Marvel vs. Capcom 2 Walkthrough :
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Walkthrough - Cammy Character FAQMARVEL VS CAPCOM 2: NEW AGE OF HEROES [Sega Dreamcast Import] CAMMY WHITE GUIDE Version: 3.1 Written by: Aya Brea i_love_aya@hotmail.com http://www6.50megs.com/vanceayahan This FAQ was written based on the Japanese Sega Dreamcast version of the game. Certain aspects may differ from the arcade or NA/European home version of the game. For the latest updates, please check: http://www.gamefaqs.com/ http://www.vgstrategies.about.com/ CONTENTS ======== - Revision - Credits - Legend - Cammy in a nutshell - Why use Cammy - White Normals - White Special Moves - White Hyper Combos - White Assists - White Combos - White Strategies - Vs Strategies - White Partners - Sisters are doin' it for themselves - Cammy vs Abyss - Epilogue REVISION ======== 26/Jul/2000 – V1.0 - FAQ first created 11/Aug/2000 – V2.0 - Most sections are in, still fairly incomplete because I hardly have much time left to myself these days 10/Dec/2000 – V3.0 - Added more combos - Added strategies - Added Vs Abyss section - Added "Sisters are Doin' it for Themselves" section - Added the AWESOME Epilogue section. :) Check out Cammy's storyline... and DON'T YOU DARE STEAL IT!!! 14/Mar/2001 – V3.1 - Added new Abyss strategies - Added a few more good strategies for Cammy - Added some strategies versus some toptier characters in case you're having trouble - Corrections and added some other stuff to most of the special moves section, I think... (can't remember) - New and improved combos CREDITS ======= - Capcom for making this fab-n-addictive game - Glen for getting me the Japanese Dreamcast - Charles Leung for sending me a copy of MvC2 - CjayC for his hacked MvC2 save file - Kao Megura for his complete MvC2 movelist - Genji for encouraging me on writing an FAQ for Cammy and Morrigan, and thanks for the combo help. Genji is the co-co-co-author of this FAQ, as he puts it. This FAQ would not be possible without his help. (Happy now?) - Joey for some awesome tips on Cammy's throw Aerial Rave - Elff Zero for many Cammy combos. Thanks. :) - Tysa Proeung for Abyss strategies - stu pid for strategies, combos and fix ups for combo #6 LEGEND ====== Directional buttons/arcade stick U Up UB | UF Up-Back Up-Forward \|/ B ---N--- F Back Neutral Forward /|\ DB | DF Down-Back Down-Forward D Down - C, Crouch, is done by holding D, DF or DB - J, Jump, is done by any of the U, UB or UF motions - SJ, Superjump, is done by the [D, U] motion - Block is done by holding B. A regular Block must be done to avoid Overhead attacks - C.Block, Crouch Block, is done by holding DB - Air Block is done by holding B in the air - Advanced Block (ie, Push Block) is done by PP while Blocking in any of the above methods. If successful, either you or the opponent will be pushed away, preventing certain following up attacks. - A ground dash (both backwards and forwards) is done by tapping the direction hastily twice in a row. Button configuration Dreamcast Arcade _____ _ __/ \__ _ _ _|L|___| |___|R|__ (_) (LP) (HP) (A1) | VMU | | | |_________| (Y) | (LK) (HK) (A2) --+-- (X) (B) | (A) Ok, excuse me for the terrible ASCII arts. The default controls for the DC buttons are: X=Light Punch (jab) Y=Heavy Punch (fierce) L=Assist 1 A=Light Kick (short) B=Heavy Kick (roundhouse) R=Assist 2 To perform Medium Punch or Kick (aka Strong and Forward), tap LP or LK respectively a second time after the initial attack. This can ONLY be done during a combo, or when your initial attack made contact with the opponent, be it Blocked or not. (So tapping the LP button repeatedly when you're across the screen from the opponent will never produce an MP.) You may also cross up the Punch and Kick buttons. Chain combos follow the "zig-zag" rule (ie, LP -> LK -> MP -> MK -> HP -> HK) so tapping a weak attack button after another attack will execute the next corresponding command along the chain. For example, tapping the LP button twice and LK button once will produce a LP -> MP -> MK chain. - Tech Hits are performed by tapping B or F + HP or HK when thrown. Can be used in air. - Recovery Rolls are performed by [B, DB, D] + P or K just