MARVEL VS CAPCOM 2: NEW AGE OF HEROES
                     [Sega Dreamcast Import]
                        CAMMY WHITE GUIDE
                          Version: 3.1
                      Written by: Aya Brea
                     i_love_aya@hotmail.com
                http://www6.50megs.com/vanceayahan


This FAQ was written based on the Japanese Sega Dreamcast version of 
the game. Certain aspects may differ from the arcade or NA/European 
home version of the game. For the latest updates, please check:

                 http://www.gamefaqs.com/
                 http://www.vgstrategies.about.com/

 
CONTENTS
========
  - Revision
  - Credits
  - Legend
  - Cammy in a nutshell
  - Why use Cammy
  - White Normals
  - White Special Moves
  - White Hyper Combos
  - White Assists
  - White Combos
  - White Strategies
  - Vs Strategies
  - White Partners
          - Sisters are doin' it for themselves
  - Cammy vs Abyss
  - Epilogue


REVISION
========
26/Jul/2000  V1.0
  - FAQ first created

11/Aug/2000  V2.0
  - Most sections are in, still fairly incomplete because I hardly 
have much time left to myself these days

10/Dec/2000  V3.0
  - Added more combos
  - Added strategies
  - Added Vs Abyss section
  - Added "Sisters are Doin' it for Themselves" section
  - Added the AWESOME Epilogue section. :) Check out Cammy's 
storyline... and DON'T YOU DARE STEAL IT!!!

14/Mar/2001  V3.1
  - Added new Abyss strategies
  - Added a few more good strategies for Cammy
  - Added some strategies versus some toptier characters in case 
    you're having trouble
  - Corrections and added some other stuff to most of the special 
    moves section, I think... (can't remember)
  - New and improved combos


CREDITS
=======
  - Capcom for making this fab-n-addictive game 
  - Glen for getting me the Japanese Dreamcast 
  - Charles Leung for sending me a copy of MvC2 
  - CjayC for his hacked MvC2 save file 
  - Kao Megura <kmegura@yahoo.com> for his complete MvC2 movelist
  - Genji <genji27@yahoo.com> for encouraging me on writing an FAQ 
    for Cammy and Morrigan, and thanks for the combo help. Genji is 
    the co-co-co-author of this FAQ, as he puts it. This FAQ would 
    not be possible without his help. (Happy now?)
  - Joey <Four15Punk@aol.com> for some awesome tips on Cammy's throw 
    Aerial Rave
  - Elff Zero <elff_zero@yahoo.com> for many Cammy combos. Thanks. :)
  - Tysa Proeung <strider_hiyruu@hotmail.com> for Abyss strategies
  - stu pid <waurg@hotmail.com> for strategies, combos and fix ups 
    for combo #6


LEGEND
======
Directional buttons/arcade stick

      U                               Up 
   UB | UF               Up-Back             Up-Forward
     \|/       
 B ---N--- F         Back           Neutral          Forward
     /|\
   DB | DF               Down-Back          Down-Forward
      D                              Down

  - C, Crouch, is done by holding D, DF or DB
  - J, Jump, is done by any of the U, UB or UF motions
  - SJ, Superjump, is done by the [D, U] motion
  - Block is done by holding B. A regular Block must be done to avoid 
Overhead attacks
  - C.Block, Crouch Block, is done by holding DB
  - Air Block is done by holding B in the air
  - Advanced Block (ie, Push Block) is done by PP while Blocking in 
any of the above methods. If successful, either you or the opponent 
will be pushed away, preventing certain following up attacks.
  - A ground dash (both backwards and forwards) is done by tapping 
the direction hastily twice in a row. 

Button configuration
   Dreamcast                         Arcade
           _____
   _    __/     \__    _             _        
 _|L|___|         |___|R|__         (_)      (LP)  (HP)  (A1)
        |   VMU   |                  |
    |   |_________|   (Y)            |       (LK)  (HK)  (A2)
  --+--            (X)   (B)
    |                 (A)

Ok, excuse me for the terrible ASCII arts. The default controls for 
the DC buttons are:
  X=Light Punch (jab)    Y=Heavy Punch (fierce)      L=Assist 1
  A=Light Kick  (short)  B=Heavy Kick  (roundhouse)  R=Assist 2

To perform Medium Punch or Kick (aka Strong and Forward), tap LP or 
LK respectively a second time after the initial attack. This can ONLY 
be done during a combo, or when your initial attack made contact with 
the opponent, be it Blocked or not. (So tapping the LP button 
repeatedly when you're across the screen from the opponent will never 
produce an MP.)

You may also cross up the Punch and Kick buttons. Chain combos follow 
the "zig-zag" rule (ie, LP -> LK -> MP -> MK -> HP -> HK) so tapping 
a weak attack button after another attack will execute the next 
corresponding command along the chain. For example, tapping the LP 
button twice and LK button once will produce a LP -> MP -> MK chain.

  - Tech Hits are performed by tapping B or F + HP or HK when thrown. 
Can be used in air.
  - Recovery Rolls are performed by [B, DB, D] + P or K just when 
you're about to hit the ground.
  - Taunts are perform by holding LK and tap Start on the Dreamcast, 
or start alone in the arcade.

Other abbreviations
  P / K    - Punch / Kick
  PP / KK  - 2 Punches / 2 Kicks
  QCF      - Quarter Circle Forward, execute [D, DF, F] motion
  QCB      - Quarter Circle Backward, execute [D, DB, B] motion
  HCF      - Half Circle Forward, execute [B, DB, D, DF, F] motion
  HCB      - Half Circle Backward, execute [F, DF, D, DB, B] motion
  DP       - Dragon Punch motion, execute [F, D, DF] motion
  (air)    - Indicates that the move can be done in air
  OTG      - Off The Ground. Indicates the move combo'd into will hit 
             the opponent when they're lying on the ground. Certain 
             "juggles" also fits into this category. 

Character Switch
To switch character, press LP+LK for partner 1 or HP+HK for partner 
2. The current character will taunt (they're invincible during this 
time) and leave, while the your partner jumps in with an attack. 
Opponent will be launched into the air if the tag-in attack connects, 
and following up combos are possible.

Aerial Rave
When you hit an opponent with a Launcher and tap U. Cammy has 2 
launchers, the punch launcher is executed by D or DF+HP and the kick 
launcher is done by HK or DF+HK. You'll automatically Superjump to 
pursue the opponent in the air with a quick combo.

Variable Assist
Assists are basically modified versions of the Team Attack feature 
used in Marvel Super Heroes vs Street Fighters. By pressing one of 
the Assist buttons (A1 or A2), your respective partner will jump into 
the screen and execute an Assist command corresponding to their 
Assist Types (Alpha, Beta or Gamma) chosen at the Character Select 
screen. 

Variable Counter
When blocking an enemy's attack, perform the motion [B, DB, D] + A1 
or A2. The screen will freeze for a moment as the corresponding 
partner jumps in with a counter attack (predetermined by Assist Type) 
as your current partner retreats. Each Variable Counter costs one 
level of Hyper Combo Energy. 

Delayed Hyper Combo
New feature in MvC2 that resembles the EX series' Super Cancelling. 
Before the current Hyper Combo ends (whether it hits or is blocked), 
execute a Hyper Combo motion for the second character on your team. 
Time will pause for a few seconds as your second partner jumps in and 
swap places with the current character, and attempts to continue the 
combo with a Hyper Combo of their own. (Note however, the new super 
is NOT guaranteed to connect. Beware of bad Hyper Combo 
combinations!) You can continue this for up to 3 characters, and you 
must have enough Hyper Combo Energy (ie, Super Gauges) left to 
execute the desired follow up Hyper Combos. This cannot be used when 
only one character in your team is alive.

Variable Combination
Press A1+A2 will result in a team super attack, where up to all 3 
characters of your team jumping onto screen and execute a Hyper Combo 
each (as predetermined by their Assist Type). Each Hyper Combo will 
consume a level of your Hyper Combo Energy. (So if you only have 1 
level, only your current character will execute his or her Hyper 
Combo.) Note that a Variable Combination will not cause an active 
character change like Delay Hyper Combo. Again, bad Hyper Combo 
combinations can be nightmares when used in Variable Combination. If 
the character's Hyper Combos are incompatible, stick to Delayed Hyper 
Combos instead, where you'll have more control.

