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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.
-
-