Super turbo cammy ending a relationship

Cammy - Wikipedia

super turbo cammy ending a relationship

Streetfighter self rather than her Super Turbo version. .. Cammy, you have just been on the receiving end of a damaging combo .. series, Sailormoon (read the "relationship guides," they're a riot), and is just all-around nice. In Super Street Fighter II, and Super Street Fighter II Turbo, Cammy wore a SNK 2, and made appearances in the endings of certain Street Fighter III 3rd of it, Cammy felt a strange connection to him, and entered the tournament to find out . Chun-Li (春麗 or チュンリー Shunrei or Chunrī, Simplified Chinese: 春丽) is a video side to her personality, as shown in her ending of Super Gem Fighter Mini Mix. between Laura and Sean can be considered a typical sibling relationship. story on the first volume, based on the events of Super Street Fighter II Turbo.

The Movie video games. In Street Fighter II: The Animated MovieCammy appears in a scene early in the movie, where she assassinates British minister Albert Sellers after being brainwashed by Shadaloo. She is later seen being interrogated by Chun-Li. Her status after that is unclear, with Bison's last orders to Sagat being the elimination of Vega and Cammy.

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In the English dub of the film, Cammy is portrayed as American rather than British. After her fight, she realizes that Balrog had tricked her and nearly kills him. Cammy has a completely different look in the series, wearing black leather pants a black body fit shirt, red gloves, red boots, and a black necklace with a silver cross.

This incarnation of the character does not have a scar on her cheek and wears her hair in a single ponytail.

Cammy White

As in the animated movie, the series' English dub depicts Cammy as American instead of British. In the American Street Fighter animated series, Cammy appears in several episodes during the first season and is the central focus of a sub-plot in the second season.

During the first season, she is an ally of Guile who has a flirtatious relationship with him, and is eventually made part of his team. However, she is brainwashed by Bison and becomes one of his underlings, fighting both Street Fighters and Delta Red during the remainder of the series. She turns on Bison when she learns that he had killed her parents, and switches sides back to her original allies. Cammy was mentioned in Street Fighter: She has a cameo appearance in the Disney animated film Wreck-It Ralphalongside other Street Fighter characters.

Cammy, which was released in English by Viz Communications. Street Fighter and Street Fighter Alpha 2 Goldwhere she appears as a brainwashed test subject named "Killer Bee", [13] [14] [15] [16] a codename that was later adopted for the video game storyline. Street Fighter depiction of Cammy also appeared in the manga Street Fighter: In it Cammy, working as Bison's "Killer Bee" assassin, is the one directly responsible for the death of Chun-Li's father.

Elsewhere, she is tracking Ryu in San Francisco under orders from Shadaloo, when she is confronted and captured by Rosewho undoes Shadaloo's brainwashing then leaves her in front of the British embassy in Italy. Cammy has no memory of anything leading up to that moment, but a terrorist attack on the embassy suddenly triggers her latent fighting ability and she foils the threat, after which Delta Red promptly sign her on as a member.

While she completes missions with Delta Red, Cammy pieces together remnants of her memory and does her best to make up for any sins she might have committed in Shadaloo's name.

During the second series, Cammy takes a leave from Delta Red to find out more about her past. She travels to Mexico with Chun-Li to meet T.

Hawk for a joint investigation, but they are intercepted by M. Bison, who recaptures her and demands she represent Shadaloo in the upcoming tournament he is hosting. Cammy is brought back to Shadaloo where her brainwashing is resumed during the third series Street Fighter II Turbobut Vega frees her from the brainwashing before the tournament finishes.

Cammy acts as though she is still under Bison's command but enlists the help of Chun-Li and Guile. In the aftermath she has rejoined Delta Red. Cammy History, a two-volume light novel by Yuka Minakawa featuring Cammy as the main character, was published by Wani Books in The problem occurs when you want this to come out, but she does her far version instead.

I find the standing strong more reliable as an anti-air though. It is not cancelable. Jumping- Your new best friend. Cammy's jumping roundhouse has mad priority as both an air-to-air attack and as a jump-in attack. It beats out pretty much everything even Chun Li's jumping forward and has range to boot. You almost always be alternating between this and the strong to start your jump in combos. Jumping straight up with the roundhouse is yet another good way to counter jump-ins.

