Street Fighter Alpha 3 Cammy Guide- Version 0.3
By: LBL Copyright 1999
9/19/99

REVISION HISTORY
Version 0.1 (3/4/99)- Initial version.
Version 0.2 (5/19/99)- Added vs., updated Miscellaneous, corrections, etc.
Version 0.3 (9/19/99)- Final version.  Updated thanks, strategies, added 
   ending, other miscellaneous stuff.

CONTENTS

I.    SFA 3 BASICS
II.   CAMMY
III.  BASIC ATTACKS
IV.   SPECIAL MOVES
V.    SUPER COMBOS
VI.   COMBOS
VII.  STRATEGIES
VIII.	VERSUS SPECIFIC CHARACTERS
IX.   MISCELLANEOUS
X.    THANKS SECTION

I. SFA 3 BASICS

-ISMs

As you may or may not have known, in Alpha 3, after selecting your character, 
you get to select an "-ISM" or mode of play.  Each one has its strengths and 
weaknesses.  This guide is written for playing Cammy in any –ISM, but most 
combos will apply "A-ISM".  Here's a description:

X-ISM:  In this mode, your character loses the ability to air block, alpha 
counter, recover from throws (tech hit), taunt, and roll.  They have a 
predetermined Super Move that utilizes the entire super meter and does 
(usually) tremendous damage.  Cammy can fair pretty good in this –ISM, but 
like most characters, A-ISM gives better options.  X-ISM characters have more 
Guard Blocks than characters of other –ISMs and do more damage (than A or V).

A-ISM:  This mode is like the previous Alpha games.  A-ISM characters can air 
block, perform alpha counters, tech hit throws, taunt, and roll.  They have 3 
levels of super meter to work with.  Level 1 supers are done with (the motion 
for the move) + jab/short, level 2 with strong/forward, and level 3 with 
fierce/roundhouse.  Also, if you have 2 levels of energy, you can do a level 
2 super with fierce/roundhouse.  Overall, A-ISM is the a very good mode to 
play Cammy in since it gives her access to all her supers and the ability to 
air block.  Generally, A-ISM characters have average length Guard Meters and 
do an average amount of damage with respect to X and V-ISM characters.

V-ISM:  V-ISM characters have all the ability of A-ISM characters, but they 
do not have super moves.  Instead, their energy bar is used for Custom Combos 
that can be done by pressing a punch and kick button of the same strength 
simultaneously (like jab + short).  Custom Combos can only be done when the 
bar is at least 50% full.  Unlike in Alpha 2, your character does not speed 
up (considerably) during a custom and you can also jump and move backwards.  
Also, your trailing image can also hit your opponent.  The time between when 
you strike and your image strikes is determined by which buttons you used to 
activate the custom.  Jab + Short will make the image hit almost right after 
you hit the enemy, while Fierce + Roundhouse will delay the image.  Like all 
characters, if you want to win cheaply, V-ISM is the way to go.  Cammy has 
very lethal and most importantly EASY VCs, thus V-Cammy is just as dangerous 
and probably even more so than A-Cammy.  V-ISM characters have relatively the 
same Guard Meter lengths as A-ISM, but do less damage.

"Classic" Mode/No ISM: This not-so-secret-anymore "-ISM" is time released.  
Supposedly, your characters act like X-ISM characters except they can't 
recover from air juggles.  But consequently, it is near impossible to juggle 
these characters anyway.  "Classic" characters also do not have a super bar 
but do tremendous damage with their attacks.  You have no guard meter also.  
To access this mode, hold down the Fierce + Roundhouse buttons before you 
begin a game.

"Low Guard" Mode: This is another secret –ISM.  Your character has only 1 
block (not including the "curve" block) in his or her guard meter and can 
therefore be guard crushed quite easily.  To access this mode, hold down the 
Jab + Short buttons before you begin a game.  Afterwards, you will be able to 
select from the 3 normal –ISMs.

"Mazi" Mode: In this mode, if you lose just one round, you lose the entire 
match.  I think you take more damage in this mode too.

GUARD METER

New to Alpha 3 is the Guard Meter.  Each time you block an attack, this meter 
will deplete.  The amount depleted depends on what strength of attack you 
blocked.  The length of the meter depends on which "-ISM" you are using.  
When the entire meter is depleted, your character is temporarily stunned 
(even in the air).  Afterwards you will lose 1 "block" of the meter and it 
will reset.  The Guard Meter will refill automatically throughout the round.

COUNTER HITS

If you hit an opponent with an attack while they're in the middle of doing 
something, you will do more damage.  The action will pause for an instant and 
your hit will make a loud crashing noise if you interrupted an opponent's 
attack with a fierce or roundhouse.  

LEGEND

U- Up
D- Down
F- Forward
B- Back
DF- Down Forward
DB- Down Back
UF- Up Forward
UB- Up Back
QCF- A quarter circle forward (D, DF, F)
QCB- A quarter circle back (D, DB, B)
HCF- A half circle forward (B, DB, D, DF, F)
HCB- A half circle back (F, DF, D, DB, B)
DP- Dragon Punch motion (F, D, DF)
P- Punch, PP- 2 Punches
K- Kick, KK- 2 Kicks
(air)- this move can also be done in the air

BASICS

Throw- F/B + PP (air) or F/B + KK (air)
Tech Hit- F + PP when being thrown
More Damage/Less Damage- Rapidly shake joystick when doing/being hit with a
     multi-hitting hold 
Air Juggle Recover- PP when hit in air
Roll Recover- KK when hit in air
Alpha Counter- Block, then F + P&K of same strength (uses up one block
     of the guard meter), Alpha Counters use up 1 level of super energy in 
     A-ISM and 50% of the bar in V-ISM
Taunt- Push Start (or Select on Playstation)

II. CAMMY

I'm glad to say that Cammy has improved greatly in popularity since this FAQ 
first came out.  Cammy first appeared in Super Street Fighter 2 as a new 
character (she's also the only one of those "new" characters to be in any 
other subsequent ARCADE Street Fighter game after Super Turbo).  She made a 
definite surprise return in X-Men vs. Streetfighter (ugh... a VS. game... bad 
air combo memories) as no one expected her to be in the line-up.  Of course, 
she was underpicked there too, and I'd guess her to be probably the least 
picked character in that game.  She then appeared as a secret character in 
Street Fighter Alpha 2 Gold, acting more like her X-Men vs. Streetfighter 
self rather than her Super Turbo version.  And now she returns in Alpha 3.

Her background in Alpha 3 is based heavily on the storyline presented in X-
Men vs. Streetfighter.  She is an assassin of Shadowloo (I believe the head 
assassin) and is being manipulated (brain washed) by M. Bison.  In Alpha 3, 
her win quotes suggest her to be almost robotic-like, and her true story 
unfolds as you progress through the game.  I would guess her age to be about 
17, since Chun Li and Charlie refer to her as a child (and because legal age 
is 18 and she looks too grown up to be 16).

