Street Fighter 6/Cammy/Resources

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Revision as of 16:36, 18 June 2025 by AkashicAYS (talk | contribs) (Added Patch History)
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Players to Watch

Documents

https://docs.google.com/spreadsheets/d/1J3v-16Vpw8cUgVdnSM9p1iLMR4aaDNtgL1rtpOjhLS0/edit?pli=1&gid=2138498766#gid=2138498766 - "THE MOST USELESS CAMMY DOCUMENT EVER" - Comprehensive Combo and Oki Googledoc maintained by @CptnNotz on Twitter/X

https://docs.google.com/document/d/1xdLC_FkWOtvjnKE2GPBKa4dxvT7R7AWl7XcDyzQZSjU/edit?usp=sharing - The (Incomplete) Guide to Hooligan Oki (VERY OUTDATED)

Videos

https://www.youtube.com/watch?v=uzQhAESOvOI Season 3 Hooligan Oki Overview by IceboundWitch

Patch History

  • 5LK hitbox at the edge of her foot was reduced downward (can whiff under some standing pokes that don't extend a lower body hurtbox)
  • 2HK HKD +31 -> KD +38 (gives point blank oki after 2 dashes with no PC required)


  • Swing Combination (5HP~HK) cancel on 2nd hit shifted 2f later (does not apply to Supers)
    • This reduces Cammy's knockdown advantage after a 236MK cancel, and weakens her meaty Hooligan setups


  • LK Spiral Arrow (236LK) knocks airborne opponents higher into the air
    • Compensates for the 5HP~HK nerf, allowing her to keep her corner 236LK into 623MK juggle
  • HK Cannon Spike (623HK) active frames 1-2 keep the opponent closer on hit for improved oki
  • LP Quick Spin Knuckle (214LP) Juggle Limit increased 0 -> 1 and has less knockback on air juggled opponents
  • SA2 - fixed issue where move would not KO the opponent when trading hits
  • 2MP whiff recovery 14 -> 17 and extended the whiff hurtbox for entire recovery
  • 2HK pushback on block reduced
  • OD Cannon Spike (623KK) no longer switches sides on hit; KD Advantage +16 -> +19
    • Damage distribution changed from 1100,100x4 to 600,100x3,600
    • Active frames for 1st hit full animation reduced by 1 (frames 1-4 -> 1-3); extended combo-only hitbox for full animation on active frames 3-4
  • Cannon Strike (j.214K) Drive Gain 1000 -> 2500
  • OD Cannon Strike (j.214KK) frame advantage is now fixed when connecting on first active frame, 0 oH / -2 oB
    • Weakens its use as a corner throw escape; can no longer link to 4MP for a corner side switch even on Punish Counter
  • Razor's Edge Slicer (236P/236PP~No Input) hurtbox extended upward while sliding on the ground
    • Previously, Cammy could low profile under Blanka/Chun-Li/Jamie OD Reversals, Marisa OD Scutum Counter, Akuma/Luke/Rashid/Ryu SA1, Luke SA2
    • Can still low profile Dhalsim SA2 like most crouching attacks
  • Forward Throw: slightly more pushback on hit (still allows throw loops)

  • 5MP reduced pushback
  • 5HK on block -4 -> -3 and reduced pushback
  • 5HP~HK 2f easier to hitconfirm; 2nd hit of HK now cancelable
    • Damage distribution on HK changed 200,600 -> 400,400
    • Damage scaling changed from Combo (5% Extra) -> Combo (2 hits), and both hits of HK apply separate damage scaling

  • 214MP/HP/PP (Spin Knuckle) projectile invuln now starts on frame 9 (significantly harder to use on reaction to projectiles)
  • 236HP collision box changed; can no longer juggle Divekick after escaping corner with 4MP~HK > 236HP
  • 236PP~LPLK (Hooligan Throw) starter scaling 20% -> 30%
  • j.214K (Divekick) hurtbox changed
    • Early frames are more vulnerable to projectiles, later frames are less vulnerable to low attacks

  • SA2 cinematic damage increased 2800 -> 3000; input changed from 214214K -> 214214P

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