Understanding Cammy’s frame data in Street Fighter 6 can help you make the most of this speedy rushdown monster. Using her excellent close-range pressure, you’ll become the bane of anyone you fight against. Here’s our analysis of Cammy’s frame data in Street Fighter 6.
SF6 Frame Data: Cammy
Below, I’ll start with all of the frame data for Cammy’s normals, before moving into her special moves, OD attacks, and Super Arts. If you’re new to SF6 or want to learn more, we have a guide on how to read and use frame data in Street Fighter 6.
Standing Normals
Attack | Notation | Startup | Active | On Hit | On Block |
Standing Light Punch | 5LP | 4 | 3 | +5 | -2 |
Standing Medium Punch | 5MP | 6 | 4 | +6 | -1 |
Standing Heavy Punch | 5HP | 8 | 3 | +2 | -3 |
Standing Light Kick | 5LK | 5 | 3 | +2 | -3 |
Standing Medium Kick | 5MK | 8 | 3 | +3 | -4 |
Standing Heavy Kick | 5HK | 11 | 3 | +2 | -4 |
Crouching Normals
Attack | Notation | Startup | Active | On Hit | On Block |
Crouching Light Punch | 2LP | 4 | 2 | +5 | -2 |
Crouching Medium Punch | 2MP | 7 | 3 | +5 | -2 |
Crouching Heavy Punch | 2HP | 10 | 4 | +7 | +1 |
Crouching Light Kick | 2LK | 5 | 3 | +3 | -2 |
Crouching Medium Kick | 2MK | 8 | 3 | +1 | -5 |
Crouching Heavy Kick | 2HK | 9 | 3 | HKD +31 | -10 |
Jumping Normals
Attack | Notation | Startup | Active | On Hit | On Block |
Jumping Light Punch | j.LP | 4 | 10 | Variable | Variable |
Jumping Medium Punch | j.MP | 6 | 8 | Variable | Variable |
Jumping Heavy Punch | j.HP | 8 | 5 | Variable | Variable |
Jumping Light Kick | j.LK | 4 | 10 | Variable | Variable |
Jumping Medium Kick | j.MK | 7 | 6 | Variable | Variable |
Jumping Heavy Kick | j.HK | 10 | 6 | Variable | Variable |
Command Normals
Attack | Notation | Startup | Active | On Hit | On Block |
Lift Combination | 4MK~5HK | 9 | 3 | KD + 49 | -12(-19) |
Swing Combination | 5HP~5HK | 13 | 4(12)3 | KD +33 | -12 |
Cammy’s normals are normally pretty safe on block. The only exceptions are 5MK, 2HK, and 6HK. 5MK and 2HK can’t be special canceled, so makes sure to use them at ranges where the opponent can’t punish you or when you’re sure they will hit. 6HK can be canceled into a special move to make it safer.
