Cammy's Spiral Arrow Oki: +11 Frame Advantage
45sReveals a specific frame advantage number that gives players a clear, actionable advantage, making it highly educational for improving gameplay.
▶ Play ClipProfessor 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.
Cammy is an old-school character who was bad in early games but became good after Street Fighter 4, known for her offense.
Standing medium punch, crouch medium kick (drive rush cancel), standing medium kick, and standing roundhouse (punish counter sends opponent down).
Crouch medium kick is the main button to drive rush cancel into combos. Counter hit stand jab into crouch medium punch also works.
Ending combos with spiral arrow gives +11 frame advantage after dash, enabling strike/throw mix-ups.
Heavy punch spin knuckle is +3 on block, goes through projectiles. Light and medium versions are minus.
Dive kick from high point gives +8 advantage, can combo into light strings or crouch medium punch on deep hit.
Cammy has many light chains (e.g., 2-3 jabs into spiral arrow) that leave her +8 after dash.
Level 1 is for corner carry, level 3 is a combo ender. Level 2 is rarely used.
Cannon spike has great range for anti-airs. Back medium punch is also a good anti-air.
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.
From drive rush, crouch fierce into stand fierce into spiral arrow. Back heavy kick puts opponent in juggle state for extended combos.
Cammy is straightforward, great for learning fundamentals. Her damage is slightly lacking due to being a pixie character.
Professor Wasler demonstrates breaking a defensive Guile by using spin knuckle to counter projectiles, applying pressure, and forcing mistakes.
Attack: 8/10, Defense: 7/10, Speed: 9/10, Viability: 8/10, Comeback Factor: 6/10. Total: 38/50.
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.
"The video delivers exactly what the title promises: a thorough guide to learning Cammy in Street Fighter 6."
What is Cammy's main combo starter in Street Fighter 6?
Crouch medium kick into drive rush cancel.
1:41
What frame advantage does Cammy get after a spiral arrow ender and dash?
+11 frames.
2:17
Which version of spin knuckle is plus on block?
Heavy punch version is +3 on block.
3:35
What is the frame advantage of Cammy's dive kick from the highest point?
+8 frames.
4:30
What is the main weakness of Cammy according to Professor Wasler?
Her damage is slightly lacking because she is a pixie character.
9:55
What is the purpose of Cammy's level 1 super?
Corner carry.
5:51
How does Cammy's hooligan slide differ from the hold down kick version?
The slide is the default, while the hold down kick version does two hits and is used during burnout pressure.
7:00
What is the condition for Cammy's back heavy kick to work in combos?
The opponent must be standing; it does not work if they are crouching.
8:43
What is Cammy's total score out of 50 according to Professor Wasler?
38 out of 50.
17:17
What is the recommended anti-air for Cammy?
Cannon spike (DP) or back medium punch.
8:58
Spiral Arrow Oki
Demonstrates the +11 frame advantage after spiral arrow, which is key to Cammy's pressure.
2:17Spin Knuckle Properties
Explains that heavy spin knuckle is plus on block and can go through projectiles, a crucial tool.
3:35Cammy as a Fundamental Character
States that Cammy is great for learning fundamentals due to her straightforward tools.
9:09Cammy's Ratings
Provides a numerical breakdown of Cammy's strengths and weaknesses across categories.
15:34[00:00] All right, Professor Wasler is back for
[00:03] another episode of In the Lab. Shout
[00:07] outs to Baseless Sciences eSports team
[00:09] for, you know, continuing this series
[00:12] and everything. And you guys love it and
[00:14] you guys are trying to learn. So, this
[00:15] time this character we are going to go
[00:18] with Cammy.
[00:25] Cammy White. Cammy is also a, you know,
[00:27] just old school character from Street
[00:29] Fighter and fun fact, Cammy was always
[00:32] bad in the beginning the old school
[00:34] games like, you know, Street Fighter
[00:36] uh
[00:37] Alpha 3, Street Fighter the movie if you
[00:39] want to count that and then she she I
[00:41] would say she got really really good
[00:44] after Street Fighter 4. Street Fighter 4
[00:46] and beyond, she actually always became
[00:49] kind of like
[00:50] that good old character that is
[00:53] guaranteed to be good, never to be bad,
[00:56] right? And the reason why is probably
[00:58] because of like the the offense
[01:00] situation that she always carries in the
[01:02] game. And we're going to talk about it,
[01:04] right? Cammy obviously has amazing
[01:06] amazing pokes, right? Standing medium
[01:08] punch is also really really good. Let me
[01:10] let me take out the punish counter.
