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
SF6 Cammy 5lp hitbox.png
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5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 7 Chn Sp SA 300 LH +5 -2
  • Chains into 5LP/2LP/2LK
  • Extended hurtbox appears 2f before active frames
  • Cancel Hitconfirm Window: 13f
    • DR cancel is delayed until after 2nd active frame
  • Drive Rush cancel advantage: +4 oH / -3 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


Basic and dependable pressure tool. Functionally interchangeable with 2LP, the main difference between them being the height that they connect at. 5LP also has one more active frame, making it marginally better as a meaty attack; with a perfect setup, it can be +7 on hit and 0 on block.

5MP
Standing Medium Punch
5MP
SF6 Cammy 5mp.png
SF6 Cammy 5mp hitbox.png
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5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 13 - 600 LH +6 -1
  • High active frame count (up to +9 oH / +2 oB)
  • Extended hurtbox remains 4f after active frames


Cammy's 5MP is a good short-range pressure starter, especially with meaty timing. On a normal hit, it can link to 4MP~HK from point blank, or into 5LK > 236MK from a bit farther out. It can also link to itself, though it cannot cancel into anything afterwards. On Counter-hit, it links into 5HP for a rewarding confirm.

5MP pairs well with Drive Rush; the forward momentum allows DR~5MP, 5MP to act as a frame trap, with either hit converting into a full combo on reaction. Using a Drive Rush light normal into 5MP can set up trade combos that are similarly rewarding, though the exact frame advantage depends on which normal you trade with.

The fast startup, quick recovery, and hitbox priority makes it possible to use 5MP as a counterpoke, though it lacks any real ranged conversions.

5HP
Standing Heavy Punch
5HP
SF6 Cammy 5hp.png
SF6 Cammy 5hp hitbox.png
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5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 20 Sp SA TC 800 LH +2 -3
  • Cancel Hitconfirm Window: 17f (special/TC)
  • Drive Rush cancel advantage: +15 oH / +10 oB


5HP is a fast cancelable button with great hitbox priority, making it excellent in neutral as a counterpoke or as a single-hit confirm tool. Cammy moves forward during the animation giving it deceptive range, though this also makes her more vulnerable if she whiffs. Confirming this button into 236HK or her 5HP~HK Target Combo lets her reach the corner quickly, where she excels. When used out of Drive Rush, Cammy can combo into 4MP, while maintaining enough forward momentum on block for a strike/throw mixup.

Cammy cannot link naturally into 5HP, but it can easily be set up with a Counter-hit 5MP/2HP or from various Drive Rush or Punish Counter routes. It has enough hitstun to combo into the charged 623[HK], but requires a Punish Counter to combo into charged 236[HK]. 5HP is safe but negative on block; if the opponent is predictable with their button presses on block, a cancel into 214LP will frame trap any opposing normal for a small Counter-hit confirm.

5LK
Standing Light Kick
5LK
SF6 Cammy 5lk.png
SF6 Cammy 5lk hitbox.png
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5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 10 Sp SA 300 LH +2 -3
  • Extended hurtbox appears 2f before active frames
  • Cancel Hitconfirm Window: 13f
    • Special cancel is delayed until after active frames (after 2nd active frame for DR)
  • Drive Rush cancel advantage: +4 oH / -1 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


5LK has great range for a 5-frame button, making it great for punishing (on block or whiff), checking dashes, and safely buffering Drive Rush in neutral. The most consistent ender is 236MK, especially at max range, but as a Punish Counter it can combo into the HK or OD version of the move as well. After a successful Drive Rush cancel, 5LK can link into 5LP, 5HP for some extra damage and corner carry.

Note that Cammy's other light normals do not chain into 5LK, so it must be linked; on block, there is a large enough frame gap to be interrupted. If the opponent likes to mash light normals during blockstrings, stick to a tighter sequence like 2LK, 2LP, 5LP at close range.

5MK
Standing Medium Kick
5MK
SF6 Cammy 5mk.png
SF6 Cammy 5mk hitbox.png
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5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 18 - 700 LH +3 -4
  • Extended hurtbox remains 7f after active frames (more whiff punishable)


A quick poke to harass the opponent at mid range. The pushback ensures that 5MK should never be punished on block when used at its appropriate range. It is not cancelable, so it can lose to a predictive Drive Impact, but the recovery is short enough that Cammy may recover in time to block or counter the DI. While not the most rewarding button, it is a relatively safe way to whittle down the opponent's Drive Gauge to force a response.

5HK
Standing Heavy Kick
5HK
SF6 Cammy 5hk.png
SF6 Cammy 5hk hitbox.png
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5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 3 19(21) - 900 LH +2 -4
  • Punish Counter: KD +44 (no juggle follow-up)
  • 2f extra recovery on whiff
  • Has high juggle potential (causes air reset)
  • Extends a hurtbox 1f before active that is vulnerable to projectiles


A much beefier neutral button than 5MK, but comes with additional risk against Drive Impact, jump-ins, and whiff punishes. The range on 5HK is incredible, and it drains 60% of a Drive bar just from being blocked once. If you manage to score a Punish Counter, the opponent goes flying, allowing Cammy to greatly improve her screen position. It is somewhat slow, and the early hurtbox makes it interruptible by counterpokes, so you don't want to be too predictable with this attack.

In some cases, 5HK can serve as a long range anti-air, though it's safer to stick with 623HK for this purpose.


Crouching Normals

2LP
Crouching Light Punch
2LP
SF6 Cammy 2lp.png
SF6 Cammy 2lp hitbox.png
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2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 2 8 Chn Sp SA 300 LH +5 -2
  • Chains into 5LP/2LP/2LK
  • Extended hurtbox appears 2f before active frames
  • Cancel Hitconfirm Window: 12f
    • DR cancel is delayed until after active frames
  • Drive Rush cancel advantage: +4 oH / -3 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


Functionally, 2LP is nearly identical to 5LP except that it hits lower to the ground. The range and pushback are identical, so use whichever feels better. The only real difference is that 2LP has one less active frame, making it slightly harder to time as a meaty attack.

2MP
Crouching Medium Punch
2MP
SF6 Cammy 2mp.png
SF6 Cammy 2mp hitbox.png
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2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 14 Sp SA 600 LH +5 -2
  • Extended hurtbox remains 5f after active frames
  • Cancel Hitconfirm Window: 15f
  • Drive Rush cancel advantage: +12 oH / +5 oB


Excellent reach and special cancelable, making it a good counterpoke and combo filler. It can link directly from 2HP, or after Counter-hit 5LP, 2LP, or 5MP. It is usually canceled into 236HK for corner carry and a knockdown. It can also link into 5LK at closer ranges in case you miss the cancel opportunity.

