Street Fighter 6/Cammy/Combos

From SuperCombo Wiki


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 Combos

Basic Confirm/Frame Trap String
Very Easy


2LK > 2LP > 5LP > 236MK

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.

Whiff Punish Buffers
Very Easy


2MP/2MK/5HP > 236HK

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.

Basic, Max Damage Jump-In
Easy


j.HK, 2HP, 2MP > 236HK

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.

Drive Impact
Very Easy


PC Drive Impact, 5HP > 236HK

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

Light Confirms
Very Easy


any two chainable lights > 5LP/5LK > 236MK

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.

Close Range Damage Link
Easy


5LP/5MP, 4MP~HK > ...

Cammy has to be point blank for this link to work, but is rewarded with great corner carry and more damage than a regular light confirm.

Max Damage Normal Hit Link
Easy


2HP, 2MP

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.

Cross-up Jump-in
Very Easy


j.LK, 4MP~HK > ...

4MP is much easier to confirm after a jump-in, and is fast enough to combo off a cross-up j.LK.

Counterhit

Jab Punish
Easy


CH 5LP/5MP, 5HP > 236HK

Scores a bit more damage by linking into 5HP, which consequently allows 236HK to end the combo.

Punish Counter/Drive Rush

Whiff Punish 5HP
Easy


PC 5HP > 214HP, 2LP > Ender
Drive Rush Damage Extensions
Easy


... > DRC 2HP, 5HP > Ender
... > DRC 5MP, 2HP, 2MP

Picking an Ender

Spiral Arrow
Very Easy


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 due to having more corner carry and dealing slightly more damage.

Cannon Spike
Easy


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 lvl3 super, as the first hit deals higher damage than the first hit of HK Spiral Arrow (1100 vs. 400).

Juggle Extenders

Killer Bee Spin
Easy


... > 4MP~HK jc.MP > j.214KK > j.214214K > ...

Cammy's air super increases her damage output, but using any of her charged heavy specials will switch sides.

Special Move Pickups

For more in-depth information on how to loop Hooligan Combination okizeme, please refer to the document in Resources by IceboundWitch.

Hooligan Follow-UpsLow, Plus on Block.
Easy


236[HP], 623HK

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.

Hooligan Follow-UpsOverhead.
Easy


236[HP]~2K, 2MP/5HP > ...
236[HP]~2K, 4MP~HK > ...

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.

Hooligan Follow-Ups"Low," Command Grab that whiffs against Crouching Opponents.
Easy/Easy/Medium


236[HP]~LPLK, 236LK, 623HK
236[HP]~LPLK, 236236K
236[HP]~LPLK, 5MPMK~66 5HP > 236LK

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.

Cannon StrikeDisclaimer: these confirms are highly spacing sensitive. Try them out and get a feel for it.
Easy



Cannon StrikeDisclaimer: these confirms are more situational than the ones above. Feel it out.
Easy




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