Street Fighter 6/Cammy/Matchups

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A.K.I.
SF6 A.K.I. Icon.png Cammy vs. A.K.I.
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Blanka
SF6 Blanka Icon.png Cammy vs. Blanka

Important Punishes:

  • SA3 Raw Activation - can't jump out; whiff 623LK to dodge (leaves Cammy +16)


General Notes

  • Blanka's Drive Rush 3HP is extremely long range and is pretty much the only option he uses at near-full screen from a Drive Rush. Block it low or parry if you don't want to make a high/low guess between 3HP, his other lows, and his standing overhead.
  • Parry HP Blanka Ball whenever you see it coming. If you can Perfect Parry it, use HP Spin Knuckle as the meterless punish.
    • If you really trust your reflexes, you can use DP, SA1, or SA3 to snipe Blanka Ball instead, but this is very difficult to do consistently.
    • If Blanka starts using LP/MP Blanka Ball to stop short and go for throws/other mix options, Cammy's longer normals/Spiral Arrow will blow up the recovery.
  • Rainbow Blanka Ball is steerable, so it can be hard to anti-air. Because of how many active frames it has, it's best to DP it to avoid trades, or parry it if you're not confident you can AA it.
  • Aerial Blanka Ball can be used while Blanka is jumping backward, and moves very quickly. It can also be spaced to be safe on block, and the OD version hits twice. DP it if you can, parry it if you're not sure if you can DP it.
  • OD Vertical Blanka Ball is his primary reversal tool that isn't a super. When you block it, he bounces backward slightly, so account for that when attempting to Punish Counter 2HP it.
  • Wild Hunt lets Blanka jump in and command throw people as part of his LP/MP/HP Blanka Ball mixup. It can be sniped with 5MK, 5HK, or a DP, or punished by jumping the throw and then Punish Countering him during the recovery.
  • Forward Surprise Hop will let Blanka cross through you and gains a lot of distance during a Drive Rush. He usually goes for throws in this situation but may occasionally try to use normals instead.
  • Blanka-chan Bombs are active for one touch when activated by normal Electric Thunder. OD Electric Thunder or OD Blanka Balls during SA2 will keep it active for three touches instead.
  • Blanka's SA1 goes full screen during his SA2.
  • Blanka's SA2 allows him to use 8-directional followups from many of his Blanka Ball attacks and extends his pressure tremendously while it's active. Be careful about trying to AA him, as he can use one of the followups to escape faster than you may be able to catch him.


Detailed Breakdown

Blanka is a tricky matchup to deal with mostly because of how overwhelming and confusing his options are to deal with, and while there are some common strategies between Blanka players, they will all use his tools differently; some will choose to aggressively move at you, while others will wait before committing to something. In a general sense, get comfortable with parrying and punishing, and be ready to adapt to the Blanka's particular habits.

Blanka has a lot of ways to cover ground quickly even without getting into his special moves -- Drive Rush normals, particularly Drive Rush 3HP/2HP/2HK, and Surprise Hop/Drive Rush Surprise Hop are the most prominent ones, though he may also go for poking normals out of Drive Rush. Since most of these threatening options are lows, you should mostly be looking to block low if you're not sure what Blanka's going to do after a Drive Rush, as you only have one grounded overhead to worry about from him and the given options are all lows or mids anyway. When Surprise Hop gets mixed in, you may have to be ready for crossups or a throw if he gets close enough for Surprise Hop to carry him past you.

The central special move to deal with is Horizontal Rolling Attack, the Blanka Ball. They all tend to have large active frame windows, so casually pressing buttons to try and stuff them out will not work. The HP version is the version that needs to be parried, even if it's not a perfect parry, as it will keep him from wearing down your Drive Gauge for free. Another, but very risky option is to try using a Cannon Spike, SA1, or SA3 to call out Blanka Ball, but its speed will require an extremely hard read and good reflexes. A common tactic that Blanka players will begin to use in tandem with HP Blanka Ball is using the LP and MP versions to stop short and bait a parry so they can go for Surprise Hop or Wild Hunt command throw when you anticipate HP Blanka Ball coming out instead. In these cases, Cammy's longer-ranged tools, ideally 2MK, 2HK, or Spiral Arrow, will snipe Blanka out of the recovery of a short ball and let you make ground against him. Jumping in against him for divekicks is a tricky thing because of Vertical Blanka Ball as well as his 5HK; it's best to stay on the ground or stick to baiting them out, and it's especially important to look out for OD Vertical Ball as his wakeup option of choice from knockdowns. He does retreat a little bit from a blocked Vertical Ball, so you'll need to either walk forward a bit to get the 2HP Punish Counter or just go for 5HP Punish Counter instead.

His other special moves are just as tricky to deal with. The other Blanka Ball variants (Aerial Horizontal Rolling Attack and Backstep Rolling Attack, aka the Rainbow Ball) are relatively difficult to challenge -- Aerial Blanka Ball is very fast and is safe if spaced correctly, and you'll need to keep an eye out for it from backward jumps, especially since the OD version hits twice. Rainbow Ball can be steered horizontally to throw off anti-airing attempts and is plus enough that Blanka will keep his turn if you block it; for either move, it's ideal to use moves with strike invul or full invul to snipe them out if you can, or parry them if you don't trust your reactions. Wild Hunt, as noted earlier, usually gets used at the same distance that a Blanka Ball would get used from, but can be sniped out of the air with Cammy's standing normals or a Cannon Spike; alternatively, for a really big punish, you'll want to jump it and Punish Counter him while he's recovering. Electric Thunder is generally weak to Drive Impact, but the OD version is extremely plus on block and keeps Blanka's turn; it's generally best not to challenge him after Electric Thunder unless you're spaced out enough to avoid any major followups. Blanka-chan Bombs are used as either for midscreen control or corner pressure setups; while you can Spin Knuckle through them, Bombs activated by OD Electric Thunder stay active for three hits instead of one, and wary Blankas will likely block a Spin Knuckle on reaction; it's best to block and/or parry the Blanka-chan while watching what they'll do next.

