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    Cammy by The fireboy

    Version: 1.5 | Updated: 03/04/04 | Search Guide | Bookmark Guide

    Marvel Vs Capcom 2: Cammy FAQ
    By Heat Clarense (iisolidsnakeil@aol.com)
    Version 1.5 March 10th, 2003
    Alright, once again, with MvC2 coming around again for PS2
    And X-box.  I thought I should make a Faq being I’ve been in
    A few local tournaments at my arcade so I guess I hold enough
    Knowledge to create a FAQ on Cammy along with other characters
    I normally play as in this game.  Don’t hang it on your site without
    my written consent, and also do not sell this for any profit what so ever
    (What to mail me on)
    I added this because I’ve been getting a swarm of emails as of late
    “Ryu does not suck!” “<Character here> can beat <Character I’ve
    written a FAQ for>” For those who email me over this, it will be
    deleted, because in my opinion, Ryu DOES suck and is a huge waste.
    Don’t like it? Too bad, don’t read what I write then, and yes, I’m
    Aware that any character can beat another, but lets face it, sometimes
    The odds aren’t in that character’s favor, some characters like Cable,
    Storm, Magneto, Doom, Sentinel and all the other ‘Top tiers’ have
    A higher win ratio over everyone else in the game, so they are more
    Likely to win. And yes, I know everyone plays different in my strategies
    Section, but this is how I see MOST players use these characters, so the
    People who read this will probably have more of a chance of running
    Into someone who plays like this. And to those who actually Email me
    And try to find me to challenge me in this game, yes, I will face you if you
    Live near by and would love to, I love competition. Saying this, please only
    Email me if you’d like to try and face me, see I left something out, or left
    Something out like a combo/infinite or if you have a tip to contribute.
    Also, if you do email me, mention my faq in the subject line or else
    it may be deleted thanks to the huge amount of spam I've been recieving.
    And finally, Thank you!
    August/4th/2003  Updated the Killer Bee Assault, thanks to trunks_2@ignmail.com
    for reminding me!
    1. 	Character information
    2. 	Move legend
    3. 	Move abbreviation
    4. 	Normal moves
    5. 	Special moves
    6. 	Hyper combos
    7. 	Ground combos
    8. 	Air combos
    9. 	Infinites and semi-infinites
    10. 	Strategy and Recommended teams
    11. 	Credits
    12.     Contact
    13. 	Legal stuff.
    Character information
    Team:                   Capcom
    Name:                   Cammy White
    Date of Birth:          Unknown (To me anyway.)
    Height:                 5’6
    Weight:                 Unknown
    Eye Color:              Blue
    Hair Color:             Blonde
    First Appearance:       Street fighter 2.
    Damage Setting:         112% (Above average, not bad.)
    Reasons why you should play as Cammy. (Or reasons not to.)
    Cammy is FAST, not just in her dashing speed, but in her attacking speed too.
    Cammy has a great anti air; The Cannon Spike.
    She’s (In my opinion) a pro in the air with her KBA (Killer Bee Assault) combos
    She holds a lot of air dominance.
    She has some very, very deadly combos.
    She isn’t too hard to learn, combo wise anyway.
    She favors well against the top tiers (Best characters in the game.)
    She’s a little hard to learn.
    She has low vitality.
    Very limited chipping power.
    She can become predictable.
    She has some recovery on a lot of her moves.
    She deals low damage so you have to do combos to do solid damage.
    Aside from her anti air, her assists really suck.
    Move Legend
    In the arcade (And on your joystick if you own one), the entire layout is not
    like it says.
    In this game if you don't know already, there is no Middle punch or forward
    (Middle kick
    For newbies). To get a middle punch/kick you must throw a jab or L.kick and it
    must connect
    (Blocked or not) and hit it again to get the middle punch/kick. So on your
    joystick the M.kick and Forward are now your fierce punches and kicks, the
    actual fierce are your assists, and believe me
    You'll be using them often against skilled played.
    	 |         L punch       Fierce punch      Assist 1
    	 |         L kick        Fierce kick       Assist 2
    That's the actual layout, get used to it.
    Move abbreviations
    This is the part that most people who've played fighting games will know, so
    you can skip this part
    QCF = Quarter Circle forward, as in down, down/forward, forward.
    QCF = Quarter Circle Backwards, as in down, down/back, backwards.
    HCF = Half circle forward, as in back, back/down, down, down/forward, forward
    HCB = Half circle backwards, Forward, Forward/down, down, down/back. Backwards
    Dagon Punch motion = Forward, forward/down, down, down/forward
    Reverse Dragon Punch Motion = Back, Back/down, down, down/back
    2P = both punches…as in… well you should know.
    2K = Both kicks.
    OTG = On the Ground, while you knock you opponent to the ground, if they don’t
    safety roll, you will be able to use a move such as a ducking low kick to hit
    them still and they will be unable to block and such (With Cammy this is VERY
    Normal moves
    Standing Light punch:  (just…light punch.)
    Cammy will throw out a simple jab, a nice poke and good to tickle with if you
    Wanna be cheap about it.
    Couching light punch (Down + L punch):
    The same thing, only now she’s down on one knee, pretty basic.
    Jumping light punch. (L punch in air.):
    An air combo filler and nice attack for a jump in, Cammy will punch at a low
    downward angle, a nice jump in but it doesn’t keep them in hit stun too long,
    this is also of course an air combo filler.
    Middle punch
    Standing middle punch: (Hit your opponent with L punch and tap L punch again to
    get a middle punch.)
    Cammy’s middle punch is just a cross, not much to say about it because you have
    to hit a first time to get it so can’t comment much on range because if the jab
    hits, so will the middle punch.
    Crouching middle punch: (Down + L punch twice)
    Same thing as above, only on one knee once more.
    Jumping middle punch: (L punch done twice in air.)
    This move looks EXACTLY the same as he L punch attack, just little combo
    filler. (Is anyone else seeing a pattern yet?)
    Fierce punch:
    Standing fierce: (Tap fierce)
    Cammy will turn to the side and lean out, putting her right arm out, bent a
    little at the elbow and attack, this attack has nice range, speed and damage,
    too bad it isn’t the fierce off of Capcom Vs SNK, or else she’d have more range
    then everyone next to Sentinel. (Insert ominous laughter here)
    Crouching fierce punch: (Down + Fierce punch)
    Cammy’s main launcher, Cammy will come up with a upward angled punch and knock
    the enemy upwards, good speed and even better comboability, though it has a tad
    of recovery, but that’s only something Cable (And maybe Magneto) can capitalize
    Jumping fierce punch:
    This is JUST like her jumping Light and middle punch, only it’s with the other
    hand, a nice jump in because it puts them in hit stun longer for you to combo,
    but the angle is a little harder to hit with.
