Marvel Vs Capcom 2: Cammy FAQ
By Heat Clarense (iisolidsnakeil@aol.com)
Version 1.5 March 10th, 2003


-----Introduction-----
Alright, once again, with MvC2 coming around again for PS2
And X-box.  I thought I should make a Faq being Iíve been in
A few local tournaments at my arcade so I guess I hold enough
Knowledge to create a FAQ on Cammy along with other characters
I normally play as in this game.  Donít hang it on your site without
my written consent, and also do not sell this for any profit what so ever

(What to mail me on)
I added this because Iíve been getting a swarm of emails as of late
ďRyu does not suck!Ē ď<Character here> can beat <Character Iíve
written a FAQ for>Ē For those who email me over this, it will be
deleted, because in my opinion, Ryu DOES suck and is a huge waste.
Donít like it? Too bad, donít read what I write then, and yes, Iím
Aware that any character can beat another, but lets face it, sometimes
The odds arenít in that characterís favor, some characters like Cable,
Storm, Magneto, Doom, Sentinel and all the other ĎTop tiersí have
A higher win ratio over everyone else in the game, so they are more
Likely to win. And yes, I know everyone plays different in my strategies
Section, but this is how I see MOST players use these characters, so the
People who read this will probably have more of a chance of running
Into someone who plays like this. And to those who actually Email me
And try to find me to challenge me in this game, yes, I will face you if you
Live near by and would love to, I love competition. Saying this, please only
Email me if youíd like to try and face me, see I left something out, or left
Something out like a combo/infinite or if you have a tip to contribute.

Also, if you do email me, mention my faq in the subject line or else
it may be deleted thanks to the huge amount of spam I've been recieving.

And finally, Thank you!
=======================

-----Updates-----
August/4th/2003  Updated the Killer Bee Assault, thanks to trunks_2@ignmail.com
for reminding me!

-----Contents-----

1. 	Character information
2. 	Move legend
3. 	Move abbreviation
4. 	Normal moves
5. 	Special moves
6. 	Hyper combos
7. 	Ground combos
8. 	Air combos
9. 	Infinites and semi-infinites
10. 	Strategy and Recommended teams
11. 	Credits
12.     Contact
13. 	Legal stuff.

=======================
Character information
=======================

Team:                   Capcom
Name:                   Cammy White
Date of Birth:          Unknown (To me anyway.)
Height:                 5í6
Weight:                 Unknown
Eye Color:              Blue
Hair Color:             Blonde
First Appearance:       Street fighter 2.
Damage Setting:         112% (Above average, not bad.)
--------------------------------------

Reasons why you should play as Cammy. (Or reasons not to.)

Pros:
Cammy is FAST, not just in her dashing speed, but in her attacking speed too.
Cammy has a great anti air; The Cannon Spike.
Sheís (In my opinion) a pro in the air with her KBA (Killer Bee Assault) combos
She holds a lot of air dominance.
She has some very, very deadly combos.
She isnít too hard to learn, combo wise anyway.
She favors well against the top tiers (Best characters in the game.)

Cons:
Sheís a little hard to learn.
She has low vitality.
Very limited chipping power.
She can become predictable.
She has some recovery on a lot of her moves.
She deals low damage so you have to do combos to do solid damage.
Aside from her anti air, her assists really suck.

=======================
Move Legend
=======================
In the arcade (And on your joystick if you own one), the entire layout is not
like it says.
In this game if you don't know already, there is no Middle punch or forward
(Middle kick
For newbies). To get a middle punch/kick you must throw a jab or L.kick and it
must connect
(Blocked or not) and hit it again to get the middle punch/kick. So on your
joystick the M.kick and Forward are now your fierce punches and kicks, the
actual fierce are your assists, and believe me
You'll be using them often against skilled played.

	 O
	 |         L punch       Fierce punch      Assist 1
	 |         L kick        Fierce kick       Assist 2
	---

That's the actual layout, get used to it.

=======================
Move abbreviations
=======================
This is the part that most people who've played fighting games will know, so
you can skip this part

QCF = Quarter Circle forward, as in down, down/forward, forward.
QCF = Quarter Circle Backwards, as in down, down/back, backwards.
HCF = Half circle forward, as in back, back/down, down, down/forward, forward
HCB = Half circle backwards, Forward, Forward/down, down, down/back. Backwards
Dagon Punch motion = Forward, forward/down, down, down/forward
Reverse Dragon Punch Motion = Back, Back/down, down, down/back
2P = both punchesÖas inÖ well you should know.
2K = Both kicks.
OTG = On the Ground, while you knock you opponent to the ground, if they donít
safety roll, you will be able to use a move such as a ducking low kick to hit
them still and they will be unable to block and such (With Cammy this is VERY
important.)
----------------------



=======================
Normal moves
=======================
Punches
----------------
Standing Light punch:  (justÖlight punch.)
Cammy will throw out a simple jab, a nice poke and good to tickle with if you
Wanna be cheap about it.

Couching light punch (Down + L punch):
The same thing, only now sheís down on one knee, pretty basic.

Jumping light punch. (L punch in air.):
An air combo filler and nice attack for a jump in, Cammy will punch at a low
downward angle, a nice jump in but it doesnít keep them in hit stun too long,
this is also of course an air combo filler.


-------------------
Middle punch

Standing middle punch: (Hit your opponent with L punch and tap L punch again to
get a middle punch.)
Cammyís middle punch is just a cross, not much to say about it because you have
to hit a first time to get it so canít comment much on range because if the jab
hits, so will the middle punch.

Crouching middle punch: (Down + L punch twice)
Same thing as above, only on one knee once more.

Jumping middle punch: (L punch done twice in air.)
This move looks EXACTLY the same as he L punch attack, just little combo
filler. (Is anyone else seeing a pattern yet?)

---------------------
Fierce punch:

Standing fierce: (Tap fierce)
Cammy will turn to the side and lean out, putting her right arm out, bent a
little at the elbow and attack, this attack has nice range, speed and damage,
too bad it isnít the fierce off of Capcom Vs SNK, or else sheíd have more range
then everyone next to Sentinel. (Insert ominous laughter here)

Crouching fierce punch: (Down + Fierce punch)
Cammyís main launcher, Cammy will come up with a upward angled punch and knock
the enemy upwards, good speed and even better comboability, though it has a tad
of recovery, but thatís only something Cable (And maybe Magneto) can capitalize
on.

