Street Fighter 6/Cammy/Introduction

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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 to run a high-pressure, close-range, whiff-punish focused offense. Her light punches and 5LK are her main pressure tools up close that allow her to confirm into Spiral Arrow for knockdowns and corner carry, while 5MK and 2MK are especially good at mid-range poking and punishing, and 5HP, 2HP, and 5HK are built for punish countering big moves. She also has access to target combos that help her push the opponent toward the corner, especially with enough Drive Meter for Overdrives or Drive Rushes that help her set up extremely plus knockdowns.

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; outside of its use in combos, Spiral Arrow can clip opponents from much farther away than even her longest normals, and her Cannon Strike is a divekick lets her crush lows and lets her confirm into combos when spaced correctly. Cannon Spike is a DP that rounds 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 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 followups; combined with her other buttons, this lets her run a terrifying set of mixups if prepared correctly.

Cammy also has a unique mechanic in that she can charge up the heavy versions of her Spiral Arrow, Cannon Spike, and Hooligan Combination if the executing button is held down, 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, it can functionally allow her to get "free" Overdrive variations of these moves without spending Drive Gauge.

The main tradeoff for Cammy being so dangerous once she's managed to close the gap is the strong scaling on her gap-closers or mixup-enabling moves, which tends to push her damage down a bit. She also has to be exceptionally careful about becoming too predictable with her options, as many of them are easily called out and leave her vulnerable if they're spaced wrongly. 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.

Strengths Weaknesses
  • Speedy: Cammy's walk and dash are among the fastest in the game. Her generally quick buttons, fast jump arc, and powerful divekick can make it difficult to keep track of her on the screen.
  • Punish Game: Cammy's longer normals and Spiral Arrow make her a whiff punish monster. Expect to pick up punishes from up to 3/4 screen away.
  • Who Dares, Wins: Cammy has tremendous, varied offense that keeps the opponent guessing. Pressure resets with H Spin Knuckle, instant overhead divekicks, and Hooligan > Silent Step mixups all make it possible for her to drown her opponent in continuous mixups. Her best options may be risky, but they pay off.
  • Feinting and Withdrawal: Cammy can get in fast, but leave just as quick. Her fast backfash and long normals make it easier for her to create space, which synergizes very well with her punish game.
  • Harsh Damage Scaling: Most of Cammy's strong mixup or approach tools will count as two hits for damage scaling purposes, which lowers her damage output.

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