STREET FIGHTER 6
MAX DATABASE
キャミィ
71 moves — click thumbnail to expand(_1 _2 _3 … shown in card / use ← → when expanded)
Standing Light Punch
5LP5L
Cancel Chn Sp SA
Notes Chains into 5LP/2LP/2LK; extended hurtbox appears for 2f before active; DR cancel is delayed until after 2nd active frame
Standing Medium Punch
5MP5M
Cancel -
Notes Can get frame advantage with meaty timing and leads to good conversions on counter-hit; decent Drive Rush starter (links to 5HP on hit, frame traps into itself) but doesn't carry much forward momentum; extended hurtbox remains for 4f after active frames
Standing Heavy Punch
5HP5H
Cancel Sp SA TC
Notes Great disjointed hitbox; moves Cammy far forward during startup, giving it good range but making it easier to whiff punish; good Drive Rush starter (good momentum, links into 4MP~HK if close enough or frame traps into 5LP/2LP)
Standing Light Kick
5LK5L
Cancel Sp SA
Notes Good range for 5f punishes and light conversions; extended hurtbox appears for 2f before active; special cancel is delayed until after active frames (prevents OD Spiral Arrow combo); DR cancel is delayed until after 2nd active frame
Standing Medium Kick
5MK5M
Notes Great ranged poke, vulnerable to DI if predicted; extended hurtbox remains for 7f after active frames, making it somewhat more whiff punishable
Standing Heavy Kick
5HK5H
Notes 2f extra recovery on whiff; great ranged poke; Punish Counter knockdown does not lead to follow-up combo, but gives great corner carry; extends a hurtbox 1f before active that is vulnerable to projectiles; crouch-sized hurtbox on frames 1-28; particularly vulnerable to Drive Impact in neutral; can anti-air some long range jump-ins; has high juggle potential (causes air reset when juggled into)
Crouching Light Punch
2LP2L
Notes Chains into 5LP/2LP/2LK; extended hurtbox appears for 2f before active; DR cancel is delayed until after active frames
Crouching Medium Punch
2MP2M
Notes Good counterpoke and useful combo filler after 2HP or CH 5LP/2LP/5MP; 3f extra recovery on whiff; extends a wide hurtbox during recovery on whiff
Crouching Heavy Punch
2HP2H
Notes Forces stand; Good for starting pressure, especially with meaty timing (236HK + Dash 2HP sets gives enough advantage to link 5HP); extended hurtbox appears for 2f before active; situationally useful anti-air
Crouching Light Kick
2LK2L
Cancel Chn
Notes Chains into 5LP/2LP/2LK; low hitconfirm starter; extended hurtbox appears for 2f before active and remains 5f after active
Crouching Medium Kick
2MK2M
Notes Great ranged cancelable low poke; very useful when canceled to DR; extended hurtbox appears for 1f before active and remains 6f after active; special/DR cancel is delayed until after active frames; Range: 1.49
Grounded Sweep
2HK2H
Notes Disjointed hitbox gives it some neutral utility; has juggle potential (KD +37~39); extended hurtbox remains for 6f after active frames
Swing Combination
5HP~HK5HP~H
Notes 2 hits; leaves a 9f gap between 1st and 2nd hit on block; 1st hit of HK is cancelable into j.214K (9f gap) or SA2; 2nd hit acts as a cancelable grounded normal; 2nd hit is cancelable into Supers after 5 recovery frames and into specials/DI/DR after 7 recovery frames
Lift Uppercut
4MP4M
Notes Forces stand (required for 4MP~HK TC); useful anti-air starting on frame 6 but can often trade or whiff against close jumps; extended arm hurtbox on active frames 3-5 is anti-air invulnerable; combos naturally from 5LP/2LP/5MP at close range
Lift Combination
4MP~HK4MP~H
Cancel Sp SA Jmp
Notes Whiffs on crouch blocking opponents (works on crouching hit because 4MP forces stand); jump cancelable on hit only; puts opponent into limited juggle state; has 5f more recovery than 4HK on its own, resulting in more limited juggle follow-ups
Assault Blade
4HK4H
Notes Whiffs on crouching opponents; jump cancelable on hit only; puts opponents into limited juggle state on hit (free juggle if started from Drive Rush)
Delayed Ripper
6HK6H
