input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
---|---|---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
5LP | 300 | 4 | 3 | 7 | 13 | +5 | -2 | LH | Chn Sp SA | 13 |
5MP | 600 | 6 | 4 | 13 | 22 | +6 | -1 | LH | - | |
5HP | 800 | 8 | 3 | 20 | 30 | +2 | -3 | LH | Sp SA TC | 17 Sp / 19 TC |
5LK | 300 | 5 | 3 | 10 | 17 | +2 | -3 | LH | Sp SA | 13 |
5MK | 700 | 8 | 3 | 18 | 28 | +3 | -4 | LH | - | |
5HK | 900 | 11 | 3 | 19(21) | 32(34) | +2 | -3 | LH | - | |
2LP | 300 | 4 | 2 | 8 | 13 | +5 | -2 | LH | Chn Sp SA | 12 |
2MP | 600 | 7 | 3 | 14(17) | 23(26) | +5 | -2 | LH | Sp SA | 15 |
2HP | 700 | 10 | 4 | 15 | 28 | +7 | +1 | LH | - | |
2LK | 200 | 5 | 3 | 7 | 14 | +3 | -2 | L | Chn | |
2MK | 500 | 8 | 3 | 18 | 28 | +1 | -5 | L | Sp SA | 13 |
2HK | 900 | 9 | 3 | 24 | 35 | HKD +31 | -10 | L | - | |
j.LP | 300 | 4 | 10 | 3 land | - | +6(+9) | +2(+5) | H | - | |
j.MP | 600 | 6 | 8 | 3 land | - | +10(+13) | +1(+4) | H | Sp SA2 | |
j.HP | 800 | 8 | 5 | 3 land | - | +8(+15) | +4(+11) | H | - | |
j.LK | 300 | 4 | 10 | 3 land | - | +6(+10) | +2(+6) | H | - | |
j.MK | 600 | 7 | 6 | 3 land | - | +12(+13) | +8(+9) | H | - | |
j.HK | 800 | 10 | 6 | 3 land | - | +11(+15) | +7(+11) | H | - | |
4MP | 500 | 5 | 5 | 12 | 21 | +4 | -1 | LH | Sp SA TC | 17 |
4HK | 800 | 9 | 3 | 18 | 29 | KD +54 | -7 | LH | Sp SA Jmp | 17 |
6HK | 800 | 18 | 3 | 25 | 45 | KD +26 | -12 | LH | Sp SA | 19 |
4MP~HK | 600 | 9 | 3 | 23 | 34 | KD +49 | -12(-19) | LH | Sp SA Jmp | 37~41 |
5HP~HK | 400,400 | 13 | 4(12)3 | 29 | 60 | KD +26 | -12 | LH | Sp SA | 42~46 1st / 75~79 2nd |
< Street Fighter 6 | Cammy
Frame Data Tables
Character Data
Cammy | HP | Throw Range |
Fwd Walk Speed |
Back Walk Speed |
Fwd Dash Speed |
Back Dash Speed |
Fwd Dash Distance |
Back Dash Distance |
Jump Speed |
Fwd Jump Distance |
Back Jump Distance |
Jump Apex |
---|---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
10000 | 0.8 | 0.0505 | 0.033 | 18 | 23 | 1.32 | 1.002 | 4+38+3 | 1.90 | 1.52 | 2.115 |
Normals and Target Combos
input | Dmg Scaling | Punish Adv | PerfParry Adv | DR Cancel onHit | DR Cancel onBlock | After DR onHit | After DR onBlock | Hitstun | Blockstun | Hitstop |
---|---|---|---|---|---|---|---|---|---|---|
input | Dmg Scaling | Punish Adv | PerfParry Adv | DR Cancel onHit | DR Cancel onBlock | After DR onHit | After DR onBlock | Hitstun | Blockstun | Hitstop |
5LP | 20% Starter | +9 | -8 | +4 | -3 | +9 | +2 | 15 | 8 | 9 |
5MP | +10 | -15 | +10 | +3 | 23 | 16 | 11 | |||
5HP | +6 | -21 | +15 | +10 | +6 | +1 | 25 | 20 | 13 | |
5LK | 20% Starter | +6 | -11 | +4 | -1 | +6 | +1 | 15 | 10 | 9 |
5MK | +7 | -19 | +7 | 0 | 24 | 17 | 11 | |||
5HK | KD +44 | -20 | +6 | +1 | 24 | 19 | 13 | |||
2LP | 20% Starter | +9 | -8 | +4 | -3 | +9 | +2 | 15 | 8 | 9 |
2MP | +9 | -15 | +12 | +5 | +9 | +2 | 22 | 15 | 11 | |
2HP | +11 | -17 | +11 | +5 | 26 | 20 | 13 | |||
2LK | 20% Starter | +7 | -8 | +7 | +2 | 13 | 8 | 9 | ||
2MK | 20% Starter | +5 | -19 | +10 | +4 | +5 | -1 | 22 | 16 | 9 |
2HK | HKD +43 | -25 | HKD +31 | -6 | 17 | 13 | ||||
j.LP | +10(+13) | -5(-2) | 13 | 9 | 9 | |||||
j.MP | +14(+17) | -5(-2) | 17 | 8 | 11 | |||||
j.HP | +12(+19) | -9(-2) | 19 | 15 | 13 | |||||
j.LK | +10(+14) | -6(-2) | 14 | 10 | 9 | |||||
j.MK | +16(+17) | -3(-2) | 17 | 13 | 11 | |||||
j.HK | +15(+19) | -6(-2) | 19 | 15 | 13 | |||||
4MP | +8 | -15 | +11 | +6 | +8 | +3 | 21 | 16 | 11 | |
4HK | 20% Starter | KD +54 | -19 | KD +65 | +4 | Free Juggle | -3 | 14 | 13 | |
6HK | 20% Starter | KD +48 Launch | -26 | KD +42 | +4 | KD +26 | -8 | 16 | 13 | |
4MP~HK | KD +65 | +4 | 14 | 13 | ||||||
5HP~HK | Combo (2 hits, 2nd hit only); each hit scales separately | KD +26 | -30 | KD +41 | +3 | 8,20 | 11,13 |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
---|---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
5LP | 500 | [2000] | 250 | 300 (210) | 150 (75) |
5MP | 3000 | [4000] | 1500 | 500 (350) | 250 (125) |
5HP | 4000 | [8000] | 2000 | 1000 (700) | 500 (250) |
5LK | 500 | [2000] | 250 | 300 (210) | 150 (75) |
