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Pre-release information
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Introduction
Member of British special forces unit Delta Red. Distinguished herself in the operation against Shadaloo, with which she shares a fated connection. Hyper-competent but somewhat moody. Currently working at HQ.
Cammy specializes in quick attacks and movement, closing the gap with her walkspeed and moves to run a high-pressure, close-range offense with the ability to whiff punish careless opponents for overstepping. Cammy can easily evade and counterhit careless attacks from the opponent, which lets her get in and start laying down rushdown pressure to keep the opponent locked down.
To that end, 5LP, 2LP, and 5LK are her main pressure tools up close or from walking in that allow her to confirm into Spiral Arrow for knockdowns and corner carry. 5MK, 2MP, and 2MK are especially good at mid-range poking, counterpoking, and punishing; 5HP, 2HP, and 5HK are built for punish countering big moves and giving Cammy room to advance on the opponent in various ways, whether they be links, hard knockdowns, target combos, or Drive Rush Cancels. Her special moves also do a great job at letting her close the gap between her and the opponent to keep things pushing when they really overextend. Spiral Arrow can clip opponents from much farther away than even her longest normals, and her Cannon Strike is a divekick that crushes low attacks and lets her confirm into combos when spaced correctly. Cannon Spike is a DP that rounds out the anti-air options provided by 4MP, 4HK, and her air throw, and Quick Spin Knuckle plays double duty as a gap-closing complement to Spiral Arrow that lets her skip through projectiles with the MP, HP, and Overdrive versions.
Once she's in and on top of the opponent, or has pushed them to the corner, Cammy can utilize her normals alongside other system mechanics to enforce a powerful strike/throw game or set up for oppressive okizeme tactics with her light punches, 5MP, and 2HP. One of her strongest tools once she's gotten into the opponent's head at close-mid range is Hooligan Combination, an advancing attack with three separate jump arcs and five separate follow-ups; combined with her other buttons, this lets her run a terrifying set of mixups if prepared correctly. Cammy often needs to sacrifice meter for an OD move or a Drive Rush connection to make Hooligan setups work, but once she's paid the price, she gains access to an extremely versatile mixup tool that has excellent payout regardless of the option she picks.
Cammy can also charge up the heavy versions of her Spiral Arrow, Cannon Spike, and Hooligan Combination, increasing their startup time but gaining most of the properties of their Overdrive equivalents in exchange. While these require a bit more setup to use, they can also let her get the benefits of the Overdrive versions at no cost to her Drive Meter, which lets her preserve it for other uses.
In exchange for Cammy being so dangerous once she's managed to close the gap, she does not have a fireball to help her control space, nor a grounded overhead to assist her with strike/throw mix. Many of her gap-closing and offensive options are also easily called out if the opponent makes the right read (particularly things like badly spaced Spiral Arrows, Spin Knuckles, and raw Hooligans), which brings an element of risk to Cammy's gameplay that requires having a good sense of timing and being willing to commit to potentially dangerous options in order to get a potential payoff. If you enjoy a character that strikes an even balance between rushdown, pressure, and precision counterpoking, then accept the mission of infiltrating your opponent's defenses with Cammy.
Pick if you like: | Avoid if you dislike: |
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Classic & Modern Versions Comparison
Missing Normals |
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Missing Command Normals |
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Shortcut-Only Specials |
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Assist Combos |
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Miscellaneous Changes |
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Cammy | |
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Vitals | |
Life Points | 10000 |
Ground Movement | |
Forward Walk Speed | 0.0505 |
Backward Walk Speed | 0.033 |
Forward Dash Speed | 18 |
Backward Dash Speed | 23 |
Forward Dash Distance | 1.32 |
Backward Dash Distance | 1.002 |
Drive Rush Min. Distance (Throw) | 0.603 |
Drive Rush Min. Distance (Block) | 2.027 |
Drive Rush Max Distance | 2.796 |
Jumping | |
Jump Speed | 4+38+3 |
Jump Apex | 2.115 |
Forward Jump Distance | 1.90 |
Backward Jump Distance | 1.52 |
Throws | |
Throw Range | 0.8 |
Throw Hurtbox | 0.33 |
Frame Data Glossary - SF6 | |
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Hitbox Images |
🟥 (Red): Attack hitbox
🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles
🟦 (Blue): Vulnerable throw hurtbox
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Active |
How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
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Cancel |
Available options for canceling one move into another move.
