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| ~ Cammy White |
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Cammy White, also known by the codename Killer Bee, is a character from the Street Fighter series who debuted in Super Street Fighter II. As the second female fighter introduced, she was originally engineered by Shadaloo as a clone intended to serve as a future vessel for M. Bison. After being used as an assassin under their control, she eventually broke free and later joined MI6, serving the British government as part of the Delta Red unit.
| Cammy White | |
|---|---|
| Origin | |
| Origin | Street Fighter II |
| Creator | Takashi Nishiyama, Hiroshi Matsumoto |
| First Appearance | Street Fighter Alpha (Chronological first appearance), Street Fighter II (First actual appearance) |
| Voiced by | Japanese Yoko Sasaki, Akiko Komoto, Miki Nagasawa, Miyuki Sawashiro English Lisa Ann Beley, Susan Hart, Sian Taylor, Debra Jean Rogers, Caitlin Glass |
| Characteristics | |
| Species | Human |
| Gender | Female |
| Pronouns | She/Her |
| Sexuality | Heterosexual |
| Age | Unknown |
| Birthday | January 6th |
| Height | 5'4 (164 cm) (Street Fighter II-IV), 5'5 (165.10 cm) (Street Fighter 5-6) |
| Weight | 101 lbs (46 kg) (Street Fighter II-IV), 134 lbs (61 kg) (Street Fighter 5-6) |
| Ethnicity | British |
| Status | Alive |
| Alignment | Lawful Evil (As Assassin for Shadaloo), Lawful Good (Current) |
| Archetype | Mentor |
| Occupation | Assassin (Formerly), Delta Red Operative, MI6 Operative |
| Time Period | Modern |
| Language | English |
| Combat Style | Shadaloo Assassin Techniques (Street Fighter Alpha), Special Forces Training (Street Fighter 2 and onward) |
| Homeworld | Earth |
| Relationships | |
| Affiliations | M. Bison (Formerly), Chun-Li, Ryu, Guile, Dhalsim, Karin Kanzuki, Decapre, Juni, Juli, Delta Red, Juri |
| Enemies | M. Bison, Juri (Formerly), C. Viper, Vega, JP |
| This dropdown contains the synopsis of Cammy’s story. Read at your own risk as you may be spoiled otherwise! | ||||||
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Street Fighter Alpha 2 Street Fighter Alpha 3 Cammy later crossed paths with Juli and Juni, fellow Dolls who had not yet gained self-awareness. When she confronted Bison, he revealed that she had been designed to serve as his next vessel once his current body collapsed from the strain of Psycho Power. After freeing the twelve Dolls from Shadaloo’s control, Cammy joined them in facing Bison. He explained that she was created as his clone and carried a fragment of his Psycho Power, meaning her life would end if he were to die. Cammy resisted his psychic influence and used the Psycho Drive to sever the Dolls from his control. She successfully evacuated the Dolls from the Shadaloo facility but collapsed afterward, transformed from a clone into an independent human being. Vega ultimately rescued her from the exploding base, unwilling to let someone he considered beautiful die, and left her at the entrance of Delta Red’s headquarters, where she was later taken in. Street Fighter II During the event, she confronted Bison, who claimed she was modeled after him, that she had carried out assassinations on his behalf, that he had arranged for her placement in Delta Red, and that he no longer had any purpose for her. After the tournament concluded, Cammy and her allies participated in the fight against Bison. Once he was defeated, her fellow members of Delta Red reassured her that she didn’t have to be tied to her old life and could move forward. Delta Red’s lineup includes Colonel Keith Wolfman as the team’s commanding officer, marksman Matthew McCoy, close-combat specialist Lita Luwanda, and young tech expert George Ginzu. Street Fighter IV: The Ties That Bind The three eventually uncover a laboratory conducting experiments on kidnapped martial artists. Data from the facility shows that the operation was funded by an arms company known as S.I.N., and that the strange energy signatures and overheated cells were tied to a program called BLECE, which focused on manipulating ki as a weapon. They also learn that Ryu, whose ki is unmatched, is the primary subject of interest. When they track Ryu down, Cammy tries to reach him first, hoping to warn him. However, Crimson Viper confronts him before she can arrive. Cammy shows up moments later and urges Ryu not to unleash his power, fearing it would give S.I.N. exactly the information it wants. Cammy then steps in to fight Viper but is quickly overwhelmed by the advanced abilities granted by Viper’s Battle Suit. Ignoring Ryu’s warning, Cammy throws herself into the fight. Viper counters her effortlessly, catching her kick and striking her in the stomach hard enough to knock the wind out of her. A follow-up kick to the face sends her reeling, and Viper lifts her by the chest before electrocuting her. Cammy collapses, badly hurt. Viper then stomps on her head in a cruel attempt to provoke Ryu into tapping into the Satsui no Hado. After finishing Cammy with a Burning Kick and leaving her unconscious, Viper succeeds in forcing a reaction, but the resulting energy surge destroys the monitoring systems, forcing her to withdraw. Cammy is evacuated and treated for her injuries, later appearing with her arm in a sling. She joins Guile and the US Coast Guard in surrounding Seth’s cruise ship, though Seth escapes using a Shadaloo helicopter. Later, Cammy, Guile, and Chun-Li regroup at the docks, frustrated to discover that the entire incident has been buried. Despite all the information they uncovered, Cammy grows discouraged that they are back at square one and that the blame continues to fall on them instead of the true threat. Street Fighter IV: Original Video Animation Chun-Li eventually encounters Juri and is swiftly overpowered. Before Juri can finish her, her left eye glitches, buying time for Cammy and Guile to arrive. Juri escapes, leaving Chun-Li badly injured. After checking her condition, Cammy alerts Guile that she needs urgent medical care. Chun-Li manages to report that a woman and child are still missing, and Cammy promises to handle the situation before Chun-Li falls unconscious. At the hospital, Cammy suspects the attacker is connected to S.I.N., though she doubts they could create someone with that kind of strength. The following morning, Guile and Cammy find Chun-Li awake and already working, finally understanding her request for a computer. As Guile jokes about the situation, Cammy praises Chun-Li for her dedication despite her injuries. They soon determine that the mysterious woman is heading toward a research facility, so Cammy and Guile move out while Chun-Li continues gathering intel. En route, Chun-Li updates them on Juri Han’s background, including the loss of her left eye. She notes that it glowed during the fight, prompting Cammy to question whether S.I.N. gave her an artificial replacement. Once Guile lands the jet, Cammy jumps out immediately to confront Juri Han, who has already defeated Juli and Juni. Cammy attempts to strike, but Juri uses Juni’s body as a shield. She taunts Cammy for believing she has redeemed herself after her past as a Doll. Juri then tosses Juli at Cammy, and when Cammy catches her, Juri follows up with a brutal kick that sends Cammy sliding across the icy ground. Before Juri can continue, Guile steps in. As Guile fights Juri Han, Cammy carries Juni and Juli to safety, assuring them she will return. She then rejoins the battle and warns Guile that Juri’s left eye produces an artificial form of ki that could overwhelm its user. Ignoring the risk, Juri activates it, gaining even more power. A single strike from her incapacitates Guile and destroys an aircraft behind him. Cammy moves to help, but Guile orders her to pursue Juri instead. Juri Han, meanwhile, gathers all the Dolls and loads them onto a