JuiceboxAbel

SF6 Character Notes - Cammy

Jun 8th, 2023 (edited)
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  1. Specials/Supers:
  2. (X - EX version is possible)
  3. - (followup from above move)
  4.  
  5. 236K X (HK can be held)
  6. 623K X (HK can be held)
  7. 236P X (HP can be held)
  8. - No input
  9. - P
  10. - K
  11. - 2K
  12. - LP+LK
  13. 214P X
  14. air 214K X (forward jump only)
  15.  
  16. 1 - 236236K
  17. 2 - 214214K (air OK, forward jump only)
  18. 3 - 236236P
  19. -----
  20. Command Normals:
  21.  
  22. 4MP
  23. 6HK
  24. 4HK
  25. -----
  26. Target Combos:
  27.  
  28. 4MP > HK
  29. HP > HK
  30. -----
  31. Juggle State Normals:
  32.  
  33. 6HK
  34. 4HK
  35. jMP
  36.  
  37. - these cause a juggle state when used on an airborne opponent
  38. - unless otherwise noted, these do not require counter hit or punish counter
  39. ------------------------------------------
  40. movement data:
  41. ff - 18
  42. bb - 23
  43. up - 46
  44. angle jump - 46
  45. ----------------
  46. 236K:
  47. - charged and EX versions switch sides on hit
  48. - combo ender, use MK version when comboing from lights, HK version when comboing from mediums or heavies
  49. - many active frames, meaty setups for 0 to -3 situations should exist
  50.  
  51. 623K:
  52. - main antiair tool
  53. - EX version is your reversal
  54.  
  55. 236P:
  56. - mixup tool
  57. - angle determined by button press
  58. - EX version angle can be chosen:
  59. - LP+MP - same as LP angle
  60. - LP+HP - same as MP angle
  61. - MP+HP - same as HP angle
  62. - followups:
  63. - no input
  64. - +2 low, combo on hit
  65. - P
  66. - feint
  67. - K
  68. - divekick with lots of active frames
  69. - aim for the tip and/or use at very low height for good block advantage
  70. - 2K
  71. - overhead, high advantage on hit
  72. - LP+LK
  73. - command grab
  74. - only works on standing opponents
  75. - on charged/EX versions, starts a combo
  76.  
  77. 214P:
  78. - 214MP/HP/PP have proj. invul frames starting frame 3
  79. - 214PP can side switch if you are very close (opponent must guard the other way)
  80.  
  81. 236236K:
  82. - 1 frame full invul at beginning, then strike/throw invul
  83. - standard level 1 reversal
  84. - combo ender
  85. - cancel into from normals
  86.  
  87. 214214K:
  88. - 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"
  89. - usable during forward jump
  90. - animation when hitting grounded opponent, combo extender when hitting airborne opponent
  91. - cancel into from - 236KK, 214PP, air 214KK, 236PP > K, and normals
  92.  
  93. 236236K:
  94. - fully invul reversal
  95. - combo ender
  96. - cancel into from - any 214P, 236HK/[HK]/KK, 236P > no input, or any 623K
  97. - 623K cancel should only be used for dealing chip damage in burnout. Does not combo normally.
  98. --------------------------
  99. STRATEGY
  100.  
  101. Antiairs:
  102. 4MP
  103. 623K
  104. jMP
  105. 4HK*
  106. *combo chance, but loses to some strong jumpins
  107. - (Luke jHK tested, always trades or loses)
  108.  
  109. Poke ranges (short to long):
  110. 4MP < 2LP = LP = MP < 2HP = 4HK < 2LK < LK
  111. < 2MP < HP = 6HK < 2MK < MK < 2HK < HK
  112.  
  113. important combo tools by startup frames:
  114. 4 - 2LP / LP
  115. 5 - 4MP / LK / 2LK / 623LK
  116. 6 - MP / 623MK / 623KK
  117. 7 - 2MP / 623HK
  118. 8 - HP / 2MK / MK
  119. 9 - 4HK / 2HK / 236LK/MK / super1 / super3
  120. 10 - 2HP
  121.  
  122. launchers:
  123. 4MP > HK (jump cancel, special cancel options)
  124.  