Snapback
Another cool new addition to the game is, by sacrificing a level of 
Hyper Combo Energy, to knock the your opponent back into the 
"reserve" team. A successful Snapback attack will force the character 
that's been hit unusable (even through Assists, Variable Combination 
and Delayed Hyper Combo) for a few seconds. A Snapback can be 
blocked, but it can be combo'd into. Note Snapbacking an assist 
character will have little effect and performing it when your 
opponent has only 1 character alive will simply waste the Hyper Combo 
Energy as the damage done is pretty insignificant. A Snapback is done 
by QCF+A1 or A2, the assist button used determines which member will 
jump in to replace your opponent.


CAMMY IN A NUTSHELL
===================
Cammy White's debut was in Super Street Fighter 2: The New 
Challengers (I think.) She was a 19-year old girl who has lost her 
memory. Then it was reviewed that Cammy and Bison were once lovers!! 
She then abandoned Bison and joined some sorta rebel group (cannot 
remember the name, the game's old.) Just a side note, Cammy is a LOT 
cuter when she was in the SF2 games. She's a lot "rounder" in all the 
right places.

Cammy also appeared in Street Fighter Alpha 3 (and Alpha 2 Gold as a 
secret character.) It was revealed that Cammy is no ordinary girl, 
she was biologically enhanced and built as a killing machine! It was 
also clear that Cammy was a clone of Bison.

Other appearances includes X-Men vs Street Fighter and Street Fighter 
the Movie. (Ugh... Kylie Minogue...)

SPECIAL MOVES
Cannon Drill (air)                QCF+K
Cannon Spike                      DP+K
Cannon Strike                     In air, QCB+K
Cannon Revenge                    HCB+P
Axel Spin Knuckle                 QCF+P
Hooligan Combination              QCB+K, then...
  => (Cancel)                     ...press P
  => Combination Cannon Strike    ...press K in air
  => Cross Scissors Pressure      ...press P near airborne opponent
  => Fatal Leg Twister            ...press P near crouching opponent
  => Razor Edge Slicer            ...do nothing
Double Jump                       U in air

HYPER COMBOS
Spin Drive Smasher                QCF+KK
Reverse Shaft Breaker             QCB+KK
Killer Bee Assault (air)          QCB+PP


WHY USE CAMMY?
==============
Cammy is, IMO, an expert's (or at least an above-average user's) 
choice. She takes some skill to use, but is unstoppable when 
mastered. Practice is the key to use Cammy effectively, both at 
trying out new combos, pokes and playing mind games. Here are Cammy's 
advantages:
1) Cammy is FAST! I mean both her movement/jumping speed AND her 
   attacking speed. Possibly one of the fastest characters in the 
   whole game!
2) Cammy has one of the BEST ground dash in the game! (Ok, so maybe 
   not as good as Magneto's, but still excellent.) Not only is it 
   lightning fast, but it also covers the ENTIRE screen!
3) Has good pokes and excellent mind games
4) All those years being locked away in the closet has reduced her 
   width. Cammy is even smaller than Jill, so she is a lot harder to 
   get than most characters.
5) She totally rule in the air! Great air priority, anti-air, great 
   Aerial Raves and excellent OTG opportunities.

Of course, Cammy also has very many disadvantges, but she's still a 
blast to play as:
1) Crap recovery (or start up) on all special moves and Hyper Combos
2) VERY limited chipping power (scrubs, keep out!)
3) Medium strength button not implemented. Some of her best pokes are 
   the Strongs and Forwards!
4) Cammy takes above normal damage but only deals below average 
   damage, you really need to utilize combos to do decent damage. 
   Because of this, Cammy has fairly poor lasting power.
5) Terrible Variable Combination compatibility and only mediocre 
   Assists.


WHITE NORMALS
=============

The damage for each move was recorded from the Training Mode, so 
they're 100% accurate. Remember Capcom's Damage Reduction though. The 
more hits you do, the lesser damage each hit will do (although no 
hits will ever do less than 1 point of damage). I think 150 points is 
100% health. This was tested on Cable, who takes regular damage. 
Also, these damage are used only on human opponents, CPU controlled 
characters takes about 30% less damage.

Standing LP  Damage: 3
A standard punch forward. It actually has tremendous range for a LP, 
plus it comes out pretty fast. One of Cammy's best pokes. ;)

Crouching LP  Damage: 3
A standard crouching punch, had less range that standing version, and 
isn't as fast. :( Decent starter for crouching combos.

Jumping LP  Damage: 3
A downward chop. Decent range, decent jump-in, but LK is probably 
better. Seems to have excellent air-to-air priority, I've been able 
to take down Hulk's jumping HP every single time with this, although 
it still can't beat out Strider's J.HP.

Standing LK  Damage: 4
A knee to the chin area. Very little range, fast and not very useful.

Crouching LK  Damage: 3
One of Cammy's the best moves. Cammy pokes out her leg on the ground. 
Has good range, speed and OTGs well. Ones of the moves you'll use a 
lot (especially for OTG games) and decent poke too.

Jumping LK  Damage: 3
Cammy attacks with an outstretched leg, looks like her crouching MK 
done in air. Great range and priority, use it for air-to-air and ari-
to-ground attacks alike.

Standing MP  Damage: 6
A punch using the other hand, more range blah blah. Used in combos, 
but not very useful overall.

Crouching MP  Damage: 6
Like LP but uses the other hand, not much to say, combo fillier.

Jumping MP  Damage: 6
Looks just like her LP! Use it in double-hitting jump-ins with LP and 
confuse the opponent.

Standard MK  Damage: 6
Cammy turns around and swings her leg backwards (she's very flexible) 
at the opponent's head. This used to be a great poke, but now you 
can't use it out of the blue anymore. :( Has great range, so use it 
when you think other attacks won't link.

Crouching MK  Damage: 6
Cammy turns around and slides her leg on the ground, has a lot of 
range, but cannot be used on its own so it's not as useful.

Jumping MK  Damage: 6
An awkward upward kick, good to use with LK as air-to-air attacks.

Standing HP  Damage: 12
A backfist, good range but slow, not a good poke. Use in combos I 
guess.

Crouching HP (DF+HP)  Damage: 12 
Cammy punches diagonally upwards (not uppercut). This is Cammy's 
launcher and is, IMO, more useful than her other launcher. It has 
more horizontal range than it looks (unlike her other launcher) and 
decent vertical range. Use a lot. 

Jumping HP  Damage: 12
A downward hammer punch, ok jump-in.

Standing HK  Damage: 14 (DF+HK Damage: 12)
Cammy does an almost vertical handstand and stretches both of her 
legs upwards. Has similar properties as Chun Li's standing HK. Crappy 
horizontal range (but better than Chun Li's), great vertical range 
and excellent priority. :) It's a good counter, plus you can get a 
free Aerial Rave afterwards. Otherwise, if you want to perform Aerial 
Raves chained after ground attacks, use her crouching HP instead.

Crouching HK  Damage: 12
Cammy supports her body with her hands on the ground, as she sweeps 
the opponent with both legs. Knocks down, but has crappy range 
compared to other characters'.

Jumping HK  Damage: 12
Cammy turns her back and stretch out her legs, almost a split. Very 
good range and comes out instantly (unlike Jill's). Good jump-in and 
other air-to-air attacks.

Steel Slicer (B+HK)  Damage: 12
Cammy does her handstands again and sends out her leg towards 
opponent's head. GREAT range, decent speed, good poker. Just remember 
that it's still a HK, so use with caution. It's cancellable and super 
cancellable.

Suplex (Punch throw) (air)  Damage: 16
Cammy grabs the opponent with a backbreaking suplex. It throws the 
enemy towards the other end of the screen. You can dash in and OTG 
them (with a C.LK) and combo them after this, so it's worth 
performing (if throwing is not considered cheap over where you play.) 
It helps if they're in a corner, because you'll end up closer to 
them. Dunno about the air version though.

A note about the air version however, Cammy will switch sides with 
the opponent and you can OTG them after you've hit the ground, and 
can get up an opportunity for another Aerial Rave. Yay!

Frankensteiner (Kick throw) (air)  Damage: 16
The Frankensteiner leaves the enemy right next to Cammy, but you 
don't recover fast enough to do anything. The air version is exactly 
the same. So the Suplex is more fun both in air and on the ground.

Snapback  QCF+A1 or A2
Cammy swings a double hammer punch at the enemy's head. This used to 
ber her close standing HP (in Alpha series too) but they've cut it 
out. It's never been useful either. It has practically no range 
compared to other characters' Snapbacks. It has the same range as 
Cammy's standing LP!! Use caution when you want to use it.