Blanka's SA2 is the biggest threat to Cammy overall and many Blanka players will make use of it liberally because of how much it impacts his game. He'll be able to use 8-directional followups after his Blanka Balls, his Blanka Balls do a bit more damage, and he can activate Blanka-chan Bombs just by passing over them with an electrified Blanka Ball. Additionally, his SA1 becomes a full-screen attack while Blanka SA2 is active. In general, during Blanka SA2, it's in your best interest to try and defend as best as you can, sneaking in parries to make sure he's not whittling down your Drive Gauge until he's pushed out enough from you to get back to business as usual--but be wary of holding parries, as he can deliberately steer a SA2 Blanka Ball followup away from you, land, and punish a held parry. If you think you can call out a Blanka Ball followup, then you can try to AA it, but this is risky if he makes the right read and uses the same steering tactic to make it whiff.
Cammy
SF6 Cammy Icon.png Cammy vs. Cammy
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Chun-Li
SF6 Chun-Li Icon.png Cammy vs. Chun-Li

Serenity Stream stance will low-profile the following moves:

  • 5LP, 5MP, j.MP
Dee Jay
SF6 DeeJay Icon.png Cammy vs. DeeJay
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Dhalsim
SF6 Dhalsim Icon.png Cammy vs. Dhalsim
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Ed
SF6 Ed Icon.png Cammy vs. Ed
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E.Honda
SF6 Ehonda Icon.png Cammy vs. E.Honda
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Guile
SF6 Guile Icon.png Cammy vs. Guile

General Notes

  • Cammy's movement speed and the startup of her buttons lets her get her pokes out a little faster than Guile can, so using them once she's in or using them as pre-emptive pokes will stuff or trade with many of his slower buttons.
  • Guile has 3 different low crush buttons (4LK, 4/6MK, and 6HK), so 5MK is sometimes a better choice to check him than 2MK is if you're in 2MK range.
  • Guile's target combos have varying gaps between the first and second hits, and are punishable with LPs and LKs if he doesn't or can't cancel them into anything with strike invulnerability. 5MP~4HP is free to 5HP in particular.
  • 6MP overhead is safe on block (-3) when it's used on its own. If it is used in the 2MK target combo, it's -5 on block.
  • Parry or neutral jump Sonic Booms when you're at long-range. At mid-range, parrying is preferred, but be wary of a throw if Guile is walking behind an LP or OD Boom.
    • When powered up by Sonic Blade, Booms will hit twice, and OD Boom will hit 3 times.
    • MP/HP/OD Spin Knuckle can get you through both normal and powered-up booms as well as Sonic Blade, but mind the spacing. Guile can stuff Spin Knuckle if it's done from too far out.
    • Jumping forward over Booms unless you are relatively close to Guile is a bad idea, as he will recover quickly enough to Somersault Kick you at mid-range.
  • If you see Guile crouching for longer than a second, do not jump. You will get hit by a Somersault Kick. Stay on the ground and approach with pokes.
  • OD Somersault can be charged up while Guile is blocking low, so be wary of leaving gaps in your blockstrings. Similarly, be careful about trying to cross him up or approach him on wakeup, as it's easy for him to OD Somersault crossup buttons.
  • The HP version of Guile's SA1 as well as his SA3 are strong anti-airs.
  • Guile's SA2 makes it a lot easier for him to lock you down with projectile pressure. Wait it out and be patient.


Detailed Breakdown

Cammy has a few more tools to use against Guile than other characters do, but the primary way that she wins the Guile matchup is to slowly work her way in, play patiently, and pester him or challenge him when he's in range. Because Guile is such a powerful defensive wall, out-waiting him and forcing him to take the initiative is super important, but has to be balanced with calling him out for doing certain things when he shouldn't be.

Guile's normals are all relatively solid, but Cammy has the advantage against him in terms of movement speed and should utilize that as much as she can, especially since her pokes match or slightly beat his in speed. Shimmying within the range of his 2MK gives you an opportunity to get him to whiff it and punish it with the likes of a 5LK, a divekick, or any other long reaching button or move, as it's one of his longest pokes in neutral but is also not special cancelable. His 5MK can be ducked with Cammy's 2MK, as can his 5HK; however, Bazooka Knee (4LK), Rolling Sobat (4/6MK), and Reverse Spin Kick (6HK) will all go over 2LK and 2MK, so mixing in some 5MKs and 5HKs as pre-emptive stuffers and space control buttons will check those buttons. Additionally, Bazooka Knee can be spaced so that it's 0 on block, making it risky to try and mash out of it to get your turn back in certain circumstances; the 4MK version of Sobat will move Guile backward and allow him to keep a back charge, and Reverse Spin Kick has a fair amount of pushback, so you may lose your opportunity to punish him if he hits with the tip. His 6HP backhand is relatively slow, but has good reach and is also plus on block, so challenging it pre-emptively with 5MK or 5HP is easier than trying to punish it afterward.