    Light kick: (L kick)
    Cammy raises her front leg up for a quick knee like Cable does, only hers is
    faster, but has less range.
    Crouching light kick: (Down + L kick)
    Cammy will slide her long, sexy leg out, has decent range for a light attack,
    and is a little on the slow side, but it off the grounds and can let to
    relaunch for another combo (Ahem..another KBA combo.)
    Jumping light kick:
    Cammy will throw out a kick, just an air combo filler and only good for that,
    but one thing I gotta mention, when you do that move Cammy gives you a free
    look at her backside. =D!!
    Middle kick (Forward)
    Standing forward kick: (Tap L kick close to the opponent.)
    Cammy will give you another free look at her during this attack, she’ll twist
    around off her forward leg, and kick with the back one, kinda hard to describe,
    but to it and you’ll see what I’m talking about.
    Crouching forward kick: (Down + L kick twice.)
    ANOTHER FREE LOOK! Cammy will swing around like her standing one and sweep at
    the opponents feet, but this will not make them fall so you can still launch
    for a combo.
    Jumping forward kick:
    Cammy will do a upward angled split kick, of course I can’t comment on this
    because you gotta hit for this to come out, and sorry, you don’t get a free
    look at her (Almost though!)
    Fierce kicks
    Standing fierce kick: (Tap Fierce kick)
    Cammy shows off her strength and hops up onto one hand AND BALANCING ON HER
    FINGER TIPS! (Had to mention that, sorry.) and will kick at an upward, a good
    anti air, and it’s a launcher, but I’d go with her first launcher unless they
    jump in and you hit them with this.
    Crouching fierce kick: (Down + Fierce kick)
    Cammy does a flare, sort of, her legs aren’t in a V-shape, but it’s a flare
    none the less, has tons of range on it, sweeps the opponent too, you can cancel
    into the Cannon Drill and hit with this also.
    Jumping fierce kick: (Fierce kick in air)
    Cammy will do a split kick like her middle punch in air, but this time she’s
    leaning back and the other side of her leg attacks them, a nice move to do air
    to air, and can be canceled into the Cannon drill and then KBA, unless you hook
    that kick onto the end of an air combo because then you’ll end up with an air
    combo finisher and you don’t want that (Unless you have to super meter.)
    Forward or back + Fierce punch (Can be done in air.)
    Cammy will suplex her opponent, this attack is great because it will knock them
    on the ground long enough for you to on OTG them, along with the fast this is
    hard to see coming, meaning it’s hard to tech-hit out of, along with the fact
    you can just tickle on someone (Tickling it a term used by old cheap street
    fighter players, it means to punch them, doesn’t matter it if hits, then walk
    to them while they’re still in hit/block stun and time the throw to throw them
    the split second they come out of hit/block stun and there’s nothing they can
    Forward or back + Fierce kick (Ground only)
    Cammy Frankensteiner, Don’t use this throw, unless it’s in the hooligan
    combination, you can’t OTG, but you can tickle, the throw does more damage, but
    if you OTG the suplex, you’ll get more damage no matter what, don’t use this
    throw alone.
    Special moves
    Universal moves
    Snap back: QCF + assist 1 or 2
    This move, Cammy will do a move I don’t think I’ve seen her do in this game,
    this brings back the old SF2 attack, she’ll clap her hands together and hit her
    opponent, if it connects unblocked you will force the active character out of
    battle and the backup (Assist character) into the fray, is you use assist 1,
    you’ll knock the first assist into battle (The one right under the active
    character) into battle, and the second being the third character. Doing this
    move requires 1 level of the Super bar.
    Variable counter: Back to down. (Back, back/down, down) + assist 1 or 2.
    This is a little different; it will bring in a different character, or if Cammy
    isn’t in, she could come in as a variable counter, but I can’t exactly say much
    since I don’t use this unless I really need to. But the attack all depends on
    which assist you gave Cammy (Or your other character.). This also takes 1 level
    of the Super bar.
    Push blocking or advanced guarding: 2p while still in block stun.
    Push blocking has been in a few fighting games so far now, and if you don’t
    know yet, while in block stun if you press both punches and the block will
    become much thicker and push your opponent back, it can save your backside
    sometimes, but can also be a problem, but then again, for some moves you’ll
    have to use it to punish moves, with Guard canceling and just to punish other
    moves like the Shoryureepa and Charlie’s Summersault justice hyper combo and a
    few other rushing/raising supers (Supers that come to you, or slowly or
    completely upward, or both.) Be careful though for beginners, push blocking too
    many times at once will break your guard and you’ll be open to an attack unless
    you guard cancel (Which I’m still learning somewhat.)
    Cammy only moves
    Cannon Drill: QCF + any kick (Ground or air)
    This is one of Cammy’s most original moves, she will shout “Cannon Drill!” And
    then to a spinning attack like an arrow, of course the kick used makes gives
    more range and power, recovery, but all together I think both start at about
    the same time, also as Cammy does this she’ll gain an aura around her legs but
    don’t think that aura protects you from projectiles or anything, because it
    Damage:         4
    Range:          6 (Fierce kick goes fill distance across the screen.)
    Useful:         5
    Start up:       7
    Recovery:       5
    Overall, It’s a nice move to stop dashing in, but it has some recovery, so
    don’t go throwing this out of no where, got me?
    Can help you escape some moves if used properly because Cammy will go across in
    air, and she hits the ground and slides, meaning she’ll go under some
    projectiles during that.
    Can be canceled into the Killer Bee Assault (But comboing from the ground is
    REAL hard to do for some reason.)
    If blocked you could be in some trouble (Cable, Magneto or Storm anyone?)
    Can’t cancel projectiles.
    Some of the top tiers will out prioritize it very easily.
    Cannon Spike: Dragon punch motion + any kick (ground only.)
    This is another original move of Cammy’s and this is a GREAT anti air, Cammy
    will shout “Cannon Spike!” and then go at an upwards angle with a fiery blue
    aura on her legs, this time though, she IS invincible to just about EVERYTHING
    on the way up, but watch out, if you miss this move all together, you’re
    Damage:         7
    Range:          7
    Useful:         8
    Start up:       8
    Recovery:       6
    A VERY good anti air.
