Street Fighter 6/Cammy/Frame data

From SuperCombo Wiki


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
SF6 Cammy Portrait.png 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 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
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 -4 LH -
2LP 300 4 2 8 13 +5 -2 LH Chn Sp SA 12
2MP 600 7 3 14 23 +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 - - - H -
j.MP 600 6 8 3 land - - - H Sp SA2
j.HP 800 8 5 3 land - - - H -
j.LK 300 4 10 3 land - - - H -
j.MK 600 7 6 3 land - - - H -
j.HK 800 10 6 3 land - - - 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 200,600 13 4(12)3 29 60 KD +33 -12 LH Sp SA (1st) 42~44

input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
5LP 10% Starter +9 -8 +4 -3 15 8 9
5MP +10 -15 23 16 11
5HP +6 -21 +15 +10 25 20 13
5LK 10% Starter +6 -11 +4 -1 15 10 9
5MK +7 -19 24 17 11
5HK KD +44 -20 24 18 13
2LP 10% Starter +9 -8 +4 -3 15 8 9
2MP +9 -15 +12 +5 22 15 11
2HP +11 -17 26 20 13
2LK 10% Starter +7 -8 13 8 9
2MK 20% Starter +5 -19 +10 +4 22 16 9
2HK HKD +43 -25 17 13
j.LP -2 13 9 9
j.MP -2 17 8 11
j.HP -2 19 15 13
j.LK -2 14 10 9
j.MK -2 17 13 11
j.HK -2 19 15 13
4MP +8 -15 +11 +6 21 16 11
4HK 20% Starter KD +54 -19 KD +65 +4 14 13
6HK 20% Starter KD +48 Launch -26 KD +40 +2 16 13
4MP~HK KD +65 +4 14 13
5HP~HK Combo (5% extra) KD +30 -30 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 Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
5LP
5MP
5HP
5LK
5MK
5HK
2LP
2MP
2HP
2LK
2MK
2HK
j.LP 1
j.MP 1 air 4
j.HP 1 air 3
j.LK 1
j.MK 1
j.HK 1
4MP
4HK 1
6HK 3
4MP~HK 1
5HP~HK 1 1,1

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; extended hurtbox remains for 5f after active frames
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
j.MP Puts airborne opponents into limited juggle state; cancels into j.214K/j.214214K 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/DR cancel is delayed until after 2nd recovery frame
4MP~HK Whiffs on crouch blocking opponents; jump cancelable on hit only; puts opponent into limited juggle state; lower juggle height than 4HK on its own
5HP~HK 2 hits; 1st hit of HK cancelable into j.214K (9f gap) or SA2

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 -8 LH
MPMK - 1 8 or until released 29(1)(11) 37(3) - - -
66 - 9(11) 45(46) 24(23) - - -

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 Crumple (Standing +21, Juggle +46, HKD +104) -35 34 25
6HPHK 125 recoverable KD +23 -27 21 20
MPMK 50% Multiplier (Perfect)
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
MPMK -5000,250~
66 -10000(-30000)

input Invuln Armor Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Juggle Start Juggle Increase Juggle Limit
LPLK
4LPLK
j.LPLK
HPHK 1-27 0 1 0
6HPHK 1-22 Full Break 200 100 1
MPMK 6 Full (after Perfect Parry)
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 5f extra recovery on hit; 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.
66 See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: 0.603 (min/throw), 2.027 (min/block), 2.796 (max/final DR frame)

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 1100,100x4 (900) 6 12 30+16 Land 63 KD +16 -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) -4(+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 +16 -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 20% 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] 1000 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 Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
236LK 9-24 Throw 9-24 (FKD) 1 3
236MK 9-26 Throw 9-26 (FKD) 1 3
236HK 18-33 Throw 18-33 (FKD) 1 (2nd hit) 1,3
236[HK] 29-45 Throw 30-45 (FKD) 4 (1,21 air) 0x4,21
236KK 15-31 Throw 16-31 (FKD) 4 (1,21 air) 0x4,21
623LK 1-14 Air 7-40 (FKD) 1 40
623MK 1-9 Air 8-42 (FKD) 1 40
623HK 1-8 Air 9-46 (FKD) 1 40
623[HK] 1-7 Air, 20-25 Full 26-64 (FKD) 1 1,40
623KK 1-7 Full 8-47 (FKD) 1 1,40
214LP 1 air 3 0
214MP 6-20 Projectile 1 air 3 0
214HP 6-24 Projectile 1 air 3 0
214PP 3-24(20) Projectile 1 air 3 0
j.214K Until Land (FKD) 1 air 10
j.214KK Until Land (FKD) 2 air 2
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
236[HP]~No Input 1
236PP~No Input 1
236P~K Until Land (FKD) 1 air 10
236[HP]~K Until Land (FKD) 2 air
236PP~K Until Land (FKD) 2 air 3
236P~2K Until Land (FKD) 1 air 3
236[HP]~2K Until Land (FKD) 1 air 1,5
236PP~2K Until Land (FKD) 1 air 1,5
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 such as blocked Drive Impact or DR~4HK, 4HK, 236LK, SA1/SA3
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 up to 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 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 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 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 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 on active frames 5-12 (becomes 1 hit); switches sides on 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)
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
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
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
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
214214K 2750 (220x6) 13 9 37 land 58 HKD +12 (KD +70 Launch) -24(-18) LH
j.214214K 2750 (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
214214K 750 40% Minimum HKD +12 (KD +70 Launch) -42(-36) 20 16
j.214214K 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
214214K 5000 10000 (5700-8800) -20000 -20000
j.214214K 5000 10000 (5700-10000) -20000 -20000
236236P 7500 15000 -30000 -30000
236236P 10000 20000 -30000 -30000

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
236236K 1 Full, 2-11 Strike/Throw Break 12-27 (FKD)
214214K 1 Full Break Until Land (FKD) 1 air 0
j.214214K 1 Full Break Until Land (FKD) 1 air 0
236236P 1-13 Full Break 9-27 (FKD)
236236P 1-13 Full Break 9-27 (FKD)

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
214214K 1f invuln can escape 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.214214K 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)



SF6 Navigation

General
FAQ
HUD
Characters
A.K.I.
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
Manon
Marisa
Rashid
Ryu
Zangief
Data
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Manon
Ryu