In punish scenarios where you're uncertain about range, PC 2MP can link directly into SA3, giving plenty of time for a max range hitconfirm.

2HP
Crouching Heavy Punch
2HP
SF6 Cammy 2hp.png
SF6 Cammy 2hp hitbox.png
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2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 15 - 700 LH +7 +1
  • Forces Stand
  • Extended hurtbox appears 2f before active frames


Cammy's most advantageous normal, and the only one that's plus on block while naturally linking into 2MP. It's a bit slow, making it hard to use out of Drive Rush or pressure strings, but with 4 active frames it's easy to set up on the opponent's wakeup. After 236HK + Forward Dash, 2HP hits meaty enough to combo directly into 5HP even without a Counter-hit.

2HP can be situationally used as an anti-air; for example, it reaches high enough to hit E. Honda's Sumo Smash out of the air. Most of the time, however, it's better to stick with 623K for this purpose.

The Force Stand property ensures that any link to 4HK will hit properly, so it should always be used after Drive Rush cancels from medium or heavy pokes.

2LK
Crouching Light Kick
2LK
SF6 Cammy 2lk.png
SF6 Cammy 2lk hitbox.png
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2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 7 Chn 200 L +3 -2
  • Chains into 5LP/2LP/2LK
  • Extended hurtbox appears 2f before active frames, remains 5f after active
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


Cammy's fastest low starter. When chained, it can work in any 3-hit light confirm, as long as it starts point blank and 2LK is used only once in the string. A sequence like 2LP, 2LK, 2LP works well in this context to catch opponents that walk back or backdash after their first blocked normal.

From longer ranges, 2LK is fairly useless as it cannot cancel into specials nor link to her light normals; in these situations, use 2MK instead.

2MK
Crouching Medium Kick
2MK
SF6 Cammy 2mk.png
SF6 Cammy 2mk hitbox.png
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2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 18 Sp SA 500 L +1 -5
  • Extended hurtbox appears 1f before active frames, remains 6f after active
  • Cancel Hitconfirm Window: 13f
    • Special/DR cancel is delayed until after active frames

+10 oH / +4 oB

  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


With its great range and frame data, 2MK is one of Cammy's most important neutral tools. It can be buffered into 236HK in neutral for a quick whiff punish or to catch greedy forwards movement, but it is not hitconfirmable. For 3 bars, 2MK > Drive Rush is a great way to check an opponent for walking back while remaining safe on block. On hit, Cammy can combo directly to 2HP on hit after Drive Rush, but this will leave a gap on block. If no gap is desired, 5MP is an excellent alternative. Both options are plus on block out of Drive Rush (+5 and +3 respectively), allowing Cammy to either continue pressure or attempt a throw mixup.

In some ranged Counter-hit/Punish Counter scenarios where 5HP doesn't quite reach, 2MK can often pick up these conversions for a bit less damage.

2HK
Crouching Heavy Kick
2HK
SF6 Cammy 2hk.png
SF6 Cammy 2hk hitbox.png
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2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 24 - 900 L HKD +31 -10
  • Counter-hit/Punish Counter: HKD +43
  • Has juggle potential; not a Hard Knockdown when juggled into
  • Extended hurtbox remains 6f after active frames


A great sweep with a disjointed hitbox and very good range, even for a sweep. Connecting at max range on block can make it safe in some matchups. It also has some limited juggle potential, though this is rarely useful compared to other juggle routes.


Jumping Normals

j.LP
Jumping Light Punch
j.LP
SF6 Cammy jlp.png
SF6 Cammy jlp hitbox.png
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j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 10 3 land - 300 H - -


A quick air-to-air, but doesn't see much use compared to j.MP and Air Throw.

j.MP
Jumping Medium Punch
j.MP
SF6 Cammy jmp.png
SF6 Cammy jmp hitbox.png
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j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 8 3 land Sp SA2 600 H - -
  • Puts airborne opponents into limited juggle state
  • Cancelable into j.214K or Air SA2 on forward jump only
  • Shifts Cammy's hurtbox upward during startup


Very useful as an air-to-air or in launching combos due to its cancel into Divekick or Air SA2. The cancel into Super can be made easier by inputting j.MP as j.214MP, so that only one more motion is needed to finish the input.

Against a grounded opponent, j.MP has particularly low blockstun; canceling into Divekick leaves a large gap on block that can be interrupted by the defender.

j.HP
Jumping Heavy Punch
j.HP
SF6 Cammy jhp.png
SF6 Cammy jhp hitbox.png
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j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 5 3 land - 800 H - -
  • Spike knockdown vs. airborne opponents


A good downward-reaching air normal with a disjointed hitbox directly under Cammy's fists. It has some juggle potential in launching combos, with a highly variable KD Advantage depending on how early or late the button is pressed mid-air.

j.LK
Jumping Light Kick
j.LK
SF6 Cammy jlk.png
SF6 Cammy jlk hitbox.png
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j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 10 3 land - 300 H - -
  • Can hit Cross-up
  • Can be used as a fuzzy instant overhead (except vs. Blanka)


Cammy's only cross-up air normal. It has a fairly narrow hitbox, but the threat of a divekick stops the opponent from simply walking forward underneath the attack on reaction. To finish a round, Cammy can also use j.LK in fuzzy instant overhead setups after making the opponent block a deep j.HP, though this is a high-risk option.

j.MK
Jumping Medium Kick
j.MK
SF6 Cammy jmk.png
SF6 Cammy jmk hitbox.png
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j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 6 3 land - 600 H - -
  • Shifts Cammy's hurtbox upward during startup


A long kick that hits above and in front of Cammy, primarily used as an air-to-air when no other button will reach.

j.HK
Jumping Heavy Kick
j.HK
SF6 Cammy jhk.png
SF6 Cammy jhk hitbox.png
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j.HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 6 3 land - 800 H - -


An excellent long-range air normal that serves as a complement to j.HP and Cannon Strike. Because Cammy can threaten with this attack from far away, the opponent is more likely to be looking for a jump at this range; this allows Cammy to whiff j.214LK to bait an anti-air attempt. It can also be used as an air-to-air similar to j.MK, though the button is a bit slow to do this on reaction.


Command Normals

4MP
Lift Uppercut
4MP
SF6 Cammy 4mp.png
SF6 Cammy 4mp hitbox.png
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4MP
Lift Uppercut
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 5 12 Sp SA TC 500 LH +4 -1
  • Extended arm hurtbox is anti-air invuln on frames 7-9
  • Forces Stand (useful for 4MP~HK TC)
  • Cancel Hitconfirm Window: 17f (special/TC)
  • Drive Rush cancel advantage: +11 oH / +6 oB


Very fast for a medium normal at only 5f startup, this button combos naturally from 5LP, 2LP, or 5MP at close range. Since it forces stand on hit, the follow-up HK will always connect properly in combos. Also useful after DR~5HP, giving a nice combo on hit and a trade vs. 4f normals on block that will be in Cammy's favor.