transport plane. Cammy chases after it, managing to climb aboard as it takes off. She confronts Juri Han, and the two engage in a fierce fight. Despite Cammy’s speed and resolve, the power from Juri’s eye overwhelms her. Juri effortlessly catches her Cannon Strike and drives an elbow into her midsection, leaving her breathless. Although Juri wins, she sends Cammy off with one last act of cruelty—shoving the dolly holding Juni into her, knocking both of them out of the aircraft. Fortunately, they land on a snowy mountainside that cushions their fall. Even so, Cammy swears that she will never forgive Juri for what she has done. Street Fighter IV Determined to uncover the truth, Cammy is assigned to investigate and enters the newly announced Worldwide Fighting Tournament hosted by S.I.N. She vows to take revenge on Juri for what happened to the Dolls she considers her sisters. Cammy eventually confronts Juri again, though the outcome of their rematch is left uncertain. Later during the tournament, she infiltrates the S.I.N. dam facility and uncovers data on the BLECE Project. Before she can study it, Crimson Viper appears, holding her at gunpoint and demanding the files. Refusing to let the information be weaponized, Cammy deletes the project data. Viper holsters her weapon and escapes, frustrated that years of investigative effort have gone to waste. During her mission inside the facility, Cammy encounters Decapre, who collapses while angrily muttering that she despises Cammy and her face. Bison soon appears, explaining that Decapre is dying but a deal can be offered. Cammy agrees to let him take Decapre in exchange for saving her life. When Cammy reports back, Colonel Wolfman tells her that he already knew the data had been deleted and commends her for making the right choice. Back home, Juni eventually awakens from her coma with partial memory loss. Cammy warmly reassures her and promises to support her through her recovery.
Three years after the events involving Decapre, Cammy reflects on their encounter and on the harm she once caused under Shadaloo’s control. Now committed to protecting others, she receives word from her superiors that Shadaloo has begun to move again. While traveling through India, she runs into Birdie. After defeating him, he recognizes her as one of Bison’s former Dolls from his own time within Shadaloo. Before she can pursue him further, the police arrive and he escapes, leaving Cammy to deal with the situation alone. Later, Cammy infiltrates Shadaloo’s base but is ambushed by F.A.N.G, who intends to eliminate her for defecting. During the fight, she demands information about Decapre, and soon broadens her questions to include the fate of all the Dolls. F.A.N.G mocks her attempt to protect them and taunts her about her past as an assassin. Before she can get answers, Shadaloo soldiers surround her. F.A.N.G hints at “Operation C.H.A.I.N.S.” and warns that he will kill her should she interfere, forcing Cammy to withdraw. Back in London, Cammy reunites with Juni and notices that she has been cleared to go out. As they talk, the two are cornered by Shadaloo operatives. Vega strikes first, and Juni reacts to his claw, recognizing its similarity to Decapre’s. Cammy defends Juni and defeats Vega, causing him to fall back while acknowledging how dangerous she has become. Concerned about F.A.N.G’s warning, Juni urges Cammy to be careful. Cammy resolves to stop Shadaloo and rescue the Dolls, and Juni encourages her to return safely. As Cammy departs, Juri is revealed to have been watching the encounter from a distance, covertly observing her movements. Cammy’s role in Street Fighter V: A Shadow Falls begins near the end of Act One. After Chun-Li is overpowered by M. Bison, he prepares to finish her with Psycho Power. Cammy intervenes at the last possible second, tackling Chun-Li out of the attack’s path. Chun-Li realizes who saved her just as Cammy and Guile move to get her away from the battlefield. F.A.N.G briefly considers pursuing them, but Bison orders him to stand down, confident that their escape poses no threat. That night, Cammy, Guile, and Chun-Li regroup in another damaged section of the city. Cammy explains that she has been tracking Shadaloo ever since the Black Moons appeared and confirms that Shadaloo is responsible for the destruction in New York. She scolds Chun-Li for acting recklessly earlier, despite her injuries. Cammy reveals that Shadaloo can’t activate all of the Black Moons because the control keys were stolen, speculating that the thief may have been a traitor or a spy inside the organization. When Guile and Chun-Li describe a recent series of hacker disappearances, Cammy suggests that those same hackers may have been forced to create the Black Moons. As Chun-Li recovers, Cammy presents a package meant for her—one that another Interpol agent attempted to deliver before being attacked by Shadaloo. Chun-Li opens it, and Guile immediately recognizes it as matching the piece he carries. Moments later, Charlie Nash approaches them in his reanimated state, while Rashid and Azam arrive from the opposite side. Guile confronts Charlie, and Rashid steps in to battle Chun-Li for the piece. Cammy tries to assist, but Azam blocks her. Rashid defeats Chun-Li, retrieves her piece, and escapes with Azam in a whirlwind, forcing Cammy to shield herself from the debris. Later, Cammy joins the others at the Kanzuki Estate. With Karin’s resources, a master list is obtained detailing who received the control pieces and who might have access to that data. Cammy adds her own findings, explaining that the Black Moons were constructed by the kidnapped hackers and that Guile is working with a covert operative inside Shadaloo for additional intelligence. Soon after, Cammy and Karin are confronted by März, Decapre, and Shadaloo soldiers. While Karin subdues März, Cammy defeats both the soldiers and Decapre. As she tries to help her, Decapre suddenly clutches her head in pain, recovers, and then escapes to the rooftops before Cammy can stop her. Although Cammy prevents Shadaloo from acquiring the pieces, she is left troubled that she failed to save Decapre. When the group prepares to send teams to recover the remaining chess pieces, Cammy accompanies Chun-Li and Ken to Brazil. Before their departure, she and Chun-Li watch Ken spending time with his son, Mel. Cammy argues that Ken should stay behind to protect his family, but Chun-Li insists that some fights cannot be avoided, especially for a father. Cammy apologizes for bringing up her own confusion about family given her lack of one. Karin arrives shortly afterward, informing them that the others have already set out. In Brazil, Cammy travels with Chun-Li after Ken saves Sean Matsuda from F.A.N.G. Ken explains that they are searching for one of the pieces and asks Sean for help. Sean agrees and goes to retrieve it, but before he can hand it over, Cammy notices a Shadaloo soldier’s body being thrown toward him. Ken and Chun-Li quickly knock the body away just as Laura arrives. Cammy watches the siblings interact, curious about their energetic behavior, and quietly asks Chun-Li if this is how siblings usually act. When Laura decides to join the fight after defeating Ken, the group is confronted by Decapre, now fully controlled by Psycho Power. Seeing the Doll’s suffering, Cammy instantly understands that something is tormenting her. Images of a tormented and unstable Decapre flash through Cammy’s mind, pushing her to intervene before Laura engages. Cammy steps forward to determine whether Decapre is an enemy or simply being controlled. She wins the fight, and Decapre collapses, unconscious. Sean returns with police officers planning to arrest Decapre. Chun-Li, drawing from her law enforcement background, suggests that Cammy should allow the authorities to take her. Cammy