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Street Fighter 6: Cammy Move List & Guide
Street Fighter 6 is coming out on 2nd June, which is just less than a month away. As such, the game’s roster for its launch is set with 18 characters, each with their various playstyles.
In this entry, we’ll be focusing on Cammy, the ex-Shadaloo Doll now secret agent known as the Killer Bee due to her speed and deadly hits.
Note: This guide is still in development.
All inputs are in numpad notations. For example, Hadouken from player 1’s starting side is 236P.
Attack buttons are as follows: LP, MP, HP are light punch, medium punch, and heavy punch respectively. LK, MK, and HK are light kick, medium kick, and heavy kick respectively. None of this Fierce or Roundhouse bulls*** in Asia.
Info & video credits: Fighting Game Anniversaries, WoolieVS, FlawlessDeku, Capcom, Reversal
The UK-based cat lover is all about rushdown, baby! Cammy has a ton of fast moves and quick hits that let her get into the fray whenever, dart in and out like nobody’s business, and mixup opponents without so much letting them blink. Just like her Super Turbo debut and Street Fighter 5 recent appearance, she trades defense and health in favour of damage and offensive tools that let her move forward, anti-air, switch sides, and do short hops (Hooligan Combo) to confuse her opponents. She’s fast enough to even get the drop on zoners if they mess up their setplay, perhaps even scoring a Perfect round with good reads and hard-to-react mixups.
Long story short, if you’re using Cammy and are blocking 50% of the match, you’re playing her totally wrong. Mix up her offense with a few throws (she air throws too), then apply pressure with added Drive Rush shenanigans until your opponent cracks. Combo them to Drive Rush and Super Arts after that. Her only downside? Taking huge risks against characters who have way, WAY more health than her like Marisa and Zangief. She only needs to make one mistake until her life bar reaches 0 in a few attacks. Also, her footsie range isn’t the best when compared to other characters like Manon and Blanka.
Play If: You want the best rushdown in the SF business, likes taking risks for big payoff and damage.
Avoid If: You prefer defensive characters, want more footsie & poking tools, prefer fighters with high health.
Spiral Arrow: 236K. Trademark combo-ender and forward-moving surprise attack. Do not use up-close unless you hit confirm because your opponent can punish it.
Cannon Spike: 623K. Anti-air.
Quick Spin Knuckle: 214P. Spinning hop and fist attack; can slip through opponent’s guard and side-switch if you play it at the right time.
Cannon Strike: During forward jump, 214K. Dive kick. Make sure to aim her foot at your opponent’s leg/feet/lower torso so that you’re in the advantage.
Hooligan Combination: 236P. Short hop with different follow-ups for mixup nonsense. No input equals a low slide (Razor’s Edge Slicer), K is Cannon Strike, while 2K is an air axe kick that’s an overhead. The LPLP follow-up is a throw on standing opponents. You can feint the Hooligan by following up with P.
Spin Drive Smasher (Level 1): 236236K. Great reversal and combo ender.
Killer Bee Spin (Level 2, can be done in the air as well): 214214K. Attacks opponents with a diagonal descending kick, then she does the Street Fighter 2 Animated Movie chokehold thing. Can be comboed from grounded moves as it comes out fast. The air version does not have the chokehold animation if it hits opponents in the air.
Delta Red Assault (Level 3): 236236P. Can be used in combos and can bypass projectiles.
Lift Uppercut: 4MP. Anti-air.
Delayed Ripper: 6HK. Steps back, then kick. Can be canceled into special moves.
Assault Blade: 4HK. Can be canceled into special moves.
Lift Combination: 4MP>HK. Last hit of this target combo lets you jump to follow-up.
Swing Combination: HP>HK. Another nice target combo that lets you cancel to special moves.
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