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Cancel Hitconfirm Windows |
Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.
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Damage |
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.
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Damage Scaling |
Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown. Scaling Types:
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Drive Rush Cancel Advantage |
Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack. Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.
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Forced Knockdown |
Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset. As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence. Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.
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Guard |
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.
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Juggles |
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
The following is a more detailed overview of the SF6 juggle system:
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An example to tie everything together:
Drive Rush notes:
More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:
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On Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.
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Recovery |
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
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Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
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IASA / Actionable Recovery |
Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins. Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.
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Normals
Standing Normals
5LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 3 | 7 | Chn Sp SA | 300 | LH | +5 | -2 |
Basic and dependable pressure tool. Functionally interchangeable with 2LP, the main difference between them being the height that they connect at.
5MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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6 | 4 | 13 | - | 600 | LH | +6 | -1 |
Somewhat short reach but great frame advantage in exchange. Does not special cancel, but will link into 5LK very consistently and bridges combos into 2HP with Drive Rush.
5HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 3 | 20 | Sp SA TC | 800 | LH | +2 | -3 |
Special cancelable and confirmable into a target combo, 5HP remains the counterpoke threat it was known to be in the previous title.
5LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 3 | 10 | Sp SA | 300 | LH | +2 | -3 |
One of the largest 5-frame attacks in the game, Cammy's 5LK makes for an excellent whiff punish, poke, and dash checking tool. It won't combo into Spiral Arrow at absolute max range without the extra hitstun of a Counterhit or Punish Counter, but it remains an incredibly versatile move in Cammy's arsenal. Do note that none of Cammy's light attacks will chain into 5LK, it's only possible to link into it.
5MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 3 | 18 | - | 700 | LH | +3 | -4 |
Quick, albeit generally unrewarding poke. Excellent for harassing grounded opponents at close to its tip range.
5HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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11 | 3 | 19(21) | - | 900 | LH | +2 | -3 |
- Punish Counter: knockdown
5MK's bigger, badder cousin. One of Cammy's longest range attacks on the X axis that comes with a knockdown on Punish Counter.
Crouching Normals
2LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 2 | 8 | Chn Sp SA | 300 | LH | +5 | -2 |
Slightly longer total duration compared to 5LP but otherwise a very similar move.
2MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 3 | 14(17) | Sp SA | 600 | LH | +5 | -2 |
Decent reach and special cancelable, while also having enough hitstun to link into 5LK. Commonly used in combos, but makes for a slightly more damaging counterpoke when compared to 2MK.
2HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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10 | 4 | 15 | - | 700 | LH | +7 | +1 |
Cammy's main linking tool and meaty on a knockdown. Easily links to 2MP on normal hit, which cancels into Spiral Arrow for a knockdown.
2LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 3 | 7 | Chn | 200 | L | +3 | -2 |
The fastest low that Cammy has. Chains into itself and Cammy's excellent set of light punches for extended pressure.
2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 3 | 18 | Sp SA | 500 | L | +1 | -5 |
Cammy's legendary 2MK. Easily her most rewarding low poke when buffered into Spiral Arrow.
2HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | 3 | 24 | - | 900 | L | HKD +31 | -10 |
Jumping Normals
j.LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 10 | 3 land | - | 300 | H | +6(+9) | +2(+5) |
j.MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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6 | 8 | 3 land | Sp SA2 | 600 | H | +10(+13) | +1(+4) |
Heavily used in Cammy's launcher combos to squeeze out more damage before extending into her divekick.
j.HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 5 | 3 land | - | 800 | H | +8(+15) | +4(+11) |
Has some juggle potential and gives Cammy better okizeme than her divekick when it hits an airborne opponent.
j.LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 10 | 3 land | - | 300 | H | +6(+10) | +2(+6) |
j.MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 6 | 3 land | - | 600 | H | +12(+13) | +8(+9) |
j.HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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10 | 6 | 3 land | - | 800 | H | +11(+15) | +7(+11) |
Command Normals
4MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 5 | 12 | Sp SA TC | 500 | LH | +4 | -1 |
Incredibly fast uppercut that leads into a target combo. Low reward when used as an anti-air, but is a lot less risky to whiff than something like Cannon Spike.
6HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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18 | 3 | 25 | Sp SA | 800 | LH | KD +26 | -12 |
4HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | 3 | 18 | Sp SA Jmp | 800 | LH | KD +54 | -7 |
Target Combos
4MP~HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | 3 | 23 | Sp SA Jmp | 600 | LH | KD +49 | -12(-19) |
5HP~HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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13 | 4(12)3 | 29 | Sp SA | 400,400 | LH | KD +26 | -12 |
Throws
Forward Throw (LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 3 | 23 | - | 1200 (2040) | T | KD +17 | - |
Back Throw (4LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 3 | 23 | - | 1200 (2040) | T | KD +14 | - |
Air Throw (LPLK Air)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 3 | 3 land | - | 1200 (2040) | T | KD +22 | - |
Drive System
Drive Impact (HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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26 | 2 | 35 | - | 800 | LH | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 |
See Drive Impact
When cancelled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout
- -
- Note: gaps of 8f or less cannot be escaped by jumping
Drive Reversal (6HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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20 | 3 | 26(31) | - | 500 recoverable | LH | KD +23 | -6 |
See Drive Reversal
- Full Invuln: 1-22f; Armor Break
Drive Parry (MPMK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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1 | 12 or until released | 33(1)(11) | - | - | - | - | - |
See Drive Parry
- Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack
- Perfect Parry vs. projectiles puts you into a fixed 11f recovery
Drive Rush (66)
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See Drive Rush. Frame data shown in (parentheses) refers to the version used after Parry.
- Notable Drive Rush cancel combo routes:
- Notable Drive Rush cancel blockstring gaps:
Special Moves
Spiral Arrow (236K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | 13 | 21 | - | 800 | LH | KD +26(+48) | -12(0) |
- 1 hit.
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | 15 | 21 | - | 900 | LH | KD +26(+48) | -14(0) |
- 1 hit.
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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15 | 3(1)12 | 21 | SA3 (1st) | 300,700 | LH | KD +29(+48) | -12(-1) |
- 2 hits.
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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27(25) | 3(1)12 | 20 | SA3 (4th) | 150x4,200 | LH | KD +47 Launch | -14 |
- 5 hits.
- Can be partially charged.
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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13 | 3(1)12 | 20 | SA2 SA3 | 150x4,200 | LH | KD +47 Launch | -14 |
- 5 hits.
Cammy flings herself foot-first at the opponent. LK travels the shortest distance, while HK goes the farthest; the OD and [HK] versions are somewhere between MK and normal HK's distances.
Spiral Arrow is a common combo tool for pushing the opponent toward the corner and is a friendly confirm off of many of Cammy's cancelable buttons; MK is usually the preferred version to use in most combos unless canceling from a normal with a large amount of hitstun, since MK Arrow is less likely to drop at ranges where LK Arrow might whiff, or at times when HK Arrow's startup is too slow to guarantee a hit.
A successful hit with a Spiral Arrow gives Cammy good positioning for oki and/or chasing opponents down, and even standalone, Spiral Arrows make great whiff punish tools because of their reach and range. However, it can be a little dangerous to just throw Spiral Arrows out in neutral without knowing how to space them; LK and MK Arrow, at max range, are even on block, while HK Arrow is -1, but up close they're extremely unsafe and easy to punish.
The OD and [HK] versions have similar damage and behavior, save that the OD version starts up faster and is easier to work into combos off of stray hits. If all 5 hits of the OD or [HK] version land, the enemy is put into a floating state; Cammy can choose to follow up with another Spiral Arrow, a Cannon Spike (ideally HK or OD), SA1, or SA3. Alternatively, she can directly cancel into SA2 or SA3 on the fourth hit of OD or [HK] Arrow.
