Capcom vs. SNK 2 Cammy Guide - Version 0.1
By: LBL (
[email protected]) Copyright 2002
1/9/02
Version 0.1 - Initial release
CONTENTS
I. INTRODUCTION
II. CvS2 CAMMY
III. BEST NORMALS
IV. SPECIAL and SUPER MOVES
V. CAMMY GROOVES
VI. COMBOS
VII. BASIC STRATEGY
VIII. VERSUS SPECIFIC CHARACTERS
IX. MISCELLANEOUS
X. CLOSING
I. INTRODUCTION
Eh, I got bored and decided to write another character FAQ again after a
couple years absence. A lot of new Capcom games have been out since the last
time I wrote guides (SFA3). I wanted to write guides for those games, but
truthfully, I don't think I could've given out any 'master' quality strategy
for any of the characters since I never played as well in those games as I
did in SFA3. But CvS2 is different; it re-sparked an interest in me to be
competitive again (something I could never even hope of reaching in MvC2).
And Cammy's a no-brain character in CvS2, anyone can pick her up in a day,
learn her best moves, and become semi-dangerous. Plus I think I need to do
her justice with (what I hope) is an adequate character guide.
I'm not the best CvS2 player, and I won't win any tournaments (soon), but I'm
no newbie FAQ author either. I know my stuff, just need to practice more
with actually successfully showing my knowledge. ^_^
II. LEGEND
LP = JAB PUNCH
MP = STRONG PUNCH
HP = FIERCE PUNCH
LK = SHORT KICK
MP = FORWARD KICK
HK = ROUNDHOUSE KICK
u = up
d = down
f = forward
b = back
df = down-forward
db = down-back
uf = up-forward
ub = up-back
QCF = Quarter circle forward (d, df, f)
QCB = Quarter circle back (d, db, b)
HCF = Half circle forward (b, db, d, df, f)
HCB = Half circle back (f, df, d, db, b)
III. CvS2 CAMMY
I think this is Cammy's best fighting game incarnation, hands down. Okay,
she was all right in MvC2, but only as an assist. But I digress, CvS2 Cammy
is one dangerous bitch! And that's what people will call her if you play her
right. She doesn't take long to learn at all (hell, I picked her up in a few
days) and once you do have the basics down with her, she'll quickly be one of
the more powerful characters on your team. Why is she so good? Well, she
has some of the BEST prioritized normals in the game; and no I'm not talking
about her LP and LK... EVERYONE'S jab and short have priority. I mean her
ridiculously powerful HP and HK pokes that can disrupt just about anything.
You can't rise above the character pack in CvS2 without a good anti-air, and
Cammy's Cannon Spike certainly does the job well enough. Add to the fact
that Cammy can rush down, annoy, and throw her opponents like there's no
tomorrow, and you've got one helluva character.
IV. BEST NORMALS
Rather than giving a rundown on ALL of Cammy's normal attacks, I think it's
more effective (and less boring) to just tell you about her best attacks.
That way you can forget about the rest and concentrate on using the ones that
are most important.
JUMPING ATTACKS
LK - Cammy's cross-up, and thank god it's one of the better ones that's easy
to position and land (unlike say, Mai who has 2 cross-ups, both of which are
impossible to land). Good for low jumps and air-to-air battles too since it
comes out so quick. Like all cross ups, the prime time to use it is after
you've knocked someone down.
MP - Combo starter. She hits at a much more combo-friendly angle than her HP
or HK attacks. Priority on this isn't too shabby either, I remember being
able to knock Blanka out of his Electricity move. But you're not gonna be
beating uppercuts with this either, so be careful. It's a good all-purpose
jump in, although Cammy is definitely better on the ground in just about any
scenario.
HP - Air-to-air battles. Meeting someone in the air? Attack with Cammy's
HP. It's not the best air-to-air move in the game, but it does a fairly good
job with the added bonus of sometimes doing an air throw.
HK - Air-to-air battles too. Same as the jumping HP in usage, although I
think this has a bit more horizontal reach. Her kick air throw won't come
out as much since most of the time you want to hit someone with the tip of
her boot at maximum range. Although truthfully, most of the time you'll want
Cammy GROUNDED and not in the air. It can be a good combo starter too, but
it doesn't hit at a combo-friendly angle like her jumping MP does.
