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    Cammy by LBL

    Version: 0.3 | Updated: 09/19/99 | Search Guide | Bookmark Guide

    Street Fighter Alpha 3 Cammy Guide- Version 0.3
    By: LBL Copyright 1999
    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.
    I.    SFA 3 BASICS
    II.   CAMMY
    VI.   COMBOS
    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.
    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.
    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.  
    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
    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)
    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.
    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 
    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.
    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.
    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.
    Crouching- A short-ranged, quick kick.  Use in linking combos, ticks, or to 
    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.
    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.
    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.
    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.
    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.
          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.  
    [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.
    [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.  
    [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
    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-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.*
    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 
    -	Cammy's standing far fierce juggles people quite well (especially in the 
    -	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 
    -	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.
    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)
    Strong (all purpose)
    Roundhouse (all purpose + range)
    Dive Kick (all purpose for V-ISM)
    Low forward
    Low strong
    Low jab
    Standing far roundhouse
    Standing far forward
    Standing far fierce  
    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.
    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 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.
    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.
    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. 
    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.  
    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.
    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:
    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.]
    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.]
    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 
    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...
    (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!
    <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...
    "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!"
    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.
    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 
    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.
    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 
    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.
    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 

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