Badmash X's STREET FIGHTER ALPHA 3 Ace Guide featuring CAMMY!!! A-ism ONLY version [FAQ ver 0.02] IN THE SAME TRADITION AS MY GRAND BLAZING SAKURA FAQ! BOASTING TO BE AS GOOD AS.. um, AS A CAMMY FAQ CAN BE!!! FAQ Author: Badmash X FAQ History: May - September 1999 "I don't reply emails that I don't receive" -> omar_ken@yahoo.com TO THE BEST PERSON SOMEONE CAN HAVE FOR A FRIEND.. You know who you are, MAN! THE -updated- LEGAL SCHMEAGLE This FAQ and all my other humble FAQs can be accessed from any darn page you find 'em on. That's okay, you don't need to ask my permission or anything if you wanna put my humble lil FAQs up on your web-pages, only as long as you're distributing my FAQ material FREE OF ANY KINDA COST WHATSOEVER in addition to NOT ALTERING AS MUCH AS A PIXEL IN 'EM, ya understand!!! Please promote STREET FIGHTER like it should be promoted, coz we Street Fighters have a world to conquer, yeeaahh!!!! Just do me a favor and lemme know where you're putting my work up so that I can come over & drop a visit to your pages :) Please refrain from plagiarising my hard work. This FAQ is self- copyrighted by me, yers truly, Badmash X, BUT if you link this FAQ or wish to host it at your webpage or anything like that, feel free to do so, so long as you remember to give credit where credit is due. If you wish to exchange it for moolah (such as maybe after printing it, if u know what I mean, and I'm sure u do), kindly remember that YOU CANNOT and YOU MUST NOT do so, I beseech thee!! Whenever mentioning this FAQ, please mention that it is available at www.gamefaqs.com, coz no FAQ- site can get any better than GameFaqs! Muchos gracias mi amigos! Get ready fighters.. Badmash X's STREET FIGHTER ALPHA 3 ACE GUIDE # 2 - Cammy CONTENTS: 1 --> Welcome one & all... (An Introduction) 2 --> Credits list 3 --> An Interview with the Vampire (or About Myself) 4 --> CAMMY: That crazy mixed-up kid! 5 --> All the right moves - basic moves & comments - special moves & details 6 --> Combo One, Combo All! - beginner combos - competition-level combos - illustrious combos - wacky combos 7 --> Technique or not technique? - basic strengths & weaknesses . know thyself . know thy fighter - super strategies 8 --> Get ready fighters... - the 10 rules of street fighting 9 --> FAQ History (& other interesting stuff) 1 --> WELCOME ONE & ALL... (AN INTRODUCTION) Welcome one & all to my second grand blazing handy-dandy guide! The purpose of this guide/FAQ is..well, actually I felt I should share my knowledge with the rest of the world, `coz I'm in a really generous mood nowadays... No wait..that's the reason behind my first FAQ! Actually, the reason I'm writing this FAQ is that I just took that crazy mixed-up kid CAMMY some weeks ago & WHOA! This is sudden, I know, but now SHE's my numero uno gal, surpassing the (ex-) SF queen-supreme, SAKURA! She's powerful, she's super fast, she's nothing short of invincible! And the moment I played her, I KNEW I was gonna write another FAQ!! So here's this FAQ & I hope it helps out all you SF-maniacs (or newbies) to win with my new SF gal-of-the-moment, CAMMY!!! Well.. maybe 'win' is a harsh term.. I've always played games from the SF-series just to feel good, because they're some of the very few games out there that succeed in making one feel good, & I've learnt that winning isn't everything. Nosirree! HUMILIATING your opponent is what it's all about!!! But, woefully, that's NOT what this FAQ's about, either! If you plan to play to win & feel good about THAT, then I'm afraid this FAQ won't help you very much, but if you need to get to know CAMMY better & want to have a great time playing this great game, then you're reading the right FAQ! Now let's get moving & have some fun!! NOTE: This guide/FAQ is supposed to be for those people who already have a fair background of the SF-series and SFA3. Beginners are advised to please refer to some other excellent FAQs available at www.gamefaqs.com & please note that this is NOT an overall SFA3 FAQ but a CAMMY-specific FAQ! So I won't be telling you the A-B-Cs of SFA3, but what I'll do is show you CAMMY's awesome moves & techniques as thunk & implemented by yers truly! Let's proceed, then!! DAMN, I need a new intro... 2 --> CREDITS LIST I know, I know, this section comes last in all FAQs, but I HAVE to thank these guys, mainly due to their constant (albeit passive) legitimate pestering about mentioning them here! Umar F – I remember the day I bought SSF2 for my superb SNES perfectly. If my good buddy hadn't pitched in with 50% of the (extortionate) price I might never have played it until after 1 full year of its release. And even after that, I got to keep the game coz Umar never had a SNES. Available on request at siddiqui78@hotmail.com Mansoor R – Dagnabit! I hate losing arguments, especially if I lose to this guy! ...grumble grumble... OK OK MAN! You made your point! So CAMMY is better than SAKURA after all!! ...grumble grumble... but I bet I can STILL beat you in CAMMY vs CAMMY! mansoor2537@hotmail.com is da man! 3 --> AN INTERVIEW WITH THE VAMPIRE (or ABOUT MYSELF) Hi. My name isn't really secret or encrypted or anything, but the most commonly known pseudonym I go around with is your fiendish neighborhood good ol' reliable Badmash X. Other really interesting, exciting, thrilling (yawn!) stuff about me is that I am the big bad bruddah of that infamous FAQ-guy "NT" (whose band Jangli Jaggas is constantly making mp3.com popular worldwide via www.mp3.com/jagga) and I'm admittedly an SF-freak, SF-maniac, SF-addict, call me what you may. Sticks & stones may break my bones, but attack me if you dare, I will crush you. Yeah yeah, so that's the same paragraph as my (previous) SAKURA FAQ, but little has changed since then. I'm still the same. Well, I must admit, I DO need a shave... I've been playing SF for 5 years (& DAMN I'm proud of it!) but the fun part is that I haven't played any other fighting game in as much depth, so please don't expect praise of other 1-on-1 games or comparisons etc, 'coz I dedicated my attention to SF in order to become the best at the best. Of course, in my opinion, I am still a beginner 'coz I am tragically a very slow-&-stubborn learner. Among the lesser interesting things, I am still a Spidey-maniac, a Punisher-freak, a Manga/Anime-fan, a Wolverine/X-Men-hater (but the movie was fun), & I know for sure John Romita Jr. is the Kirby of today & tomorrow. Oh, and my dog can draw better than Michael Turner. 