---
title: 'Learn Cammy! | In the Lab with Professor Wazzler | Street Fighter 6'
source: 'https://youtube.com/watch?v=0HA-DL_eQY0'
video_id: '0HA-DL_eQY0'
date: 2026-06-15
duration_sec: 0
---

# Learn Cammy! | In the Lab with Professor Wazzler | Street Fighter 6

> Source: [Learn Cammy! | In the Lab with Professor Wazzler | Street Fighter 6](https://youtube.com/watch?v=0HA-DL_eQY0)

## Summary

Professor Wasler breaks down Cammy White in Street Fighter 6, covering her key moves, combos, and strategies. He explains her strengths in offense, poking, and strike/throw mix-ups, and demonstrates her effectiveness in a match against Guile.

### Key Points

- **Cammy's History** [0:25] — Cammy is an old-school character who was bad in early games but became good after Street Fighter 4, known for her offense.
- **Key Pokes** [1:06] — Standing medium punch, crouch medium kick (drive rush cancel), standing medium kick, and standing roundhouse (punish counter sends opponent down).
- **Main Combo Starter** [1:41] — Crouch medium kick is the main button to drive rush cancel into combos. Counter hit stand jab into crouch medium punch also works.
- **Spiral Arrow Oki** [2:04] — Ending combos with spiral arrow gives +11 frame advantage after dash, enabling strike/throw mix-ups.
- **Spin Knuckle** [3:35] — Heavy punch spin knuckle is +3 on block, goes through projectiles. Light and medium versions are minus.
- **Dive Kick** [4:14] — Dive kick from high point gives +8 advantage, can combo into light strings or crouch medium punch on deep hit.
- **Stringing Combos** [4:56] — Cammy has many light chains (e.g., 2-3 jabs into spiral arrow) that leave her +8 after dash.
- **Super Usage** [5:44] — Level 1 is for corner carry, level 3 is a combo ender. Level 2 is rarely used.
- **Cannon Spike Anti-Air** [6:20] — Cannon spike has great range for anti-airs. Back medium punch is also a good anti-air.
- **Hooligan Move** [6:30] — Hooligan has variations: light punch flips, medium goes farther, heavy goes toward opponent. Slide is default. Hold down kick gives two-hit dive kick for burnout pressure.
- **Corner Combos** [8:00] — From drive rush, crouch fierce into stand fierce into spiral arrow. Back heavy kick puts opponent in juggle state for extended combos.
- **Character Summary** [9:09] — Cammy is straightforward, great for learning fundamentals. Her damage is slightly lacking due to being a pixie character.
- **Match vs Guile** [10:21] — Professor Wasler demonstrates breaking a defensive Guile by using spin knuckle to counter projectiles, applying pressure, and forcing mistakes.
- **Cammy Ratings** [15:34] — Attack: 8/10, Defense: 7/10, Speed: 9/10, Viability: 8/10, Comeback Factor: 6/10. Total: 38/50.

### Conclusion

Cammy is a strong, fundamental-based character with excellent offense and mix-up potential, though her damage is lower than some. She excels at breaking opponents' habits and controlling the pace of the match.