[01:13] Uh crouch medium kick is going to be
[01:14] your to go button because you're going
[01:16] to be able to drive rush cancel
[01:17] afterwards and get a combo from there.
[01:20] Um she also has standing medium kick and
[01:22] also standing roundhouse which is great
[01:23] great pokes, especially with standing
[01:25] roundhouse when you do a punish counter,
[01:28] right? You're going to be able to
[01:30] literally send them down to
[01:31] downtown right there, right? And then
[01:33] continue your offense. And now the
[01:35] reason why we got to talk about Cammy in
[01:37] general is because her combos, some of
[01:39] her combos like obviously if you do
[01:41] crouch medium kick like I mentioned,
[01:43] that's going to be your main thing to
[01:44] do, right? Or you're going to get like
[01:45] maybe a counter hit stand jab into
[01:47] crouch medium punch right here. This is
[01:49] also going to be a great poke like a
[01:51] walk down poke that you can do. And see,
[01:53] and that's always going to combo into to
[01:56] and the spiral arrow. And just like
[01:57] that, that combo alone or anything combo
[02:00] into crouching medium kick or in the
[02:02] spiral, anything ending with spiral
[02:04] arrow is amazing, because look, I just
[02:06] dash afterwards and I get oki. So, now
[02:09] if we add the frame meter in here,
[02:13] oops, if we add the frame meter in here
[02:15] and we dash forward,
[02:17] look at the advantage. You are 11 11
[02:20] plus 11 frame advantage. So, because of
[02:23] that, you can go obviously go into the
[02:25] throw, strike throw mix-ups. Cammy is
[02:27] like the queen of strike throw mix-up.
[02:29] You can go into crouch fierce if you
[02:32] think they're going to tech the throw
[02:33] and the crouch fierce on, let's say,
[02:35] non-counter hit,
[02:38] can always combo into crouching medium
[02:40] punch. So, because of that, you're going
[02:42] to be able to,
[02:45] you know, visually see that it hits or
[02:46] not.
[02:48] Uh uh uh uh, and then run it back, run
[02:51] run the sequence back. And you're
[02:52] probably wondering, "What if they block
[02:54] the crouch fierce, Justin?" Right? What
[02:56] if
[02:56] Let me block that first hit. What What
[02:58] if they block the crouch fierce? Well,
[03:01] lucky for you, that is the plus button
[03:03] right there. So, because of that, it's
[03:04] plus one, right? So, because it's plus
[03:07] one after spiral arrow, you can walk up,
[03:09] go for a throw,
[03:11] right? Which is which is going to be
[03:13] really really good.
[03:14] Boom, and go for a throw. I don't know
[03:17] why I have him on tech. Do I have him on
[03:18] tech or something?
[03:20] I might have him on tech. Let's see.
[03:22] Switch block, throw escape active. There
[03:24] we go.
[03:26] So, do it again, walk forward, boom, go
[03:29] for a throw, right? And then that's her
[03:31] strike throw mix-up. And now we have to
[03:33] talk about another thing. She has these
[03:35] spin knuckles. Spin knuckle is also plus
[03:37] on block. This one is plus on block, the
[03:39] heavy punch version, right? So, if you
[03:41] look at the heavy punch version,
[03:45] this is plus three. So, because it's
[03:47] plus three, they're not going to be able
[03:48] to challenge right here, right? The
[03:50] light punch version is minus three,
[03:52] medium punch version also minus two. Um,
[03:54] but these are moves that you can go
[03:56] through like projectiles. So, if
[03:57] somebody threw like Hadoken or Sonic
[03:59] Boom, you would use this to go through
[04:01] projectiles, right? Which is really
[04:03] good. So, she has great moves to counter
[04:05] against that. Also, another thing is
[04:07] that when people are playing that the
[04:09] grounded game of poking with all these
[04:11] different normals, she has a dive kick,
[04:14] right? So, because she has a dive kick,
[04:17] you can lead it into kind of like combos
[04:19] as well, too. So, if you kind of see
[04:22] like from here, right? Obviously from
[04:24] the tip, like the highest point, you're
[04:25] going to not going to be able to get a
[04:26] combo, right? But, if you see from that
[04:29] angle, look at that, the advantage is
[04:30] plus eight,
[04:32] right? So, I can get a combo from there,
[04:35] right? Go into light strings, and if you
[04:37] hit it deep enough, right? You can kind
[04:39] of go into crouch medium punch.
