MP/HP, 2MP > 236HK
  | Position  = Anywhere
  | Damage    =
  | Drive      =
  | Super      =
  | Difficulty = Easy
  | Notes      = Basic combo from an MP/HP Spin Knuckle, usually for catching opponents throwing projectiles carelessly.
  | Video =
  |}}
}}
}}


== Juggle Extenders ==
===Punish Counter Combos===
{{TheoryBox
Does not include Drive Impact Punish Counters, which are included under Drive Impact Combos.
| Title      = Killer Bee Spin
{{SF6-ComboTable
| Oneliner  =
| Items =
| Difficulty = {{clr|2|Easy}}
  {{SF6-ComboTableItem
| Damage    =  
  | Combo      = PC 5HP > 214HP, 2LP > Ender
| Meter     = -2 Super
  | Position  = Anywhere
| Anchor    =  
  | Damage    =  
| Youtube    =  
  | Drive     =  
| Recipe    = ... > 4MP~HK jc.MP > j.214KK > j.214214K > ...
  | Super      =  
| content    = Cammy's air super increases her damage output, but using any of her charged heavy specials will switch sides.
  | Difficulty = Easy
  | Notes      = Cammy's most reliable Punish Counter extension. Very versatile in terms of what she can do out of it.  
  | Video =
  |}}
}}
}}


== Special Move Pickups ==
===Drive Impact Combos===
For more in-depth information on how to loop Hooligan Combination okizeme, please refer to the document in Resources by IceboundWitch.
If a combo requires a Punish Counter Drive Impact, it will be noted in the combo itself and/or the notes.
<tabber> Razor's Edge Slicer =
{{SF6-ComboTable
{{TheoryBox
| Items =
| Title     = Hooligan Follow-Ups
  {{SF6-ComboTableItem
| Oneliner   = Low, Plus on Block.
  | Combo      = Drive Impact, 5HP, 236MK > 623HK
| Difficulty = {{clr|2|Easy}}
  | Position  = Corner
| Damage    =  
  | Damage    =
| Meter     =  
  | Drive      =
| Anchor    =  
  | Super     =  
| Youtube    =  
  | Difficulty = Easy
| Recipe    = 236[HP], 623HK
   | Notes      = Normal hit Drive Impact only; works on medium-height wallsplats as an alternative to the 236LK, 623HK setup.
| content    = Cammy does not get many options when it comes to more damage from this particular option. Razor's Edge Slicer is the best of the follow-ups on block alongside her divekick, which is where most of its utility comes from.
  | Video =
  |}}
  {{SF6-ComboTableItem
  | Combo      = PC Drive Impact, 2HP, 2MP > 236HK
  | Position  = Anywhere
  | Damage    =  
  | Drive     =  
  | Super      =  
  | Difficulty = Easy
  | Notes      = Basic combo from a Punish Counter Drive Impact. 2HP, 2MP can be substituted for 4MP~HK for launches.
  | Video =
  |}}
}}
}}
|-| Reverse Edge =
{{TheoryBox
| Title      = Hooligan Follow-Ups
| Oneliner  = Overhead.
| Difficulty = {{clr|2|Easy}}
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    =  236[HP]~2K, 2MP/5HP > ... <br> 236[HP]~2K, 4MP~HK > ...
| content    = Big and safe on block, this is functionally half of the mixup threat from Hooligan. When used from the [HP] or OD versions, it's only -2 on block and around +8 on hit. Given that Reverse Edge can link to 5HP, it's relatively easy to cash out into damage. Looping Hooligan mixups requires a KDA of +54, which conveniently is provided by 4MP~HK.
}}
|-| Fatal Leg Twister =
{{TheoryBox
| Title      = Hooligan Follow-Ups
| Oneliner  = "Low," Command Grab that whiffs against Crouching Opponents.
| Difficulty = {{clr|2|Easy}}/{{clr|2|Easy}}/{{clr|3|Medium}}
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = 236[HP]~LPLK, 236LK, 623HK <br> 236[HP]~LPLK, 236236K <br> 236[HP]~LPLK, 5MPMK~66 5HP > 236LK
| content    = High risk, high reward option that acts as the low threat from Hooligan. Reverse Edge hits crouching opponents, and Fatal Leg Twister hits standing opponents while also shutting down system mechanics like Drive Impact or Drive Parry. Fatal Leg Twister normally knocks down, but the [HP] or OD versions launch high enough for a juggle. If you want to loop Hooligan okizeme, you need to do the last combo to secure +54 KDA.
}}
</tabber>


