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Street Fighter IV - The Cammy Guide

Now a shadow of her former self...
She was once the queen of links in Capcom vs SNK 2 but now, Cammy struggles to keep up.

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With most of her moves hitting once and her armour breaker tied to her slow Spin Knuckle, she's vulnerable to Focus Attacks, arguably more so than any other member of the cast.

The trick is to milk every single opportunity for as much damage as its worth, as Cammy won't get too many opportunities to cause carnage. You also need to practice your timing for reversals, to ensure your opponent doesn't abuse Focus Attacks.

Cannon Spike (towards, down, down/towards + P)

Cammy's dragon punch style move, it only hits once and leaves her vulnerable when blocked (previous versions of Cammy would be a lot safer after this move). It's one of her biggest nerfs as it now makes shaking off pressure much harder, as a blocked Cannon Spike can put you in more trouble than you were in before.

Spiral Arrow (quarter-circle towards + K)

As always, the trick with this move is getting the range on it just right. From max range, this move is almost always safe from retaliation when blocked. It's not a bad move to pop onto the end of your blockstrings every now and then, with the only disadvantage being that it can be Focus Attacked.

Quick Spin Knuckle (half-circle back + P)

This move is a little slow but a necessary part of Cammy's arsenal, as it moves her past projectiles and breaks Focus Attacks, her only move to do so. You can also Focus cancel after the first hit, allowing you to pressure the opponent or backdash to see if you're opponent leaves himself open for an Ultra opportunity.

Hooligan Combination (down/back, down, down/towards, towards, up/towards + P)

This move sees Cammy tuck herself into a ball after she flips herself towards the opponent. This gives her the option to throw the opponent (LP + LK) or slide along the ground (leave the joystick in neutral). The EX version loops upwards. It's a good move for getting around fireballs but with the dive kick option of old taken out, the move has lost a lot of its effectiveness.

Cannon Strike (quarter-circle back + K in the air)

You have to be jumping towards your opponent for this move to come out. It's a shame too, as this means Cammy loses her old jump back and swoop back in tactics but Cannon Strike is still good for getting close to your opponent and applying pressure.

Spin Drive Smasher (quarter-circle towards, quarter-circle towards + K)

Cammy's Super is good because it starts up so quickly, allowing her to punish lots of moves on block and even if moves whiff, she can still squeeze in the Super. Get into the habit of charging Focus and backdashing when close, to trick your opponent into missing a move, so you can fire off the Super.

Gyro Drive Smasher (quarter-circle towards, quarter-circle towards + KKK)

Same as the above. Can be used in combos in a similar manner to Ryu's Shoryuken FADC into Ultra and Sagat's Tiger Uppercut FADC into Ultra but the final 'animation' of Cammy carrying the opponent into the air and then breaking their neck won't come out.

Basic Combo: Jump in HP > HP xx Cannon Spike
Advanced Combo: HP xx Cannon Spike > FADC > EX Cannon Spike

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