Taunt  LK + Start (Dreamcast) or Start (Arcade)
Cammy slides her hand across her chest and says "Lock on!" Decent 
recovery but does not hit.


WHITE SPECIAL MOVES
===================
Cannon Drill (air)  QCF+K
1 Hit, Damage: 14 (LK), 16 (HK)

Cammy spins her body and uses the momentum to send her body towards 
the enemy like an arrow above ground. Her heels are charged with 
psycho energy. The LK version only carries Cammy about halfway across 
the screen, while the HK version goes full screen. Cammy's velocity 
is quite fast, so you can counter many moves with Cannon Drill. Bear 
in mind that this move has bad recovery, especially when blocked so 
make sure you get this to hit. (The HK version takes longer to 
recover.)

Since it has great range and is fast, the Cannon Drill can combo off 
any of Cammy's ground chains. Is also OTGs well, especially after a 
crouching HK. In the air, the Cannon Drill can catch opponents off 
guard, but it's kinda hard to aim. It serves as a great Aerial Rave 
ender though.

A good way to use the air Cannon Drill is to jump back when the enemy 
is jumping at you, and send out the Cannon Drill in the air. You'll 
be surprised at how often it catches them off guard. (Hehe, something 
I've learned while playing Juni in Alpha 3.)

When an enemy is hit, they get launched into the air for some reason, 
which will open up some combo opportunites. The HK version sends them 
higher in the air. You cannot OTG after this, even though you do 
recover fast enough. You can also use the Cannon Drill to travel long 
distances quickly, especially in the air. Use it like an air-dash if 
you want, and it's great to use to get behind an opponent who has 
missed you with a beam super.


Cannon Spike  DP+K
1 Hit, Damage: 18 (LK), 20 (HK)

Cammy ascends into the air in an arc with one leg straight up. This 
is Cammy's uppercut move and it's been very reliable in every single 
game. The LK version makes Cammy ascend about 1.5 character height 
into the air while the HK version takes her almost twice as high! 
When she reaches the peak, she backflips and recovers. The LK version 
reaches a quarter screen length at the peak, while the HK will reach 
halfway across the screen at the peak! (Although you have to stand at 
least about 1 Cammy-width away to hit a grounded opponent.)

Like all uppercut-like special moves, it leaves the user VERY 
vulnerable when it whiffs or is blocked, so make sure it hits! When 
blocked however, Cammy will not ascend to the full height, instead 
she will bounce off the enemy right away. (It still leaves her open 
though.) It's an excellent anti-air, does good damage and can OTG! 
(Although it has some very strange OTG properties.) For combos, I'd 
advice that you stick to Cannon Drill instead, because of the range.


Cannon Strike  In air, QCB+K
1 Hit, Damage: 14 (LK), 16 (HK)

Cammy performs a psycho energy-charged stomp kick. There's a slight 
activation lag, but the actual move is very fast, can catch many 
people off guard occasionally. It's very similar to Rogue's stomp 
kick, except that since it's a special move, it can be canceled into 
from a normal and chips.

The recovery (when it connects) is decent, but you don't seem to be 
able to use it as a jump-in and combo off it. You can however, cancel 
into this after a jump-in attack while still in the air. If however, 
Cannon Strike is blocked, Cammy will bounce backwards like a blocked 
Cannon Spike and is left vulnerable.

Cannon Strike can only be hypercancelled into Killer Bee Assault and 
ONLY during a super jump, although it will not combo so it's 
pointless. Don't abuse this move because people can see it coming if 
you use it a lot and you will be punished, and no, this is not a good 
substitute for a regular jump-in either.


Cannon Revenge  QCB+P
1 Hit: Damage: ??

Cannon Revenge is Cammy's counter, which is similar to Jill's Baretta 
Counter move. When activated, Cammy will stand still while glowing 
white for a couple of seconds. If she gets attacked, Cammy will 
either counter with a mini-Cannon Spike (if you used the LP version) 
or a crouching fierce knuckle (when done with HP), while taking no 
damage herself.

Cannon Revenge is, IMO, much more useful than Jill's crappy Baretta 
Counter, as it's more reliable than. Cammy will counter immediately 
upon getting hit (no stupid "pushing".)

Now which version is better? IMO, the LK version (Cannon Spike) is 
more reliable as it has good priority and is very fast, a well 
rounded counter, especially against air attacks. The HP version 
(crouching fierce) is not bad either and it will launch them into the 
air (although you cannot follow up with an Aerial Rave 
unfortunately.) I am not sure if you can cancel it into a Killer Bee 
Assault though, I need to check on that further. Of course, the 
counter does miss the opponent sometimes due to some obscene 
properties (such as Hayato's Shiden) but both versions works very 
well as anti-airs. It gets it job done for ground attacks most of the 
time, but HP often misses some crouching attacks. Be careful abotu 
supers, ultra priority and especially multipul hitting moves though, 
otherwise, the Cannon Revenge makes a fine confuser and anti-air.


Axel Spin Knuckle  QCF+P
2 Hits: 14 (LP), 16 (HP)

Cammy takes a spinning step forward and delivers a backfist charged 
with psycho energy not unlike her standing fierce. It's usefulness 
has been debated for a long time ever since Cammy's debut in SSF2. On 
one hand, there's a great delay at the start up as Cammy spins 
forward, especially vulnerable to crouching attacks. But on the other 
hand, the "spinning" animation has limited invincibility (and it 
keeps on getting toned down with every game, I remember this had TONS 
of invincibility in SSF2) which lets Cammy pass through some attacks 
and knock the enemy down. 

The invincibility seems to only show up if you've executed this move 
at the right time (usually it's at exactly the same moment as the 
opponent pulling off his move) but it's very hard to time, so ignore 
the invincibility of this move if you're not good. I do not know if 
it goes through projectiles anymore (probably still does) but don't 
expect it to go through most Hyper Combos and beam attacks. Also, 
Cammy will pass right through the opponent if they uses a body-attack 
move (as opposed to projectiles) and ends up behind them, which maybe 
a blessing or a curse, depending on the situation. 

The damage done isn't great and the start-up delay makes it 
uncomboable, but there's still some use to this move. The LP version 
lets Cammy travel about a quarter of the screen before the backfist, 
while the HP version goes through about halfway across the screen, 
but it has more delay at start-up. One use of this is to counter 
enemies by taking advantage of the invincibility frames, if you can 
time it right that is. 

Another use I've found for this move is chipping a blocking opponent. 
The lag for the LP is shorter so I often cancel a blocked crouching 
roundhouse into a jab Axel Spin Knuckle to chip for 2 ticks of 
damage. Some opponents may not be fast enough to react but it still 
does leave Cammy semi-vulnerable, so don't use it that often. The 
range is also just right after the blocked crouching HK as it leaves 
Cammy just enough room between her and the enemy to avoid being 
tripped.


Hooligan Combination...         QCB+K
...(Cancel)                    - P
  => 0 Hit, Damage: 0
...Combination Cannon Strike   - press K in air
  => 1 Hit, Damage: 14
...Cross Scissors Pressure     - press P near airborne opponent
  => 1 Hit, Damage: 18
...Fatal Leg Twister           - press P near crouching opponent
  => 1 Hit, Damage: 18
...Razor Edge Slicer           - do nothing
  => 1 Hit, Damage: 12 (LK), 14 (HK)

It just wouldn't be a combination without the many options. When you 
execute the Hooligan Combination, Cammy will roll into a ball and 
launch herself at the enemy in an aerial arc. The LK version goes 
slightly below halfway across the screen while the HK version goes 
all the way across. You can execute the follow-up commands anytime 
during which Cammy is in the air. If enemy is too close, Cammy will 
likely to land behind them, allowing her to be countered, so use this 
move sparingly.

* By canceling (or a missed attempted throw command when the enemy is 
  not close enough), Cammy will flip and recover in the air, allowing 
  her to block after a short inactive phase. Use it early if you 
  anticipate the enemy's attack. Also good to confuse the opponent 
  into executing a super, allowing you to recover and block, making 
  them waste a level of HC Energy.

* The Combination Cannon Strike looks exactly like her regular Cannon 
  Strike, it's fast and can be used unpredictably. One of the best 
  uses for this is, when you think you've misjudged the range and 
  about to land behind them, execute this when you're above the enemy 
  to surprise them. Also good if your opponent is walking towards you 
  to avoid being thrown. Execute this while they're walking to nail 
  them. If blocked, Cammy will bounce away like a regular Cannon 
  Strike.