hesitates, remembering her childhood connection to Decapre and the bond they once shared. When the police demand that she hand over the Doll, Cammy’s protective instincts overwhelm her. She knocks down one of the officers, prompting another to fire at her. Cammy evades the shot and carries Decapre to safety, defeating the attacking officer in the process. Before more officers can fire, Juri arrives on her motorbike and knocks them aside. She offers Cammy an escape, telling her to repay the favor with Decapre. Juri removes Decapre’s mask, exposing her damaged face, and mocks Cammy for placing herself in danger for the Dolls. Realizing she has no other way out, Cammy reluctantly accepts the offer and climbs onto the bike with Decapre in her arms. As they drive off, Vega watches with unhealthy fascination, eager to claim Cammy for Shadaloo. At Union Station, Decapre regains consciousness in agony. Psycho Power overwhelms her again, and she suddenly grabs Cammy by the throat. As Cammy struggles, Juri ridicules her for risking everything. Cammy pins Decapre down, but the Doll continues attacking, striking her repeatedly. Juri coldly suggests killing Decapre, claiming she is beyond saving. Just before Decapre can stab her with Psycho-infused blades, Cammy blocks the attack and knocks her out with a powerful punch. Juri laughs, while Cammy looks down at Decapre with guilt and sorrow. Vega soon arrives and confronts Cammy. She stands to defend herself, and he immediately fixates on Decapre’s unconscious body, mocking the Doll. Enraged, Cammy fights him. Vega becomes fascinated by the emotional conflict he sees in her, calling it a kind of beauty he believed she no longer possessed. After defeating Cammy, he tries to flatter her, but Juri interrupts and calls him a creep. Juri claims Cammy as hers since she took her first. Vega insults her lack of refinement, leading the two to fight. As Cammy regains consciousness, she sees Vega near Decapre and kicks his mask off, forcing him to retreat. Cammy temporarily stays with Helen for Decapre’s safety. She overhears a message from Li-Fen explaining that she has a way to stop the Black Moons. When Charlie admits he cannot defeat Bison, Helen becomes desperate and demands that he must kill him before time runs out. Charlie acknowledges her plea and leaves. During the final assault on Shadaloo, Cammy witnesses all the Dolls being controlled by F.A.N.G. Horrified, she confronts Juli, who is also empowered by Psycho Power. Juli immediately launches at her in a furious rage. Cammy defeats her and knocks her unconscious. As Cammy approaches Juli’s fallen body, Vega suddenly attacks her again. Cammy is weakened, and Vega expresses his twisted admiration for her eyes and his desire to fill them with despair. Despite her efforts, she cannot overpower him. Vega strikes her hard in the stomach with his claw and demands that she surrender so he can continue feeding on her suffering before leaping in for the final blow. Before Vega can strike Cammy, Decapre intervenes, blocking his claw. Though Vega rarely shows surprise, he is visibly impressed that Decapre is finally acting of her own free will. At that moment, Juri arrives, nearly crashing her motorbike into the group. The vehicle slides off and explodes in the background as Juri confronts Vega, seemingly amused by the chaos. Cammy looks to Decapre, puzzled as to why she intervened. Decapre confirms she acted to protect Cammy, though she admits feeling a touch of jealousy. Vega attacks Juri Han, and the two immediately engage in battle. Meanwhile, Cammy and Decapre face off against the remaining Dolls, who are still under F.A.N.G's control. As the fight progresses, Rashid intervenes and destroys the device controlling them. With the mechanism gone, Cammy and Decapre are able to defeat the other Dolls, and the surrounding Psycho Power dissipates. Once free, the Dolls awaken, and any remaining Shadaloo guards are driven off by their combined efforts. Cammy and Decapre are finally reunited with their "sisters." The story concludes with Cammy, Juri Han, and the other Dolls observing the destruction of the Shadaloo Base, signaling the end of the conflict. Street Fighter VI
Cammy: The Investation Continues Her search leads her to Nayshall, where she meets a man named JP. She questions him about any leads on Shadaloo's remnants, but he denies any knowledge. As JP prepares to leave to feed his cat, Cammy senses a surge of negative energy emanating from him—Psycho Power. When questioned, JP remains silent. Cammy warns that she will use force if necessary, prompting a battle. She defeats JP but senses that something is amiss. Despite this, JP escapes, leaving Cammy with more questions than answers. Returning home, Cammy reflects on her doubts about whether she can truly eliminate the remnants of Shadaloo. She recalls Juni sharing tea and cakes with her, remembering her advice and comforting smile. Inspired, Cammy thanks Juni for reminding her she is not alone and vows to succeed, not just for herself but also for her "sisters." World Tour
In Chapter 7, after assisting Alfred in defeating a gang of Mad Gear Dancers, he thanks the Avatar on behalf of the Delta Red Special Forces Unit and invites them to visit the United Kingdom to potentially meet his commander. Upon arrival, the Avatar explores the streets in search of the officer. Unbeknownst to them, Cammy blends into the small crowd, observing the Avatar. Using her phone, she notes that the Avatar is not the person they are seeking, despite their martial arts background. The Avatar soon senses they are being watched and briefly encounters Cammy, who stares at them before disappearing into the crowd and slipping around a corner. Later, the Avatar meets Cammy, who admits she has been keeping an eye on them because of their martial arts skill—a habit of the job. The Avatar requests that she teach them her techniques. Initially surprised, Cammy accepts and arranges to meet the Avatar at the same location the next morning. The following day, they spar. Cammy begins with her back to the Avatar, instructing them not to hold back. The Avatar attempts a blindside punch to the back of her head, but Cammy tilts her head to easily avoid it. She ducks under a backfist and steps back to create distance. After evading several kicks, both fighters throw simultaneous punches. Cammy sidesteps, stopping just inches from the Avatar's face, then pushes them away and retaliates with a spinning heel kick, narrowly avoided. As the Avatar attempts a counter, Cammy intercepts another backfist and shoves them back again. The Avatar follows with a powerful hook, but Cammy backflips and leaps to deliver a Cannon Strike, forcing the Avatar into a guard. Instead of finishing the attack, she uses the Avatar’s head as a stepping stone to jump behind them, ending the sparring session. Cammy concludes the training by advising the Avatar to focus on striking with speed and precision rather than expending unnecessary energy. |
General Description: Cammy is a slightly below average height woman with a muscular and athletic build. She has long blonde hair styled into braided pigtails with a large forelock, and light-blue eyes. A scar is visible on her left cheek. Her usual attire is designed for speed, mobility, and flexibility, often consisting of a leotard or tactical clothing. Cammy is consistently depicted with her distinctive blonde hair, light-blue eyes, and muscular build across all media and games.
Facial Features: Cammy has light-blue eyes and a small scar on her left cheek. Her long blonde hair is typically styled in braided pigtails with a large forelock, though in some appearances it is styled in a high ponytail or shoulder-length.
Clothing/Outfit:
Special Features: Cammy’s leotards and tactical outfits are designed to maximize flexibility and mobility. She sometimes carries weapons such as sub-machine guns in specific appearances (Cannon Spike).