The anti-air hitbox comes out on frame 6 and lasts for 4 frames. While Cammy's extended arm hurtbox is immune to air attacks, her standing head hurtbox is quite tall for an anti-air move, making it inconsistent against some jump-ins. It also has a tendency to whiff against both cross-ups and far-ranged jumps, so you have to be careful when picking the time to anti-air with 4MP. Still, it's worth keeping this move in the toolbox for situations where 623K is difficult to react with.

4HK
Assault Blade
4HK
SF6 Cammy 4hk.png
SF6 Cammy 4hk hitbox.png
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4HK
Assault Blade
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 18 Sp SA Jmp 800 LH KD +54 -7
  • Whiffs on crouching opponents
  • Jump cancelable on hit only
  • Puts opponents into limited juggle state (free juggle if done out of Drive Rush)
  • Cancel Hitconfirm Window: 17f
  • Drive Rush cancel advantage: KD +65 oH / +4 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


A kick that launches the opponent on hit; since it whiffs on crouching characters, it's most useful in Drive Rush routes that use 2HP to force stand, or in punishes where you know the opponent will be standing. It can also work as an anti-air, though the location of the hitbox and relatively few active frames makes it a bit awkward compared to a simple 623K.

On hit, Cammy can jump cancel and follow up with air juggles like j.MP into j.214KK or SA2. She can also cancel into HP Hooligan and switch sides with a Divekick knockdown.

The opponent is launched high enough to follow up with a 1-bar Parry Drive Rush for a strong juggle ender; just be careful not to start holding the Parry too early, or you'll get the 3-bar cancel and cross under the opponent. If the launch starts with DR~4HK, the free juggle state opens up lots of free-form combos that lead to corner carry, safe jumps, or Hooligan setups. On a regular launch, her options are a bit more limited, but still very strong especially in the corner.

Note that raw 4HK launches the opponent much higher than the 4MP~HK Target Combo version, so different Drive Rush routes are required.

6HK
Delayed Ripper
6HK
SF6 Cammy 6hk.png
SF6 Cammy 6hk hitbox.png
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6HK
Delayed Ripper
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 3 25 Sp SA 800 LH KD +26 -12
  • Punish Counter: KD +48 Launch (limited juggle state)
  • Hurtbox retracts on frames 5-14 (useful shimmy tool); extended hurtbox remains for the first 9f of recovery
  • Cancel Hitconfirm Window: 19f
    • Special/DR cancel is delayed until after 2nd recovery frame
  • Drive Rush cancel advantage: KD +40 oH / +2 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


Cammy takes a small step back before stepping forward with a kick that's very unsafe on block. In neutral, this can be used in anticipation of the opponent's ranged pokes; if it hits as a Punish Counter, the opponent is launched high enough to cancel into 236[HK] for a big punish. It can also be used at close range to reel back and bait the opponent's throw tech; Cammy's hurtbox moves back to its original location before hitting the opponent, so it can still lose to very delayed throw techs. The damage scaling penalty means that any punish starting with 6HK will have significantly reduced damage compared to her more optimal starters.

Due to the low blockstun, Cammy has no special cancels that can keep her safe if 6HK is blocked. Her only option is to cancel into Drive Rush for 3 bars, but even this is only +2, meaning that she has no true blockstring afterwards; she is also vulnerable to invincible reversals after the Drive Rush screen freeze.


Target Combos

4MP~HK
Lift Combination
4MP~HK
SF6 Cammy 4mp hk.png
SF6 Cammy 4hk hitbox.png
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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)
  • Whiffs on crouch blocking opponents
  • Puts opponents into limited juggle state
  • Jump cancelable on hit only
  • Cancel Hitconfirm Window: 37-41f
  • Drive Rush cancel advantage: KD +65 oH / +4 oB


Similar to 4HK in most ways, except that the opponent is not juggled quite as high. As a result, Cammy's Drive Rush juggle routes are different after a non-jump canceled hit. Example juggle routes include DR~4MP > 236[HK] and DR~5LK > 236MK. Jump cancel routes are functionally the same, and she can still easily escape the corner with a cancel into HP Hooligan > Divekick.

Because 4MP combos from light punches and 5MP, Cammy has a very practical combo route into this launcher that doesn't rely on Drive Rush cancels or Punish Counter starters.

5HP~HK
Swing Combination
5HP~HK
SF6 Cammy 5hp hk.png
SF6 Cammy 5hp hk hitbox.png
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5HP~HK
Swing Combination
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 4(12)3 29 Sp SA (1st) 200,600 LH KD +33 -12
  • 2 hits; only the first hit of HK is cancelable into airborne specials/super
  • Cancel Hitconfirm Window: 42-44f
  • Applies an extra 5% damage scaling to next attack when comboed into
  • 9f blockstring gap between the two hits of HK, or between HK > j.214K
    • Results in a Punish Counter if interrupted, or Forced Knockdown state if interrupting j.214K cancel


A Target Combo extension from 5HP. The HK hits twice and is unsafe on block, but the first hit can be canceled into air moves. A Divekick canceled in this way becomes 0 on block while an OD Divekick is +2. However, the opponent can interrupt the HK regardless of whether or not she cancels it; even in Burnout, the gap is 5f allowing for a light normal interruption. Keep in mind that air special moves result in a Forced Knockdown state when counter-hit, which adds significant risk.

On hit, canceling into j.214K will spike the opponent down for an immediate knockdown, while j.214KK puts them into a juggle state. Canceling into the LK Divekick can whiff, so use MK or HK for a meterless ender. In general, Cammy can get more damage by canceling 5HP directly into a special move instead of this Target Combo, in both meterless and 2-bar routes. One advantage to this TC, however, is that the juggle into j.214KK > 236MK gives good corner carry without swapping sides, unlike a cancel into 236KK. It also sets up decent Hooligan oki that beats wakeup buttons while allowing a feint to bait reversals. Finally, for some players, hitconfirming the TC may be easier than hitconfirming directly into a special move since it requires only a single button press.


Throws

Forward Throw (LPLK)
Forward Throw
LPLK
SF6 Cammy lplk.png
SF6 Cammy lplk hitbox.png
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LPLK
Rough Landing
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +17 -
  • Punish Counter: HKD +17
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


Since Cammy lacks an overhead or command throw (besides Hooligan follow-ups), Forward Throw is the crux of her offense. It becomes even more potent in the corner, where the opponent cannot Back Rise to escape a meaty throw follow-up. This gives Cammy a corner throw loop that must be timed manually after walking forward. She can also use DR~5MP to become +4 at point blank while linking into 2HP or 5HP. Mixing between throw, meaty strike, delayed meaty, and shimmy can overwhelm a cornered opponent.

