Street Fighter 6/Cammy/Combos: Difference between revisions

From SuperCombo Wiki
No edit summary
Line 111: Line 111:
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    =  
| Recipe    = any two chainable lights~5LP/5LK (5LK is a link, not a chain cancel) > Combo Ender
| Recipe    = any two chainable lights~5LP > Combo Ender<br>any two chainable lights, 5LK > Combo Ender
| 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.
| 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.
If using 5LK after the chainable lights, note that 5LK is a link, not a chain cancel. The timing isn't especially tight, but it does take a little bit of an adjustment.
}}
}}



Revision as of 13:42, 24 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)

Day 1 BnBs

For Cammy players that are either completely new to Street Fighter or to fighting games in general, the Very Easy combos are recommended to try out first. Once you've become more comfortable with linking normals together, the Easy combos are a further step up and will help round out your combo selection.

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
5LP~5LP > 236MK Anywhere Very Easy Super basic 3-hit combo that knocks the opponent down and lets Cammy get in close.
2MP/5HP > 236HK Anywhere Very Easy Higher damage and more corner carry than the above combo. Suitable if you happen to punish someone who is pressing buttons.
j.HP/j.HK, 5HP > 236HK Anywhere Very Easy Basic jump-in combo; j.HK hits a little harder but can be a little harder to time correctly on the way down since its hitbox hits higher.
Punish Counter Drive Impact, 5HP > 236HK Anywhere 0 Very Easy Basic combo for a Punish Counter Drive Impact anywhere on screen.
2LK~2LP~5LP > 236MK Anywhere Easy Basic confirm and frame trap string, as the LKs and LPs chain into each other.
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, 2HP, 2MP > 236HK Anywhere Easy A more complex version of the jump-in combo that uses the 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.

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 > Combo Ender
any two chainable lights, 5LK > 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.

If using 5LK after the chainable lights, note that 5LK is a link, not a chain cancel. The timing isn't especially tight, but it does take a little bit of an adjustment.

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:

  • ...2MP > 66~5MP, 5HP...
  • ...2MP > 66~2HP, 2MP...
  • ...5HP > 66~2HP, 5HP...

That said, she's not limited to only 2MP or 5HP as her starters either. If LP or 5LK is Drive Rush Canceled, Cammy can easily get 5LP, 5HP as a link; similarly, any of her medium buttons getting Drive Rush Canceled lets her get 2HP or 5HP as her next button.

All of this still applies to Parry Drive Rush, but also expands to include 5MP; while it's not directly cancelable, the extra hitstun on hit enables 5HP and 2HP links as well.

Combo Lists

For many of these combos (usually the ones that aren't Drive Rush Cancels), always consider that wherever you see an LP, 5LK, 2MP, or 5HP, you can also throw in Drive Rush Cancels fairly easily to extend the combo's length and still get the chosen ender.

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.
CH 5MP, 5HP > 662HP, 5HP > 236236K Anywhere 3 1 Easy Short combo ending in Super Art 1 from CH 5MP.
CH 5MP, 5HP > [662HP, 5HP] x 2 > 236HK/214MP/623[HK] > 236236P Anywhere 6 3 Medium Basic, slightly less optimized Drive & Super Meter dump combo from CH 5MP. 236HK > SA3 does the least damage, while 623[HK] > SA3 does the most.

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.
PC 2HP, 5HP > [662HP, 5HP] x 2 > 236HK/214MP/623[HK] > SA3 Anywhere 5553~5605 (5633~5905 during CA) 6 3 Medium High damage Punish Counter combo. Best used after a DP or similar easily punished move. Damage will depend on which special is used to cancel into SA3/CA; 236HK is lowest, 623[HK] is highest.

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 corner carry combo from a Punish Counter Drive Impact.
PC Drive Impact, 5MP, 4MP~HK, Jump > 214K/214KK Anywhere Easy Basic launch combo from a Punish Counter Drive Impact. 214K brings the opponent down in front of Cammy, while 214KK will give either a direct cancel to SA2 for a Cannon Spike ender, or a link to SA1/SA3 for more corner carry/raw damage respectively.

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 Medium 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 Medium 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.


SF6 Navigation

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