    Can be used to break through just about ANY jump in.
    Looks cool too!
    If you miss you’re screwed.
    On some things (Like Doom’s rocks in his Molecular shield) she’ll take them at
    a body to hit and bounce off like she actually hit something.
    Overall: I use this move along, but not enough to over use it, it’s a great
    anti air, but the chance of you missing or something comes into play and it
    happens, you’ll wish you hadn’t done it so much.
    Cannon Strike : QCB + any kick (Air only.)
    Ah, Cammy screams something on every move it seems as she screams “Go!” in this
    one, in air Cammy will tuck one leg behind her and then come down to the
    ground, this would be a nice jump in if it didn’t knock them back, or knock
    Cammy back in her opponent is in the corner, but it’s a very safe move none the
    less because Cammy comes out of it the second she touches the ground, and the
    aura on her leg once again, does not protect you so don’t think about it.
    Damage:         6
    Range:	        4
    Useful:	        3
    Start up:       6
    Recovery:       9
    Nice move to surprise someone with.
    Cammy recovers the second she hits the ground
    Can’t be used as a jump in really.
    Can be punished during start up by a few things (War destroyer, Gamma Crush,
    Seotome Cyclone.)
    Overall, It’s a nice move, but don’t over use it against characters with upward
    hyper combos.
    Axle knuckles: QCF + any punch (Ground only.)
    This move looks exactly like her standing F.Punch except for this, she’ll hop
    forward during it, and she has that aura around her first, and I believe this
    move has some invincibly frames being I’ve knocked Ken out of the Shoryureppa
    once (And I’ve thrown him out of it.  :D!)
    Damage:         4
    Range:          3
    Useful:         2
    Start up:       4
    Recovery:       6
    Cammy’s only punch move...wow. (Dunno if it’s a pro, just put it here because
    it is really.)
    Recovers a little quick.
    Easy to see coming.
    Can’t be comboed into or out of.
    Overall…I close to never use this move. So I can say much, you gotta figure out
    its goodness on your own, I’ve already found out the bad. =\
    Hooligan combination: QCB + any kick (Ground only.)
    This is a..combination of a few of Cammy’s moves, every button you press after
    this move will make her do something different, it goes like this:
    Press punch early in air: Cancel the move
    Press kick in air: Cannon Spike
    Press P near your opponents head while he/she is standing: Fierce kick throw
    Press P close to your opponents head while they’re crouching: Fierce punch
    Do nothing: Sliding attack.
    Damage:         N/A (Everything does different damage.)
    Range:          5
    Useful:         3
    Start up:       6
    Recovery:       2
    Good surprise move.
    You can do along of different moves.
    Against experts this can get you killed because she takes her sweet time
    getting there
    Overall…I use this move sometimes to surprise and confuse, and only for that.
    Hyper combos
    These moves require 1 level of the super meter all the time. Cammy’s Hyper
    combos cause chipping damage, and are very fast and good.
    Spin Drive Smasher: QCF + 2K(Ground only.)
    Cammy will shout something I can’t understand too well (It sounds like “Destroy
    f---er!” I’m serious it does to me.) but in anycase. She’ll so a BIG cannon
    drill and then link it into a long Cannon spike, this attack is fast, but you
    can be knocked out of it easily (A Magneto player has grabbed my Cammy out of
    this before.)
    Damage:         6
    Range:          5
    Useful:         4
    Start up:       7
    Recovery:       3
    Very comboable.
    Comes out pretty quick
    Can do the stereotypical “tap tab super” thing.
    Can be knocked out of it really easily
    Easy to see coming from across the screen
    If blocked you could be in trouble.
    Overall: I use this as my ground super only.
    Reverse Demon shaft: QCB + 2K (Ground only.)
    Cammy will scream “Yah!” and grunt as she’ll to a LONG Cannon drill vertically,
    it looks nice, but the vacuum properties here are slim to none.
    Damage:         4
    Range:          2
    Useful:         3
    Start up:       7
    Recovery:       3
    Goes almost to the top of the screen.
    That’s it…Sadly
    Has a minimal vacuum property.
    Isn’t very wide, as Cammy isn’t either.
    Overall:  Don’t use this move Unless they jump in and you KNOW you’ll hit.
    Killer Bee Assault: QCF + 2K (Ground only.)
    Cammy will curl into a ball and flip up to the side of the screen and clench
    onto it for dear life and shout “Lock on!” and then come down with a diving
    kick at her opponent, if it connects she’ll make a “Maximum spider” look alike
    move ending with grabbing her opponent and slamming them down to the ground and
    if they don't roll, allows Cammy to run up and OTG them, meaning she can repeat
    this move again.  (Thanks to trunks_2@ignmail.com for reminding me of this,
    Spidey was actually around in Marvel Superhero's and Marvel Vs Street Fighter,
    so the past edit of this has been my mistake.)
    Damage:	        7
    Range:          3
    Useful:         7
    Start up:       3
    Recovery:       3
    Her strongest Hyper Combo
    Can be linked onto the end of an air combo, and it will be. Trust me.
    Cammy’s completely invincible as she curls to a ball and flips up to the top of
    the screen.
    Can be seen coming a mile away if you don’t do it in a combo.
    If blocked Cammy will bounce off and be completely open for an attack.
    Overall:  Use this move in combos, and combos only, on it’s own it more then
    likely won’t connect.
    Ground combos
    Ah’, Cammy is a combo freak, something like Wolverine or Strider, she’s just as
    fast as Strider, and has the attacking speed that rivals Wolverine and Storm
    themselves, but there’s one combo that Cammy relies on more then anything, it
    KBA combos, this is solely why Cammy players ever existed. Now lets get down to
    combo explanation shall we?
    S. L.punch, S. M.punch, S. F.Punch xx Cannon Drill.
    That is just one of Cammy’s combos, its short and sweet, I’ll break it down for
    the people who don’t understand.
    First you do a standing light punch, then hit the button once more for middle
    punch, then a fierce punch, and then during the fierce punch animation do a QCF
    + kick to get a cannon drill, if you need a certain button for which move I’ll
    label it, but for this combo, either cannon drill will work, got it? Well lets
    start small and work our ways up, okay?