when you're about to hit the ground. - Taunts are perform by holding LK and tap Start on the Dreamcast, or start alone in the arcade. Other abbreviations P / K - Punch / Kick PP / KK - 2 Punches / 2 Kicks QCF - Quarter Circle Forward, execute [D, DF, F] motion QCB - Quarter Circle Backward, execute [D, DB, B] motion HCF - Half Circle Forward, execute [B, DB, D, DF, F] motion HCB - Half Circle Backward, execute [F, DF, D, DB, B] motion DP - Dragon Punch motion, execute [F, D, DF] motion (air) - Indicates that the move can be done in air OTG - Off The Ground. Indicates the move combo'd into will hit the opponent when they're lying on the ground. Certain "juggles" also fits into this category. Character Switch To switch character, press LP+LK for partner 1 or HP+HK for partner 2. The current character will taunt (they're invincible during this time) and leave, while the your partner jumps in with an attack. Opponent will be launched into the air if the tag-in attack connects, and following up combos are possible. Aerial Rave When you hit an opponent with a Launcher and tap U. Cammy has 2 launchers, the punch launcher is executed by D or DF+HP and the kick launcher is done by HK or DF+HK. You'll automatically Superjump to pursue the opponent in the air with a quick combo. Variable Assist Assists are basically modified versions of the Team Attack feature used in Marvel Super Heroes vs Street Fighters. By pressing one of the Assist buttons (A1 or A2), your respective partner will jump into the screen and execute an Assist command corresponding to their Assist Types (Alpha, Beta or Gamma) chosen at the Character Select screen. Variable Counter When blocking an enemy's attack, perform the motion [B, DB, D] + A1 or A2. The screen will freeze for a moment as the corresponding partner jumps in with a counter attack (predetermined by Assist Type) as your current partner retreats. Each Variable Counter costs one level of Hyper Combo Energy. Delayed Hyper Combo New feature in MvC2 that resembles the EX series' Super Cancelling. Before the current Hyper Combo ends (whether it hits or is blocked), execute a Hyper Combo motion for the second character on your team. Time will pause for a few seconds as your second partner jumps in and swap places with the current character, and attempts to continue the combo with a Hyper Combo of their own. (Note however, the new super is NOT guaranteed to connect. Beware of bad Hyper Combo combinations!) You can continue this for up to 3 characters, and you must have enough Hyper Combo Energy (ie, Super Gauges) left to execute the desired follow up Hyper Combos. This cannot be used when only one character in your team is alive. Variable Combination Press A1+A2 will result in a team super attack, where up to all 3 characters of your team jumping onto screen and execute a Hyper Combo each (as predetermined by their Assist Type). Each Hyper Combo will consume a level of your Hyper Combo Energy. (So if you only have 1 level, only your current character will execute his or her Hyper Combo.) Note that a Variable Combination will not cause an active character change like Delay Hyper Combo. Again, bad Hyper Combo combinations can be nightmares when used in Variable Combination. If the character's Hyper Combos are incompatible, stick to Delayed Hyper Combos instead, where you'll have more control. Snapback Another cool new addition to the game is, by sacrificing a level of Hyper Combo Energy, to knock the your opponent back into the "reserve" team. A successful Snapback attack will force the character that's been hit unusable (even through Assists, Variable Combination and Delayed Hyper Combo) for a few seconds. A Snapback can be blocked, but it can be combo'd into. Note Snapbacking an assist character will have little effect and performing it when your opponent has only 1 character alive will simply waste the Hyper Combo Energy as the damage done is pretty insignificant. A Snapback is done by QCF+A1 or A2, the assist button used determines which member will jump in to replace your opponent. CAMMY IN A NUTSHELL =================== Cammy White's debut was in Super Street Fighter 2: The New Challengers (I think.) She was a 