<tabber> Normal Hit =
===Hooligan Combination Combos===
{{TheoryBox
| Title      = Cannon Strike
| Oneliner  = Disclaimer: these confirms are highly spacing sensitive. Try them out and get a feel for it.
| Difficulty = {{clr|2|Easy}}
| Damage    =  
| Meter      =  
| Anchor    =
| Youtube    =
| Recipe    =
| content    =
}}
|-| Punish Counter =
{{TheoryBox
| Title      = Cannon Strike
| Oneliner  = Disclaimer: these confirms are more situational than the ones above. Feel it out.
| Difficulty = {{clr|2|Easy}}
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    =
| content    =
}}
</tabber>


<tabber> Normal Hit =
Any combo that uses [HP] Hooligan also works fine with any given OD Hooligan, as well; if using OD Hooligan, throw on + 2 to the Drive cost of any given combo. For more in-depth information on how to loop Hooligan Combination okizeme, which some of these combos do set up, please refer to the document in Resources by IceboundWitch.
{{TheoryBox
{{SF6-ComboTable
| Title     = Quick Spin Knuckle
| Items =
| Oneliner   =  
  {{SF6-ComboTableItem
| Difficulty = {{clr|2|Easy}}
  | Combo     = 236P, 623HK
| Damage    =  
  | Position  = Anywhere
| Meter     =  
  | Damage    =
| Anchor    =  
  | Drive      =
| Youtube    =  
   | Super      =  
| Recipe    = 214HP, any light normal
  | Difficulty = Easy
| content    =  
  | Notes      = Basic followup from Razor's Edge Slicer. Works with the [HP] and OD versions of Hooligan as well.
}}
  | Video =
|-| Counter Hit =
  |}}
{{TheoryBox
  {{SF6-ComboTableItem
| Title     = Quick Spin Knuckle
  | Combo      = 236[HP]/PP~2K, 2MP/5HP...
| Oneliner   =  
  | Position  = Anywhere
| Difficulty = {{clr|2|Easy}}
  | Damage    =  
| Damage    =  
  | Drive     =  
| Meter     =  
  | Super      =  
| Anchor    =  
  | Difficulty = Easy
| Youtube    =  
  | Notes      = Followup to Reverse Edge that leaves the opponent grounded. Can cash out with any ender/extensions of your choice after 2MP/5HP.
| Recipe    = CH 214LP, <br> CH 214MP, <br> CH 214HP,
  | Video =
| content    =  
  |}}
}}
  {{SF6-ComboTableItem
|-| Punish Counter =
  | Combo      = 236[HP]/PP~2K, 4MP~HK
{{TheoryBox
  | Position  = Anywhere
| Title     = Quick Spin Knuckle
  | Damage    =  
| Oneliner   =  
  | Drive      =
| Difficulty = {{clr|2|Easy}}
  | Super     =  
| Damage    =  
  | Difficulty = Easy
| Meter     =  
   | Notes      = Launches the opponent after a Reverse Edge instead of leaving them grounded, allowing for a +54 knockdown to comfortably loop Hooligan setups.
| Anchor    =  
  | Video =
| Youtube    =  
  |}}
| Recipe    = PC 214LP, <br> PC 214MP, <br> PC 214HP,
  {{SF6-ComboTableItem
| content    =  
  | Combo      = 236[HP]~LPLK, 236LK, 623HK
  | Position  = Anywhere
  | Damage    =  
  | Drive     = 0
  | Super      =  
  | Difficulty = Easy
  | Notes      = Damage cashout after an enhanced Fatal Leg Twister.
  | Video =
  |}}
  {{SF6-ComboTableItem
  | Combo      = 236[HP]~LPLK, 236236K
  | Position  = Anywhere
  | Damage    =  
  | Drive      =
  | Super     =  
  | Difficulty = Easy
   | Notes      = Level 1 Super cashout after enhanced Fatal Leg Twister. SA3 is also an option if you're looking to secure a kill but need the extra damage.
  | Video =
  |}}
  {{SF6-ComboTableItem
  | Combo      = 236[HP]~LPLK, 5MPMK~66 5HP > 236LK
  | Position  = Anywhere
  | Damage    =  
  | Drive     =  
  | Super      =  
  | Difficulty = Medium
  | Notes      = Sets up a +54 knockdown for Hooligan pressure after enhanced Fatal Leg Twister.
  | Video =
  |}}
}}
}}
</tabber>