As a fighter, Cammy plays almost exactly like her X-Men vs. Streetfighter 
self.  She is extremely quick, has high (but fast) jumps, and have well-
prioritized moves.  She has no fireball (sorry all you Ryu/Ken/Akuma players 
out there), but has an uppercut type move.  She works well in all –ISMs and 
can quite dangerous if mastered.  Interestingly, two of the games secret 
characters (Juli and Juni) have the same fighting style as her.  Wow, I 
would've thought Capcom would've introduced another shoto... well, thankfully 
they didn't.

III. BASIC ATTACKS

Cammy has two different versions for almost all her basic attacks.  The move 
she performs depends on how far away she was from her opponent, thus she has 
close and far versions.  The game automatically decides this, meaning she 
can't choose which version she wants to perform (unlike Dhalsim who can 
choose).

JAB:

Crouching- A quick crouching punch.  Like all jabs, it does pitiful damage, 
can 2-in-1 (but you should never cancel from a weak attack), and has insane 
priority.  Mainly use it to link into another basic attack, when getting up 
to stop opponent's attacks, or after rolling.

Standing (far)- A quick standing punch, mainly used in links.  It does little 
lousy damage and can combo as well.

Standing (close)- A quick elbow.  It has basically the same uses as the 
standing far jab, in that it should be used in linking combos.  Can 2-in-1.

Jumping- A downwards punch.  Little damage, little use.

STRONG:

Crouching- This is your combo friend since it is Cammy's strongest crouching 
attack that can 2-in-1.  You basically will use this in a lot of your combos.  
It has great priority and can stop some crouching attacks like Ryu's low 
forward if used correctly.  Get into the habit of canceling into a Cannon 
Drill whenever you hit with this.

Standing (far)- This is just like the standing far jab punch except it is 
does more damage and is medium speed.  It can 2-in-1 also.

Standing (close)- A one-armed uppercut.  This is an EXCELLENT anti-air attack 
that can counter virtually all jump-ins.  When you don't have time to react 
quickly to an opponent's jump in with a Cannon Spike, a standing strong is 
your safest bet to counter them cleanly.  It's quick and combos well.

Jumping- EXCELLENT jump in with superb priority.  Probably tied with her 
jumping roundhouse in terms of usefulness and priority, although personally I 
think her strong has a slight edge over the roundhouse in the priority 
department.  It hits deep very easily and it is also easy to follow up with 
another attack.

FIERCE:

Crouching- An awkward looking diagonal uppercut.  Use this to counter people 
who jump in from far way since it hits at an angle and follow up with a 
juggle.  It has surprising decent priority as an anti-air, but I wouldn't 
rely too heavily on it.  It cannot 2-in-1.

Standing (far)- Cammy's standing far fierce is very fast and good in juggles.  
It is fast enough to stuff fireballs from close up (although your opponent 
would have to be pretty stupid to throw a fireball that close).  It has 
excellent range and can also serves as a GREAT counter jump-ins from far 
away, but it cannot cancel.

Standing (close)- A double fisted punch.  It is fast, but has little range.  
The good thing about it is that along with it's speed, it can cancel into 
special moves too, but the short-range might prove that a little difficult.

Jumping- A weirdly angled downward punch.  This move has some decent air 
priority (in air-to-air battles), but it is very awkward looking.  This can 
be used as a good jump-in attack, but it has less priority than the 
roundhouse or strong.  And the roundhouse has better range anyway.

SHORT:

Crouching- A short-ranged, quick kick.  Use in linking combos, ticks, or to 
cancel.

Standing (far)- A kick upwards at about a 45 degree angle.  It can 2-in-1.

Standing (close)- A standing knee.  Can 2-in-1 also.

Jumping- This kinda looks like Chun Li's crouching forward in the air.  The 
main use for the jumping short is it's ability to cross up opponents, which 
will prove quite useful in confusing your opponent.

FORWARD:

Crouching- This move would be 100 times more useful if it could 2-in-1, but 
unfortunately it cannot.  Like Chun Li and Karin, Capcom did away with 
cancelable low forwards (except for those damn shotos... urgh).  Anyway, it 
has GREAT speed and reach, so use it as a ticking weapon.

Standing (far)- This is like her far standing short.  It is really fast, so 
use it to tick at opponents too.  Although truthfully, I don't use this move 
that much.  

Standing (close)- Like the far version, but she kicks the opponent's 
midsection.  This will 2-in-1 I think.

Jumping- A jump kick that is aimed upwards(?).  Obviously this is not a good 
jump in attack.  The only use I see for this is to jump straight up with it 
to counter jump-ins, but even that doesn't sound too useful.

ROUNDHOUSE:

Crouching- A short ranged, double legged sweep.  Its use is like that of all 
sweeps, to knock an opponent down.  It has decent speed, but pretty 
undesirable range for a sweep compared to others.

Standing (far)- A weird-looking crouching(?) kick.  It actually looks sorta 
like Chun Li's crouching roundhouse.  This move is very fast and has 
deceptively long range.  You can hit with the very tip of Cammy's boot.  It's 
obvious that this move can't 2-in-1, but it's great for nailing Blanka after 
his rolls or taking of chunks off their guard meter.  It can also be used as 
an anti-air move for people jumping far away.

Standing (close)- A handstand, vertical kick.  An anti-air for those who jump 
from close range with decent priority.  The problem occurs when you want this 
to come out, but she does her far version instead.  I find the standing 
strong more reliable as an anti-air though.  It is not cancelable.

Jumping- Your new best friend.  Cammy's jumping roundhouse has mad priority 
as both an air-to-air attack and as a jump-in attack.  It beats out pretty 
much everything (even Chun Li's jumping forward) and has range to boot.  You 
almost always be alternating between this and the strong to start your jump 
in combos.  Jumping straight up with the roundhouse is yet another good way 
to counter jump-ins.

IV. SPECIAL MOVES


TAUNT- Push Start (Select on Playstation)

Cammy will smile with one arm on her hips while giving you a thumbs-up across 
her chest while saying, "Come on!"  Only use this far away when you're pretty 
sure you're safe.  And try to ALWAYS use it after you connected with the 
Killer Bee Assault. :)

SUPLEX- F/B + PP (air)

This is Cammy's punch throw.  This leaves quite a distance between you and 
your opponent when you're on throwing them on the ground.  It's pretty useful 
throw in terms of speed and priority.

FRANKENSTEINER- F/B + KK (air)

This is Cammy's kick throw and it looks cooler than her punch one (especially 
in the air).  This leaves the opponent very far away from you as well, use 
both throws only if you want to put some distance between you and your 
opponent.  Like the Suplex, it has good range and priority.

ALPHA COUNTER (A-ISM)- Block, then F + P&K of same strength [1 hit]

Cammy will do her far standing fierce.  It works well on both blocked ground 
and blocked air attacks, but Alpha counters have been seriously raped in 
Alpha 3 and I really wouldn't recommend you using it.  They do pitifully low 
damage and have extremely low priority as well.  I guess I'll just have to 
give you the generic advice of only using Alpha counters if you are in a 
life-or-death situation like if your opponent is trying to drain your last 
bits of energy with a multi-hitting special moves.  It's not worth the one 
level of super energy and *DEFINITELY* not worth the loss of one guard block 
(Cammy already has too little of those anyway).