Alternate Forms/Disguises: Varies per game and media adaptation; examples include her Shadaloo Doll persona (Killer Bee) and her Story/Nostalgia costumes in Street Fighter V.
Name: Cammy White[1]
Nicknames: "Killer Bee" (Codename)[2], The Silent Killer
Origin: Street Fighter II
Overall Series: Street Fighter
Greater Franchise: Capcom
First Appearance: Street Fighter Alpha (Chronological first appearance), Street Fighter 2 (First actual appearance)
Company: Capcom
Creator: Takashi Nishiyama, Hiroshi Matsumoto
Actor
Gender: Female
Sexuality: Heterosexual
Pronouns: She/Her
Handedness: Right-Handed
Age: Unknown
3 Sizes: B86/W57/H88[4]
Birthday: January 6th[5]
Time Period
Timeline: Main Timeline
Homeworld: Earth
Story Role: Mind Controlled Character, Supporting Antagonist, Supporting Protagonist
Legacy: Global Legacy (Cammy is one of the several legendary fighters that are known across the world that the player becomes a disciple of in Street Fighter VI[10])
Influence: Event Influence
Language: English
Ethnicity: British
Religion: N/A
Classification: Alpha Warriors, The World Warriors[11], Legendary Fighter[12], M. Bison Clone[13]
Species: Doll
State of Being: Regular
Physiology: Humanoid Physiology
In-Universe Creator: Unknown
Occupation: Assassin for Shadaloo[14] (Formerly), Delta Red Operative[15][16], MI6 Operative for British Government
Ranking: Top Agent, Instructor
Combat Style
Affiliations: M. Bison (Formerly), Chun-Li, Ryu, Guile, Dhalsim, Karin Kanzuki, Decapre, Juni, Juli, Delta Red, Juri
Enemies: M. Bison, Juri (Formerly), C. Viper, Vega, JP
Height
Weight:
Status: Alive
Protection Level: Global Protector (Aided in the defeat of M. Bison who wished to take over the world)
Threat Level: Global Threat as Assassin (Noted by M. Bison that Cammy's power is so great that she could destroy an entire country alone[26])
Archetypal Tiering: Mentor
Key: Street Fighter Alpha-Alpha 3 | Street Fighter 2-4 | Street Fighter 5 | Street Fighter 3-6
Key Information
Grade: B | B to A | A | A
Tier: At least 9-B | 9-B to 9-A | 9-A | At least 9-A
Cardinality: Finite
Dimensionality: 3-D
Attack Potency: At least Wall level (Buster) (Should be superior to Street Fighter 1 Ryu, who broke multiple stone tiles[34], and broke three cinderblocks with one attack[35]. Should be comparable to Adon[36], who broke a chunk off a statue's head[37]. Should be comparable to characters like Birdie, who bent a large piece of metal[38]. Noted by M. Bison that he had to put a Psycho Limiter inside of Cammy due to her being too powerful[39]. Noted by M. Bison that Cammy's power is so great that she could destroy an entire country alone[40]. directly noted to be a copy of M. Bison[41], possessing the same DNA[42]) | Wall level (Buster) (The Street Fighter cast can break[43] apart cars overtime with various hits[44]. They can also destroy metal barrels[45]. Along with destroy stone walls overtime[46]. Can fight and harm Sagat[47], who broke a large rock in half[48]. Can destroy barrels in a single hit[49], Can fight and harm Zangief[50], who overpowered a large bear[51]) to Room level (Potency) (Fought against and harmed[52], Juri Han, who can blow up the inside of a building[53] and cause a jet plane to explode[54]. Can destroy barrels in a single hit[55]) | Room level (Potency) (Comparable to Chun-Li, who could casually bust open a large metal door along side Karin on the other side[56]. The cast is able to destroy barrels with a single hit[57]) | At least Room level (Potency) (As before, the Street Fighter cast can break apart cars overtime with multiple hits[58]. Legendary Fighter's masters actions make their student able to destroy objects they couldn't prior such as wooden boxes and barrels[59])
Durability: At least Wall level | Wall level to Room level | Room level | At least Room level
Striking Strength: At least Wall Class (Buster) | Wall Class (Buster) to Room Class (Potency) | Room Class (Potency) | At least Room Class (Potency)
Lifting Strength: Class 50 (Comparable to Hugo, who can lift a semi-truck[60]) | Class 50 | Class 50 | Class 50
Travel Speed: At least Superhuman (All fighters create afterimages when using their super combos[61]. Faster than Dan, who can outrun a wall of flames[62]. Comparable to Sagat, who was able to get down from a large statue and appear behind the man watching him, before the man even noticed[63]) | At least Superhuman | At least Superhuman | At least Superhuman
Attack Speed: Transonic | Transonic | Transonic | Transonic
Reaction Speed: Transonic (The Street Fighter cast can react to a sonic boom attack from Guile[64], even during the Alpha series[65]) | Transonic | Transonic | Transonic
Stamina: Superhuman (Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments and earn the title of Grand Master[66]. Can go through intense battles and long periods of training)
Range: Standard Melee
Intelligence: Unknown Intelligence
Knowledge: At least Master level (Cammy is an assassin of Shadaloo who was made to be the perfect soldier and killer[67]. Cammy is noted to be skilled in knife-throwing[68][69]. Cammy has mastered her techniques in live combat[70], through analyzing her fights and facing failure directly, sharpening both her skills and herself[71]. Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments[72]. Fighters are able to fight against Rose whose visions show her from where a fighter will attack before they even move[73]. Every Street Fighter character through battle gained an insight into their strength and exceeds their limitations[74]. Fighters notably train and increase their powers while taking a world tour of street fighting arenas and stages[75]. Fighters get stronger as they learn various and more powerful techniques[76]. Noted that a good fighter learns constantly, learning during the fight ways to defeat their opponent[77])
All previous powers and abilities to a greater extent.
Nothing notable.
Each time a fighter executes normal moves and special moves, their Super Combo Gauge will build up. Their level will increase when the gauge reaches certain points, and then they will be able to perform Super Combos and Alpha Counter moves.
When performing Super Combos, the amount of damage inflicted by a successful combo can be controlled depending on the buttons pressed. With the Super Combo Level Gauge at full power (Level 3) fighters can perform the Super Combo, using 1, 2 or 3 attack buttons simultaneously to increase or decrease the number of hits inflicted. The more buttons fighters press simultaneously, the more damage will be inflicted but more power will be consumed from the fighter's gauge.
←↙↓ + any Punch button
When fighters block their opponent's attack, press the Directional Buttons, ←↙↓, in a smooth motion, then press a punch or kick button (depending on the character). This performs an Alpha Counter attack, which is a quick counter move against their vulnerable opponent. Alpha Counters consume 1 level on the Super Combo gauge.
Press Directional Button away from opponent. Fighters can even block in mid-air.
Press Directional Button toward opponent, then press either Medium or Hard Punch or Kick button. Some characters may be able to execute a grab or throw move automatically.
Fighters can recover from dizziness more quickly by pressing back and forth on the control pad and by pressing the attack buttons rapidly. Fighters can escape grab moves in this manner as well.
Through using the above throw command to reduce damage from throws where the character safely falls to the ground.
When a fighter is hit by a knock-down move (Dragon Punch, Leg Throw, etc.), press the Directional Buttons, ←↙↓, in a smooth motion, then press any punch button. The character will roll forward and avoid being floored by the opponent's move.