Midscreen, an immediate DR~5HP leaves Cammy at +1 on block just outside of throw range, which is enough to threaten a weak frame trap. On hit, she can link into 4MP~HK for good damage and corner carry. After the Drive Rush, she can instead do a slightly delayed 5MP, which has better block advantage but leaves her farther away; the only consistent link on hit at this range is a 2MK.

Note that if you attempt to use Drive Rush after a throw knockdown, opponents with a 6f invincible reversal can punish Cammy on reaction to the screen freeze.

Back Throw (4LPLK)
Back Throw
4LPLK
SF6 Cammy 4lplk.png
SF6 Cammy lplk hitbox.png
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4LPLK
Delta Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +14 -
  • Side switch
  • Punish Counter: HKD +14
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


Back Throw is best used when Cammy's back is closer to her own corner, allowing her to regain control of the stage. When throwing the opponent back into the corner, she recovers too far away for any real oki; however, she can use DR~5MP for block advantage or to stuff wakeup 4f buttons, then link into 5HP on hit. She can also use DR~2MP, which sets up strong trade combos vs. 4f normals while leaving her closer if blocked. The threat of this can make the opponent sit still, allowing you to take a risk and go for a throw instead.

If the opponent has an invincible reversal, it can punish any Drive Rush activation on reaction, so use this sparingly unless you're willing to trade some health for the opponent's Drive gauge.

Air Throw (LPLK Air)
Air Throw
LPLK (air)
SF6 Cammy jlplk.png
SF6 Cammy jlplk hitbox.png
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j.LPLK
Leg Scissors Choke
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 3 land - 1200 (2040) T KD +22 -
  • Punish Counter: HKD +22


Air Throw is a great air-to-air option, especially at close ranges where 623LK and 4MP are unlikely to work as an anti-air. While walking under the opponent with a cross-cut Cannon Spike input serves a similar function, Air Throw can prevent the opponent from escaping the corner if used from a backwards jump. However, it cannot be juggled into after a launch.

Midscreen, a back rising opponent recovers too far away for Cammy to press the advantage, but she gets decent oki near the corner. She also has enough KD advantage to use Drive Rush for oki while still being able to block an invincible reversal.


Drive System

Drive Impact (HPHK)
Drive Impact
HPHK
SF6 Cammy hphk.png
SF6 Cammy hphk hitbox.png
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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
  • Armor (2-hit): 1-27f
  • Applies 20% damage scaling to next hit when beginning a combo (including Wall Splat on block)
  • Combos when canceled from Punish Counter 5HP (no corner wallsplat)
    • Useful for draining opponent's Drive gauge, especially after Perfect Parry

See Drive Impact on the Gauges page for more details.

When canceled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout

  • 5HP: 7[3]
  • 4MP: 11[7]
  • 2MP: 12[8]
  • 2MK, 4HK, 4MP~HK: 13[9]
  • 6HK: 15[11]
  • Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters

Against the following characters in Burnout:

  • JP (22K), frame 3 counter
  • Marisa (214K), frame 3 armor
  • Zangief (5[HP]), frame 4 armor

It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun. Note that if the opponent mashes buttons on wakeup, the counter-hit will cause DI to Lock.

  • 5HP > DI: 3f blockstring gap will work vs. Zangief 5[HP]
  • DR~5HP > delay DI: frame-perfect delay allows a 1f blockstring gap to prevent opponent from absorbing the hit
  • DR~4MP > DI: 3f blockstring gap will work vs. Zangief 5[HP]

Drive Reversal (6HPHK)
Drive Reversal
6HPHK (in blockstun)
SF6 Cammy 6hphk.png
SF6 Cammy 6hphk hitbox.png
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6HPHK
Countersnipe
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 26(31) - 500 recoverable LH KD +23 -8
  • Full Invuln: 1-22f; Armor Break
  • 5f extra recovery on hit

See Drive Reversal on the Gauges page for more details.

Drive Parry (MPMK)
Drive Parry
MPMK
SF6 Cammy mpmk.png
SF6 Cammy mpmk hitbox.png
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MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 8 or until released 29(1)(11) - - - - -

See Drive Parry on the Gauges page for more details.

  • Perfect Parry:
    • Applies a 50% damage scaling multiplier to any punish afterwards
    • vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack
    • vs. projectiles, puts you into a fixed 11f recovery

Drive Rush (66)
Drive Rush
66
SF6 Cammy 66.png
SF6 Cammy 66 hitbox.png
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66
Drive Rush
Startup Active Recovery Cancel Damage Guard On Hit On Block
9(11) 45(46) 24(23) - - - - -
  • Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo
    • Only applies scaling once per combo; does not apply when an enhanced Drive Rush attack starts the combo

See Drive Rush on the Gauges page for more details. Frame data shown in (parentheses) refers to Parry Drive Rush.

  • Distance:
    • 0.603 (min, cancel into immediate Throw)
    • 2.027 (min, earliest blocking/movement frame)
    • 2.796 (max, final DR frame)
  • See Strategy page for Blockstring Gaps and Combo Routes


Special Moves

Spiral Arrow (236K)
Spiral Arrow
Drill
236K
SF6 Cammy 236lk.png

SF6 Cammy 236kk.png
SF6 Cammy 236k hitbox.png

SF6 Cammy 236kk hitbox.png
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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)
  • Throw Invuln/Airborne 9-26f (Forced Knockdown state)
  • More useful than 236LK in confirm combos since it travels farther with identical startup
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)
  • Throw Invuln/Airborne 18-33f (Forced Knockdown state)
  • 2 hits; can hold HK for a powered up version
  • Cancel Hitconfirm Window: 14f (Super, 1st hit only)
236[HK]
Spiral Arrow
Startup Active Recovery Cancel Damage Guard On Hit On Block
27(25) 3(1)12 20 SA3 (4th) 150x4,200 LH KD +47 Launch -14
  • Throw Invuln 29-45f; Airborne 30-45f (Forced Knockdown state)
  • 5 hits (switches sides after final hit); puts opponent into limited juggle state
  • Cancel Hitconfirm Window: 34f (Super, 4th hit)
  • Holding HK for 16-17f results in full charge up to 2f faster (allows combo from CH 5HP or PC 2MP)
    • Holding for 9-15f results in partial charge for no benefit
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
  • Throw Invuln 15-31f; Airborne 16-31f (Forced Knockdown state)
  • 5 hits (switches sides after final hit); puts opponent into limited juggle state
  • Cancel Hitconfirm Window: 34f (Super, 4th hit)
  • Applies an extra 5% damage scaling to next attack when comboed into


Cammy flings herself forward along the ground toward the opponent while spinning like a drill. Stronger versions travel farther, with the OD and [HK] versions connecting once at fullscreen distance. Spiral Arrow is primarily a combo tool used for its great corner carry; 236MK converts from lights, 236HK from mediums and heavies, 236KK from anything but 5LK, and 236[HK] from Punish Counter 5HP.