ALPHA COUNTER (V-ISM)- Block, then F + P&K of same strength [1 hit]

Cammy will do a Cannon Spike.  Good for blocked jump-ins and ground attacks.  
But remember that Alpha Counters suck.

CANNON DRILL- QCF + K [Short- 1 hit; Forward- 1 hit; Roundhouse- 2 hits]

Although the character guide on the arcade machine and manual list this move 
as "Spiral Arrow," I'll continue to remember Cammy doing this move in X-Men 
vs. Streetfighter and saying, "Cannon Drill."  It's also clear that she says, 
"Cannon Drill" in the game.  Its main use would be in combos.  It has 
horrible recovery time (especially the Roundhouse version) however, and thus 
you should only do it if you're sure it will connect.  The last part of this 
move (when Cammy slides) can actually go under fireballs, but it's too hard 
to time and it often happens unintentionally.  The Roundhouse version will 
hit twice if done up close to your opponent.  The stronger the kick 
obviously, the farther she'll travel.

CANNON SPIKE- DP + K [1 hit]

This is Cammy's "uppercut".  It can be used in combos as well since it does 
good damage.  However, it is not invincible and she can get hit out of it.  
Mainly stick to the Short version if you want to counter a jumping opponent 
since that way she won't travel so high.  The Roundhouse version causes her 
to go way too high and become very vulnerable; use this version in combos.  
Another danger is when the Cannon Spike is blocked.  It's relatively safe if 
air blocked, but hen it is blocked on the ground, Cammy will flip upwards and 
around, leaving her especially susceptible to being hit/juggled.  Like the 
Cannon Drill, make sure you will connect this.  It's a reliable anti-air.

SPINNING BACK FIST- HCB + P [2 hits]

Cammy will spin at your opponent and end by doing a double hitting backfist 
what looks like her standing fierce (far).  But since she spins first, it 
won't combo.  This move is actually useful as I found out.  It will go 
through fireballs like back in Super, but only as she's turning around (not 
the initial frames).  Use it go get closer to the opponent by going through 
his fireballs.  It also passes through SUPER fireballs (I got it to pass 
through Ryu's and Akuma's, I don't know about Sagat's though...).  You can 
use it at an opponent whose getting up for blocked damage, but you're leaving 
yourself wide open for an opponent's pop-up super.  Finally, it can be used 
to set up juggling (especially in the corner).  Don't become abusive with 
this.  Use it as a means to get close, not to initiate attack.  If it hits, 
the Spinning Back Fist is pretty damaging.

FLYING FRANKENSTEINER ATTACK- QCF, UF + P
      ABORT- Push K before you reach your opponent
      SLIDE ATTACK- Do nothing afterwards [1 hit]
      AIR FRANKENSTEINER- F/B + K when close to your opponent's head [1 hit]
      SLAM THROW- F/B + KICK when close to your opponent's midsection [1 hit]

This move is great to surprise your opponent, especially if they're turtling 
or keeping their distance by throwing fireballs.  Although they can see it 
coming, most will instinctively try to block it and thus be thrown.  If you 
don't press anything after initiating the Flying Frankensteiner Attack, Cammy 
will do a sliding attack that will trip opponents.  As mentioned earlier, you 
should use this to sail over fireballs and snag opponents (preferably as an 
anticipation to a fireball) or you can do this out of the blue and surprise 
your opponent.  The Air Frankensteiner will always come out if your opponent 
is ducking; and the Slam Throw will always come out if you catch the opponent 
in the air.  Just remember if you land it, your opponent will now be weary of 
you using it, so it's best not to use it again.  Also after landing a one of 
the throws, it would be a good time for an insulting taunt. ;)

DIVE KICK (V-ISM)- QCB + K in the air [1 hit]

This is her dive kick from X-Men vs. Streetfighter.  She only has access to 
it in V-ISM.  It's good to start combos with it, but it leaves you open if it 
is blocked/misses.

CANNON COUNTER (V-ISM)- QCB + P [1 hit]

Also from the Vs. game.  Cammy will flash and yell, "Come on!"  If an 
opponent attacks her, she'll counter with a Cannon Spike (theoretically).  In 
reality, this move hardly ever works and her regular Cannon Spike is a much 
better defense.  

V. SUPER COMBOS

SPIN DRIVE SMASHER- QCF, QCF + K
[Level 1: 6 hits; Level 2: 7 hits; Level 3: 9 hits]

This super is best (and easiest) used in a combo.  Cammy will do a powered up 
Cannon Drill first, then a powered up Cannon Spike.  This does solid damage 
and can easily punish mistakes.  You should also use it to pop up with, as it 
has good priority to blow through even supers.  The starting frames of the 
Spin Drive Smasher are invincible so you can use it to pass through fireballs 
at close range.  But be careful, if you hit your opponent from too far away 
with this, the Cannon Spike part of the super will miss and you'll be 
vulnerable.  The higher the level, the more hits and farther she'll travel.

REVERSE SHAFT BREAKER- QCB, QCB + K
[Level 1: 6+ hits; Level 2: 7+ hits; Level 3: 7+ hits]

This is Cammy's new super and it has several uses.  It can stop your enemy's 
cross-up attempts.  Use it when you're getting up and your opponent tries 
that.  It can be used as an anti-air attack, although you must do it really 
late in order to get the max hits/damage; otherwise you'll waste X amount of 
super energy for 2 lousy hits.  You can get more hits/damage by hitting K 
rapidly.  Just pretend like you're playing a Vs. game and slide your palm 
across the buttons back and forth.  The best way to achieve this to pause for 
a brief second after the initial hit, then ram on the buttons and wiggle the 
joystick.  The maximum number of hits I ever got was 23.  It has some 
horizontal range, but it's very limited so don't expect this to vacuum an 
opponent towards you like Ken's Shinryuken.  A maximum hitting Level 3 
Reverse Shaft Breaker can be pretty damaging, but a low-hitting one isn't, so 
make sure to mash.