4 --> CAMMY: THAT CRAZY MIXED UP KID! Let it be heard far and wide, CAMMY's my newly proclaimed SFA3-queen- supreme!! She finally feels so much more natural in the SF-cast (unlike DJ and T.HAWK, in my opinion) and she's got the capability of being #1 competition for almost any fighter AT ALL! What with her new (X-MEN vs SF) costume being a major improvement over her plain old one (which looked really sleazy if you ask me), her new special moves and Super Combos being so effective, and heck! she's even sooo pretty! Even though she's a kid, she's a damn pretty kid if I ever saw one! On a more street-fighting level, CAMMY is an excellent fighter in all respects & she's currently my #1 game-gal of all! Suffice to say if there's one fighter that's real real REAL fun to play, it's CAMMY! & I hope this FAQ helps you discover this too!! As for the "crazy, mixed- up" thing, it's got something to do with her story... Oh! You mean you want to know her STORY & BACKGROUND?!? Ohhh!! Why didn't you say so! Well, I'll tell you what! Why don't you refer to some FAQ related to this topic at www.gamefaqs.com, or some other excellent CAMMY-specific FAQ for that? I'm sure not a single CAMMY FAQ will disappoint you on this! I'm just very VERY lazy.. Remember once again that SF-games are absolutely perfect (& I'm sure everyone will indubitably agree), meaning that every single character can stand his/her ground & obliterate all obstructions, IF YOU KNOW HOW! 6 --> ALL THE RIGHT MOVES If you referred to another FAQ like I politely asked, or if you're a dedicated SF-freak, then I shouldn't go on with this drivel, 'coz these moves-descriptions & stuff is the most boring thing I find in a FAQ! I mean, what's in a punch?! Just press the button & see for yourself, for crying out loud! Anyhow, I guess this is necessary nonetheless...but I'll keep this short & sweet...grumble grumble... I would still advise absolute beginners to refer to the excellent aforementioned FAQs for instructions on combos & other technical stuff (like the laws of the Super Combo Meter, Alpha Counters, Super Combos, Rolls & Recoveries & Tech Hits, etc). I will, however, attempt to provide you with a thorough, personal, step-by-step, move-by-move analysis. SF-games are all about technique, not mindless punches & kicks & fireball wars. It's about technique, about anticipation, about ingenuity, & most of all, about fun. The one thing I personally believe that makes SF-games so much fun is not winning, but out-thinking your opponent, but this is not possible if what you want to do doesn't happen the very instant you want it to happen. The best part about SF- games is that the moves respond to your reactions just when you want 'em to, unlike other games that I can mention (but I won't 'coz I don't wanna ruin this FAQ!) that make you 'learn' the moves' timings by heart. Timing is of essence, & all moves must complement each other, & Capcom is the king when it comes down to this! Remember that the controller is your best friend, so if something's not working, smashing it won't help. Atleast not every time. You HAVE TO KEEP IN MIND what your gameplan is & that you know what you're doing. The idea of it all is to make your opponent do what YOU want him to do. Keeping this in mind, go to the player-selection screen & choose CAMMY! Now we're ready to rock & roll! LP , MP , HP = Light Punch , Medium Punch , Hard Punch LK , MK , HK = Light Kick , Medium Kick , Hard Kick That's your basic button-layout. Now for its description: [Far Standing] LP = A quick, repeatable jab that is comboable/bufferable. MP = A quick, straight out comboable fist with decent range. HP = A straight uncomboable fist that hits just too hard! LK = Quick jab high-kick to the kissah! MK = Quick uncomboable "ballerina kick" that hits far & high. HK = The classic HK is here! Hits from a mile away, but slow. SAKURA..er, heh heh, I mean CAMMY works best upclose and personal than from a distance, which is mainly due to her speed. She is quite fast on her feet & can turn the tide in a matter of moments. But this requires a bit of concentration since you have to use almost every single move in her arsenal to smash your opponent with. Except maybe her LP, which is really not all that useful. CAMMY's best constantly moving around. If you get stuck in a corner or trap, you gotta move outta there as fast as possible, & I emphasize FAST mainly because CAMMY is quick, like I just mentioned. So long as CAMMY's moving around all over the stage, she has more chances of winning than mostly anyone at all. If your opponent does manage to get upclose, CAMMY's rapid LP can shove him/her back, & that's about it. But from a little further, her MK can stop opponents in their tracks if they're trying to attack high or jump, coz it hits high as well, stopping a jumping opponent the moment he/she jumps, & since it reaches waaay out, there is always a high chance of it hitting opponents out of their attacks as well (RYU's hadoken, or the SHINKUU-one). Moving around, keep your finger clicking on MK every now & then, so as to confuse your opponent. However, every time you hit MK, make sure you're anticipating your opponent's counter- attack. Even though it looks as it's extremely long-range, her MK is a bit short-range in fact! Do NOT substitute HK for MK. Well, I warned you. CAMMY's HK is excellent in all aspects, but it's a bit slow and takes some time to "come out" but once it does, it hits from quite a distance and counters MANY attacks! Use it from far, very very far, but not very frequently as opponents may wisen up after they get creamed by it twice or thrice! CAMMY's MP is better than HP in the sense that it's comboable from afar, is quicker & makes life so much more tough for your opponent. [Close Standing] LP = Fast elbows to the head. MP = Wow, this is just too good!! The best upclose-MP of 'em all! HP = The classic comboable double-handed-smash, but has range-problems. LK = A quick almost-below-the-belt knee. MK = LK-ish high-kick. Not very effective. In the least.. HK = Classic HK again! Still hits straight up & still uncomboable. The close standing attacks are primarily there to help you complete your combo of choice, so we can forget about the close standing MK and HK for the time being, 'em being uncomboable. That is the reason behind my including this "how to combo" section here: What is of importance here is the timing of your attacks: if you are following-up on a jump-in attack (like jump-in HK) you will have to time your close-standing attack properly so that a 2 hit combo is registered. Eg- jump & hit HK, & wait for just, JUST a micro-second (and when I say micro-second, I MEAN micro-second!) & THEN hit HP for a 2 hit combo. If you act too fast, nothing will happen, & if you're slow, a combo will not be registered, meaning that your second hit can be blocked (or countered), so the timing has to be perfect. Even when you are following-up on a close standing attack, the timing of the special move that is buffered to complete your combo is different for each move. Eg- you have to do the CANNON SPIKE JUST THE MOMENT you hit *MP* to register a combo, but you can enter the CANNON SPIKE motion EVEN AFTER A LITTLE BIT if you're following up with the close standing *HP* ... B E C A U S E short attacks (MP) can be recovered from almost immediately, but a hard attack (HP) takes some time for your opponent to recover from, & THAT IS A RULE and it only makes complete sense! CAMMY's (close