Cammy gets good oki after a successful hit, especially after the HK version. Because the corner is so important to Cammy's game, it is almost always preferable to end midscreen combos with this move even when there are more damaging options available. For this same reason, ending a combo with 236KK into 623K is not always a great idea unless Cammy's back is near her own corner. The damage increase is marginal and not worth the loss of positioning unless the combo will kill.

There are several juggle routes into 236K that allow a follow-up. For example, after a blocked Drive Impact, 5HP > 236MK grants a 623K juggle. Juggle routes into 236KK and 236[HK] will pop the opponent higher into the air than usual, allowing stronger follow-ups like SA1 or SA3. There are many more juggle options to learn that vary based on screen position, juggle potential, meter use, etc.

Outside of combos, 236LK and 236MK can be used in neutral quite effectively. They are both 0 on block when perfectly spaced, so Cammy can avoid punishment and even go for a cheeky Perfect Parry to steal back her turn if the opponent responds predictably. Spacing this move in neutral can be difficult, especially against opponents with fast walk speed, so it shouldn't be overly relied on. The speed and range of 236K allows it to whiff punish some attacks, and is great for stopping an opponent's install powerup (like Jamie's Drink). Despite the animation, no version of Spiral Arrow can be used to pass underneath projectiles.

The charged 236[HK] version is essentially identical to the OD version except for its slower startup and its lack of a SA2 cancel. The charge time makes it much less practical in combos, but otherwise the end result is the same: a side switch and a juggle opportunity.

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

SF6 Cammy 623kk.png
SF6 Cammy 623k hitbox.png

SF6 Cammy 623kk hitbox.png
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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
  • Anti-Air Invuln: 1-14f; Airborne 7-40f (Forced Knockdown state)
  • Reduced damage on active frames 3-12
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
  • Anti-Air Invuln: 1-9f; Airborne 8-42f (Forced Knockdown state)
  • Reduced damage on active frames 3-12
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
  • Anti-Air Invuln: 1-8f; Airborne 9-46f (Forced Knockdown state)
  • Reduced damage on active frames 3-12
623[HK]
Cannon Spike
Startup Active Recovery Cancel Damage Guard On Hit On Block
24(22) 12 29+16 Land SA3 1100,100x4 (900) LH KD +16 -40
  • Anti-Air Invuln: 1-7f; Full Invuln: 20-25f; Airborne 26-64f (Forced Knockdown state)
  • Reduced damage on active frames 5-12 (becomes 1-hit version)
  • Cancel Hitconfirm Window: 12f (Super)
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
  • Full Invuln: 1-7f; Airborne 8-47f (Forced Knockdown state)
  • Reduced damage on active frames 5-12 (becomes 1-hit version)


Cammy kicks upward to knock the opponent out of the air. The stronger the button used, the higher and farther she travels.

Cannon Spike is similar to the Shoryuken and other DP-like moves, but with a more diagonal trajectory. It's most effective as an anti-air when used as late as possible against jumping opponents, as most of its damage occurs early in the active frames. It is more likely to whiff underneath close jump-ins than other DP specials, so extra care must be taken when choosing the button strength and timing; at some ranges, a cross-cut DP motion may be required (6321K input after walking opponent). It also serves as the "damage" ender to most of Cammy's juggle combos, at the cost of less flexible oki afterward unless she's near the corner when she does it.

The [HK] and OD versions are very similar to each other in terms of hits and damage, and both cross through the opponent.

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

SF6 Cammy 214pp.png
SF6 Cammy 214p hitbox.png

SF6 Cammy 214pp hitbox.png
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214LP
Quick Spin Knuckle
Startup Active Recovery Cancel Damage Guard On Hit On Block
21 4 16 SA3 800 LH +2 -3
  • Puts airborne opponents into limited juggle state
  • Cancel Hitconfirm Window: 18f (Super)
214MP
Quick Spin Knuckle
Startup Active Recovery Cancel Damage Guard On Hit On Block
24 4 16 SA3 800 LH +3 -2
  • Projectile Invuln: 6-20f; puts airborne opponents into limited juggle state
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
  • Cancel Hitconfirm Window: 18f (Super)
214HP
Quick Spin Knuckle
Startup Active Recovery Cancel Damage Guard On Hit On Block
28 4 17 SA3 800 LH +5 +3
  • Projectile Invuln: 6-24f; puts airborne opponents into limited juggle state
  • Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
  • Cancel Hitconfirm Window: 18f (Super)
214PP
Quick Spin Knuckle
Startup Active Recovery Cancel Damage Guard On Hit On Block
25(28) 4 17 SA2 SA3 800 LH +7 -2
  • Projectile Invuln: 3-24f (3-20f on cross-up version); puts airborne opponents into limited juggle state
  • No collision box on frames 1-10 (can pass through opponent at close range)
  • Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
  • Cancel Hitconfirm Window: 18f (Super)


Cammy twirls forward and strikes with a backfist. Stronger versions travel farther but are slower to start up.

Spin Knuckle is commonly used as a gap-closer; it is safer than Spiral Arrow since it doesn't require precise spacing to be safe, though it is easier for the opponent to interrupt on reaction. Canceling 5HP into LP Spin Knuckle creates a small blockstring gap that can be exploited for a counter-hit link into 5LP or 2LP; any other cancel is interruptible by 4f normals unless Burnout or Drive Rush bonus advantage is applied. The HP version gives Cammy enough advantage to force a strike/throw mixup on block, and both HP and OD versions can link afterward on hit even without a counter-hit.

The MP, HP, and OD versions are useful anti-projectile tools. OD Spin Knuckle is the most consistent, as it quickly travels a long distance with early projectile invincibility. The MP and HP versions are more difficult to use on reaction, especially against fireballs with fast recovery like Guile's Sonic Boom. The Punish Counter state after a successful projectile counter gives Cammy a much stronger follow-up combo that can take the opponent to the corner.

Due to the lack of a collision box, OD Spin Knuckle is one of the few moves in the game that can hit cross-up even if the opponent is fully cornered. This only works from very close range; most special cancels into 214PP will create too much pushback, although 4MP > 214PP can catch the opponent off guard midscreen. The cross-up version of OD Spin Knuckle is a little slower than the normal version, and can be interrupted with a normal or a throw unless Cammy passes through at a very specific timing.