## Transcript

All right, Professor Wasler is back for
another episode of In the Lab. Shout
outs to Baseless Sciences eSports team
for, you know, continuing this series
and everything. And you guys love it and
you guys are trying to learn. So, this
time this character we are going to go
with Cammy.
Cammy White. Cammy is also a, you know,
just old school character from Street
Fighter and fun fact, Cammy was always
bad in the beginning the old school
games like, you know, Street Fighter
uh
Alpha 3, Street Fighter the movie if you
want to count that and then she she I
would say she got really really good
after Street Fighter 4. Street Fighter 4
and beyond, she actually always became
kind of like
that good old character that is
guaranteed to be good, never to be bad,
right? And the reason why is probably
because of like the the offense
situation that she always carries in the
game. And we're going to talk about it,
right? Cammy obviously has amazing
amazing pokes, right? Standing medium
punch is also really really good. Let me
let me take out the punish counter.
Uh crouch medium kick is going to be
your to go button because you're going
to be able to drive rush cancel
afterwards and get a combo from there.
Um she also has standing medium kick and
also standing roundhouse which is great
great pokes, especially with standing
roundhouse when you do a punish counter,
right? You're going to be able to
literally send them down to
downtown right there, right? And then
continue your offense. And now the
reason why we got to talk about Cammy in
general is because her combos, some of
her combos like obviously if you do
crouch medium kick like I mentioned,
that's going to be your main thing to
do, right? Or you're going to get like
maybe a counter hit stand jab into
crouch medium punch right here. This is
also going to be a great poke like a
walk down poke that you can do. And see,
and that's always going to combo into to
and the spiral arrow. And just like
that, that combo alone or anything combo
into crouching medium kick or in the
spiral, anything ending with spiral
arrow is amazing, because look, I just
dash afterwards and I get oki. So, now
if we add the frame meter in here,
oops, if we add the frame meter in here
and we dash forward,
look at the advantage. You are 11 11
plus 11 frame advantage. So, because of
that, you can go obviously go into the
throw, strike throw mix-ups. Cammy is
like the queen of strike throw mix-up.
You can go into crouch fierce if you
think they're going to tech the throw
and the crouch fierce on, let's say,
non-counter hit,
can always combo into crouching medium
punch. So, because of that, you're going
to be able to,
you know, visually see that it hits or
not.
Uh uh uh uh, and then run it back, run
run the sequence back. And you're
probably wondering, "What if they block
the crouch fierce, Justin?" Right? What
if
Let me block that first hit. What What
if they block the crouch fierce? Well,
lucky for you, that is the plus button
right there. So, because of that, it's
plus one, right? So, because it's plus
one after spiral arrow, you can walk up,
go for a throw,
right? Which is which is going to be
really really good.
Boom, and go for a throw. I don't know
why I have him on tech. Do I have him on
tech or something?
I might have him on tech. Let's see.
Switch block, throw escape active. There
we go.
So, do it again, walk forward, boom, go
for a throw, right? And then that's her
strike throw mix-up. And now we have to
talk about another thing. She has these
spin knuckles. Spin knuckle is also plus
on block. This one is plus on block, the
heavy punch version, right? So, if you
look at the heavy punch version,
this is plus three. So, because it's
plus three, they're not going to be able
to challenge right here, right? The
light punch version is minus three,
medium punch version also minus two. Um,
but these are moves that you can go
through like projectiles. So, if
somebody threw like Hadoken or Sonic
Boom, you would use this to go through
projectiles, right? Which is really
good. So, she has great moves to counter
against that. Also, another thing is
that when people are playing that the
grounded game of poking with all these
different normals, she has a dive kick,
right? So, because she has a dive kick,
you can lead it into kind of like combos
as well, too. So, if you kind of see
like from here, right? Obviously from
the tip, like the highest point, you're
going to not going to be able to get a
combo, right? But, if you see from that
angle, look at that, the advantage is
plus eight,
right? So, I can get a combo from there,
right? Go into light strings, and if you
hit it deep enough, right? You can kind