[04:41] Obviously with counter hit and punish
[04:43] counters that we talked about in the
[04:44] past, that will also like increase your
[04:47] your frame advantage in terms of what
[04:49] buttons you want to press, which is
[04:50] really really nice. Another thing Cammy
[04:52] is really good at that she's good at
[04:54] stringing you up. And what I mean about
[04:56] stringing you up is like she has a lot
[04:57] of these like little change chains right
[05:00] here.
[05:01] So, little like two three jabs, you get
[05:03] and you can combo into spiral arrow,
[05:05] dash forward, I'm plus eight right
[05:06] there.
[05:07] You can combo into stand light kick into
[05:09] spiral arrow,
[05:10] dash forward, I'm plus eight here, go
[05:13] for strike throw mix up. You can also,
[05:15] if you think that if you also think
[05:16] they're going to take the throw, you can
[05:17] also use dive kick, which will which
[05:19] will put them on a punish counter state,
[05:21] right? And you'll be plus five here as
[05:23] well too.
[05:24] And then you can combo into her target
[05:26] combo, right? Which is she has back
[05:28] medium punch and heavy kick, which is
[05:30] jump cancelable, and you can combo into
[05:33] stand medium punch into dive kick or
[05:34] into OD dive kick, or even use her super
[05:38] as well, too, which is really really
[05:39] cool,
[05:40] right? So, that's her kind of like her
[05:43] level two.
[05:44] Um, most of the time you kind of like if
[05:45] you're going to use a super, you're
[05:46] going to probably use level one or level
[05:48] three
[05:49] because the level one is a good super to
[05:51] corner carry right here. Obviously, you
[05:53] can see that they're in a corner right
[05:54] away. And level three is kind of like
[05:56] your your ender of like just doing a
[05:58] combo
[05:59] like that, right? This is kind of like
[06:00] your combo ender. Low forward, crouch
[06:03] fierce, stand fierce, drive rush, crouch
[06:05] fierce, stand fierce. And then hold the
[06:07] cannon spike, right? When you do DP with
[06:09] heavy kick, hold the cannon spike into
[06:11] level three, right? So, that's another
[06:13] thing. Like you have this hold cannon
[06:14] spike right here. But, the problem is
[06:17] you're not going to use that in neutral.
[06:18] That's mainly just a combo ender.
[06:20] Um obviously, she has this regular
[06:22] cannon spike, just angle. And the angle
[06:23] is amazing. Like you see how how far it
[06:25] goes too. So, it it it does really It
[06:28] does a great job of anti-airs. Uh she
[06:30] also has hooligan, right? Which kind of
[06:32] I would say the gimmick, right? So, each
[06:35] each button will do something different.
[06:37] Well, like not really, but if you do
[06:39] punch, you do the fake, right? This is
[06:41] the fake right here. If you press medium
[06:42] punch or heavy punch, it still does the
[06:44] same, right? But, if you do different
[06:47] directions, like different starts
[06:49] startup of uh I would say hooligan. So,
[06:51] if you do light punch, she does like a
[06:53] kind of like a flip up first. Medium
[06:55] goes a little bit farther, and heavy
[06:56] punch goes more towards the opponent.
[06:58] And if you just don't press any button,
[07:00] she'll always do the slide, which is
[07:02] really good. And then you can any if you
[07:04] cancel a kick, you'll go into the dive
[07:06] kick as well too, right? And if you hold
[07:09] if you press down kick,
[07:12] she'll get that version,
[07:14] which is kind of like a kind of like a
[07:15] somersault, you know, homage to Nash.
[07:18] But, now usually you want to do the hold
[07:20] version, right? Because the hold version
[07:21] will have like an enhance,
[07:24] right? Go for the dive kick right there.
[07:25] Obviously, you can see that, right? And
[07:27] if you do the hold one, it's a down
[07:29] kick, she does two hits. And that's kind
[07:31] of what you use during like a burnout
[07:32] pressure right here. So, if you have the
[07:35] opponent in a burnout, let's see right
[07:38] here.
[07:40] Let me see. So, we go burnout,
[07:42] and we do drive impact. Oops.
[07:49] Right? They get the stun, and you hold
[07:51] this. Boom, boom, and you can combo,
[07:54] right, into fierce, into drive rush,
[07:56] into whatever combo you want to do. She
[07:58] also has great corner combos, right,
[08:00] which is really, really good. So, that's
[08:01] especially from like drive rush here.