* Cross Scissors Pressure and Fatal Leg Twister are both throws, so 
  you need to be close to the opponent for them to connect. Against 
  standing opponents, you'll get a Cross Scissors Pressure if you 
  grab them when Cammy is above their waist, and Fatal Leg Twister if 
  you do it below. The damage remains the same though, and it's kinda 
  hard to tell them apart.

Cross Scissors Pressure: Basically her Frankensteiner (K) throw
Fatal Leg Twister: Looks similar, but it seems that Cammy grabs them 
                   at their waist section

  The Cross Scissors Pressure acts almost exactly like Cammy's K 
  throw, meaning OTG-ing is not possible. Fatal Leg Twister however, 
  can be OTG'd, especially in corners, so try to get that one to 
  connect often.

* I recommend not to over use the Hooligan Combination. Use it once 
  in a while to surprise the enemy, and they'll likely be sleeping 
  while trying to block it, and that's when you should grab them. 
  From personal experience, you'll be surprised at how often I see 
  this move coming and block. When used well, the Hooligan 
  Combination can be a major pain in the a-double-s.

* This move is also very useful on turtlers and good blockers, the 
  ones who just block and counter all day long. Whip this out and try 
  for a Fatal Leg Twister, then combo them like there's no tomorrow.

* The Razor Edge Slicer is a slide at whch Cammy attempts to trip the 
  opponent. It hits low, but takes a tick to execute when she lands, 
  which gives it away. It also has bad recovery when blocked. 
  However, you can hypercancel before the slide comes out, which may 
  or may not surprise your opponent. I personally don't like this 
  move. Can slide under some projectile attacks, but the throw 
  commands are more useful IMO.


Double Jump  U when in air

Very useful. Use it to stay in the air longer to avoid contact or 
whatever. Jump back to assume a defensive position, or forward to 
advance on an opponent. Also excellent to get behind an opponent who 
has missed you with their Hyper Combos.


WHITE HYPER COMBOS
==================
Spin Drive Smasher  QCF+KK
Up to 10 Hits, Damage: 41

Cammy performs a beefed up Cannon Drill into a Cannon Spike. Shoots 
across the screen at very high velocity, so it's very useful at 
countering whiffed attacks. Cammy travels at fairly low altitude 
though (like that of a Cannon Drill) so don't expect to hit enemies 
in the air.

When close, this hits for 10 times on its own, however, if you 
perform it at the other end of the screen, it will only hit 8 times 
but you get the same amount of damage! (Go figure!) Best done when 
the enemy is near a corner, because sometimes they'll be launched 
into the air after a few hits and the rest of the super will miss. 
(Occurs mostly during combos.)

Spin Drive Smasher is a good Hyper Combo to tag at the end of every 
ground combos, but it will not link after a regular Cannon Drill 
(unless the Cannon Drill whiffs.) If you push the opponent too far 
away with your ground combo, this super will likely to whiff after a 
few hits for some reason. It is good super, thanks to its 
comboability, but clearly has many annoying properties. Decent damage 
too, with narrow OTG opportunities afterwards.

When blocked however, Cammy will rocket uncontrollably into the air, 
leaving her very vulnerable. Try not to pull it out at random else 
you'll pay. Only use it in combos or countering whiffed attacks. Not 
very good chipping power either. Poor DHC compatibility and horrible 
VC compatibility. Also pretty good to take care of Assist characters.


Reverse Shaft Breaker  QCB+KK
27 Hits, Damage: 44

While Alpha 3 has borrowed Killer Bee Assault from XvsSF, the Reverse 
Shaft Breaker has been taken straight out of Alpha 3 to compromise. 
This super looks like a vertical Cannon Drill, although Cammy does 
not ascend very high into the air. (About as much as her LK Cannon 
Spike.) 

A good anti-air super, but has poor horizontal range. Unlike the 
other vertical Hyper Combos, the Reverse Shaft Breaker will always 
inflict a solid number of hits and sounds amount of damage. So it 
makes an excellent DHC move if your previous partner takes the 
opponent into the air with their Hyper Combo.

The Reverse Shaft Breaker has minimal, if any, vacuum properties 
that's present in some of the other vertical supers. Good to use 
after cross-ups as Cammy will be closer to opponent. It can link 
after a C.LK (have to be close) or right after her launcher (either 
one will do, but you cannot chain any hits before the launcher, else 
you'll knock the opponent too far away for the super to connect.)

When blocked, it leaves Cammy VERY open to attacks, plus it has 
hopeless chipping power so make sure you connect with this. Decent 
damage. Use as anti-air (do it late) and makes a good DHC move in 
certain occasions.


Killer Bee Assault  QCB+PP
5 Hits, Damage: 49

There's no doubt about it, Cammy is a Spiderman wannabe! (This move 
looks EXACTLY like Maximum Spider.) Cammy jumps to the edge of the 
screen, then delivers a diving kick at the direction of the enemy. If 
it connects, the opponent will be launched into the air while Cammy 
bounces off the edge of the screen multiple times and beat the crap 
outta them, ending with a throw (that looks like Juni's Earth Direct) 
which nails them back to the ground.

Probably Cammy's best super, and it does the most damage out of all 
of her supers. The flip at the start will definately gives it away, 
so don't pull this off thin air and hoping that it will connect. If 
blocked, Cammy will bounce off the enemy, vulnerable.

The hits in the air are random, but occasionally something will go 
wrong and Cammy will lose track of the enemy, therefore short-cutting 
the super. The throw at the end will not connect, which is a shame 
because that part does the most damage. Which direction Cammy lands 
is also random.

You can dash in and OTG them with a C.LK after this super if the 
throw connects, which plays some really nasty combo games. Killer Bee 
Assault is also the only Hyper Combo Cammy can perform while 
airborne, and can be tagged at the end of an Aerial rave. That, 
combined with the OTG possibility, can set up a really mean semi-
infinite. (See combo section for more.)

Cammy will always aim for the opposite end of the screen, so if your 
opponent is standing on your side of the screen, Cammy will miss. 
Also, when done in the air, Killer Bee Assault often misses grounded 
opponents. One last important note, this super will ALWAYS be 
directed at the active member of the opponent's team, never the 
Assist characters. (Athough they can be "dragged" into the air for 
some lovely fun times. :)


WHITE ASSISTS
=============
Cammy's call-in assist, Variable Counter and the Hyper Combo done in 
Variable Combination depends on her Assist Type.

               |      Alpha       |       Beta       |     Gamma
---------------------------------------------------------------------
V. Assist      | HK Cannon Spike  | HK Cannon Spike  | HP A.S.Knuckle
               |                  |                  |
V. Counter     | HK Cannon Spike  | HK Cannon Drill  | HP A.S.Knuckle
               |                  |                  |  
V. Combination | S. Drive Smasher | S. Drive Smasher | K. B. Assault

Alpha  Anti-Air Assist
Good Assist. The Cannon Spike does good damage, has good speed and 
priority. Use for anti-air or surprise attacks. Cammy goes very high 
into the air, which makes her vulnerable when she lands. But then 
again, it's Cammy we're talking about, who has lags on every move, so 
I guess it's acceptable. One of the best Anti-Air Assists in the 
game! Good for countering jump-ins and well as cross-up and other 
confusion tactics (see strategy section.) Bad Variable Combination! 
The Spin Drive Smasher starts out ok, but the Cannon Spike bit will 
carry the opponent into the air, and any ground super moves will 
miss.

Beta  Charge Assist
Another fairly good choice. The HK Canon Spike will travel across the 
screen very fast, and it's probably the ONLY charge type Assist that 
can hit an opponent who is standing at the end of the screen. Has a 
huge lag when blocked though, so you might want to stick to Alpha 
instead, because the threat is, IMO, not as great. The Variable 
Combination is, like Alpha, bad!

Gamma  Movement Assist
How do you spell crap? Gamma Cammy of course!  The Axel Spin Knuckle 
has tons of lag at the start, so the opponent can see it comin' 
easily. Also travels only half the screen length, so stick to Beta 
instead. Killer Bee Assault is probably the WORST Variable 
Combination move in the whole game, I dunno why those programmers 
even considered putting it in! Usually what happens is that, Cammy 
hits, enemy gets launched into the air and eats the whole super (a 
very good super BTW.) However, the other 2 teammate's supers will 
probably miss completely! _Maybe_ ok if one super holds the opponent 
in place though (like Kikoshou) but I'll have to check on that. In 
the meantime, avoid avoid!


WHITE COMBOS
============
Try out these combos and tell me whacha think. If you have anymore 
impressive combos, don't be shy and send them in. Any help will be 
appreciated. Also, you can add jump-ins to these combos for added 
this.