When the opponent is in Burnout, Spin Knuckle can be used to trap the opponent into a long sequence for chip damage and corner carry. Example blockstrings include 5HP > 214LP (no gap), 5HP > 214MP (1f gap), or 2MP > 214LP (3f gap). Cammy gets slight frame advantage on block after these sequences, but not enough to enforce airtight pressure. A common "fake" Burnout sequence is 5HP > 214LP, 5LP, 5HP > 214LP, etc. Opponents who know the matchup can interrupt the 5HP with a light normal, or jump to cause an air reset that allows them to punish the LP Spin Knuckle.

In order to continue her Burnout pressure, Cammy can switch up the timing of the "fake" frame trap; for example, doing 214LP, 2MP > 214LP causes the frame gap to occur immediately after LP Spin Knuckle instead of after a light normal. Canceling 5HP > 214HP is interruptible with a 4f normal, but an opponent expecting LP or MP Knuckle may not react in time, leaving Cammy at +7 on block. And of course, invincible Supers are still a threat no matter where the gap occurs, so it's important not to autopilot against an opponent with resources.

Cannon Strike (j.214K)
Cannon Strike
Divekick
j.214K
SF6 Cammy j214k.png

SF6 Cammy j214kk.png
SF6 Cammy j214k hitbox.png

SF6 Cammy j214hk hitbox.png
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j.214K
Cannon Strike
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 11 (until land) 12 land - 600 LH -2(+9) -8(+3)
  • Button strength affects trajectory (LK short, MK mid, HK far)
  • Forced Knockdown state until landing
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
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)
  • Forced Knockdown state until landing
  • Cancel Hitconfirm Window: 15-22f (Super, height-dependent)
  • Applies 20% damage scaling to next hit when beginning a combo; applies 10% immediate damage scaling when comboed into


Cammy does a diving kick attack from the air. Only usable during forward jumps. The strength of the button changes the angle of descent: LK is shortest, HK is farthest, and OD is about the same angle as HK.

Cannon Strike tends to be used in two particular ways: either as a callout against low attacks or grounded anti-airs that allows Cammy to counter-hit and combo afterward, or as a surprise advancing tool to catch the opponent unaware and begin running offensive pressure. Cannon Strike is most effective if it manages to hit below the opponent's waist; it can be up to +9 on hit and ranges from negligibly minus on block to plus on block (up to +3, with correct spacing) if it manages to hit their feet. If Cannon Strike hits at or above waist height, though, Cammy is usually too high up to follow up effectively, and some characters may even be able to punish a blocked Cannon Strike if they have a fast enough normal in that situation.

Cannon Strike can also be used after j.MP hits during a forward jump, bringing the opponent back down to earth with Cammy and allowing her to run close-range okizeme.

When Cannon Strike hits a grounded opponent, it's most common to link one or two 2LPs after it to fish for a hitconfirm into 236MK; on a deeper hit, 2MP is an acceptable substitute.

OD Cannon Strike causes Cammy to descend a lot faster, making it easier to link beefier buttons if she manages to hit at the right height. If used on an opponent in the air, it will cause the opponent to float a bit after they're hit, allowing for various juggle options. Alternatively, Cammy can cancel OD Cannon Strike directly into her Air SA2, which will create different opportunities for her depending on if the opponent is on the ground or in the air when Cannon Strike hits them.

Both normal and OD Cannon Strike can be input with a Tiger Knee motion (2149K) to increase the likelihood of a low hit.

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

SF6 Cammy 236pp.png
SF6 Cammy 236p hitbox.png
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236P
Hooligan Combination
Startup Active Recovery Cancel Damage Guard On Hit On Block
20(40) - - - - - - -
  • Lower Body Projectile Invuln: 7-40f; Airborne 7-40f (Forced Knockdown state)
  • Trajectory depends on button strength
    • LP/MP can cross over a close standing/crouching opponent
    • HP can cross over a close crouching opponent
236[HP]
Hooligan Combination
Startup Active Recovery Cancel Damage Guard On Hit On Block
40(60) - - - - - - -
  • Lower Body Projectile Invuln: 27-60f; Airborne 27-60f (Forced Knockdown state)
  • Keeps HP trajectory, but follow-ups gain properties of OD versions (except SA2 cancel)
  • Holding HP for 18-19f allows full charge up to 2f earlier
236PP
Hooligan Combination
Startup Active Recovery Cancel Damage Guard On Hit On Block
20(40) - - - - - - -
  • Lower Body Projectile Invuln: 7-40f; Airborne 7-40f (Forced Knockdown state)
  • Button combination affects trajectory (LP+MP=LP, LP+HP=MP, MP+HP=HP)
  • Follow-ups gain enhanced properties


Cammy somersaults forward and curls into a spinning ball. The stronger the button, the farther she goes and the lower the arc of the somersault is. For OD Hooligan, the two punch buttons used will determine its trajectory with a bit more speed than their equivalent regular versions. Hooligan has some minor tracking, allowing Cammy to keep approaching her oppnent unless they jump. If the opponent crouches while Cammy is performing this special, she will swap sides with them.

Hooligan is a variable-angle approach tool that allows Cammy another way of closing gaps. With five different follow-ups, each with their own separate uses, as well as different ways to either set up or fake cross-ups, Hooligan is an excellent tool for confusing the opponent and mixing up Cammy's approaches, especially after hard knockdowns. However, it is a big commitment to use and shouldn't be thrown out wildly, as the slow speed of Cammy's descent means that she can be knocked down with a well-timed anti-air or DP.

Cammy does have a few ways to naturally set up a perfectly meaty Hooligan follow-up, such as:

  • 4MP~HK Target Combo
  • 4HK > j.214KK
  • 5HP~HK > j.214KK
  • 4HK > DRC~4HK > 236[HK] (charged)

These setups often require spending Drive meter and sacrificing guaranteed combo damage, but they all lead into excellent auto-timed follow-ups, many of which beat reversal attempts and leave Cammy safe or plus.

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
SF6 Cammy 236p no input hitbox.png

SF6 Cammy 236pp no input hitbox.png
Hitboxes Off
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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
  • Low Profile: 50-63f; crouching state during recovery
  • Cancel Hitconfirm Window: 22f (Super)
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
236[HP]~No Input
Razor's Edge Slicer
Startup Active Recovery Cancel Damage Guard On Hit On Block
70 9(10)5 17 SA3 800,400 L,L KD +48 +2
  • Only comes out if [HP] Hooligan Combination is used
  • Low Profile: 70-98f; crouching state during recovery
  • Puts opponents into limited juggle state on hit
  • Cancel Hitconfirm Window: 50f (Super)
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
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
  • Low Profile: 50-80f; crouching state during recovery
  • Puts opponents into limited juggle state on hit
  • Cancel Hitconfirm Window: 50f (Super)
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


Cammy slides along the ground and kicks the opponent.