[08:03] So, you have to crouch fierce. You see
[08:04] you're 11 frames, and you can see that
[08:06] from mid screen, I've been doing this,
[08:08] right, stand fierce into spiral arrow by
[08:10] the corner. You can do back heavy kick,
[08:13] and puts them in a juggle state. So,
[08:14] because it puts them in a juggle state,
[08:16] boom, you can combo light kick spiral
[08:18] arrow, and you see that they're still
[08:19] pretty high. And you have options. So,
[08:21] you can go into cannon spike,
[08:23] right? You can go into level one,
[08:27] right, go to in the combo,
[08:30] or you can go into level three right
[08:32] away.
[08:34] Right? So, no more games, depending on
[08:36] what you want to do, right? So, in the
[08:37] corner, you have you obviously get lots
[08:39] of cool combos, and um the cool thing is
[08:42] the crouch because the crouch fierce
[08:43] forces force standing, the back heavy
[08:45] kick will work because this button won't
[08:48] work if they are crouching. So, just
[08:50] remember that. You can't use this button
[08:52] unless they're crouching, and you could
[08:54] use this as a pseudo anti-air, but it's
[08:56] kind of like very like difficult. But,
[08:58] back medium punch is great anti-air, or
[09:00] the classic cannon spike. I would I
[09:02] would always want to do cannon spike,
[09:03] especially if you have the option to
[09:04] dragon punch. So, that's kind of what I
[09:07] would personally recommend.
[09:09] Um but besides that, I mean, I think
[09:11] Cammy is a very straightforward
[09:12] character. Anyone that doesn't know
[09:14] anything about like Street Fighter, or
[09:15] they're trying to find a character that
[09:17] can give them the fundamentals and
[09:19] understanding of how to play Street
[09:21] Fighter 6 in the beginning, Cammy is the
[09:23] character. Because the thing is, she has
[09:26] great pokes, right, into drive rush,
[09:28] great like comp like light combos into
[09:31] spiral arrow, great anti-air, great
[09:34] normals, great special moves as well,
[09:36] too, dive kick, and you can use that
[09:38] against projectiles, right? The The
[09:40] spinning back fist right here, spin
[09:42] knuckle,
[09:43] uh spiral arrow always leads into you
[09:46] into a situation where you can continue
[09:48] your offense right here. So, I I do like
[09:51] her offense a lot. I think her offense
[09:52] is like amazing, right? The only thing
[09:55] that she probably doesn't have compared
[09:57] to other characters that her damage, I
[09:58] would say, is a little bit lacking just
[10:00] because like she's labeled as a pixie
[10:03] character. So, so because she's labeled
[10:06] as a pixie character, I think that's
[10:08] something that you do have to be careful
[10:09] about. So, let's play some games and see
[10:12] kind of like how my Cammy kind of shapes
[10:14] up in terms of like the the people in
[10:17] online. See what they, you know, what
[10:19] they have to think about my Cammy. We'll
[10:21] see. So, we're fighting a Guile. It's
[10:22] going to be a very defensive character
[10:25] in general. So, I'm going to be the one
[10:26] having to push offense most of the time,
[10:29] right? So, the goal is to try to like
[10:31] find a way find his pattern on like how
[10:33] many Sonic Booms is is he got Does he
[10:36] have a kind of like a tell on when he's
[10:38] going to flash kick, as well too? So,
[10:40] it's it's a lot of things to to think
[10:42] about when when you're fighting against
[10:44] Guile, right? Because
[10:45] Guile is the one making you feel
[10:48] uncomfortable because he's the the total
[10:50] wall defensive character. So, it's all
[10:51] about breaking the offense. So, he
[10:53] doesn't throw Sonic Boom right away.
[10:54] He's waiting, right? Go that. Go for the
[10:57] C. Go spin knuckle right here. Ooh. With
[10:59] punish. Go for the low forward, like I
[11:01] mentioned, crouch fierce. Nice perfect
[11:03] parry. He's going to throw me, which is
[11:05] kind of like dangerous right here
[11:06] because I'm now I'm in the corner. I go
[11:08] for a dive kick. Oh, no, he missed a
[11:10] combo.
[11:12] Okay, again. He's going to go parry
[11:13] again. He doesn't go parry. So, we go
[11:14] for strike throw.