Once you're in closer against Guile and have to deal with his medium normals more frequently, you also have to negotiate his target combos and his overhead, all of which have some particular foibles that Cammy can take advantage of. His 5MP~4HP target combo has a 1f interruptible window between its two hits and is -9 on block, but is also special and super cancelable -- however, unless he opts to use OD Flash Kick, SA1, or SA3, there's enough of a gap for anything else he cancels into after the second hit to get stuffed by LP, 2MK, or even 5HP. His 2MP~2MP target combo works very similarly, save for a 2f gap between its hits; it's -6 on block but tends to get canceled a lot, so it's usually better not to challenge it unless you notice they're not doing cancels. His 6MP is his grounded overhead, and one of Guile's main ways to mix people up once he has them blocking; it's relatively safe on block, and has a target combo variant that starts with 2MK. However, the gap in the 2MK~6MP target combo is 4f, the target combo itself is -5 on block, and it isn't cancelable, so a 5LP or a 2LP will stuff or punish the second hit relatively easily and confirm into a combo for Spiral Arrow to knock him down.

As far as special moves go, Sonic Booms can generally be handled like other projectiles are, albeit with a few twists given its speed and properties. At full screen, parrying them or neutral jumping them is the ideal answer; as Guile gets closer, either option can be a little riskier, since LP Boom moves slowly enough for him to walk or Drive Rush behind it to approach you while parrying, or for him to snipe you with another normal or possibly a Somersault Kick after a neutral jump. The concern for getting thrown while parrying is also pertinent from an OD Boom, since it hits twice and recovers two frames faster than his other Booms do. It is also worth noting that while Guile throwing a Boom means that there is a period of time that he can't Somersault Kick you for jumping, especially if you manage to forward jump over a Boom once you're close enough to him, Guile will be doing his best to throw Booms at a distance where that isn't an option. This is where Cammy can use Spin Knuckle to completely disrupt this on his end -- OD Spin Knuckle will be the one that's easiest to use to respond to a sudden Boom, but MP and HP also work well if you have a bead on when a Boom is coming.

Regular Somersault Kick is generally a super strong option for Guile to call out divekicks if he's already been crouching for a while, so don't get too eager to use it when Guile is sitting still. It's better to walk and poke in these situations, with a bit of shimmying mixed in to call out OD Somersault the way you would an OD Shoryuken from Ryu and Ken. OD Somersault in general is a bit different as a reversal option, since its input means that Guile can easily start charging it after a knockdown when Cammy tries to run oki, or especially during a gap in a blockstring, since he can block lows and mids while keeping his down charge for it. That said, don't pre-emptively fear an OD Somersault at every turn unless the Guile makes it clear that they intend to use it.

Sonic Blade slightly complicates the Sonic Boom situation, but not by much -- if he's putting out Sonic Blade casually without minding space, Cammy can Spin Knuckle through it and punish Guile easily. If he's using it from further away, it's either meant to power up the next Boom into a Sonic Cross (whether immediately or on a delay) or to entice you to Spin Knuckle through it to get hit with an OD Somersault Kick. Treat Sonic Crosses as larger, stronger versions of Sonic Boom and deal with them accordingly, but keep in mind that normal Sonic Cross hits twice and OD Sonic Cross hits three times.

Guile's supers are also relatively straightforward to deal with -- Sonic Hurricane has strike invulnerability when the LP and MP versions are used, but is extremely punishable after all 7 of its hits. HP Sonic Hurricane does angle upward, so it can be used as an anti-air if Guile gets a solid enough read on Cammy's approach. Solid Puncher is the really tricky one for Cammy to deal with, as Guile can adjust the speed of the Sonic Breaks he throws and can mix Sonic Breaks in with Sonic Booms and Sonic Crosses to make Spin Knuckles a lot harder to use. Crossfire Somersault is functionally just a super-powered OD Somersault Kick and can be treated accordingly once Guile has the meter for it.
Jamie
SF6 Jamie Icon.png Cammy vs. Jamie

General Notes

  • Walking at a Jamie that has a tendency to retreat and drink is the safest way to threaten him, as his 22P is slow enough to start up and recover that a walking normal will clip him in most situations.
  • Jamie's 5HP isn't special cancelable on its third hit, but it is very good at stopping Drive Impacts because it hits 3 times.
  • From his forward throw, Jamie is not safe enough to drink without getting hit by Spiral Arrow if you get up in place instead of back-rolling.
  • 2MP or 2MK should be enough to punish Jamie's 2HK if you block both hits, and should stuff the 2HK target combo before he can get it to come out. If you're not confident, you can block the kick from the target combo and punish Jamie while he's drinking.
  • When spaced correctly, Jamie's 6MK overhead is relatively safe, and is oftentimes one of his prime normals out of Drive Rush next to 5MP, 5HP, 2MP, or 2MK.
    • (Drink Level 2) 6MK has a target combo that lets Jamie goes for a drink; if he stops at the second hit of the target combo near the corner, he can use a meaty HP Swagger Step as a Drive Impact-safe setup.
  • Jamie's j.HP is his primary air-to-ground button because of how big it is and helps set up a lot of his pressure afterward, especially if he does it late in his jump arc. Try to Cannon Spike it if you can, as 4MP and 4HK may trade.
  • (Drink Level 1) Getting hit by 5LP~5LK~5MP Drive Rush on block has a small enough gap that you can use a strike invulnerable move or OD Cannon Spike between the 3rd hit of the target combo and whatever he chooses to do. Even if he uses Drive Impact instead of Drive Rush, you should have enough time to DI him back. Don't try to mash out with lights.
  • Freeflow Strikes' first hit is -6 on block. If it isn't spaced correctly, this is enough to let you Punish Counter it with 5LP. This is not the case for the first hit of OD Freeflow Strikes, which is -3 on block.
    • The second and third followups of both Freeflow Strikes and Freeflow Kicks are always unsafe on block.
    • (Drink Level 4) All versions of Freeflow Strikes do 2 hits and become much safer on block once Jamie hits Drink Level 4, and he can easily break Drive Impacts if he cancels a normal into Freeflow Strikes.
    • (Drink Level 4) Freeflow Strikes' second followup during DL4 is two hits, and the third Freeflow Strikes followup is three hits; Freeflow Kicks does not change significantly during DL4.
  • Non-OD Swagger Step is not safe enough on block to avoid getting hit with 5LP if he doesn't space it correctly. This is not the case for OD Swagger Step, which is safe on block.
    • (Drink Level 4) Swagger Step gains a followup, the Swagger Hermit Punch, once Jamie hits Drink Level 4. It is extremely unsafe for Jamie when blocked, but has a 1f gap when used after regular Swagger Step and becomes a true blockstring after OD Swagger Step; he can additionally delay its timing somewhat. If you suspect it's coming and you've blocked or parried Swagger Step, just continue blocking.
  • Arrow Kick (both normal and OD) can be baited by neutral jumping during Jamie's wakeup, as he doesn't leave the ground.
  • (Drink Level 1) Treat Jamie's divekick like your own; the higher up it hits, the less safe it is for Jamie.
  • (Drink Level 3) Jamie gains the Tenshin command throw at DL3, which lets him go for resets in many situations where he can tick throw. It has 8 frames of startup, though, so in certain situations you may be able to jump it or interrupt it with a light or medium button depending on the distance Jamie is at when he goes for it.
  • In most cases, especially when he's already at DL4, Jamie can make certain strings plus if he cancels into SA2, so be wary of trying to mash out against OD Special Moves or certain normals if the Jamie player demonstrates willingness to burn the meter.