5MK | 4000 | [6000] | 2000 | 700 (490) | 350 (175) |
5HK | 6000 | [10000] | 3000 | 1200 (840) | 600 (300) |
2LP | 500 | [2000] | 250 | 300 (210) | 150 (75) |
2MP | 3000 | [4000] | 1500 | 500 (350) | 250 (125) |
2HP | 5000 | [8000] | 2500 | 1000 (700) | 500 (250) |
2LK | 500 | [2000] | 250 | 300 (210) | 150 (75) |
2MK | 2000 | [4000] | 1000 | 500 (350) | 250 (125) |
2HK | 4000 | [10000] | 3000 | 1000 (700) | 500 (250) |
j.LP | 1500 | [2000] | 500 | 300 (210) | 150 (75) |
j.MP | 2500 | [4000] | 1200 | 500 (350) | 250 (125) |
j.HP | 4000 | [7000] | 2500 | 1000 (700) | 500 (250) |
j.LK | 1500 | [2000] | 500 | 300 (210) | 150 (75) |
j.MK | 2500 | [4000] | 1200 | 700 (490) | 350 (175) |
j.HK | 4000 | [7000] | 2500 | 1000 (700) | 500 (250) |
4MP | 3000 | [4000] | 1500 | 500 (350) | 250 (125) |
4HK | 5000 | [10000] | 2500 | 1000 (700) | 500 (250) |
6HK | 4000 | [10000] | 3000 | 1000 (700) | 500 (250) |
4MP~HK | 3000 | [7000] | 2000 | 700 (490) | 350 (175) |
5HP~HK | 3000x2 | [7000] | 1500,2500 | 500,1000 (350,700) | 250,500 (125,250) |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
5LP | 1.05 | 1 | 1 | 0 | |||
5MP | 1.04 | 1 | 1 | 0 | |||
5HP | 1.39 | 1 | 1 | 0 | |||
5LK | 1.27 | 1 | 1 | 0 | |||
5MK | 1.57 | 1 | 1 | 0 | |||
5HK | 1.879 | 1 | 10 | 10 | |||
2LP | 1.05 | 1 | 1 | 0 | |||
2MP | 1.335 | 1 | 1 | 0 | |||
2HP | 1.08 | 1 | 1 | 0 | |||
2LK | 1.14 | 1 | 1 | 0 | |||
2MK | 1.49 | 1 | 1 | 0 | |||
2HK | 1.73 | 1 | 3 | 3 | |||
j.LP | 0.65 | 1 | 1 | 0 | |||
j.MP | 0.80 | 1 | 4 | 1 | |||
j.HP | 0.80 | 1 | 3 | 3 | |||
j.LK | 0.52 | 1 | 1 | 0 | |||
j.MK | 1.16 | 1 | 1 | 0 | |||
j.HK | 1.16 | 1 | 1 | 0 | |||
4MP | 0.826 | 1 | 1 | 0 | |||
4HK | 1.09 | 1 | 1 | 0 | |||
6HK | 1.443 | 3 | 1 | 0 | |||
4MP~HK | 1 | 1 | 0 | ||||
5HP~HK | 1,1 | 1,1 | 1,2 |
input | Notes |
---|---|
input | Notes |
5LP | Chains into 5LP/2LP/2LK; extended hurtbox appears for 2f before active; DR cancel is delayed until after 2nd active frame |
5MP | Can get frame advantage with meaty timing and leads to good conversions on counter-hit; decent Drive Rush starter (links to 5HP on hit, frame traps into itself) but doesn't carry much forward momentum; extended hurtbox remains for 4f after active frames |
5HP | Great disjointed hitbox; moves Cammy far forward during startup, giving it good range but making it easier to whiff punish; good Drive Rush starter (good momentum, links into 4MP~HK if close enough or frame traps into 5LP/2LP) |
5LK | Good range for 5f punishes and light conversions; extended hurtbox appears for 2f before active; special cancel is delayed until after active frames (prevents OD Spiral Arrow combo); DR cancel is delayed until after 2nd active frame |
5MK | Great ranged poke, vulnerable to DI if predicted; extended hurtbox remains for 7f after active frames, making it somewhat more whiff punishable |
5HK | 2f extra recovery on whiff; great ranged poke; Punish Counter knockdown does not lead to follow-up combo, but gives great corner carry; extends a hurtbox 1f before active that is vulnerable to projectiles; particularly vulnerable to Drive Impact in neutral; can anti-air some long range jump-ins; has high juggle potential (causes air reset when juggled into) |
2LP | Chains into 5LP/2LP/2LK; extended hurtbox appears for 2f before active; DR cancel is delayed until after active frames |
2MP | Good counterpoke and useful combo filler after 2HP or CH 5LP/2LP/5MP; 3f extra recovery on whiff; extends a wide hurtbox during recovery on whiff |
2HP | Forces stand; Good for starting pressure, especially with meaty timing (236HK + Dash 2HP sets gives enough advantage to link 5HP); extended hurtbox appears for 2f before active; situationally useful anti-air |
2LK | Chains into 5LP/2LP/2LK; low hitconfirm starter; extended hurtbox appears for 2f before active and remains 5f after active |
2MK | Great ranged cancelable low poke; very useful when canceled to DR; extended hurtbox appears for 1f before active and remains 6f after active; special/DR cancel is delayed until after active frames; Range: 1.49 |