This leaves quite a distance between you and your opponent when you're on throwing them on the ground. It's pretty useful throw in terms of speed and priority. This leaves the opponent very far away from you as well, use both throws only if you want to put some distance between you and your opponent.

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Like the Suplex, it has good range and priority. It works well on both blocked ground and blocked air attacks, but Alpha counters have been seriously raped in Alpha 3 and I really wouldn't recommend you using it. They do pitifully low damage and have extremely low priority as well. I guess I'll just have to give you the generic advice of only using Alpha counters if you are in a life-or-death situation like if your opponent is trying to drain your last bits of energy with a multi-hitting special moves.

Good for blocked jump-ins and ground attacks. But remember that Alpha Counters suck. Streetfighter and saying, "Cannon Drill. Its main use would be in combos. It has horrible recovery time especially the Roundhouse version however, and thus you should only do it if you're sure it will connect. The last part of this move when Cammy slides can actually go under fireballs, but it's too hard to time and it often happens unintentionally.

The Roundhouse version will hit twice if done up close to your opponent. The stronger the kick obviously, the farther she'll travel. It can be used in combos as well since it does good damage. However, it is not invincible and she can get hit out of it.

Mainly stick to the Short version if you want to counter a jumping opponent since that way she won't travel so high. The Roundhouse version causes her to go way too high and become very vulnerable; use this version in combos. Another danger is when the Cannon Spike is blocked. Like the Cannon Drill, make sure you will connect this. It's a reliable anti-air. But since she spins first, it won't combo.

This move is actually useful as I found out. It will go through fireballs like back in Super, but only as she's turning around not the initial frames. Use it go get closer to the opponent by going through his fireballs. You can use it at an opponent whose getting up for blocked damage, but you're leaving yourself wide open for an opponent's pop-up super. Finally, it can be used to set up juggling especially in the corner.

Don't become abusive with this. Use it as a means to get close, not to initiate attack. If it hits, the Spinning Back Fist is pretty damaging. Although they can see it coming, most will instinctively try to block it and thus be thrown.

If you don't press anything after initiating the Flying Frankensteiner Attack, Cammy will do a sliding attack that will trip opponents. As mentioned earlier, you should use this to sail over fireballs and snag opponents preferably as an anticipation to a fireball or you can do this out of the blue and surprise your opponent. The Air Frankensteiner will always come out if your opponent is ducking; and the Slam Throw will always come out if you catch the opponent in the air.

Just remember if you land it, your opponent will now be weary of you using it, so it's best not to use it again. Also after landing a one of the throws, it would be a good time for an insulting taunt. She only has access to it in V-ISM.

(Spoiler) Who is this woman in Cammy's SF2 ending?

Cammy will flash and yell, "Come on! In reality, this move hardly ever works and her regular Cannon Spike is a much better defense. Cammy will do a powered up Cannon Drill first, then a powered up Cannon Spike. This does solid damage and can easily punish mistakes. You should also use it to pop up with, as it has good priority to blow through even supers.

The starting frames of the Spin Drive Smasher are invincible so you can use it to pass through fireballs at close range.

But be careful, if you hit your opponent from too far away with this, the Cannon Spike part of the super will miss and you'll be vulnerable. The higher the level, the more hits and farther she'll travel.

It can stop your enemy's cross-up attempts. Use it when you're getting up and your opponent tries that. Just pretend like you're playing a Vs. The best way to achieve this to pause for a brief second after the initial hit, then ram on the buttons and wiggle the joystick.

The maximum number of hits I ever got was It has some horizontal range, but it's very limited so don't expect this to vacuum an opponent towards you like Ken's Shinryuken. A maximum hitting Level 3 Reverse Shaft Breaker can be pretty damaging, but a low-hitting one isn't, so make sure to mash. Too bad Cammy doesn't yell, "Lock On," before she performs it like in that game.

Cammy will zoom above her opponent and do a diving kick; if the kick connects, Cammy will continue to assault her enemy in the air for a total of 5 hits. It is an auto-combo super and thus the first hit must connect in order for the entire super to do damage.