{{Character Subnav SF6 | chara=Cammy }}
{{Character Subnav SF6 | chara=Cammy }}

Revision as of 14:59, 19 July 2023

Combo Notation Guide

Click "Expand" for information about combo notation in SF6:

SF6 Combo Notation Guide
Notation Meaning
> Cancel the previous move to the following move.
e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K)
~ Chain/Cancel the previous move into a followup.
e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP)
, Link the previous move to the following move.
e.g. 5MP, 2MP (requires manual timing)
An example with Ken that uses all three "connecting" symbols:
2LP, 5MP~HP > 623P > 236236P
2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super
j.X Jumping action; for Neutral Jump, use 8j.X
e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku)
P or K Any Punch or Any Kick (when button strength does not matter)
PP or KK represents any two punches/kicks.
X/Y Do either X move or Y move.
e.g. end a combo with 214K/623P
[X] Hold the button input
e.g. Luke 214[LP] = charged LP Flash Knuckle
dl.X Briefly delay the action
e.g. Ken 236HK~dl.6LK (Jinrai Loop starter)
AA Anti-air; hit the opponent while they're mid-air.
May cause a different juggle state compared to a grounded opponent.
Y xN
{Y} xN
Repeat 'Y' input 'N' number of times.
A sequence of multiple inputs will be bundled into "{}".
e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3
Y > DR Button Y cancelled into Drive Rush (3-bar version)
e.g. 5HP > DR
DR~Y Drive Rush into Button Y (cancel the dash frames early into a followup attack)
This can be done from the 1-bar or 3-bar versions of Drive Rush
e.g. 236HP Launch, DR~5LP
An example for Ryu using both Drive Rush notations:
2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation)

BnBs

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
2LK~2LP~5LP > 236MK Anywhere Easy Basic confirm and frame trap string, as the LKs and LPs chain into each other.
Omit the 2LK and this can be used to combo into Spiral Arrow from a Cannon Strike divekick if it hits correctly.
2HP, 2MP > 236HK Anywhere Easy Basic oki string after a Spiral Arrow (needs a dash before the 2HP), or just if 2HP hits when you're close to the opponent.
j.HP/j.HK, 5HP > 236HK Anywhere Easy Basic jump-in combo; j.HK hits a little harder but can be a little harder to time correctly.
The 5HP after j.HP/j.HK can be swapped for a 2HP, 2MP link for more damage.
Drive Impact, 5HP > 236LK, 623HK Corner 0 Easy Basic combo if your opponent blocks a Drive Impact in the corner and isn't burned out.
Punish Counter Drive Impact, 5HP > 236HK Anywhere 0 Easy Basic combo for a Punish Counter Drive Impact anywhere on screen.

Combo Theory

In a general sense, Cammy's combos are very open-ended, so the Combo Theory section will give a few basic building blocks and the Combo Lists will give more concrete examples of how some of these concepts are used.

Opening Strings

Cammy has a few recurring strings to rely on as starters, each with their own use cases.

