Street Fighter 6/Cammy

From SuperCombo Wiki


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:
  • Incredible neutral both on the ground and in the air, with fast walk speed and incredible pokes
  • Some of the best anti-fireball tools in the game
  • Strong pressure options and corner carry for enforcing strike/throw, shimmies, and reversal-proof setups
  • Overwhelming your opponent with aggressive, variable approaches and mixup options after knockdowns
  • Relying on strike/throw conditioning and whiff punishing as your main ways to open opponents up, without access to a grounded overhead
  • Lacking a fireball to control space


Classic & Modern Versions Comparison

List of differences with Modern Cammy
Missing Normals
  • Standing Light Kick (5LK)
  • Crouching Medium Punch (2MP)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Kick (j.MK)
  • Jumping Heavy Punch (j.HP)
Missing Command Normals
  • N/A
Shortcut-Only Specials
  • Hooligan Combination (2S)
    • Heavy/OD Only
Miscellaneous Changes
  • 2L is 2LK but switches to 2LP if chained into
    • Unlike other Modern characters who have this "auto-chain" property, this doesn't happen consistently on whiff
  • Swing Combination (5HP~HK) is now the starter for H Auto Combo


Cammy
SF6 Cammy Portrait.png
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
Hitbox Images

🟥 (Red): Attack hitbox

  • Appears pink for Throw hitboxes

🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles

  • If a move's hitbox and hurtbox overlap, the colors blend to appear orange

🟦 (Blue): Vulnerable throw hurtbox

  • Will be thrown if Pink throw hitbox touches Blue throw hurtbox



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.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals; specific chain options listed in Description)
  • "TC": Target Combo
  • "Sp": Special move
  • "SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
  • "Jmp": Jump cancel (usually on hit only, if applicable)
  • "SS": Serenity Stream (Chun-Li's stance)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
    • Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)



Cancel Hitconfirm Windows

Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.

  • Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
    • e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
  • Counts from the first frame the attack connects until the final cancelable frame
    • Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
  • If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
    • If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
    • Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.



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.

Damage Scaling

Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.

Scaling Types:

  • Starter: When a move begins the combo, the next attack is scaled by X percent
    • e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
  • Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
    • e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
    • e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
  • Immediate: When a move is comboed into, this attack is scaled by X percent
    • e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
  • Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
  • Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.



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.

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.

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.

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:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle



The following is a more detailed overview of the SF6 juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

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.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

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 uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)

Drive Rush notes:

  • DR normals have a Juggle Start/Increase value of 0
  • DR normals have +3 added to their usual Juggle Limit



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.

  • Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).



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.

  • Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.



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.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