KILLER BEE ASSAULT- Charge DB, DF, DB, UF + K (Level 3 only) [5 hits]

This move has its origin from X-Men vs. Streetfighter too.  Too bad Cammy 
doesn't yell, "Lock On," before she performs it like in that game.  Cammy 
will zoom above her opponent and do a diving kick; if the kick connects, 
Cammy will continue to assault her enemy in the air for a total of 5 hits.  
It is an auto-combo super and thus the first hit must connect in order for 
the entire super to do damage.  Anyway, it takes 3 levels of super energy to 
perform and as you can see, the motion isn't exactly easy to perform.  The 
most consistent method I found to do moves with this motion is to charge 
down-back, then do a 270 motion starting from towards and ending at up (like 
a Spinning Piledriver).  I learned this from reading Greg Dawson's Z-ISM 
combo FAQ.  Whatever direction of "up" you finish this move on will be the 
direction Cammy flies to.  For instance, finishing this move with "up-back" 
will make Cammy go to the upper back corner of the screen; finshing with "up" 
will make Cammy go to the top of the screen; and finishing "up-forward" will 
make her fly towards the enemy.  This is mainly a show-off super as it has 
few practical purposes in real battle and is risky to pull off, but it looks 
pretty damn cool and stylish.  The absolute best time to pull this super off 
is when your opponent is in the air (most likely jumping back) so that he 
can't air block it (supers can't be air blocked, remember?).  Using it to 
counter fireballs from full screen distance is very tricky, requires 
ANTICIPATION and not REACTION, and not a simple task to do.  Stay in the 
down-back position to charge, and as soon as you think your enemy will throw 
a fireball, do the motion (make sure you can actually do the motion 
correctly).  If you wait for your opponent to already throw a fireball and 
you do it as a reaction, your opponent will have recovered from his fireball 
stun and be able to block.  Just imagine this scenario: Ryu vs. Cammy, you 
have just been on the receiving end of a damaging combo and you have 
absolutely no energy left in your life bar.  You retreat back to the far side 
of the screen and devilishly charged in the down-back position.  Ryu, with 
40% energy left, then predictably begins toss a fireball in your direction 
which with you counter with the Killer Bee Assult and slam his sorry ass to 
the pavement.  Wouldn't that be a stylish win?  You cannot combo the KB 
Assault through a regular combo.  The time it takes her to fly to the top of 
the screen gives opponents enough time to block.  The only way this will 
combo is through a counter hit juggle.  Oh yeah, Killer Bee Assault's damage 
is really good, slightly more than Level 3 Spin Drive Smasher.

X Spin Drive Smasher- QCF, QCF + K [9 hits]

This is exactly the same as her A-ISM Level 3 Spin Drive Smasher (in the 
Playstation at least, don't remember if in the arcade too).  Use it in 
similar circumstances.  

VI. COMBOS
[Note: All combos involving Level 3 Spin Drive Smasher can substituted with 
the X Spin Drive Smasher as well.]

1)	Jump in with strong/roundhouse, low strong, roundhouse Cannon Drill      
[3 hits]
   *A very simple, yet effective combo in your repertoire.  The only problem  
   you'll have to worry about is if the Cannon Drill doesn't connect.*

2)	Jump in with strong/roundhouse, standing (close) fierce, roundhouse Cannon 
Spike [3 hits]
   *This combo is very damaging, but very risky as well.  The limited range 
   of the fierce is difficult to connect with and requires that the jumping 
   roundhouse hit very deep.  The Cannon Spike is especially dangerous if
   blocked.*

3)	Jump in with strong/roundhouse, low strong, Level 3 Spin Drive Smasher   
[11 hits]
   *A generic combo that ends with a super move, but very useful nonetheless.      
   The Spin Drive Smasher can of course be any level (preferably at 3) or the  
   X-ISM version.*

4)	Cross-up with jumping short, standing strong, then...
        Roundhouse Cannon Spike/Drill (conservative) [3 hits]
        Level 3 (preferably) Spin Drive Smasher (damaging) [11 hits]
	  Level 3 (preferably) Reverse Shaft Breaker (stylish) [9+ hits]
   *This is just a simple cross-up combo.  All will work well as finishers.*

5)	Do a low jab as the enemy gets up, link into a low short, link into a low   
strong, short Cannon Drill [4 hits]
   *This is like most characters early combos to use on getting-up opponents.  
   Linking the jab, short, and strong together with Cammy is really easy 
   since her moves are really fast and it will feel like a chain.*

6)	Low fierce or standing (close) strong to counter a jump-in attack, then...
        Roundhouse Cannon Spike [2 hits]
	  Walk under them and standing (far) fierce [2 hits]
	  (if in corner) standing fierce, followed by roundhouse Cannon Spike
            [3 hits]
        (if in corner) standing fierce, followed by Level 3 Reverse Shaft 
            Breaker [9+ hits]

7)	(corner) Spinning Back fist, then...
     Roundhouse Cannon Spike (will hit even if they air recover) [3 hits]
     Standing fierce, followed by roundhouse Cannon Spike [4 hits]
     Standing fierce, followed by Level 3 Reverse Shaft Breaker [10+ hits]
     Air Throw (either one, but I find PP easier) [2 hits]
     Standing fierce, followed by Air Throw [3 hits]

8)	Jump in with roundhouse, then...
        Roundhouse Cannon Drill [3 hits]
        Roundhouse Cannon Spike [2 hits]
        Level 3 (preferably) Spin Drive Smasher [10 hits]
        Level 3 (preferably) Reverse Shaft Breaker [8+ hits]
   *Like Rose, Cammy can combo directly from her jump in without needing to
   2-in-1 her finisher.  All the above finishers require the roundhouse hit
   deep.  To do the Spin Drive Smasher finisher, do a QCF + Roundhouse motion
   in the air to attack, and as soon as you land do another QCF motion + Kick 
   to make the super come out.  Do QCB motions if you want the Reverse Shaft 
   Breaker.  VERY useful*

9)	Standing jab (counter hit) when opponent jumps in, KB Assault [6 hits]
*The only way to combo the Killer Bee Assault is off a counter hit.  In
order for the KB to connect, you must do the KB Assault using the standard
method of charging DB, then DF, DB, UF + Kick, sticking in a standing jab 
at the neutral point (VERY DIFFICULT!).  So, charge DB, then jerk DF, jerk 
DB, [(neutral point) standing jab, UF + Kick] doing the [bracket] part 
supersonic quick. The reason why you can't do the KB the 270 method is 
because that method ends at up-away or up, causing Cammy to zoom away from 
the opponent thus not being able to reach them in time.  This is obviously 
just for show as it really is too difficult to implement in a regular 
match (IMO).  Use it to demonstrate how much of an SF expert you really 
are.  Nefdar also pointed out you could do this from a crouching strong 
counter hit, but I couldn't get it to work.  If he says so, I'll trust 
that it's also possible.*

10) Standing fierce (counter hit), fierce Spinning Knuckle [3 hits]
   *Grounded opponents only.  Good damage too.*

11) Low strong (counter hit), low roundhouse [2 hits]
   *Easy 2-hit takedown.  Go for a cross up afterwards.*

V-ISM

V-Cammy is a dangerous weapon with killer VCs that tear apart the opponent 
and are easy to do.  The best thing about V-Cammy is that unlike most 
characters whose most dangerous VCs are done when the opponent is in the 
corner, Cammy has lethal VCs that can be done anywhere.  Thanks to Greg 
Dawson and Nefdar for the contributions!