Light Confirms


any two chainable lights~5LP/5LK (5LK is a link, not a chain cancel) > Combo Ender

Basic, reliable, and easy; any light pressure string can be ended with 5LP or 5LK and convert into 236MK for a knockdown. The chainable lights will crush any 4-frame normal, and 5LP or 5LK being the last button in the string gives plenty of time to cancel into 236MK without giving up reach. Omitting one of the chainable lights also makes this string into a viable confirm out of a properly spaced divekick. 623HK or a super can be used at the end instead of 236MK for more damage, at the expense of midscreen okizeme.

Close Range Damage Link


5LP/5MP, 4MP~HK > ...
5MP, 5LK > Combo Ender

The 5LP/2MP/5MP, 4MP~HK string requires the opponent to be closer to Cammy for it to work, but it enables her to launch them for a Cannon Strike combo that either knocks them down outright or lets her set up for juggle extensions by using OD Cannon Strike. 4MP~HK without the opening buttons from the first string is also an option after jump-ins from lighter buttons, such as a crossup j.LK. After the launch from 4MP~HK, Cammy can wait and do a Spiral Arrow for corner carry, or jump cancel the 4MP~HK for j.MP > 214MK/HK/KK.

5MP, 5LK is good for situations where the opponent doesn't backrise at midscreen, for capitalizing off of a 5MP as a pre-emptive poke, or when Cammy's gotten a knockdown but isn't quite in 2HP range without walking forward a bit more (e.g., a forward throw).

Max Damage Normal Hit Link


2HP, 2MP > Combo Ender

Most useful after a jump-in or as a meaty setup after a knockdown from a Spiral Arrow. Shows how useful 2HP is as a starter, as it's also a common meaty tool for Cammy. 236HK combos after her cancelable medium and heavy buttons for great damage and similar okizeme to the lighter versions of Spiral Arrow. This string is also her best followup to a heavier jump in button like j.HP or j.HK.

Landing counterhits will change the calculus of these strings a bit, but not by too much.

  • Any time an LP, 5MP, or 2MP counterhits, a linked 2MP is usually guaranteed to hit as well--2MK is also an option if the extra reach is needed from an LP or a 5MP, but the timing can be a little tight.
  • A counterhit 5MP or 2HP will allow Cammy to link a 5HP afterward.

Combo Enders

Cammy has several combo enders to choose from. Of these, Spiral Arrow and Cannon Spike see the most use across the majority of her combos.

Spiral Arrow


light normals > 236MK
2MP/2MK/5HP > 236HK

Spiral Arrow is by far Cammy's most consistent combo ender. It provides good damage alongside great okizeme and corner carry. Both 236LK and 236MK are the same speed, but 236MK is preferred from lights due to having more corner carry and dealing slightly more damage.

From 2MP, 2MK, and 5HP, the two hits of 236HK are guaranteed, and the corner carry is slightly better, so it's best to use 236HK when those buttons hit.

Cannon Spike


any cancelable normal > 623MK/623HK
5HP > 623[HK]

Cannon Spike deals more damage than Spiral Arrow, but has worse okizeme overall. It's much better used in the corner, as its lower knockdown advantage doesn't matter as much. It will also pick up juggles from a surprising amount of Cammy's other moves, like Razor's Edge Slicer or a late hitting juggled Spiral Arrow.

5HP > 623[HK] is interesting as it specifically is the only held special that Cammy can combo into under normal circumstances. It's most commonly used at the end of longer combos to route into her Level 3 Super Art, as the first hit deals higher damage than the first hit of HK Spiral Arrow (1100 vs. 400).

Cannon Strike


4MP/4MP~HK > Jump, j.MP > j.214K/KK
5HP~HK > j.214K/KK (only on the knee part of 5HP~5HK)

Cannon Strike's combo ending utility is a bit more restricted, usually only after managing to launch the opponent somehow. The normal versions of Cannon Strike will bring the opponent down with Cammy and leave her right in front of them for pressure from her quicker normals, while OD Cannon Strike will float the enemy and allow Cammy to go for Spiral Arrow juggles or even combo into supers as links (though she has the flexibility to cancel into her Lv. 2 Super Art out of OD Cannon Strike if she so chooses).