of go into crouch medium punch.
Obviously with counter hit and punish
counters that we talked about in the
past, that will also like increase your
your frame advantage in terms of what
buttons you want to press, which is
really really nice. Another thing Cammy
is really good at that she's good at
stringing you up. And what I mean about
stringing you up is like she has a lot
of these like little change chains right
here.
So, little like two three jabs, you get
and you can combo into spiral arrow,
dash forward, I'm plus eight right
there.
You can combo into stand light kick into
spiral arrow,
dash forward, I'm plus eight here, go
for strike throw mix up. You can also,
if you think that if you also think
they're going to take the throw, you can
also use dive kick, which will which
will put them on a punish counter state,
right? And you'll be plus five here as
well too.
And then you can combo into her target
combo, right? Which is she has back
medium punch and heavy kick, which is
jump cancelable, and you can combo into
stand medium punch into dive kick or
into OD dive kick, or even use her super
as well, too, which is really really
cool,
right? So, that's her kind of like her
level two.
Um, most of the time you kind of like if
you're going to use a super, you're
going to probably use level one or level
three
because the level one is a good super to
corner carry right here. Obviously, you
can see that they're in a corner right
away. And level three is kind of like
your your ender of like just doing a
combo
like that, right? This is kind of like
your combo ender. Low forward, crouch
fierce, stand fierce, drive rush, crouch
fierce, stand fierce. And then hold the
cannon spike, right? When you do DP with
heavy kick, hold the cannon spike into
level three, right? So, that's another
thing. Like you have this hold cannon
spike right here. But, the problem is
you're not going to use that in neutral.
That's mainly just a combo ender.
Um obviously, she has this regular
cannon spike, just angle. And the angle
is amazing. Like you see how how far it
goes too. So, it it it does really It
does a great job of anti-airs. Uh she
also has hooligan, right? Which kind of
I would say the gimmick, right? So, each
each button will do something different.
Well, like not really, but if you do
punch, you do the fake, right? This is
the fake right here. If you press medium
punch or heavy punch, it still does the
same, right? But, if you do different
directions, like different starts
startup of uh I would say hooligan. So,
if you do light punch, she does like a
kind of like a flip up first. Medium
goes a little bit farther, and heavy
punch goes more towards the opponent.
And if you just don't press any button,
she'll always do the slide, which is
really good. And then you can any if you
cancel a kick, you'll go into the dive
kick as well too, right? And if you hold
if you press down kick,
she'll get that version,
which is kind of like a kind of like a
somersault, you know, homage to Nash.
But, now usually you want to do the hold
version, right? Because the hold version
will have like an enhance,
right? Go for the dive kick right there.
Obviously, you can see that, right? And
if you do the hold one, it's a down
kick, she does two hits. And that's kind
of what you use during like a burnout
pressure right here. So, if you have the
opponent in a burnout, let's see right
here.
Let me see. So, we go burnout,
and we do drive impact. Oops.
Right? They get the stun, and you hold
this. Boom, boom, and you can combo,
right, into fierce, into drive rush,
into whatever combo you want to do. She
also has great corner combos, right,
which is really, really good. So, that's
especially from like drive rush here.
So, you have to crouch fierce. You see
you're 11 frames, and you can see that
from mid screen, I've been doing this,
right, stand fierce into spiral arrow by
the corner. You can do back heavy kick,
and puts them in a juggle state. So,
because it puts them in a juggle state,
boom, you can combo light kick spiral
arrow, and you see that they're still
pretty high. And you have options. So,
you can go into cannon spike,
right? You can go into level one,
right, go to in the combo,
or you can go into level three right
away.
Right? So, no more games, depending on
what you want to do, right? So, in the
corner, you have you obviously get lots
of cool combos, and um the cool thing is
the crouch because the crouch fierce
forces force standing, the back heavy
kick will work because this button won't
work if they are crouching. So, just
remember that. You can't use this button
unless they're crouching, and you could
use this as a pseudo anti-air, but it's