Fighters can avoid falling down from certain attacks, such as a Dragon Punch. By pressing the above command buttons, the fighter will roll forward and avoid being floored by their opponent's move.
When the opponent is attacking, press ← on the Control Pad instead of fighting back to avoid taking damage. Blocking also works while the fighter is in the air.


When the fighter blocks their opponent's attack, press the above command. This will perform an Alpha Counter attack, which is a quick counter move against the vulnerable opponent. Alpha Counters consume one level on the Super Combo Gauge.
When the fighter is being thrown, if they try to throw back at the right time, the amount of damage they receive will be reduced and they will fall safely to the ground.
Move toward the opponents and press either a Medium or Strong Punch or Kick button. Depending on the character, they may be able to execute a throw or grab move automatically.

To do some serious trash talking, press SELECT.
The Super Combo Level Gauge builds up as they perform moves. When it reaches a certain length, its level increases allowing the fighter to perform Super Combos, Alpha Counters, and Custom Combos.

Custom Combos are available with V-Ism characters only.
When a V-Ism character's Super Combo Level Gauge builds up to 50% or more, they can perform a Custom Combo by pressing Punch and Kick buttons of the same strength simultaneously.
When blocking an attack, press → or ← (toward opponent) + Punch and Kick buttons of the same strength
This counterattack moves uses 1 Super Combo level and shortens the Guard Power Gauge.
Block an opponent's attack by pressing a Directional Button away from it. Use a standing air or crouching block according to the attack. (Air blocks are not available with X Ism).
When knocked up in the air, press 2 Punch buttons simultaneously (not avilable with X Ism).
Use a defense fall to avoid an opponent's additional attacks.
When knocked up in the air, press 2 Kick buttons simultaneously (not avilable with X Ism).
→ or ← + 2 Punch or Kick buttons simultaneously.
This move works as a throw when the fighter is attacking, or an escape when an opponent grabs the fighter.
Press the Directional buttons, Punch or Kick buttons rapidly.
This counter move reduces the damage when the fighter is under attack or blocking.
There are three basic punches:
Press the Y button. The jab is very quick, but does little damage.
Press the X button. The strong punch does a fair amount of damage.
Press the L button. The fierce punch does a large amount of damage, but is slow.
There are three basic kicks:
Press the B button. The short kick is very quick, but does very little damage.
Press the A button. The forward kick is strong and is fairly quick.
Press the R button. This roundhouse kick is powerful, but very slow.
Close Attacks are special techniques which can only be used when two fighters are right next to each other. These techniques fall into two basic categories: THROWS and HOLDS.
Throws allow fighters to grab an opponent and toss them across the room. Some fighters can even do thorws in mid-air.
Holds allow fighters to grab an opponent and then hit or bite them again and again.
Press a Punch (P) or Kick (K) button.
Combo moves made up of a D-Button/Joystick command and a Punch or Kick button press.
Fighters can perform either a standing or crouching block. Use a right block to ward off an opponent's attack.
↓↑ Jump higher than a regular jump.
→→ or ←←

