CAMMY-202405 Ver. Battle Change List | Buckler's Boot Camp | STREET FIGHTER 6 | CAPCOM (2024)

CAMMY-202405 Ver. Battle Change List | Buckler's Boot Camp | STREET FIGHTER 6 | CAPCOM (1)

CAMMY

CAMMY-202405 Ver. Battle Change List | Buckler's Boot Camp | STREET FIGHTER 6 | CAPCOM (2)

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Adjustment Summary

Cammy has received a wide range of changes with this update. Everything from her status after an attack, to reviewing her special attack abilities, as well as her combo routes and command inputs, etc. have been adjusted.

Her forward throw now puts her slightly further away from the opponent after it hits. At the corner of the screen, it's still possible for her to move forward and set up a strike/throw mixup on her opponent, but her ability to dig in deep with light attacks has been mitigated.

Cannon Strike's hurtbox while the move is being performed has been significantly changed. Up until now the hurtbox was smaller immediately after the move started, making it very hard for opponents to hit her with zoning attacks, but during the active frames her hurtbox would become much bigger, which caused her to lose to low attacks that she should have been able to avoid.

With this update, the hurtbox immediately after the attack is performed is now expanded downward, while when the attack hitbox is out, the hurtbox around the foot has been reduced so she won't lose to attacks closer to the ground. Her instant Cannon Strike now loses more often to zoning attacks higher off the ground, so Cammy players will have to think about their opponent's attacks and how they compete with her Cannon Strike, as well as the timing of her own attack.

The timing for when Lift Combination and Assault Blade out of the heavy version of Hooligan Combination switches sides with the opponent is now slower. While it's still possible from the beginning of a combo to switch sides with the opponent, Cannon Strike will no longer hit after turning around, so you won't be able to score a combo that gives you an advantageous situation and damage at the same time.

Finally, when Cammy performed her Super Art level 2 from a low level Cannon Strike, the aerial version of the attack would sometimes be performed unintentionally, so to combat this we have changed the command input from Kick to Punch.

Changes

Category

Adjustment Details

Assisted Combo 2

Adjustment

Combo has now changed to the following.
- Super Art gauge has less than 2 bars full
Standing Medium Punch > Standing Light Punch > Overdrive Spiral Arrow > Heavy Cannon Spike
- During Burnout
Standing Medium Punch > Standing Light Punch > Medium Spiral Arrow

Assisted Combo 3

Adjustment

Combo has now changed to the following.
- Super Art gauge has less than 3 bars full
Swing Combination > Overdrive Cannon Strike > Medium Cannon Spike
- During Burnout
Swing Combination > Heavy Cannon Strike

Rough Landing (Forward Throw)

Adjustment

Distance increased between characters after the throw.

Standing Medium Punch

Adjustment

Reduced pushback.

Standing Medium Kick

Adjustment

Forward hurtbox around the feet reduced from frame 7 of the technique until the active frames end.

Standing Heavy Kick

Adjustment

1. Disadvantage on block changed from -4 to -3.
2. Pushback on block reduced.

Delayed Ripper (→ + Heavy Kick)

Adjustment

Drive Rush cancel timing is now 2 frames faster.

Lift Combination (← + Middle Punch > Heavy Kick)

Universal Adjustment

When using Classic controls, pressing Heavy Punch at the same time as the second input will cause the second attack to not come out.

Swing Combination (Heavy Punch > Heavy Kick)

Adjustment

1. Changed the cancel timing from standing Heavy Punch from 8 - 10 frames to 8 - 12 frames.
2. Damage changed from 200 + 600 to 400 + 400.
3. Changed combo scaling when canceling the first attack into a special move from 15% to 10%.
4. Reduced the first and second attack's

combo count

■ Combo Counts
Combo counts are mentioned in the Battle Change List entries found on the official Buckler's Boot Camp site, and details on the terms used there can be found below.

- Combo Count Initial Value
The numerical value used to indicate when an air combo starts from a particular move.
The smaller a move's combo count initial value is, the easier it is for that move to begin an air combo, and vice-versa.
- Combo Count Additional Value
A numerical value that increases when a move is incorporated into an air combo.
The smaller a move's combo count additional value is, the easier it is for that move to begin an air combo, and vice-versa.
- Combo Count Upper Limit
A numerical value used to determine up to which point a move can land in an air combo.
The larger a move's combo count upper limit is, the easier that move can be incorporated into a combo.

upper limit.
5. Second attack can now be canceled into a special move.
6. First and second attack are now processed individually, and combo scaling is now applied.
7. Combo scaling of 20% added to second attack.
8. Reduced blowback time of the second attack.
9. Pushback on hit no longer occurs on the second attack if done near the corner of the stage.

Universal Adjustment

When using Classic controls, pressing Heavy Punch at the same time as the second input will cause the second attack to not come out.

Light Spiral Arrow (↓↘→ + Light Kick)

Adjustment

Reduced

combo count

■ Combo Counts
Combo counts are mentioned in the Battle Change List entries found on the official Buckler's Boot Camp site, and details on the terms used there can be found below.

- Combo Count Initial Value
The numerical value used to indicate when an air combo starts from a particular move.
The smaller a move's combo count initial value is, the easier it is for that move to begin an air combo, and vice-versa.
- Combo Count Additional Value
A numerical value that increases when a move is incorporated into an air combo.
The smaller a move's combo count additional value is, the easier it is for that move to begin an air combo, and vice-versa.
- Combo Count Upper Limit
A numerical value used to determine up to which point a move can land in an air combo.
The larger a move's combo count upper limit is, the easier that move can be incorporated into a combo.

additional value.