kind of like very like difficult. But,
back medium punch is great anti-air, or
the classic cannon spike. I would I
would always want to do cannon spike,
especially if you have the option to
dragon punch. So, that's kind of what I
would personally recommend.
Um but besides that, I mean, I think
Cammy is a very straightforward
character. Anyone that doesn't know
anything about like Street Fighter, or
they're trying to find a character that
can give them the fundamentals and
understanding of how to play Street
Fighter 6 in the beginning, Cammy is the
character. Because the thing is, she has
great pokes, right, into drive rush,
great like comp like light combos into
spiral arrow, great anti-air, great
normals, great special moves as well,
too, dive kick, and you can use that
against projectiles, right? The The
spinning back fist right here, spin
knuckle,
uh spiral arrow always leads into you
into a situation where you can continue
your offense right here. So, I I do like
her offense a lot. I think her offense
is like amazing, right? The only thing
that she probably doesn't have compared
to other characters that her damage, I
would say, is a little bit lacking just
because like she's labeled as a pixie
character. So, so because she's labeled
as a pixie character, I think that's
something that you do have to be careful
about. So, let's play some games and see
kind of like how my Cammy kind of shapes
up in terms of like the the people in
online. See what they, you know, what
they have to think about my Cammy. We'll
see. So, we're fighting a Guile. It's
going to be a very defensive character
in general. So, I'm going to be the one
having to push offense most of the time,
right? So, the goal is to try to like
find a way find his pattern on like how
many Sonic Booms is is he got Does he
have a kind of like a tell on when he's
going to flash kick, as well too? So,
it's it's a lot of things to to think
about when when you're fighting against
Guile, right? Because
Guile is the one making you feel
uncomfortable because he's the the total
wall defensive character. So, it's all
about breaking the offense. So, he
doesn't throw Sonic Boom right away.
He's waiting, right? Go that. Go for the
C. Go spin knuckle right here. Ooh. With
punish. Go for the low forward, like I
mentioned, crouch fierce. Nice perfect
parry. He's going to throw me, which is
kind of like dangerous right here
because I'm now I'm in the corner. I go
for a dive kick. Oh, no, he missed a
combo.
Okay, again. He's going to go parry
again. He doesn't go parry. So, we go
for strike throw.
But, we're going to go for the plus
frames, right? We're going to go for the
walk up into drive rush.
With punish again. Boom. Boom.
Into level one. No, I missed it.
Mistimed it.
So, we got stand roundhouse right here.
It's okay cuz I'm burnt out here, right?
So, I have to wait. I don't I shouldn't
just kind of like force it. Go for a
dive kick right here.
Spiral nice.
So, now I just wait cuz I'll get the
drive gauge back, right? So, cuz I'll
get the drive gauge back, I can just
wait out.
Anti-air, just like that. Look at that
DP. So, I can force kind of like the
scenario. You can kind of see the
pattern. I'm He likes to whiff a lot of
buttons, so I'm I'm able to whiff punish
a lot with my crouch medium kick. Ooh,
nice pokes right here.
Okay, go for a dive kick.
He's poking a lot, staying right out.
So, I got to attack the drive gauge a
little bit. I'm plus there. Nice
anti-air, so you got to force it, see?
Eventually, he's going to have that
tell.
Okay, low forward.
Try to look for the Sonic Boom. Mhm. He
tried to check it, doesn't work.
Go to walk up throw cuz I'm scared of
flash kick. I don't want to go back to
full screen.
Right? Keep it a true block string right
here. I'm going to be able to walk up
throw again. He might flash kick right
here. No, he he did wake up drive rush?
Oh my god, he caught me off guard right
here. I don't know if I'm dead, but I do
have CA level three.
So, if he throws a bad Sonic Boom, I'm
able to react to a lot of things, right?
So, let's see.
Or I could combo into low forward drive
rush. He's not going to throw a boom
that much because he's kind of scared
I'm going to react to it.
Right? That's the thing. He's going to
He's going to be scared.
Oh, there we go.
Look at that. See?
He was scared of my CA level three,
right? He was scared of my level three
cuz that's a bullet train. It goes to
projectiles or he could be scared of
spin knuckle. That's why he wasn't
throwing a lot of booms be because he's
like, "If I get hit, I will die from the
level three, right?" And obviously, you
saw that. And once I realized also that
he's not going to be dumb enough to