[11:16] But, we're going to go for the plus
[11:16] frames, right? We're going to go for the
[11:18] walk up into drive rush.
[11:20] With punish again. Boom. Boom.
[11:23] Into level one. No, I missed it.
[11:25] Mistimed it.
[11:26] So, we got stand roundhouse right here.
[11:27] It's okay cuz I'm burnt out here, right?
[11:29] So, I have to wait. I don't I shouldn't
[11:31] just kind of like force it. Go for a
[11:33] dive kick right here.
[11:35] Spiral nice.
[11:37] So, now I just wait cuz I'll get the
[11:38] drive gauge back, right? So, cuz I'll
[11:41] get the drive gauge back, I can just
[11:42] wait out.
[11:43] Anti-air, just like that. Look at that
[11:45] DP. So, I can force kind of like the
[11:47] scenario. You can kind of see the
[11:49] pattern. I'm He likes to whiff a lot of
[11:51] buttons, so I'm I'm able to whiff punish
[11:52] a lot with my crouch medium kick. Ooh,
[11:55] nice pokes right here.
[11:57] Okay, go for a dive kick.
[11:59] He's poking a lot, staying right out.
[12:01] So, I got to attack the drive gauge a
[12:02] little bit. I'm plus there. Nice
[12:04] anti-air, so you got to force it, see?
[12:06] Eventually, he's going to have that
[12:07] tell.
[12:10] Okay, low forward.
[12:11] Try to look for the Sonic Boom. Mhm. He
[12:14] tried to check it, doesn't work.
[12:16] Go to walk up throw cuz I'm scared of
[12:17] flash kick. I don't want to go back to
[12:19] full screen.
[12:21] Right? Keep it a true block string right
[12:22] here. I'm going to be able to walk up
[12:23] throw again. He might flash kick right
[12:26] here. No, he he did wake up drive rush?
[12:29] Oh my god, he caught me off guard right
[12:32] here. I don't know if I'm dead, but I do
[12:33] have CA level three.
[12:35] So, if he throws a bad Sonic Boom, I'm
[12:37] able to react to a lot of things, right?
[12:40] So, let's see.
[12:42] Or I could combo into low forward drive
[12:44] rush. He's not going to throw a boom
[12:45] that much because he's kind of scared
[12:47] I'm going to react to it.
[12:51] Right? That's the thing. He's going to
[12:53] He's going to be scared.
[12:55] Oh, there we go.
[12:57] Look at that. See?
[12:59] He was scared of my CA level three,
[13:01] right? He was scared of my level three
[13:02] cuz that's a bullet train. It goes to
[13:04] projectiles or he could be scared of
[13:06] spin knuckle. That's why he wasn't
[13:07] throwing a lot of booms be because he's
[13:09] like, "If I get hit, I will die from the
[13:11] level three, right?" And obviously, you
[13:12] saw that. And once I realized also that
[13:15] he's not going to be dumb enough to
[13:16] throw booms like that and try to be
[13:17] sneaky, I walked in. I walked into his
[13:20] zone and just try to like hit his
[13:21] button, which I normally have been
[13:23] hitting his button.
[13:24] Right? Nice little combo, doesn't get
[13:26] the dive kick right there. Mhm, I
[13:27] delayed the dive kick and that's the one
[13:29] good thing about characters like that.
[13:31] Nice neutral jump. He knew I was going
[13:32] to spin knuckle there. Is that if you're
[13:34] able to kind of like change your jump
[13:36] arc in this scenario, that helps a lot
[13:38] as well.
[13:39] Yep, see that? Go spin knuckle.
[13:42] Go for crouch fierce. Oh, missed it
[13:44] though. Caught him holding up. Get a
[13:46] combo. You saw that corner combo you saw
[13:48] earlier.
[13:50] Okay. Drive rush? No.
[13:53] Oh.
[13:54] Eh. Eh. Level one? That's going to be
[13:56] enough maybe? It should be. Nice. Yeah,
[13:59] see that's the thing. I Cammy can string
[14:02] you up and everything.
[14:03] But the thing is
[14:05] because Cammy is really good at
[14:06] stringing you up, you can really the
[14:07] combo flexibility is super high, right?
[14:10] It might be very simple compared to
[14:11] other characters. Yep, spin knuckle
[14:13] again. I'm plus.
[14:14] Right? Keep us Keep the string tight so
[14:17] he doesn't flash kick.