STANDING ATTACKS
MK - Good, quick, decent ranged poke. It seems to have a bit more priority
than her HP, since I remember out-poking Iori with this more times than I can
with the HP. Mix it up with her other standing pokes, but truthfully I like
the others better as they have just about the same high priority but do more
damage.
HP (far) - Abuse this move! One of her best pokes, rivaling her standing HK.
It's very very VERY fast for a fierce attack and out-prioritizes SO many
moves! It can stop Blanka's rolls; it can stop Morrigan's crazy flying; it
can stop Bison's Psycho Crusher; it can cleanly disrupt Level 1 supers; it
has REACH; it's TOO good. CONSTANTLY poke with this sucker.
HP (close) - Just as good as the long distance version. It comes out fast
and it out-prioritizes just about anything too. Reach isn't that much of an
issue anymore (unless you're trying to combo), since the far HP is good in
and of itself if it comes out by accident. This move is BUFFERABLE, so you
can combo with this if you want... although if you're looking to combo, I'd
choose something with a little more reach for safety reasons. Plus, OFTEN
times, if you keep advancing and poking with this move, you'll end up
throwing them. And probably the best thing about Cammy's close HP, it links
into just about ANYTHING, EASILY! The more useful links are into a crouching
MK or standing HK. Love this move.
HK (far) - Abuse this move too! You won't believe how much priority this
move has and how many other moves it will beat out. It's very very fast,
just like the HP, and has EXCELLENT reach. Cammy can hit with the very tip
of her boot, controlling a lot of ground space in the process. It can
cleanly beat Blanka's crouching HP, disrupt moves, and just annoy the hell
out of everyone in the process. Constantly poke at your opponent with a
barrage of standing HK and HP pokes.
CROUCHING ATTACKS
LK - Who's crouching LK isn't useful? Like just about everyone, Cammy can
easily link multiple crouching LKs together for some good up close and
personal poking. Better still, these are bufferable into a LK Spiral Arrow.
MK - Bufferable, and a good choice to combo with. It's also a nice poking
tool since it has speed and reach. Although the standing HP and HK are
better overall, it's nice to mix this in for a good high/low poke game.
Crouching MK xx LK Spiral Arrow is safe against nearly any kind of
retaliation.
MP - Bufferable, (and IMO) easier to combo with than the crouching MK. MK
has more reach, but if I'm guaranteed a combo, I usually opt for this over
the MK if I know I can land it since to me, it's easier to combo with (guess
I'm just too used to SFA3).
HP - The only reason this move is here is because it is bufferable into her
SUPER ONLY. Yes, it has that strange SFA2-like property of not being able to
cancel into her specials but it's very simple to cancel into her Spin Drive
Smasher. I actually highly prefer this over her crouching MK when I combo
her super, since this way I don't do a regular Spiral Arrow by mistake. Not
much other use.
V. SPECIAL and SUPER MOVES
ROLL (C,A,N-grooves) - LP+LK
Okay, so the Roll isn't a special move, but I feel I needed to warn you about
it. STAY AWAY FROM THIS MOVE!!! Cammy has got to have THE worst roll in the
game. It's SLOW, it doesn't go very far, and it takes FOREVER for her to
stop flipping and be back on her feet again. You're just begging to be
thrown or comboed if you use this for any kind of offensive maneuvering. The
only justifiable time you should use this is to roll past fireballs from a
distance, but even then be VERY careful doing so.
PUNCH THROW/SUPLEX - f/b + HP
You're gonna be doing A LOT of this. Sometimes it'll come out by accident
while you're just advancing on and poking the hell out of your opponent with
HP. But you've gotta plan on setting up and landing a few intentional throws
too. Cammy's punch throw bounces her enemy FAR away from her, and it takes
her a while to stand back up again. She gets on her feet just before the
enemy can get on his (if they didn't Tech Hit), so make sure you close the
gap quickly by dashing/running towards them afterwards (poke with standing HK
if you can't reach them in time). Her punch throw is good to use to get her
opponent into the corner also.