19-year old girl who has lost her memory. Then it was reviewed that Cammy and Bison were once lovers!! She then abandoned Bison and joined some sorta rebel group (cannot remember the name, the game's old.) Just a side note, Cammy is a LOT cuter when she was in the SF2 games. She's a lot "rounder" in all the right places. Cammy also appeared in Street Fighter Alpha 3 (and Alpha 2 Gold as a secret character.) It was revealed that Cammy is no ordinary girl, she was biologically enhanced and built as a killing machine! It was also clear that Cammy was a clone of Bison. Other appearances includes X-Men vs Street Fighter and Street Fighter the Movie. (Ugh... Kylie Minogue...) SPECIAL MOVES Cannon Drill (air) QCF+K Cannon Spike DP+K Cannon Strike In air, QCB+K Cannon Revenge HCB+P Axel Spin Knuckle QCF+P Hooligan Combination QCB+K, then... => (Cancel) ...press P => Combination Cannon Strike ...press K in air => Cross Scissors Pressure ...press P near airborne opponent => Fatal Leg Twister ...press P near crouching opponent => Razor Edge Slicer ...do nothing Double Jump U in air HYPER COMBOS Spin Drive Smasher QCF+KK Reverse Shaft Breaker QCB+KK Killer Bee Assault (air) QCB+PP WHY USE CAMMY? ============== Cammy is, IMO, an expert's (or at least an above-average user's) choice. She takes some skill to use, but is unstoppable when mastered. Practice is the key to use Cammy effectively, both at trying out new combos, pokes and playing mind games. Here are Cammy's advantages: 1) Cammy is FAST! I mean both her movement/jumping speed AND her attacking speed. Possibly one of the fastest characters in the whole game! 2) Cammy has one of the BEST ground dash in the game! (Ok, so maybe not as good as Magneto's, but still excellent.) Not only is it lightning fast, but it also covers the ENTIRE screen! 3) Has good pokes and excellent mind games 4) All those years being locked away in the closet has reduced her width. Cammy is even smaller than Jill, so she is a lot harder to get than most characters. 5) She totally rule in the air! Great air priority, anti-air, great Aerial Raves and excellent OTG opportunities. Of course, Cammy also has very many disadvantges, but she's still a blast to play as: 1) Crap recovery (or start up) on all special moves and Hyper Combos 2) VERY limited chipping power (scrubs, keep out!) 3) Medium strength button not implemented. Some of her best pokes are the Strongs and Forwards! 4) Cammy takes above normal damage but only deals below average damage, you really need to utilize combos to do decent damage. Because of this, Cammy has fairly poor lasting power. 5) Terrible Variable Combination compatibility and only mediocre Assists. WHITE NORMALS ============= The damage for each move was recorded from the Training Mode, so they're 100% accurate. Remember Capcom's Damage Reduction though. The more hits you do, the lesser damage each hit will do (although no hits will ever do less than 1 point of damage). I think 150 points is 100% health. This was tested on Cable, who takes regular damage. Also, these damage are used only on human opponents, CPU controlled characters takes about 30% less damage. Standing LP – Damage: 3 A standard punch forward. It actually has tremendous range for a LP, plus it comes out pretty fast. One of Cammy's best pokes. ;) Crouching LP – Damage: 3 A standard crouching punch, had less range that standing version, and isn't as fast. :( Decent starter for crouching combos. Jumping LP – Damage: 3 A downward chop. Decent range, decent jump-in, but LK is probably better. Seems to have excellent air-to-air priority, I've been able to take down Hulk's jumping HP every single time with this, although it still can't beat out Strider's J.HP. Standing LK – Damage: 4 A knee to the chin area. Very little range, fast and not very useful. Crouching LK – Damage: 3 One of Cammy's the best moves. Cammy pokes out her leg on the ground. Has good range, speed and OTGs well. Ones of the moves you'll use a lot (especially for OTG games) and decent poke too. Jumping LK – Damage: 3 Cammy attacks with an outstretched leg, looks like her crouching MK done in air. Great range and priority, use it for air-to-air and ari- to-ground