standing) comboable moves include LP, LK, MP, and HP. If you want to inflict more damage real quick, the HP is the #1 choice to include in a combo (details ahead), whereas the LP and LK just help to make your combo look insane & fresh (& inflict comparatively less damage). If you hit HP when your opponent is a bit close (or you're close to your opponent), CAMMY will throw her upclose HP (instead of the far standing one), which is a lightning fast sorta double axe-handle & comboable with ease, whereas her MP is comboable from both far & close, the former being a straight out fist to the kissah, and the latter being a *QUICK* uppercut, probably easily the best uppercut in the game! I normally use the good ol' MP for a guaranteed combo because the timing for the next (special) move is just perfect, and besides, it is comboable from close AND far! The only advantage the MP has over CAMMY's HP is that the HP sometime misses the opponent completely from upclose for some reason! CAMMY throws the punch but my opponent is mostly not in range for it to connect! But anyway, he MP is so sweet and stylish from upclose, I'd rather hit that than HP anytime! Its quickness is a plus 'coz your opponent will never know what the *#%@ hit him! Other than that, CAMMY's upclose attacks really aren't much, but that's mostly because she doesn't need anything else much anyway! Her upclose HK is something I agreed with in X-MEN vs SF only (it's a launcher. ok, I can accept that), but I can't understand its use in any other game.. [Crouching] -hold DOWN & press a punch/kick button- LP = Quick comboable punches. MP = Excellent comboable punch, has a major priority advantage! HP = Classic CAMMY-uppercut, still the same. LK = Ultra-quick comboable jab kicks. MK = Fairly quick, long-distance uncomboable leg-stretch. HK = The good ol' trip, still uncomboable. CAMMY's crouching attacks, though quite excellent, are quite predictable, just like SAKURA's. The similarity here is again the disadvantage of her crouching MK being uncomboable. Not that it's a bad move: au contraire, it's one of the most excellent long-range crouching attacks in the game! If there's one thing you should learn by now, it's that TIMING is everything!! Meaning that if you time your attack JUST RIGHT, you'll succeed in delivering. Otherwise... heh heh, anyhow, the point I'm trying to make here is that you have to KNOW (in the back of your mind) just WHEN your attack is going to HIT your opponent. If you have that timing right, CAMMY's flurry of crouching attacks (mixed with her far standing ones) will demolish your opponent! CAMMY's crouching MP and MK are also infamous for hitting your opponent out of their attacks, provided your timing is precise. Practice will make things perfect! Eg- While you (CAMMY) are blocking low, Ryu, next to you, decides to push you further away with crouching HK. Hit either MP or MK at the PRECISE moment to hit Ryu's 'leg' before it hits you! I'm stressing timing because when it comes down to the fight itself, it's this timing that'll help you out BIG TIME (explained in the technique-bit ahead) & not some flashy combo video you downloaded from the net! Remember that the timing of each of CAMMY's (or anybody's) attacks vary vastly. You HAVE to know when your punch/kick will actually connect, & you HAVE to know when a punch/kick will hit YOU! Like SAKURA, CAMMY's crouching HK seems to hit from a lesser distance than it extends (so it seems to me). It's not comboable either, so use it only when you're SURE it WILL connect, & when you REALLY DO want to trip your opponent (which will be, like, never!) and please ensure that it really, really, REALLY does connect, because there's quite some lag time that follows.. CAMMY's crouching HP is the same as it was in SSF2, the 45-degree uppercut. It hits from a distance alright, and is probably her most effective anti-air attack. I wonder why I've never used it! It takes a while to actually "come out" but it hits cleanly, and is uncomboable as always. It's not the best anti-air attack, but it's a good one, provided your timing is impeccable. Her crouching LP...well, I prefer the LK over the LP anytime of the day, because it's so QUICK, but her MK takes the cake coz it hits from afar (& I mean VERY AFAR) and is pretty quick as well! The LK works to push back upclose opponents quickly, after which you can push them even further with MP and MK. [Straight-up Jump] -hold UP & press a punch/kick button- LP = Quick SAKURA-style jumping LP. Ho hum. MP = Hi-priority anti-air punch. And I do mean HI-PRIORITY! HP = The ol' jump-in push-punch, with the same weird angle. LK = An efficient quick-kick, hitting waaaay out! MK = The sweetest looking kick of SFA3! A far-reaching "ballerina-kick" HK = The ol' reliable jump-HK, still hits far & still very powerful. I must admit I rarely use any of these attacks. In fact, the only time I'm jumping straight up is when I hit 'up' accidentally! The only other time I jump straight up is either to set up my opponent, or just to hit him with CAMMY's jump-MK, which is just too sweet! The only straight-up jump attacks that I find commendable are CAMMY's LK, MK and HK. CAMMY's LK hits waaaay out straight ahead (it's her crouching MK, only in air, so you can guess it's range..), her MK is just too sweet, but it hits UP! and her HK is the most effective, counters almost everything your opponent will throw at you if he's jumping as well, and is made for her straight-up jump, period! But it's always a sorta weird good feeling when you get a jump-MK to connect and hit your opponent.. I dunno, whenever I connect her jump-MK, I feel sorta like "Haa haahh!! Lookie that! He actually took it!" Maybe that's because it's her most vulnerable attack. It just looks sweet, but it's not a very effective anti-air attack, unless your opponent is "above" you, in which case it's the best. Don't get me wrong, it hits below as well, but then it can be countered easily since CAMMY's kick is aiming upwards, and hence that makes perfect sense. Hmmm, coming to think of it, CAMMY's jump-MK hit her opponent even when she was retracting it (pulling it back) in X-MEN vs SF! I doubt that bug's here in SFA3! Anyway, her jump-LP is weird, it's better to jump and grab instead, and her jump-MP is a jump-in attack coz it hits almost directly below and the same goes for her jump-HP. [Jump-in Attack] -hold UP/FORWARD & press a punch/kick button- LP = Same as Straight-up Jump one. Ho hum again. MP = Same as Straight-up Jump one. The ULTIMATE jump-in attack! HP = Same as Straight-up Jump one. NOT the ultimate jump-in attack. LK = Not a very useful move, but CAMMY's only effective cross-up move. MK = The sweetest looking ANTI-AIR kick, but definitely NOT a jump-in! HK = CAMMY's strongest aerial-attack, but MP is quicker & more upclose. CAMMY's jump-in attacks demand a lot of practice, but once you've got the timing right, you'll feel right at home. All you need to get right are two basic things: the