KICK THROW/FRANKENSTIENER - f/b + HK
Like her punch throw, the enemy is bounced away from you afterwards, so you
need to make sure to get back on their ass after you get back on your feet.
They aren't bounced quite as far away as the punch throw, but you recover
slower. If CvS2 throws behave like they did in CvS1, then Cammy's kick throw
should be stronger but slower to come out, while her punch throw is weaker
but quicker to come out. Since both produce basically the same effect (the
enemy is bounced far away), and the damage difference is completely
unnoticeable, I'd suggest always sticking to her punch throw for the quicker
grab.
AIR THROWS - f/b + HP or HK (in the air)
Both are essentially the same. The punch air throw is a body toss to the
ground; the kick air throw is a mid-air frankenstiener. Both produce the
same effect: the enemy is caught in midair and quickly slammed straight to
the ground, although the kick one throws them a bit farther away. They
aren't an essential part to her game, but they are useful against mid-air
parriers or mid-air just defenders.
(SPECIAL MOVES)
SPIRAL ARROW - QCF + K
Body projectile essentially, the strength of the kick determines the distance
traveled and recovery time afterwards. This move is great for getting close,
setting up traps, going under fireballs, comboing... it's just all around
excellent. If you are using this move for setting up traps or zoning, make
sure you hit with the very TIP of it. The LK Spiral Arrow is (nearly)
COMPLETLEY safe, and if blocked has (nearly) NO recovery time afterwards...
setting up the perfect opportunity for a LK Cannon Spike counter. The MK
Spiral Arrow is not quite as safe as the LK version, but it's still safe
enough and good for getting closer. The HK Spiral Arrow is very UNSAFE if
blocked, so make sure you hit with it. Overall, the LK version is the best
since it offers near non-existent recovery time, comboabilty off of a
crouching LK, pokes, and sets up traps.
CANNON SPIKE - DP + K
Anti-air! ...and a very good one at that. Cammy's LK Cannon Spike is her
best option for an anti-air since it's reliable, has priority, and is VERY
safe as "uppercut" anti-airs go. The LK Cannon Spike recovers MUCH faster
than you would think it does, and if blocked, it is usually unpunishable by
everything except the fastest supers. The reason is Cammy bounces far enough
away and the move itself has such little recovery when it is blocked. Did I
mention how much priority this baby has? It can hit people out of supers,
it's an awesome wake-up option, it can hit limbs, it can stop cross-ups, it's
GREAT! You'll basically be EXCLUSIVELY using the LK version, as the others
travel too far up to be safe. The HK version, however, is great to combo
into from a standing HP for excellent damage.
AXEL SPINNING KNUCKLE - HCB + P
Cammy spins towards her enemy and does a double hitting far standing HP. Not
much use IMO. It probably goes through fireballs like all it's previous
incarnations, but it's FAR to risky even try. This move is slow coming out,
doesn't combo, and has recovery time to boot. It might be useful in some
strange A-Groove custom combo that requires forward momentum, but in all
other cases... STAY AWAY!!!
CANNON STRIKE - QCB + K (in the air) or press K during HOOLIGAN COMBINATION
This move is so much improved! It basically has no recovery time, even
though it looks like it should, so it's PERFECT for setting up traps,
especially ones involving throwing. Since you can do this move out of the
Hooligan Combination, you can use it to offensively advance quickly at your
opponent too. Learn to use this move in your mind/throwing games.
HOOLIGAN COMBINATION - HCF, uf + P, then...
CANNON STRIKE - Push K before reaching your opponent
RAZOR EDGE SLICER - Do nothing
FATAL LEG TWISTER - f/b + K when close to your opponent's head
CROSS SCISSOR PRESSURE - f/b + K when close to your opponent's midsection
The throws (Fatal Leg Twister and Cross Scissor Pressure) are useful for mind
games, since most people will instinctively block at first. Cammy is still
very vulnerable to being hit out of this as she's rolling in the air towards
her target though. But more times than not, this move will catch people off
guard. Canceling the Hooligan Combination into her Cannon Strike is a good
way to offensively advance on your opponent and at times can bait people into
prematurely trying to anti-air her Hooligan Combination roll, allowing you a
counter opportunity. The Razor Edge Slicer is generally useless, since most
people WILL attack Cammy before it comes out most of the time, but can catch
people off guard sometimes... the low damage doesn't make the risk worth it
though.