throw booms like that and try to be
sneaky, I walked in. I walked into his
zone and just try to like hit his
button, which I normally have been
hitting his button.
Right? Nice little combo, doesn't get
the dive kick right there. Mhm, I
delayed the dive kick and that's the one
good thing about characters like that.
Nice neutral jump. He knew I was going
to spin knuckle there. Is that if you're
able to kind of like change your jump
arc in this scenario, that helps a lot
as well.
Yep, see that? Go spin knuckle.
Go for crouch fierce. Oh, missed it
though. Caught him holding up. Get a
combo. You saw that corner combo you saw
earlier.
Okay. Drive rush? No.
Oh.
Eh. Eh. Level one? That's going to be
enough maybe? It should be. Nice. Yeah,
see that's the thing. I Cammy can string
you up and everything.
But the thing is
because Cammy is really good at
stringing you up, you can really the
combo flexibility is super high, right?
It might be very simple compared to
other characters. Yep, spin knuckle
again. I'm plus.
Right? Keep us Keep the string tight so
he doesn't flash kick.
Nice. No anti-air. I got him I got him
sleeping.
And you sometimes you would want to kind
of like test if he if he gets drive
impact here. Yeah.
Because the thing is he's focusing so
much on defense that he might forget
that like oh, you can't just block drive
impact especially in the corner, right?
Yep, use the spin knuckle again. Now
it's going to be a guess work game.
Okay. Go crouch fierce.
But he's he's panicking.
He's panicking. He's jumping back. He
doesn't know what to do and that's going
to be it. Going to level three right
away.
Easy peasy. And that's thing. Like once
you understand how to break like a
defensive Guile like that, it it becomes
like you're the one able to read his
like I would say his his nervous
tendencies, the things that he wants to
do that he shouldn't do. And because the
thing is eventually characters like
that, the archetypes of that will crack
because like they're so used to
everything going in their way.
But once something breaks, it's up to
them if they're able to adapt, right?
And Cammy is one of those one of those
characters that is so good at like
breaking people's like comfort zone,
their habits, and everything. So, I
mean, Cammy I mean, Cammy in terms of
attack, I would say she's like
she's I would say she's a eight out of
10 for sure for attack. Defense, um
defense I think is pretty solid. So,
we're going to give her I would say
seven out of 10, right? Because she's
also character that relies on like
crouch medium kick drive rush, a lot of
drive rushes, right? So, if you do a bad
DP, a bad super, your drive gauge
management is going to go just down,
right? So, eight and seven so far, so so
far so good. Speed, I'm going to give
her a nine cuz I think in terms of
speed,
she's super fast. She could She could
control the air, she could control the
ground. She's the one always moving back
and forth, back and forth, right? So,
I'm going to give her a nine in terms of
her guard in that regard. So, we got
what? Eight, uh seven, nine, so 24
points so far. Viability, I think she's
a very popular tournament character. You
know, she might not be the best, but in
terms of viability, I would say she's
also an eight as well. So, we're going
to get So, that's going to be what? 32
in terms of that regards. Um and
comeback factor, actually the comeback
factor might might be a bit low because
her damage is pretty low.
Um but you know, this is Street Fighter
6, so you can't really count her out.
She But the thing is she's not a
character that really makes comeback cuz
she has to make a lot of like reads just
because like once you get thrown so much
or you get hit by combo, the damage is
not as strong compared to other
characters that we've seen, right? So, I
would say comeback factor we have to
give her a probably a six, right?
Probably her lowest score, but the thing
is everything else is pretty strong,
right? So, 32, right? So, we got we got
attack uh for eight, defense for seven,
so 15,
uh speed for nine, 24,
right? 24, viability eight because so
popular, 32, comeback factor six, so
it's going to be a 38 out of 50 for
Cammy. And hopefully you guys did enjoy
this Cammy segment. And if you guys did,
you guys know what to do.
But, shout outs to Basslist for signing
as eSports team. Make sure you guys
subscribe to Basslist on their socials
and everything. They're trying to go
hard in the FGC. And also, like let us
know in the comments below what
character do you want to see next? You
know, like give those some characters
and you know,
Professor Wasler will grant you those
characters. Other than that, I'll see
you guys in the next video. Peace.