2HK | Disjointed hitbox gives it some neutral utility; has juggle potential (not a Hard Knockdown when juggled into); extended hurtbox remains for 6f after active frames |
j.LP | Quick air-to-air |
j.MP | Puts airborne opponents into limited juggle state; cancels into j.214K/j.214214P on forward jump only; low blockstun means there will always be a blockstring gap if canceled; shifts Cammy's hurtbox upward during startup |
j.HP | Causes spike knockdown vs. airborne opponents; good hitbox disjoint near Cammy's fists |
j.LK | Cross-up; can be used as a fuzzy instant overhead (except vs. Blanka) |
j.MK | Long hitbox can work as a ranged air-to-air; shifts Cammy's hurtbox upward during startup |
j.HK | Good jump-in from long range, especially mixed with empty jump or j.214K to bait anti-airs; can air-to-air from long range |
4MP | Forces stand (required for 4MP~HK TC); useful anti-air starting on frame 6 but can often trade or whiff against close jumps; extended arm hurtbox on active frames 3-5 is anti-air invulnerable; combos naturally from 5LP/2LP/5MP at close range |
4HK | Whiffs on crouching opponents; jump cancelable on hit only; puts opponents into limited juggle state on hit (free juggle if started from Drive Rush) |
6HK | Pulls back hurtbox on frame 5-14 (auto-shimmy tool); low blockstun means that DR Cancel is the only way to make it safe; extended hurtbox remains for 9f after active frames; special cancel is delayed until after 2nd recovery frame; DR cancel is delayed until after active frames |
4MP~HK | Whiffs on crouch blocking opponents (works on crouching hit because 4MP forces stand); jump cancelable on hit only; puts opponent into limited juggle state; has 5f more recovery than 4HK on its own, resulting in more limited juggle follow-ups |
5HP~HK | 2 hits; leaves a 9f gap between 1st and 2nd hit on block; 1st hit of HK is cancelable into j.214K (9f gap) or SA2; 2nd hit acts as a cancelable grounded normal |
Drive and Throw
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
LPLK | 1200 (2040) | 5 | 3 | 23 | 30 | KD +17 | - | T |
4LPLK | 1200 (2040) | 5 | 3 | 23 | 30 | KD +14 | - | T |
j.LPLK | 1200 (2040) | 5 | 3 | 3 land | - | KD +22 | - | T |
HPHK | 800 | 26 | 2 | 35 | 62 | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | LH |
6HPHK | 500 recoverable | 20 | 3 | 26(31) | 48(53) | KD +23 | -6 | LH |
6HPHK | 500 recoverable | 18 | 3 | 26(31) | 46(51) | KD +23 | -6 | LH |
MPMK | - | 1 | 12 or until released | 33(1)(11) | 45(3) | - | - | - |
MPMK~66 | - | 3+8 | - | 15(37) | 26(48) | - | - | - |
MPMK or 66 | - | 9 | - | 15(37) | 24(46) | - | - | - |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
LPLK | 20% Immediate | HKD +17 | ||||
4LPLK | 20% Immediate | HKD +14 | ||||
j.LPLK | HKD +22 | |||||
HPHK | 200 | 20% Starter (Hit) 20% Multiplier (Block) | Crumple (Standing +21, Juggle +46, HKD +104) | -35 | 34 | 25 |
6HPHK | 125 recoverable | KD +23 | -27 | 23 | 20 | |
6HPHK | 125 recoverable | KD +23 | -27 | 23 | 20 | |
MPMK | 50% Multiplier (Perfect) | |||||
MPMK~66 | 15% Multiplier (Mid-Combo) | |||||
MPMK or 66 | 15% Multiplier (Mid-Combo) |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit |
---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit |
LPLK | [10000] | 2000 | 2000(1400) [4000(2800)] | |
4LPLK | [10000] | 2000 | 2000(1400) [4000(2800)] | |
j.LPLK | [10000] | 2000 | 2000(1400) [4000(2800)] | |
HPHK | 5000 | 10000 [15000] | -10000 | [3000(2100)] |
6HPHK | -20000 | |||
6HPHK | -20000 | |||
MPMK | -5000,250~ | |||
MPMK~66 | -10000 | |||
MPMK or 66 | -30000 |
input | Invuln | Armor | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|
input | Invuln | Armor | Range | Juggle Start | Juggle Increase | Juggle Limit |
LPLK | 0.80 | |||||
4LPLK | 0.80 | |||||
j.LPLK | 0.80 | |||||
HPHK | 1-27 | 2.544 | 0 | 1 | 0 | |
6HPHK | 1-22 Full | Break | 1.390 | 200 | 100 | 1 |
6HPHK | 1-20 Full | Break | 1.390 | 200 | 100 | 1 |
MPMK | 6 Full (after Perfect Parry) | |||||
MPMK~66 | ||||||
MPMK or 66 |
input | Notes |