Anyway, it takes 3 levels of super energy to perform and as you can see, the motion isn't exactly easy to perform. The most consistent method I found to do moves with this motion is to charge down-back, then do a motion starting from towards and ending at up like a Spinning Piledriver. Whatever direction of "up" you finish this move on will be the direction Cammy flies to.

For instance, finishing this move with "up-back" will make Cammy go to the upper back corner of the screen; finshing with "up" will make Cammy go to the top of the screen; and finishing "up-forward" will make her fly towards the enemy.

This is mainly a show-off super as it has few practical purposes in real battle and is risky to pull off, but it looks pretty damn cool and stylish. The absolute best time to pull this super off is when your opponent is in the air most likely jumping back so that he can't air block it supers can't be air blocked, remember? Stay in the down-back position to charge, and as soon as you think your enemy will throw a fireball, do the motion make sure you can actually do the motion correctly.

If you wait for your opponent to already throw a fireball and you do it as a reaction, your opponent will have recovered from his fireball stun and be able to block. Just imagine this scenario: Cammy, you have just been on the receiving end of a damaging combo and you have absolutely no energy left in your life bar. You retreat back to the far side of the screen and devilishly charged in the down-back position. Wouldn't that be a stylish win? You cannot combo the KB Assault through a regular combo.

The time it takes her to fly to the top of the screen gives opponents enough time to block. The only way this will combo is through a counter hit juggle. Use it in similar circumstances. The only problem you'll have to worry about is if the Cannon Drill doesn't connect.

The limited range of the fierce is difficult to connect with and requires that the jumping roundhouse hit very deep. The Cannon Spike is especially dangerous if blocked. All will work well as finishers. Linking the jab, short, and strong together with Cammy is really easy since her moves are really fast and it will feel like a chain. All the above finishers require the roundhouse hit deep.

The reason why you can't do the KB the method is because that method ends at up-away or up, causing Cammy to zoom away from the opponent thus not being able to reach them in time. This is obviously just for show as it really is too difficult to implement in a regular match IMO. Use it to demonstrate how much of an SF expert you really are.

Nefdar also pointed out you could do this from a crouching strong counter hit, but I couldn't get it to work. If he says so, I'll trust that it's also possible. Go for a cross up afterwards. The best thing about V-Cammy is that unlike most characters whose most dangerous VCs are done when the opponent is in the corner, Cammy has lethal VCs that can be done anywhere. Thanks to Greg Dawson and Nefdar for the contributions! Can be done with any kind of VC. You may have to replace the first cannon spike with a FK or SK version.

Feel free to mail me with more. So basically you have to find ways around their constant barrage of fireballs. Spinning Kuckle through them is the best option. Jumping straight up over or blocking them would be the most obvious option. You can Flying Frankenstein over fireballs as well, maybe even countering them. Her ending frames of her Cannon Drill go under fireballs; that's another option albeit risky. Her Spin Drive Smasher has fireball invincibility frames in the beginning too, but if you didn't hit them close enough, the Cannon Spike part won't knock them down, and you'll be left open.

Jump in with a strong blockedlow strong blockedlow roundhouse blockeddo the Killer Bee Assault if they jump! Jump in with a strong, if it hits then continue to combo. If it is blocked, do a blocked strong, 2-in-1 into the Flying Frankensteiner Attack and grab them!

Before the round starts, be charged in the down-back position. When the round begins, if the opponent jumped back, immediately do the Killer Bee Assault to nail him while he's still in the air. Cammy's moves are really fast and can snuff out most attacks before the opponent can throw it. Best ticking weapons are her low forward, low strong, low jab ALL low jabs have extreme priorityand standing forward.

Jumping up and meeting their attacks will often result in you cleanly hitting them out of the air.

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Short Cannon Spike would be one conservative option as it can stop a most jump ins but not special moves like Adon's Jaguar Tooth. Crouching fierce, standing far fierce, or standing far roundhouse work as good counters if they jumped from far away. And you can use her Reverse Shaft Breaker as well make sure you hit you hit them late. If done at the proper range, you will often trick your opponent into trying to counter but you will already have flipped back to safety.

This psych is really risky though, do the Cannon Spike too close and you'll leave yourself open. Cammy has good walking speed. By going in and out of their range, you'll intimidate them and make them think too much about attacking, hopefully leading them to mistakes. Once in a while, do a random Flying Frankensteiner to catch them off guard.