Jumping fierce punch:
This is JUST like her jumping Light and middle punch, only itís with the other
hand, a nice jump in because it puts them in hit stun longer for you to combo,
but the angle is a little harder to hit with.

Kicks
---------

Light kick: (L kick)
Cammy raises her front leg up for a quick knee like Cable does, only hers is
faster, but has less range.


Crouching light kick: (Down + L kick)
Cammy will slide her long, sexy leg out, has decent range for a light attack,
and is a little on the slow side, but it off the grounds and can let to
relaunch for another combo (Ahem..another KBA combo.)

Jumping light kick:
Cammy will throw out a kick, just an air combo filler and only good for that,
but one thing I gotta mention, when you do that move Cammy gives you a free
look at her backside. =D!!

---------------------------
Middle kick (Forward)

Standing forward kick: (Tap L kick close to the opponent.)
Cammy will give you another free look at her during this attack, sheíll twist
around off her forward leg, and kick with the back one, kinda hard to describe,
but to it and youíll see what Iím talking about.

Crouching forward kick: (Down + L kick twice.)
ANOTHER FREE LOOK! Cammy will swing around like her standing one and sweep at
the opponents feet, but this will not make them fall so you can still launch
for a combo.

Jumping forward kick:
Cammy will do a upward angled split kick, of course I canít comment on this
because you gotta hit for this to come out, and sorry, you donít get a free
look at her (Almost though!)

----------------------
Fierce kicks

Standing fierce kick: (Tap Fierce kick)
Cammy shows off her strength and hops up onto one hand AND BALANCING ON HER
FINGER TIPS! (Had to mention that, sorry.) and will kick at an upward, a good
anti air, and itís a launcher, but Iíd go with her first launcher unless they
jump in and you hit them with this.

Crouching fierce kick: (Down + Fierce kick)
Cammy does a flare, sort of, her legs arenít in a V-shape, but itís a flare
none the less, has tons of range on it, sweeps the opponent too, you can cancel
into the Cannon Drill and hit with this also.


Jumping fierce kick: (Fierce kick in air)
Cammy will do a split kick like her middle punch in air, but this time sheís
leaning back and the other side of her leg attacks them, a nice move to do air
to air, and can be canceled into the Cannon drill and then KBA, unless you hook
that kick onto the end of an air combo because then youíll end up with an air
combo finisher and you donít want that (Unless you have to super meter.)

---------------------
Throws

Forward or back + Fierce punch (Can be done in air.)
Cammy will suplex her opponent, this attack is great because it will knock them
on the ground long enough for you to on OTG them, along with the fast this is
hard to see coming, meaning itís hard to tech-hit out of, along with the fact
you can just tickle on someone (Tickling it a term used by old cheap street
fighter players, it means to punch them, doesnít matter it if hits, then walk
to them while theyíre still in hit/block stun and time the throw to throw them
the split second they come out of hit/block stun and thereís nothing they can
do.)

Forward or back + Fierce kick (Ground only)
Cammy Frankensteiner, Donít use this throw, unless itís in the hooligan
combination, you canít OTG, but you can tickle, the throw does more damage, but
if you OTG the suplex, youíll get more damage no matter what, donít use this
throw alone.

==============
Special moves
==============


Universal moves
----------------------

Snap back: QCF + assist 1 or 2
This move, Cammy will do a move I donít think Iíve seen her do in this game,
this brings back the old SF2 attack, sheíll clap her hands together and hit her
opponent, if it connects unblocked you will force the active character out of
battle and the backup (Assist character) into the fray, is you use assist 1,
youíll knock the first assist into battle (The one right under the active
character) into battle, and the second being the third character. Doing this
move requires 1 level of the Super bar.

Variable counter: Back to down. (Back, back/down, down) + assist 1 or 2.
This is a little different; it will bring in a different character, or if Cammy
isnít in, she could come in as a variable counter, but I canít exactly say much
since I donít use this unless I really need to. But the attack all depends on
which assist you gave Cammy (Or your other character.). This also takes 1 level
of the Super bar.

Push blocking or advanced guarding: 2p while still in block stun.
Push blocking has been in a few fighting games so far now, and if you donít
know yet, while in block stun if you press both punches and the block will
become much thicker and push your opponent back, it can save your backside
sometimes, but can also be a problem, but then again, for some moves youíll
have to use it to punish moves, with Guard canceling and just to punish other
moves like the Shoryureepa and Charlieís Summersault justice hyper combo and a
few other rushing/raising supers (Supers that come to you, or slowly or
completely upward, or both.) Be careful though for beginners, push blocking too
many times at once will break your guard and youíll be open to an attack unless
you guard cancel (Which Iím still learning somewhat.)

----------------------
Cammy only moves

Cannon Drill: QCF + any kick (Ground or air)
This is one of Cammyís most original moves, she will shout ďCannon Drill!Ē And
then to a spinning attack like an arrow, of course the kick used makes gives
more range and power, recovery, but all together I think both start at about
the same time, also as Cammy does this sheíll gain an aura around her legs but
donít think that aura protects you from projectiles or anything, because it
doesnít.

Rating:
Damage:         4
Range:          6 (Fierce kick goes fill distance across the screen.)
Useful:         5
Start up:       7
Recovery:       5

Overall, Itís a nice move to stop dashing in, but it has some recovery, so
donít go throwing this out of no where, got me?

Pros:
Can help you escape some moves if used properly because Cammy will go across in
air, and she hits the ground and slides, meaning sheíll go under some
projectiles during that.
Can be canceled into the Killer Bee Assault (But comboing from the ground is
REAL hard to do for some reason.)


Cons:
If blocked you could be in some trouble (Cable, Magneto or Storm anyone?)
Canít cancel projectiles.
Some of the top tiers will out prioritize it very easily.
----------------------------

Cannon Spike: Dragon punch motion + any kick (ground only.)
This is another original move of Cammyís and this is a GREAT anti air, Cammy
will shout ďCannon Spike!Ē and then go at an upwards angle with a fiery blue
aura on her legs, this time though, she IS invincible to just about EVERYTHING
on the way up, but watch out, if you miss this move all together, youíre
screwed.