    C. L.kick, C. M.kick, C. F.kick xx Cannon Drill = 4 hits, a basic OTG combo
    with Cammy, but you have better options, lets move on.
    C. L.kick, C. M.kick, C. F.punch (Launcher) xx Cannon Spike = 4 hits. I know
    this sounds like a stupid combo, but it can make your opponent laugh and throw
    him off track (You’d be surprised at how focused some people, like me are in
    the game, if you can loosen them up, they have a chance at playing easier
    because they might think you dunno what your doing that well.)
    C. L.kick, C. M.kick, S. F.Punch xx Spin Drive Smasher = Usually around 12
    hits, This combo is one of Cammy’s ‘tap tap super’ combos, not much to say, I’d
    prefer her air combos over her ground combos.
    Air combos
    Alright, here’s some of the good stuff, I prefer air combos over ground combos
    most of the time with who I play as, and I believe most people do because with
    an air combo you do more hits, more hits usually means more damage, and more
    damage is what we want right? Lets get started.
    But lets start with the simple and work our way up.
    C. L. kick, C. M. kick, C. F.Punch, /\ SJ. L.punch, SJ. L. Kick, SJ. M.punch,
    SJ. F.punch. = 7 hits, You could put in the M.kick too, but that actually cuts
    the damage down thanks to the damage reduction system (Basically it means two
    hits will make the third attack’s normal damage cut down by 1/7 I believe and
    then down more and more as hits continue.)
    C.L.kick, C. M.kick, C. F.Punch /\ SJ L.punch, SJ L.kick, SJ M. punch, xx
    Cannon Drill xx Killer Bee Assault.
    11 hits. Once again, I know you could squeeze in another attack, but behold,
    this is the Cammy combo I’ve been speaking of, this combo is hard to do, but
    looks impressive and will intimidate most players because of the damage in this
    combo, this combo should be your first priority to hit, anytime you have a
    meter, go for this combo.
    Alright, this is it for combos, if you have any to contribute, please let me
    Infinites and semis
    With Cammy, you can do this combo with your opponent in the corner in the
    corner only, and they have to stay there, if they’re not in the corner I think
    you’ll only be able to do this combo twice in a row because they’ll flip to
    their feet faster. Basically it goes like this: C.L.kick, C. M.kick, C. F.Punch
    /\ SJ L.punch, SJ L.kick, SJ M. punch, xx Cannon Drill xx Killer Bee Assault,
    Dash in, C.L.kick, C. M.kick, C. F.Punch /\ SJ L.punch, SJ L.kick, SJ M. punch,
    xx Cannon Drill xx Killer Bee Assault. (repeat over and over. Until you screw
    Cammy has one corner infinite, but I’m unaware of it, if someone knows it Email
    me it, please.
    This is it for this, I’ll add more as I figure it out.
    Tips and tricks
    Cammy can tickle then a lot of people in MvC2, just punch, don’t do Fierce,
    just jab, walk forward quickly as they’re in block/hit stun and then after you
    get on their toes, hit fierce punch while still walking forward and you’ll
    throw them chances are, always to the punch throw because you can OTG them, but
    don’t do this too often because people wil just see you as a cheap player.
    Here’s a trick a lot of people fall for, jump in, punch, if they block after
    you hit the ground to a air combo again, do the cannon revenge, chances are
    they’ll attack you, but don’t overuse this, people will predict it and just
    punish you then.
    This isn’t much of a tip to people above beginner level, but use your assists,
    and give Cammy assists like…Sentinel’s ground and the like, don’t just put
    three characters you’re good with together, because you might come across
    someone who can give you more ground dominance then Cammy, like Storm or
    Magneto, what then? They’re too close to give you a chance to switch
    characters, or anything like that, you’ll in block stun, I know you could do a
    Variable counter, but that takes a super meter, so try and pair Cammy and every
    character you play as with assists that protect their weak spot.
    Strategy and Recommended teams
    This is just part to help you figure out against characters you might be having
    trouble with, just hold down CTRL + F and enter the name of the character
    you’re having trouble with. (And if you put Ryu in here, like with my Cable
    Faq, I pity you still.)
    ------Vs characters-----
    Magneto - This match is EXTREMELY tough, but not impossible, For this fight,
    you are going against the fastest character in the game, he has you in speed
    and power, his combos are more deadly, this fight will NOT be easy, you better
    pack a strong assist like Ton’s projectile, Jin’s Seotome Dynamite, something
    with cross up protection because without a strong assist to cover you as
    Magneto tries to rush you down, wait, without a strong assist, there won’t be a
    try, he will, and probably destroy Cammy within one or two combos depending on
    if he continues after his first tempest super, but pack a strong assist, and
    you will be using the Cannon spike often because you’re invincible during the
    move, so it will beat him out, I personally would pack along Sentinel’s ground
    assist because the drones will fly high enough to cover a trip jump if her
    tries, and a ground dash for you to try and land a crouching light kick and
    into the Killer Bee Assault combo.
    Storm -Having trouble with her? Don’t worry everyone does, and I mean EVERYONE,
    no one is anti Storm, and with everyone picking her now, you’ll have to learn
    to deal with her best you can, once thing here, she takes damage worse then
    Cammy does, so that’s one point for you, but what takes away that point? The
    fact Storm is second best rush down character in the game right behind Magneto,
    her Lighting storm combo can take out around 30-60 percent of your life, and
    she has a special type of keep away called Runaway, basically she’ll super
    jump, air dash up, and then lighting attack back to the top when getting low,
    with that, she can take to the skies and stay there for a long time, there is
    no real way to deal with Storm unless she screws up, but pack along a strong
    anti air, aside from Cammy, personally for Storm I’d pick Blackheart or Captain
    commando because they’re Anti airs are top screen hitting, so it can hit Storm
    as long as she’s on screen (And Storm CAN go above the screen will show, and no
    one can hit her then so don’t worry and think it’s a glitch, it isn’t.)
    Sentinel - Sentinel has an odd rush down like Storm has keep away, most refer
    to this as the “Stomp rush down” Because that’s what he does, he’ll jump
    towards you and to the roundhouse stomp, then cancel into flight and then do a
    few light kick to roundhouse chain combos, blocked or not because every move
    Sentinel does chips, so how can you deal with this sort of rush down, two ways,
    push block him away, or as he jumps in, do a Cannon Spike, but if you push
    block, he’ll simply cancel flight or just let him fall, so I’d pick the second
    option, his damage setting is 75% so he can eat about four of your Cammy KBA
    combos before he’ll go down, he can also use his drones to assist him in
    keeping you away, don’t stress at all, because that’s what he wants, they want
    you to get frustrated and make a mistake so they can hit you with their hard
    hitting semi-infinite with his HSF, just stay calm and play an act/react game
    with him.