attacks alike. Standing MP – Damage: 6 A punch using the other hand, more range blah blah. Used in combos, but not very useful overall. Crouching MP – Damage: 6 Like LP but uses the other hand, not much to say, combo fillier. Jumping MP – Damage: 6 Looks just like her LP! Use it in double-hitting jump-ins with LP and confuse the opponent. Standard MK – Damage: 6 Cammy turns around and swings her leg backwards (she's very flexible) at the opponent's head. This used to be a great poke, but now you can't use it out of the blue anymore. :( Has great range, so use it when you think other attacks won't link. Crouching MK – Damage: 6 Cammy turns around and slides her leg on the ground, has a lot of range, but cannot be used on its own so it's not as useful. Jumping MK – Damage: 6 An awkward upward kick, good to use with LK as air-to-air attacks. Standing HP – Damage: 12 A backfist, good range but slow, not a good poke. Use in combos I guess. Crouching HP (DF+HP) – Damage: 12 Cammy punches diagonally upwards (not uppercut). This is Cammy's launcher and is, IMO, more useful than her other launcher. It has more horizontal range than it looks (unlike her other launcher) and decent vertical range. Use a lot. Jumping HP – Damage: 12 A downward hammer punch, ok jump-in. Standing HK – Damage: 14 (DF+HK Damage: 12) Cammy does an almost vertical handstand and stretches both of her legs upwards. Has similar properties as Chun Li's standing HK. Crappy horizontal range (but better than Chun Li's), great vertical range and excellent priority. :) It's a good counter, plus you can get a free Aerial Rave afterwards. Otherwise, if you want to perform Aerial Raves chained after ground attacks, use her crouching HP instead. Crouching HK – Damage: 12 Cammy supports her body with her hands on the ground, as she sweeps the opponent with both legs. Knocks down, but has crappy range compared to other characters'. Jumping HK – Damage: 12 Cammy turns her back and stretch out her legs, almost a split. Very good range and comes out instantly (unlike Jill's). Good jump-in and other air-to-air attacks. Steel Slicer (B+HK) – Damage: 12 Cammy does her handstands again and sends out her leg towards opponent's head. GREAT range, decent speed, good poker. Just remember that it's still a HK, so use with caution. It's cancellable and super cancellable. Suplex (Punch throw) (air) – Damage: 16 Cammy grabs the opponent with a backbreaking suplex. It throws the enemy towards the other end of the screen. You can dash in and OTG them (with a C.LK) and combo them after this, so it's worth performing (if throwing is not considered cheap over where you play.) It helps if they're in a corner, because you'll end up closer to them. Dunno about the air version though. A note about the air version however, Cammy will switch sides with the opponent and you can OTG them after you've hit the ground, and can get up an opportunity for another Aerial Rave. Yay! Frankensteiner (Kick throw) (air) – Damage: 16 The Frankensteiner leaves the enemy right next to Cammy, but you don't recover fast enough to do anything. The air version is exactly the same. So the Suplex is more fun both in air and on the ground. Snapback – QCF+A1 or A2 Cammy swings a double hammer punch at the enemy's head. This used to ber her close standing HP (in Alpha series too) but they've cut it out. It's never been useful either. It has practically no range compared to other characters' Snapbacks. It has the same range as Cammy's standing LP!! Use caution when you want to use it. Taunt – LK + Start (Dreamcast) or Start (Arcade) Cammy slides her hand across her chest and says "Lock on!" Decent recovery but does not hit. WHITE SPECIAL MOVES =================== Cannon Drill (air) – QCF+K 1 Hit, Damage: 14 (LK), 16 (HK) Cammy spins her body and uses the momentum to send her body towards the enemy like an arrow above ground. Her heels are charged with psycho energy. The LK version only carries Cammy about halfway across the screen, while the HK version goes full screen. Cammy's velocity is quite fast, so you can counter many moves with Cannon Drill. Bear in mind that this move has bad recovery, especially when blocked so make sure