1)	(opponent in corner), start VC, repeated Roundhouse Cannon Spikes 
      [9+ hits]
   *Very easy, very damaging.  Can be done with any kind of VC.*

2)	LP+LK VC, Roundhouse Cannon Spike, Roundhouse Cannon Drill, low fierce,
      repeat [7+ hits]
   *VC that can be done anywhere.  Thanks Greg.*

3)	LP+LK VC, low strong, Roundhouse Cannon Drill, standing fierce, 
*Roundhouse Cannon Spike, standing roundhouse, Roundhouse Cannon Spike,
   repeat from * [? Hits]
   *Done anywhere outside the corner.  You may have to replace the first 
   cannon spike with a FK or SK version.  Thanks Colin.*

4)	MP+MK VC when opponent is in the corner, do a jumping roundhouse, low 
      short, low forward, repeat from jump in.
*A generic corner trap VC that works for just about everyone.*

VII. STRATEGIES

Basically, this strategy section shows you a few general pointers for playing 
Cammy as well as basic strategies fundamental to all characters.  Feel free 
to mail me with more.

-	Your opponents will often try to exploit Cammy's greatest weakness, that 
is her absence of a projectile.  So basically you have to find ways around 
their constant barrage of fireballs.  Spinning Kuckle through them is the 
best option.  Jumping straight up over or blocking them would be the most 
obvious option.  You can Flying Frankenstein over fireballs as well, maybe 
even countering them.  Her ending frames of her Cannon Drill go under 
fireballs; that's another option (albeit risky).  Her Spin Drive Smasher 
has fireball invincibility frames in the beginning too, but if you didn't 
hit them close enough, the Cannon Spike part won't knock them down, and 
you'll be left open.
-	SUPER TRAP: Jump in with a strong (blocked), low strong (blocked), low 
roundhouse (blocked), do the Killer Bee Assault if they jump!
-	STYLISH CHEAP: Jump in with a strong, if it hits then continue to combo.  
If it is blocked, do a blocked strong, 2-in-1 into the Flying 
Frankensteiner Attack and grab them!
-	PRE-ROUND ATTACK: Before the round starts, be charged in the down-back 
position.  When the round begins, if the opponent jumped back, immediately 
do the Killer Bee Assault to nail him while he's still in the air.
-	Tick, tick, tick.  Cammy's moves are really fast and can snuff out most 
attacks before the opponent can throw it.  Best ticking weapons are her 
low forward, low strong, low jab (ALL low jabs have extreme priority), and 
standing forward.
-	Remember that Cammy's jumping roundhouse has excellent priority in the 
air.  Jumping up and meeting their attacks will often result in you 
cleanly hitting them out of the air.
-	Cammy has a lot of ways to deal with jumpers.  Short Cannon Spike would be 
one conservative option as it can stop a most jump ins (but not special 
moves like Adon's Jaguar Tooth).  Standing strong is an excellent anti-air 
if they jumped from close range (1/2 screen or closer).  Crouching fierce, 
standing far fierce, or standing far roundhouse work as good counters if 
they jumped from far away.  And you can use her Reverse Shaft Breaker as 
well (make sure you hit you hit them late).
-	Do a short Cannon Spike a few steps away from maximum (shoto) sweep range.  
If done at the proper range, you will often trick your opponent into 
trying to counter but you will already have flipped back to safety.  This 
psych is really risky though, do the Cannon Spike too close and you'll 
leave yourself open.
-	Tip toe in and out of range.  Cammy has good walking speed.  By going in 
and out of their range, you'll intimidate them and make them think too 
much about attacking, hopefully leading them to mistakes.  Once in a 
while, do a random Flying Frankensteiner to catch them off guard.
-	Cammy is one of the fastest characters in Alpha 3.  Her combos are almost 
Marvel vs. Capcom like, especially her linking combos... they feel like 
chain combos.  Jump in with roundhouse and do the crouching magic series 
mid-way (crouching jab, short, strong) followed by any finisher (Cannon 
Drill/Spin Drive Smasher) if the combo connects.  The timing of the links 
are very similar to the Vs. games (fast and easy).
-	Low short, low short, low forward, low roundhouse is a simple yet 
effective tick pattern to quickly lower their guard meter.  Even though 
this isn't technically a chain combo (the pause between the forward and 
roundhouse prevents that), Cammy's speed will make it feel very similar to 
one.
-	Cammy's standing far fierce juggles people quite well (especially in the 
corner)...
-	BREAK THEIR GUARD METER: Her standing far roundhouse and standing far 
fierce have excellent speed and range.  Walk up and tick opponents 
repeatedly with the tip of the standing roundhouse to take big chunks off 
their guard meter.  They are also quick enough to counter most of their 
attacks as well (be careful of those damn uppercuts).
-	Make your opponent block a short Cannon Drill or Spinning Knuckle at 
maximum range, when they try to retaliate, do a Spin Drive Smasher to nail 
them.
-	If your opponent is throwing a barrage of fierce fireballs in your 
direction and you're a full screen's distance away, try this:  Block the 
first one, do a forward Cannon Spike to fly over the second one, then 
immediately do a short Cannon Drill if you think he'll attempt to throw a 
third fireball.
-	Also try this: Intentionally jump forward trying to land on a fireball 
(air block it of course) while charging down-back.  As soon as you land, 
do a Killer Bee Assault if you think he will throw another one.
-	The standard throw cheap: Make a getting up opponent block a low jab, 
throw, then repeat.
-	It's almost always better to stay grounded when fighting than jumping in 
too often.  Jumping leaves you open to many attacks so let them jump at 
you and counter.
-	Jumping straight up at the beginning of the round and hitting roundhouse 
is a great tactic for any character.  It will stop them if they decided to 
get aggressive early (such as if they tried an air hurricane) and it has 
basically no penalties.
-	Drawing out your opponent's supers is great as well.  The easiest way to 
draw out opponent's supers is to pretend to go for an early combo as they 
get up when they have a full bar.  They'll pop up with their super, waste 
their bar, and be open to whatever you please.

This is a quick overview of the attacks Rose should use for an anti-air, jump 
in, or tick.  They are listed in order of usefulness.

