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street_fighter_al_2_cammy.txt
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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 Spinning 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. Crouching jab is more of
the same, but with the opposite 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. However, 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 same 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, and 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 of 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 harder 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 frankensteiner for
measly damage. If nothing is pushed, Cammy does a slide kick goes over fireballs, 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(rh 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 connects. 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. roundhouse, c.strong,
roundhouse cannon drill for four hits. I have not found any links for cammy, aside 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 spike 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. Bison'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.