Special Moves
Attack | Notation | Startup | Active | On Hit | On Block |
Spiral Arrow | 236LK | 9 | 13 | KD +26(+48) | -12(0) |
236MK | 9 | 15 | KD +26(+48) | -14(0) | |
236HK | 15 | 3(1)12 | KD +29(+48) | -12(-1) | |
Spiral Arrow (Charged) | 236[HK] | 27(25) | 3(1)12 | KD +47 Launch | -14 |
Cannon Spike | 623LK | 5 | 12 | KD +20 | -36 |
623MK | 6 | 12 | KD +21 | -36 | |
623HK | 7 | 12 | KD +22 | -36 | |
Cannon Spike (Charged) | 623[HK] | 24 | 12 | KD + 16 | -40 |
Quick Spin Knuckle | 214LP | 21 | 4 | +2 | -3 |
214MP | 24 | 4 | +3 | -2 | |
214HP | 28 | 4 | +5 | +3 | |
Cannon Strike | j.236LK | 13 | 11 (until land) | – | – |
j.236MK | 13 | 11 (until land)9 | – | – | |
j.236HK | 13 | 11 (until land) | – | – | |
Hooligan Combination | 236LP | – | – | – | – |
236MP | – | – | – | – | |
236HP | – | – | – | – | |
Razer’s Edge Slicer | 236P~no input | 50 | 9 | KD + 48 | +2 |
236[HP] | 70 | 9(10)5 | KD + 48 | +2 | |
Hooligan Cannon Strike | 236P~K | +13 | until landing | – | – |
236[HP]~K | +13 | until landing | – | – | |
Reverse Edge | 236P~2K | +18 | 4 | (+6)+9 | -4(-1) |
236[HP}~2K | +18 | 4(14)4 | +8 | -2 | |
Fatal Leg Twister | 236P~LPLK | +10 | 3 | HKD +18 | – |
236[HP]~LPLK | +10 | 3 | HKD + 60 Launch | ||
Silent Step | 236P~P | – | – | – | – |
236[HP]~P | – | – | – | – |
Cammy has a lot of special moves, and spacing them is crucial to staying safe. Moves like Cannon Strike (Cammy’s divekick) and Spiral Arrow (her drill) are more plus when they hit later in their active frames. Her Hooligan Combination is a mix-up tool that provides a number of follow-up options, most of which are safe on block or plus. Silent Step adds further mix-up options by allowing Cammy to cancel into nothing.
OD Special Moves
Attack | Notation | Startup | Active | On Hit | On Block |
OD Spiral Arrow | 236KK | 13 | 3(1)12 | KD +47 Launch | -14 |
OD Cannon Spike | 623KK | 6 | 12 | KD +16 | -40 |
OD Quick Spin Knuckle | 623PP | 25 | 4 | +7 | -2 |
OD Cannon Strike | j.214KK | 13 | 12 (until land) | – | – |
OD Hooligan Combination | 236PP | 11 | – | KD +47(+50) | -16(-30) |
OD Razer’s Edge Slicer | 236PP~No Input | 50 | 9(10)5 | KD +48 | +2 |
OD Hooligan Cannon Strike | 236PP~K | +2 | until land | +3 | +3 |
OD Reverse Edge | 236PP~2K | +18 | 4(14)4 | +8 | -2 |
OD Fatal Leg Twister | 236PP~LPLK | +10 | 3 | HKD +60 Launch | – |
OD Silent Step | 236PP~P | – | – | – | – |
Cammy’s OD specials are mostly for extending combos or pressure. OD Spiral Arrow. Razor’s Edge Slicer and Reverse Edge combo into Supers. OD Quick Spin Knuckle goes through fireballs and crosses opponents up if Cammy is close enough. OD Fatal Leg Twister allows for juggle combos, and OD Cannon Strike is a DP.
Super Arts
Attack | Notation | Startup | Active | On Hit | On Block |
Spin Drive Smasher | 236236K | 9 | 3(1)12 | KD +10 | –24 |
Killer Bee Spin | 214214K | 13 | 9 | KD +12 (+70 Launch) | -24(-18) |
Killer Bee Spin (Aerial) | j.214214K | 13 | until land | KD +12 (+70 Launch) | -14 |
Delta Red Assault | 236236P | 9 | 15 | HKD +17 | -33 |
Delta Red Assault (CA) | 236236P | 9 | 15 | HKD +22 | -33 |
Cammy’s Supers are very negative on block, and each has its own uses. Spin Drive Smasher can be used for extra damage in combos and as a confirm off of stray hits. Killer Bee Spin is used to add damage to combos. Delta Red Assault has invulnerability frames, so it can be used as a reversal, but it also deals big damage in combos. Just make sure your opponent doesn’t block it.
That’s all there is when it comes to Cammy’s frame data. For more on Capcom’s latest fighting game, check out our Street Fighter 6 guides hub.
Published: Jun 13, 2023 02:56 pm