Rating:
Damage:         7
Range:          7
Useful:         8
Start up:       8
Recovery:       6

Pros:
A VERY good anti air.
Can be used to break through just about ANY jump in.
Looks cool too!

Cons:
If you miss youíre screwed.
On some things (Like Doomís rocks in his Molecular shield) sheíll take them at
a body to hit and bounce off like she actually hit something.


Overall: I use this move along, but not enough to over use it, itís a great
anti air, but the chance of you missing or something comes into play and it
happens, youíll wish you hadnít done it so much.
--------------------------

Cannon Strike : QCB + any kick (Air only.)
Ah, Cammy screams something on every move it seems as she screams ďGo!Ē in this
one, in air Cammy will tuck one leg behind her and then come down to the
ground, this would be a nice jump in if it didnít knock them back, or knock
Cammy back in her opponent is in the corner, but itís a very safe move none the
less because Cammy comes out of it the second she touches the ground, and the
aura on her leg once again, does not protect you so donít think about it.


Rating:
Damage:         6
Range:	        4
Useful:	        3
Start up:       6
Recovery:       9

Pros:
Nice move to surprise someone with.
Cammy recovers the second she hits the ground

Cons:
Canít be used as a jump in really.
Can be punished during start up by a few things (War destroyer, Gamma Crush,
Seotome Cyclone.)

Overall, Itís a nice move, but donít over use it against characters with upward
hyper combos.
--------------------------

Axle knuckles: QCF + any punch (Ground only.)

This move looks exactly like her standing F.Punch except for this, sheíll hop
forward during it, and she has that aura around her first, and I believe this
move has some invincibly frames being Iíve knocked Ken out of the Shoryureppa
once (And Iíve thrown him out of it.  :D!)

Rating:
Damage:         4
Range:          3
Useful:         2
Start up:       4
Recovery:       6

Pros:
Cammyís only punch move...wow. (Dunno if itís a pro, just put it here because
it is really.)
Recovers a little quick.

Cons:
Easy to see coming.
Canít be comboed into or out of.

OverallÖI close to never use this move. So I can say much, you gotta figure out
its goodness on your own, Iíve already found out the bad. =\
--------------------------

Hooligan combination: QCB + any kick (Ground only.)

This is a..combination of a few of Cammyís moves, every button you press after
this move will make her do something different, it goes like this:
Press punch early in air: Cancel the move
Press kick in air: Cannon Spike
Press P near your opponents head while he/she is standing: Fierce kick throw
Press P close to your opponents head while theyíre crouching: Fierce punch
throw.
Do nothing: Sliding attack.

Rating:
Damage:         N/A (Everything does different damage.)
Range:          5
Useful:         3
Start up:       6
Recovery:       2

Pros:
Good surprise move.
You can do along of different moves.


Cons:
Against experts this can get you killed because she takes her sweet time
getting there


OverallÖI use this move sometimes to surprise and confuse, and only for that.
--------------------------


==============
Hyper combos
==============

These moves require 1 level of the super meter all the time. Cammyís Hyper
combos cause chipping damage, and are very fast and good.

Spin Drive Smasher: QCF + 2K(Ground only.)
Cammy will shout something I canít understand too well (It sounds like ďDestroy
f---er!Ē Iím serious it does to me.) but in anycase. Sheíll so a BIG cannon
drill and then link it into a long Cannon spike, this attack is fast, but you
can be knocked out of it easily (A Magneto player has grabbed my Cammy out of
this before.)

Damage:         6
Range:          5
Useful:         4
Start up:       7
Recovery:       3

Pros:
Very comboable.
Comes out pretty quick
Can do the stereotypical ďtap tab superĒ thing.

Cons:
Can be knocked out of it really easily
Easy to see coming from across the screen
If blocked you could be in trouble.

Overall: I use this as my ground super only.
--------------------------

Reverse Demon shaft: QCB + 2K (Ground only.)

Cammy will scream ďYah!Ē and grunt as sheíll to a LONG Cannon drill vertically,
it looks nice, but the vacuum properties here are slim to none.

Rating:
Damage:         4
Range:          2
Useful:         3
Start up:       7
Recovery:       3

Pros:
Goes almost to the top of the screen.
Thatís itÖSadly

Cons:
Has a minimal vacuum property.
Isnít very wide, as Cammy isnít either.

Overall:  Donít use this move Unless they jump in and you KNOW youíll hit.
--------------------------

Killer Bee Assault: QCF + 2K (Ground only.)
Cammy will curl into a ball and flip up to the side of the screen and clench
onto it for dear life and shout ďLock on!Ē and then come down with a diving
kick at her opponent, if it connects sheíll make a ďMaximum spiderĒ look alike
move ending with grabbing her opponent and slamming them down to the ground and
if they don't roll, allows Cammy to run up and OTG them, meaning she can repeat
this move again.  (Thanks to trunks_2@ignmail.com for reminding me of this,
Spidey was actually around in Marvel Superhero's and Marvel Vs Street Fighter,
so the past edit of this has been my mistake.)

Rating:
Damage:	        7
Range:          3
Useful:         7
Start up:       3
Recovery:       3

Pros:
Her strongest Hyper Combo
Can be linked onto the end of an air combo, and it will be. Trust me.
Cammyís completely invincible as she curls to a ball and flips up to the top of
the screen.


Cons:
Can be seen coming a mile away if you donít do it in a combo.
If blocked Cammy will bounce off and be completely open for an attack.


Overall:  Use this move in combos, and combos only, on itís own it more then
likely wonít connect.
--------------------------


==============
Ground combos
==============

Ahí, Cammy is a combo freak, something like Wolverine or Strider, sheís just as
fast as Strider, and has the attacking speed that rivals Wolverine and Storm
themselves, but thereís one combo that Cammy relies on more then anything, it
KBA combos, this is solely why Cammy players ever existed. Now lets get down to
combo explanation shall we?