timing and anticipation. Her jump-in LP is quite useless (that's only how I feel) because of its short-range and weird diagonal angle, and LK hits the furthest, but both are quickly recoverable from. However, her LK is her most effective cross-up attack. Her jump-in MK is the same as the straight-up jumping MK, which is quite a bother 'coz CAMMY kicks sorta at a 45-degree angle, making it tougher for her to attack below cleanly. Her kick does hit below as well, of course, but it can be easily countered since it aims upwards, which only makes complete sense once you look at it (unlike CLARK's jump-kick in..um, some game..) Her jumping MP is THE jump-in attack, the classic high-priority fist! Or slap.. or chop... or uh, whatever.... Yeah I think it's a karate- type chop like Jet Li uses in Lethal Weapon 4. It's mostly infamous for hitting opponents out of their anti-air attacks if timed right. I can't really be the judge of this, but most people say her jumping HK takes the cake as her best jump-in attack because it's fast as well, has tremendous range, & most of all, it is very powerful. But somehow I think her MP is a step-ahead because.. I dunno, I think it just IS! It just "seems" so much more effective than CAMMY's HK, but I can't explain why! Maybe if anyone out there plays CAMMY (or decides to), you can tell me! Finally, CAMMY's jump-in HP...yeesh, I've always had difficulty in understanding this 'punch'! And I STILL can't see what its use is! It's a really weird-looking punch, makes me wonder how CAMMY can regain her balance and stand on her two feet after that coz it seems like she's gonna fall on her face! Anyway, it's a downward 45-degree punch (technically speaking, a 135-degree punch) which hits from quite a distance and, well, that's all I know! It's only problem is that it seems to be able to be easily countered. I dunno, it just LOOKS that way to me, and probably it can't be, but it just seems that way, which is why I use MP any time I jump and attack. MP is so much more comfortable and just pure reliable. And before I forget... CANNON DRILL/SPIRAL ARROW : Down-to-Forward + Kick THRUST KICK/CANNON SPIKE : Forward-to-Down-to-Down/Forward + Kick SPINNING KNUCKLE : Forward-to-Down-to-Back + Punch HOOLIGAN COMBINATION : Down-to-Forward-to-Up + Punch *SPIN DIVE SMASHER: Down-to-Forward, Down-to-forward + Kick *VERTICAL ARROW : Down-to-Back, Down-to-Back + Kick *MAXIMUM CAMMY : Charge Down/Back for 2 seconds, then move Down/Forward-to-Down/Back-to-Up/Back + Kick. That's gotta hurt. NOTE: Please see that the motion described in each move listed above indicates a 'smooth roll of the thumb' & not tapping the keys, unless indicated. Eg: down-to-forward does not mean tapping the down-key and then the forward-key, but a smooth rolling motion from down to forward. NOTE: There is some confusion between SFA3 and SFZ3 (the US and the Japanese versions of the game), but I'm not gonna talk about that now! We all know the history behind Vega being Balrog and Balrog being M.Bison and M.Bison being Vega.. man, I hope that came out right! Anyway this other problem exists since SSF2, where Spiral Arrow was changed to Cannon Drill and Cannon Spike was changed to Thrust Kick, and then there were two other things CAMMY said, heck knows what!! Anyway, I'm sure some other FAQ will help out in this case a lot better! Some gibberish about these special moves... - Now here's a unique move, I wonder how CAMMY does it without getting a single bruise! Hee hee, anyway, CAMMY yells "CANNON DRILL" (or "SPIRAL ARROW" in the ZERO3-version, but I'm not gonna get into that old mess!) and (horizontally) spins into her opponent, legs-first, hitting for upto a maximum of 2-hits (from upclose). If this move is blocked, it will do some minor damage anyway, but then CAMMY can get a good whipping coz she takes forever to recover! Try to pull this move off from a distance or in a sure-fire combo only. - The second most popular, most ripped-off original move of the Shotokan fighter is the internationally acclaimed Dragon Punch. Be it with an extended punch or kick, the distinctive feature of this attack is that it is supposed to be invincible in its initial frames, & is the best riposte to the occasional jump-in attack. CAMMY's sure as heck no Shotokan, but she has this mean dragon-kick, her "CANNON SPIKE" (or "THRUST KICK"). It is invincible in its key- frames & it hits up to a maximum of 1 hit (count it, ONE HIT), knocking her opponent back from whence he/she came! It hits from quite a distance so keep it handy, but the HK-one goes a LONG way ahead, so make sure it connects, otherwise you might never play as CAMMY again! The LK-version is better because CAMMY doesn't leap all the way to the top of the screen, and actually returns back to the ground far away from her opponent if it actually connects, or is even blocked! It doesn't matter if the CANNON SPIKE connects in its initial frame or at its peak coz it does nearly the same amount of damage in both cases. - The third trademark CAMMY move is her SPINNING KNUCKLE (and she actually says that in the US-version of the game. In SFZ3 she just yells "hee-yaaahh!" which sounds a lot more convincing and a lot less corny). This move can be comboed, but WHY I dunno. It's not an extremely effective move. In fact, it's NOT an effective move at all! Some people say it passes through fireballs, and well, I still have to see that day! Sure, that used to happen in SSF2, but it's never happened to me in SFA3! Not yet, atleast! The most I did was spin through Sagat's low Tiger Blow twice one fine day.. Besides all that, the only use I've found of this move is to make my opponent block it and hence inflict a bit more damage. Sure, sometimes CAMMY jumps and spins and knuckles over opponents who are attacking low, but even then CHUN LI can trip her, so I'm really confused about this move! Anyway, the best time to do this that I've found is when my opponent is far away, so I just start to spin (with LP) close to him, and hope that he blocks or flinches or does something stupid so I can jump all the way over to his head and beat him up. In the game, of course. The only other time I find this useful is when my opponent is getting up from the ground, and I time this move juuust as he's getting up so that he has to block it, or if he counter-attacks, the knuckle (which is very highly prioritized) smashes him and launches him in the air so I can combo him again! Yaaayy!! Beware of timing, coz if your timing is lousy, the knuckle can be countered. - The HOOLIGAN COMBINATION is a neat name for a special move! Other than that, it is a quick wake-up call for those turtles and lazing opponents. Try not to use it for attacking purposes too much, or you'll be risking your opponent to become aware of it, and that's not a very good thing as this is one of the most unique moves in the entire game! In this, CAMMY comes rolling forward towards her opponent, and then slides and trips him/her. If