CammyBot 1.0

Timing and Defensive Choices

The intention of this bot is to help train your ability to contest the ‘footsies based’ characters of the game in neutral situations. If you are unfamiliar with the term or the general approach to this, we suggest starting with RyuBot instead, since this bot is the more advanced and specific version of that.

Cammy has a lot of options, and can attack a lot of spaces, as well as putting herself in positions where she is advantaged enough to be a threat, without letting you react to her doing so. She tends to control space with normals, however, and her punishable moves are generally punishable enough that if you can punish things in general, you don’t need much training to punish hers specifically.

An important thing to learn from CammyBot is, if you hit her in neutral, to either convert your hit into damage or advantage, or know that you will not be able to, so that you can instead make sure that you won’t get hurt when she counter-attacks. Along these lines, if Cammy blocks you, she has fast enough normals, and enough options that you may need to parry her. She also tends to stand at a space where she is parryable, rather than one where she will tend to throw you.

If you want to train with Cammy generally, and this bot doesn’t do the type of thing you are interested in, or you find it too difficult to input it at your current level, the CPU can be a reasonable alternative. However, as training mode CPUs will tend to read your inputs in order to react and make decisions, you may later find yourself frustrated by players who make decisions that are less reasonable or logical, but which the CPU has not prepared you to respond to. Unlike a bot, the CPU also does not always tend to repeat mistakes frequently enough. Because Cammy has so many options, you may find that the CPU does too many things and sometimes stops doing things that you are trying to learn to deal with, not because you have managed to punish or prevent them, but instead because the CPU has simply decided to focus on something else.

This bot requires multiple ‘FirstFrame’ inputs. Unfortuantely this is more difficult than it was in SFV, however the method below may make it easier for you, if you are having trouble doing getting them right on your own:

First select the ‘Record On Input’ option at the bottom of the Input Recording menu. Then set whatever input you need to enter at the start of the recording on a button that does not interact with the training menu in your control settings. This will allow you to hold the button before hitting your confirmation button (X on the PlayStation version) on the recording slot you want to input to begin recording. This will cause the bot to automatically accept the button you were holding during the menu screen even though you have set it to ‘On Input’. This is because the game is reading the input as soon as it can. There is enough transition time between the menu being cleared from the screen and the recording starting, however, that you can add in a directional input fairly easily. This is still more difficult than the old version because any inputs that need to quickly follow this will feel like they need to be done ‘on reaction’ to the recording start.

Note that you may need to unbind your menu “confirm” button (set it to ‘nothing’) if you find that it tends to get in your way when attempting to use this input method.

Gauge Settings

As with all bots Vitality Gauge P1 should be set to “100%”, and Vitality Recovery Settings P1 should be set to “Standard”. Drive Gauge P1 should be set to “6”, and Drive Gauge Recovery Settings P1 should be set to “Standard”. SA Gauge P1 should be set to “0”, and SA Gauge Recovery Settings P1 should be set to “Standard”.

Vitality Gauge P2 should be set to “100%”, and Vitality Recovery Settings P2 should be set to “Refill”. Drive Gauge P2 should be set to “6”, and Drive Gauge Recovery Settings P2 should be set to “Standard”. SA Gauge P2 should be set to “0”, and SA Gauge Recovery Settings P2 should be set to “Standard”.

Goals

Completing each action gives 1 point. Try to get to 10 points without dying.

Points System

Difficulty Levels

Actions

Action #1

FirstFrame 1HP (hold until end) hidden [5MP+MK (6/8)9] end recording instantly

Action #2

FirstFrame Recommended 1LK+MK (hold the MK until end) hidden [1LP+LK] 236 end recording instantly

Action #3

FirstFrame 3LK+MK hidden [5LP+LK] 63214 end recording instantly

Action #4

FirstFrame Recommended: 4MP (hold until end) 4HK (hold until end) 8/9 214 end recording instantly

Action #5

5HP+HK (hold the HP until end) hidden [5HK (about 7-12 frames after the first input, still holding the HP)] 63214 end recording instantly

Action #6

5LP 5HP (about 5-8 frames after the first input, but won’t be hidden if the LP whiffs most of the time) hidden [5LP+LK] 41236 end recording instantly

Action #7

Record from close enough to hit: 2MK 6 5 6MP+MK end recording quickly

Action #8

5LP+MP 6~6LP+MP (hold the MP until end) 1 (at least 10f) end recording

In-depth

This bot is focused around parrying because this type of character is easier to counter in neutral by maintaining your Drive Gauge even on defense, in order to have the maximum amount of resources available for punishes when the opponent makes a mistake. It is also built with the general timings for the principles of countering and punishing average Cammy players overall, to help players maintain their focus and reactions.

If you are used to our SFV CammyBot, you may find this one similar. Cammy hasn’t been changed much as a character in terms of her gameplan in SF6, and has mostly just been changed in how she executes specific things and had some things added based on the game’s universal mechanics. Cammy, however, has a lot of options, and this bot can do a lot of things. You will have to fight her for quite a while to encounter all of them, and like most of our bots, her patterns and behaviors will adapt as you improve at the points system.

The goal here is not just reacting and spacing, but understanding that because you’ve put yourself in a particular position, you know about how long it will take for your opponent’s move to reach you and therefore when to be ready to parry some of their options. Note that this is generally only true after you’ve hit her in some way. It is a matter of learning to recognize when you failed your combo or defense and you have poked or landed a hit, but haven’t gotten enough out of it and therefore need to parry. Cammy does have a few moves slow enough that you can figure out if you need to parry them on reaction, such as her Turn Knuckle, but it’s not necessarily easy, you are still somewhat guessing, particularly with the number of other things she’s doing in footsies that you need to focus on.

When input correctly, the bot should use almost all of Cammy’s options, with only variations in how often she uses them and possibly ‘which Super Arts she uses’.