S. L.punch, S. M.punch, S. F.Punch xx Cannon Drill.

That is just one of Cammyís combos, its short and sweet, Iíll break it down for
the people who donít understand.
First you do a standing light punch, then hit the button once more for middle
punch, then a fierce punch, and then during the fierce punch animation do a QCF
+ kick to get a cannon drill, if you need a certain button for which move Iíll
label it, but for this combo, either cannon drill will work, got it? Well lets
start small and work our ways up, okay?

C. L.kick, C. M.kick, C. F.kick xx Cannon Drill = 4 hits, a basic OTG combo
with Cammy, but you have better options, lets move on.

C. L.kick, C. M.kick, C. F.punch (Launcher) xx Cannon Spike = 4 hits. I know
this sounds like a stupid combo, but it can make your opponent laugh and throw
him off track (Youíd be surprised at how focused some people, like me are in
the game, if you can loosen them up, they have a chance at playing easier
because they might think you dunno what your doing that well.)

C. L.kick, C. M.kick, S. F.Punch xx Spin Drive Smasher = Usually around 12
hits, This combo is one of Cammyís Ďtap tap superí combos, not much to say, Iíd
prefer her air combos over her ground combos.

--------------------------

==============
Air combos
==============
Alright, hereís some of the good stuff, I prefer air combos over ground combos
most of the time with who I play as, and I believe most people do because with
an air combo you do more hits, more hits usually means more damage, and more
damage is what we want right? Lets get started.

But lets start with the simple and work our way up.

C. L. kick, C. M. kick, C. F.Punch, /\ SJ. L.punch, SJ. L. Kick, SJ. M.punch,
SJ. F.punch. = 7 hits, You could put in the M.kick too, but that actually cuts
the damage down thanks to the damage reduction system (Basically it means two
hits will make the third attackís normal damage cut down by 1/7 I believe and
then down more and more as hits continue.)

C.L.kick, C. M.kick, C. F.Punch /\ SJ L.punch, SJ L.kick, SJ M. punch, xx
Cannon Drill xx Killer Bee Assault.
11 hits. Once again, I know you could squeeze in another attack, but behold,
this is the Cammy combo Iíve been speaking of, this combo is hard to do, but
looks impressive and will intimidate most players because of the damage in this
combo, this combo should be your first priority to hit, anytime you have a
meter, go for this combo.

Alright, this is it for combos, if you have any to contribute, please let me
know.

==============
Infinites and semis
==============

Semi-infinites:
With Cammy, you can do this combo with your opponent in the corner in the
corner only, and they have to stay there, if theyíre not in the corner I think
youíll only be able to do this combo twice in a row because theyíll flip to
their feet faster. Basically it goes like this: C.L.kick, C. M.kick, C. F.Punch
/\ SJ L.punch, SJ L.kick, SJ M. punch, xx Cannon Drill xx Killer Bee Assault,
Dash in, C.L.kick, C. M.kick, C. F.Punch /\ SJ L.punch, SJ L.kick, SJ M. punch,
xx Cannon Drill xx Killer Bee Assault. (repeat over and over. Until you screw
up)

Infinites:
Cammy has one corner infinite, but Iím unaware of it, if someone knows it Email
me it, please.

This is it for this, Iíll add more as I figure it out.

==============
Tips and tricks
==============

Cammy can tickle then a lot of people in MvC2, just punch, donít do Fierce,
just jab, walk forward quickly as theyíre in block/hit stun and then after you
get on their toes, hit fierce punch while still walking forward and youíll
throw them chances are, always to the punch throw because you can OTG them, but
donít do this too often because people wil just see you as a cheap player.

Hereís a trick a lot of people fall for, jump in, punch, if they block after
you hit the ground to a air combo again, do the cannon revenge, chances are
theyíll attack you, but donít overuse this, people will predict it and just
punish you then.

This isnít much of a tip to people above beginner level, but use your assists,
and give Cammy assists likeÖSentinelís ground and the like, donít just put
three characters youíre good with together, because you might come across
someone who can give you more ground dominance then Cammy, like Storm or
Magneto, what then? Theyíre too close to give you a chance to switch
characters, or anything like that, youíll in block stun, I know you could do a
Variable counter, but that takes a super meter, so try and pair Cammy and every
character you play as with assists that protect their weak spot.


==============
Strategy and Recommended teams
==============

This is just part to help you figure out against characters you might be having
trouble with, just hold down CTRL + F and enter the name of the character
youíre having trouble with. (And if you put Ryu in here, like with my Cable
Faq, I pity you still.)

------Vs characters-----

Magneto - This match is EXTREMELY tough, but not impossible, For this fight,
you are going against the fastest character in the game, he has you in speed
and power, his combos are more deadly, this fight will NOT be easy, you better
pack a strong assist like Tonís projectile, Jinís Seotome Dynamite, something
with cross up protection because without a strong assist to cover you as
Magneto tries to rush you down, wait, without a strong assist, there wonít be a
try, he will, and probably destroy Cammy within one or two combos depending on
if he continues after his first tempest super, but pack a strong assist, and
you will be using the Cannon spike often because youíre invincible during the
move, so it will beat him out, I personally would pack along Sentinelís ground
assist because the drones will fly high enough to cover a trip jump if her
tries, and a ground dash for you to try and land a crouching light kick and
into the Killer Bee Assault combo.

Storm -Having trouble with her? Donít worry everyone does, and I mean EVERYONE,
no one is anti Storm, and with everyone picking her now, youíll have to learn
to deal with her best you can, once thing here, she takes damage worse then
Cammy does, so thatís one point for you, but what takes away that point? The
fact Storm is second best rush down character in the game right behind Magneto,
her Lighting storm combo can take out around 30-60 percent of your life, and
she has a special type of keep away called Runaway, basically sheíll super
jump, air dash up, and then lighting attack back to the top when getting low,
with that, she can take to the skies and stay there for a long time, there is
no real way to deal with Storm unless she screws up, but pack along a strong
anti air, aside from Cammy, personally for Storm Iíd pick Blackheart or Captain
commando because theyíre Anti airs are top screen hitting, so it can hit Storm
as long as sheís on screen (And Storm CAN go above the screen will show, and no
one can hit her then so donít worry and think itís a glitch, it isnít.)