you use HP, CAMMY will come rolling almost from one end of the screen to the other. The MP one's a bit shorter, and the LP one, of course, goes straight up more and forward a lot less. If CAMMY rolls forward and comes very close to her opponent, at head- height, pressing kick will have her do her kick-grab (thigh-press) which has looked aweful to me ever since *sweet reminder: Kylie Minogue* and that's nuff said! However, if CAMMY is rolling forward from a distance and reaches her opponent at chest or stomach-height, pressing kick will have her grab and slam him/her with the most powerful looking slam in the game! Yes, it's the very same slam with which she ends her MAXIMUM CAMMY Super Combo. - *Super Combo #1 SPIN DIVE SMASHER – Yes, the same old super move from SSF2T, where CAMMY CANNON DRILLs into her opponent with multiple hits and ends with a multi-hitting CANNON SPIKE. This is her most damaging Super Combo as well as my choice of follow-thru for a combo involving a Super Combo. It is also the #1 Super Combo to connect your opponent with after a perfectly disguised setup. - *Super Combo #2 VERTICAL ARROW – CAMMY's "Shinryuken" is not her most effective Super Combo. Infact, it doesn't even work like the Shinryuken either! CAMMY can be hit out of her VERTICAL ARROW and it doesn't have that "sucking-in" ability of the Shinryuken. As a plus, even though it IS comboable, CAMMY's opponent slips out of range before the VERTICAL ARROW can connect! The best way to connect this is when your opponent is dizzy, or when you're trying to do something else and it just, you know, comes out and HITS! Oh and when it connects, pressing all the buttons will result in more hits. Go crazy. - *Super Combo #3 MAXIMUM CAMMY - er, no, that's not what she says when she does this Super Combo. This is my most favorite super of all 3 of CAMMY's Super Combos. It is easily comboable (preferably with a close crouching MP) & has the best range AND hits opponents out of their attacks almost all the time, AND AS A PLUS it's more damaging than her VERTICAL ARROW Super Combo! But no, this does not mean this is the ONLY Super Combo CAMMY has. And no, you do NOT have to combo this, because if your opponent is alive, he can and will block it! In this CAMMY takes off to the top of the screen and then homes in on her opponent, diving at him/her kick-first, and if it hits, she leaps from end to end, kicking her opponent in the duration, until she runs outta gas or the battery dies or something and she grabs the guy and takes him up in the air with her dramatically, and then SLAAAAMMM pounds him into the ground, stomping his guts in with her feet, and that has GOT to HURT!! The only down-point is that it takes all 3 Super Meter Levels, like GOUKI's Raging Demon, so make sure it DOES connect! The moment you see your opponent mess up, or throw a fireball or jumping etc, JUST DO IT (I've always wanted to say that)! And no, this is NOT blockable IN AIR. 7 --> COMBO ONE, COMBO ALL! Alright ladies & gentle-fighters, here are some of CAMMY's combos, including beginner-level combos, competition-level combos, illustrious combos, and wacky combos. Each of these will be followed by 'stars' which indicate each combo's usefulness in my opinion. The more the stars, the badder & nastier the combo. All combos are rated on a scale of 1-5. NOTE: For the sake of simplicity, I've typed down Super-moves in CAPS for those of you looking for Super-related-combos. All combos followed by (c) shows that they have to be done in the end of the screen (corner) only. All (1) or (2) or (3)'s following Super-related-combos indicate the Super-level required. [Beginner-level Combos] (1) crouching LK (repeated) [4 hits] (2) jump HK, crouching HK [2 hits] (3) close standing HP + Cannon Spike [2 hits] (4) far-standing MP + Cannon Drill [2 hits]* (5) crouching MP + Cannon Drill [2 hits]** [Competition-level Combos] (1) close standing MP + Cannon Spike [2 hits]*** (2) jump MP, stand MP + Cannon Spike [3 hits]***** (3) jump MP, stand MP + S.D.SMASHER(3) [9 hits]** (4) stand LP + VERTICAL ARROW(3) (c) [lotsa hits] [Illustrious Combos] (1) cross-up LK, stand MP + Cannon Drill [3 hits]**** (2) cross-up LK, 3 crouching LKs + S.D.SMASHER(3) [9 hits]* (3) Spinning Knuckle, stand MP + Cannon Spike (c) [4 hits]***** (In combo#3, if your opponent recovers from the MP, watch out quickly and hit ANOTHER MP, and then complete the combo!) [Wacky Combos] Alright I must admit, this isn't exactly a combo, but it sure is insane! And not only CAMMY, but almost any character in the game can do this, so long as you're doing it right! But sticking with CAMMY, when your opponent jumps at you, jump yourself and counter his attack with your MP or MK, but make sure his attack IS COUNTERED. You will know that when COUNTER HIT comes up written on the screen and everything will pause for a bit. Now as soon as you're back on the ground, jump into your opponent (or straight up, whichever you see fit) again with the same MP or MK, but make sure you hit him/her again! Now IF YOUR OPPONENT RECOVERS you gotta jump up as fast as possible and hit him/her with your highest-priority move (MP in CAMMY's case) so that you knock your opponent outta his/her attack, then jump up and hit em again! Let's see if they can recover from that! 8 --> TECHNIQUE OR NOT TECHNIQUE? BASIC STRENGTHS & WEAKNESSES In the end it all comes down to who's the winner..& who's the loser.. So who IS the better fighter? Well, what I like to think is not who won or lost in the end, but who managed to OUTPLAY his opponent. This again does not mean that the winner outplayed the loser. For all you know, all it took to turn the tide was a jab-kick before the time ran out! What I'm trying to get at here is that this FAQ is NOT gonna tell you how to WIN, but how to manage to outthink, outsmart & outplay your opponent, because that is where CAMMY excels! I mean, if I were writing a MECH GOUKI FAQ (Marvel Superheroes vs SF), I would've written things like 'top-10 moves to finish your opponent with within 10 seconds' or 'top-10 reasons why you just cannot lose' if you get my drift. However, this is a CAMMY FAQ, so you must understand & accept the fact that CAMMY is CAMMY! She's no RYU or KEN and hence you have to accept her as she is, realize her weaknesses & capitalize on her strengths. But even before you do that, you have to realize YOUR OWN weaknesses! This is EXTREMELY IMPORTANT! [know thyself] - So what counts as a weakness? First of all, some real expert players can often clearly read your gameplan if you keep foot-sweeping them 5-10 times in a row. In other words, you have to keep mixing-up your attacks & revising your strategy from time to time and should never follow a certain fixed pattern. - Do not fall into traps. You should realize that your opponent is as human as you are (sometimes) & will adopt tactics that will tilt the match to his favor, just like you plan to do! Eg: RYU throws a fireball & you jump over