(SUPER MOVES)
SPIN DRIVE SMASHER - QCF, QCF + K
Her combo-friendly super of choice. Average damage for a super. Like most
Level 1s, the Level 1 Spin Drive Smasher doesn't have that much priority and
it trades at times, so it's better to wake up with a Cannon Spike than a
Level 1 Spin Drive Smasher. Level 2 is only available in C-Groove, and
allows for some special/super move canceling, but it's not really worth it
IMO. The Level 3 version behaves like most other Level 3 supers, it has
invincibility frames in the beginning making it a good wake up move. Best
use for this move is when tacked on at the end of combos though.
REVERSE SHAFT BREAKER - QCB, QCB + K (mash afterwards)
This is not a worthless super as most people write it off to be. For one,
it's a great anti-cross up. Use this as a wake up when your opponent is
trying to cross you up... especially that pesky flying Morrigan. It's a good
anti-air on it's own as well, but ONLY the Level 3 version, and do it as late
as possible for the best results. The Level 1 version has absolutely NO
priority whatsoever. It has semi-vacuum properties, so a somewhat high risk-
high reward use would be to approach an opponent getting up, then bust out a
Reverse Shaft Breaker next to them. If they tried any non-super wake up, it
will very likely be snuffed (even the shoto's Dragon Punches). At the very
least it does great tick damage. It's not the most damaging super, but it
does decent damage if you MASH like crazy.
VI. CAMMY GROOVES
So what Groove does Cammy do best in? The decision is all preference IMO.
There's no definite advantage one groove offers her over another, unlike say
Morrigan who NEEDS the run/fly options of S,N,K-grooves to be threatening.
So chose whatever groove best compliments her partners, since Cammy's going
to be doing the same thing in every groove... whittle them down and build
meter. I'm a C-groove user, and so I have most experience with that. I'm
assuming you know what attack and defense options each grooves give, so I'll
just run down my opinions on how Cammy would do in them.
C-GROOVE CAMMY
Exclusive air blocking for C-groove is a definite plus, and something you'll
likely take for granted unless you play the others. Her roll is HORRIBLE, so
it's definitely not any kind advantage. Dashing is okay, and useful when you
need to get close quickly, like after a throw. I think the best advantage C-
groove has over the others is the ability to store and use supers at will
without restrictions. People know when you have you break stock in N-groove
or when you're fully raged in K-groove, that you're looking for a chance to
land a super. With a fully charged C-groove, people never know when you're
going to use it. That constant fear/surprise factor is very useful. Not to
mention that C-groove builds up meter VERY fast, you'll always have meter to
burn if you're constantly attacking and/or you can quickly build meter for
your partners. C-groove also has the unique ability of Level 2 super
canceling. You can do her ultra-stylish Level 2 Spin Drive Smasher xx Cannon
Strike (miss) xx Level 1 Reverse Shaft Breaker combo... but it's not anything
important to go in depth about.
A-GROOVE CAMMY
Custom combos are what you get in this groove. I don't think I've ever seen
an A-Cammy before. I don't know of any custom combos for her and since I've
never seen any myself either, I can't comment much. Unless I get new info, I
don't see much in this groove.
P-GROOVE CAMMY
With P-groove comes PARRY! And with parries, you can stop any and all kinds
of poke patterns; you get free jump-ins so you never have to be afraid of
anti-airs; you get an invaluable defensive tool that protects you from tick
damage; you get an invaluable offensive tool that allows you to counter-
attack after a successful parry. All these wonderful benefits come with
parries... that is, if you an actually DO THEM! P-groove sounds great on
paper, but it's bad in practice. I have never seen a successful P-groove
user parry on the level of Street Fighter III. And because a missed parry
(which happens VERY often) can mean eating BIG damage, I can't recommend P-
Cammy.
