I think the game has too many SF groups. They should of cut out the SFA group and added a Project Justice group instead. Especially when so many SF characters do appear in all 3 incarnations. The Project Justice team should of been Batsu, Kyosuke, Roy, Akira, and Hinata.
i like natsu
For those of us who probably won’t get to play the game until the console release, is there any particular version of the characters in VC that we can practice with until we get our hands on a copy? ie: Which version of Felicia best mimics her in CFE?
Word.
N
I have some Ingrid questions so if Beezlebubble or anybody else that plays her can answer, that would be cool.
For starters, I think I’m playing her wrong. I throw her fireballs out too much and I’m not exactly sure what the uses are for it yet. Every once in a while, a Jedah player would air dash into it after throwing the wheel if the strong version of her fireball is used. But other than that, the jab version dissipates too early and doesn’t have enough range while the strong or fierce version are too high up the air for Ingrid to simulataneously attack with from the ground.
If I’m walking back and forth poking, standing strong or forward are the attacks of choice. Standing forward has better range than standing strong but standing strong is cancellable. I’m not really too sure if fireballs are good to cancel into because of the startup and the fact that while the jab version is the only one that goes horizontally, it doesn’t go far enough to be effective.
I know those aren’t really questions but it’s what I tried out so far. Okay so here are the questions:
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I’m kinda skeptical of using the DP+K move as anti-air. Is it reliable or does she have a better normal move that can serve as one? If it’s reliable, I would assume that maybe only the short version would work since the forward and roundhouse versions have her do the flip kick too far across and not up.
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Do they have to be a point blank range for cr.short x 2, QCF + short to combo? The QCF + short part keeps missing for some reason.
Other random notes:
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Her level 1 super is good but I can get pretty good damage from cr.short x 2, QCB x 2 + kick Level 2 super to hit. Crouching short doesn’t have much range though.
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Jumping strong combos into QCB + forward air hurricane kick while attacking someone on the ground from the air. It’s like Ken’s or Akuma’s in CvS2. I would think since that combos, jumping strong into QCB + short could be good for pressure against tall characters. The short version is the move where she drills down vertically with her legs.
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Down-towards + forward slide move will go under projectiles but you have to do it well before the projectile touches her. I think it’s just better to use her CvS2 roll in those instances.
Anyway that’s all I remember right now. Go Ingrid!
Icege - Vampire Savior would be the one you should look into for all the DS characters. Since I use Felicia as one of my main characters for now in that game.
I played the game for the first time today and it's a fun game :tup:. A lot of differnet characters where used...mostly everyone trying stuff out here and there. Mukuro is a pretty good character from all the stuff I saw people doing with him. Has long reaching normals and some good keep away tactics. I'm sure someone already explained some of his stuff on here, so I wont go into detail. SF characters were used a lot...especially Bison (Vega) and Ryu. A couple of Giefs here and there...his SPD does some huge damage.
Overall the game isn't bad at all...still a new game so new things will eventually come from it. Later.
Jaime
yeah she needs some kind of aa. i havent really tried using the qcf+K coz im pretty sure the forward movement is gonna make it useless as a reaction aa. she’s got no crouching normals that serve the purpose so ive been relying on jump back with something or j straight up/forward as they do and outprioritizing with LK. not a very good strat, maybe a standing LP would work aa?? ill try tomorrow if i can.
maybe her c.LK combo is only with c.LKx1, i am sure i was doing it with 2 on the comp though?
her fb game is good on offensive players, i was landing on her fb’s left right and centre with ryu. she seems better defensively than offensively though she lacks options to force ppl to attack you… she’s got a good rushdown (mixup wise, not speed wise) though so if you can keep getting the hits be it by crossup, overhead or mindgames with the lvl one super you should see success. your options for getting in are air spin kick from far, df+MK or f+MK from mid and sweep range respectively. roll might also be good on characters waking up at medium or med-long range…?
gotta watch the experts and get some more ideas!
It’s being released to consoles on Nov. 11?
Cool, but odd. I remember my the transition took much longer to give games arcade life, like movies to video.
I dont think so cuz I remember its gonna be on sale dec.2
set in stone for japan rel date is DEC 2.
iffy for u.s rel date is NOV 16.
hey beezle, do you think in your opinion that they shouldnt of toned her down during the testing? it just seems that she almost did a 180. In terms of how good she is. From being really good to almost bad. or maybe they shouldnt of toned her down as much!
nah, shes hard to master being new but there is this one guy who is super good with her, mixes shit up so bad on wakeup you dont know whats happening, can jump in on the guy at all either. shes way less strong than loke version but still viable though i wouldnt say much higher than mid at this point (opinion).
So use the VS version of Felicia in VC? Which one is that (Vampire/Hunter/Savior/Savior2)? My guess is Savior…
I have a friend that works at “gamestop” and he told me they are getting CFJ on NOV 11.