Notes 5f extra recovery on whiff/block; pulls back hurtbox on frame 5-14 (auto-shimmy tool); low blockstun means that DR Cancel is the only way to make it safe; extended hurtbox remains for 9f after active frames; special cancel is delayed until after 2nd recovery frame; DR cancel is delayed until after active frames; can juggle into DRC~5HP~HK on normal hit or 214LP on Punish Counter for strong juggle routes
Jumping Light Punch
j.LPj.L
Notes Quick air-to-air
Jumping Medium Punch
j.MPj.M
Cancel Sp SA2
Notes Puts airborne opponents into limited juggle state; cancels into j.214K/j.214214P on forward jump only; low blockstun means there will always be a blockstring gap if canceled; lower body projectile invuln 6-28f (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Punch
j.HPj.H
Notes Causes spike knockdown vs. airborne opponents; good hitbox disjoint near Cammy's fists; lower body projectile invuln 8-35f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Light Kick
j.LKj.L
Notes Cross-up; can be used as a fuzzy instant overhead (except vs. Blanka)
Jumping Medium Kick
j.MKj.M
Notes Long hitbox can work as a ranged air-to-air; lower body projectile invuln 7-30f (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Kick
j.HKj.H
Notes Good jump-in from long range, especially mixed with empty jump or j.214K to bait anti-airs; can air-to-air from long range; lower body projectile invuln 10-35f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Cannon Strike
j.214KK
Cancel SA2
Notes Forward jump only; cancelable from j.MP; puts airborne opponents into limited juggle state; hitconfirm reaction time is longer the higher the divekick connects (cancelable until landing); frame advantage on hit/block is fixed when connecting on the first active frame (e.g. as a corner throw escape); 2f extra hitstun and blockstun if it connects on the final 2 active frames before landing (screen shake occurs, guaranteeing an advantage of at least +10/+6)
Spiral Arrow
236HK236H
Cancel SA3 (1st)
Notes Only 1st hit is super cancelable (very low damage route); holding HK results in a powered up version
236[HK]
Cancel SA3 (4th)
Notes Switches sides on hit; puts opponent into limited juggle state; super cancel comes out on 4th hit; holding HK for 9-15f gives regular 236HK with slower startup; holding 16-17f results in a full charge 2f faster than normal (allows it to combo from CH 5HP or PC 2MP)
Hooligan Combination
236[HP]
Notes Startup refers to earliest/latest follow-up input timings; holding HP for 18-19f results in a full charge up to 2f faster than normal; can cross over crouching opponents; follow-ups gain properties of OD versions (except for SA2 cancelability)
Silent Step
236[HP]~P
Notes Stops forward trajectory; recovery before landing depends on activation height; Cammy is in crouching state during recovery; useful for baiting reversals in setups where throw/overhead/divekick could hit meaty; can be up to 2f faster if HP is held for only 18f
236KK
Cancel SA2 SA3
Notes Switches sides on hit; puts opponent into limited juggle state
236LK236L
Notes Can be spaced safely; useful in corner juggle routes after 5HP~HK, DR~4HK > 4HK, or blocked Drive Impact
Reverse Edge
236P~2K
Notes 236P trajectory affects frame advantage (lower height is better); up to 3f more recovery before landing (depends on activation height); does not autocorrect toward opponent after crossing over; crouching state during landing recovery
Fatal Leg Twister
236P~LPLK236P~LPL
Notes Throws standing opponents only; 15% damage increase on Punish Counter; up to 8f more total recovery before landing (depends on activation height); crouching state during landing recovery; extends a proximity guard box that immediately forces a crouch blocking opponent's hurtbox to reach its crouching height, preventing uncrouchable meaty setups (but can still throw opponents that hold straight down on wakeup)
236MK236M
Notes Can be spaced safely; best version for buffers in neutral; useful in corner juggle routes into 623K
236PP
Notes Startup refers to earliest/latest follow-up input timings; button combination affects trajectory (LP+MP=LP, LP+HP=MP, MP+HP=HP); follow-ups have enhanced OD properties
Hooligan Cannon Strike
236P~K