Sentinel - Sentinel has an odd rush down like Storm has keep away, most refer
to this as the ďStomp rush downĒ Because thatís what he does, heíll jump
towards you and to the roundhouse stomp, then cancel into flight and then do a
few light kick to roundhouse chain combos, blocked or not because every move
Sentinel does chips, so how can you deal with this sort of rush down, two ways,
push block him away, or as he jumps in, do a Cannon Spike, but if you push
block, heíll simply cancel flight or just let him fall, so Iíd pick the second
option, his damage setting is 75% so he can eat about four of your Cammy KBA
combos before heíll go down, he can also use his drones to assist him in
keeping you away, donít stress at all, because thatís what he wants, they want
you to get frustrated and make a mistake so they can hit you with their hard
hitting semi-infinite with his HSF, just stay calm and play an act/react game
with him.

Cable - Cable is probably one of the biggest problems, be can beat anyone in
keep away, meaning he can keep you on the other side of the screen easily, and
from there Cammy can do no damage because she has no projectiles, but his act
can get predictable, expect the Fierce gun shot of his to be used to the point
you will hate just the sound effect of it, unless itís a tournament Cable,
expect any screw up at all for Cammy to die, against tournament Cableís theyíll
do the Air Hyper Viper on something as innocent as missing a little jab! But in
any case, Cammy can duck under the gunshots, and she can dash in after the gun
shot and maybe get a combo, but against tournament Cableís theyíll just jump
back and keep throwing either gunshots, Light punch viper beams or theyíre
grenades all over the place to help zone you, donít let this happen, do
everything you can to get to him, but donít screw up on it, I know it may seem
impossible but one mistake is all it takes for Cable to kill Cammy with an air
hyper viper.

Strider Hiryuu - This match, is not in your favor, unless Strider doesnít have
Doom, then this Strider will be no problem, because every good Strider player
knows that Doom is like Cyclops to Cable, Captain commando or Blackheart to
Sentinel. This match, Iím sorry but youíre chances of losing are very high, but
hereís this, do the cannon spike on Doom, youíll more then likely break through
his rocks and knock him out of the battle, and without Doom to help Strider,
Striderís mostly finished, if you can, Snapback Strider and make Doom come in
and KILL Doom, if you can take out Doom, almost everyone can take out Strider.
Remember, if Doom comes out and you donít have time to do a Cannon Spike, super
jump and double jump, because Strider is more then likely teleporting behind
you. I canít say much of this because in reality, the only anti Strider/Doom
person is Storm, and she isnít even anti Strider/Doom because she has to
runaway.


Dr. Doom - Doomís somewhat a problem, he can cover more ground then Cable, but
not as fatal at Cable, so he can hold you on the other side of the screen
easier, but if you screw up against him, youíll live more then likely, because
Doom has no multi Hyper combos to him like Cable does, but he can do more block
damage then Cable, and keep you on the other side of the screen, expect a lot
of jumping beam guns, and photon shots, and if he jumps to the corner and does
a photon array Hyper combo, dash in under him, he canít hit you there, I
wouldnít jump up after him though unless youíre on the other side of him, donít
wanna chance jumping into a photon array right?

Spiral - Donít mind having a hard time, without a projectile, everyone does,
with Spirals knives and teleporting, she can be a very, very hard target to get
to, expect those knives of hers like bananas, for them to come in big yellow
bunches! (Not really yellow, but expect a lot of them.) And after you get to
her, she can just teleport, after she teleports this is how you get to her, her
teleport maybe instant, but she has recovery at the end, so when she teleports,
do a KBA and then just combo her, her only defense up close is to teleport
away, remember this.

Black Heart - BlackheartÖExpect this, a lot of those damned roundhouse demons!
I mean A LOT of them, itís like Blackhearts only offence against everyone, so
jump with him, and every time he flinches at all to throw out those demons of
his, do a cannon drill and cancel into the KBA, and if your close, Blackheart
is no problem what so ever, be careful of jumping on him though, youíll be
eating an inferno and Heart of Darkness.

Cyclops - Cyclops can be a problem, he can chip you to death with his mega
optic blast, heís none for being a cheap keep away player, but no worries, in
this match try not to stay on the same level at him because his angled optic
blast is a crummy anti jumper, so super jump towards him and when youíre close
to his head, double jump, heíll be expecting an attack and then probably block
low, then do the Cannon Strike and you can get a hit maybe, and if you donít,
youíre still pretty safe unless he did the Super optic blast, but who would
waste a hyper combo if it doesnít chip well and itíll be blocked? No smart
player, so donít worry on that aspect unless he REALLY wants you out of his
face.

Cammy - Iíve always hated mirror matches, because you both have the same
strengths and weaknesses, so who will win? The one who makes the biggest
mistake first, on Cammy a KBA combo will take out about 60% of your life
because of Cammyís stamina, so watch out, always block low from a dash in,
always block high any other time when sheís coming in, if itís a dash in, low,
super jump, jump up with her, normal jump, try to wait until the last second
she attacks and do a Cannon spike, for this fight, I know it may seem wrong but
you have got to play more defensive, because when youíre too aggressive, you
tend to make a mistake, and I mean, if you wanna show off, what would you
rather do, go all out and end up messing up and dying within one combo? Or wait
it out and catch their mistake and take their life away?

Guile - Guile is hands down, my favorite Street fighter character, heís better
then the Shotos without a doubt, but this can be a hard fight being the ungodly
speed of a jab Sonic Boom, plus if you jump over it youíll probably just get
knocked back by a upcoming Summersault kick, and in air, Iím not sure who will
win, Guile has just as much air dominance as you Iím afraid, so watch out for
that and donít, I repeat, DONíT attack too soon, of youíll only end up running
into a Cross Fire Assault.

Charlie - Charlie is much like Guile, but a lot different at the same time, I
think heís somewhat stronger, which would explain why heís so much slower then
Guile, combos arenít as deadly and I believe he doesnít hold that much air
dominance. But like Guile, he has a nice anti air and projectile, once again
though he is a charge characters, plus Iíve found most Charlie players (Not
Guiles!) canít handle a hard rush down that Cammy can give, so keep on him and
donít give him a chance to breath!