---|---|
input | Notes |
LPLK | Can walk for a manually-timed corner throw loop |
4LPLK | No throw oki after corner side switch; can use Drive Rush 5MP (+3 oB, links to 5HP on hit), or Drive Rush 2MP to set up trade combo vs. reversal 4f normals |
j.LPLK | Can get throw oki if opponent is near the corner (no oki midscreen even with Drive Rush) |
HPHK | See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
6HPHK | Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal. |
6HPHK | Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see Drive Reversal. |
MPMK | See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo. |
MPMK~66 | See Drive Rush; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties; Distance: 0.603 (min/throw), 2.027 (min/block), 2.796 (max/final DR frame) |
MPMK or 66 | See Drive Rush; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties |
Specials
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
---|---|---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
236LK | 800 | 9 | 13 | 21 | 42 | KD +26(+48) | -12(0) | LH | - | |
236MK | 900 | 9 | 15 | 21 | 44 | KD +26(+48) | -14(0) | LH | - | |
236HK | 300,700 | 15 | 3(1)12 | 21 | 51 | KD +29(+48) | -12(-1) | LH | SA3 (1st) | 14 |
236[HK] | 150x4,200 | 27(25) | 3(1)12 | 20 | 62(60) | KD +47 Launch | -14 | LH | SA3 (4th) | 34 |
236KK | 150x4,200 | 13 | 3(1)12 | 20 | 48 | KD +47 Launch | -14 | LH | SA2 SA3 | 34 (4th) |
623LK | 900(800) | 5 | 12 | 24+16 Land | 56 | KD +20 | -36 | LH | SA3 | |
623MK | 1000(800) | 6 | 12 | 25+16 Land | 58 | KD +21 | -36 | LH | SA3 | |
623HK | 1200(800) | 7 | 12 | 28+16 Land | 62 | KD +22 | -36 | LH | SA3 | |
623[HK] | 1100,100x4 (900) | 24(22) | 12 | 29+16 Land | 80(78) | KD +16 | -40 | LH | SA3 | 12 |
623KK | 600,100x3,600 (900) | 6 | 12 | 30+16 Land | 63 | KD +19 | -40 | LH | - | |
214LP | 800 | 21 | 4 | 16 | 40 | +2 | -3 | LH | SA3 | 18 |
214MP | 800 | 24 | 4 | 16 | 43 | +3 | -2 | LH | SA3 | 18 |
214HP | 800 | 28 | 4 | 17 | 48 | +5 | +3 | LH | SA3 | 18 |
214PP | 800 | 25(28) | 4 | 17 | 45 | +7 | -2 | LH | SA2 SA3 | 18 |
j.214K | 600 | 13 | 11 (until land) | 12 land | - | -2(+9) | -8(+3) | LH | - | |
j.214KK | 800 | 13 | 12 (until land) | 12 land | - | 0(+9) | -2(+5) | LH | SA2 | 15~22 |
236P | - | 20(40) | - | - | - | - | - | - | - | |
236[HP] | - | 40(60) | - | - | - | - | - | - | - | |
236PP | - | 20(40) | - | - | - | - | - | - | - | |
236P~No Input | 1000 | 50 | 9 | 13 | 71 | KD +48 | +2 | L | SA3 | 22 |
236[HP]~No Input | 800,400 | 70 | 9(10)5 | 17 | 110(108) | KD +48 | +2 | L,L | SA3 | 50 |
236PP~No Input | 800,400 | 50 | 9(10)5 | 17 | 90 | KD +48 | +2 | L,L | SA2 SA3 | 50 |
236P~K | 600 | 20+13 | until land | 12 land | 54~ | -1(+9) | -7(+3) | LH | - | |
236[HP]~K | 800 | 40+13 | until land | 12 land | 74~ | -1(+9) | 0(+5) | LH | - | |
236PP~K | 800 | 20+13 | until land | 12 land | 54~ | -1(+9) | 0(+5) | LH | SA2 | 19 |
236P~2K | 800 | 20+18 | 4 | 13 land | 56~ | +5(+9) | -5(-1) | H | - | |
236[HP]~2K | 600x2 | 40+18 | 4(14)4 | 13 land | 92~ | +8 | -2 | H,H | - | |
236PP~2K | 600x2 | 20+18 | 4(14)4 | 13 land | 72~ | +8 | -2 | H,H | SA2 | 45 |
236P~LPLK | 1800 (2070) | 20+10 | 3 | 30 land | - | HKD +18 | - | T | - | |
236[HP]~LPLK | 1000 (1150) | 40+10 | 3 | 30 land | - | HKD +60 Launch | - | T | - | |
236PP~LPLK | 1000 (1150) | 20+10 | 3 | 30 land | - | HKD +60 Launch | - | T | - | |
236P~P | - | 20~ | - | 4(12)+10 land | - | - | - | - | - | |
236[HP]~P | - | 40~ | - | 4(7)+10 land | - | - | - | - | - | |
236PP~P | - | 20~ | - | 4(9)+10 land | - | - | - | - | - |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
236LK | 200 | KD +26(+48) | -32(-20) | 22 | 13 | |
236MK | 225 | KD +26(+48) | -34(-20) | 22 | 13 | |
236HK | 75,175 | KD +29(+48) | -28 (2-hit), -31(-20) | 25(21) | 10,13 | |
236[HK] | 37x4,50 | KD +47 Launch | -20 | 24 total | 5,5,5,5, 13(11)Hit/16(14)Blk | |
236KK | 37x4,50 | Combo (5% extra) | KD +47 Launch | -20 | 24 total | 5,5,5,5, 13(11)Hit/16(14)Blk |
623LK | 225 | KD +20 | -50 | 16 | 12(13) | |