it, but get hit by a Dragon Punch. Again. And again. And again. See a pattern? Your falling into it is not a good sign. - Anticipation is the key to victory. If you PREDICT your opponent's next move successfully, you'll find yourself countering it almost automatically, like a natural reaction. However, if your opponent anticipates your attack beforehand, you're gonna be in a world of hurt, & don't I know it! Anticipation is a major factor in a 2-player fight, and it will feel natural after (a LOT of) practice. - Finally, the set-ups! Over the years I've learnt quite a lot about these 1-on-1 games, mostly by watching others play..or being beat up by them..and the most important lesson I've learnt is that you don't stand a chance if you can't set up your opponent into making mistakes. You have to make sure that YOU aren't being suckered into a trap, because the purpose of setups is to inflict maximum damage unto the.. uh.. sucker. - Keeping in mind the last two points, remember that anticipation & setups go hand in hand, but these are again NOT THE ONLY METHODS that will lead you to victory. Keep moving around & keep ATTACKING from time to time, using CAMMY's excellent pokes, & try to counter almost anything with her arsenal of poking and hi-priority attacks. - Keep both eyes (or as many as you have) open ALL THE TIME during a bout. Remember, you CANNOT afford to laze around or slacken at ANY point in this game, coz the tide can turn pretty unexpectedly otherwise. I know this 'coz it's happened to yers truly & I've paid for my mistakes dearly. Lazing around & trying to give your opponent a chance is not an option, unless you're some sorta expert (in which case you don't need to read this FAQ). Either that, or your opponent is a dog. - You must have a solid purpose behind pressing each button or executing any move that you do. This may seem to sound stupid, but it isn't. - Remember that as a general SFA2 and A3 rule, whenever you're jumping into your opponent, the moment you press up/forward, move your thumb to the down/back position to assume the air-block, so that if your opponent decides to counter-attack you before you know it, his attack may be blocked (if possible – like timed Dragon Punches can't be blocked). - I'm a bit unaware of this, but I think air-recovery is better than the ground-roll, 'coz it helps you to recover & counter-attack while you're falling, instead of taking more and more hits (no, it is NOT possible to be juggled infinitely, unlike some bogus games, and I DON'T mean X-MEN vs SF!). So air-recover as much as possible, and soon it will feel only natural. Hit all 3 punches while you're falling to the ground, then prepare to counter-attack! So now you know where you're making mistakes. Accept the fact that once you know yer mistake & you still repeat it, you're wrong in the head. He he he, just kidding! It'll all come with practice, & lots of it. [know thy fighter] - Down on the ground, CAMMY's basic attacks very rarely face stiff competition, if at all. This is true if you're doing the right thing at the right time. Try to use her hi-priority counters as much as possible. These include her crouching MP against those pesky pokers, her crouching and standing MK and HK against those loathsome turtles and obdurate grabbers (ZANGIEF) from far away, and her rapid crouching LK against those 'normal' grabbers (like VEGA or BLANKA), and her upclose MP against those jumping & cross-upping-wannabes. It all depends on the situation. Long story. - CAMMY's basic air-defense on the overall includes every single basic attack in her arsenal, even her LK, provided you do the right move at the right time. This is very very very very deep since this varies from situation to situation. So what are these situations? Well, it's a really long list, but let's see what I can come up with. I'll list as many "basic" situations as possible, & will attempt to give the most effective counters to them as well. Don't memorize this, please, it's just a guide, & besides, situations tend to vary with each passing second. SO IT ALL REALLY DEPENDS ON YOUR GRASP ON TIMING, THE DEGREE OF AGREEMENT BETWEEN YOUR MIND, YOUR FINGERS AND YOUR GAMEPLAN, & THE ACCURACY OF YOUR ANTICIPATION. <--These really are golden words, so try to keep 'em in mind almost all the time. (this is gonna be the layout) x. situation - your response/counter-attack - alternate response - alternate response, and so on. 1. Opponent jumps AND ATTACKS - timed MK - timed MP - crouch HP - Cannon Spike - MAXIMUM CAMMY (just when opponent jumps) - block (shucks!) 2. Opponent jumps AND DOES NOT ATTACK - any attack - LK Cannon Spike (or timed, deep HK Cannon Spike) - timed Cannon Drill (so that opponent lands on it!) - wait until the very last moment, then grab em yourself - VERTICAL CAMMY (at the last moment) - MAXIMUM CAMMY (just when opponent jumps) - jump AT THE LAST MOMENT and air-throw (hee hee!) 3. Opponent jumps AND ATTACKS VERY EARLY (mostly grabbers) - straight-up Jump MK (must connect, or else..) - straight-up Jump HK (must connect, or else..) - crouch HP - Cannon Spike - VERTICAL ARROW (at the last moment) - MAXIMUM CAMMY (just when opponent jumps) - wait for opponent to land, then combo him 4. Opponent jumps FROM A DISTANCE - LK Cannon Spike with your eyes closed - timed Cannon Drill (so that opponent lands on it!) - anticipate it and Hooligan C. roll and grab opponent first! - MAXIMUM CAMMY (just when opponent jumps) - expect long-range move (ZANGIEF's jump-HK), counter with jump HK - jump QUICKLY into opponent (DON'T attack) & grab upon landing 5. Opponent jumps FROM UPCLOSE - move under opponent & counter-attack from behind (MP) - HK Cannon Drill away from opponent - jump back with MK or HK - Cannon Spike (time it to hit at the last moment) - VERTICAL ARROW (time it right!) 6. Opponent attempts cross-up - timed MP (may trade hits, really tough) - LK Cannon Spike - block (if getting up) 7. Opponent keeps poking - hit opponent's 'punch' or 'kick' with Cannon Spike - never ever EVER jump into opponent (coz most pokers want you to) - surprise 'im with Hooligan Combination - timed crouching MP/MK (upclose) or stand HK (afar) - timed crouch MP + Cannon Drill combo 8. Opponent sits right there - start poking, beginning with crouch MK, then get closer with MP - go near opponent & move back & forth & wait for him to mess up - (if you're moving back & forth) go and grab that lousy turtle! - surprise opponent with sudden Hooligan Combination attack - timed Spinning Knuckle from distance (mustn't connect) then wait - crouch and wait from afar & if opponent flinches..MAXIMUM CAMMY! 9. Opponent is getting up - jump in very late with MP (to counter counter-attacks!) - wait to the very last moment, then go and grab!! (use wisely) - keep walking into opponent, grab early, and then V.ARROW! 