Iron man - Alright, I believe this guy has the most air dominance over anyone
in the game, look at his attacks, he was made to rule in air, so heís something
important, donít go jumping in on him, youíll probably end up in a Repulsor
blaster and then into a proton cannon, and if not, then youíll jump, heíll
jump, and youíll be trapped in an infinite combo, the easy infinite is EASY to
fall into, so most you can do is just wait for him to screw up, Iíd keep
mashing on the buttons and hope the sounds will help break off his focus so
heíll make a mistake, donít you even think that mashing will help escape this
combo like it will a tempest combo, because most you can do for this is break
his concentration.

BB Hood - BB Hood is pretty nice, she has a nice set of moves, watch out for
her, her cruel hunting hyper combo, it does a heap of chipping! So if you can
jump it, DO IT! Her move takes out almost as much as a blocked photon array
hyper combo from Doom for Christís sake! Plus her Hyper Apple hyper combo is a
little confusing, KEEP blocking because sheíll let out some of her apple bombs
if itís blocked, got it!?

Omega Red - Omega Red can be a REAL problem in the right hands, but those hands
are hard to find, so chances are heíll be an easy match. Just watch for his
coils, they become a pain since he can throw them in just about any angle you
happen to be, and when he gets you he can mash the buttons and get some of your
life to recover his own red life bar.  But his combos arenít that great and his
hyper combos are easy to see coming and can easily be jumped over, but watch
out, in the correct hands Omega Red can be Anti Cable because of his long coil
reach, and anyone who can be anti Cable is a threat to anyone.

Wolverine (Adamantium) - Wolverine is faster then you, but weaker in a sense,
Wolvie has some strong combos, overall, heís better then you on ground and air,
you both have no projectiles, or anything, playing a master Wolverine player,
youíre screwed because a single hit and they will find a way to combo a
Berserker Barrage X or even Fatal claw, but the good thing, his damage setting
is so high, one KBA combo can make Wolvie drop like a dead fly, so itís really
more if Wolvie gets two combos, Cammyís dead or very close to it, Cammyís KBA
combo will more then likely leave Wolvie with aroundÖ10-20% life left.

Wolverine (Bone claws) - Thisíll be short and sweet, treat him like the above
Wolvie, just this oneís just a little faster and has a little more range
because his claws are longer, and heís also even more button masher friendly,
but heís missing two supers so that can cut down on some of his game, but
beware, he still has Berserker Barrage X.

Sakura - Sakura is no problem for Cammy, sheís a Ryu wanna be, any Ryu wanna be
canít be tough (Except Cyclops.) But in anycase, just rush her down, Sakura
canít handle a rush down as well as you, once again, sheís well rounded like
Ryu, and anyone that well rounded canít fight for their life, so just become
the rush down Cammy that every Cammy user is, because extremely aggressive, if
she becomes Sunburn Sakura, tone the aggressiveness down a bit, because she
becomes a lot stronger, donít jump in on normal Sakura, sheíll probably end up
doing her upward angle fireball hyper combo.

Sabretooth - This guy was a very good character back in X-men VS SF, but now
heíd been reduced, never the less heís still a threat t Cammyís low health,
heís pretty quick for his size and power, but heís pretty predictable, and you
can actually super jump over most of his hyper combos or block them, just donít
get hit too often and youíre golden.

Shuma-Gorath - One thing you gotta worry on this and the only thing you have to
worry on is this, his chaos dimension, when he does his, I always run away and
stay away because if he hits you, blocked or not youíre hit, and with the
damage that thing gives out, you donít wanna get hit by it, Cammyís vitality is
too low to take one decent damaging combo and then be hit by that and live but
other then that, Shumi (I call him that.) doesnít have too much going for him
because his attacks are easy to see coming and even easier to avoid, not much
to worry.

Spider-man - Ah, Cammyís counter part, Maximum Spider against the KBA, who will
win? Cammy will of course, because Spidey canít combo his (From what I know
of.) and they both tie in my book for air dominance, so itís really who gets
the better angle of attack, and if Cammy does, Peter Parkerís in trouble
because heís in for a KBA and be out of it, but with Spidey, I like to screw
around being he was downsized so much, watch out though, Spidey is stronger
then you are, but has the same vitality, so meaning he hits you the same amount
of times you hit him, youíll end up with less life.

Venom - This guy is a complete expert character; he has to be in this game to
rival any tip tiers, or semi-top tiers, so only experts with him will play as
him, so donít get your hopes up in finding a expert Venom player, because with
actual top tiers around, who wants the other characters really? But in the rare
chance you do find one (Thereís only one at my Arcade) be prepared for the
fight of your life, they usually pair themselves up with Sabre tooths
projectile to hold you after they do the Death bite because theyíll do the
death bite and after the flying screen it wonít get the chance to happen
because Birdyís gunshots will keep juggling you giving Venom enough time to get
back on screen, Do another death bite to you!

Ryu - Ryu sucks, plain and simple, you need no strategy to beat him, if you do,
then put this controller down, or step away from the joystick, and go playÖI
dunno, go play a nice, slow, boring game of pong, because itís more your style.

Ken - This guy, unlike Ryu, is useful. He has the best anti air assist in the
game in my opinion being heís completely invincible during it, but itís not as
useful as sayÖCaptain commandoís, but in any case, Ken has one hell of a Glitch
for his assist as a hurricane kick, it takes out around 1/10 of your life each
HIT, overall; just make sure you donít go jumping in, dashing in is probably
move safe, just make sure you donít go running into his little short fireball.

Akuma - Akumaís pretty good as a character, has the same glitch as Kenís
Hurricane kick and also has an invincible Anti air, thing that separates him,
how bad Akuma takes damage, treat him like Ryu, only with a mixture to Ken to
him and make sure you watch out for his level 3 super itís hard to connect, but
can if you underestimate him, and in this fight, itís smart not to dash in,
since Iíve actually ran into his raging demon super as I tried to wave dash
after blocking a fireball.

Warmachine - Plain and simple, handle him like you would a faster Iron man,
just donít get caught in his infinite.

Morrigan - Sorry Morrigan players but, Morrigan is sexy and all but she just
doesnít have what it takes to top Strider, Strider has the Ouroborus and
Morrigan is like a more combo-friendly Ryu, and Ryu sucks soÖso does she.