    Cable - Cable is probably one of the biggest problems, be can beat anyone in
    keep away, meaning he can keep you on the other side of the screen easily, and
    from there Cammy can do no damage because she has no projectiles, but his act
    can get predictable, expect the Fierce gun shot of his to be used to the point
    you will hate just the sound effect of it, unless it’s a tournament Cable,
    expect any screw up at all for Cammy to die, against tournament Cable’s they’ll
    do the Air Hyper Viper on something as innocent as missing a little jab! But in
    any case, Cammy can duck under the gunshots, and she can dash in after the gun
    shot and maybe get a combo, but against tournament Cable’s they’ll just jump
    back and keep throwing either gunshots, Light punch viper beams or they’re
    grenades all over the place to help zone you, don’t let this happen, do
    everything you can to get to him, but don’t screw up on it, I know it may seem
    impossible but one mistake is all it takes for Cable to kill Cammy with an air
    hyper viper.
    Strider Hiryuu - This match, is not in your favor, unless Strider doesn’t have
    Doom, then this Strider will be no problem, because every good Strider player
    knows that Doom is like Cyclops to Cable, Captain commando or Blackheart to
    Sentinel. This match, I’m sorry but you’re chances of losing are very high, but
    here’s this, do the cannon spike on Doom, you’ll more then likely break through
    his rocks and knock him out of the battle, and without Doom to help Strider,
    Strider’s mostly finished, if you can, Snapback Strider and make Doom come in
    and KILL Doom, if you can take out Doom, almost everyone can take out Strider.
    Remember, if Doom comes out and you don’t have time to do a Cannon Spike, super
    jump and double jump, because Strider is more then likely teleporting behind
    you. I can’t say much of this because in reality, the only anti Strider/Doom
    person is Storm, and she isn’t even anti Strider/Doom because she has to
    Dr. Doom - Doom’s somewhat a problem, he can cover more ground then Cable, but
    not as fatal at Cable, so he can hold you on the other side of the screen
    easier, but if you screw up against him, you’ll live more then likely, because
    Doom has no multi Hyper combos to him like Cable does, but he can do more block
    damage then Cable, and keep you on the other side of the screen, expect a lot
    of jumping beam guns, and photon shots, and if he jumps to the corner and does
    a photon array Hyper combo, dash in under him, he can’t hit you there, I
    wouldn’t jump up after him though unless you’re on the other side of him, don’t
    wanna chance jumping into a photon array right?
    Spiral - Don’t mind having a hard time, without a projectile, everyone does,
    with Spirals knives and teleporting, she can be a very, very hard target to get
    to, expect those knives of hers like bananas, for them to come in big yellow
    bunches! (Not really yellow, but expect a lot of them.) And after you get to
    her, she can just teleport, after she teleports this is how you get to her, her
    teleport maybe instant, but she has recovery at the end, so when she teleports,
    do a KBA and then just combo her, her only defense up close is to teleport
    away, remember this.
    Black Heart - Blackheart…Expect this, a lot of those damned roundhouse demons!
    I mean A LOT of them, it’s like Blackhearts only offence against everyone, so
    jump with him, and every time he flinches at all to throw out those demons of
    his, do a cannon drill and cancel into the KBA, and if your close, Blackheart
    is no problem what so ever, be careful of jumping on him though, you’ll be
    eating an inferno and Heart of Darkness.
    Cyclops - Cyclops can be a problem, he can chip you to death with his mega
    optic blast, he’s none for being a cheap keep away player, but no worries, in
    this match try not to stay on the same level at him because his angled optic
    blast is a crummy anti jumper, so super jump towards him and when you’re close
    to his head, double jump, he’ll be expecting an attack and then probably block
    low, then do the Cannon Strike and you can get a hit maybe, and if you don’t,
    you’re still pretty safe unless he did the Super optic blast, but who would
    waste a hyper combo if it doesn’t chip well and it’ll be blocked? No smart
    player, so don’t worry on that aspect unless he REALLY wants you out of his
    Cammy - I’ve always hated mirror matches, because you both have the same
    strengths and weaknesses, so who will win? The one who makes the biggest
    mistake first, on Cammy a KBA combo will take out about 60% of your life
    because of Cammy’s stamina, so watch out, always block low from a dash in,
    always block high any other time when she’s coming in, if it’s a dash in, low,
    super jump, jump up with her, normal jump, try to wait until the last second
    she attacks and do a Cannon spike, for this fight, I know it may seem wrong but
    you have got to play more defensive, because when you’re too aggressive, you
    tend to make a mistake, and I mean, if you wanna show off, what would you
    rather do, go all out and end up messing up and dying within one combo? Or wait
    it out and catch their mistake and take their life away?
    Guile - Guile is hands down, my favorite Street fighter character, he’s better
    then the Shotos without a doubt, but this can be a hard fight being the ungodly
    speed of a jab Sonic Boom, plus if you jump over it you’ll probably just get
    knocked back by a upcoming Summersault kick, and in air, I’m not sure who will
    win, Guile has just as much air dominance as you I’m afraid, so watch out for
    that and don’t, I repeat, DON’T attack too soon, of you’ll only end up running
    into a Cross Fire Assault.
    Charlie - Charlie is much like Guile, but a lot different at the same time, I
    think he’s somewhat stronger, which would explain why he’s so much slower then
    Guile, combos aren’t as deadly and I believe he doesn’t hold that much air
    dominance. But like Guile, he has a nice anti air and projectile, once again
    though he is a charge characters, plus I’ve found most Charlie players (Not
    Guiles!) can’t handle a hard rush down that Cammy can give, so keep on him and
    don’t give him a chance to breath!
    Iron man - Alright, I believe this guy has the most air dominance over anyone
    in the game, look at his attacks, he was made to rule in air, so he’s something
    important, don’t go jumping in on him, you’ll probably end up in a Repulsor
    blaster and then into a proton cannon, and if not, then you’ll jump, he’ll
    jump, and you’ll be trapped in an infinite combo, the easy infinite is EASY to
    fall into, so most you can do is just wait for him to screw up, I’d keep
    mashing on the buttons and hope the sounds will help break off his focus so
    he’ll make a mistake, don’t you even think that mashing will help escape this
    combo like it will a tempest combo, because most you can do for this is break
    his concentration.