10. YOU jump in with MP or HK - if it connects, follow with your combo - if it connects, hold on just a bit, then grab opponent - if blocked, quickly hit grab & prepare to attack if opponent reacts! - if blocked, quickly LP Hooligan Combo and grab or something 11. YOU jump in very early with MP or HK - Blocked or not, look out for grabbers & jump away immediately! - If you expect a nasty attack upon landing, follow thru with Super - Grab (use rarely 'coz they learn quickly! & expect this yerself!) - Multiple crouch LKs to get away from it all! - Just one crouch LK, then go & grab Needless to say, the situations are almost limitless, so every situation will demand something different. If anyone out there in the world agrees with me, I guess I'll be a happy man. Now I'm not gonna list down any more situations 'coz that won't be fair for YOU. Trust me! If you want to have the fun that SF is all about, then go ahead & play the game like it should be played! WITHOUT any guides or walk- throughs, etc! I mean, I NEVER knew how to Dragon Punch until AFTER ONE YEAR of playing SF2-Turbo on my SNES!! ONE WHOLE &#%^@ YEAR!!!! No guides, not even the manual, no nothing! It was fun... I guess that's why I appreciate the game so much. If you manage to keep these pointers in mind, you will ALWAYS know what you are doing & where you stand (that is, at beginner, intermediate or expert level). Then even when SAKURA does her Sakura Kick/Bike Kick, or KEN does his ground-roll when he's very very upclose, or NASH just sits right there, or that freak ADON taunts you with that I R R I T A T I N G thumbs-down, you will know in the back of your mind if they're doing so to make you attack, or just wasting time, or preparing to suddenly attack as you come jumping forward. At this point you will also realize how to counter-attack appropriately, as you can easily predict your opponent's next move. Well, somewhat. Don't worry, this is a tried and tested technique, & it's been doing wonders for yers truly since SFA2! SUPER STRATEGIES Alrighty then (awww yecch, I DESPISE Ace Ventura), let's get down to the real CAMMY-specific strategies. I mean, it's about time we got to the part where you wake up and read the FAQ for a change... CAMMY is one of those fighters who can be a regular genuine major pain when it comes to attacking. I mean she can TOTAL any opponent in NO TIME at all, but this is only possible if you don't have this pestilent fear of Shotokan-fighters in your mind! I mean, if it's ANY consolation, I've beaten the best SFA3 champ here in my neighborhood in KEN vs CAMMY, and that too in record time! So please REMOVE your fear of Shotokans, it will only ruin everything! So like I was saying.. er, typing.. CAMMY is the best when it comes to attacking, so there's little thinking involved, and most of the dirty work will be done by your button-clicking fingers, which should be busy hitting every single button on the controller, because that's what CAMMY needs in order to demolish all the competition. A constant flurry of poking attacks, high and low, here and there, etc etc. Keep your opponent pinned and have him block everything, then surprise him with a grab here and a slam there (trust me, grabs always happen, and they are FAIR). Finally, your opponent will get so ticked, he will HAVE to jump in or do something that you should anticipate (and you will, with a bit of practice), so be prepared to counter everything! And the best part, probably CAMMY's best setup is that after you're done attacking a lot, just sit there & have a cup of tea or something and do nothing, so that the moment your opponent reacts, all you have to do is MAXIMUM CAMMY and then start all over again! CAMMY is not the best when it comes to defense, but that's not a problem, because if you're making the right moves and pressing her buttons.. I mean, if you're pressing all the right buttons and doing the right moves, you won't have a chance to block until after you've won and the fight's over! So CAMMY really doesn't need to set her opponents up coz the bout will be going on at extreme speed (which is the way it SHOULD be, coz CAMMY's advantage over almost everyone is her speed!), but anyhow, here are some setups nonetheless. Don't fret about setups, ANYONE can DREAM up setups, but the real thing is IF your opponent got suckered into it or not! 1. LP Spinning Knuckle a bit close to opponent (preferably when opponent is getting up from the ground), make sure it DOESN'T connect, then wait for opponent to attack while CAMMY recovers & follow through with every *#%@ thing you can think of, including the kitchen sink! 2. MK Cannon Drill from a distance (as opponent is getting up) such that CAMMY spins forward INTO him, & time it such that it DOESN'T connect again, & follow with anything again as opponent flinches or reacts! 3. This is fantastic! Go a bit near opponent and hit HP, but make sure you're juuuust out of his sweeping range, then follow with any move as he tries to hit you! It's that CAMMY's HP is extremely short- range, but it packs a WALLOP, but if your opponent reacts, let 'im have it! Works BEST against those lousy turtles! 4. Grab opponent with kick, then walk forward & jump INTO him before he gets up (or as he's getting up) so that you fall "behind" & grab again. Then jump into him again & grab again. Repeat. Won't work for long, though. 5. CAMMY's kick-grab is one of her best setups for a cross-up. Grab opponent with kicks & wait for CAMMY to recover. Then jump into opponent & hit LK to cross-up! If opponent crouch-blocks, your LK may or may not hit him, so grab again if possible, or time the LK a liiittle late so that it hits anyway. 6. This is another classic! Works with most fast characters! Go near opponent and start moving towards and away, and keep an eye out for a low HK attack, coz some people can't help but try to trip you! But make sure you're out of their range, then go up and grab 'em as they're recovering from their attack!! Like I said before, these are NOT the ONLY setups in CAMMY's arsenal, so you can think up some of your own which are WAY more effective! Anyhow, all these things matter a lot during a fight, & once you're REALLY into it, you'll be surprised at what you can do in just 99 seconds! Here's something else that counts a lot : the air-recovery counters! So if you're hit and falling... 1. and opponent jumps after you, you should recover and hit MP or HK or HP immediately, 'coz if he jumps to attack, your attack will cancel his move out & smash him, or if he plans to air-throw you, your attack will hit him while he's "elevating". 2. and opponent keeps walking towards you, you can recover and hit MP or HK to hit directly under you & try to follow with a combo! 