Tron Bonne - I havenít gone up against a good Tron player yet, but I can say
this, she is no joke, not at all, sheís not even awkward to use, she has a VERY
good assist too, but in any case, her hyper combos are easy to see coming, but
she can combo with the best of them, so only a few combos will actually kill
Cammy.

Silver Samurai - This guy, you will probably never see, because he uses more of
the meter then Cable does, and doesnít get even 1/3 of what Cable gets out of
it, so Iím unaware of a strategy for him, but you chances of facing him are
slim as hell already.

Iceman - This guy people bitch about more then Cable, rightfully so in some
conditions, he takes no chipping from most moves in the entire game and his
Icebeam does MAD chipping itself, and without projectiles, how do you get to
him? Jump, dash, Super jump, do all three at random, he canít do an Icebeam in
every direction, so donít worry, just keep advancing to him and heíll probably
end up in the corner and youíll have him since Iceman SUCKS in close quarter
combat.

M.Bison/Vega - This guy, can serve a little problem, if he teleports, do the
KBA because itís lock on, and Bison has recovery at the end of his teleport,
other then that, not many people play as him, so Iím unsure on everything else,
but heís pretty slow, has little to no combos and everything.

Megaman - Ah, itís that blue boy! Heís not really a problem at all, just
remember this, jumping, and dashing to him quickly at not recommended because
of the buster cap and Hyper Megaman will stuff a jump in attack, so jump in
BLOCKING, heíll probably do a Hyper Megaman and that move has a HEAP of
recovery at the end and then you can feel free to do what you like with him.

Anakaris - Anakaris is a semi-top tier, like Cammy and Iron man, meaning he is
a threat, but his defence sucks, but lets face it, then youíre that confusing
thatís a defense all itís own, make sure you keep him from doing his odd sort
of rush down and make damn sure you donít get caught by his hyper combos,
because they hurt like hell, other then that, just do your best to stuff his
jump ins, his jump is VERY slow, but his attacks in air are very, very
confusing.

Gambit - One thing to learn, rollÖEVERYTIME, ALL the time! Heís the OTG king,
enough said, you do NOT want to eat a Royal Flush, that move hurts, and OTGís
are the only way to combo it (Aside from assists), thatís about all you gotta
watch out for, and the Cajun slash is a hard move to counter.

Captain Commando - Captain Commando has a nice ground game, lethal anti air,
nice projectile and a handful of assists, he has three by himself and his
actual partners, so overall, Captain commando can give a HELL of a keep away
game if done properly, beware of a captain corridor, because it WILL be
canceled into Captain sword for big damage, plus the flying screen effect
meaning he can actually repeat it twice, so how do you counter the flying
screen? Mash your buttons like trying to escape a magnetic tempest or Cableís
electrap grenade, itíll make your character get up faster, other then that, Iím
not sure on what else Captain Commando has up his sleeve.

Captain America - This guy is versatile, not as versatile as Storm but, few
are. In any case this guy has nice power, mixed with priority and speed, his
charging star will eat through anything aside from a super and Cannon spike,
plus when Captain loses his shield, he becomes even faster, but less priority.
All in all, Capí can give you a REAL good run for your money, plus his
cartwheel makes him invincible to everything except throws (Iíve cart wheeled
through Kenís Shoryureepa.) So if you see him cart wheeling, throw him! Most of
his moves have some recovering to them, mainly if you block a charging star,
you get a free lick at him and you can get a KBA combo going easily, and watch
out for that hyper stars and stripes! It hurts when itís comboed!

Hayato - Hayato, He has a look of someone who can beat you down! But when you
fight him, youíll see heís a little less then that, he has a NICE anti air, but
itís bad at the same time because Hayato has to dash forward before doing it,
so itís not THAT great on point, he has a slow hyper combo (The multiple sword
slashing one.) A Magnetic Shockwave look alike thatís not as powerful, and a
hyper combo that if it connects will allow him to do unlimited Plasma combos
(Plasma combo are the button combinations he presses with back that make him
glow for the duration of the attack)

Jill Valentine - Ah, my true favorite girl in this game, Jill is so loveable
always (Sheís cute too in this game, from sexy to cute.) But in any case, she
can be played two ways, she can play keep away, using her dogs, crows, zombies,
Beretta counter and grenade launcher anti air to play keep away, or she can
play a mean rush down, but not as powerful as Cammyís, all in all, both will
work against Cammy because Jillís damage setting it lower, meaning itíll take a
little more to take her out, make sure you donít run or jump in on Jill too
aggressive, because sheíll probably hit you with her rocket launcher hyper
combo, but if you block it, Jill falls down after the last shot because of itís
recoil, so you can probably make your way over to her quick and get in a quick
combo.

Servbot/Kobun - I HATE THIS GUY! Heís such a pain with EVERYONE! Heís so short!
But his damage setting is highest in the game I believe. So itíll only take a
few  hits to take him out, but those few hits are hard to get on that little
short lego man! The KBA combo will work, but itís a REAL pain to hit him with
Cammyís launcher, I mean itís a REAL pain, easiest way is to hit him with your
launcher when he jumps in and go right into the KBA combo, because his damage
is so high, that combo will bring him down, and if you repeat it, heís
dead...hands down.

Dan - DAN!!!! ::Gasp:: THE MAN!!  Dan rules all, he may not be the best
character, but look at him!! You canít help but laugh over his funny antics,
but over all, Dan is a nice character actually, I mean, he has no projectile,
but he has that pride killer! (Goudo-ken), why do I call this the pride killer?
Look at it! If you get hit by THAT, you gotta feel bad, but he has a nice anti
air and nice anti-dash in, the Koryuken and whatever the other move was (I
donít remember it.), and if he throws out a autograph, you got a combo, but
heyÖwho doesnít want an autograph from Dan!?

Jin - Jinís a problem, in the right hands at least, good for you, most donít
know how to use Jin, and heís a charge character, so that means his moves have
to be good, he can beat you in priority and power, no doubt, I mean heís earned
the nick named Mini Hulk! He deserves that name too, heís like a comboable
Hulk, his Bloodia Vulcan hyper combo will more then likely hit you if you super
jump (I dunno why, might be a glitch) and Bloodia Vulcan also guard breaks if
you normal jump, so itís best to just stand there and not try to avoid chipping
as thereís a good chance youíll end up taking even higher damage!