S-GROOVE CAMMY
Does ANYONE choose this groove? This is probably the least picked groove
overall. You get dodges, which are nice, but not needed. You dodge attacks,
but you yourself aren't fighting back, and that's why I don't think dodges
(and S-groove in general) is that useful. Running is always nice, but if you
wanted solely to run, pick N or K groove. Manual charging of the meter is
disruptive in fights, and Cammy's better off staying on constant offensive,
rather than trying to sneak in meter charge time. Pass on S-Cammy.
N-GROOVE CAMMY
Probably the most popular groove, N-Groove gives you all sorts of options.
You get to run AND roll (again, Cammy's roll sucks, but her partner(s) can
definitely benefit) in this groove. Running is VERY nice, as it allows you
to be constantly up in your opponent's face, especially when combined with
Cammy's already excellent standing HP and HK pokes. She gets small jumps in
this groove, which are themselves useful tools for getting in close to the
enemy (which is Cammy's goal) as well as being hard to defend against. And
you get safe falls so that you don't have to worry about the cross-up/wake-
up/meaty attack scenario you get put in when you're knocked down. N-Cammy is
great, and the running especially helps her. My only personal gripe about N-
groove is that when you do break stock, your opponent knows you'll be looking
for an opportunity to land a super and thus might play more defensively,
making it difficult to land Level 3 supers on them.
K-GROOVE CAMMY
Just defend and a vicious +35% attack power when fully raged is what you get
with K-groove. Just defend is very useful, especially people with
predictably attack patterns (which unfortunately Cammy falls under). Just
defend pokes and retaliate with her throw or better yet, her super if you're
raged. She still has that ever-useful run, and thus can run in, just defend
an attack, and counter. Of course that sounds much easier than it is to do,
but I've seen and fallen to a vicious K-Cammy doing that and it seems to be
her game plan (of course it's deeper than that, but that's the basis for her
mind games and whatnot). And a raged Cammy will score extra damage with her
already great pokes. K-groove is a good choice for Cammy too, but only if
you're really adept at just defending (duh); don't rely solely on the rage
power up if you're playing this groove.
VII. COMBOS
1. [jump-in or cross-up], crouching LK, crouching LK xx LK Spiral Arrow
Quick and easy combo that knocks them down close to you so you can cross-up
afterwards.
2. [jump-in or cross-up], crouching MK xx LK Spiral Arrow
Crouching MK xx LK Spiral Arrow is a very safe tick pattern if you hit with
the very tip of the MK and Spiral Arrow.
3. [jump-in], crouching MP xx HK Spiral Arrow
If you're guaranteed a combo, might as well go for one that's easy to do.
Sometimes the HK Spiral Arrow does 2 hits if done close enough.
4. [jump-in or cross-up], standing (close) HP xx HK Cannon Spike
If someone's dizzy and you don't have or want to use your meter, this is the
easiest and most damaging combo to do.
5. [jump-in or cross-up], standing (close) HP --> standing (far) HK
This is a very useful link that you can use during your poking and pressuring
strings. I've heard that the standing (far) HK is bufferable into her Spin
Drive Smasher super, but I have yet to confirm this.
6. [cross-up], standing (close) HP --> crouching MK xx [special or super]
Yes, this is the (in)famous "James Chen" combo from CvS1. I don't think it
combos into a regular Spiral Arrow anymore, but I've seen it combo into her
Spin Drive Smasher super in videos. That's not to say you should never
cancel the crouching MK into a LK Spiral Arrow, as doing so is completely
safe and gets you closer to your opponent to throw them. You could also try
to cancel into her Hooligan Combination and try to catch them off guard.
7. [jump-in], crouching HP xx Spin Drive Smasher
The Spin Drive Smasher can be any level, but preferably Level 3. The best
jump-in for this combo is the jumping MP done very deep, since the crouching
HP comes out kinda slow and her other jump-in attacks hit at weird angles.
8. jumping HK xx Spin Drive Smasher
Yes, her old SFA3 combo still works. Do a QCF motion in the air with HK,
land, then do another QCF motion with whichever level you want. She'll combo
her super straight from her jump-in.
9. [whatever], Level 2 Spin Drive Smasher xx Cannon Strike (miss), land,
Level 1 Reverse Shaft Breaker (C-groove only)
Her "l337" (elite for those of you who always wondered what those strange
combinations of letters/numbers/symbols meant) C-groove combo. More hassle
than it's worth IMO. The very real possibility of missing with the Reverse
Shaft Breaker is too great to choose this over a simple Level 3 Spin Drive
Smasher.