you get this to hit. (The HK version takes longer to recover.) Since it has great range and is fast, the Cannon Drill can combo off any of Cammy's ground chains. Is also OTGs well, especially after a crouching HK. In the air, the Cannon Drill can catch opponents off guard, but it's kinda hard to aim. It serves as a great Aerial Rave ender though. A good way to use the air Cannon Drill is to jump back when the enemy is jumping at you, and send out the Cannon Drill in the air. You'll be surprised at how often it catches them off guard. (Hehe, something I've learned while playing Juni in Alpha 3.) When an enemy is hit, they get launched into the air for some reason, which will open up some combo opportunites. The HK version sends them higher in the air. You cannot OTG after this, even though you do recover fast enough. You can also use the Cannon Drill to travel long distances quickly, especially in the air. Use it like an air-dash if you want, and it's great to use to get behind an opponent who has missed you with a beam super. Cannon Spike – DP+K 1 Hit, Damage: 18 (LK), 20 (HK) Cammy ascends into the air in an arc with one leg straight up. This is Cammy's uppercut move and it's been very reliable in every single game. The LK version makes Cammy ascend about 1.5 character height into the air while the HK version takes her almost twice as high! When she reaches the peak, she backflips and recovers. The LK version reaches a quarter screen length at the peak, while the HK will reach halfway across the screen at the peak! (Although you have to stand at least about 1 Cammy-width away to hit a grounded opponent.) Like all uppercut-like special moves, it leaves the user VERY vulnerable when it whiffs or is blocked, so make sure it hits! When blocked however, Cammy will not ascend to the full height, instead she will bounce off the enemy right away. (It still leaves her open though.) It's an excellent anti-air, does good damage and can OTG! (Although it has some very strange OTG properties.) For combos, I'd advice that you stick to Cannon Drill instead, because of the range. Cannon Strike – In air, QCB+K 1 Hit, Damage: 14 (LK), 16 (HK) Cammy performs a psycho energy-charged stomp kick. There's a slight activation lag, but the actual move is very fast, can catch many people off guard occasionally. It's very similar to Rogue's stomp kick, except that since it's a special move, it can be canceled into from a normal and chips. The recovery (when it connects) is decent, but you don't seem to be able to use it as a jump-in and combo off it. You can however, cancel into this after a jump-in attack while still in the air. If however, Cannon Strike is blocked, Cammy will bounce backwards like a blocked Cannon Spike and is left vulnerable. Cannon Strike can only be hypercancelled into Killer Bee Assault and ONLY during a super jump, although it will not combo so it's pointless. Don't abuse this move because people can see it coming if you use it a lot and you will be punished, and no, this is not a good substitute for a regular jump-in either. Cannon Revenge – QCB+P 1 Hit: Damage: ?? Cannon Revenge is Cammy's counter, which is similar to Jill's Baretta Counter move. When activated, Cammy will stand still while glowing white for a couple of seconds. If she gets attacked, Cammy will either counter with a mini-Cannon Spike (if you used the LP version) or a crouching fierce knuckle (when done with HP), while taking no damage herself. Cannon Revenge is, IMO, much more useful than Jill's crappy Baretta Counter, as it's more reliable than. Cammy will counter immediately upon getting hit (no stupid "pushing".) Now which version is better? IMO, the LK version (Cannon Spike) is more reliable as it has good priority and is very fast, a well rounded counter, especially against air attacks. The HP version (crouching fierce) is not bad either and it will launch them into the air (although you cannot follow up with an Aerial Rave unfortunately.) I am not sure if you can cancel it into a Killer Bee Assault though, I need to check on that further. Of course, the counter does miss the opponent sometimes due to some obscene properties (such as Hayato's Shiden) but both