  125. SPECIAL SCALING:
  126. 4MP > HK = normal scaling
  127. HP > HK:
  128. - air 214K and air 214214K scaled by 25%
  129. - air 214KK scaled by 35%
  130. ---------------------------------------------
  131. COMBO THEORY:
  132. - replace 623K with 236K in grounded combos for better oki and less dmg
  133. ----
  134. meterless normal hit combos:
  135.  
  136. *MP, 4MP > HK xx jump, jMP xx j214MK/HK (2360/oki)
  137. *236P > 2K also works
  138. HP xx 623[HK] (2300/dmg)
  139.  
  140. 2MP xx 236HK (1600/oki)
  141. 2MP xx 623HK (1800/dmg)
  142. 2MK xx 236HK (1300/oki)
  143.  
  144. 2LP/LP, 4MP > HK xx jump, jMP xx j214MK/HK (2010/oki)
  145. **[2LP/LP]x3 xx 236MK (1440/oki)
  146. **can add LK as 4th attack if opponent is crouching (1560/oki)
  147. ----
  148. meterless CH combos:
  149.  
  150. starters:
  151. CH MP
  152. CH 2HP
  153. CH 214HP
  154. CH 236 > 2K
  155.  
  156. *CH 2HP, HP xx 623[HK] (2840/dmg)
  157. *CH 2HP, 4HK xx jump, jMP xx j214HK (2540/oki)
  158. *236P > 2K also works
  159. CH MP, 4MP > HK xx jump, jMP xx j214MK/HK (2480/oki)
  160. CH 214HP, 2MP xx 236HK (2140/oki)
  161. CH MP, 2MK xx 236HK (2020/oki)
  162.  
  163. CH 2LP/LP, 4MP > HK xx jump, jMP xx j214MK/HK (2070/oki)
  164. CH 2LP/LP, MP/2MP, LK xx 236MK (1770/oki)
  165. ----
  166. meterless Punish Counter combos:
  167.  
  168. starters:
  169. PCH 6HK (SP)
  170. PCH 214HP (+9)
  171. PCH MP (+10)
  172. PCH 2HP (+11)
  173. PCH 236 > 2K (+12)
  174.  
  175. PCH 214HP*
  176. or
  177. PCH MP*
  178. HP xx 236HK (2300/oki)
  179. *if opponent is standing, use the 4HK combo below
  180. *HP combo always works
  181. PCH 2HP
  182. 4HK xx jump, jMP xx j214HK (2540/oki)
  183.  
  184. PCH 236P > 2K, 2HP, 2MP xx 236HK (2540/oki)
  185.  
  186. PCH 6HK xx 236[HK], 623HK (2160/?)
  187.  
  188. DI crumple, 2HP, 2MP xx 236HK (2540/oki)
  189. ----
  190. DI corner combos:
  191.  
  192. block splat: delay HP xx 236LK, 623HK (2048)
  193. hit splat: HP xx 236MK, 623HK (2790)
  194. - with added height: delay HP xx 236MK, 623HK (2790)
  195. stun: 236[HP] > 2K, HP xx 623HK (3040)
  196. -------------------------------------------
  197. meter combo theory:
  198. 1 drive:
  199. - parry drive rush extension
  200. - +4 to starter
  201. 2 drive:
  202. - EX hoolligan throw starter
  203. - air EX strike extension (including EX hooligan > K)
  204. - ground EX arrow extension
  205. - (two 1 drive options)
  206. 3 drive:
  207. - drive rush cancel
  208. - DR 4HK*, 236HK , 623HK
  209. - DR 4HK*, 6HK
  210. - HP, 4MP
  211. - 2HP, HP
  212. - 2HP, 4HK
  213. - (1+1+1)
  214. - (2+1)
  215. - (1+2)
  216. *improved juggle
  217. -------------------------------------------
  218. Frame kill list:
  219. 13 - 2LP / LP
  220. 14 - 2LK
  221. 17 - LK
  222. 18 - dash
  223. 21 - 4MP
  224. 22 - MP
  225. 23 - 2MP / backdash
  226. 28 - 2HP / 2MK / MK
  227. 29 - 4HK
  228. 30 - HP
  229. ---------------------------------------------
  230. BASIC OKI:
  231.  
  232. grounded 236MK > dash, 2HP (+1)
  233. grounded 236HK > dash, 2HP (+3)
  234. grounded 623HK > 236MK (0)
  235. 4MP > HK xx jump, jMP xx j214HK > dash, 2HP (+4)
  236.  
  237.  
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