BEST ANTI-AIR ATTACKS

Short Cannon Spike (all purpose)
Standing close strong (all purpose)
Standing far fierce (enemy jumped from far away)
Crouching fierce (enemy jumped from far away)
Reverse Shaft Breaker (do it as late as possible)
Standing close roundhouse (enemy jumped from close, make sure it comes out)
Air Throw (either one, great surprise move)

BEST JUMP-INS

Strong (all purpose)
Roundhouse (all purpose + range)
Dive Kick (all purpose for V-ISM)

BEST TICKING ATTACKS

Low forward
Low strong
Low jab
Standing far roundhouse
Standing far forward
Standing far fierce  

VIII. VERSUS SPECIFIC CHARACTERS

RYU:

You know what to expect here, right?  Most often you'll be fighting beginner 
and intermediate players who will be firing up a storm of Hadokens.  Patterns 
should be easily detected by these kinds of players, basically they'll throw 
a fireball if more than 1/2 screen away.  Use your Spinning Back Fist to go 
through his fireballs and get closer to him.  You could also Flying 
Frankensteiner over them to catch him in his fireball stun, or use Killer Bee 
Assault to be stylish.  Your jumping roundhouse will beat out practically 
anything he has if you meet him in the air.  You can Cannon Spike or Reverse 
Shaft Breaker him if he tires to air Hurricane Kick on you.  If he jumps at 
you, either do a standing far fierce or short Cannon Spike.  If he knocks you 
down, do a pop-up Spin Drive Smasher (or short Cannon Spike if you don't have 
the energy) to hit him if he tried anything (like a top-down).  If he tries 
to use a ground hurricane kick to get closer you, you can do a far standing 
roundhouse or Cannon Spike to counter.  If he's ticking at you with his low 
shorts and forwards, you can again use the standing far roundhouse or 
crouching strong to counter.  Try to bait him into wasting his super energy 
too since once he loses his super bar, he's at a real disadvantage.  Your 
quick standing attacks (especially the roundhouse and fierce) will make short 
work of his guard bar.  This fight is basically centered on how effectively 
you can dodge his fireballs; so if you can do that (it's not hard with her 
speed), you'll do fine.

KEN:

I would guess that out of all the shotokans, Ken is the most widely picked.  
And this also means that a lot of his strategies are predictable and have 
been seen before.  From my experience, Ken really LOVE their Hurricane kicks 
and with Alpha 3's juggling system, they'll use it a lot.  Jumping straight 
up with roundhouse when the match begins will stop an attempt to air 
hurricane on you.  Speaking of air hurricane, you should expect them to use 
it quite a bit too.  Counter his air hurricanes the same way as you would 
counter Ryu's: Cannon Spike, standing (close) roundhouse, Reverse Shaft 
Breaker.  If he uses a ground Hurricane kick, you can use your standing far 
roundhouse to hit that.  If he ever jumps on you, do a standing far fierce or 
short Cannon Spike.  Ken loves his trusty fireballs too and like Ryu, will 
throw them a lot when at more than 1/2 screen away.  Spinning Back Fist 
through them and look for a pattern to jump in accordingly... you knew that 
right?  Scrubbies can be easy tricked into using a fierce Dragon Punch and 
using their supers if you start attacking near them (just stay slightly out 
of their range).  Intermediate Kens think they're so cool with their "top-
down kick when you're down" strategy.  You should be able to see it coming if 
you have good instincts and you should then be able to blow through him with 
your Spin Drive Smasher or Cannon Spike.  Stop his cross-up attempts with 
your Reverse Shaft Breaker.  For some reason, it's really easy to draw them 
to waste their super energy.  Kens just love to pop-up with his Shoryureppa 
super if you stand near him when he's down.  Just block and retaliate.  Once 
he's out of energy, you can apply the pressure by jumping in occasionally 
ticking his guard meter away (just be careful of random Dragon Punches).  
Stay relaxed by not jumping in too much and you'll dictate the fight.

AKUMA:

Akuma players rely heavily on their fireballs when they are more than half 
screen distance.  Look for an opening and attack accordingly.  Spinning Back 
Fist through his fireballs to get closer.  Akuma's Hurricane kick is multi-
hitting like Ken's, so expect to see that a lot too.  You should know the air 
hurricane counter drill by now: Cannon Spike or Reverse Shaft Breaker the air 
attempts, standing roundhouse the ground ones.  You can Cannon Spike him if 
he tries his leaping attack on you.  Like Ken, it's quite easy to draw out 
their supers by pretending to go for an early combo when they are down.  Spin 
Drive Smasher or Cannon Spike through his top-down/get-up combo attempts.  
Likewise, Spin Drive Smasher through his Raging Demon attempt if he tried it 
from a sweep distance away (if he tried it up close, just jump away).  All 
the shotos are basically alike so you can combine the strategies above to 
suite the situation.

CHUN LI:

Don't be afraid of her air priority since you can actually beat her out with 
your roundhouse.  You can counter her jumps easily with your short Cannon 
Spike or Reverse Shaft Breaker since they are so high.  She has just as many 
ways to counter your jumps as well like her crouching roundhouse, Kikousho, 
(super) Rising Kick, Spinning Bird Kick (X-ISM), etc. so don't jump in 
blindly.  NEVER EVER jump on a crouching Chun Li.  Her only her jab fireball 
goes all the way across the screen so you shouldn't have a problem with 
avoiding her projectiles.  In fact, since her fireballs have the worst 
recovery time in the game, a well timed Killer Bee Assault can be used if you 
anticipated a fireball from full screen distance.  If you block her Thousand 
Burst Kick in either X-ISM or A-ISM, don't attack her afterwards since she 
recovers very quickly after that (especially in X-ISM) and can counter your 
attempted-retaliation.  Pop-up with Spin Drive Smasher to stop her get up 
combo attempts.  Pop-up with a short Cannon Spike if you see her try her Axe 
Kick top-down.  Drawing out her supers is a little more difficult than the 
shotos, but she tends to pop up with her Rising Kick fairly often.  Let her 
and punish her on the way down.  This is a pretty even match-up, but I doubt 
there are many Chunners out there anyway so you shouldn't have a problem.

BLANKA:

Cammy can kill Blanka.  Start the match by doing a standing roundhouse; this 
will stop a roll attempt or take off some guard meter.  If you ever block his 
roll attack, immediately Spin Drive Smasher to nail him before he recovers.  
You can also do a standing far roundhouse to counter him as well.  He has his 
Electricity move to stop jump-ins, but you really don't need to jump in this 
fight anyway.  You can easily counter his jump-ins with your arsenal and 
since you can easily punish his roll attempts, he basically has no other 
option but to jump-in on you.  Walk towards him and tick with your standing 
roundhouse, it will cleanly hit his rolls and count as a major counter hit.  
Have fun with this match.

KARIN:

She's probably the coolest girl fighter in Alpha 3. That laugh, those 
juggles, she's got mad style.  Anyway, most Karin players are trying to land 
a Hop Kick on you so they can follow up with that kick super of hers.  
However, if you block it, they'll usually do her Rushing punch super to blow 
through any kind of retaliation you attempted. Don't try to counter with your 
Spin Drive Smasher after a blocked Hop Kick, otherwise she will blow your 
super with hers and Karin's Punch super will *ALWAYS* win out.  Although it's 
tempting, never try to counter a blocked Hop Kick at all.  Almost NEVER jump 
at her unless she stupidly makes herself open.  You might land on: 1) her 
fierce 2) her super 3) a Hop kick 4) her counter move.  Get the picture?  
It's another story if she ever ends her Rushing Punches with anything other 
than a Hop Kick (especially her Palm Thrust).  Let loose with the Spin Drive 
Smasher and nail her.  Pop up with the Spin Drive Smasher if she ever knocks 
you down.  Use your standing far roundhouse *occasionally* to keep her at bay 
since she can use her counter-move to catch it. 