Detailed Breakdown

Jamie excels at pestering people in close and mid-range, much like Cammy does, and has a few tricks for making it easy for him to win scrambles. Generally, you have to position yourself to deny him drinks, and to punish/counterpoke him as much as possible in order to stop him from completely running over you -- because Jamie doesn't get to "normal" damage scaling on his moves unless he has two drinks in him, stopping him from drinking both keeps his damage low and stops him from escalating into a serious threat.

There are two useful generalities on this front that may make it easier: Jamie isn't safe if you aren't hit or knocked down while he's drinking, and usually isn't safe after he's been breakdancing. The only real times Jamie is guaranteed to get a drink is if he uses a move with enough knockdown and/or knockback to keep you away from him, or if you don't block a move that has a drink as part of its animation. For example, after a forward throw, if he stops to drink, you can hit him easily with MK or even HK Spiral Arrow if you do not back recover (though you'll have to be careful with this, as Jamie can throw loop you at midscreen if he opts not to take a drink); this isn't the case for back throw, since its knockdown is much longer. Against a Jamie that has a tendency to walk away from you a lot to try and sneak in drinks, use Cammy's walk speed to chase him down and put him in range of your normals, or use a Spiral Arrow if you really want to make the distance fast and try to run oki after knocking him down.

Jamie's most used poking normals are 5MK and 2MK. They both cover a range similar to Cammy's 5MK and 2MK, and they're both special cancelable, so if you can't preemptively stuff them or whiff punish them, it's better to wait and see what he'll do next rather than trying to Drive Impact them. His 5MP is also used to poke sometimes, but isn't special cancelable; however, it does recover relatively quickly and will sometimes allow him to counter-DI afterward. These three buttons also see a fair bit of use after Jamie does a Drive Rush, as does his 6MK overhead -- it gains both range and plus frames afterward for him to do a frametrap after the blocked hit, and even if he doesn't Drive Rush into 6MK he can make it relatively safer just by spacing it correctly. If you block his 2HK, you can easily hit with a 2MP or 2MK punish (usually 2MK is better for this since it reaches farther) unless he manages to space it just so, and if he goes for the target combo followup, you can either stuff it (again, with 2MP/2MK) or wait for the second hit to come out, block it, and punish him while he takes a sip. You should also be wary of his 5HP in close-range neutral and especially during Drive Rush; it has relatively short range and the last hit isn't cancelable, but the first two hits are, and if he throws it out against a Drive Impact at the right range he will either get to counter-DI you or flat out break the DI with just 5HP alone.

After Jamie has gotten some drinks in him, the calculus on his normals changes a little bit. His 5LP will see more use after he gets Drink Level 1, since it leads into his 5LP~5LK~5MP target combo for hitconfirms. Most of the time this will be followed by a Drive Rush Cancel on hit or on block, which lets Jamie set up dangerous pressure if you try to mash out of it -- however, there's enough of a gap between the last hit and the Drive Rush to use OD Cannon Spike or SA1/3 to stuff whatever he's going to try next, even a throw. If he opts to Drive Impact after the ~5MP instead, you have enough time to DI him back due to the gap. At Drink Level 2, his 6MK gets a target combo of its own; while rarely used, its second hit can set up for meaty HP Swagger Step pressure in the corner, and its third hit will have Jamie go for a drink afterward.

Freeflow Strikes and Swagger Step are all especially susceptible to being punished with LP (ideally, 5LP for range) if Jamie doesn't space them correctly -- Freeflow Strikes 1 is -6 on block, and at closest range, Swagger Step is also -6. For either move, Jamie will often be aiming to push you out with normals first so that any punishes will get sniped by one of his poking or counterpoking normals; this is especially true for Swagger Step, which can become plus if it's spaced correctly. This isn't the case for their OD versions, though, so don't try to mash after those. For Freeflow Strikes in particular, there is no situation where either the punch or kick followups are safe on block, so while you may get sniped by him canceling into them if you don't expect it, you can still blow him up afterward if you block them. Additionally, Jamie's OD Arrow Kick is a powerful reversal, but doesn't actually take him into the air, so if you're concerned about it during Spiral Arrow oki you can neutral jump it if the Jamie has a tendency to use it. Drinks, though, will add extra wrinkles to his special move selection.