Cannon Spike (623K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 12 | 24+16 Land | SA3 | 900(800) | LH | KD +20 | -36 |
- 1 hit.
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 12 | 25+16 Land | SA3 | 1000(800) | LH | KD +21 | -36 |
- 1 hit.
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 12 | 28+16 Land | SA3 | 1200(800) | LH | KD +22 | -36 |
- 1 hit.
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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24(22) | 12 | 29+16 Land | SA3 | 1100,100x4 (900) | LH | KD +16 | -40 |
- 5 hits.
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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6 | 12 | 30+16 Land | - | 600,100x3,600 (900) | LH | KD +19 | -40 |
- 5 hits.
Cammy kicks upward to knock the opponent out of the air. The stronger the button used, the higher and farther she travels.
Cannon Spike is similar to the Shoryuken and other DP-like moves, but has a diagonal velocity instead. It's most effective as an anti-air when used as late as possible against jumping opponents, as most of its damage is concentrated in its initial frames, but its trajectory means that an opponent can jump past it a bit more easily than most DPs if they're close enough, so it must be used cautiously. It also serves as the "damage" ender to most of Cammy's juggle combos, at the cost of worse oki unless she's near the corner when she does it.
The [HK] and OD versions are very similar to each other in terms of hits and damage.
Quick Spin Knuckle (214P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
21 | 4 | 16 | SA3 | 800 | LH | +2 | -3 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
24 | 4 | 16 | SA3 | 800 | LH | +3 | -2 |
- Projectile invulnerable between frames 6-20.
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
28 | 4 | 17 | SA3 | 800 | LH | +5 | +3 |
- Projectile invulnerable between frames 6-24.
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
25(28) | 4 | 17 | SA2 SA3 | 800 | LH | +7 | -2 |
- Projectile invulnerable between frames 3-24.
Cammy twirls forward and strikes with a backfist. Stronger versions cause her to move farther forward before swinging her fist.
Spin Knuckle is commonly used as a gap-closer in situations where a Spiral Arrow might be risky if blocked. Unlike Spiral Arrow, it doesn't have to be spaced to get better frame data on block, but it has a bit more of a gap when the stronger versions are used in blockstrings. On hit, Cammy is fairly plus, with the HP and OD versions allowing for links into other normals without requiring a counterhit.
The MP, HP, and OD versions are also Cammy's primary anti-projectile tools outside of using SA3, as they have projectile invulnerability for most of while Cammy is moving forward; of the three versions, OD Spin Knuckle has the most and starts its invulnerable window the earliest. OD Spin Knuckle is even more unique in that if Cammy is close enough to the opponent when she uses it, she'll switch sides with them; this allows her to go for cheeky crossups, but is a bit risky since OD Spin Knuckle isn't plus on block.
Cannon Strike (j.214K)
No results
No results No results
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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13 | 12 (until land) | 12 land | SA2 | 800 | LH | 0(+9) | -2(+5) |
Cammy does a diving kick attack from the air. Only usable during forward jumps. The strength of the button changes the angle of descent: LK is narrowest, HK is widest.
Cannon Strike tends to be used in two particular ways--either as a callout against low attacks or grounded anti-airs that allows Cammy to counterhit and combo afterward, or as a surprise advancing tool to catch the opponent unaware and begin an offense run. Cannon Strike is most effective if it manages to hit below the opponent's waist, and can be up to +8 on hit and negligibly minus or even on block if it manages to hit their feet; above waist height (and sometimes even at waist height), even a successful hit will prevent Cammy from following up effectively. Cannon Strike can also be used after j.MP hits during a forward jump, bringing the opponent back down to earth with Cammy.
When Cannon Strike hits a grounded opponent and they don't block it, it's most common to link one or two 2LPs after it to confirm into MK Spiral Arrow; on a deeper hit, 2MP is an acceptable substitute.
