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    Cammy by Johmeriquai

    Version: 0.1 | Updated: 05/14/00 | Search Guide | Bookmark Guide

    --------------- Marvel Vs. Capcom 2: New Age of Heroes --------------
    ------------------- Cammy FAQ V 0.1 (14th May 2000)------------------
    FAQ written by John Hodges a.k.a Johmeriquai. (johmeriquai@hotmail.com)
    I have written this FAQ for free, you can use it for free, please do 
    not use sell this file or printed out information for your own 
    financial gain. If you wish to use this FAQ please write to me and 
    ask for consent. Comments and suggestions welcome.  This is my FIRST 
    ever FAQ so please be kind! :)
    This document is Copyright 2000 John Hodges.
    Legal Info.
    Marvel Vs. Capcom 2: New Age of Heroes and Cammy are copyright to 
    Capcom.  All characters names and moves in this FAQ are copyright to 
    their respective owners.
    -------------------------- Version History --------------------------
    Version 0.1 : Just the start really, colours, combos.
    Next Update: Strategys, useful assists, assist combos.
    ------------------------------ Contents -----------------------------
    1. Legend
    2. Cammy’s outfit colours
    3. Basic Moves
    4. Special Moves
    5. Hyper Combos
    6. Assist Types
    7. Combos
    8. Credits
    ------------------------------- Legend ------------------------------  
    LP = Light Punch
    HP = Hard Punch
    LK = Light Kick
    HK = Hard Kick
    A1 = Assist Button 1
    A2 = Assist Button 2
    P = Any Punch
    K = Any Kick
    PP = Both Punches
    KK = Both Kick
    QCF = Quarter Circle Forward (Everyone should know these by now ;))
    QCB = Quarter Circle Back
    HCF = Half Circle Forward
    HCB = Half Circle Back
    DPF = Dragon Punch Forward motion (F,D,DF)
    DPB = Dragon Punch motion (B,D,DB)
    _^_ = Super Jump
    ------------------------------- Colours -----------------------------
    LP = Cyan outfit, light brown boots.
    LK = Lime Green outfit, light brown boots.
    HP = Dark Blue outfit, dark brown boots.
    HK = Pink outfit, brown boots.
    A1 = Light Purple outfit, purpley boots.
    A2 = Black outfit, purple boots, really tanned!
    ------------------------------Basic Moves----------------------------
    I’m not going to add what all of the LP and LK etc. moves do because 
    personally I think that although they are a nice touch they are 
    pretty pointless.
    Launchers = HK, or D + HP
    2 Dan Jump = Jump x2
    Dash in/back = F, F / B, B
    ---------------------------- Special Moves --------------------------
    Axel Spin Knuckle				QCF + P
    Cannon Drill				QCF + K (Can be done in air)
    Cannon Spike				DPF + K
    Cannon Strike				QCB + K (Only in air)
    Cannon Revenge				HCB + P
    Hooligan Combination			QCB + K
    (During Hooligan Combination)
    Combination Cannon Spike		K when in air
    Cross Scissor Pressure			P when next to opponent in air
    Fatal Leg Twister				P when next to crouching opponent
    Razor Edge Slicer				Press nothing, land with a sweep
    ---------------------------- Hyper Combos ---------------------------
    Spin Drive Smasher			QCF + KK
    Reverse Shaft Breaker			QCB + KK, mash for more hits
    Killer Bee Assault			QCB + PP (Can be done in air)
    ---------------------------- Assist Types ---------------------------
    - Alpha -
    Partner Assist				Cannon Spike
    Counter					Cannon Spike
    Variable Hyper Combo			Spin Drive Smasher
    - Beta –
    Partner Assist				Cannon Drill
    Counter					Cannon Drill
    Variable Hyper Combo			Spin Drive Smasher
    - Gamma – 
    Partner Assist				Axel Spin Knuckle
    Counter					Axel Spin Knuckle
    Variable Hyper Combo			Killer Bee Assault
    ------------------------------- Combos ------------------------------
    Now for the best bit! :) Trust me about these combos, they are all 
    do-able I’ve done them myself and I ain’t the best person in the 
    world at this game.
    Cammy has a maximum Ground Combo of 3 hits without a jump in. These 
    can consist of either:-