Her combos are almost Marvel vs. Capcom like, especially her linking combos The timing of the links are very similar to the Vs. Even though this isn't technically a chain combo the pause between the forward and roundhouse prevents thatCammy's speed will make it feel very similar to one. Her standing far roundhouse and standing far fierce have excellent speed and range.

Walk up and tick opponents repeatedly with the tip of the standing roundhouse to take big chunks off their guard meter. They are also quick enough to counter most of their attacks as well be careful of those damn uppercuts.

Block the first one, do a forward Cannon Spike to fly over the second one, then immediately do a short Cannon Drill if you think he'll attempt to throw a third fireball.

Street Fighter Alpha 3 - Cammy FAQ

Intentionally jump forward trying to land on a fireball air block it of course while charging down-back. As soon as you land, do a Killer Bee Assault if you think he will throw another one. Make a getting up opponent block a low jab, throw, then repeat. Jumping leaves you open to many attacks so let them jump at you and counter. It will stop them if they decided to get aggressive early such as if they tried an air hurricane and it has basically no penalties.

The easiest way to draw out opponent's supers is to pretend to go for an early combo as they get up when they have a full bar. They'll pop up with their super, waste their bar, and be open to whatever you please.

This is a quick overview of the attacks Rose should use for an anti-air, jump in, or tick. They are listed in order of usefulness. You know what to expect here, right? Most often you'll be fighting beginner and intermediate players who will be firing up a storm of Hadokens. Use your Spinning Back Fist to go through his fireballs and get closer to him.

You could also Flying Frankensteiner over them to catch him in his fireball stun, or use Killer Bee Assault to be stylish. Your jumping roundhouse will beat out practically anything he has if you meet him in the air. If he jumps at you, either do a standing far fierce or short Cannon Spike.

If he knocks you down, do a pop-up Spin Drive Smasher or short Cannon Spike if you don't have the energy to hit him if he tried anything like a top-down. If he tries to use a ground hurricane kick to get closer you, you can do a far standing roundhouse or Cannon Spike to counter. If he's ticking at you with his low shorts and forwards, you can again use the standing far roundhouse or crouching strong to counter. Try to bait him into wasting his super energy too since once he loses his super bar, he's at a real disadvantage.

Your quick standing attacks especially the roundhouse and fierce will make short work of his guard bar. This fight is basically centered on how effectively you can dodge his fireballs; so if you can do that it's not hard with her speedyou'll do fine.

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I would guess that out of all the shotokans, Ken is the most widely picked. And this also means that a lot of his strategies are predictable and have been seen before. Jumping straight up with roundhouse when the match begins will stop an attempt to air hurricane on you. Speaking of air hurricane, you should expect them to use it quite a bit too. Counter his air hurricanes the same way as you would counter Ryu's: Cannon Spike, standing close roundhouse, Reverse Shaft Breaker.

If he uses a ground Hurricane kick, you can use your standing far roundhouse to hit that. If he ever jumps on you, do a standing far fierce or short Cannon Spike. Spinning Back Fist through them and look for a pattern to jump in accordingly Scrubbies can be easy tricked into using a fierce Dragon Punch and using their supers if you start attacking near them just stay slightly out of their range.

Intermediate Kens think they're so cool with their "top- down kick when you're down" strategy. You should be able to see it coming if you have good instincts and you should then be able to blow through him with your Spin Drive Smasher or Cannon Spike. Stop his cross-up attempts with your Reverse Shaft Breaker. For some reason, it's really easy to draw them to waste their super energy. Kens just love to pop-up with his Shoryureppa super if you stand near him when he's down.

Just block and retaliate. Once he's out of energy, you can apply the pressure by jumping in occasionally ticking his guard meter away just be careful of random Dragon Punches. Stay relaxed by not jumping in too much and you'll dictate the fight. Akuma players rely heavily on their fireballs when they are more than half screen distance. Look for an opening and attack accordingly. Spinning Back Fist through his fireballs to get closer. Akuma's Hurricane kick is multi- hitting like Ken's, so expect to see that a lot too.