Press toward opponent for an upper attack or ↓ for a lower attack the moment the opponent's attack hits. If successful, the fighter moves first and takes the advantage.
↓ The moment an opponent knocks or throws a fighter up into the air, this technique allows them to recover.
All buttons Recovery from dizziness more quickly by rapidly pressing the Directional Buttons, punch buttons and kick buttons in any random order.
LP + LK simultaneously When close to an opponent, press the Light Punch + Light Kick buttons simultaneously to throw the opponent. Some characters have grab moves instead of throws. Also, input the command the moment the opponent grabs the fighter to escape from the opponent's throw move.
MP + MK simultaneously Jump lower than a regular jump and attack. Effective against an opponenet who is doing a crouching block.
HP + HK simultaneously Each character has an individual Personal Action with a unique effect.
Directional Button/Joystick + Punch or Kick Button A Super Art move is a super powerful special move. As the fighter attacks, their Super Art Gauge gradually fills up. When the gauge is full, the fighter can perform a Super Art move. Each fighter has three Super Arts.
2P or 2K buttons
When the Super Arts Gauge is blinking light blue, press two P or K buttons while inputting a Special Move command to perform a more powerful version of the Special Move. An EX Special Move requires a certain amount of Super Art Gauge.Press the punch or kick buttons to perform normal moves. The actual attack performed depends on the position of the fighter and the button pressed.
Inputting a specific combination of directional and attack buttons allows the fighter to perform a special move. Even if the opponent blocks a special move, they will still take a small amount of damage. Inputting the command for a special move during certain normal moves allows the fighter to cut short, or "cancel", the normal move and quickly go straight into performing the special move. Using cancelling skillfully is one way to create damaging combinations.

Pushing the directional button away from the opponent allows the fighter to block their attacks. They can block high (Standing) and low (crouching) attacks. High and low blocks can block specific attacks, but not every attack. The fighter will need to carefully and quickly swap between them to block all incoming attacks.

Press the forward directional button twice to perform a forward dash, or the backward directional button twice to perform a backward dash. Dashing allows the fighter to quickly close the distance between them and their opponent, or to fall back and reassess the situation.
If the fighter keeps getting pummeled, they will eventually become stunned. While stunned, they cannot do anything. Their only hope is to press the directional buttons and other buttons as fast as they can to recover from the stun faster.

When standing close to the opponent, pressing the light punch button and light kick buttons simultaneously allows the fighter to throw their opponent. Theyh can change the direction they throw the opponent by pressing the left or right directional buttons. They can prevent themself from being thrown by pressing light punch and light kick together when their opponent begins to throw them. This is called "throw escape".
Some characters can also perform a throw when jumping (aerial throw), or special move throws (command throws). Throw escapes cannot be performed against aerial or command throws.

When the opponent's attacks have knocked their character to the ground, they can press the down directional button twice or any two attack buttons simultaneously the instant that they hit the dirt to perform a quick recovery. A successful recovery will reduce the amount of time spent prone on the ground and make it easier to respond to the next incoming attack.
Some attacks, such as throws, do not allow a recovery to be performed after them.
While standing, the fighter can press the heavy punch and heavy kick buttons together to make sure they perform a personal action and taunt their opponent. This action in and of itself has no special properties.

Press and hold the Medium Punch and Medium Kick buttons together to charge up a Focus Attack. To perform a full strength Focus Attack, hold the buttons until the attack is unleashed automatically. If the fighter releases the button while charging, the Focus Attack will come out sooner, but weaker.

The fighter can absorb up to one enemy attack in the time between pressing the Medium Punch / Medium Kick buttons and the Focus Attack being peformed. They can then go on to counter by performing the attack.
Absorb an opponent's attack and, rather than take direct damage, a section of the fighter's vitality gauge will change color, and will regenerate over time. This damage will recover as time passes, but if they are hit again before it finishes recovering, the remaining section will vanish and can no longer be recovered.
There are three levels of charging for a Focus Attack. The levels depend on how long the fighter holds the Medium Punch and Medium Kick. The fighter will flash white each time the Focus Attack level increases.
| Levels | ||
|---|---|---|
| Attack Level | Main Benefits of Focus Attack performed | |
| Level 1 |
| |
| Level 2 |
| |
| Level 3 (Keep holding until performed) |
| |
When an opponent crumples, they are rendered totally defenseless as they fall to the floor. Follow up with extra attacks or throw to take advantage of a crumpled opponent and do further damage.
The fighter cannot move or jump during a Focus Attack, but they can perform either a forward or backward dash to cancel the Focus Attack quickly.
Hitting the opponent or performing special moves will increase the Super Combo Gauge. The gauge is divided into four segments and, when completely full, a special command can be inpute to perform an all-powerful Super Combo. Doing so will use up all of the Super Combo Gauge.
Input the Super Combo command while performing a normal move or special move and the fighter can cancel and move directly into the Super Combo. This is called a "Super Cancel". Using Super Cancels strategically allows the fighter to chain a normal move into a special move, and then into a Super Combo for massive amounts of damage.

The fighter can also perform an EX special move by pressing two or more of the required buttons (punch or kick) when inputting a special move command. This will consume one segment of the Super Combo Gauge. EX special moves are further powered up versions of the normal special moves.

When performing certain regular or special moves it is possible to press Medium Punch and Medium Kick together and cancel into a Focus Attack. This is called "EX Focus." (It will consume two segments of the Super Combo Gauge.) EX Focus has the same properties as a regular Focus Attack, aside from having no Hyper Armor effect.

The EX Focus can also be used when the fighter's special moves are blocked to protect themself from the opponent's counterattack.