VIII. BASIC STRATEGY
- POKE POKE POKE with her standing HP and standing HK... CONSTANTLY. These
two moves alone beat out just about anything your opponent can throw at you.
By constantly pressuring with them, you'll force them to block, at which
point you can just walk up and throw them or if they flinch, LK Cannon Spike!
I like the pattern: (far) HP, advance, (close) HP, advance, (far) HK, LK
Spiral Arrow... at which point I can LK Cannon Spike if I suspect
retaliation, start more pokes with crouching MK, go into her Hooligan
Combination, etc. But remember, ALWAYS MIX THINGS UP! Never be predictable,
since people will quickly see the vulnerable holes in your attack pattern.
But between Cammy's HP, HK, MK, and LK Spiral Arrow, mixing up shouldn't be
much of a problem
- THROW THROW THROW with her punch/suplex throw. As you're advancing towards
them with your barrage of HPs and HKs, ALWAYS look for opportunity to throw.
If they break out of the throw (both characters reel backwards), IMMEDIATELY
do a standing HP... I have not seen one attack that can beat that move. If
they attempted to poke or re-throw you, you'll hit them. If they block, then
they're now stuck on the defensive. Either way, you're on the offensive now.
- LK Spiral Arrow is a VERY safe move to poke with... AS LONG AS YOU HIT WITH
THE TIP! If you do just hit the enemy with the tip her Spiral Arrow, she can
block or counter (LK Cannon Spike or Level 3 Spin Drive Smasher) ANYTHING
that comes her way. Well not EVERYTHING, there's always exceptions
(Morrigan's Level 3 Cardinal Blade can hit her in the TINY moment Cammy's in
full splits), but I haven't found any other attack that can punish her. So
remember that you can bait them into many mind games/traps by forcing them to
block a LK Spiral Arrow, then punish their retaliation attempt.
- LK Cannon Spike is a VERY safe move to counter with. It is probably the
fastest recovering anti-air "uppercut" in the game. DO NOT worry if this is
blocked, since 90% the time you will recover in time to be safe. In fact,
often times you'll WANT them to block a LK Cannon Spike, and make it think
that she's vulnerable, only to LK Cannon Spike them AGAIN! A favorite trap
of mine is thus: crouching MK xx LK Spiral Arrow (blocked), LK Cannon Spike
to counter, (if blocked) LK Cannon Spike again. This will annoy people to no
end, the fact that Cammy's best anti-air is almost unpunishable if blocked.
- Cannon Strike (a.k.a. Dive Kick) is a VERY safe move to set up with. Cammy
recovers just as she hits the ground, being able to block or counter anything
thrown at her. So a simple trap would just be to force them to block a
Cannon Strike, then LK Cannon Spike their counter attempt (and if the LK
Cannon Spike was blocked, LK Cannon Spike AGAIN! ...remember, the LK Cannon
Spike is very safe if blocked). You can mix things up by doing a Cannon
Strike, land, then start your poke game, then start your throwing game.
Confuse the hell out of your opponent!
- Confusion... that would be the ultimate goal you want to achieve in a
match. You want them to realize that your LK Spiral Arrow, LK Cannon Spike,
and Cannon Strike cannot be punished. Then (if they're smart/predictable),
they'll start anticipating your second/third Cannon Spikes or super and keep
blocking. At this point, when you've notice them catching on, start THROWING
instead! You want them to realize that they can't out-poke you and should
try to anti-air your pokes instead. Anticipate when they'll try, block, then
COUNTER! And once you REALLY start mixing up Cammy's pokes, throws, and set-
up traps... your opponent will be utterly confused (and scared) as to what
you will pull out next. This is where you want to be, as they become easier
to predict and read when they get scared.
- Some options when you've knocked them down:
1. They don't have a reliable wake-up: CROSS-UP!
2. They do have a reliable wake or have a full meter charged: pretend to go
for a meaty attack, block their wake up, COUNTER!