This move brings Cammy very low to the ground, allowing her to slip under high-profile moves and hit the opponent. It gives Cammy frame advantage on block, and on hit Cammy can juggle into HK Cannon Spike anywhere on the screen (or react with a cancel into SA3).

The OD and [HP] versions consist of two kicks instead of one, giving much more time to hitconfirm with a juggle state similar to OD Spiral Arrow. Only the OD version can cancel into SA2, which will give the weaker juggled version.

Hooligan Cannon Strike (236P~K)
Hooligan Cannon Strike
236P~K
SF6 Cammy 236p k.png

SF6 Cammy 236pp k.png
SF6 Cammy j214lk hitbox.png

SF6 Cammy j214hk hitbox.png
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Hitboxes On

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)
  • Button strength controls Divekick trajectory (LK short, MK mid, HK far)
  • Forced Knockdown state until landing
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
236[HP]~K
Hooligan Cannon Strike
Startup Active Recovery Cancel Damage Guard On Hit On Block
40+13 until land 12 land - 800 LH -1(+9) 0(+5)
  • Only comes out if [HP] Hooligan Combination is used
  • Button strength controls Divekick trajectory (LK short, MK mid, HK far)
  • Forced Knockdown state until landing
  • Applies 20% damage scaling to next hit when beginning a combo; applies 10% immediate damage scaling when comboed into
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)
  • Forced Knockdown state until landing
  • Cancel Hitconfirm Window: 19f (Super)
  • Applies 20% damage scaling to next hit when beginning a combo; applies 10% immediate damage scaling when comboed into


Hooligan Cannon Strike is largely similar to its regular version, with the added benefit of auto-correcting its facing if Hooligan Combination crosses up. This means that pretty much all the rules that apply to using normal Cannon Strike are applicable to Hooligan Cannon Strike, just with slightly easier control over the horizontal spacing thanks to Hooligan controlling Cammy's horizontal movement.

Reverse Edge (236P~2K)
Reverse Edge
236P~2K
SF6 Cammy 236p 2k.png

SF6 Cammy 236pp 2k.png
SF6 Cammy 236p 2k hitbox.png

SF6 Cammy 236pp 2k hitbox.png
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Hitboxes On

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)
  • Forced Knockdown state until landing
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
236[HP]~2K
Reverse Edge
Startup Active Recovery Cancel Damage Guard On Hit On Block
40+18 4(14)4 13 land - 600x2 H,H +8 -2
  • Only comes out if [HP] Hooligan Combination is used
  • Forced Knockdown state until landing
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
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
  • Forced Knockdown state until landing
  • Cancel Hitconfirm Window: 45f (Super)
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


Unlike Hooligan Cannon Strike, this move doesn't auto-correct its facing if Cammy crosses over the opponent with Hooligan Combination. However, it is an overhead, which Cannon Strike is not, and on hit, it's plus enough to link a variety of normals afterward, making it a great tool for cracking open opponents that are blocking low.

Both the OD version and [HP] Hooligan version of this move do two kicks instead of one, but only the OD version can be canceled into SA2 on the second hit.

Fatal Leg Twister (236P~LPLK)
Fatal Leg Twister
236P~LPLK
SF6 Cammy 236p lplk.png

SF6 Cammy 236pp lplk.png
SF6 Cammy 236p lplk hitbox.png
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Hitboxes On

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 -
236[HP]~LPLK
Fatal Leg Twister
Startup Active Recovery Cancel Damage Guard On Hit On Block
40+10 3 30 land - 1000 (1150) T HKD +60 Launch -
  • Only comes out if [HP] Hooligan Combination is used
  • Forced Knockdown state until landing
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
236PP~LPLK
Fatal Leg Twister
Startup Active Recovery Cancel Damage Guard On Hit On Block
20+10 3 30 land - 1000 (1150) T HKD +60 Launch -
  • Forced Knockdown state until landing
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


Cammy grabs the opponent by the neck with her legs and flings them to the ground. This throw whiffs on crouching opponents, but is a great option to use during Hooligan if your opponent has gotten used to blocking Reverse Edge or Cannon Strike.

When used after an [HP] or OD Hooligan, the throw will toss the opponent into the air for juggles.

Silent Step (236P~P)
Silent Step
236P~P
SF6 Cammy 236p p.png

SF6 Cammy 236pp p.png
SF6 Cammy 236p p hitbox.png

SF6 Cammy 236p p hitbox.png
Hitboxes Off
Hitboxes On

236P~P
Silent Step
Startup Active Recovery Cancel Damage Guard On Hit On Block
20~ - 4(12)+10 land - - - - -
236[HP]~P
Silent Step
Startup Active Recovery Cancel Damage Guard On Hit On Block
40~ - 4(7)+10 land - - - - -
  • Only comes out if [HP] Hooligan Combination is used
  • Forced Knockdown state until landing
236PP~P
Silent Step
Startup Active Recovery Cancel Damage Guard On Hit On Block
20~ - 4(9)+10 land - - - - -


Cammy drops straight down from Hooligan Combination and lands on the ground.

The main use of Silent Step is for stopping a Hooligan approach early to bait out anti-airs. Cammy will recover faster the closer she is to the ground when using this move, and from an [HP] or OD Hooligan she falls a bit faster.


Super Arts

Level 1 Super (236236K)
Spin Drive Smasher
Level 1 Super Art
236236K
SF6 Cammy 236236k.png
SF6 Cammy 236236k hitbox.png
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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)
  • Full Invuln: 1f; Strike/Throw Invuln: 2-11f; Armor Break
  • Airborne 12-27f (Forced Knockdown state)
  • Drive Gauge Depletion: 0.5 bars (hit) / 0.25 bars (block)
    • Distribution: 500x6,2000 (hit) / 500x5 (block)
  • 30% minimum damage scaling
  • Damage distribution: 100,200x3,100,200,1000


Cammy lunges forward with an animation similar to her charged Spiral Arrow. The 5th hit transitions into a Cannon Spike ender for good damage and corner carry, while on block she remains grounded for a point blank punish. As a 1-bar Super, it has good utility as a reversal, especially during Burnout. However, it does not go through projectiles like her SA3 does. It also works fairly well as an anti-air, though it's a bit slower than Cannon Spike, making it easier for the opponent to bait with an empty jump.