OD Cannon Strike will cause the opponent to float a bit after they're hit with it, which allows Cammy to go for various enders (Spiral Arrow, Cannon Spike, SA1). Alternatively, with the meter for it, Cammy can cancel OD Cannon Strike directly into her SA2, which will create different opportunities for her depending on if the opponent is on the ground or in the air when Cannon Strike hits them.
Hooligan Combination (236P)
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No results No results
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20(40) | - | - | - | - | - | - | - |
Razor's Edge Slicer (236P~No Input)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
50 | 9 | 13 | SA3 | 1000 | L | KD +48 | +2 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
50 | 9(10)5 | 17 | SA2 SA3 | 800,400 | L,L | KD +48 | +2 |
Hooligan Cannon Strike (236P~K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20+13 | until land | 12 land | - | 600 | LH | -1(+9) | -7(+3) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20+13 | until land | 12 land | SA2 | 800 | LH | -1(+9) | 0(+5) |
Reverse Edge (236P~2K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20+18 | 4 | 13 land | - | 800 | H | +5(+9) | -5(-1) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20+18 | 4(14)4 | 13 land | SA2 | 600x2 | H,H | +8 | -2 |
Hooligan Cannon Strike (236P~LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20+10 | 3 | 30 land | - | 1800 (2070) | T | HKD +18 | - |
No results
Silent Step (236P~P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20~ | - | 4(12)+10 land | - | - | - | - | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20~ | - | 4(9)+10 land | - | - | - | - | - |
Super Arts
Level 1 Super (236236K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 3(1)12 | 38 | - | 2000 | LH | KD +10 | -24(-22) |
Cammy spins into a Spiral Arrow, and on hit, transitions to a modified Cannon Spike to finish the opponent off.
SA1 has fairly decent horizontal range, and even combos from cancelable lights, making it a good whiff punish option as well as a way to squeeze out extra damage from stray hits or cash out on juggles from OD Spiral Arrow or OD Cannon Strike if Cammy doesn't have the meter for SA2. Much like Spiral Arrow, though, it's extremely unsafe on block.
Level 2 Super (214214K)
No results
No results Cammy does a stronger version of a Cannon Strike to hit the opponent. Depending on the state they're in when she hits them, one of two things happen:
- If the opponent is on the ground, she spins around on their shoulders and flips around to press her feet into their back, forcing them to crumble.
- If the opponent is in the air, she continues diving through them and lands, leaving them in the air above her.
The variable nature of SA2 means that it can either secure a round from an OD Cannon Strike or even as a Cannon Strike-like callout. When used against grounded opponents, Cammy is left right next to them after the cinematic finishes, which allows her to set up meaties or otherwise prepare her oki as she sees fit, while the juggle state that comes from hitting an aerial opponent with SA2 gives Cammy opportunities to use whatever tools she likes to juggle the opponent after launching them.
Level 3 Super (236236P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 15 | 38 | - | 4000 | LH | HKD +17 | -33(-23) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 15 | 38 | - | 4500 | LH | HKD +22 | -33(-23) |
Cammy does a full-screen Spiral Arrow and goes into the full cinematic on hit, crumbling the opponent with several more Spiral Arrows before finishing them with a final kick that cuts across their neck.
SA3 is pretty much Cammy's go-to option for punishing projectiles or other attacks if a regular Spiral Arrow won't reach--not even projectiles will protect the opponent if SA3 is timed correctly. Despite its range and speed, its hitbox is not very tall vertically, which mostly limits its supercancels to things like Spin Knuckle, the first hit of HK Spiral Arrow, or the fourth hit of OD Spiral Arrow, though with good timing it can be used as a juggle ender, too. Much like SA2, it leaves Cammy in a relatively good position for oki afterward, though less so than SA2 does against grounded opponents.
Taunts
Neutral Taunt (5PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
335 (total) | - | - | - | - | - | - | - |
Forward Taunt (6PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
255 (total) | - | - | - | - | - | - | - |
Back Taunt (4PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
340 (total) | - | - | - | - | - | - | - |