  • With one drink, Jamie gets access to his own divekick, but much like Cammy's it requires proper spacing to make safe; if you block hit above your waist, you can explode him for it, just like you would in the mirror match.
  • At three drinks, Jamie gets a command throw called Tenshin, which he can use to get powerful reset combos in many situations if he has the frame advantage to set it up. It's important to note, though, that it has 8 frames of startup compared to a regular throw's 5, so it's a little easier to jump out of it or check it with a light normal if he doesn't set up his spacing correctly.
  • If he gets 4 drinks, be especially wary of Freeflow Strikes, as its first part becomes -3 on block and hits twice, which turns it into a Drive Impact crusher if he uses a cancelable normal to hit DI and then goes into Freeflow Strikes; its punch followups will hit two times for the first followup and three times on the ending hit, but are still unsafe on block.
  • 4 drinks will also affect Swagger Step by giving it an additional followup that Jamie can cancel into SA3 or CA for high damage; after OD Swagger Step this followup is a true blockstring but is massively unsafe in all situations, so block it and punish it.
Jamie tends to save his super meter for either SA1 reversals or SA3/CA combos; SA1 has a lot of hits, even with the deceptive gap in the middle, so it's best to just wait them all out and then punish him afterward, which is also true of SA3's single hit. Some Jamies, though, will make liberal use of his SA2 to try and get drinks going if you've been denying them effectively, or as a way to maintain a pressure threat during certain strings. If the Jamie does use SA2, apply all the Drink Level 4 strategies mentioned so far and try to run the timer out; if he's already at Drink Level 4, be aware that the SA2 use is likely to let him use a Drive Rush or other Drive-related threats, as he'll either gain Drive Meter back or shorten his Burnout cooldown timer depending on the situation.
JP
SF6 JP Icon.png Cammy vs. JP

General Notes

  • You can use a dash, Spiral Arrow, or Spin Knuckle to go through Torbalan (swiping ghost) if you're close enough to JP when he uses it; because Torbalan's hitboxes activate based on the ghost's distance from you, it's possible to pass through it before the activation occurs.
    • The height of Torbalan indicates whether it's a mid (at JP's waist), overhead (above JP's waist), or low (below JP's waist).
  • Using dash, Spiral Arrow, or Spin Knuckle at the right distance also works as a counter to Embrace (grabbing ghost), since its hitboxes are also proximity based; you can also jump it, use Hooligan Combination to go over it, or divekick him over it.
  • JP uses different hands for Torbalan and Embrace, if you are having trouble distinguishing between which one he's using at any given time.
  • The portals formed by Departure break if you hit him or walk far enough to put them off-screen, and JP can't use Embrace while a portal is on screen.
  • Drive Parry and MP/HP/OD Spin Knuckle are your best options for dealing with Triglav (spike). Note that Spin Knuckle is an exceptionally hard callout for Triglav and should not be used unless you are positive you can catch JP doing it when he shouldn't be.
  • When dealing with JP's oki at range, you can cover your options fairly well with just parrying in most situations, as it will cover all versions of Torbalan as well as Triglav. The only option that parry won't cover is Embrace.
  • OD Amnesia is JP's reversal Overdrive special. The normal version can be thrown, but the OD version cannot; however, both versions are super easy to bait with a jump or by walking back during his wakeup.
    • Jumping up to do instant j.MP or j.MK after blocking or parrying the first bomb of OD Amnesia will keep you safe from the second one.
  • Stribog (cane swing) has two hits, so if JP hits your Drive Impact with a cancelable normal or a Target Combo and goes into the LP, MP, or OD versions, he will more than likely break your Drive Impact. However, if he uses the HP version or does it raw without enough meter for SA3, you can Drive Impact it and punish him for it. If he has enough meter for SA3, be very cautious about trying to DI Stribog or you may get punished.
  • Once you have SA3 on deck, JP has to keep you at max screen distance or any of his ranged specials will get him punished if your reflexes are fast enough or if you anticipate his next move. Sit on the threat of it to make him hesitate and give yourself time to get in.

Detailed Breakdown

Coming soon.
Juri
SF6 Juri Icon.png Cammy vs. Juri
No Data
Ken
SF6 Ken Icon.png Cammy vs. Ken