Ground Combos
Cammy has decent ground combos, but nuthin' really impressive. (That 
comes later.)

1) LP, MP, B+HK, HK Cannon Drill
4 Hits, Damage: 36

Decent combo, decent damage. The first 3 hits has a lot of range, so 
poke with LP to set up this combo. You can trade the punches for 
kicks too, and B+HK can be traded for standing HP.


2) C.LK, C.MK, C.HK, HK Cannon Drill (OTG)
4 Hits, Damage: 36

OTG game. You can also peform the Cannon Spike instead of the Cannon 
Drill, but it's a lot harder.


3) LP, MP, HP, Spin Drive Smasher
12 Hits, Damage: 54

All's well that ends well, good combo.


4) Hooligan Combination->Razor Edge Slicer, Spin Drive Smasher (OTG)
7 Hits, Damage: 42

Basically worthless, but if you ever get the Razor Edge Slicer to 
connect, whip out the super.


5) C.LK, C.MK, C.HK, Spin Drive Smasher (OTG)
9 Hits, Damage: 48

Basically the super version of #2, damage isn't that great though. 
Not an extremely practical combo because not all of the hits of the 
super will connect.


6) LP, MP, HP, HK Cannon Drill, Killer Bee Assault (OTG)
9 Hits, Damage: 78 (!!)

VERY hard to do! I do not know why but the Cannon Drill has really 
strange hypercancel properties so most of the time Killer Bee Assault 
will not come out for some reason. (Genji says the super only 
connects when you do it fast enough.)

"stu pid" <waurg@hotmail.com> says that "the reason why cancelling 
into KBA is rare might be because your opponent was shoved into the 
corner too fast, in result of the Cannon Drill. This hastens your 
opponents fall which then prevents your super from connecting."


7) J.LK (cross-up), C.LK, Reverse Shaft Breaker

The cross-up will not combo, so only execute the super if the C.LK 
part connects. The cross-up serves as a confuser and gets Cammy close 
to the opponent for the super to connect.


8) Spin Drive Smasher, (dash-in), C.LK (OTG), C.HP, SJ, Aerial Rave

Yes, that super is also OTG-able. You can tag this after combo #2 and 
take them for some good old fashioned luvin' in the air. Not sure if 
you can get it to connect if the Spin Drive Smasher was used to OTG 
though (such as combo #5). You probably cannot recover fast enough 
for it I guess.


9) Dash-in, C.LK, C.HK, ( ), Reverse Shaft Breaker
Thanks to Elff Zero <elff_zero@yahoo.com> 

Looks really cool but doesn't quite do as much damage as with Cammy's 
Spin Driver Smasher. You gotta pause for a tick after the knockdown 
C.HK for the super to connect.


10) Launcher, Reverse Shaft Breaker

I don't really like this. This is similar to Amingo's launcher -> 
super combo that I often see people do in the arcades. However, you 
can't chain any hits before the launcher (either will work) or else 
you'll push them too far away. You can however, chain a jump-in, but 
I'd advise you dash-in after the jump-in to get closer. Perhaps an ok 
combo if you're not good with Aerial Raves or other complex OTGs and 
you want to connect with a super.


11) Axle Spin Knuckle -> Spin Drive Smasher/Reverse Shaft Breaker 
    (OTG possible)
Thanks to "stu pid" <waurg@hotmail.com> 

For this combo to connect, you must cancel into the super after only 
1 hit from the knuckle, else the second hit will knock them reeling 
back and prevents the super from connecting. For an easier time in 
trying to get the knuckle to connect, try some assist to pin the 
opponent in place for a little longer so they can't run away or 
block.


12) (Corner) Reverse Shaft Breaker, ( ), C.LK, SJ, Aerial Rave

Yes, the RSB is ALSO OTG-able! However, you can only do it in corner 
because if else, the opponent will be swung around the screen. If 
they are in the corner, they'll just fall, allowing you ALL the time 
in the world to time your OTG C.LK correctly. This is Cammy's EASIST 
OTG since you don't have to dash or time. For even more fun, try to 
swap sides with the opponent (by walking forward a little) to try to 
confuse them in doing the WRONG roll motion and take them up in the 
air for MORE fun. See, Cammy can be played like a teenage Heather 
Locklair if you want her to. :)


Aerial Raves
Did I tell you that Cammy absolutely RULE in the air? Yup, be 
prepared to be amazed. You can add jump-ins and ground chains before 
the launcher if you want.

1) Launcher, HK Cannon Spike
2 Hits, Damage: 39

Not really an Aerial Rave, but it's a good combo for anyone not good 
with it.


2) Launcher, SJ, LP, LK, MP, MK, Finisher
   HP: 6 Hits, Damage: 37
   HK: 6 Hits, Damage: 37
   HK Cannon Drill: 6 Hits, Damage: 41
   HP, HK: 7 Hits, Damage: 46

The Aerial Rave that almost everyone in the game has. A point to note 
is that DO NOT use Cammy's HK finisher, it absolutely sucks! It's 
very hard to get it to connect for some reason. To execute the HP AND 
HK finisher, the opponent must be in a corner. Wait about half a 
second after the MK to get them both to connect.


3) Launcher, SJ, LP, LK, MP, MK, HK Cannon Drill, Killer Bee Assault
11 Hits, Damage: 79

Very impressive, very damaging and extremely intimidating. You must 
use the HK version of Cannon Drill because the LK version will not 
launch the opponent as high up into the air, and thus the super will 
miss.


4) Launcher, SJ, LP, LK, MP, ( ), LP, MP, U+LP, LK, MP, MK, HK Cannon 
Drill, Killer Bee Assault
16 Hits, Damage: 81

Thanks a million to Genji for this combo. I must admit, I am horrible 
with long combos and I was extremely skeptical when I first saw this 
combo. But I took two hours to train myself in training mode and let 
me tell you, this combo genuinely works! Not only that, it's also 
EXTREMELY impressive looking, a great ego crusher, intimidates the 
hell outta your opponents and makes you look like a pro. (I did this 
to my friend on the Dreamcast and he said it took him by great 
surprise.)

So to those guys who are still skeptical, here's the physics of this 
combo:
Step 1: Cammy launcher opponent high into air, Cammy pursues them 
        with a LP, LK, MP. (Everything's just like usual.)
Step 2: Cammy pauses for a tick. Cammy and opponent recovers in air 
        and stops ascending.
Step 3: Cammy's LP can be linked after her MP, allowing the combo to 
        continue. Cammy begins to fall, enemy is launched by LP, MP.
Step 4: Cammy's Double Jump ascends her to the correct altitide, 
        parallel to opponent. Combo continues.

Sadly, the damage isn't that much better than her regular Aerial 
Rave, but it just looks a lot neater. KBA's damage has been reduced 
greatly after that many hits. You can do an Aerial Rave that ends 
with KBA? Good on ya. You can do THIS combo? You're da bomb!


5) SEMI-INFINITE!!!!!
=> Launcher, SJ, LP, LK, MP, MK, HK Cannon Drill, Killer Bee Assault, 
   (dash-in), C.LK, C.HP, SJ, repeat...

Yikkkes!! This combo hurts like hell, and you can do it over and over 
and over and over again... Yes, you can OTG more than once with this, 
because I have once connected KBA 3 times in a row. You can probably 
do the super 6 times in a row, but by then, even god will be knocked 
out by this combo! Practice is the key, but it's not that hard, 
because Cammy's dash is so fast and covers a lot of ground. It helps 
if Cammy throws the opponent into a corner though. Even more 
impressive if you can tag a double jump Aerial Rave in there. (Soon, 
all hits will start doing only 1 point of damage, no thanks to the 
Hit/Damage Reduction system. So you'll add 5 points of damage to the 
combo for each Double Jump Aerial Rave. It's worth it.)


6) Launcher, SJ, HK Cannon Drill, Killer Bee Assault, (dash-in), C.LK 
   (OTG), C.HP, LP, MP, HK Cannon Drill, Killer Bee Assault
Thanks to Elff Zero <elff_zero@yahoo.com> for this combo

Well, you certainly get your money's worth. Probably the best value 
from a double KBA and 2 levels of Hyper Energy. The first Cannon 
Drill's kinda hard to time. This combo is for damage but not for 
show, so if you want to impress someone, do the double KBA Aerial 
Rave with double jump combos.


