SF6 Character Notes - Cammy

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Specials/Supers:

(X - EX version is possible)
- (followup from above move)

236K X (HK can be held)


623K X (HK can be held)
236P X (HP can be held)
- No input
- P
- K
- 2K
- LP+LK
214P X
air 214K X (forward jump only)

1 - 236236K
2 - 214214K (air OK, forward jump only)
3 - 236236P
-----
Command Normals:

4MP
6HK
4HK
-----
Target Combos:

4MP > HK
HP > HK
-----
Juggle State Normals:

6HK
4HK
jMP

- these cause a juggle state when used on an airborne opponent


- unless otherwise noted, these do not require counter hit or punish counter
------------------------------------------
movement data:
ff - 18
bb - 23
up - 46
angle jump - 46
----------------
236K:
- charged and EX versions switch sides on hit
- combo ender, use MK version when comboing from lights, HK version when
comboing from mediums or heavies
- many active frames, meaty setups for 0 to -3 situations should exist

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.
--------------------------
STRATEGY

Antiairs:
4MP
623K
jMP
4HK*
*combo chance, but loses to some strong jumpins
- (Luke jHK tested, always trades or loses)

Poke ranges (short to long):


4MP < 2LP = LP = MP < 2HP = 4HK < 2LK < LK
< 2MP < HP = 6HK < 2MK < MK < 2HK < HK

important combo tools by startup frames:


4 - 2LP / LP
5 - 4MP / LK / 2LK / 623LK
6 - MP / 623MK / 623KK
7 - 2MP / 623HK
8 - HP / 2MK / MK
9 - 4HK / 2HK / 236LK/MK / super1 / super3
10 - 2HP

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%
---------------------------------------------
COMBO THEORY:
- replace 623K with 236K in grounded combos for better oki and less dmg
----
meterless normal hit combos:

*MP, 4MP > HK xx jump, jMP xx j214MK/HK (2360/oki)


*236P > 2K also works
HP xx 623[HK] (2300/dmg)

2MP xx 236HK (1600/oki)


2MP xx 623HK (1800/dmg)
2MK xx 236HK (1300/oki)

2LP/LP, 4MP > HK xx jump, jMP xx j214MK/HK (2010/oki)


**[2LP/LP]x3 xx 236MK (1440/oki)
**can add LK as 4th attack if opponent is crouching (1560/oki)
----
meterless CH combos:

starters:
CH MP
CH 2HP
CH 214HP
CH 236 > 2K

*CH 2HP, HP xx 623[HK] (2840/dmg)


*CH 2HP, 4HK xx jump, jMP xx j214HK (2540/oki)
*236P > 2K also works
CH MP, 4MP > HK xx jump, jMP xx j214MK/HK (2480/oki)
CH 214HP, 2MP xx 236HK (2140/oki)
CH MP, 2MK xx 236HK (2020/oki)

CH 2LP/LP, 4MP > HK xx jump, jMP xx j214MK/HK (2070/oki)


CH 2LP/LP, MP/2MP, LK xx 236MK (1770/oki)
----
meterless Punish Counter combos:

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)

PCH 236P > 2K, 2HP, 2MP xx 236HK (2540/oki)

PCH 6HK xx 236[HK], 623HK (2160/?)

DI crumple, 2HP, 2MP xx 236HK (2540/oki)


----
DI corner combos:

block splat: delay HP xx 236LK, 623HK (2048)


hit splat: HP xx 236MK, 623HK (2790)
- with added height: delay HP xx 236MK, 623HK (2790)
stun: 236[HP] > 2K, HP xx 623HK (3040)
-------------------------------------------
meter combo theory:
1 drive:
- parry drive rush extension
- +4 to starter
2 drive:
- EX hoolligan throw starter
- air EX strike extension (including EX hooligan > K)
- ground EX arrow extension
- (two 1 drive options)
3 drive:
- drive rush cancel
- DR 4HK*, 236HK , 623HK
- DR 4HK*, 6HK
- HP, 4MP
- 2HP, HP
- 2HP, 4HK
- (1+1+1)
- (2+1)
- (1+2)
*improved juggle
-------------------------------------------
Frame kill list:
13 - 2LP / LP
14 - 2LK
17 - LK
18 - dash
21 - 4MP
22 - MP
23 - 2MP / backdash
28 - 2HP / 2MK / MK
29 - 4HK
30 - HP
---------------------------------------------
BASIC OKI:

grounded 236MK > dash, 2HP (+1)


grounded 236HK > dash, 2HP (+3)
grounded 623HK > 236MK (0)
4MP > HK xx jump, jMP xx j214HK > dash, 2HP (+4)

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