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Street_Fighter.txt
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1998-05-26
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Cammy FAQ for SFA2G
v.???
by John Liu
My first shot at an FAQ... please bear with me!!!
Updates:
5/8/98
-Data on Psycho Streak
-Linking 2 forwards.
Selecting Cammy--
Defeat the game with M.Bison(US)/Vega(Japan) on at least default difficulty and
get the #1 high score. Input your name as CAM. Then go into Versus mode
and push start over M .Bison/Vega twice.
general move notations: I'm presuming that if you are reading this FAQ, then
you know the basics of Street Fighter Alpha 2 Gold, as well as Street Fighter
itself. If not, then here's a quick rundown.... A quick notation of the
terms I've heard for the various buttons.
wp=jab=jab=1
mp=strong=st=2
hp=fierce=fr=3
wk=short=sh=4
mk=forward=fw=5
fk=roundhouse=rh=6
ap=any punch
ak=any kick
2p= 2 punches
2k= 2 kicks
3p= 3 punches
3k= 3 kicks
the directions should be self explanatory. diagonals are indicated by a /.
Cammy in SFA2G is essentially her X-Men vs. Street Fighter form, without her
Lock on super and any of her air moves, and her "Come on!" counter. =(
What she has however, is a pretty fast Cannon drill, and a wide arcing
Cannon Spike, her Hooligan roll, and her Spinni ng Axel Knuckle.
Also gone is the psycho power from her moves.
Colors: Cammy appears with a brown parka and blue tights with punch, blue and
green with kick.
Intro: Cammy throws off her parka, shouting "Come on!!!"
Taunt(push select): Cammy slides her thumb across her neck, and smiles, saying
"come on!"
Normal moves in a nutshell:(quick note-- Cammy is the only Street Fighter in
SFA2G with close up moves that are automatic-- Dhalsim's had to be
manually controlled. The only important change this has is her standing
fierce and roundhouse, to be explained.)
Jumping-- Cammy is a fast character, whose jump lasts just a little longer than
ARK's, but shorter than, say, Guy or Chun Li's.
Walking-- Cammy is FAST. Easily faster than Guy, a little faster than Chun Li.
A special note--
When Cammy is ducking, she is so small that some supers will go over her, like
the last hits of Sagat's Tiger Raid. I still need to look into this.
Throws- Punch does a suplex, kick does a frankensteiner. In the air, punch
performs a throw reminiscent of Guile's punch air throw. Cammy just pushes
opponent down. Kick in the air will give a painful looking frankensteiner.
Jab-far: quick punch... hard to AC, but low damage. Your standard jab. Crouch
ing jab is more of the same, but with the oppoite hand. Up close, standing
jab becomes an elbow to the face. Jabs are one of the few normal moves that
Cammy has that can be two-in-oned.
Jumping, it is a straight palm strike at about 30 degrees downward.
Decent for jump ins, too low for air to air
Strong- far: A straight up standing version of her crouching jab. Up close, it
becomes an uppercut, like ARK's... but too quick to be used as a reliable
air-counter. Ho wever, it can be two-in-oned as well. Jumping, it is
virtually identical to jumping jab but it is a chop instead of a thrust
strike. Same thing as the Jab.
Fierce- Far: two hit backfist. Cannot be two in oned, but is decent damage
and range. Up close, a two handed Captain Kirk style punch that is VERY
fast and will snuff fireball attempts if anticipated. Good for close combat.
Jumping, this is one of your best jump in options... a Thrust at 45 degrees.
Good range and damage. Crouching, it's an uppercut with properties like
Sakura's c.fierce, with less priority, speed and more horizontal
range. It's not the best air counter, but it works.
Short- high side kick from far away, up close it becomes a knee. Decent,
quick, can be two in oned. Nothing too special here. Jumping is a nice
side kick with good range.. . almost as good as Dan's jumping short,
maybe better. In addition, you can use it to cross up the opponent. BTW
this is the only kick of cammy's that can be two-in-oned(c.short)
Forward- swinging side kick. Up close, it is the same as her far standing
short animation. As for jumping? An upward side kick good for air-to-air
fights, since it is aimed horizontally and slightly upwards... I've heard
this can cross up, but i doubt it. You can also use the standing version as a
counter if they jump in too far from you, in the same way Rose can use her
standing roundhouse. Crouching forward is just as fast as Chun Li's!!!
Roundhouse- OK, this is one of the better normals in Cammy's arsenal. Far
away, a handstand side kick with great range like Birdie's c.forward or
adon's s.roundhouse. Up close a handstand kick that goes almost straight
up, like Chun-Li's s. roundhouse. A great Air counter, and both standing and
crouching are really nice and fast. Jumping, it's THE jump in, with nice range
and pretty nice priority. As for air-to-air, the jump forward is better
against high jumpers, while this is choice for bigger, slower characters.
Special Moves:
Cannon Spike- Cammy's DP(DP +ak)-Cammy rises foot first, shouting "Cannon
Spike!" good priority, since she squeezes herself into a needle shape,
and also very nice range, because before she starts to rise, she slides
ever so slightly forward. Heights are about the sam e as Sagat's Tiger
Blows/uppercuts. One hit for good damage. Good in combos, knocks down.