Throw Combos
1) LP -> Suplex, (dash-in), C.LK (OTG), C.HP, SJ, Aerial Rave

Not a real combo. The LP has great range and speed, so you can use it 
as a tick for some cheap throw combos. Only use this when they're 
being really cheap (or against Iceman, 'cuz he deserves it!)


2) Launcher, SJ, LP, LK, MP, MK, Suplex Throw (F+HP), C.LK (OTG), 
   C.HP, SJ, Repeat
Thanks to Joey <Four15Punk@aol.com>

The trick to this combo is to chain Cammy's hunter really slowly, so 
they barely connect. (You've gotta practice with the timing.) Cammy 
should be in the right position to do her HP throw afterwards. Now, 
this will take place milliseconds before you hit the ground and 
always remember that Cammy will swap sides with her opponent! OTG 
them with a carefully timed crouching short and launch them again for 
another whole load of fun in the air! 

If you are good, or your opponent's really dumb, you can keep 
repeating this combo over and over. Since the throw re-starts the 
combo meter, the damage is amazing! The swapping side of the throw 
can confuse them and roll in the wrong direction. They can still Tech 
Hit though. Uh well, still a good combo.


3) Launcher, SJ, LP, LK, MP, ( ), LP, MP, U+LP, LK, MP, MK, Suplex 
   Throw (F+HP), ( ), LP... 
   ...then a) HK, SJ, Aerial Rave
   ...or   b) HK Cannon Drill, Killer Bee Assault
Thanks to Elff Zero <elff_zero@yahoo.com> 

This is what it means to be a Cammy master. Basically there are 3 
things you've gotta learn. One, double jump Aerial Rave; two, throw 
timing and three, OTG.

After the throw and you swap places with the foe, hit LP before you 
hit the ground and it'll come out as a grounded punch! This is really 
difficult though. (I think if you do it too fast, it'll connect as an 
air LP, which the computer seems to do it on me all the time. It's a 
bit too fast and hard to see...)

The throw resets the combo meter, which means Killer Bee Assualt will 
do some gruesome damage! But either way, if you pull this off, the 
opponent's gonna be in a world of pain. Ouch!


4) Hooligan Combination -> Fatal Leg Twister, (dash-in), C.LK (OTG), 
   C.HP, SJ, Aerial rave

Always try to land a Fatal Leg Twister (that's the one that aims at 
their lower body) so you can combo the crap outta them!


WHITE STRATEGIES
================
Cammy is one of those characters who should be used to play 
offensively. Her excellent speed helps her to poke the opponent all 
day to keep them on their toes.


Offensive Strategies
  - Get close to the enemy and chain your normals like crazy, don't 
    even let them have the room to breath! This keeps the pressure on 
    the enemy and you'll eventually find an opening.
  - Mix up your high and low normals, and mix up your punches and 
    kicks. Remember, Cammy's crouching HP launcher actually has 
    pretty good range, and will usually be able to connect after 2 
    ground hits. 
  - Against those turtlers, whip out a LK Hooligan's Combination or 
    Suplex once in a while. They usually won't be quick enough to 
    react.
  - Use your ground dash well. It's perhaps one of the best blessings 
    Cammy has. Try dashing in to attack. Also, try dash-jump to cover 
    ground and use it to get in on beamers who are recovering (eg, 
    Cable.)
  - Cross-ups are excellent offensive techniques you should exploit. 
    More under the "Confusion Strategies" section. 
  - Attempt to OTG whenever possible, because even if they roll, you 
    still won't find yourself endangered.
  - To get KBA to connect, try to do it instantly when you see the 
    opponent pull off a move that won't recover for more than half a 
    second, like a fireball. KBA is also part defensive. If you're 
    expecting something to come, time the KBA so it'll miss you (as 
    Cammy jumps to the corner at the start) and hits them. For 
    example, you can do this to Magneto's EM Disruptor.
  - Because of the defensive nature of KBA and it has limited 
    invincibility, it can be used to save your butt many times 
    through anticipation, quick reactions or carefully timed DHCs. 
    For example, one time I was playing as Psylocke against Sentinel. 
    I got close to him and pulled off a Kachou Gakore but it was push 
    blocked. Sentinel immediately tried to counter Psylocke with his 
    rocket storm super and looks like I was about to get hurt. My 
    next character was Cammy and through DHC before the rockets could 
    hit Psylocke, I DHC'd into a KBA and nailed the giant robot! 
    Another time I was fighting BBHood and countered her Cool Hunting 
    with a KBA as well.
  - Always try to dash-in after a jump-in. The timing isn't too 
    tricky, but beginners may want to practice. This is great for 
    long combos because Cammy will be closer to the opponent and you 
    can chain more hits into her ground combos. This is also a great 
    tip to remember for all characters!
  - For those players who can't time Cammy's OTGs properly, or is too 
    tired to do it, you can always use a HK Cannon Drill. Remember 
    that it's fast, travels fast and has OTG properties. You may want 
    to use a Spin Drive Smasher instead, but IMO, it's not worth the 
    level of energy. It usually misses after a couple of hits.


Defensive Strategies
  - Push block when you see fit, but don't over use the push-block 
    feature. Sometimes it doesn't do you much good.
  - Against pursuers, Cammy's air Cannon Drill and Cannon Strike can 
    help to turn the tides. Jump back with either one of these moves 
    (depending on the situation) and it usually nails them. Just 
    don't be too predictable with it. The priority will usually eat 
    them up.
  - Cammy's HK Cannon Drill and Spin Drive Smasher are both excellent 
    moves to counter blocked or whiffed attacks from the opponent. 
    They travel across the screen at great speed.
  - Cannon Drill and Spin Drive Smasher also passes under certain 
    beam or projectile attacks, such as Magneto's EM Disruptor and 
    Cable's standing HP gunfire. So if you can anticipate those 
    attacks comin', you can avoid and nail them in return! For crying 
    out loud, Spin Drive Smasher even gos OVER BBHood's LOW missile!
  - You may want to occasionally end a blocked ground chain with a 
    Cannon Revenge. If they try to counter you, they'll just get 
    countered! It's sometimes risky, so don't do it more than once or 
    twice each match.
  - Cannon Revenge can also be used in many other ways. Against those 
    annoying combo-freaky sprite characters (Strider, Spiderman, 
    Wolverine etc) who just won't leave you alone, push block them 
    when they do their ground chain, and they'll dash right back in 
    your face with more attacks. That's when you should snuff out a 
    Cannon Revenge.
  - Of course, Cannon Revenge can also be used as decent Anti-Airs, 
    but again, don't be too predictable with it.
  - Cammy is one of those characters who never lack any versatility 
    in air-defense. Two Cannon Revenge, Cannon Spike, 2 launchers, 
    Assisists are all good options. Her standing HK is especially 
    good, as it has great vertical range and excellent priority. Best 
    of all, you'll get a free Aerial Rave when it connects! Mix up 
    your anti-airs.
  - Remember, a Cannon Drill can be treated like an air dash if you 
    ever need to cover long distances.
  - Don't forget that even if your launcher is blocked, tapping up on 
    the stick will execute an instant superjump, just when you're 
    trying to pursue with an Aerial Rave! This feature is useful for 
    escaping being countered when Cammy's launcher gets blocked. Even 
    though Cammy's launchers (both) are pretty fast, they do have 
    enough lag to be countered if the opponent is awake. When you 
    fear that you'll be counted by a super when your launcher gets 
    blocked, tap up or up-back to escape, or up-forward to try to get 
    to the other side of the opponent. The latter is especially 
    effective if you've called up a partner assist.