    BB Hood - BB Hood is pretty nice, she has a nice set of moves, watch out for
    her, her cruel hunting hyper combo, it does a heap of chipping! So if you can
    jump it, DO IT! Her move takes out almost as much as a blocked photon array
    hyper combo from Doom for Christ’s sake! Plus her Hyper Apple hyper combo is a
    little confusing, KEEP blocking because she’ll let out some of her apple bombs
    if it’s blocked, got it!?
    Omega Red - Omega Red can be a REAL problem in the right hands, but those hands
    are hard to find, so chances are he’ll be an easy match. Just watch for his
    coils, they become a pain since he can throw them in just about any angle you
    happen to be, and when he gets you he can mash the buttons and get some of your
    life to recover his own red life bar.  But his combos aren’t that great and his
    hyper combos are easy to see coming and can easily be jumped over, but watch
    out, in the correct hands Omega Red can be Anti Cable because of his long coil
    reach, and anyone who can be anti Cable is a threat to anyone.
    Wolverine (Adamantium) - Wolverine is faster then you, but weaker in a sense,
    Wolvie has some strong combos, overall, he’s better then you on ground and air,
    you both have no projectiles, or anything, playing a master Wolverine player,
    you’re screwed because a single hit and they will find a way to combo a
    Berserker Barrage X or even Fatal claw, but the good thing, his damage setting
    is so high, one KBA combo can make Wolvie drop like a dead fly, so it’s really
    more if Wolvie gets two combos, Cammy’s dead or very close to it, Cammy’s KBA
    combo will more then likely leave Wolvie with around…10-20% life left.
    Wolverine (Bone claws) - This’ll be short and sweet, treat him like the above
    Wolvie, just this one’s just a little faster and has a little more range
    because his claws are longer, and he’s also even more button masher friendly,
    but he’s missing two supers so that can cut down on some of his game, but
    beware, he still has Berserker Barrage X.
    Sakura - Sakura is no problem for Cammy, she’s a Ryu wanna be, any Ryu wanna be
    can’t be tough (Except Cyclops.) But in anycase, just rush her down, Sakura
    can’t handle a rush down as well as you, once again, she’s well rounded like
    Ryu, and anyone that well rounded can’t fight for their life, so just become
    the rush down Cammy that every Cammy user is, because extremely aggressive, if
    she becomes Sunburn Sakura, tone the aggressiveness down a bit, because she
    becomes a lot stronger, don’t jump in on normal Sakura, she’ll probably end up
    doing her upward angle fireball hyper combo.
    Sabretooth - This guy was a very good character back in X-men VS SF, but now
    he’d been reduced, never the less he’s still a threat t Cammy’s low health,
    he’s pretty quick for his size and power, but he’s pretty predictable, and you
    can actually super jump over most of his hyper combos or block them, just don’t
    get hit too often and you’re golden.
    Shuma-Gorath - One thing you gotta worry on this and the only thing you have to
    worry on is this, his chaos dimension, when he does his, I always run away and
    stay away because if he hits you, blocked or not you’re hit, and with the
    damage that thing gives out, you don’t wanna get hit by it, Cammy’s vitality is
    too low to take one decent damaging combo and then be hit by that and live but
    other then that, Shumi (I call him that.) doesn’t have too much going for him
    because his attacks are easy to see coming and even easier to avoid, not much
    to worry.
    Spider-man - Ah, Cammy’s counter part, Maximum Spider against the KBA, who will
    win? Cammy will of course, because Spidey can’t combo his (From what I know
    of.) and they both tie in my book for air dominance, so it’s really who gets
    the better angle of attack, and if Cammy does, Peter Parker’s in trouble
    because he’s in for a KBA and be out of it, but with Spidey, I like to screw
    around being he was downsized so much, watch out though, Spidey is stronger
    then you are, but has the same vitality, so meaning he hits you the same amount
    of times you hit him, you’ll end up with less life.
    Venom - This guy is a complete expert character; he has to be in this game to
    rival any tip tiers, or semi-top tiers, so only experts with him will play as
    him, so don’t get your hopes up in finding a expert Venom player, because with
    actual top tiers around, who wants the other characters really? But in the rare
    chance you do find one (There’s only one at my Arcade) be prepared for the
    fight of your life, they usually pair themselves up with Sabre tooths
    projectile to hold you after they do the Death bite because they’ll do the
    death bite and after the flying screen it won’t get the chance to happen
    because Birdy’s gunshots will keep juggling you giving Venom enough time to get
    back on screen, Do another death bite to you!
    Ryu - Ryu sucks, plain and simple, you need no strategy to beat him, if you do,
    then put this controller down, or step away from the joystick, and go play…I
    dunno, go play a nice, slow, boring game of pong, because it’s more your style.
    Ken - This guy, unlike Ryu, is useful. He has the best anti air assist in the
    game in my opinion being he’s completely invincible during it, but it’s not as
    useful as say…Captain commando’s, but in any case, Ken has one hell of a Glitch
    for his assist as a hurricane kick, it takes out around 1/10 of your life each
    HIT, overall; just make sure you don’t go jumping in, dashing in is probably
    move safe, just make sure you don’t go running into his little short fireball.
    Akuma - Akuma’s pretty good as a character, has the same glitch as Ken’s
    Hurricane kick and also has an invincible Anti air, thing that separates him,
    how bad Akuma takes damage, treat him like Ryu, only with a mixture to Ken to
    him and make sure you watch out for his level 3 super it’s hard to connect, but
    can if you underestimate him, and in this fight, it’s smart not to dash in,
    since I’ve actually ran into his raging demon super as I tried to wave dash
    after blocking a fireball.
    Warmachine - Plain and simple, handle him like you would a faster Iron man,
    just don’t get caught in his infinite.
    Morrigan - Sorry Morrigan players but, Morrigan is sexy and all but she just
    doesn’t have what it takes to top Strider, Strider has the Ouroborus and
    Morrigan is like a more combo-friendly Ryu, and Ryu sucks so…so does she.