General Notes

  • 2MK works very much like it does in the Ryu matchup, but is faster than Ryu's. It's risky to DI against it, as you're likely to get counter-DI'd.
  • 5MP linked into Ken's 5MP~5HP target combo is a common close-range tool for Ken. Don't DI when you see 5MP, as the target combo can be used for counter-DI or supers very easily.
  • Ken's 5MK~MK~HK target combo can be punished pretty easily after the 2nd hit, and doesn't break Drive Impact. The 3rd hit specifically loses to crouching normals.
  • 2MK and 5HP are Ken's favored Drive Rush buttons. Stuffing pre-emptively is key.
  • 5HK is Ken's favored long-range button. Cammy's 2MK pre-empts it well, and 5HP/5HK blows it up on whiff.
  • Ken's Quick Run can be stuffed by 5LP and 2LP if you block any normals he throws beforehand.
    • Thunder Kick, the 6MK followup to Quick Run, hits overhead and is mostly only dangerous as a knockdown approach option since Ken gets more reward hitting it meaty. The HK followup, Forward Step Kick, is super-cancelable and can be risky to DI.
  • Parry or neutral jump fireballs at long range. At mid-range, parrying is ideal, as a jump may get sniped by a Shoryuken.
    • Ken's fireballs are a bit slower to recover than Ryu's. If he doesn't have the meter to super cancel after a fireball, Drive Impact is a viable answer to tank a fireball if you happen to be close to him when he cancels into it.
    • MP/HP/OD Spin Knuckle is an option to skip through fireballs at mid-range, but Ken players will often shuffle around in fireball range trying to bait a Spin Knuckle so that they can stuff it.
    • Cammy's SA3/CA will also completely explode careless fireball usage.
  • LK Jinrai Kick into its LK followup is easy to stuff with 5LP, 2LK, or Drive Impact after the first hit.
    • MK Jinrai~LK and HK Jinrai~LK are a lot harder to deal with because the frame data changes to Jinrai Kick plus the appropriate delays between Jinrai and the followup will act as frametraps, allowing Ken to recover in time to counter-DI. OD Cannon Spike, SA1, or SA3 will blow up any frametrap attempts.
  • Dragonlash Kick can be stuffed by 5MK, 5HK, Drive Imapct, or Cannon Spike. If he's doing it closer or while you're waking up, 5LP will do just fine.
    • If you throw Drive Impact late against any version of Dragonlash, Ken can recover and punish.
    • HK Dragonlash is plus on block. If you are unable to Drive Impact or stuff it, it is usually used for tick throw setups if Ken can make you block it, sometimes with a jab check after HK Dragonlash is blocked to catch you trying to mash.
  • Divekicks are a good callout against Kens that are pressing a lot of low buttons -- however, be wary of Shoryuken if you use divekick too often.
  • Look out for OD Shoryuken and SA3/CA as reversal options when Ken has the meter. SA3/CA is especially dangerous if you're approaching him at around 50% health or lower.
    • Both OD Shoryuken and SA3/CA are two Shoryukens back-to-back, so keep defending until Ken starts falling from the second one.


Detailed Breakdown

Fighting Ken is similar to fighting Ryu in that you want to punish him for overextending, but because Ken's kit is a bit more tuned toward rushdown, you also need to be relatively proactive about converting your hits into knockdowns whenever you can, and shutting down as many of Ken's aggressive plays as you can. This can be a little difficult due to the amount of pressure he can exert up close, but there are a few ways to deal with his tricks.

As far as normals go, Cammy, much like in the Ryu matchup, benefits from having good pokes to contest Ken's buttons with, especially if she's weaving in and out of the range of his normals. Medium kicks and 5HK are great for stopping him coming at you from further out, while 5LP and 5LK are good quick options for when he's a little closer, though you'll have to be working around his own light punches and his 5MP in that range. Since his longest reaching normal without using Quick Run or Drive Rush is 5HK, you can attempt to use 2MK in particular to stuff out that approach; during Drive Rush, most Kens will go for 5HP since it has the most reward, though 2MK is also a popular button out of Drive Rush as well. In the event that Ken does opt to use Quick Run for approaches instead of Drive Rush, both the MK and HK followups are relatively slow to start up and can be stuffed if you're alert enough, but the MK followup is a nasty overhead if Ken has the spacing correct and the HK followup is very good at controlling space unless you manage to 2MK it; you will also want to be wary of Drive Impacting Run~HK because it can be super canceled, which will break Drive Impact's armor.

Fireballs are pretty much dealt with as they always are--parried at long range, neutral jumped in mid-range, and if the read is especially strong, MP/HP/OD Spin Knuckle is a good callout, as is SA3 if you're positive it's going to win the match. Ken's fireballs have more recovery than Ryu's and slightly worse frame data, so if he cancels into one at close range or fires one when you're too close, you can potentially Drive Impact it and punish him for it very easily. Shoryuken is much the same as it is in the Ryu matchup--try not to jump forward over fireballs to avoid getting sniped by it, and be cautious of OD Shoryuken after you've knocked Ken down with a Spiral Arrow and are approaching him for oki; it is two Shoryukens back-to-back, so keep blocking until you see him descending from the second one.

Ken's other specials are where things get a little different from the Ryu matchup. LK Jinrai Kick has a notable gap between the first hit and the followup, which Cammy can stuff pretty easily with a 5LP or even a Drive Impact if he chooses to go for the followup, but the MK and HK versions are plus enough that Ken can delay the followup for frametraps that can explode anything that doesn't have strike invul or armor, and even then against the likes of Drive Impact, 236MK/HK~LK will let Ken recover in time to counter-DI. Because he's most likely to use any particular Jinrai Kick after his 5MP~5HP target combo, trying to Drive Impact during the combo is usually a bad idea, and is best done after the first Jinrai Kick goes off if you are certain the followup is going to come out, and not if he's doing MK or HK Jinrai Kick unless you're sure the LK followup isn't coming next. If you're having trouble differentiating between the different versions of Jinrai Kick, anything with strike invulnerability after his initial kick will Hail Mary through anything he tries next. Dragonlash Kick can be difficult to see coming if Ken has been mixing up his other options effectively, but using Drive Impact, Cannon Spike, or SA1/SA3 are your best bets if you're going to call it out; most Kens will use the HK version, which has more startup and is somewhat easier to deal with as a result. If you wind up blocking or parrying Dragonlash, keep in mind that the HK version is plus on block and that Ken will oftentimes use it as a tick throw setup, oftentimes with a jab first to check you for mashing.