Notes Startup refers to earliest timing from Hooligan; button strength affects divekick trajectory (LK short, MK medium, HK far); spike knockdown vs. airborne opponents; autocorrects toward opponent after crossing over
Razor's Edge Slicer
236P~No Input
Cancel SA3
Notes Puts opponent into limited juggle state on hit; low profile 50-63f; crouching state during recovery
236PP~2K
Notes 2 hits; causes OTG bounce vs. airborne opponents that can juggle into 623MK/HK/KK or any Super (low height juggle connect will only allow canceled Air SA2 to connect); does not autocorrect toward opponent after crossing over; crouching state during landing recovery
236PP~K
Notes Startup refers to earliest timing from Hooligan; button strength does not affect divekick trajectory; puts airborne opponents into limited juggle state; autocorrects toward opponent after crossing over
236PP~LPLK236PP~LPL
Notes Throws standing opponents only; puts opponent into limited juggle state; 15% damage increase on Punish Counter; up to 8f more recovery before landing (depends on activation height); crouching state during landing recovery; extends a proximity guard box that immediately forces a crouch blocking opponent's hurtbox to reach its crouching height, preventing uncrouchable meaty setups (but can still throw opponents that hold straight down on wakeup)
236PP~No Input
Notes Puts opponent into limited juggle state on hit; low profile 50-80f; crouching state during recovery
236PP~P
Notes Stops forward trajectory; recovery before landing depends on activation height; Cammy is in crouching state during recovery; useful for baiting reversals in setups where throw/overhead/divekick could hit meaty
Cannon Spike
623HK623H
Notes Longest horizontal range (good for long range anti-airs and neutral jumps; best grounded combo ender); () refers to damage and juggle limit on active frames 3-12; SA3 cancel whiffs on hit; cannot anti-air cross-ups
623KK
Notes Long horizontal range (good for punishes and long range anti-airs); () refers to damage and juggle limit on active frames 4-12 (becomes 1 hit); cannot anti-air cross-ups
623LK623L
Notes Shortest horizontal range (good close-range anti-air but can whiff in grounded combos); () refers to damage and juggle limit on active frames 3-12; SA3 cancel whiffs on hit; cannot anti-air cross-ups
623MK623M
Notes Medium horizontal range (good all-purpose anti-air and juggle ender); () refers to damage and juggle limit on active frames 3-12; SA3 cancel whiffs on hit; cannot anti-air cross-ups
Quick Spin Knuckle
214HP214H
Notes Puts airborne opponents into limited juggle state
214LP214L
Notes Puts airborne opponents into limited juggle state (keeps opponents closer than other versions and has some juggle potential); good frame trap from 5HP (2f gap) that leads to Counter-hit confirm
214MP214M
214PP
Notes No collision box on frames 1-10 (can cross-up from close range); puts airborne opponents into limited juggle state
j.214K
Notes Forward jump only; cancelable from j.MP; button strength affects dive trajectory (LK short, MK mid, HK far); spike knockdown vs. airborne opponents; HK version worst-case frame advantage is 1f better than LK/MK versions; 2f extra hitstun and blockstun if it connects on the final 2 active frames before landing (screen shake occurs, guaranteeing an advantage of at least +10/+4)
Spin Drive Smasher
236236K
Notes Great combo tool with high juggle potential and corner carry; 5th hits transitions into launching follow-up on hit only; damage distribution: 100,200x3,100,200,1000
Killer Bee Spin
214214P
Notes Can escape grounded meaty attacks, but usually results in Cammy whiffing over opponent's head; puts airborne opponents into limited juggle state (no cinematic), number of airborne hits varies based on juggle height; Drive Damage distribution: 900x3-x7,3000; only deals 250 damage on the first hit if it trades
Delta Red Assault
236236P
Notes Full screen anti-projectile move (can lose to slow projectiles at max range); combos from charged 623[HP], 214P, or 236HK 1st hit when canceled into; cinematic time regenerates ~1.9 Drive bars for Cammy; only deals 500 damage on the first hit if it trades (only the first 5 active frames are invincible)