You should know the air hurricane counter drill by now: Cannon Spike or Reverse Shaft Breaker the air attempts, standing roundhouse the ground ones. You can Cannon Spike him if he tries his leaping attack on you.

Like Ken, it's quite easy to draw out their supers by pretending to go for an early combo when they are down. Likewise, Spin Drive Smasher through his Raging Demon attempt if he tried it from a sweep distance away if he tried it up close, just jump away. All the shotos are basically alike so you can combine the strategies above to suite the situation.

Don't be afraid of her air priority since you can actually beat her out with your roundhouse. You can counter her jumps easily with your short Cannon Spike or Reverse Shaft Breaker since they are so high. Her only her jab fireball goes all the way across the screen so you shouldn't have a problem with avoiding her projectiles.

In fact, since her fireballs have the worst recovery time in the game, a well timed Killer Bee Assault can be used if you anticipated a fireball from full screen distance. Pop-up with Spin Drive Smasher to stop her get up combo attempts. Pop-up with a short Cannon Spike if you see her try her Axe Kick top-down.

Drawing out her supers is a little more difficult than the shotos, but she tends to pop up with her Rising Kick fairly often. Let her and punish her on the way down. This is a pretty even match-up, but I doubt there are many Chunners out there anyway so you shouldn't have a problem. Cammy can kill Blanka. Start the match by doing a standing roundhouse; this will stop a roll attempt or take off some guard meter.

If you ever block his roll attack, immediately Spin Drive Smasher to nail him before he recovers. You can also do a standing far roundhouse to counter him as well. He has his Electricity move to stop jump-ins, but you really don't need to jump in this fight anyway.

You can easily counter his jump-ins with your arsenal and since you can easily punish his roll attempts, he basically has no other option but to jump-in on you. Walk towards him and tick with your standing roundhouse, it will cleanly hit his rolls and count as a major counter hit.

Have fun with this match. She's probably the coolest girl fighter in Alpha 3. That laugh, those juggles, she's got mad style. Anyway, most Karin players are trying to land a Hop Kick on you so they can follow up with that kick super of hers.

Cammy White | Heroes Wiki | FANDOM powered by Wikia

However, if you block it, they'll usually do her Rushing punch super to blow through any kind of retaliation you attempted. Although it's tempting, never try to counter a blocked Hop Kick at all. You might land on: It's another story if she ever ends her Rushing Punches with anything other than a Hop Kick especially her Palm Thrust. Let loose with the Spin Drive Smasher and nail her. Pop up with the Spin Drive Smasher if she ever knocks you down.

Not too many Charlie players out there, are there? Well, there's nothing you really need to know except following general procedures. Start charging for the Killer Bee before the match starts.

If Charlie begins the match by jumping backwards, immediately do the KB Assault to teach him not to be too predictable. Your jumping roundhouse and jumping strong will hit him out of his Flash Kick. You can air-block his Sonic Break super, so that shouldn't pose much problem. He's slow but strong; you're fast but weak. A classic match between power and speed. Well, he'll definitely have a hard time pinning you down.

Never end a combo with a Cannon Drill unless you are absolutely, bet-your-life sure it will connect because if he blocks just one Cannon Drill, you'll be Final Atomic Bustered to the pavement. He'll probably try to set you up by making you block a body splash or jumping knee. Counter those with either your standing strong, roundhouse closeor fierce far.

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Don't jump at him too much either, or else you might fall victim to Aerial Slam juggle. Zangief's SPD can suck you in from about maximum sweep distance, so if he ever jumps at you from far away, always counter even if it looks like he will land far from you.

If you knock him down, don't try for a get-up combo either since he could pop up with a SPD. Whittle away at him by countering his set-ups and try to leave a safe distance between the two of you, never staying too close to him. In the Playstation, the color is determined by what button is used to choose your character. In the arcade, the color is determined by which kind of button punch or kick you use to select your -ISM, not which button you use to select your character.

Here are descriptions of Cammy's outfits: It's okay, but she but I'm not a particular fan of the color "green. Royal blue suit with brown cape and gold boots. This color is her X-Men vs. I don't see why Capcom wasted one of Cammy's color options by using another shade of green. Couldn't they have used black or red, like they did Juli and Juni? Forrest green suit with brown cape and gold boots.

This is her punch color of her X-Men vs.

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