SF6 Character Notes - Cammy
SF6 Character Notes - Cammy
SF6 Character Notes - Cammy
(X - EX version is possible)
- (followup from above move)
1 - 236236K
2 - 214214K (air OK, forward jump only)
3 - 236236P
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Command Normals:
4MP
6HK
4HK
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Target Combos:
4MP > HK
HP > HK
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Juggle State Normals:
6HK
4HK
jMP
623K:
- main antiair tool
- EX version is your reversal
236P:
- mixup tool
- angle determined by button press
- EX version angle can be chosen:
- LP+MP - same as LP angle
- LP+HP - same as MP angle
- MP+HP - same as HP angle
- followups:
- no input
- +2 low, combo on hit
- P
- feint
- K
- divekick with lots of active frames
- aim for the tip and/or use at very low height for good block
advantage
- 2K
- overhead, high advantage on hit
- LP+LK
- command grab
- only works on standing opponents
- on charged/EX versions, starts a combo
214P:
- 214MP/HP/PP have proj. invul frames starting frame 3
- 214PP can side switch if you are very close (opponent must guard the other
way)
236236K:
- 1 frame full invul at beginning, then strike/throw invul
- standard level 1 reversal
- combo ender
- cancel into from normals
214214K:
- she teleports to an air location in a single invul frame, than attacks
without any invul from the new air position. Can beat some meaty strikes and
throws, but misses on some others, and can be beaten if her airborne position is
"meatied"
- usable during forward jump
- animation when hitting grounded opponent, combo extender when hitting
airborne opponent
- cancel into from - 236KK, 214PP, air 214KK, 236PP > K, and normals
236236K:
- fully invul reversal
- combo ender
- cancel into from - any 214P, 236HK/[HK]/KK, 236P > no input, or any 623K
- 623K cancel should only be used for dealing chip damage in burnout.
Does not combo normally.
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STRATEGY
Antiairs:
4MP
623K
jMP
4HK*
*combo chance, but loses to some strong jumpins
- (Luke jHK tested, always trades or loses)
launchers:
4MP > HK (jump cancel, special cancel options)
SPECIAL SCALING:
4MP > HK = normal scaling
HP > HK:
- air 214K and air 214214K scaled by 25%
- air 214KK scaled by 35%
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COMBO THEORY:
- replace 623K with 236K in grounded combos for better oki and less dmg
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meterless normal hit combos:
starters:
CH MP
CH 2HP
CH 214HP
CH 236 > 2K
starters:
PCH 6HK (SP)
PCH 214HP (+9)
PCH MP (+10)
PCH 2HP (+11)
PCH 236 > 2K (+12)
PCH 214HP*
or
PCH MP*
HP xx 236HK (2300/oki)
*if opponent is standing, use the 4HK combo below
*HP combo always works
PCH 2HP
4HK xx jump, jMP xx j214HK (2540/oki)