[14:19] Nice. No anti-air. I got him I got him
[14:21] sleeping.
[14:23] And you sometimes you would want to kind
[14:24] of like test if he if he gets drive
[14:26] impact here. Yeah.
[14:28] Because the thing is he's focusing so
[14:29] much on defense that he might forget
[14:31] that like oh, you can't just block drive
[14:33] impact especially in the corner, right?
[14:35] Yep, use the spin knuckle again. Now
[14:36] it's going to be a guess work game.
[14:39] Okay. Go crouch fierce.
[14:43] But he's he's panicking.
[14:46] He's panicking. He's jumping back. He
[14:48] doesn't know what to do and that's going
[14:49] to be it. Going to level three right
[14:51] away.
[14:53] Easy peasy. And that's thing. Like once
[14:56] you understand how to break like a
[14:57] defensive Guile like that, it it becomes
[15:00] like you're the one able to read his
[15:02] like I would say his his nervous
[15:04] tendencies, the things that he wants to
[15:07] do that he shouldn't do. And because the
[15:09] thing is eventually characters like
[15:11] that, the archetypes of that will crack
[15:13] because like they're so used to
[15:14] everything going in their way.
[15:17] But once something breaks, it's up to
[15:18] them if they're able to adapt, right?
[15:20] And Cammy is one of those one of those
[15:22] characters that is so good at like
[15:24] breaking people's like comfort zone,
[15:26] their habits, and everything. So, I
[15:28] mean, Cammy I mean, Cammy in terms of
[15:30] attack, I would say she's like
[15:34] she's I would say she's a eight out of
[15:35] 10 for sure for attack. Defense, um
[15:39] defense I think is pretty solid. So,
[15:41] we're going to give her I would say
[15:44] seven out of 10, right? Because she's
[15:46] also character that relies on like
[15:48] crouch medium kick drive rush, a lot of
[15:49] drive rushes, right? So, if you do a bad
[15:51] DP, a bad super, your drive gauge
[15:53] management is going to go just down,
[15:55] right? So, eight and seven so far, so so
[15:57] far so good. Speed, I'm going to give
[15:59] her a nine cuz I think in terms of
[16:01] speed,
[16:02] she's super fast. She could She could
[16:04] control the air, she could control the
[16:06] ground. She's the one always moving back
[16:08] and forth, back and forth, right? So,
[16:09] I'm going to give her a nine in terms of
[16:12] her guard in that regard. So, we got
[16:13] what? Eight, uh seven, nine, so 24
[16:16] points so far. Viability, I think she's
[16:19] a very popular tournament character. You
[16:22] know, she might not be the best, but in
[16:23] terms of viability, I would say she's
[16:25] also an eight as well. So, we're going
[16:27] to get So, that's going to be what? 32
[16:29] in terms of that regards. Um and
[16:31] comeback factor, actually the comeback
[16:33] factor might might be a bit low because
[16:35] her damage is pretty low.
[16:37] Um but you know, this is Street Fighter
[16:38] 6, so you can't really count her out.
[16:40] She But the thing is she's not a
[16:41] character that really makes comeback cuz
[16:42] she has to make a lot of like reads just
[16:45] because like once you get thrown so much
[16:47] or you get hit by combo, the damage is
[16:49] not as strong compared to other
[16:50] characters that we've seen, right? So, I
[16:52] would say comeback factor we have to
[16:54] give her a probably a six, right?
[16:56] Probably her lowest score, but the thing
[16:58] is everything else is pretty strong,
[17:00] right? So, 32, right? So, we got we got
[17:03] attack uh for eight, defense for seven,
[17:06] so 15,
[17:08] uh speed for nine, 24,
[17:12] right? 24, viability eight because so
[17:14] popular, 32, comeback factor six, so
[17:17] it's going to be a 38 out of 50 for
[17:20] Cammy. And hopefully you guys did enjoy
[17:22] this Cammy segment. And if you guys did,
[17:24] you guys know what to do.
[17:27] But, shout outs to Basslist for signing
[17:29] as eSports team. Make sure you guys
[17:30] subscribe to Basslist on their socials
[17:32] and everything. They're trying to go
[17:33] hard in the FGC. And also, like let us
[17:36] know in the comments below what
[17:37] character do you want to see next? You
[17:39] know, like give those some characters
[17:41] and you know,
[17:43] Professor Wasler will grant you those
[17:45] characters. Other than that, I'll see
[17:47] you guys in the next video. Peace.
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