Charged Heavy Spiral Arrow (↓↘→ + Heavy Kick)

Adjustment

The timing for the fastest hold version of the attack has changed from releasing the button on frame 16 to releasing it within frames 16 - 17.

Medium/Heavy Quick Spin Knuckle (↓↙← + Medium/Heavy Punch)

Adjustment

1. Technique's projectile invincibility changed from starting from frame 6 to starting from frame 9.
2. Projectile invincibility now continues until 1 frame before the attack startup ends.

Overdrive Quick Spin Knuckle (↓↙← + Two Punches)

Adjustment

Technique's projectile invincibility changed from starting from frame 3 to starting from frame 9.

Heavy Hooligan Combination (↓↘→ + Heavy Punch)

Adjustment

Collision pushbox expanded upward from frames 7 - 23.

Overdrive Reverse Edge (↓↘→ + Two Punches > ↓ + Kick)

Adjustment

combo count

■ Combo Counts
Combo counts are mentioned in the Battle Change List entries found on the official Buckler's Boot Camp site, and details on the terms used there can be found below.

- Combo Count Initial Value
The numerical value used to indicate when an air combo starts from a particular move.
The smaller a move's combo count initial value is, the easier it is for that move to begin an air combo, and vice-versa.
- Combo Count Additional Value
A numerical value that increases when a move is incorporated into an air combo.
The smaller a move's combo count additional value is, the easier it is for that move to begin an air combo, and vice-versa.
- Combo Count Upper Limit
A numerical value used to determine up to which point a move can land in an air combo.
The larger a move's combo count upper limit is, the easier that move can be incorporated into a combo.

additional value for the first and second attacks reduced.

Overdrive Fatal Leg Twister (↓↘→ + Two Punches > Light Punch + Light Kick)

Adjustment

Initial scaling changed from 20% to 30%.

Normal/Overdrive Cannon Strike (↓↙← + Kick/Two Kicks, during a forward jump)

Adjustment

1. Hurtbox around feet from frames 1 - 10 expanded.
2. Hurtbox around feet from frames 11 until landing reduced.

SA1 Spin Drive Smasher

Bug Fix

The 1st frame of the technique was completely invincible, and this has been changed to be only strike and throw invincible.

SA2 Killer Bee Spin/Aerial Killer Bee Spin

Adjustment / Bug Fix

1. Classic control input changed from ↓↙←↓↙←+K to ↓↙←↓↙←+P.
2. Damage when hitting an opponent on the ground changed from 2800 to 3000.
3. Fixed an issue where the Drive gauge would recover during the cutscene when used in a combo that utilized Drive Rush.
4. A hurtbox was added as the 1st frame of the technique was completely invincible.
Note: Cammy moves during the screen transition, so the property of avoiding attacks close to the ground has not changed.

Frame Data

CAMMY-202405 Ver. Battle Change List | Buckler's Boot Camp | STREET FIGHTER 6 | CAPCOM (2024)

FAQs

Who are the new characters in Street Fighter 6 2024? ›

Players won't be waiting long to get their hands on M. Bison, as he's slated to arrive in Street Fighter 6 on June 26, 2024. He's included in the Year Two pass, but also available for purchase separately.

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In Chapter 1, JP (goes by the alias of Russian man named Johan Petrovic (ヨハン・ペトロヴィッチ, Yohan petorovu~itchi?, Russian: Йохан Петрович)) meets Ken and his assistant Kalima at the Nayshall martial arts fighting tournament arena.

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The Street Fighter 6 length within World Tour is around 18-22 hours for an average playthrough. The story and campaign are pretty lengthy, . Getting through the main missions can take you anywhere between 16 to 18 hours.

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Street Fighter 6 features three overarching game modes: Fighting Ground, World Tour, and Battle Hub.

Is Ryu no longer the main character? ›

Ryu has been the protagonist of the Street Fighter series since the first game and has appeared as a playable character in several crossover games involving the franchise, including the Marvel vs. Capcom series, Project X Zone, and the Super Smash Bros.

Why is Sagat not in SF6? ›

Sagat was a non-playable final boss in the original Street Fighter and was made playable in Street Fighter 2: Champion Edition. Some Sagat mains have accepted that he won't ever be added to the roster since his storyline has essentially ended.

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Q: What's the Max Level in Street Fighter 6? The maximum level in the World Tour mode is 100. Players will not progress any further after reaching the cap but will be able to defeat all NPCs and bosses with ease.

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How to perfect parry in SF6? ›

If you successfully block your opponents attack, you'll replenish that lost Drive Bar charge. A perfect Drive Parry involves pressing the Medium Punch and Medium Kick buttons at the same time, but it has to be just as your opponent is set to make contact with an attack.

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They'll then need to use one of their Master Actions to destroy a sign blocking their path, which can be done by holding R2 (PlayStation) or RT (Xbox) and then pressing one of the assigned face buttons. Master Actions can also be used to initiate fights, allowing players to get the jump on their opposition.

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Who is the secret character in Street Fighter? ›

Akuma (悪魔, Japanese for "Devil", "Demon"), known in Japan as Gouki (豪鬼, lit. "Great Demon"), is a fictional character from the Street Fighter series of fighting games created by Capcom. Akuma made his debut in Super Street Fighter II Turbo as a secret character and an alternative boss to the villain M. Bison.

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