Date: Sat, 26 Sep 1998 10:26:35 -0700 From: Andrew Schmunk 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. ==================== TABLE OF CONTENTS ==================== 1. Intro 2. What’s Cammy’s story 3. Why choose Cammy? 4. Cammy’s moves 5. Cammy’s combos 6. Thanks and praise ======== INTRO ======== 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. =============== CAMMY’S STORY =============== 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. ==================== WHY CHOOSE CAMMY? ==================== 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. ================ CAMMY’S MOVES ================ 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 ================ CAMMY’S COMBOS ================ 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 Jump-ins 14-hit Jumping Smasher: jump-in deep fierce, low short, low forward, low roundhouse, Spin Dive Smasher ===================== THANKS AND PRAISE ===================== 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 ajs000@teleport.com "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