This Super can combo from Lights, granting a bit more damage than a confirm into 236KK > 623HK. This lets Cammy save her valuable Drive gauge while pushing the opponent to the corner. Reaching the corner is the only way to get oki on hit; Cammy can get counter-hit for attempting a Drive Rush after a midscreen knockdown. SA1 works well in juggles, but it's not fast enough to juggle from grounded 236KK or 236[HK]; the opponent must be in a higher launch position for this to work.

Level 2 Super (214214K)
Killer Bee Spin
Level 2 Super Art
214214K (AIR OK)
SF6 Cammy 214214k.png
SF6 Cammy 214214k hitbox.png
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Hitboxes On

214214K
Killer Bee Spin
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 9 37 land - 2750 (220x6) LH HKD +12 (KD +70 Launch) -24(-18)
  • Full Invuln: 1f (until freeze); Armor Break
  • Airborne 2f~land (Forced Knockdown state)
  • Puts airborne opponents into limited juggle state
  • Drive Gauge Depletion: 1 bar (hit) / 0.5 bars (block)
    • Non-cinematic hit: 0.57-0.88 bars (900x3~7,3000)
  • 40% minimum damage scaling
j.214214K
Aerial Killer Bee Spin
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 until land 37 land - 2750 (220x8) LH HKD +12 (KD +70 Launch) -23(-18)
  • Full Invuln: 1f (until freeze); Armor Break
  • Forced Knockdown state until landing; can only be used from Forward Jump
  • Puts airborne opponents into limited juggle state
  • Drive Gauge Depletion: 1 bar (hit) / 0.5 bars (block)
    • Non-cinematic hit: 0.57-1 bars (900x3~7,3700)
  • 40% minimum damage scaling


Cammy jumps high into the air during the Super freeze, then comes down with an enhanced version of her Cannon Strike. While she can technically use this move as a reversal to escape pressure on the ground, the angle it travels makes it a poor option in almost every case. The air version makes Cammy travel quite far horizontally due to the increased initial height. In some limited cases this can be used as a projectile punish, but most of the time Cammy will either whiff over the opponent or land into the fireball. For the same reason, it's not very effective at punishing low pokes in neutral like her regular divekick. As a result, comboing into SA2 is its most common use, outside of some character-specific interaction.

The properties of this Super change depending on whether the opponent is hit on the ground or in the air:

  • Grounded - A cinematic begins as soon as Cammy hits the opponent
    • The opponent recovers too far away for any oki, even in the corner
  • Airborne - No cinematic; hits multiple times, launching the opponent into a high, floaty limited juggle state
    • Number of hits depends on juggle height; minimum 3 (very low juggle) and max of 7 (highest juggle)
    • This also affects depletion of opponent's Drive gauge

The air version of SA2 can be canceled from j.MP or from airborne OD special moves. Cammy has several ways to launch into this juggle, giving her follow-up routes like 236[HK] into SA1. However, the damage is generally outclassed by SA3, so this is only useful if you need the last sliver of Super meter gauge from 236[HK], or after canceling directly from air-to-air j.MP.

If SA2 trades with the opponent's attack, the first hit only deals 250 damage.

Level 3 Super (236236P)
Delta Red Assault
Level 3 Super Art
236236P
SF6 Cammy 236236p.png

SF6 Cammy 236236p(ca).png
CA version grants 500 extra damage and +5 better KDA
SF6 Cammy 236236p hitbox.png
CA version grants 500 extra damage and +5 better KDA
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236236P
Delta Red Assault
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 15 38 - 4000 LH HKD +17 -33(-23)
  • Full Invuln: 1-13f; Airborne 9-27f (Forced Knockdown state); Armor Break
  • Drive Gauge Depletion: 1.5 bars (hit) / 0.75 bars (block)
    • Cinematic time regenerates ~1.9 Drive bars for Cammy
  • Only deals 500 damage if 1st hit trades
  • 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
236236P
Delta Red Assault (CA)
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 15 38 - 4500 LH HKD +22 -33(-23)
  • Full Invuln: 1-13f; Airborne 9-27f (Forced Knockdown state); Armor Break
  • Available at 25% HP or below
  • Drive Gauge Depletion: 2 bars (hit) / 1 bars (block)
    • Cinematic time regenerates ~1.9 Drive bars for Cammy
  • Only deals 500 damage if 1st hit trades
  • 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves


Cammy performs a fast, full-screen Spiral Arrow with a cinematic hit when it connects. Due to its incredible movement speed, this super is an excellent counter to projectiles or long-range install moves like Jamie's drink or Ryu's Denjin charge. While this Super is the best anti-projectile move in the game, the invincibility will end before reaching a full-screen opponent; against characters with slow projectiles, be sure to stay within ~3/4 screen for consistency. In the event of a trade, SA3 only deals 500 damage.

There are some restrictions on Cammy's ability to cancel into SA3 in combos, often requiring her to spend Drive gauge or sacrifice damage to do so. Canceling directly from Cannon Spike will cause the Super to whiff unless she uses the charged 623[HK] version, canceling on the first hit. This is one of the more useful routes after a Drive Rush extension, as Cammy will be able to link into 5HP for the cancel. Spin Knuckle cancels into the super for a bit less damage; 214LP is useful here as it combos from 2MP. These are the only useful meterless cancel routes, none of which are possible from light normals or 2MK. The first hit of 236HK is technically cancelable, but this hit is so weak that it lowers the combo damage unless the opponent is at minimum scaling.

To combo from light normals, Cammy has 3 main options:

  • Link 5LP/2LP into a 4MP~HK juggle state
  • Cancel directly into the Super from a light normal
  • Combo 5LP/2LP into 236KK, which is Super cancelable on the 4th hit

The first option is the strongest, but if the opponent blocks there is an interruptible gap before 4MP connects; starting with DR~5LP is a good idea to mitigate this risk when looking for the hitconfirm. The second option is very useful, but requires quick execution of the 236236 input when canceling, which may be difficult for some players. The final option makes the execution easier, but spends 2 Drive bars for less damage than a direct cancel, making it an unappealing tradeoff. Whatever option you choose, it's important to be able to confirm Cammy's excellent light normals into this super as a way of securing a round.

SA3 has great juggle potential, and the cinematic effect means there is no risk of falling out on later hits. Any launch with 4HK or 4MP~HK can juggle directly into the super, as well as any air-to-air j.214KK juggle. Unfortunately, it won't juggle after a grounded 236[HK] or 236KK; the opponent must be juggled higher beforehand, such as 4HK, DR~5HP > 236[HK] which allows a juggle after the side switch.


Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
SF6 Cammy 5pppkkk.png
"Sigh... Do you plan to fight at all?"

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
"Time to meet your maker."

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
*Biiiig stretch*

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



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