    Tron Bonne - I haven’t gone up against a good Tron player yet, but I can say
    this, she is no joke, not at all, she’s not even awkward to use, she has a VERY
    good assist too, but in any case, her hyper combos are easy to see coming, but
    she can combo with the best of them, so only a few combos will actually kill
    Silver Samurai - This guy, you will probably never see, because he uses more of
    the meter then Cable does, and doesn’t get even 1/3 of what Cable gets out of
    it, so I’m unaware of a strategy for him, but you chances of facing him are
    slim as hell already.
    Iceman - This guy people bitch about more then Cable, rightfully so in some
    conditions, he takes no chipping from most moves in the entire game and his
    Icebeam does MAD chipping itself, and without projectiles, how do you get to
    him? Jump, dash, Super jump, do all three at random, he can’t do an Icebeam in
    every direction, so don’t worry, just keep advancing to him and he’ll probably
    end up in the corner and you’ll have him since Iceman SUCKS in close quarter
    M.Bison/Vega - This guy, can serve a little problem, if he teleports, do the
    KBA because it’s lock on, and Bison has recovery at the end of his teleport,
    other then that, not many people play as him, so I’m unsure on everything else,
    but he’s pretty slow, has little to no combos and everything.
    Megaman - Ah, it’s that blue boy! He’s not really a problem at all, just
    remember this, jumping, and dashing to him quickly at not recommended because
    of the buster cap and Hyper Megaman will stuff a jump in attack, so jump in
    BLOCKING, he’ll probably do a Hyper Megaman and that move has a HEAP of
    recovery at the end and then you can feel free to do what you like with him.
    Anakaris - Anakaris is a semi-top tier, like Cammy and Iron man, meaning he is
    a threat, but his defence sucks, but lets face it, then you’re that confusing
    that’s a defense all it’s own, make sure you keep him from doing his odd sort
    of rush down and make damn sure you don’t get caught by his hyper combos,
    because they hurt like hell, other then that, just do your best to stuff his
    jump ins, his jump is VERY slow, but his attacks in air are very, very
    Gambit - One thing to learn, roll…EVERYTIME, ALL the time! He’s the OTG king,
    enough said, you do NOT want to eat a Royal Flush, that move hurts, and OTG’s
    are the only way to combo it (Aside from assists), that’s about all you gotta
    watch out for, and the Cajun slash is a hard move to counter.
    Captain Commando - Captain Commando has a nice ground game, lethal anti air,
    nice projectile and a handful of assists, he has three by himself and his
    actual partners, so overall, Captain commando can give a HELL of a keep away
    game if done properly, beware of a captain corridor, because it WILL be
    canceled into Captain sword for big damage, plus the flying screen effect
    meaning he can actually repeat it twice, so how do you counter the flying
    screen? Mash your buttons like trying to escape a magnetic tempest or Cable’s
    electrap grenade, it’ll make your character get up faster, other then that, I’m
    not sure on what else Captain Commando has up his sleeve.
    Captain America - This guy is versatile, not as versatile as Storm but, few
    are. In any case this guy has nice power, mixed with priority and speed, his
    charging star will eat through anything aside from a super and Cannon spike,
    plus when Captain loses his shield, he becomes even faster, but less priority.
    All in all, Cap’ can give you a REAL good run for your money, plus his
    cartwheel makes him invincible to everything except throws (I’ve cart wheeled
    through Ken’s Shoryureepa.) So if you see him cart wheeling, throw him! Most of
    his moves have some recovering to them, mainly if you block a charging star,
    you get a free lick at him and you can get a KBA combo going easily, and watch
    out for that hyper stars and stripes! It hurts when it’s comboed!
    Hayato - Hayato, He has a look of someone who can beat you down! But when you
    fight him, you’ll see he’s a little less then that, he has a NICE anti air, but
    it’s bad at the same time because Hayato has to dash forward before doing it,
    so it’s not THAT great on point, he has a slow hyper combo (The multiple sword
    slashing one.) A Magnetic Shockwave look alike that’s not as powerful, and a
    hyper combo that if it connects will allow him to do unlimited Plasma combos
    (Plasma combo are the button combinations he presses with back that make him
    glow for the duration of the attack)
    Jill Valentine - Ah, my true favorite girl in this game, Jill is so loveable
    always (She’s cute too in this game, from sexy to cute.) But in any case, she
    can be played two ways, she can play keep away, using her dogs, crows, zombies,
    Beretta counter and grenade launcher anti air to play keep away, or she can
    play a mean rush down, but not as powerful as Cammy’s, all in all, both will
    work against Cammy because Jill’s damage setting it lower, meaning it’ll take a
    little more to take her out, make sure you don’t run or jump in on Jill too
    aggressive, because she’ll probably hit you with her rocket launcher hyper
    combo, but if you block it, Jill falls down after the last shot because of it’s
    recoil, so you can probably make your way over to her quick and get in a quick
    Servbot/Kobun - I HATE THIS GUY! He’s such a pain with EVERYONE! He’s so short!
    But his damage setting is highest in the game I believe. So it’ll only take a
    few  hits to take him out, but those few hits are hard to get on that little
    short lego man! The KBA combo will work, but it’s a REAL pain to hit him with
    Cammy’s launcher, I mean it’s a REAL pain, easiest way is to hit him with your
    launcher when he jumps in and go right into the KBA combo, because his damage
    is so high, that combo will bring him down, and if you repeat it, he’s
    dead...hands down.
    Dan - DAN!!!! ::Gasp:: THE MAN!!  Dan rules all, he may not be the best
    character, but look at him!! You can’t help but laugh over his funny antics,
    but over all, Dan is a nice character actually, I mean, he has no projectile,
    but he has that pride killer! (Goudo-ken), why do I call this the pride killer?
    Look at it! If you get hit by THAT, you gotta feel bad, but he has a nice anti
    air and nice anti-dash in, the Koryuken and whatever the other move was (I
    don’t remember it.), and if he throws out a autograph, you got a combo, but
    hey…who doesn’t want an autograph from Dan!?
    Jin - Jin’s a problem, in the right hands at least, good for you, most don’t
    know how to use Jin, and he’s a charge character, so that means his moves have
    to be good, he can beat you in priority and power, no doubt, I mean he’s earned
    the nick named Mini Hulk! He deserves that name too, he’s like a comboable
    Hulk, his Bloodia Vulcan hyper combo will more then likely hit you if you super
    jump (I dunno why, might be a glitch) and Bloodia Vulcan also guard breaks if
    you normal jump, so it’s best to just stand there and not try to avoid chipping
    as there’s a good chance you’ll end up taking even higher damage!