Confusion Strategies
  - Cross ups are one of the best ways to confuse blockers. Try 
    jumping or (I prefer) dash-jumping to the other side of the 
    opponent, and call out a close-range/dasher assist before you 
    leave the ground. When you arrive on the other side, your 
    helper's assist should begin to connect. Now it is VERY 
    confusing as to which way you should block, and you'll often get 
    their guard down, allowing you to launch them followed by a big 
    combo.
  - Cammy's air Suplex (punch throw) is good to use to get Aerial 
    Raves or versus air opponents. It switches sides (confusing to 
    Tech Hit) and you can OTG afterwards!
  - Use the Hooligan's Combination once in a while. Try to go for the 
    throw, as you can OTG, but do vary your actions. For example, 
    cancel it into a Cannon Strike when they try to move out of the 
    way etc. Don't forget you can cancel your Hooligan with P!
  - This is quite a cool trick. If you whiff a Spin Drive Smasher, or 
    is blocked. If the enemy tries to reposition themself waiting to 
    counter as you rocket uncontrollably into the air, do a Delayed 
    Hyper Combo. It usually catches them off guard and the subsequent 
    super will hit the unsuspecting opponent. This works with Reverse 
    Shaft Breaker and well as KBA, so get your confuser caps on and 
    get down!
  - If your opponent tries to do the confusion cross up tactic on 
    you, do either a Spin Drive Smasher or Reverse Shaft Breaker if 
    you can react quick enough. Killer Bee Assualt may also be used 
    in certain situations, as Cammy jumps away at the start. Don't    
    use it if you're within half a screen of the wall though, as 
    you'll miss.
  - When superjumping around the screen, you can sometimes catch 
    someone off guard with a Cannon Strike. 
  - When your opponent tries to cross up on you, wait! Do NOT do 
    anything until they jump over Cammy. That's when you should throw 
    out a launcher to nail their butt. It really can catch people off 
    guard since they won't expect you to counter so late. Try it out. 
    Of course, DON'T do it if they're trying to use the call partner 
    + cross up strategy!
  - Oh THIS strategy is evil! Pair up Cammy with an assist character 
    that has a fast projectile attack (not beam!) such as Psylocke's 
    Psi-Blast or Morrigan's Soul Fist. What you do is, stay far away 
    from the enemy and call your assist gal. Almost immediately jump 
    forward and do a HK Cannon Drill, which works like an air dash. 
    Souls Fist and Psi-Blast will now travel at the same speed as 
    Cammy. Cammy will go right over her opponent's head to the other 
    side as the projectile hits which is very VERY hard to block! 
    Cammy lands in time to combo off the projectile, neat. Try it out 
    to really confuse their butt off! For an even eviler tactic, try 
    to vary the timing when you call out your assists to make 
    blocking even harder. This works because to block an enemy assist 
    character, you have to pull away from the enemy MAIN character 
    even if they're on the wrong side of the screen. Since Cammy's 
    speed is fast and goes over their head, your opponent will have 
    an extremely hard time trying to figure which side to block. 
    Also, don't use this trick a lot, it's great for pressuring but 
    if you get too predictable with it, your opponent will eventually 
    learn to counter.

These are all I can think up at this moment.


VS STRATEGIES
=============

Cammy vs Cable
Well, if you can anticipate (or if you have good reflexes) Cable's 
Viper or Hyper Viper Beam, you can avoid it all together if you 
execute KBA. Remember the opening frames of KBA are invincible, so 
use these to get even with Cable and tell him being a total loser by 
staying away won't get him the candies. If you can't time it right, 
then don't worry since it has plenty of lag at the end. Another 
option is to simply jump in-between his Viper Beams (dash-jump is 
even better) and use an air Cannon Drill to cover ground to get 
behind him. Remember Cable has very poor air-defense (and probably 
relies on cheap anti-air assists like Captain Commando) so try to 
take care of his assist with yours and get Cable from their air. 
(Cannon Strike will likely to surprise him.) Also remember that if 
things do get ugly, escape with KBA! If Cable EVER tries to play his 
standing HPx4 -> Viper Beam chipping game, laugh in his face and do 
either a Cannon Drill when you're not charged or SDS/KBA if you are. 
Also remember Cammy is so short that she can actually duck under 
Cable's gunfire.

Cammy vs Spiral
Don't worry that much if you're having problems since Spiral gives 
EVERYBODY a hard time when used effectively. Try not to use your 
special moves unless it's in a combo because Cammy has lags on 
everything. Spiral only require a split second to teleport to sneak 
up on you so don't give those chances away for free. (That means no 
Cannon Revenge!) If Spiral jumps into the air to replenish her 
swords, immediately do a KBA if you can to get her back down. Versus 
Spiral, reflexes are everything, so try to stay sharp. Also keep an 
eye out for her teleports and don't expect Spiral to be anywhere for 
more than a few seconds. Against her expanding swords, it's really 
hard to deal with. Try go for an anti-air assist, it might work, it 
might not. Otherwise, just block and try to counter when you see 
Spiral replenishing her swords. If you ever block her standing HP (6-
handed punch), push and counter with a super if you have it, else 
dash in for an air combo if possible. If she ever execute her 
Metamorphosis super, then it's "uh oh" time to play "run away from 
Spiral". Try jumping in the air and using your air Cannon Drill to 
get around and away. (Don't worry, it has next to no lag in the air.) 
Cammy's jump has a fast air-time so you'll probably beat Spiral at an 
air game. Just keep moving until her meter runs out and keep an eye 
out for her teleport! She's probably the toughest cookie in the game 
so good luck.

Cammy vs Storm
Both are chicks who absolutely rule in the air and both are good 
confusers, who will win? Well, Storm is generally considered the 
superior BUT Cammy has a few tricks up her sleeve that will bring the 
soaring goddess down! If Storm EVER use her Whirlwind OR Typhoon, 
don't jump, don't dash and don't panic. One KBA will knock her out 
with OTG opportunities. If Storm EVER plays her "come and get me" air 
game through her flying special, gun her down with KBA. (As she can't 
block) Cannon Revenge can help you versus Storm's crazy jump-ins and 
super fast combos. To counter Storm's mobility from her air dashing 
abilities, remember your Cannon Drill and Cannon Strike can both be 
used to travel distances. Winning against an expert Storm player is a 
real challenge, but I'd doubt the weather goddess can take many shots 
of KBA and without her typhoon special moves and flyer special, Storm 
loses her chipping ability and her options will be very limited.


WHITE PARTNERS
==============
Here are some good partners for Cammy.

=> BBHood
Awesome is not enough when you try to describe Baby Bonnie Hood. She 
has projectiles, chipping power and can be played very defensively, 
something Cammy definately needs. Best of all, her 3 supers are 
insanely powerful, so she can take advantage of Cammy's HC Energy 
that she had gained. Best of all, BBHood actually makes Cammy's 
Variable Combinaton NOT suck! Her bullets will pin the opponent in 
place in mid-air while (Alpha and Beta) Cammy connects most of the 
hits from her Spin Drive Smasher. (Best done in the corner.) While 
blocked, Cool Hunting will inflict insane block damage! (So it's a 
win win situation either way.... sort of.)


Sisters are doin' it for themselves
-----------------------------------
Just a mini section on Cammy's partners. I don't know about you guys, 
but I pick all-girls teams about 95% of the time. Not only is it 
awesome kickin' someone's butt with the female characters who are 
often perceived as "weak" by most gamers; they are also a lot better 
to look at than some of the blokes. (Say... Colossus.) So here's a 
section devoted to an all-girl team with Cammy.

My "official kick a$$ team" composes of:
                   Alpha   Cammy
                   Beta    Morrigan
                   Gamma   Tron Bonne

Now, why is that? Lets start with each character's own individual 
strengths and weaknesses. 

Cammy
Pro: Very fast, has decent ground and superb air combos
Con: Weak, suffers from poor chipping power and lag times

Morrigan
Pro: Balanced fighter with good combos both on the ground and in the 
     air, a beam super (YAY!), fast, has a 3-way-air-dash, confuser
Con: Weak and her supers are hard to work into a combo
Try: LP, LK, MP, C.MK, Silhouette Blade (avoid corners!)
     LP, LK, MP+Tron Assist, MK, LP, MP, Darkness Illusions
     Dash-in, C.LK, C.HP, SJ, LP, LK, MP, MK, Soul Fist/Shadow Blade

Tron
Pro: Stronger than both of the girls, can do a LOT of damage FAST, 
     can chip, can play keep away, insanely powerful assist
Con: Horrendous lag times and slower
Try: LP, MP, Lunch Rush (MAJOR damage!)
     LK, MK, Tron Rush
     C.LK, C.HK, King Kobun/VC

They fit pretty well into a balanced team. Cammy is the speed, 
Morrigan is the brain while Tron is the muscle. What's even better 
about this team is that each character's Assist complement the others 
very nicely. 
* Tron has no decent anti-air, while Alpha Cammy's rocks!
* Neither Tron nor Cammy has a decent projectile, that's where 
  Beta Morrigan fits in
* Gamma Tron's Assist has to be the strongest in the game and it's 
  useful for probably all characters. Great for corner pressures and 
  chips well, not to mention that is stuns the opponent momentarily 
  allowing for those hard-to-connect moves to hit.

Use Cammy to do massive air-combos on the opponent early on in the 
round and intimidate their glasses off. Then fly around the screen 
with Morrigan and confuse their pants off. And then use Tron to do 
MASSIVE damage (combo her Lunch Rush super) to finish off the 
opponents. If needed, you can also be cheap. Morrigan can do multiple 
Soul Fists in the air if you wanna chip. Tron can also play keep away 
all day with her rocks, Servbots and drills. Y' see, if you master 
this team, you cannot loose.