The Revenge Gauge fills up as the opponent damages the fighter. Once it is over 50% full, the fighter can input a character-specific command to perform an "Ultra Combo," a devastating special move.
Performing an Ultra Combo will consume the entire Revenge Gauge. The higher the gauge is charged upon performing the attack, the more damage the ultra combo will do.Press the punch or kick buttons to perform a normal attack. The precise attack varires depending on the fighter's position and the button pressed.
Pressing the directional and attack buttons in specific combinations will perform special moves. Special moves will take off a small amount of damage even when blocked. By performing a special move during certain normal attacks, the fighter can cancel the normal attack and move swiftly into doing a special move.
These are special moves that are more powerful or have a stronger effect than normal. Fighters can perform an EX Special Move by pressing a punch or kick button (depending on the move) at the same time as the fighter inputs a special move command. This will use one stock of the fighter's Critical Gauge.
Fighters can block an opponent's attack by pressing the directional button away from them. There are two types of guard: standing and crouching. Each can be used to block different types of attacks, so they'll need to know which type of guard is best for each situation.

Pressing the medium punch and medium kick buttons simultaneously will trigger a special action with a unique effect specific to that fighter.

When a fighters V-Gauge is at MAX, press the hard punch and hard kick buttons simultaneously to trigger a special action specific to that character, consuming the entire V-Gauge. With effects like temporary power ups and teleportation, the V-Trigger can turn the tide of battle and give a fighter the upper hand.

When guarding, press all kick or punch buttons at the same time while simultaneously pressing the directional button towards the opponent to consume one V-Gauge stock and perform a counter-move.

Press Hard Punch and Medium Kick at the same time to spend 1 stock of V-Gauge and perform a backward evasive action.

If a fighter successfully parries their opponent's attack with a V-Shift, they will trigger slow motion. While in this state, press Hard Punch and Medium Kick together to perform a fighter-specific counterattack called a V-Shift Break.

When standing close to the opponent, the fighter can perform a throw by pressing the light punch and light kick buttons simultaneously. If their opponent tries to throw them, they can execute a throw escape by pressing the light punch and light kick buttons together at just the right moment.

Pressing left and right on the control pad/left control stick will let the fighter move in that direction. The fighter can move forwards or backwards with no difficulty, not losing balance even while moving backwards while fighting against an opponent.
Through double tapping the left control stick in the same direction, the fighter will perform a dash. Dashing lets the fighter cover more ground than regular advancing or retreating.
Through inputting the control pad/left joystick upwards, the fighter will perform a jump. The fighter can either jump straight up or to either side. Jump are utilized for moving while avoiding opponent attacks, though jumping around too much will make the fighter look predictable.
Normal Attacks are performed through the fighter using the punch or kick inputs, allowing them to perform attacks of different strengths depending on the input done. There are weak versions of normal attacks known as light attacks, while weak they come out quick. There are medium attacks which are well balanced and easy to use. There are heavy attacks that leave the fighter open to counter attacks, but to make up for it they deal good damage.
Through inputting the control pad/left joystick downwards, the fighter will crouch, if attacking in this state the fighter will perform a crouch attack.
Through inputting the jumping action, the fighter can also attack while jumping, performing jumping attacks.
There are two kinds of blocks: Standing Blocks and Crouching Blocks.
When a fighter cannot break through an opponent's block, they can use throws to deal damage instead. At close range press the light attack inputs at the same time for a normal throw. Throws are a great option for close-ranged offense.
If the fighter is about to get thrown, they can answer back with a throw escape, by pressing the light attack inputs at the same time.
Through a fighter doing their correct inputs, they will be able to fire off their special move. Different special moves work better in different situations for a fighter.
Super Arts depend on the Super Art gauge. The Super Art gauge can be filled up to 3 levels, if a fighter has at least one level in the bar, they can perform a Super Art.
The Level 3 Super Art is every fighter's trump card. The Super Art gauge fills up whenever the fighter's attack hits or if they're attacked.
All fighter's have a Drive Gauge which indicates a fighter's concentration and energy level. Utilizing this gauge lets a fighter perform unique actions.