versions works very well as anti-airs. It gets it job done for ground attacks most of the time, but HP often misses some crouching attacks. Be careful abotu supers, ultra priority and especially multipul hitting moves though, otherwise, the Cannon Revenge makes a fine confuser and anti-air. Axel Spin Knuckle – QCF+P 2 Hits: 14 (LP), 16 (HP) Cammy takes a spinning step forward and delivers a backfist charged with psycho energy not unlike her standing fierce. It's usefulness has been debated for a long time ever since Cammy's debut in SSF2. On one hand, there's a great delay at the start up as Cammy spins forward, especially vulnerable to crouching attacks. But on the other hand, the "spinning" animation has limited invincibility (and it keeps on getting toned down with every game, I remember this had TONS of invincibility in SSF2) which lets Cammy pass through some attacks and knock the enemy down. The invincibility seems to only show up if you've executed this move at the right time (usually it's at exactly the same moment as the opponent pulling off his move) but it's very hard to time, so ignore the invincibility of this move if you're not good. I do not know if it goes through projectiles anymore (probably still does) but don't expect it to go through most Hyper Combos and beam attacks. Also, Cammy will pass right through the opponent if they uses a body-attack move (as opposed to projectiles) and ends up behind them, which maybe a blessing or a curse, depending on the situation. The damage done isn't great and the start-up delay makes it uncomboable, but there's still some use to this move. The LP version lets Cammy travel about a quarter of the screen before the backfist, while the HP version goes through about halfway across the screen, but it has more delay at start-up. One use of this is to counter enemies by taking advantage of the invincibility frames, if you can time it right that is. Another use I've found for this move is chipping a blocking opponent. The lag for the LP is shorter so I often cancel a blocked crouching roundhouse into a jab Axel Spin Knuckle to chip for 2 ticks of damage. Some opponents may not be fast enough to react but it still does leave Cammy semi-vulnerable, so don't use it that often. The range is also just right after the blocked crouching HK as it leaves Cammy just enough room between her and the enemy to avoid being tripped. Hooligan Combination... – QCB+K ...(Cancel) - P => 0 Hit, Damage: 0 ...Combination Cannon Strike - press K in air => 1 Hit, Damage: 14 ...Cross Scissors Pressure - press P near airborne opponent => 1 Hit, Damage: 18 ...Fatal Leg Twister - press P near crouching opponent => 1 Hit, Damage: 18 ...Razor Edge Slicer - do nothing => 1 Hit, Damage: 12 (LK), 14 (HK) It just wouldn't be a combination without the many options. When you execute the Hooligan Combination, Cammy will roll into a ball and launch herself at the enemy in an aerial arc. The LK version goes slightly below halfway across the screen while the HK version goes all the way across. You can execute the follow-up commands anytime during which Cammy is in the air. If enemy is too close, Cammy will likely to land behind them, allowing her to be countered, so use this move sparingly. * By canceling (or a missed attempted throw command when the enemy is not close enough), Cammy will flip and recover in the air, allowing her to block after a short inactive phase. Use it early if you anticipate the enemy's attack. Also good to confuse the opponent into executing a super, allowing you to recover and block, making them waste a level of HC Energy. * The Combination Cannon Strike looks exactly like her regular Cannon Strike, it's fast and can be used unpredictably. One of the best uses for this is, when you think you've misjudged the range and about to land behind them, execute this when you're above the enemy to surprise them. Also good if your opponent is walking towards you to avoid being thrown. Execute this while they're walking to nail them. If blocked, Cammy will bounce away like a regular Cannon Strike. * Cross Scissors Pressure and Fatal Leg Twister are both throws, so you need to be close to the opponent for them