623MK | 250 | KD +21 | -50 | 16 | 12(13) | |
623HK | 300 | KD +22 | -50 | 16 | 12(13) | |
623[HK] | 275 | KD +16 | -54 | 16 | 10,5,5,5,13 (13) | |
623KK | 275 | KD +19 | -54 | 16 | 10,5,5,5,13 (13) | |
214LP | 200 | +6 | -18 | 17 | 13 | |
214MP | 200 | 20% Starter | +7 | -18 | 18 | 13 |
214HP | 200 | 20% Starter; Combo (2 hits) | +9 | -19 | 24 | 13 |
214PP | 200 | 20% Starter; Combo (2 hits) | +11 | -19 | 19 | 13 |
j.214K | 150 | 20% Starter | +2(+13) | -22(-11) | 16 | 13 |
j.214KK | 200 | 20% Starter; 10% Immediate | +4(+13) | -20(-11) | 18 | 13 |
236P | ||||||
236[HP] | ||||||
236PP | ||||||
236P~No Input | 250 | 20% Starter | KD +48 | -20 | 24 | 13 |
236[HP]~No Input | 200,100 | 20% Starter | KD +48 | -20 | 43(24) | 13,13 |
236PP~No Input | 200,100 | 20% Starter | KD +48 | -20 | 43(24) | 13,13 |
236P~K | 150 | 20% Starter | +3(+13) | -20(-12) | 16 | 13 |
236[HP]~K | 200 | 20% Starter; 10% Immediate | +3(+13) | -16(-11) | 18 | 13 |
236PP~K | 200 | 20% Starter; 10% Immediate | +3(+13) | -16(-11) | 18 | 13 |
236P~2K | 200 | 20% Starter | +9(+13) | -18(-14) | 15 | 13 |
236[HP]~2K | 150x2 | 20% Starter | +12 | -15 | 33 total | 13,13 |
236PP~2K | 150x2 | 20% Starter | +12 | -15 | 33 total | 9,13 |
236P~LPLK | HKD +18 | |||||
236[HP]~LPLK | 20% Starter | HKD +60 Launch | ||||
236PP~LPLK | 30% Starter | HKD +60 Launch | ||||
236P~P | ||||||
236[HP]~P | ||||||
236PP~P |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
---|---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
236LK | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
236MK | 4000 | [5000] | 2000 | 800 (560) | 400 (200) |
236HK | 1000,4000 | [2500x2] | 600,2000 | 200,600 (140,420) | 100,300 (50,150) |
236[HK] | 300x4,2800 (4000) | [1000x5] | 150x4,1900 (2500) | 200x5 (140x5) | 100x5 (50x5) |
236KK | 300x4,2800 (4000) | [1000x5] | -20000 | 200x5 (140x5) | 100x5 (50x5) |
623LK | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
623MK | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
623HK | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
623[HK] | 4000 | [5000] | 700,200x3,700 (700) | 600,100x4 (420,70x4) | 300 (150) |
623KK | 2000 | -20000 | 600,100x4 (420,70x4) | 300 (150) | |
214LP | 4000 | [5000] | 2000 | 800 (560) | 400 (200) |
214MP | 5000 | [7000] | 2000 | 800 (560) | 400 (200) |
214HP | 6000 | [9000] | 2000 | 800 (560) | 400 (200) |
214PP | 4000 | [7000] | -20000 | 800 (560) | 400 (200) |
j.214K | 2000 | [4000] | 2500 | 800 (560) | 400 (200) |
j.214KK | 2000 | [4000] | -20000 | 800 (560) | 400 (200) |
236P | |||||
236[HP] | |||||
236PP | -20000 | ||||
236P~No Input | 3000 | [7000] | 2500 | 1000 (700) | 500 (250) |
236[HP]~No Input | 3000,2000 | [3500x2] | 2500,1500 | 500x2 (350x2) | 250x2 (125x2) |
236PP~No Input | 3000,2000 | [3500x2] | 500x2 (350x2) | 250x2 (125x2) | |
236P~K | 2000 | [4000] | 1000 | 800 (560) | 400 (200) |
236[HP]~K | 2000 | [4000] | 1000 | 800 (560) | 400 (200) |
236PP~K | 2000 | [4000] | 800 (560) | 400 (200) | |
236P~2K | 4000 | [7000] | 2500 | 800 (560) | 400 (200) |
236[HP]~2K | 3000x2 | [2500x2] | 2000x2 | 400x2 (280x2) | 200x2 (100x2) |
236PP~2K | 4000x2 | [3500x2] | 400x2 (280x2) | 200x2 (100x2) | |
236P~LPLK | [10000] | 3000 | 3000 (2100) | ||
236[HP]~LPLK | [10000] | 3000 | 1000 (700) | ||
236PP~LPLK | [10000] | 1000 (700) | |||
236P~P | |||||
236[HP]~P | |||||
236PP~P |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
236LK | 9-24 Throw | 9-24 (FKD) | 2.574 (1.417) | 1 | 1 | 3 | |
236MK | 9-26 Throw | 9-26 (FKD) | 3.051 (1.417) | 1 | 3 | 3 | |
236HK | 18-33 Throw | 18-33 (FKD) | 4.058 (1.783) | 1 (2nd hit) | 1,3 | 0,3 | |
236[HK] | 29-45 Throw | 30-45 (FKD) | 4.550 (2.023) | 4 (1,21 air) | 0x4,21 | 10x5 | |
236KK | 15-31 Throw | 16-31 (FKD) | 4.550 (1.783) | 4 (1,21 air) | 0x4,21 | 10x5 | |
623LK | 1-14 Air | 7-40 (FKD) | 0.88 (1st) | 1 | 40 | 4/40 | |
623MK | 1-9 Air | 8-42 (FKD) | 1.30 (1st) | 1 | 40 | 4/40 | |
623HK | 1-8 Air | 9-46 (FKD) | 0.90 (1st) | 1 | 40 | 4/40 | |
623[HK] | 1-7 Air, 20-25 Full | 26-64 (FKD) | 1.09 (1st) | 1x5 | 1,0x3,40 | 4/40,40x4 | |