Normals

Standing Normals

5LP
Standing Light Punch
5LP
SF6 Cammy 5lp.png

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 7 Chn Sp SA 300 LH +5 -2

5MP
Standing Medium Punch
5MP
SF6 Cammy 5mp.png

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 13 - 600 LH +6 -1

5HP
Standing Heavy Punch
5HP
SF6 Cammy 5hp.png

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 20 Sp SA TC 800 LH +2 -3

5LK
Standing Light Kick
5LK
SF6 Cammy 5lk.png

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 10 Sp SA 300 LH +2 -3

5MK
Standing Medium Kick
5MK
SF6 Cammy 5mk.png

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 18 - 700 LH +3 -4

5HK
Standing Heavy Kick
5HK
SF6 Cammy 5hk.png

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 3 19(21) - 900 LH +2 -3


Crouching Normals

2LP
Crouching Light Punch
2LP
SF6 Cammy 2lp.png

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 2 8 Chn Sp SA 300 LH +5 -2

2MP
Crouching Medium Punch
2MP
SF6 Cammy 2mp.png

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 14 Sp SA 600 LH +5 -2

2HP
Crouching Heavy Punch
2HP
SF6 Cammy 2hp.png

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 15 - 700 LH +7 +1

2LK
Crouching Light Kick
2LK
SF6 Cammy 2lk.png

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 7 Chn 200 L +3 -2

2MK
Crouching Medium Kick
2MK
SF6 Cammy 2mk.png

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 18 Sp SA 500 L +1 -5

2HK
Crouching Heavy Kick
2HK
SF6 Cammy 2hk.png

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 24 - 900 L HKD +31 -10


Jumping Normals

j.LP
Jumping Light Punch
j.LP
SF6 Cammy jlp.png

j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 10 3 land - 300 H - -

j.MP
Jumping Medium Punch
j.MP
SF6 Cammy jmp.png

j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 8 3 land Sp SA2 600 H - -

j.HP
Jumping Heavy Punch
j.HP
SF6 Cammy jhp.png

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 5 3 land - 800 H - -

j.LK
Jumping Light Kick
j.LK
SF6 Cammy jlk.png

j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 10 3 land - 300 H - -

j.MK
Jumping Medium Kick
j.MK
SF6 Cammy jmk.png

j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 6 3 land - 600 H - -

j.HK
Jumping Heavy Kick
j.HK
SF6 Cammy jhk.png

j.HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 6 3 land - 800 H - -


Command Normals

4MP
Lift Uppercut
4MP
SF6 Cammy 4mp.png

4MP
Lift Uppercut
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 5 12 Sp SA TC 500 LH +4 -1

6HK
Delayed Ripper
6HK
SF6 Cammy 6hk.png

6HK
Delayed Ripper
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 3 25 Sp SA 800 LH KD +26 -12

4HK
Assault Blade
4HK
SF6 Cammy 4hk.png

4HK
Assault Blade
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 18 Sp SA Jmp 800 LH KD +54 -7


Target Combos

4MP~HK
Lift Combination
4MP~HK
SF6 Cammy 4mp hk.png

4MP~HK
Lift Combination
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 23 Sp SA Jmp 600 LH KD +49 -12(-19)

5HP~HK
Swing Combination
5HP~HK
SF6 Cammy 5hp hk.png

5HP~HK
Swing Combination
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 4(12)3 29 Sp SA 400,400 LH KD +26 -12


Throws

Forward Throw (LPLK)
Forward Throw
LPLK
SF6 Cammy lplk.png

LPLK
Rough Landing
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +17 -

Back Throw (4LPLK)
Back Throw
4LPLK
SF6 Cammy 4lplk.png

4LPLK
Delta Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +14 -

Air Throw (LPLK Air)
Air Throw
LPLK (air)
SF6 Cammy jlplk.png

j.LPLK
Leg Scissors Choke
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 3 land - 1200 (2040) T KD +22 -


Drive System

Drive Impact (HPHK)
Drive Impact
HPHK
SF6 Cammy hphk.png

HPHK
Spin Raider
Startup Active Recovery Cancel Damage Guard On Hit On Block
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)
Drive Reversal
6HPHK (in blockstun)
SF6 Cammy 6hphk.png

6HPHK
Countersnipe (Block)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 26(31) - 500 recoverable LH KD +23 -6

See Drive Reversal

  • Full Invuln: 1-22f; Armor Break

Drive Parry (MPMK)
Drive Parry
MPMK
SF6 Cammy mpmk.png

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
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)
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)
Spiral Arrow
236K
SF6 Cammy 236lk.png

SF6 Cammy 236kk.png

236LK
Spiral Arrow
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 13 21 - 800 LH KD +26(+48) -12(0)
236MK
Spiral Arrow
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 15 21 - 900 LH KD +26(+48) -14(0)
236HK
Spiral Arrow
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 3(1)12 21 SA3 (1st) 300,700 LH KD +29(+48) -12(-1)
236KK
Spiral Arrow
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 3(1)12 20 SA2 SA3 150x4,200 LH KD +47 Launch -14

Cannon Spike (623K)
Cannon Spike
623K
SF6 Cammy 623lk.png

SF6 Cammy 623kk.png

623LK
Cannon Spike
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 12 24+16 Land SA3 900(800) LH KD +20 -36
623MK
Cannon Spike
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 12 25+16 Land SA3 1000(800) LH KD +21 -36
623HK
Cannon Spike
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 12 28+16 Land SA3 1200(800) LH KD +22 -36
623KK
Cannon Spike
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 12 30+16 Land - 1100,100x4 (900) LH KD +16 -40