=> Alternative
An alternate team is to substitute the weakened Morrigan with an 
Alpha BBHood. BBHood should NEVER be underestimated as all 3 of her 
supers hurts like HELL and are all useful in different occasions. Her 
Cheer & Fire chips nicely too, she's a tiny target and her more 
defensive-based fighting style helps to keep the team in balance. 
Plus her Smile & Missile Assist is a nice replacement for Morrigan. 
Just another great team waiting to be exploited. :)
Also try: LP, LK, MP, F+HP, Cool Hunting/Beautiful Memory/VC
          LP, LK, MP, F+HK, Cheer & Fire (Horizontal)
          LK, MK, SJ, LP, LK, MP, ( ), U+LP, LK, MP, MK, Cheer & Fire

I didn't have much time to complete this, so wait for updates. I'll 
be working on more sections soon.


CAMMY VS ABYSS
==============
Form #1  Armor man
Abyss is so boring! Use your Assists if you have any. Watch for his 
rush and javelin super. Do C.LP, C.MP, C.HP to chip his health. Block 
when you see him about to attack. If he's going for a beam super, 
super jump to the other side. Cammy's not a particularly good choice 
for this fight, as she uses the "Stronger" Magic Series and her 
specials has huge lags.

Form #2  Green slimy man
Really cheap and Cammy is DEFINATELY not a good character to use for 
this. One way is too dash-jump in between his attacks and do a Cannon 
Strike when you're hangin' over him, so you'll land behind him 
without getting hurt and hitting him at the same time. It takes ages. 
Switch to another character instead! And if they have a beam super, 
use it!

ALTERNATE (and better) STRATEGY!!!
Thanks to Tysa Proeung <strider_hiyruu@hotmail.com> 

All you've gotta do is to dash close in to Abyss and do continuing 
crouching attacks. Cammy is so short that Abyss can't do anything to 
hit her except the spinning darks super. However, this strategy gets 
useless halfway through when Abyss hides in the ground and conjours 
up bubbles every few seconds. Now you've gotta jump around and try to 
break the bubbles with your Cannon Drill and continue pumping the 
green guy. Still, if you've got another guy with a bream super, use 
it, because Cammy is still not very effective against this form.

Form #3  Giant red beast
Cammy actually has a decent chance in this fight. STAY DEFENSIVE and 
crouch block all the way when he's not on the screen. If you get hit 
by his vertical beams, you'll lose a LOT of life by getting juggled. 
When he appears, jump at him and do J.LK, J.MK, J.HK, Cannon Drill 
for decent damage. Repeat as necessary. If you're near the orb when 
it disappears and the verticle flames are not in the vicinity, take 
this chance and beat the crap outta the orb. Not a hard fight.


EPILOGUE
========
Cammy has no official storyline, so I've made this intro and ending 
for Cammy, our favourite army girl (besides Jill. :) Here's the 
intro: 

"C-Cammy... Cammy....."

Cammy awoke to the platinum kisses of the moonlight on a chilly mid-
winter night. Still half asleep, she rubbed her tired eyes with the 
back of her hand, trying to search her room for the source of the 
vague voice she thought was calling her name. 

"...Cammy... I need... your help..."

Cammy sensed a vaguely glowing figure to the pitch black corner of 
her room, untouched by the moonlight. A golden bird sparkled, as if 
it was branded onto her bosom.

"Ph... Phoenix?! You are Phoenix.. are you not?"

"Listen Cammy... I cannot stay for long. I'm afraid that Magneto is 
tracing my Psi-link to you right at this very moment. But promise me 
that you'll help."

"Jean... Tell me what happend..."

"Psylocke... She has been taken hostage by Shadowloo... I've scanned 
the Astral Plane and I was able to pick up her Psi-pattern deep 
within Shalowloo's underground headquarters. Please... Psylocke has 
helped you in the past and you are the only one who knows the 
structures to the underground labs."

"..But I've vowed to never return to that horrible place..."

"Please Cammy... You are Betsy's... and the X-Men's last hope..." 
That was the last thing Cammy heard from Phoenix as her Astral 
projection phased out. 

"....Phoenix! ....That's it Bison... last time it was business, this 
time... it's personal!" 

Cammy prepared for departure as first rays of dawn draws near. She 
had her own reasons for accepting this dangerous mission. She knows 
what Bison is going to do, she's a living proof of it! The scars in 
her mind will not fade but she cannot stand to watch the sweet 
British girl, Betsy, being turned into an assassin once again...

=> Well... you should understand this if you're a Marvel and a Capcom 
fan. Phoenix/Jean Grey is a telepath. Psylocke saved Cammy's life at 
the end of X-Men Vs. Street Fighters. Cammy used to be a biologically 
enhanced assassin for Shadowloo and Betsy/Psylocke was once a brain 
washed assassin called Lady Mandarin.


Like it? Here's the ending...

"It has been a week.... I've finally... made it.."

Cammy slowly limped her way to the bottom of Shadowloo's underground 
experimental labs. The week has not been pretty. Cammy's arms are 
still bleeding from the blades of the bewitching Spiral and needle-
like thorns from the duel with Amingo can be seen piercing through 
her left leg. But she beat them all... now all she has to do is to 
find...

"...Betsy?"

A feminine figure emerged from the shadows that plagues the 
underground corridors.

"Oh Betsy! I'm so glad that you're ok... Now we must get outta here!" 

For an instant, Cammy's heart relaxed. Psylocke is safe. The world 
does not need another psychic assassin, she thought. All her troubles 
might have been worthwhile.

"Betsy?"

Psylocke started to laugh. The voice sends chills down Cammy's spine. 
It was not a laughter of joy, but lust, as Psylocke walked towards 
her. Light reflected from her eyes... her glowing eyes with yellow 
pupils.

"You... You are not Psylocke!"

Psylocke's figure gave away. Her fair skin tone turned darker by the 
second. Her luscious long black hair decayed into the shade of blood. 
Her tight suit corroded away to form a light colored toga. A toga 
with tiny skull shaped decorations.

"Hello my child."

"Mystique!?"

"Ahh... So I see that you've finally realized who I am. Oh, and I 
must thank you for taking down my adversaries. It would have taken me 
months of preparation to eliminate them one by one. But you child, 
you have made my job easier. Now all I have to do is to advance to 
the final stage."

"What are you planning to do?"

"You see this?" Mystique pulls out a floppy disc, waving it in her 
hand. "This is a program that will allow a trasmitter to project a 
signature Alpha Waves that will interfer with a human's DNA, 
eliminating their ability to reproduce in a matter of days. There is 
no place for humans on this planet. Mutants are the dominant race of 
the new millennium! I needed Master Bison's satellite transmitter to 
project the waves that'll spread across the face of the earth, and 
you were the key."

"..But how? Jean..."

"It's called 'technology' my child. You lived because of it and you 
shall die by it!" 

Mystique draws out a pulse laser, aimed at Cammy.

"You are unforgivable!"

"Goodbye child. Hahahaha...."


Later, on the 6 o'clock news.

"The South Eastern Pacific headquarters of the Shadowloo Corporations 
has once again been practically incinerated to ashes for the forth 
time in six months! The local Fire Department could do nothing to 
stop the raging inferno. Fortunately, it died down after about 8 
hours of activity. INTERPO Agent Detective Chun Li announced at a 
press conference held in Bangkok earlier today that the source of the 
mass destruction of the headquarters is still unknown. One body has 
been found on the lowest floor of the basement. The body was too 
scorched to be identified, but Detective Chun Li did mention that the 
victim wore a belt with skull-like decorations, which was amazingly, 
undamaged......"

=> Hehe, hope you like it. :)


This FAQ should be only used for non-commercial and non-profit 
purposes. You may print it out if you wish. You may use it on your 
webpage as long as you ask for permission and proper credits are 
given. Enjoy MvC2! :) 


"Too short!" - Cammy
"You suck!" - Cammy
"Malfunction... Malfunction... Woah!? Did I just do that!?" - Cammy
"Your missing teeth will remind you of my victory" - Cammy
"If you wanna curse or let out some steam, at least do it the 
_proper_ way."  Me


Copyright 2000 by Vance Heart aka Aya Brea. 
E-mail me at i_love_aya@hotmail.com 
Homepage: http://www6.50megs.com/vanceayahan/ 

Marvel Vs Capcom 2 (c) 2000 Capcom