The fighter presses the right two shoulder buttons at the same time to perform a powerful attack. Drive Impacts can absorb two attacks from the opponent, but there are some exceptions. When in trouble, a fighter's Drive Impact can break through any attack. Drive Impacts have a unique characteristic: They can break a cornered opponent's block.
This is performed by holding down the medium attack inputs at the same time, for a powerful defensive tool.
Drive Parries are effective against both standing and crouching attacks, and a successfull Drive Parry will replenish the drive gauge.
While Drive Parries are powerful, they can't defend against throws.
Cammy hops forward and follows up with an alternating double-knee strike.
Cammy performs a quick uppercut that strikes almost vertically above her.
Cammy executes a quick uppercut followed by a kick that launches her opponent into the air.
Cammy jumps and delivers a slashing kick.
A heavy move that increases Cammy's defense during execution and makes the opponent crumple if it lands.
Cammy rolls over the opponent's shoulder, twists their neck with her hands, then leans backward to drop them onto their stomach with a reverse Frankensteiner.
Cammy wraps her legs around the opponent's neck in a headscissors, then twists and uses her body to throw them in the opposite direction.
While in midair, Cammy grabs the opponent's neck, spins around, and falls to the ground, slamming them neck-first.
Cammy goes behind the opponent, wraps her arms around their waist, shifts her body weight, and makes them land on their upper shoulders/lower head.
Cammy climbs onto the opponent's shoulders in a seated position, then uses her body weight to launch them while holding their head with her thighs.
Cammy intercepts an airborne opponent and throws them onto the ground using her right arm.
Cammy lunges forward in a corkscrew motion with her feet leading toward the opponent. The EX version deals more damage and can pass through the opponent.
Cammy hops and spins toward the opponent, striking with her fist. This technique allows her to dodge attacks and reposition behind the opponent. The EX version is faster and stronger.
Cammy launches into the air leg-first for a single powerful strike. The EX version is faster and performs three kicks instead of one.
During a forward jump, Cammy performs a diagonal down-forward driving kick with deadly force. The EX version is faster and can launch the opponent for follow-ups.
Cammy curls in midair and spins toward the opponent. Follow-ups include:
Cammy jumps and delivers a downward punch, then follows up with a Cannon Strike.
Cammy performs a spinning handstand kick, thrusts her legs diagonally upward to launch the opponent, and the heavy version finishes with a Cannon Strike.
Cammy counters based on the height of the attack:
Cammy jumps and performs a series of flying kicks, then grabs the opponent and executes Cross Scissor Pressure.
Cammy performs an upward, multi-hitting Spiral Arrow with slight vacuum effect.
Killer Bee only. Cammy salutes, and M. Bison teleports in to perform a Psycho Crusher.
Cammy performs an enhanced Spiral Arrow, finishing with a Cannon Spike.
Cammy crouches low, executes a Spiral Arrow and spinning kick, performs a Cannon Spike, then propels herself into the air to handstand on the opponent and slam them to the floor.
Cammy counters by flipping onto the opponent's shoulders, snapping their neck, taking them down, applying a reverse armlock, and finishing by twisting their neck using her thighs.
Cammy leaps backward, performs a Cannon Strike, launches the opponent into the air, attacks with multiple aerial kicks, and finishes with a multi-hitting Spiral Arrow.
After blocking, Cammy spins behind the opponent and delivers a kick that knocks them backward.
Cammy dashes backward to evade an attack and responds with a low roundhouse kick that strikes before the opponent can react.
Cammy hops backward, delivers a spinning heel kick, and lands with a somersault.
Increases Cammy’s speed and enhances special moves:
Two possible moves:
↓↘→ + K
→↓↘ + K
→↘↓↙← + P [X][A]
↙↓↘→↗ + P then P or K
(while jumping forward) ↓↙← + K [V]
↓↙← + P [V]
↓↘→↓↘ + K [X][A]
↓↙←↓↙← + K [A]
↙ (hold) ↘↙↗ + K (level 3) [A]
Standard Tactics: Cammy utilizes her special techniques against opponents, including fast kicks, punches, and acrobatic movement.
Weaknesses
The following is an explanation of the abbrevations used for tehcniques in Street Fighter, an example can be found here[226]
| Abbreviations | |||||||||||||||||
| |||||||||||||||||
The following messages will appear on screen when certain conditions are fufilled, an example can be found here[227] and here[228]
| Bonus Messages | |||||||||||||||||
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Q: Shouldn't characters comparable to Akuma be around Tier 6 (6-C) for him sinking an island in one punch[233]?
A: Akuma's punch causes the island to start collapsing[234], and specifically causes an explosion of this size in comparisson to the island[235], there is also no direct timeframe for how long this took, making it hard to factor. On top of this, the size of the island is not that large. Playing Devil's Advocate and assuming this was to be Tier 6, this would not be consistent, as Akuma using his ultimate technique, the "Kongou-kokuretsuzan" only split Ayers Rock in half[236]. Which it should be noted as Akuma is training constantly and getting stronger, the Island feat was all the way back in Alpha 2, which is before most of the games, while III: 2nd Impact is pretty late into the timeline.
Q: Shouldn't the cast be comparable to Chun-Li's kikosho, which caused this massive crater[237], which was calculated to be 8-B?
A: While the scene is cut weirdly, a couple of things to note is for one, the consistency of kikosho. In Chun-Li's opening in Street Fighter IV, her kikosho pushes back a speeding car but does no serious damage to it[238]. Another thing is that the crater is inconsistently sized between scenes. Finally, Chun-Li is weaker then Juri where while amped had powers that can blow up the inside of a building[239] and cause a jet plane to explode[240], greatly injuring Guile, who she's comparable too in the process. Thus it does not make sense for 8-B when far lower feats affect them, and the calculation itself has issues.
Q: Shouldn't the cast be comparable to E. Honda, who destroyed a meteor[241]?
A: In the feat, it's directly noted that the two wrestlers (Hakan and E. Honda) worked together, with E. Honda being thrown at high speeds into the meteor and being greatly damaged from said feat, having bandages all over his body. Thus the feat is not usable for scaling to anyone other then throwing speed.
Q: Shouldn't the cast be comparable to Haggar, who causes an explosion seen from space[242]?
A: Haggar's attack is modeled weird as it's heavily likely for partly comedic effect, asides from this, despite said explosions, the actual stage is largely unaffected by this attack, which furthers that this is just an over the top comedic effect attack rather then being a literal explosions from Earth.
Q: Shouldn't M. Bison be comparable to Akuma and by proxy any characters comparable to M. Bison are comparable to Akuma?
A: When Akuma first appears in Street Fighter II, he easily one-shots M. Bison[243], his ending in Alpha 3 has him easily kill M. Bison[244]. The only two cases of M. Bison looking stronger is in his arcade mode he has Akuma as a rival fight[245], and ends up winning[246], and him calling the Raging Demon a pitifully weak move[247]. However there are issues with both of these, the first one being this is simply a non-canon arcade mode from M. Bison, any other showing of M. Bison and Akuma shows Akuma as the superior one (Examples include Street Fighter V M. Bison getting one-shot by Ryu while Akuma easily beat Ryu in Street Fighter 5, THe Alpha 3 Akuma Ending and Street Fighter II Secret Akuma Boss Fight), on top of this M. Bison wants the satsui no hado's power, which is weaker then Akuma's during the events of Alpha 3. For Adon's part, Bison is merely attempting to convince him to take Psycho Power so that he can control him, this is doubly clear as any time M. Bison has been depicted on screen being hit by the Raging Demon he instantly dies. Also as a last point, for the rival fight, Feel the Cool played against M. Bison[248], while Groan only plays when he's fighting Gen or Evil Ryu[249], thus meaning Akuma even in M. Bison's arcade mode wasn't taking the fight seriously.
Q: Shouldn't Evil Ryu and thus the Statsui no Hado have 7-B due to it powering M. Bison's laser to destroy Bangkok?
A: This is not a solely Evil Ryu power, every fighter in the game has this, including Dan Hibiki[250]. This also is a machine that saps all of their energy, where a persons total body energy is not comparable to the energy they produce regularly.
Q: Shouldn't all Street Fighter 6 charcters get 7-B for fighting SiRN Akuma?
A: While some statements[251] suggest it to be equal[252] in power to[253] Akuma, several[254] characters[255] note[256] that[257] it isn't[258], as strong[259] as the[260] real Akuma[261]. The real Akuma even considers SiRN Akuma a mockery[262]. C. Viper notes the simulation is only passable as a simulation[263].
Q: Isn't Menat's statement of fighters always fighting against their destiny[264] usable?
A: Menat still can't see the future well[265], having a hard time seeing fighter's futures like F.A.N.G.[266], and can't properly see into the future[267]. This is more due to her being a rookie then the fighters resistances.
17 - 2 - 0
None.