Quick Spin Knuckle (214P)
Quick Spin Knuckle
214P
SF6 Cammy 214lp.png

SF6 Cammy 214pp.png

214LP
Quick Spin Knuckle
Startup Active Recovery Cancel Damage Guard On Hit On Block
21 4 16 SA3 800 LH +2 -3
214MP
Quick Spin Knuckle
Startup Active Recovery Cancel Damage Guard On Hit On Block
24 4 16 SA3 800 LH +3 -2
214HP
Quick Spin Knuckle
Startup Active Recovery Cancel Damage Guard On Hit On Block
28 4 17 SA3 800 LH +5 +3
214PP
Quick Spin Knuckle
Startup Active Recovery Cancel Damage Guard On Hit On Block
25(28) 4 17 SA2 SA3 800 LH +7 -2

Cannon Strike (j.214K)
Cannon Strike
j.214K
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SF6 Cammy j214kk.png

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j.214KK
Cannon Strike
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 12 (until land) 12 land SA2 800 LH 0(+9) -4(+5)

Hooligan Combination (236P)
Hooligan Combination
236P
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SF6 Cammy 236pp.png

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236PP
Hooligan Combination
Startup Active Recovery Cancel Damage Guard On Hit On Block
20(40) - - - - - - -

Razor's Edge Slicer (236P~No Input)
Razor's Edge Slicer
236P~No Input
SF6 Cammy 236p no input.png

SF6 Cammy 236pp no input.png

236P~No Input
Razor's Edge Slicer
Startup Active Recovery Cancel Damage Guard On Hit On Block
50 9 13 SA3 1000 L KD +48 +2
236PP~No Input
Razor's Edge Slicer
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)
Hooligan Cannon Strike
236P~K
SF6 Cammy 236p k.png

SF6 Cammy 236pp k.png

236P~K
Hooligan Cannon Strike
Startup Active Recovery Cancel Damage Guard On Hit On Block
20+13 until land 12 land - 600 LH -1(+9) -7(+3)
236PP~K
Hooligan Cannon Strike
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)
Reverse Edge
236P~2K
SF6 Cammy 236p 2k.png

SF6 Cammy 236pp 2k.png

236P~2K
Reverse Edge
Startup Active Recovery Cancel Damage Guard On Hit On Block
20+18 4 13 land - 800 H +5(+9) -5(-1)
236PP~2K
Reverse Edge
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)
Fatal Leg Twister
236P~LPLK
SF6 Cammy 236p lplk.png

SF6 Cammy 236pp lplk.png

236P~LPLK
Fatal Leg Twister
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)
Silent Step
236P~P
SF6 Cammy 236p p.png

SF6 Cammy 236pp p.png

236P~P
Silent Step
Startup Active Recovery Cancel Damage Guard On Hit On Block
20~ - 4(12)+10 land - - - - -
236PP~P
Silent Step
Startup Active Recovery Cancel Damage Guard On Hit On Block
20~ - 4(9)+10 land - - - - -


Super Arts

Level 1 Super (236236K)
Spin Drive Smasher
Level 1 Super Art
236236K
SF6 Cammy 236236k.png

236236K
Spin Drive Smasher
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3(1)12 38 - 2000 LH KD +10 -24(-22)

Level 2 Super (214214K)
Killer Bee Spin
Level 2 Super Art
214214P (AIR OK)
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Level 3 Super (236236P)
Delta Red Assault
Level 3 Super Art
236236P
SF6 Cammy 236236p.png

SF6 Cammy 236236p.png
CA version grants 500 extra damage

236236P
Delta Red Assault
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 15 38 - 4000 LH HKD +17 -33(-23)
236236P
Delta Red Assault (CA)
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 15 38 - 4500 LH HKD +22 -33(-23)


Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
SF6 Cammy 5pppkkk.png
""

5PPPKKK
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
335 (total) - - - - - - -

Forward Taunt (6PPPKKK)
Forward Taunt
6PPPKKK
SF6 Cammy 6pppkkk.png
""

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
255 (total) - - - - - - -

Back Taunt (4PPPKKK)
Back Taunt
4PPPKKK
SF6 Cammy 4pppkkk.png
""

4PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
340 (total) - - - - - - -



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