3. They think you're waiting for them to do a wake up and attempt to throw
you: LK Cannon Spike, meaty standing HP xx HK Cannon Spike, Level 3 Reverse
Shaft Breaker
4. You think they'll just block: THROW!
- Some options when you're getting up:
1. You think they'll try to attack you as you get up: LK Cannon Spike!
2. You think or see them cross-up: Level 3 Reverse Shaft Breaker, LK Cannon
Spike (the game even HELPS you out by automatically making sure the Cannon
Spike faces the right direction)
3. You think they're waiting for you to wake up so they can block and
counter: THROW!
- BEST ANTI-AIR ATTACKS:
1. LK Cannon Spike - all purpose, virtually no recovery
2. Level 3 Reverse Shaft Breaker - anti-cross-up
3. Standing (far) HP - from afar
- BEST JUMP-IN OPTIONS:
1. Cannon Strike - sets traps
2. jumping MP - combo starter
3. jumping LK - cross-up
- BEST POKES:
1. standing HP (close and far)
2. standing (far) HK
3. crouching MK
4. standing MK
5. LK Spiral Arrow
(no explanation needed, all these moves KILL)
IX. VERSUS SPECIFIC CHARACTERS
BLANKA
With everyone and their grandma choosing him (or Sagat), you're gonna have to
learn how to deal with this green menace. Unfortunately, there's a reason
why SO many people have Blanka on their team; he's VICIOUS! Thankfully Cammy
fairs a little better than other characters vs.Blanka IMO, but no one's an
anti-Blanka... yet. The main thing you DON'T want is Blanka crossing you up!
Once he does, whether he hits or you block successfully, he'll be all over
you and you're stuck in a very sticky situation. If you do find yourself
being in a crossed-up situation, get out by either doing a Cannon Spike or
Level 3 Reverse Shaft Breaker reversal. Blanka's pokes have very high
priority and range to boot. But Cammy's standing HK actually beats him out
of his best poke (crouching HP), as well as many others. So CONSTANTLY
barrage him with crouching HK pokes so that he doesn't have a chance to move.
If he jumps, LK Cannon Spike! Remember, don't let him cross you up! His
roll isn't a problem for Cammy. After blocking it, a dash-in or run-in HK
can nail him, as well as her Level 3 Spin Drive Smasher. A standing HP can
also actually stop the roll dead in its tracks. And NEVER EVER jump on a
charged full-metered Blanka... you're just asking to get hit by his
Electricity Ball super. Don't be afraid of Blanka, know that Cammy is more
evenly matched with him than 90% of the rest of the cast.
SAGAT
ARG! There's also a reason why he's probably the most picked character in
CvS2; EVERYONE has problems fighting him. One thing you have to be careful
of: his CROUCHING HP! It's one of the most prioritized normals in the game,
rivaling Athena's crouching HP and definitely on par or better than anything
Cammy has in her arsenal. Standing HP and HK can beat it, but his Tiger Knee
and Tiger Uppercut beat them cleanly, so be careful with your pokes and get a
feel of what your opponent's Sagat tends to do. One thing to keep an eye out
for: Sagat's blocked Tiger Knee, Tiger Uppercut trap. This is very similar
to your Cannon Spike traps. The Tiger Knee has virtually NO RECOVERY time on
it, and LOTS of Sagats will just go ahead with the Tiger Uppercut anyway
assuming you tried to counter the Knee. REMEMBER THIS and BLOCK THE
UPPERCUT! Speaking of which, Sagat's Tiger Uppercut has much less recovery
time than it looks. Basically you can only hit him while he's in the air.
You can't wait for him to land then punish him. So if you ever see him miss
with the Uppercut or you block an Uppercut, don't be slow in countering, or
he'll reach the ground and Uppercut you again! My best advice would be to
poke push and throw him into the corner. Once he's there, he's forced to
fight his way out, making his attacks and game plan much more predictable
than if he were out in the open. Either he'll Tiger Knee (which you can
Cannon Spike) out, low jump (which you can also Cannon Spike), or run and
crouching HP his way out. Don't worry if you're having trouble against
Sagat, EVERYONE does. Just know that your mission is to keep him from
getting his fireball/anti-air and crouching HP traps going by getting him
into the corner any way you can.
