FIGHTER GUIDE IORI'S STRATEGY

CAMMY
キャミィ

Use this hub to reach practical combos, move data, matchup notes, frame data, and Iori's published videos for CAMMY.

Health
10000
Published data
4 sections
CAMMYCAMMY character artwork
FIGHTER OVERVIEW

CAMMY Guide & Overview

This is the starting point for all published CAMMY data on SF6 Lab.

FighterCAMMY / キャミィ
Health10000
Data updated2026-08-27
AVAILABLE DATA

Published guide sections

✓ Combos & Okizeme

✓ Move List

✓ Matchup Guide

✓ Frame Data

PLAYING CAMMY

Character overview

Cammy’s practical starting loop is a light-attack confirm into Spiral Arrow, followed by another close-range decision. Cannon Strike adds an air approach whose contact height matters. She rewards keeping track of spacing and continuing offense, rather than treating every approach as a chance for one large combo.

Strengths

  • Even a light-attack opening can lead into Spiral Arrow and the follow-up movement described in the combo guide.
  • Cannon Strike changes her aerial approach and gives another way to challenge a defender already watching her grounded movement.

Weaknesses

  • Cannon Strike’s result depends on where it contacts the opponent. Landing high and pressing automatically gives away the spacing work it requires.
  • Arrow routes and follow-ups are distance-sensitive. A successful close-range sequence should not be assumed to work from the tip of a poke.

Best range / preferred gameplan

Work toward crouching medium kick or crouching medium punch range while keeping a close light-confirm route ready. Use Cannon Strike selectively to vary the approach, aiming to understand its contact height. After Spiral Arrow, prioritize a rehearsed strike/throw decision over another immediate air gamble.

Key tools to learn first

Light attacks into Spiral Arrow

This is the basic knockdown route to learn before optimizing heavy-hit damage. Watch how the chosen Arrow strength changes the finish.

Crouching medium kick and medium punch

Both appear in the guide’s Drive Rush routes. Practice their reach so the follow-up begins from a distance you recognize.

Cannon Strike

Test different contact heights against a guarding dummy with the frame meter visible. Do not assign one block result to every dive kick.

Beginner practice order

  1. Secure the small opening

    Practice the light-attack route into medium Spiral Arrow on both sides, then repeat with the dummy set to random guard.

  2. Learn the Arrow approach

    Reproduce the listed dash follow-up and check when your strike and walking throw reach. Add a backward step against throw escapes.

  3. Calibrate the dive kick

    Change the jump distance slightly between attempts. Compare a high Cannon Strike contact with a low one before bringing it into matches.

Common mistakes

  • Continuing to press after every blocked Cannon Strike without checking contact height.
  • Ending an Arrow combo and abandoning the next close-range decision with an unnecessary jump.

Adapted from SF6 Lab’s Japanese character notes and combo / setplay guides. The practice routes use Classic inputs; consult the linked guides for full conditions and current numerical data.

COMBO PRACTICE NOTES

CAMMY: choosing and practising your routes

Cammy practice starts with light attacks into Spiral Arrow for a knockdown, then adds crouching MK and crouching MP Drive Rush routes for carry and damage.

Strength to build around

Continuing into wake-up pressure even from light starters is a strength.

Limitation to plan for

The assessment flags direct exchanges as a challenge; practise approaches and post-combo pressure separately.

What to learn first

Build one reliable Arrow ender. Practise corner situations after Arrow and Cannon Spike separately, and check low contact and spacing for Cannon Strike.

Turn the route into a match decision

Standing HP and crouching HP Punish Counter starters are different opportunities from light confirms. Pick a dedicated punish route from the combo guide before trying to use it in a match.

These practice notes follow the published guide and combo material. Check the combo page for route conditions and the frame table for move values.