    Felicia - Ooo, sexy kitty girl, she has more sex appeal then Morrigan, and in
    this case, MUCH more deadly, she’ll break your dash with a sand splash, and
    then cancel that into the sand splash hyper combo for big damage, but she has
    no real good anti air, so it’s best to dash and jump just before you get close
    enough to get hit by her sand splash, you should have her unless she cancels
    into the Sand splash super anyway, which she might, if she does do Cannon
    Strike, it’ll either trade hits or beat her out, but overall, I’ve never played
    a real good Felicia while playing as Cammy, only as Strider.
    Thanos - Thanos has a bubble infinite that can be a pain to escape unless you
    can mash like hell, and everyone should learn mashing now, since you can mash
    from Magneto’s tempest combos (And EVERYONE knows how deadly they are!) He also
    has some powerful Hyper combos, but overall, he’s a big target, meaning he’s
    slow, and he is, so no worries, just run up, combo him, and don’t run into any
    gauntlet hyper combos or that bubble infinite.
    Amingo - Judging on what I read, this guy sucks, only way he can win is by
    chipping away at his dashing bulb move, and there’s lag after that move, push
    block half way through this move, and then wait until he ends it right in front
    of you and then feel free to do as you please with him.
    Sonson - Sonson, just watch for her anti air staff swing, and no problem, her
    ape transformation she gains hyper armor, so watch out for that, jump over her
    and then just punch and kick at her repeatedly over and over to slow down her
    timer because you’ll actually do more damage and there’s nothing she can do.
    Zangief - This guy can be a pain since of course, this guy is the best grappler
    in the game, here’s a tip, DON’T GET IN THE CORNER WITH HIM! You got a Final
    Atomic buster coming! And if he does hit you with one, ROLL! If you don’t roll,
    he can repeat it, be careful of dashing in too, don’t wanna go running into a
    spinning lariat yanno?
    Hulk - Hulk was good, but lets face it, in this game, he sucks, but he’s still
    a threat, watch out for his Gamma Crush if you try a Cannon Strike, expect one,
    and mash the buttons like hell, I’ve heard if you mash like crazy after the
    initial knock down of a Gamma crush if you mash fast enough you can get up and
    still block it. But I’m not entirely sure. Nothing can stop the Gamma Wave, so
    just jump over it,  the Gamma Avalanche isn’t much trouble because Hulk players
    rarely use it.
    ------Recommended teams-----
    Here I’ll list the teams with Cammy I see as the best, in this game I’m not
    sure if you noticed but to make it through a lot of fights you NEED assists to
    cover you, and the like.  So lets get finished with this end of the FAQ so I
    can move onto my Storm one. =D
    Cammy (Anti air), Cable (Anti air), Sentinel (Ground) = This team is very
    potent, because Cable’s anti air is pretty good, as Cable can come in and wipe
    anyone out as long as he has a meter goin’ for him, Sentinel is another good
    character, and without Captain Commando, you’re Sentinel is a little weaker,
    but has Cammy there for him to help…sort of, but Sentinel’s ground assist will
    help stop close jumpers, along with protect Cammy’s dash in, and can hit them
    and hold them in hit stun, and also chip and give Cammy to recover if blocked.
    Cammy (Anti air), Magneto (Capture or Projectile), Storm (Projectile) = This
    team is a very, very aggressive team, Storm’s horizontal typhoon can’t be
    canceled, but is slow on the come out, so you gotta know when to use her so she
    doesn’t get blasted away, Magneto is there, best rush down character in the
    game, and Storm is second best, and Cammy is a rush down styled character too,
    so it’s a very, very aggressive team because they can all help each other in
    some way being Magneto and Storm have no real good anti air attacks, and
    Psylocke isn’t exactly the best anti air, more of a combo starter.
    Cammy (Anti air), Storm (Projectile), Psylocke (Anti Air) = This team some
    people prefer to the above, because Psylocke can actually start combos for
    Cammy too, just get her to connect and do it the same as Magneto, C. L.kick, C.
    Fierce launcher, just it’s a little harder but is do able, so now you got a
    free KBA combo, and Storm and Psylocke work just as well as Magneto and
    Psylocke so they’re typical together.
    Cammy (Anti air), Iron man (Anti air), Doom (Anti air) = this team I personally
    like, because Doom and Iron man go to together REAL well, Because Cammy has her
    own anti air, along with Iron man’s extremely good one, plus Doom’s assist is
    there to chip, help set up Iron man’s infinite, and protect Cammy’s dash in if
    really needed, but his rocks take a while to get goin’, so watch for that.
    This is it for my teams, there’s no doubt much more teams Cammy  is deadly on,
    but these are the ones I, and many others tend to use.
    Myself - For making this!
    Gamefaqs.com - For hosting this.
    Antrez - My friend, and probably second best (Now you are. Haha!) MvC player
    that I hang out with normally, you’re great to spar against man.
    Mechie - Mech’ You put up a nice challenge sometimes, so you’re good for my
    experimental teams, plus you’re also nice human target to get down a lot of my
    main combos.
    William - You, you are the sorriest Marvel Vs Capcom player I’ve EVER seen!!
    But you were around to get beaten and allow me to use my combos against you and
    just flat out destroy you and learn some of my mistakes, because if you can
    punish me for some moves, then I KNOW it’s a mistake.
    Josh - Josh, you go against me the most, well, I make you do it, but it’s fun
    to go against you, because you have such a hard time getting around just ONE of
    my characters most of the time, you were another great sparring partner.
    Capcom - For making such a great fighting game that attracts so many players.
    Here's the ways to contact me.
    Email: iisolidsnakeil@aol.com
    Email#2: Boost_Jump@Yahoo.com
    AIM: iisolidsnakeil OR Capoeira Pride
    MSN instant messenger: bboy_Heat@MSN.com
    Also, some people have been emailing me on how to get MvC2 match videos.
    Before anyone emails me again, IM me on one of my AIM SNs and tell me.
    I'll let you connect to my server and DL all the videos I have (And I got a
    lot.) Lol.
    Legal Stuff
    All characters here are copyrighted to Capcom or Marvel, Strider is copyrighted
    to uhm…that guy who he’s licensed to (I forgot his name, terribly sorry) but
    this guide I guess is copyrighted to me I guess...but in any case, you know
    what I mean, all characters copy righted to me, but I wrote this…yeah, and if
    you actually read this…something’s wrong…

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