    LP, LP 
    LP, LK
    LK, KK
    LK, LP
    Then either, HK, HP, Cannon Drill, Cannon Spike or Spin Drive 
    Smasher. If you start off the combo with two hits e.g. LP,LP then HK 
    cannot be linked except with a dash in, D + HK can be linked but 
    where’s the fun in that? 
    Cammy has another Launcher, D + HP which I would personally opt for.  
    This can be done after any of the above combinations with or without 
    dash in.
    For extra hits you could start the combo off with a jump in, this 
    will gain you an extra 2 hits, jump in LP, LP, (land) LP, LP, D + HK, 
    there’s 5 hits with your launcher.
    After Launching your opponent Cammy has a Super Jump of 5 hits, which 
    consist basically of LP, LK, LP, LK, then for a finisher either HP, 
    HK or Cannon Drill. Combining this with the jump in and ground combo 
    will give you a combo of 10 hits!!  Doesn’t sound impressive huh? 
    Well there are a few little tricks that you can use to increase this 
    combo try doing her Launcher (any), then jump with them, and do 
    LP, LK, LP (pause for about 1/2 a second) then do LP, LP, hold UP, 
    LP, LP, Any finisher e.g. HP. This will give you 13 hits. This may 
    sound or look impossible, but trust me it works I’ve done it.  I do 
    not know what the exact properties of whether the extra 2 LP hits or 
    not are. I’ve tried all sorts of weird things, holding Forward before 
    the LP, LP after the 1/2 second pause, dashing in first, they seem to 
    work at first but then don’t some other times, if anyone knows how 
    this works I’d be grateful if you could mail me (You’ll be credited 
    of course :)).
    But what if you could get more hits? Well you can, thanks to James 
    Chen’s SFGals combo video I downloaded from shoryuken.com  This guy 
    is a genius (well in my book anyhow!) :)) He has linked the Killer 
    Bee Assault onto it as well.  Now I tried this initially but it never 
    hit, the opponent always landed way before she even thought about 
    starting her Hyper Combo. But by using a Cannon Drill (HK) it rises 
    the opponent to give her enough time to jump back on the wall and hit 
    her opponent with it.  I dunno how James Chen thought of this but I’m 
    glad he did!  This can give you 18 hits and does loads of damage, and 
    it doesn’t stop there, after she slams them down you can do a OTG 
    (Off the Ground) combo, dash in D + LK, D + HP and she launches them 
    again (Unless they tech roll out). It’s up to you what you do from 
    here, you can start the combo all over again, or you can just do a 
    plain old Aerial Rave combo.  You can only link this combo twice 
    though, after the second Killer Bee Assault she cannot do another OTG 
    Other less complicated less fun combos.
    4 Hits.
    LP, LP, HP, Cannon Drill.
    6 Hits.
    Jump in LP, LP, (land) LP, LP, HP, Cannon Drill
    Jump in LP, LP, (land) LP, LP, D + HK, Cannon Drill.
    12 Hits.
    LP, LP, HP, Spin Drive Smasher.
    14 Hits.
    Jump in LP, LP, (land) LP, LP, HP, Spin Drive Smasher
    Ok so I lied here’s another complicated one. :)
    23 Hit.
    Jump in LP, LP, (land) LP, LP, Spin Drive Smasher, dash in,(OTG)
    D + LK, D + HP, _^_, LP, LK, LP, Cannon Drill (HK), Killer Bee 
    Note: For some reason, during this combo, if the Spin Drive Smasher 
    gets them into the corner the OTG combo will not work, or doesn’t 
    seem to with me anyhow.
    ------------------------------ Credits ------------------------------
    James Chen. For those wonderful combo videos and inspiration for this 
    GameFaqs for hosting this FAQ.
    CJayC for having the great idea of creating such an amazing site full 
    of all the information that we gamers need! :) 
    Capcom for the greatest game I have ever had the pleasure of playing.
    Chris MacDonald for his big in-depth FAQ which I used for the names of Cammy’s 
    moves. I have the only thing I have taken from another FAQ and that was only 
    because I had no idea what the names were.

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