623KK | 1-7 Full | 8-47 (FKD) | 1.04 (1st) | 1x5 | 1,0x3,40 | 4/40,40x4 | |
214LP | 2.131 | 1 air | 3 | 0 | |||
214MP | 9-23 Projectile | 2.760 | 1 air | 3 | 0 | ||
214HP | 9-27 Projectile | 3.360 | 1 air | 3 | 0 | ||
214PP | 9-24(20) Projectile | 3.290 | 1 air | 3 | 0 | ||
j.214K | Until Land (FKD) | 1 air | 10 | 10 | |||
j.214KK | Until Land (FKD) | 2 air | 2 | 5 | |||
236P | 7-40 Lower Body Projectile | 7-40 (FKD) | |||||
236[HP] | 27-60 Lower Body Projectile | 27-60 (FKD) | |||||
236PP | 7-40 Lower Body Projectile | 7-40 (FKD) | |||||
236P~No Input | 1 | 10 | 10 | ||||
236[HP]~No Input | 1 (2nd hit) | 10,10 | 10,10 | ||||
236PP~No Input | 1 (2nd hit) | 10,10 | 10,10 | ||||
236P~K | Until Land (FKD) | 1 air | 10 | 10 | |||
236[HP]~K | Until Land (FKD) | 2 air | 2 | 5 | |||
236PP~K | Until Land (FKD) | 2 air | 2 | 5 | |||
236P~2K | Until Land (FKD) | 1 air | 3 | 10 | |||
236[HP]~2K | Until Land (FKD) | 0,1 air | 1,5 | 4,5 | |||
236PP~2K | Until Land (FKD) | 0,1 air | 0,1 | 4,5 | |||
236P~LPLK | Until Land (FKD) | ||||||
236[HP]~LPLK | Until Land (FKD) | 1 | |||||
236PP~LPLK | Until Land (FKD) | 1 | |||||
236P~P | Until Land (FKD) | ||||||
236[HP]~P | Until Land (FKD) | ||||||
236PP~P | Until Land (FKD) |
input | Notes |
---|---|
input | Notes |
236LK | Can be spaced safely; useful in corner juggle routes after 5HP~HK, DR~4HK > 4HK, or blocked Drive Impact |
236MK | Can be spaced safely; best version for buffers in neutral; useful in corner juggle routes into 623K |
236HK | Only 1st hit is super cancelable (very low damage route); holding HK results in a powered up version |
236[HK] | Switches sides on hit; puts opponent into limited juggle state; super cancel comes out on 4th hit; holding HK for 9-15f results in partial-charge version; holding 16-17f results in a full charge 2f faster than normal (allows it to combo from CH 5HP or PC 2MP) |
236KK | Switches sides on hit; puts opponent into limited juggle state |
623LK | Shortest horizontal range (good close-range anti-air but can whiff in grounded combos); () refers to damage and juggle limit on active frames 3-12; SA3 cancel whiffs on hit; cannot anti-air cross-ups |
623MK | Medium horizontal range (good all-purpose anti-air and juggle ender); () refers to damage and juggle limit on active frames 3-12; SA3 cancel whiffs on hit; cannot anti-air cross-ups |
623HK | Longest horizontal range (good for long range anti-airs and neutral jumps; best grounded combo ender); () refers to damage and juggle limit on active frames 3-12; SA3 cancel whiffs on hit; cannot anti-air cross-ups |
623[HK] | Long horizontal range (but can drop when canceled from 5HP outside close range); () refers to damage and juggle limit on active frames 5-12 (becomes 1 hit if these frames connect); switches sides on hit; first hit can successfully juggle to SA3; holding HK for 15-16f results in a full charge up to 2f faster (full invuln window shifts 2f earlier, and allows it to combo from CH 2MP); cannot anti-air cross-ups |
623KK | Long horizontal range (good for punishes and long range anti-airs); () refers to damage and juggle limit on active frames 4-12 (becomes 1 hit); cannot anti-air cross-ups |
214LP | Puts airborne opponents into limited juggle state; good frame trap from 5HP (2f gap) that leads to Counter-hit confirm |
214MP | Puts airborne opponents into limited juggle state |
214HP | Puts airborne opponents into limited juggle state |
214PP | No collision box on frames 1-10 (can cross-up from close range); puts airborne opponents into limited juggle state |
j.214K | Forward jump only; cancelable from j.MP; button strength affects dive trajectory (LK short, MK mid, HK far); spike knockdown vs. airborne opponents; HK version worst-case frame advantage is 1f better than LK/MK versions |
j.214KK | Forward jump only; cancelable from j.MP; puts airborne opponents into limited juggle state; hitconfirm reaction time is longer the higher the divekick connects (cancelable until landing); frame advantage on hit/block is fixed when connecting on the first active frame (e.g. as a corner throw escape) |