Felicia - Ooo, sexy kitty girl, she has more sex appeal then Morrigan, and in
this case, MUCH more deadly, sheíll break your dash with a sand splash, and
then cancel that into the sand splash hyper combo for big damage, but she has
no real good anti air, so itís best to dash and jump just before you get close
enough to get hit by her sand splash, you should have her unless she cancels
into the Sand splash super anyway, which she might, if she does do Cannon
Strike, itíll either trade hits or beat her out, but overall, Iíve never played
a real good Felicia while playing as Cammy, only as Strider.

Thanos - Thanos has a bubble infinite that can be a pain to escape unless you
can mash like hell, and everyone should learn mashing now, since you can mash
from Magnetoís tempest combos (And EVERYONE knows how deadly they are!) He also
has some powerful Hyper combos, but overall, heís a big target, meaning heís
slow, and he is, so no worries, just run up, combo him, and donít run into any
gauntlet hyper combos or that bubble infinite.

Amingo - Judging on what I read, this guy sucks, only way he can win is by
chipping away at his dashing bulb move, and thereís lag after that move, push
block half way through this move, and then wait until he ends it right in front
of you and then feel free to do as you please with him.

Sonson - Sonson, just watch for her anti air staff swing, and no problem, her
ape transformation she gains hyper armor, so watch out for that, jump over her
and then just punch and kick at her repeatedly over and over to slow down her
timer because youíll actually do more damage and thereís nothing she can do.

Zangief - This guy can be a pain since of course, this guy is the best grappler
in the game, hereís a tip, DONíT GET IN THE CORNER WITH HIM! You got a Final
Atomic buster coming! And if he does hit you with one, ROLL! If you donít roll,
he can repeat it, be careful of dashing in too, donít wanna go running into a
spinning lariat yanno?

Hulk - Hulk was good, but lets face it, in this game, he sucks, but heís still
a threat, watch out for his Gamma Crush if you try a Cannon Strike, expect one,
and mash the buttons like hell, Iíve heard if you mash like crazy after the
initial knock down of a Gamma crush if you mash fast enough you can get up and
still block it. But Iím not entirely sure. Nothing can stop the Gamma Wave, so
just jump over it,  the Gamma Avalanche isnít much trouble because Hulk players
rarely use it.

------Recommended teams-----

Here Iíll list the teams with Cammy I see as the best, in this game Iím not
sure if you noticed but to make it through a lot of fights you NEED assists to
cover you, and the like.  So lets get finished with this end of the FAQ so I
can move onto my Storm one. =D

Cammy (Anti air), Cable (Anti air), Sentinel (Ground) = This team is very
potent, because Cableís anti air is pretty good, as Cable can come in and wipe
anyone out as long as he has a meter goiní for him, Sentinel is another good
character, and without Captain Commando, youíre Sentinel is a little weaker,
but has Cammy there for him to helpÖsort of, but Sentinelís ground assist will
help stop close jumpers, along with protect Cammyís dash in, and can hit them
and hold them in hit stun, and also chip and give Cammy to recover if blocked.

Cammy (Anti air), Magneto (Capture or Projectile), Storm (Projectile) = This
team is a very, very aggressive team, Stormís horizontal typhoon canít be
canceled, but is slow on the come out, so you gotta know when to use her so she
doesnít get blasted away, Magneto is there, best rush down character in the
game, and Storm is second best, and Cammy is a rush down styled character too,
so itís a very, very aggressive team because they can all help each other in
some way being Magneto and Storm have no real good anti air attacks, and
Psylocke isnít exactly the best anti air, more of a combo starter.

Cammy (Anti air), Storm (Projectile), Psylocke (Anti Air) = This team some
people prefer to the above, because Psylocke can actually start combos for
Cammy too, just get her to connect and do it the same as Magneto, C. L.kick, C.
Fierce launcher, just itís a little harder but is do able, so now you got a
free KBA combo, and Storm and Psylocke work just as well as Magneto and
Psylocke so theyíre typical together.

Cammy (Anti air), Iron man (Anti air), Doom (Anti air) = this team I personally
like, because Doom and Iron man go to together REAL well, Because Cammy has her
own anti air, along with Iron manís extremely good one, plus Doomís assist is
there to chip, help set up Iron manís infinite, and protect Cammyís dash in if
really needed, but his rocks take a while to get goiní, so watch for that.

---------------------------
This is it for my teams, thereís no doubt much more teams Cammy  is deadly on,
but these are the ones I, and many others tend to use.

==============
Credits
==============


Myself - For making this!

Gamefaqs.com - For hosting this.

Antrez - My friend, and probably second best (Now you are. Haha!) MvC player
that I hang out with normally, youíre great to spar against man.

Mechie - Mechí You put up a nice challenge sometimes, so youíre good for my
experimental teams, plus youíre also nice human target to get down a lot of my
main combos.

William - You, you are the sorriest Marvel Vs Capcom player Iíve EVER seen!!
But you were around to get beaten and allow me to use my combos against you and
just flat out destroy you and learn some of my mistakes, because if you can
punish me for some moves, then I KNOW itís a mistake.

Josh - Josh, you go against me the most, well, I make you do it, but itís fun
to go against you, because you have such a hard time getting around just ONE of
my characters most of the time, you were another great sparring partner.

Capcom - For making such a great fighting game that attracts so many players.

==============
Contact
==============

Here's the ways to contact me.

Email: iisolidsnakeil@aol.com
Email#2: Boost_Jump@Yahoo.com
AIM: iisolidsnakeil OR Capoeira Pride
MSN instant messenger: bboy_Heat@MSN.com

Also, some people have been emailing me on how to get MvC2 match videos.
Before anyone emails me again, IM me on one of my AIM SNs and tell me.
I'll let you connect to my server and DL all the videos I have (And I got a
lot.) Lol.
==============
Legal Stuff
==============

All characters here are copyrighted to Capcom or Marvel, Strider is copyrighted
to uhmÖthat guy who heís licensed to (I forgot his name, terribly sorry) but
this guide I guess is copyrighted to me I guess...but in any case, you know
what I mean, all characters copy righted to me, but I wrote thisÖyeah, and if
you actually read thisÖsomethingís wrongÖ