< Street Fighter 6 | Cammy
Neutral
TO-DO
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 |
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.
Starter | Hit Adv. | Combo Route |
---|---|---|
5LP | +? | ? |
Defense
Reversals
Anti-Airs
Anti-Projectile
Fighting vs.