They use to do it like that back in the day, but now that the traditional arcade scene is pretty much dead in the USA. That’s why it’s coming out earlier on console in the usa, than in japan. Why wait to make the console version of a game that’s not being mass produced for arcades across the USA or world? Besides a few hot spots here or there scatterd across the USA the arcade scene in the USA is dead. Japan still has a good arcade scene and that’s why the console version will be released at a later date for japan. But unlike the majority of the USA gamers the japanese will still goto the arcades and play each other. I’m not talking about the people that are srk. Most of us are hardcore gamers that like to go to arcades to play against people if we had one to goto. I’m talking about the casual gamer. You all know them. They stop in the arcade and spend $20 in ticket games trying to win a $5 tweety bird doll. :lame: Those are the gameers that capcom are trying to reach now IMO. Those same people will buy the new game on console instead of going to the arcade and playing against people and that’s why arcades are damn near dead in the USA. Capcom is worry about making money people. They don’t care if your favorite characters were left out of CFJ. They don’t care if the gameplay is tooo slow or if some of the characters are too cheap. They care about making money and if the arcade scene is dead then why should they make arcade cabinets that cost a shit load of money for any owner of an arcade. When arcade machines are a waste of time and money from capcom’s point of view IMO. What would you rather do if you’re a company. Would you want to sell a few units for a high price or sell a shit load of unit’s that cost you and the consumer less? There really isn’t a chioce when you have to make money. The only thing about that is that the hardcore gamer get’s left out and forgot about most of the time. The Capcom Coin-Op division is dead now. It seems like capcom is fading away from fighting games IMO.
I hate to say it but if CFJ isn’t any good I fear the capcom fighting scene will be dead in 2-3 years at the most unless they make some new VS. game or SF4.
That’s just my opinion. :xeye:
Icege - It’s vampire Savior yes.
Jaime
I know this game will be good and i will buy it. The should not be broken. I hope.
I watched that a-cho vid of Ingrid vs. Felicia a couple more times and it appears that Ingrid can do ground crossups with her dash, a la Ibuki. This is noticable when the Ingrid player does a crouching short which was blocked, then dashed through Felicia to crossup, and landed Ingrid’s DP+K move. The dash looks pretty fast so maybe it wouldn’t be so bad as a mixup tactic after a knockdown or a blocked crouching short which I’m guessing is somewhere between a +2 to +5 frame advantage.
The high counter could work sometimes but I don’t rely too much on those types of anti-airs cause someone can mess you up pretty bad if you guess wrong. I play Karin too but it seems like Ingrid’s counters leave her more vulnerable since she doesn’t recover as fast as Karin’s. However, landing her counters means a free juggle so it maybe the risk isn’t so bad as it seems.
I’m sure Ingrid’s QCF + kick moves were intended for combos but if they don’t combo off crouching short x 2 then it’s like :wtf:. It’s not like you can throw it out of nowhere or use in pressure strings since the recovery is bad. Maybe it combos off crouching strong?
I was just asking about it cause it would make a good BnB if it does actually combo. Another good alternative without her Level 2 super stored since that combos from crouching short x 2 is probably crouching short x 2, DP + short. I’ll try that one out next time I go to play.
Overall I think so far Ingrid has good stuff since she has mobility with the rolls, dashes, and super jumps which half of the characters in the game don’t have. Basically she has CvS2 C-Groove for the most part. I just wished her jab fireball reached out farther and her QCF + kick moves had faster startup. Oh well, more Ingrid experimenting! :tup:
can some1 give me some info about leo? basic moves and combos? sry im a noob at this game and gamefaqs didnt have ne guids and if its already posted tell me because i didnt have time to look over all 26 pages. thanks
Ingrid’s level 1 super is amazing anti-air. Her high counter is potentially very good once in a while, but can’t be abused. Rolling to avoid jump in’s is also a potential tactic, and will be safe against many (most? all?) opponents. In addition, she can jump and block in some cases, since she has air block (unless you’re playing against SF2). The DP+K move with short also seems like pretty good anti-air to me, better than I thought it would be. Standing close fierce kinda has a high hit-box, it seems, but I wouldn’t try it as anti-air… but maybe I’m wrong. The level one super is great, though, if you’re quick with the stick. Psychic or very fast fierce/strong fireball can also be good anti-air… but is usually best for throwing out at distance, in order to build meter, potentially do damage, and discourage jumping.
I think that her level one super has the most utility of all of her supers, due to it’s instant startup, good damage, relatively low cost, and crossup/pressure potential. That’s just me, though. Level 2 has some combo potential, if I’m not mistaken, and level 3 has the potential to be a quick punishing move from a distance (but not full-screen). Level one seems like a good juggle after a counter, if you time it right.
Ingrid’s jumping fierce also seems like a good air move. Good damage and priority. I’m not saying it’s her best for everything, but it’s pretty good as long as your opponent won’t be above you. Standing fierce is also pretty good for distance poking and such.
However, crouching fierce is the way to go for anti-projectile, I think. It has good range, and she ducks down for the hit, so most (all? all but Sakura’s charged up fireball (etc), maybe?) fireballs will go over her if you time it right. In addition, it’s a lot quicker than a roll or a jump.
Ingrid is dope. I’m going to post some strats later.
Thanks for the info. It’s a pretty good move if you poke with the tip.