236P | Startup refers to earliest/latest follow-up input timings; trajectory depends on button strength (LP short/high, MP middle, HP far/low); LP and MP versions can cross over close standing opponents; HP version can cross over close crouching opponents |
236[HP] | Startup refers to earliest/latest follow-up input timings; holding HP for 18-19f results in a full charge up to 2f faster than normal; can cross over crouching opponents; follow-ups gain properties of OD versions (except for SA2 cancelability) |
236PP | Startup refers to earliest/latest follow-up input timings; button combination affects trajectory (LP+MP=LP, LP+HP=MP, MP+HP=HP); follow-ups have enhanced OD properties |
236P~No Input | Puts opponent into limited juggle state on hit; low profile 50-63f; crouching state during recovery |
236[HP]~No Input | Puts opponent into limited juggle state on hit; low profile 70-98f; can be up to 2f faster if HP is held for only 18f; crouching state during recovery |
236PP~No Input | Puts opponent into limited juggle state on hit; low profile 50-80f; crouching state during recovery |
236P~K | Startup refers to earliest timing from Hooligan; button strength affects divekick trajectory (LK short, MK medium, HK far); spike knockdown vs. airborne opponents; autocorrects toward opponent after crossing over |
236[HP]~K | Startup refers to earliest timing from Hooligan; button strength does not affect divekick trajectory; puts airborne opponents into limited juggle state; autocorrects toward opponent after crossing over; can be up to 2f faster if HP is held for only 18f |
236PP~K | Startup refers to earliest timing from Hooligan; button strength does not affect divekick trajectory; puts airborne opponents into limited juggle state; autocorrects toward opponent after crossing over |
236P~2K | 236P trajectory affects frame advantage (lower height is better); up to 3f more recovery before landing (depends on activation height); does not autocorrect toward opponent after crossing over; crouching state during landing recovery |
236[HP]~2K | 2 hits; causes OTG bounce vs. airborne opponents that can juggle into 623MK/HK/KK or SA1/SA3 Super (low height juggle connect will not allow time for follow-up); does not autocorrect toward opponent after crossing over; crouching state during landing recovery; can be up to 2f faster if HP is held for only 18f |
236PP~2K | 2 hits; causes OTG bounce vs. airborne opponents that can juggle into 623MK/HK/KK or any Super (low height juggle connect will only allow canceled Air SA2 to connect); does not autocorrect toward opponent after crossing over; crouching state during landing recovery |
236P~LPLK | Throws standing opponents only; 15% damage increase on Punish Counter; up to 8f more total recovery before landing (depends on activation height); crouching state during landing recovery; extends a proximity guard box that immediately forces a crouch blocking opponent's hurtbox to reach its crouching height, preventing uncrouchable meaty setups (but can still throw opponents that hold straight down on wakeup) |
236[HP]~LPLK | Throws standing opponents only; puts opponent into limited juggle state; 15% damage increase on Punish Counter; up to 2f more total recovery before landing (depends on activation height); crouching state during landing recovery; can be up to 2f faster if HP is held for only 18f; extends a proximity guard box that immediately forces a crouch blocking opponent's hurtbox to reach its crouching height, preventing uncrouchable meaty setups (but can still throw opponents that hold straight down on wakeup) |
236PP~LPLK | Throws standing opponents only; puts opponent into limited juggle state; 15% damage increase on Punish Counter; up to 8f more recovery before landing (depends on activation height); crouching state during landing recovery; extends a proximity guard box that immediately forces a crouch blocking opponent's hurtbox to reach its crouching height, preventing uncrouchable meaty setups (but can still throw opponents that hold straight down on wakeup) |