Ken's SA1 is usually only used as a reversal; it kicks upward a bit and anti-airs pretty effectively against jump-ins, so be aware of that. His SA2 is mostly a combo tool since it has very little invul and loses to meaties, which leaves his SA3 as his biggest, scariest reversal option. Pretend that it's basically just his OD Shoryuken and you more or less have an understanding of how to deal with it--bait it out like you would an OD Shoryuken, including making sure to block until after he starts falling from the second hit of the Shoryuken before going for the punish.
Kimberly
SF6 Kimberly Icon.png Cammy vs. Kimberly
No Data
Lily
SF6 Lily Icon.png Cammy vs. Lily
No Data
Luke
SF6 Luke Icon.png Cammy vs. Luke
No Data
Manon
SF6 Manon Icon.png Cammy vs. Manon
No Data
Marisa
SF6 Marisa Icon.png Cammy vs. Marisa
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Rashid
SF6 Rashid Icon.png Cammy vs. Rashid
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Ryu
SF6 Ryu Icon.png Cammy vs. Ryu

General Notes

  • 2MK is a common Ryu poke in neutral and can catch you trying to walk backward out of his pressure, so be aware of it. Avoid Drive Impacting against it, as it's special cancelable and you may get counter-DI'd or supered for it.
  • 5MP, 5HP, and 6MP are common Drive Rush buttons due to gaining much more range and plus frames. 2MK may also show up sometimes as a check if you're anticipating a 6MP instead.
  • 6HP is plus on block but can be called out with a Drive Impact.
  • Ryu's 2HK loses hard to 2MK > 236K as a punish.
  • Parry or neutral jump fireballs at long range. At mid-range, parrying is ideal, as a jump may get sniped by a Shoryuken.
    • MP/HP/OD Spin Knuckle is an option to skip through fireballs at mid-range, but Ryu players will often shuffle around in fireball range trying to bait a Spin Knuckle so that they can stuff it.
    • Cammy's SA3/CA will also completely explode careless fireball usage.
  • Ryu's 236LK/MK/KK are all free to 2MK punishes. 236HK will usually leave him too spaced out to punish it effectively.
  • Divekicks are a good callout against Ryus that are pressing a lot of low buttons -- be wary of Shoryuken if you use divekick too often.
  • Look out for OD Shoryuken and SA3/CA as reversal options when Ryu has the meter. SA3/CA is especially dangerous if you're approaching him at around 50% health or lower.


Detailed Breakdown

Playing against Ryu is generally about staying patient and punishing his overextensions or predictable moves. His toolset is well-rounded enough that rushing him down can be dangerous without establishing enough of a presence to make him afraid of using his best tools for punishing overzealous players, and Cammy has a less difficult time giving Ryu trouble for pushing his offensive too hard.

Many Ryu players will use 2MK as their go-to poke, as it's special cancelable and can be used to harass with cancels into fireballs or High Blade Kick if it manages to hit. Cammy will generally outrange him in the pokes department, and his buttons aren't necessarily super safe or plus unless he's using Drive Rush to get in with them -- his 6MP overhead is a common tool for this, as it becomes pretty plus out of a Drive Rush, with Drive Rush 2MK as the second option for high/low mix. With all this in mind, it's best to use Cammy's movespeed, medium kick pokes, and 5HK when jockeying for position with Ryu at midrange; your objective is either to make Ryu whiff a button so that you can snipe his mistakes with whiff punishes into a knockdown, or keep him in the range of your pokes and counterpokes so that you can stuff him when he has to approach in order to reach you. Pmce you're in, you can apply pressure with your light buttons and keep him pinned down. It's worth noting that Cammy can pretty easily punish Ryu's sweep if it's blocked, either with 2MK or a Spiral Arrow if the distance is a concern, while quite a few characters normally have trouble doing so, so make sure to keep an eye out for it.

Against a Ryu that likes to throw a lot of fireballs, parry them from further out, neutral jump them at midrange if he's not in Shoryuken range, and if you feel like you have the read, use MP, HP, or OD Spin Knuckle to skip through them and get a counterhit for a big damage conversion. Note that experienced Ryu players will often bait Spin Knuckle by shuffling at roughly fireball range and occasionally neutral jumping or going for a Drive Impact if they anticipate it coming, so be careful about using it too much. If Ryu chooses to Drive Impact, it's possible for MP Spin Knuckle to hit Ryu's DI and then potentially (but not always) recover in time to counter-DI. If you happen to have 3 super meters and really trust your reactions, then a careless fireball can also be shut down by SA3 or Critical Art, though it's best to save this for when a kill is assured.

His other specials are an assorted bag of tricks. High Blade Kick can be tricky to deal with -- a 2MK will punish the LK, MK, and OD versions pretty easily if you're unsure of the range, but the HK version is a bit trickier to handle if it's spaced well and you may be better served trying to parry it if you can react to its startup. Make good use of shimmying after getting knockdowns with Spiral Arrow in order to bait Shoryukens, especially OD Shoryuken, and be leery of using a lot of divekicks if the Ryu demonstrates they can anticipate when you're going to jump -- you can intentionally use weaker versions of divekick to try and bait a Shoryuken as well, but this can be risky if you misread the spacing. LP Hashogeki is punishable with light normals, while the MP version may space you out in the same way that HK High Blade Kick will and the HP version can be interrupted due to the startup.