to connect. Against standing opponents, you'll get a Cross Scissors Pressure if you grab them when Cammy is above their waist, and Fatal Leg Twister if you do it below. The damage remains the same though, and it's kinda hard to tell them apart. Cross Scissors Pressure: Basically her Frankensteiner (K) throw Fatal Leg Twister: Looks similar, but it seems that Cammy grabs them at their waist section The Cross Scissors Pressure acts almost exactly like Cammy's K throw, meaning OTG-ing is not possible. Fatal Leg Twister however, can be OTG'd, especially in corners, so try to get that one to connect often. * I recommend not to over use the Hooligan Combination. Use it once in a while to surprise the enemy, and they'll likely be sleeping while trying to block it, and that's when you should grab them. From personal experience, you'll be surprised at how often I see this move coming and block. When used well, the Hooligan Combination can be a major pain in the a-double-s. * This move is also very useful on turtlers and good blockers, the ones who just block and counter all day long. Whip this out and try for a Fatal Leg Twister, then combo them like there's no tomorrow. * The Razor Edge Slicer is a slide at whch Cammy attempts to trip the opponent. It hits low, but takes a tick to execute when she lands, which gives it away. It also has bad recovery when blocked. However, you can hypercancel before the slide comes out, which may or may not surprise your opponent. I personally don't like this move. Can slide under some projectile attacks, but the throw commands are more useful IMO. Double Jump – U when in air Very useful. Use it to stay in the air longer to avoid contact or whatever. Jump back to assume a defensive position, or forward to advance on an opponent. Also excellent to get behind an opponent who has missed you with their Hyper Combos. WHITE HYPER COMBOS ================== Spin Drive Smasher – QCF+KK Up to 10 Hits, Damage: 41 Cammy performs a beefed up Cannon Drill into a Cannon Spike. Shoots across the screen at very high velocity, so it's very useful at countering whiffed attacks. Cammy travels at fairly low altitude though (like that of a Cannon Drill) so don't expect to hit enemies in the air. When close, this hits for 10 times on its own, however, if you perform it at the other end of the screen, it will only hit 8 times but you get the same amount of damage! (Go figure!) Best done when the enemy is near a corner, because sometimes they'll be launched into the air after a few hits and the rest of the super will miss. (Occurs mostly during combos.) Spin Drive Smasher is a good Hyper Combo to tag at the end of every ground combos, but it will not link after a regular Cannon Drill (unless the Cannon Drill whiffs.) If you push the opponent too far away with your ground combo, this super will likely to whiff after a few hits for some reason. It is good super, thanks to its comboability, but clearly has many annoying properties. Decent damage too, with narrow OTG opportunities afterwards. When blocked however, Cammy will rocket uncontrollably into the air, leaving her very vulnerable. Try not to pull it out at random else you'll pay. Only use it in combos or countering whiffed attacks. Not very good chipping power either. Poor DHC compatibility and horrible VC compatibility. Also pretty good to take care of Assist characters. Reverse Shaft Breaker – QCB+KK 27 Hits, Damage: 44 While Alpha 3 has borrowed Killer Bee Assault from XvsSF, the Reverse Shaft Breaker has been taken straight out of Alpha 3 to compromise. This super looks like a vertical Cannon Drill, although Cammy does not ascend very high into the air. (About as much as her LK Cannon Spike.) A good anti-air super, but has poor horizontal range. Unlike the other vertical Hyper Combos, the Reverse Shaft Breaker will always inflict a solid number of hits and sounds amount of damage. So it makes an excellent DHC move if your previous partner takes the opponent into the air with their Hyper Combo. The Reverse Shaft Breaker has minimal, if any, vacuum properties that's present in some of the other vertical supers. Good to use after cross-ups as Cammy will be closer to opponent |
