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    Cammy by ASchmunk

    Version: 1.0 | Updated: 09/26/98 | Search Guide | Bookmark Guide

    Date: Sat, 26 Sep 1998 10:26:35 -0700
    From: Andrew Schmunk <ajs000@teleport.com>
    Cammy FAQ ver. 1.0
    written by: Andrew S.
    additional info: Ron C.
    NOTE: This FAQ is based off of the PSX version of X-Men vs. Street
    Fighter which uses the version 2.0 of the game. Not all moves, combos
    and tactics will work on all versions of the game.
    1.	Intro
    2.	What’s Cammy’s story
    3.	Why choose Cammy?
    4.	Cammy’s moves
    5.	Cammy’s combos
    6.	Thanks and praise
    First and foremost I would like to thank my friend Ron Chan for spending
    hours mastering this game and Cammy to help me find out some great
    combos. I am writing this FAQ to help all of the Cammy players out there
    pull off some moves to: 1) Impress your friends. 2) Do massive damage.
    3) To make the game more enjoyable. I have spent many hours pulling off
    the combos and making sure each one is not a fluke, so don’t come crying
    to me saying you can’t pull off the combos and they aren’t real, because
    I’ll just delete your e-mail without reading the rest. If you have a
    combo that I don’t have and not just one of them with a jab instead of a
    short or something stupid like that. You can e-mail me at
    ajs000@teleport.com. I welcome any and all e-mails about your opinions
    on my FAQ and though I probably won’t reply to all of them I will read
    them all.
    In this game Cammy is 16 and under the control of Bison’s Psycho Power.
    She is serving as Bison’s most powerful bodyguard and protector from all
    harm. Thanks to Bison’s mind control she has a small part of his Psycho
    Power at her control. She is unsure of her past and doesn’t have any
    clear memories of her past.
    Cammy combines speed with power. He combos take some learning for the
    timing to be right, but beware a skilled Cammy, you could be seeing the
    continue screen faster than you think. Although her dash isn’t the
    fastest, when her dashing combos are mixed up, opponents will be
    confused on where to block. Also alone Cammy’s combos aren’t that
    strong, but the Spin Dive Smasher can be linked to anyone of her ground
    moves. Her Killer Bee Assault can also be linked, to either her Cannon
    Drill or to her Spin Dive Smasher for one powerful combo. Cammy does
    have one down side, her special moves are all counters, with each
    helping her to get on offense. Each of hers moves have a lag time, a few
    seconds each, more than enough time for your opponent to start a counter
    attack. Luckily by mixing up your tactics you can catch your opponent
    off guard more than once.
    Special Moves
    G/A			Cannon Drill: QCF + P
    G			Thrust Kick: DP + K
    G			Spinning Knuckle: QCF + P
    A			Cannon Spike: QCB + K
    G			Cannonball Jump: QCB + K
    G			Cannon Spike Counter: QCB + P
    Super Combos
    G			Spin Drive Smasher: QCF + KK
    A			Killer Bee Assault: QCB + KK
    Before I begin the combos section I would like to tell you how to use a
    launcher, air combo, and a Super Combo cancel. If you already know what
    these terms are then go ahead and read the combos, but if you don’t read
    the following message.
    A launcher is a move that starts an air combo. In Cammy’s case her
    launcher is a very close roundhouse. Her launcher combo is a short(low
    or standing) followed by a roundhouse. An air combo is a combo, started
    by a launcher, that is done in the air. After using a launcher you must
    press up to super jump and then time your attack correctly so your first
    hit hits the opponent in the leg or the chest. A Super Combo cancel is
    exclusivly on the PSX version of X-Men vs. Street Fighter. What it is is
    canceling one Super into another, characters like Gambit and Wolverine
    are the only two characters, to my knowledge, that can cancel one Super
    Combo into another. It’s very easily done and is very effective,
    sometimes. The best time to use a Super Combo cancel is to do it before
    or after the last hit of the first Super Combo.
    Ground Combos
    9-hit Spin smasher Dash: Dash in, low short, low forward, low
    roundhouse, Spin Dive Smasher
    9-hit Punch Combo: Dash in, jab, strong, low fierce, Spin Dive Smasher
    Air Combos
    12-hit Cannon Assualt Combo: Dash in, short, roundhouse, super jump and
    meet in air, jab, short, strong, Cannon Drill, Super Combo cancel into
    Killer Bee Assualt
    10-hit Cannon Assualt Combo: Dash in, short, roundhouse, super jump and
    meet in air, roundhouse, Cannon Drill, , Super Combo cancel into Killer
    Bee Assualt
    Corner Combos
    13-hit Corner Assualt: Dash in, short, roundhouse, super jump and meet
    in air, roundhouse, Cannon Spike, land, Spin Dive Smasher*, , Super
    Combo cancel into Killer Bee Assualt
    * = can be blocked after the second hit but if not blocked will allow a
    Killer Bee Assault
    14-hit Jumping Smasher: jump-in deep fierce, low short, low forward, low
    roundhouse, Spin Dive Smasher
    First and foremost I would like to thank my friend Erik who without his
    constant wanting to play I wouldn’t have time to write this FAQ. He also
    contributed to finding some combos so he wasn’t totally worthless. Plus,
    his constant comedy kept me from pulling my hair out while testing some
    of these combos. I would also like to praise Ron for giving me most of
    the combos and teaching me how to do air combos. Thanks to Capcom for
    releasing this game and thanks to everyone who read this FAQ.
    Andrew Schmunk
    Benson  Polytenchnic High School
    "Some days the hamster of misfortune doesn't
    want to run on anybody's wheel but yours."
    "Now where would I be hiding if I were me?"
    	-Piccolo to Piccolo

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