236P~P | Stops forward trajectory; recovery before landing depends on activation height; Cammy is in crouching state during recovery; useful for baiting reversals in setups where throw/overhead/divekick could hit meaty |
236[HP]~P | Stops forward trajectory; recovery before landing depends on activation height; Cammy is in crouching state during recovery; useful for baiting reversals in setups where throw/overhead/divekick could hit meaty; can be up to 2f faster if HP is held for only 18f |
236PP~P | Stops forward trajectory; recovery before landing depends on activation height; Cammy is in crouching state during recovery; useful for baiting reversals in setups where throw/overhead/divekick could hit meaty |
Supers
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
236236K | 2000 | 9 | 3(1)12 | 38 | 62 | KD +10 | -24(-22) | LH |
214214P | 3000 (220x6) | 13 | 9 | 37 land | 58 | HKD +12 (KD +70 Launch) | -24(-18) | LH |
j.214214P | 3000 (220x8) | 13 | until land | 37 land | - | HKD +12 (KD +70 Launch) | -23(-18) | LH |
236236P | 4000 | 9 | 15 | 38 | 61 | HKD +17 | -33(-23) | LH |
236236P | 4500 | 9 | 15 | 38 | 61 | HKD +22 | -33(-23) | LH |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
236236K | 100x5 | 30% Minimum | KD +10 | -37(-43) | 30 total | 5,5,5,5,13 |
214214P | 750 | 40% Minimum | HKD +12 (KD +70 Launch) | -42(-36) | 20 | 16 |
j.214214P | 750 | 40% Minimum | HKD +12 (KD +70 Launch) | -41(-36) | 20 | 16 |
236236P | 1000 | 50% Minimum; 10% Immediate (Sp) | HKD +17 | -51(-41) | 20 | 20 |
236236P | 1250 | 50% Minimum; 10% Immediate (Sp) | HKD +22 | -51(-41) | 20 | 20 |
input | DriveDmg Block | DriveDmg Hit[PC] | SuperGain Hit | SuperGain Block |
---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | SuperGain Hit | SuperGain Block |
236236K | 500x5 | 500x6,2000 (5000) | -10000 | -10000 |
214214P | 5000 | 10000 (5700-8800) | -20000 | -20000 |
j.214214P | 5000 | 10000 (5700-10000) | -20000 | -20000 |
236236P | 7500 | 15000 | -30000 | -30000 |
236236P | 10000 | 20000 | -30000 | -30000 |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
236236K | 1-11 Strike/Throw | Break | 12-27 (FKD) | 4.278 (1.299) | 100 | ||
214214P | Break | Until Land (FKD) | 2.5 | 1 air | 0 | 30 | |
j.214214P | Break | Until Land (FKD) | 1 air | 0 | 30 | ||
236236P | 1-13 Full | Break | 9-27 (FKD) | 5.09 (2.20) | 100 | ||
236236P | 1-13 Full | Break | 9-27 (FKD) | 5.09 (2.20) | 100 |
input | Notes |
---|---|
input | Notes |
236236K | Great combo tool with high juggle potential and corner carry; 5th hits transitions into launching follow-up on hit only; damage distribution: 100,200x3,100,200,1000 |
214214P | Can escape grounded meaty attacks, but usually results in Cammy whiffing over opponent's head; puts airborne opponents into limited juggle state (no cinematic), number of airborne hits varies based on juggle height; Drive Damage distribution: 900x3-x7,3000; only deals 250 damage on the first hit if it trades |
j.214214P | Forward jump only; puts airborne opponents into limited juggle state (no cinematic), number of airborne hits varies based on juggle height; non-cinematic Drive Damage distribution: 900x3-x7,3700; only deals 250 damage on the first hit if it trades |
236236P | Full screen anti-projectile move (can lose to slow projectiles at max range); combos from charged 623[HP], 214P, or 236HK 1st hit when canceled into; cinematic time regenerates ~1.9 Drive bars for Cammy; only deals 500 damage on the first hit if it trades (only the first 5 active frames are invincible) |
236236P | Full screen anti-projectile move (can lose to slow projectiles at max range); combos from charged 623[HP], 214P, or 236HK 1st hit when canceled into; available at 25% HP or below; cinematic time regenerates ~1.9 Drive bars for Cammy; only deals 500 damage on the first hit if it trades (only the first 5 active frames are invincible) |