CHARLIE:

Not too many Charlie players out there, are there?  Well, there's nothing you 
really need to know except following general procedures.  Start charging for 
the Killer Bee before the match starts.  If Charlie begins the match by 
jumping backwards, immediately do the KB Assault to teach him not to be too 
predictable.  If you're at full screen distance, Spinning Back Fist through 
his Sonic Booms to get closer.  Don't Spinning Back Fist from 1/2 screen or 
closer since he can Flash Kick you.  Your jumping roundhouse and jumping 
strong will hit him out of his Flash Kick.  They will also counter most of 
his anti-airs like his crouching fierce so *occasionally* jump in for a combo 
if you're in the lead (especially if he threw a Sonic Boom too close).  You 
can air-block his Sonic Break super, so that shouldn't pose much problem.  

ZANGIEF:

He's slow but strong; you're fast but weak.  A classic match between power 
and speed.  Well, he'll definitely have a hard time pinning you down.  Never 
end a combo with a Cannon Drill unless you are absolutely, bet-your-life sure 
it will connect because if he blocks just one Cannon Drill, you'll be Final 
Atomic Bustered to the pavement.  He'll probably try to set you up by making 
you block a body splash or jumping knee.  Counter those with either your 
standing strong, roundhouse (close), or fierce (far).  Don't jump at him too 
much either, or else you might fall victim to Aerial Slam juggle.  If he ever 
knocks you down, pop up with Spin Drive Smasher to stop his SPD set-ups.  
Zangief's SPD can suck you in from about maximum sweep distance, so if he 
ever jumps at you from far away, always counter even if it looks like he will 
land far from you.  If you knock him down, don't try for a get-up combo 
either since he could pop up with a SPD.  Whittle away at him by countering 
his set-ups and try to leave a safe distance between the two of you, never 
staying too close to him.

IX. MISCELLANEOUS	

COLORS

Arcade SFA3's outfit system only allows 2 colors per ISM, but the Playstation 
version thankfully allows any of a character's 6 colors to be used in any -
ISM.  In the Playstation, the color is determined by what button is used to 
choose your character.  In the arcade, the color is determined by which kind 
of button (punch or kick) you use to select your –ISM, not which button you 
use to select your character.  Here are descriptions of Cammy's outfits:

X-ISM:

PUNCH [Square]- Dark green suit with red gloves. It's okay, but she but I'm  
                not a particular fan of the color "green."
                [Bison: Royal blue suit with brown cape and gold boots.]

KICK [X button]- Neon green suit with red gloves.  This color is her
                 X-Men vs. Streetfighter kick color.  I don't see why Capcom 
                 wasted one of Cammy's color options by using another shade 
                 of green.  Couldn't they have used black or red, like they 
                 did Juli and Juni?  Oh well...
                 [Bison: Forrest green suit with brown cape and gold boots.]

A-ISM:

PUNCH [Triangle]- Aqua blue suit with red gloves.  This is her punch color of 
                  her X-Men vs. Streetfighter outfit.  I like it.
                  [Bison: Red suit with gray cape and gray boots.]

KICK [Circle]- Dark blue suit with red gloves.  I like this color too... It's 
               hard to say which is the better A-ISM color.  I think this one 
               is by a hair.
               [Bison: Navy blue suit with gray cape and gray boots.]

V-ISM:

PUNCH [R1 button]- Pink suit with red gloves.  This color looks cool too. 
                   [Bison: Black suit with silver cape and silver boots.]

KICK [R2 button]- Purple suit with pink gloves.  Another cool color.  Cammy 
                  has a nice assortment of color selections all around.  
                  [Bison: White suit with silver cape and silver boots.]

Classic Mode/No ISM- This mode has the same color options as X-ISM in the 
                     arcade.

OFFICIAL STORYLINE

Enhanced by biotechnology, Cammy is an assassin of Shadaloo.
She was made to be the perfect soldier and killer...  However,
Shadaloo had not perfected their control over her mind...
She has no idea what destiny lies ahead of her...

GAME DIALOGUE

(Mid-boss, with Dhalsim, 5th round)

Cammy:   Target in range... Master of Yoga: Dhalsim...
         Standing by to measure his fighting data...  Commencing...
Dhalsim: Is she an assassin of Shadaloo?  Her aura is disturbing...
         Her eyes...  They are not human.   They are just like... a machine.
Cammy:   Your words...  Useless!
         And now I will extract your fighting data from you!

<after the fight>

Cammy:   Uhh...  Ohhhh.....  My head.......
Dhalsim: I can see inside your mind...  Is that... confusion?  Or fear...? 
Cammy:   I don't want to know!  Never look into my mind!!
Dhalsim: I heard Shadaloo has technology that can control human minds...
         Perhaps your surpressed mind is trying to come out...?
Cammy:   Shut up...!  Go away...!  Leave me alone...!

(Fight with Vega, 9th round)

Cammy:   Designation... VEGA.  You are disgusting...
Vega:    Heh heh... Just like a doll, yet so beautiful when in agony.
         I was ordered to bring back the guinea pig...
Cammy:   Guinea pig?  I am an assassin of Shadaloo...!
Vega:    Heh heh heh...!  He doesn't need you anymore...
Cammy:   What do you mean?
Vega:    Resisting?  Okay, let's see what the doll's blood looks like!
Cammy:   Stay where you are...  I don't want to have to harm you! 

<after the fight>

Vega:    I underestimated you.  It's a shame you'll be destroyed...
         You'll be terminated by the hit squad of Shadaloo...
Cammy:   No!  That can't be!  You lie!
Vega:    Heh heh heh...  You will soon see the truth...
Cammy:   I am to be terminated...?  Why.....?! 

(Fight wigh Juli and Juni, 10th round)

Bison:   I didn't expect you to return, Cammy...!
Cammy:   Master Bison!!  Why me...?!
Bison:   Answer this question first...  Why didn't you finish Vega?
Cammy:   B...  Because....
Bison:   You became conscious of yourself!  You are useless to me!
         I'll leave these two dolls to eliminate you!!

(Fight with Shin Bison, 11th round)

Bison:   Impressive!  Most impressive!!
         But it's just too annoying to see a mere copy of myself.
Cammy:   A copy?!  Am I...  A copy... of Master Bison...?!
Bison:   That's right.  We have the same DNA.  You're only a copy of me.
Cammy:   !!
Bison:   But, you are a worthless defect!  And now I will break you!

ENDING

<Cammy stands next to a dizzied Bison>

Bison:   How could I lose to a copy of myself...? I AM THE ORIGINAL!!
         My body... will be lost...
         But soon, I'll be back again... Back... In your mind....!

<Portrait of Bison's face burning in blue flames>

Bison:   Gwooooaaaaahhh!!!
Cammy:   He'll be... back....
         Master Bison... Same DNA... Copy... I am...
         Uh...uh! My head....! Something is creeping into my mind!
Chun-Li: This is the secret Shadaloo facility! It's the Psycho Drive!
         The gate opened!! This must be a trap... But I have to go in!