As far as Ryu's Super Arts go, Shinku Hadoken has strike and throw invul, so it can do a work as a reversal in lieu of OD Shoryuken, both in and out of Ryu burnout. Shin Hashogeki doesn't see use outside of combos most of the time, which mostly means that aside from Shinku Hadoken you're most likely to see Shin Shoryuken as a last-ditch reversal or anti-air. Treat Shin Shoryuken like you would dealing with OD Shoryuken, and bait it after knockdowns with a backward walk if you think it's going to come out.
Zangief
SF6 Zangief Icon.png Cammy vs. Zangief

General Notes

  • Use longer-ranged pokes to harass Zangief at midrange. Walk at him a little bit to facilitate this but do not rush to close with him. Force him to come to you.
    • Be careful about whiffing 5MK and 2MK near him, as the extended hurtboxes will be grabbed by LP Screw Piledriver.
    • Though this is rare, some Zangief players will use 22HK to attempt to catch Cammy's 5MK/5HK. Use punches or crouching kicks to get around this.
  • 5HP has armor if he holds down the input for a few frames. You can break the armor by using crouching normals.
  • 6MK (Knee Hammer) will go over 2MK and lets Zangief prepare a SPD while he moves forward. Stuff it with your longer reaching buttons or Cannon Spike.
  • 6HK is not safe if it's not spaced correctly and can be punished with 2MP, 2HP, or 5HP.
  • Mostly any medium or heavy button that Zangief presses after Drive Rush is not going to be safe from getting Drive Impacted. 5MP, 5HP, 2MK, 6MK, and Headbutt (6HP) are exceptions.
  • Anti-air Zangief with Cannon Spike as often as you can. Cammy's other AA options are still effective but may trade with Zangief's bigger air normals.
  • Most of Zangief's throws will put you far enough away from him that he has to Drive Rush to approach quickly. If he's especially far away (somewhere between half and 3/4ths of the screen), he may deliberately do an empty Drive Rush just to close distance and bait any wakeup options you might do,
    • Zangief's 3LP+LK and 4LP+LK are the only throws that give him oki, 3LP+LK especially. 4LP+LK is more dangerous if he uses it to put you in the corner. OD Cannon Spike is the best answer to whatever strike-throw mix he may enact afterward.
  • Siberian Express has armor on its startup. If you see it coming, jump.
  • Double Lariat has upper body invincibility but will sometimes lose to properly spaced divekicks.
  • Siberian Blizzard and SA1 are both hard-commit AA moves that Zangief can use to punish too much jumping. Siberian Blizzard requires him to be especially close, and will lose to properly timed buttons.
  • You cannot jump out of, backdash out of, or otherwise interrupt/avoid Zangief's SA3/CA once Zangief points his fingers upward. To avoid it, you must be completely out of its range or unthrowable before this happens.
    • SA3's range is roughly between LP and MP SPD. This makes it a little closer-range than CA, which has LP SPD's range.


Detailed Breakdown

In a general sense, you do not want to overcommit to fighting Zangief up close; your objective is to make him come to you while standing your ground when he does approach you. Spend a lot of time walking back and forth poking him and punishing him where you can, ideally with 2MK and 5HK, though be careful with being too overzealous with your longer reaching buttons as he can grab any extended throw hurtboxes with Spinning Piledriver. If you can get a hit that converts into a Spiral Arrow, take the knockdown as an opportunity to get closer and go for jabs or meaties at slightly further ranges than you would against most characters.

If his Cyclone Wheel Kick overhead (6HK) isn't spaced correctly in neutral, it can be punished on block with the likes of 2MP, 2HP, or 5HP, and you can get a knockdown from whatever combo that follows. If you get knocked down and put at a distance from him, you'll need to gauge your next actions relatively carefully if he chooses to Drive Rush at you -- while Drive Impact will shut down most of the Drive Rush normals or command normals that Zangief is likely to use after a Drive Rush, SPD puts him far enough away that he can just block after Drive Rushing. While neutral jumping is an option to avoid some of his Drive Rush tools if the Drive Rush starts from far enough away, you may also get snagged by his SA1 or OD Siberian Blizzard if you do this too often. If he chooses to throw you with 3LP+LK or 4LP+LK and you don't manage to tech the grabs, you may have to gamble on challenging with OD Cannon Spike to deal with grounded oki.

For Zangief players that like to jump at you to get in, use Cannon Spike to anti-air him when you can, or go for air-to-air normals if he's too close; Cannon Spike is generally a better bet since it has air invulnerability on its startup frames, which will keep some of Zangief's beefier normals from counterhitting your air normals if you mess up the timing. Cannon Spike also works as an answer to Knee Hammer if he's using it on the ground to advance a lot, as it's oftentimes a tool Zangief players use to buffer a Screw Piledriver input when they land from it and he is in the air for a period of time while using it.

If you do get hit by SPD, Siberian Express, or any of his normal throws aside from his 3 and 4 throws, then look for the Drive Rush things already mentioned and be prepared to change tactics since Zangief can set up a Drive Rush from far enough out to block anything you might use to call out his Drive Rush normals. Insofar as his other special moves go, it's best to jump whenever you see Siberian Express coming at you, because it has a hit of armor and trying to hit him out of it winds up being super risky. Siberian Blizzard is a potential air-to-air option on his end if you're jumping a lot, too, but normals that are timed correctly when jumping after a knockdown will let you stuff it out. Lariat can shut down divekick approaches most of the time, but there are occasional times where you can slip through it and hit him; in most cases it's best not to take the risk if the Zangief demonstrates that they can react quickly enough to lariat consistently.

Be especially wary against a Zangief with 3 super meters, as the moment you get into range there's a chance that you may be grabbed by his SA3. The only way to avoid it is to be out of range or otherwise not throwable before the super flash goes off (unlike Lily and Manon's SA3s), so once he has the meter for SA3, you should be even more proactive in avoiding a close-range fight with him. This also extends to being more careful with your okizeme -- Zangief's SA3 is somewhere between his LP and MP SPD's range, slightly cutting back on its range compared to the Critical Art version, which is within LP SPD's larger range. You may have to commit to walking back more frequently or doing a jump or backdash after a knockdown if you suspect that reversal SA3/CA is going to come out.


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