Whether hit or blocked, cammy flips away a respectable distance, back to
her starting point, a nd sometimes, further back. An opponent hit with
this will find themselves a full screen away, so it's good to use to get
some breathing space. However, Cammy's flipping away gives a blocking opponent
lots of time to recover and attack. This is as close as you're going to
get to a flying screen in SFA2G. When this hits, the opponent is knocked
clear across the screen. Good if you're stuck in the corner and your
opponent is poking you to death, or trying a jump-in.
Cannon Drill- Body projectile!!! Woo hoo!!! (qcf +ak) Lacking the range of
birdie's headbutts or sodom's jitte strikes, The Cannon drill is cammy's
main weapon in combos. Cammy twists herself into a spike and launches
herself at her opponent. Short will go 1/4 o f the screen, forward, 1/3,
and roundhouse, 1/2 of the screen. The roundhouse version will give 2 hits up
close. Cammy has BAD recovery time and does not push off much, leaving her
RIGHT IN FRONT of the opponent, well within any throw range. Do this
move wisely. This can make or break Cammy. Oh, it goes under high
fireballs (Sagat's high tiger shot, Rose's soul spark, Bison's psycho shot).
Spin Axel Knuckle-(HCB +ap) Cammy hops and does a standing 2 hit fierce. Best
done with a jab to avoid fireballs, this move lost a lot of priority.
Other punches have a har der time dodging.
Jab goes 1/4, strong, 1/3, fierce, 1/2.
Hooligan Roll- d,d/f,f,u/f +ap, k This move is SLOOOOOW. The kick throw is
hard to land (must be timed as cammy is near their head) and if it connects,
she does a spinning f rankensteiner for measly damage. If nothing is pushed,
Cammy does a slide kick goes over firebal ls, except for Sagat's Bison's
and Rose's.
Alpha Counters
Punch- Standing Fierce(2 hit) Decent, knocks down. But it's badly short
ranged. Will hit crouching opponents... but for 1.5 meter? Forget it.
Just custom combo through.
Kick-Cannon Spike. The better of the two, since it deals with air attacks
better. Slightly better range. But again, for 1.5 meter? Not worth it.
Supers-
Slingshot Buster- Less hits than in XvSF. Cammy does a powered up Cannon
drill, followed up by Cannon Spike. 5 hits at level 1(rh cannon drill,
short cannon spike) 7 at 2 (r h cannon drill, forward cannon spkie), and
9 at lvl 3(rh cannon drill and spike) The super of choice in combos.
Decent Damage. Will NOT go through fireballs. The starting Cannon drill has
good range, so try doing it against an opponent who sticks out random
punches and kicks. Fast, too.
Psycho Streak- Yup yup, she salutes, Bison appears and performs his super
psycho crusher, but only 3 hits at level 1, 4 at 2, and 5 at 3. Bison
appears at some distance in front of cammy, so DO NOT do this up close.
As far as I know, this cannot be combo'd because of this property.
Treat this as a Super projectile, as it cancels normal projectiles. As for SC
projectiles, It acts like a super fireball. Cammy has HORRIBLE lag, so
make sure it connect s. One good thing is that Bison goes all the way
across the screen. Also instant...
Combos-- Cammy sucks in terms of combos. Just your basic jump in, 2 in one.
Remember that the j. short crosses up. Best non-super involving combo?
Enemy in corner, j. roun dhouse, c.strong, roundhouse cannon drill for four
hits. I have not found any links for cammy, a side from the standard jabs and
shorts. You can try crossup j.short, c.jabx4, cannon spike/drill/slingshot
buster.
On another note, you can link 2 crouching forwards. But unfortunately,
c. forward doesn't 2-in-1.
Custom Combos
The best set up for this is c. roundhouse. From there, follow with a cannon sp
ike and finish the combo with spinning backfists. Or, go straight cannon
spikes and finish with a cannon drill. Anti air, start with a C. fierce
or a close s.roundhouse, and continue. Nothing really great.
Win poses-
Cammy does her arm-slashing through the air pose from ST and Super.(select+jab/
short?)
Cammy turns around, gives the thumbs up, and turns around.(select +forward?)
Cammy salutes, as Bison appears, floating, saying "Terminated!"(select+strong?)
Cammy turns around, looks over her shoulder, giving a thumbs up and smiling.
Kawaii!!!
(select+roundhouse?)
Cammy stands at attention as Bison appears, floating and grinning
(select+fierce?)
Loss to time pose- Cammy turns around, looks disappointed, slumps her
shoulders.
Versus Strategies
M.Bison- With his new floaty jump, picking him out of the air with the cannon
spike is not a problem. His standing kicks, however, are. Cammy's attacks
get snuffed. Biso n's air defense isn't so hot, so you know what to do!
Jump in with fierce and roundhouse, but make sure not to get predictable
or you'll eat a c. fierce. Try not to cannon drill unless you're sure it'll
hit because the lag after is horr,
What's missing?
Some good combos, confirmation for win poses, any other details. Thanks!!!
E-mail me at berkeleyguyver@geocities.com
Thanks to Kenshiroh for his help in getting the names for some of the moves.