<Chun-Li approaches Cammy>

Chun-Li: Wait! Where is Bison? You're just a little girl...!
Cammy:   Master Bison is no longer... Psycho Drive... Almost explode!
         We are not... dolls...! I have to... save everyone...
Chun-Li: Wait!! ...Dolls? What did she mean by that...?!

<In a jet>

Charlie: What is Chun Li doing? She said she wouldn't investigate alone!
         Is that the Psycho Drive facility? Did she sneak into it?

<Back to the exploding Shadaloo base>

Chun-Li: I've got a bad feeling... Are they trying to evacuate..?!
         I'll never allow you to escape! Bisooooooooon!

<Cammy's in the Psycho Drive room with Juli, Juni, and the rest of the dolls 
in the transporting beam>

Cammy:   Now... I can... save... everyone...

Chun-Li: I don't believe it! All the evidence is gone now!
         I wonder if that girl managed to escape to safety?

<Back to the jet>

Charlie: The base exploded! I hope Chun Li is alright...
         Rats! Now we lost track of Bison! Well, time to head back.

Text:    After the collapse of the base, all Shadaloo activity ceased.
         Even an extensive investigation by the I.C.O.P. and US army...
         Could not place the whereabouts of M.Bison...
         or the girl whom Chun Li insists that she saw...

WIN QUOTES

"Minor damage...  Memory error!  What am I doing here...?"
"Data evaluated!  Target exhibited zero capability.  Terminating..."
"Target destroyed!  Remaining in secondary combat mode!"
"Fighting data retrieved successfully!"
"Malfunction...  Malfunction...  Woah!?  Did I just do that!?"
"Mission complete!  Standing by for the next command!!"
"Condition green! Motor functions operating at maximum efficiency!"
"Life readings confirmed. Power readings are negative!"

INTRODUCTION POSES

1)	Her X-Men vs. Streetfighter intro is back.  Cammy will be in a long, 
hooded trench coat.  When the match starts, she'll throw off the coat and 
yell, "Come on!"
2)	Same as her taunt.  She will smile with one hand on her hip while giving a 
thumbs up across her chest and yelling, "Come on!"
3)	This only occurs during a normal Cammy vs. Bison match (not the Shin Bison 
battle).  Bison will wave to Cammy to come over to him with a glowing hand 
while Cammy stands still and salutes.

WIN POSES

Cammy has 5 win poses after winning a round.  You can select which pose she 
will perform by holding the appropriate button before she starts posing.

VICTORY! (Hold Jab or Roundhouse)

Cammy will face front with her legs apart and one hand on her hip.  With the 
other arm, she will draw it across her face and put it to her side.  It's 
hard to describe.

YES, SIR! (Hold Strong)

Bison will appear and float in front of Cammy.  Cammy will then say, "Yes 
Sir!" and salute him.  This was one of her X-Men vs. Streetfighter poses.

TERMINATED! (Hold Fierce)

This is like the "Yes, Sir!" pose, except she won't say anything and doesn't 
salute.

GOOD JOB, SOLDIER! (Hold Short)

Captain America says that when he wins, and I imagine that's what Cammy would 
say during this pose.  With her legs apart and back to you, Cammy will 
stretch out her right arm, give you a thumbs up, and look at it.

THANKS! (Hold Forward)

With her legs together, back facing you, and one hand on her hip; Cammy will 
look over her shoulder, cheerfully smile, and give you a thumbs up.  Kinda 
like she's thanking you.

X. THANKS SECTION

1.	Greg Dawson
What can I say?  Without him, I'd probably never been able to do Cammy's
Killer Bee Assault or Chun-Li's Hazan.  He gave a whole bunch of Rose 
strategies, gave a very useful Cammy VC, and just all around nice.  If you
haven't read his other FAQs (Combo Guide, Juli, Blanka), do so, especially 
the combo guide.  Thanks so much!

2.	"Winter"
Winter was the first to contribute to this FAQ and she was the one who 
corrected me about the Spinning Knuckle being able to pass through 
fireballs.  Thanks to her, I began seeing how great the Knuckle really is 
whereas I used to think it sucked and couldn't go through fireballs.  She 
had a website too, but I forgot the address.

3.	CammyFan99@aol.com (http://www.geocities.com/Tokyo/Ginza/7499/index.html)
Stefan, or CammyFan99, e-mailed me if he could use my FAQ on his website, 
unfortunately I don't think that URL works anymore.  But he seemed really 
nice.

4.	Nathan aka floyd
He was just a nice person who wrote into compliment me.  Thanks.

5.	Nate Coyote
He gave me the missing "Condition Green" WildARMs quote, plus another one 
I'd missed.  Thanks for contributing.

6.	Nefdar/Colin Caldwell (http://members.spree.com/sip/nefdar)
He first e-mailed be about being able to combo the KB Assault from a 
juggle hit and since then we've become good e-mail penpals.  He also 
contributed the standing fierce counter hit into Spinning Knuckle, VC 
combos #3&4, and some Chun-Li stuff too.  He has a great webpage dedicated 
to my favorite anime series, Sailormoon (read the "relationship guides," 
they're a riot), and is just all-around nice.  Thanks.

7. Robert Iu
   I got fed up with the fast scrolling text of the endings in SFA3 and used    
   his VERY convenient Quotes/Dialogue FAQ to complete Rose's and Cammy's 
   endings.  Thanks for writing such a useful FAQ.

Did I miss anyone?  If I did, know that the fact that you wrote in makes me 
very grateful.

CLOSING

Well, this is it folks, the last revision of this FAQ.  I hope those how read 
it gained something.  I had a lot of fun writing these character FAQs.  I 
don't know if I'm gonna write another anytime soon though (classes are tough 
this year).  I was pretty calm about shoto-bashing in the closing of my Rose 
FAQ, so I'll be really harsh and rude here ;).  Ken, Ryu, and Akuma SUCK!  
Find someone new dammit!  Did you shotoscrubs actually like using the same 
character for the last 10 years?!?  Are you afraid to be different?  Stop 
being so bandwagon!  I hope in the next SF incarnation, Ken, Ryu, and Akuma 
all have Chun-Li's recovery time on their fireballs and Dan's uppercut 
priority on their Dragon Punches.  I hope in the next SF, Gamest ranks the 
shotos as bottom-tier.  I hope the next SF doesn't even INCLUDE shotos or 
shoto-clones!  Okay, I'm done.  

Since this is the last update, sending in more contributions won't help me.  
But, I'm more than willing to talk to you about anything.  Who doesn't like 
opening up their e-mail and finding messages?  So go ahead and write to me at 
lelbx@hotmail.com or lbl2f@virginia.edu  Until the next SF...

-----------------------------------------------------------------------
If you want to use this FAQ, just email me at lelbx@hotmail.com or 
lbl2f@virginia.edu and I'll be happy to give it to you.  Just give me credit 
for my work.

Do not use this FAQ for any kind of profit whatsoever.  Street Fighter Alpha 
3 and Street Fighter characters are all copyrights of their respective 
trademarks.