3. and opponent does some special move (Dragon Punch, Somersault Kick, Tiger Uppercut, etc), you must recover and block it. If it's badly timed, you can block it, otherwise.. oUCH! Or you may risk a timed MP or HK which can counter-hit some special moves, but your timing counts. CAMMY's HK and MP will cleanly smash Sagat's Tiger Uppercut and the Dragon Punches respectively, if timed right. Yes, it IS possible to hit Ken and Gouki out of their Shoryuken and Messatsu Go Shoryu (Gouki's Shoryureppa) with Cammy's recover-counter MP!! 4. and opponent does a Super Combo, you may recover and attempt to block it, or just take it like a man ..er, girl.. (some Supers are blockable so I'd advise you try and block as many as possible. I would also advise you not to fall in these type of situations too often..) Well, there you have it, folks! That's one way of fighting the CAMMY- way! I sincerely hope you enjoyed this FAQ & found it informative & resourceful. IF I receive enough response & encouragement, who knows! maybe I might just be able to muster enough strength & courage (not to mention lotsa time) to prepare FAQs for my other favorite SFA3 guys, like Vega(not Balrog) & Balrog(not M.Bison) & Blanka & Chun Li & Guile & Fei Long & Honda & etc, etc. Of course, only AFTER I'm done with THIS FAQ! Please direct requests.. um, e-mails to omar_ken@yahoo.com 9 --> GET READY FIGHTERS... Finally, at last, and NOW! Now that you're ready for the real fight, don't EVER forget these top-10 EXTREMELY IMPORTANT RULES: 10. DO NOT base the fight on connecting Super Combos only 9. Keep the time-factor in mind from, er, time to time 8. Don't LOOK at your life; have an idea of how much is left! 7. Don't LOOK at your Super-meter; have an idea of it 6. PLEEEASE keep moving around, don't just sit there like a turtle!! 5. Puh-LEEEAASE keep mixing up your attacks! 4. Don't WAIT for your opponent to attack; ANTICIPATE his next move 3. Set up your opponent CONSTANTLY & make your own openings!! 2. Keep your eyes ON YOUR OPPONENT, not on your own fighter! 1. Do not take time-out during a fight to refer to this FAQ... [HISTORY BIT!] May 7, 1999 --- begun work (I think..) May 11, 1999 --- updated FAQ quite a bit & changed layout May 14, 1999 --- plug: posted finalized SAKURA FAQ at gamefaqs.com May 15, 1999 --- changed FAQ layout yet again June 26, 1999 --- slapped myself silly! I forgot all about this FAQ! June 27, 1999 --- resumed..ok, STARTED this FAQ...mumble grumble... July 7, 1999 --- incorporated corrections. La la la July 17, 1999 --- updated quite a LOT! Swore to post FAQ this month August 18, 1999 --- er, hee hee, what's a FAQ? September 1, 1999 --- finished this back-breaking laborious FAQ. September 5, 1999 --- finished final updating thing. Hope you're happy. ..does anyone really really REALLY bother to go thru this? [BONUS BIT!] TOP 5 SOLID IMPACT MOVES THAT SCREAM "Oomph!" IN SFA3! 5. Cammy's Hooligan Combination gut-stomper 4. Ken's new karate kick (forward + HK) 3. Sagat's new upclose MP and HP and good ol' HK 2. Zangief's Super Aerial-Grab(lv3)catching T.Hawk's Headbutt-Dive 1. Guile's lethal backfist, admit it! Badmash X's TOP 5 OTHER FIGHTING GAMES! 5. Punisher by Capcom(Arcade) AND Double Dragon 2 by Technos(NES) 4. Killer Instinct by Nintendo (SNES) 3. the King of Fighters *94 by SNK (Neo.Geo) and no other KOF.. 2. Street Fighter 2 Turbo by Capcom (SNES) 1. Legion of Heroes / Rival Schools by Capcom (PS) [P.S. BIT!] P.S: I'm not sure about the number of hits in the Combo-Section.. P.S 2: I still don't read EGM. [BAD JOKES BIT!] Doctor: Your wife misses you very much Patient: Well she certainly didn't when she was parking the car!! Sergeant: Left, right, left, right..! Private: Will you make up your mind! These three guys signed up to be trained as CIA agents. They passed all the written and physical tests, and now all that remained was the ultimate mental test. They took these three into a room with a two-way mirror that showed them the view of the next room (like in True Lies). So the first guy is shown that his wife is in the room, and the CIA Chief gives him a gun and tells him to go kill his wife. The guy reluctantly takes the gun, but returns back after a minute, failing the test. The second guy is given the gun and told to go kill his wife, who then enters the room. But he returns after 10 minutes without accomplishing the mission, failing the test. The third guy is given the gun and told to go kill his wife. Well, 30 minutes pass, the CIA Chief is surprised to see the guy hasn't entered the room at all, but is standing outside and thinking. He tells him "Go on man!" and the guy then goes in and closes the door behind him. There's a loud report, and another gun shot, followed by loud noise and a huge commotion inside the room, and then the guy comes out and says "You %&@$!* that gun had blanks, I had to choke the witch!!!" [THE UNMENTIONABLES BIT!] A 99% majority of thanks is distributed among – Mansoor R. (heck I'll thank you more when you gimme some money >:) and Capcom of Japan Nintendo (the company, and all its machines) for everything Jaggas Productions Un-Inc. Un-Ltd. Bison, for Cammy's new improved "uniform" Martin Riggs & Roger Murtaugh Marty & Doc Emmett L. Brown Lt. Frank Drebin & the Police Squad Homer, Marge, Maggie, Lisa and Brat.. er, Bart! Me wacky good bud Phavster for that long joke (above)! The remaining 1% thanks goes to – Archie & the gang G.I*Joe and the Transformers He-Man & the Masters of the Universe Leo, Donny, Mike and Raph Dexter & Dee Dee 0% thanks to – Adolf Hitler Bill Goldberg All my economics teachers All material in this work is self-copyrighted by Badmash X. If you wish to use this FAQ on a webpage or put it up on FTP or anywhere accessible via internet and.. OHH you know what I mean!!.. then feel free to do so! The world can always use more of anything-SF and SF-anything!!! BUT if you plan to sell this FAQ, like publishing it in a printed format (like magazines) or any such thing and so on, making profit/money on it without letting me have 200% commission first, PLEASE REFRAIN FROM DOING SO ..on second thought, forget the "PLEASE" coz I'll kick your butt if I find out someone paid money to YOU just to read my FAQ! CAMMY and STREET FIGHTER ZERO 3 / ALPHA 3 are copyright trademarks of Capcom, that gang of geniuses! Badmash X's heart is owned by SAKURA, CAMMY and CHUN LI. This FAQ can be accessed at www.gamefaqs.com Other Badmash X works-of-art at www.gamefaqs.com -> Badmash X's Street Fighter Alpha 3 Ace Guide # 1 – Sakura Badmash X's Street Fighter Alpha 3 Ace Guide # 3 – Chun Li 8:21(AM) September 5, 1999 omar_ken@yahoo.com [PROMOTION SECTION] - Castlevania mania? Don't miss out! Visit www.mp3.com/jagga TODAY! - THE CORRS are here to rule the world! Get that wallet of yours out and buy their records TODAY! It's the least you can do if you want to lead a meaningful life :D Come visit www.corrsonline.com !!! - Looking for the BEST FAQ that'll solve all your problems, unlock all the secret locks, get you all the hidden 1-Ups, help you beat the toughest bosses, teach you how to pull of special moves and techniques and get time to do your homework too? "Are you FAQing nuts, who can do all that?!" The best FAQ-writers .. The best FAQs .. www.gamefaqs.com .. Be There Had fun? omar_ken@yahoo.com lemme know :) September 29, 2000 2:04am