M.BISON
I'm talking about the evil dictator, not the boxer (I never understood why
anyone living in the UNITED STATES would refer to characters by their
JAPANESE names). His popularity seemed to die down a bit, but he still pops
up every now and then. First, your standing (far) HP stops virtually all his
pokes, or at least trades with him. It stops (but trades) his Psycho Crusher
too. If he starts his flying/head stomps, Cannon Spike him. Don't ever jump
at him, you can never beat his crouching HP anti-air and in air-to-air
battles, he wins out more times than you do. If you block his regular or
Super Psycho Crusher, make sure you THROW him when he gets out of it...
you'll beat him out of anything he tries. His slide can catch you off guard
at times, just remember to keep the pressure poking on and not allow him to
start with his cross ups and long range kick pokes.
IORI
He's always popular, so you have to learn to deal with the drag queen wannabe
too. First, his roll is VERY fast and recovers very quickly. If you see him
start to roll... THROW! Else he'll get in and start his own nasty cross-up
game that is just as bad as Blanka's. Cammy's standing HP and HK are
_BEATEN_ by Iori's standing MK; but her standing MK _BEATS_ his! Tick with
her standing and crouching MK, and when he stops with the standing MK pokes,
then resort back to your trusty HP and HK. But Iori has a decent uppercut
too that will cleanly hit your standing pokes, so be careful about sticking
too many things out predictably. If you ever block his Deadly Flowersx3
special, remember that you must block the last hit STANDING! You don't want
this boy to get his offense going, since he's a madman when he does. And
most good Iori matches I've fought start their offense by throwing a slow
ground fireball and then running in after it. It seems like you can roll
through, but you can't, he'll combo you (and Cammy's roll sucks anyway).
Jumping straight up or towards him gets you anti-aired, and blocking it leads
to his SICK cross up game. You can DASH over the fireball (Cammy actually
hops forward for a dash) and poke him then; you can block the fireball and
IMMEDIATELY LK Cannon Spike; or if you're feeling adventurous Level 3 Spin
Drive Smasher through it. Be very careful when he's capable of doing a level
3 super (like when he breaks stock). His Maiden Masher super is an excellent
anti-air, and if he ever lands a crouching LK on you, prepare to get mauled
when he combos the Maiden Masher into you. So keep this bastard from ever
get a good offensive run going by poking him with MK and throwing him early
and NEVER allowing him to get into cross-up range by LK Cannon Spiking his
jump-ins and throwing him out of his rolls.
More to come...
X. MISCELLANEOUS
COLORS
LP = Blue
MP = Green
HP = Navy Blue
LK = Pink
MK = Yellow
HK = Orange
3P = Red
3K = Silver
INTRODCUTION
1. Cammy is in a long, hooded trench coat. When the match starts, she'll
throw off the coat and yell, "Here I go!"
2. Cammy will smile with one hand on her hip while giving a thumbs up across
her chest and yell, "Here I go!"
SPECIAL INTRODUCTIONS
1. vs. Vice
Vice taunts Cammy while Cammy does her normal introduction.
Eh, do I really have to research her win quotes and win poses? I'll save
that for next time. ^_^
XI. CLOSING
Well, I hope you gained SOMETHING out of this. Am I the best Cammy expert
out there? No, but I know enough to help beginners. Will you become an
expert with Cammy by reading this guide? No, that comes with time and
practice, but at least this gives you a foundation to build on. Just have
fun playing whoever you chose, and don't get swept up in the whole stupid
character tiers/rankings crap. While I do acknowledge that tiers, unlike
Santa Claus, exist... discussing them and basing your game around them is a
waste of time. Oh oh, I just used the "T" word... oops. Just have fun with
CvS2 and hopefully have Cammy as part of your ass-kicking team. Until next
CvS3...
-----------------------------------------------------------------------
If you want to use this FAQ, just email me at
[email protected] and I'll be
happy to give it to you. Just give me credit for my work. Also e-mail me if
you want to contribute/correct anything. Not doing so will cause me to do
absolutely nothing against you. ^_^
Do not use this FAQ for any kind of profit whatsoever (what kind of profit can
you get from ramblings anyway?). Capcom vs. SNK 2 characters are all
copyrights of their respective trademarks.