Quick Spin Knuckle


2MP/2MK > 214LP
5HP > 214LP/MP

Spin Knuckle is a rarer combo ender, primarily because it doesn't knock down at all. However, where it shines is leaving Cammy fairly plus on hit, allowing for Cammy to sneak in some tricky pressure resets if it's not blocked by going for light normals after it hits. Uniquely, Spin Knuckle can also serve as a combo starter when the MP, HP, and OD versions are used to skip past projectiles and land a counterhit.

Spin Knuckle is also useful at the end of Drive Rush combo extensions as an alternative to canceling into Lv. 3 Super Art from 623[HK]; it does less damage than the 623[HK] cancel, but more than the 236HK cancel does, and the animation's windup time makes it a bit more forgiving to get the input.

Drive Rush Extensions

Cammy's most consistent setups for Drive Rush Cancels in her combos usually start with a 2MP or a 5HP, and end with one as well so that she can go for another DRC if she has the meter. Some examples of what this looks like in practice include:

This doesn't mean that she's only limited to setting these up from Drive Rush Cancels, though. Parry Drive Rush 5MP is a wonderful starter for many of these extensions, and any of the strings discussed as combo starters in the Opening Strings section can also lead to these extensions.

Combo Lists

Counterhit Combos

Most useful for confirming counterhits, whether you get the CH as a result of a frametrap or just from pre-emptively stuffing buttons.

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
CH 2LP/5LP, 2MP > 236HK Anywhere Easy Good follow-up to an LP that's part of a frametrap string.
CH 5MP, 5HP > 236HK Anywhere Easy Scores a bit more damage by linking 5MP into 5HP.
Common when using 5MP to pre-emptively stuff slower pokes from the opponent.
CH 214MP/HP, 2MP > 236HK Anywhere Easy Basic combo from an MP/HP Spin Knuckle, usually for catching opponents throwing projectiles carelessly.

Punish Counter Combos

Does not include Drive Impact Punish Counters, which are included under Drive Impact Combos.

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
PC 5HP > 214HP, 2LP > Ender Anywhere Easy Cammy's most reliable Punish Counter extension. Very versatile in terms of what she can do out of it.

Drive Impact Combos

If a combo requires a Punish Counter Drive Impact, it will be noted in the combo itself and/or the notes.

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
Drive Impact, 5HP, 236MK > 623HK Corner Easy Normal hit Drive Impact only; works on medium-height wallsplats as an alternative to the 236LK, 623HK setup.
PC Drive Impact, 2HP, 2MP > 236HK Anywhere Easy Basic combo from a Punish Counter Drive Impact. 2HP, 2MP can be substituted for 4MP~HK for launches.

Hooligan Combination Combos

Any combo that uses [HP] Hooligan also works fine with any given OD Hooligan, as well; if using OD Hooligan, throw on + 2 to the Drive cost of any given combo. For more in-depth information on how to loop Hooligan Combination okizeme, which some of these combos do set up, please refer to the document in Resources by IceboundWitch.

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
236P, 623HK Anywhere Easy Basic followup from Razor's Edge Slicer. Works with the [HP] and OD versions of Hooligan as well.
236[HP]/PP~2K, 2MP/5HP... Anywhere Easy Followup to Reverse Edge that leaves the opponent grounded. Can cash out with any ender/extensions of your choice after 2MP/5HP.
236[HP]/PP~2K, 4MP~HK Anywhere Easy Launches the opponent after a Reverse Edge instead of leaving them grounded, allowing for a +54 knockdown to comfortably loop Hooligan setups.
236[HP]~LPLK, 236LK, 623HK Anywhere 0 Easy Damage cashout after an enhanced Fatal Leg Twister.
236[HP]~LPLK, 236236K Anywhere Easy Level 1 Super cashout after enhanced Fatal Leg Twister. SA3 is also an option if you're looking to secure a kill but need the extra damage.
236[HP]~LPLK, 5MPMK~66 5HP > 236LK Anywhere Medium Sets up a +54 knockdown for Hooligan pressure after enhanced Fatal Leg Twister.


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