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 offense with the ability to whiff punish careless opponents for overstepping. Cammy will easily evade and counterhit careless moves in such a way that will let 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 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 lets her crush lows 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 followups; 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.

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 pushes 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 (particularly things like badly spaced Spiral Arrows, Spin Knuckles, and raw Hooligans) and leave her vulnerable if the opponent makes the right read. 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 Cannon Strike divekick can make it difficult to keep track of her on the screen.
  • Punish Game: Cammy's longer normals, such as 5MK, 2MK, and 5HK, as well as 5HP and Spiral Arrow's forward movement, 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, low-to-the-ground divekicks, and Hooligan Combination followup mixups (e.g., Silent Step feints, divekicks, Fatal Leg Twister throw) 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 backdash and long normals make it easier for her to create space, which synergizes very well with her punish game.
  • Smothering Okizeme: Spiral Arrow leaves Cammy close on hit, allowing her to easily continue pressure after a knockdown. Sacrificing some damage allows her to route into Hooligan Step instead, which allows her to get meterless mixups with that are either safe or plus on block. Some Hooligan setups are even reversal and Drive Impact safe. All of this added together allows Cammy to latch onto her opponent and refuse to let go until they're out of commission.
  • 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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