Capcom Fighting Jam impressions

Yeah, the range is good, but there’s no reason to use it from close range - her other crouching attacks come out faster.

Okay I want to clerify some stuff for Ingrid that I posted earlier and also add since I had a lot of success with her from my last outing.

  1. Ground crossup with Ingrid’s dash I don’t believe works if they are standing. Crouching is a maybe but for sure if they are knocked down.

  2. Meaty jab fireball on wakeup works. Range on the jab fireball is short though so you want to be almost right next to their fallen body when you throw it. Timing is sorta tight because you want them to wakeup into the fireball before it dissipates. She can even probably do a dash crossup after the she recovers from the fireball.

  3. Anti-air? I feel so dumb now since guess what? She has a DP move that I never really tried as anti-air until now. :rolleyes:

  4. The hitbox of her QCB + short vertical drill move in air is pretty wide. You don’t have to do it while you are directly over them to hit. It hits 3 times and is cancellable like the forward and roundhouse versions from jumping strong.

  5. Her multi-hit special with QCF + kick will combo from harder cancellable attacks like standing strong, crouching strong, crouching forward, or close standing fierce. You don’t wanna to try to combo this move by cancelling from the tip of your attacks since the initial hits of the special (the part where she twirls around with her body) will be blocked and they have a lot of time to punish you when she recovers from the flip kick.

  6. The startup of her crouching roundhouse sweep is terrible. It’s almost as bad as Kyosuke’s from CvS2. I mean it’s got good range but the startup just ruins it. I tried sweeping Ryu after he landed from a whiffed jab dragon punch and he blocked it.

  7. I dunno about burning Ingrid’s level 1’s on your opponent’s wakeup every single time but crouching short x 2 xx level 2 kick super still remains my choice for meter use and doing damage from up close. Her QCB + kick counter overlaps with the motion for the super though just to keep that in mind.

  8. If you’ve got them pinned and knocked down in the corner, do meaty jab fireball, attack with the tip of standing strong, then cancel into strong fireball is a decent pressure tactic. I think that some characters are so huge (Nool, Hauzer) that they can’t duck under the strong fireball and they’ll be forced to block it.

  9. Options off throwing a level 1 super on their wakeup include dash in, dash crossup, superjump and QCB + short to hit behind them, and toward + strong overhead. The explosion from the super is so big that it maybe hard to tell what your mixups are.

  10. Ingrid’s mobility is too good! She has that safety roll after a knockdown which I almost never do but do it on accident. I’m sure you others know how useful it is. Her invincible MP+MK roll is decent. I mainly use it to advance past projectiles. It’s definitely not abusable though so don’t expect to get much out of roll throwing.

  11. This has nothing to do with gameplay but her background music with the JPop singing if you fight her as a mid-boss is pretty catchy. I don’t think I’ve ever heard words before in the background music in any SF game. :clap:

Well that’s it for now. I’ll post more if I forgot anything. If you are curious to play her, I’d recommend it since she’s got a lot of tools to work with and she’s really fun to play. Oh and as far as matchups go, Jedah should be okay I think because of her fireballs and roll but I haven’t figured out what she can do against Guile yet. :wonder:

First of all, I saw a person play against Shin Gouki today. He had 10 versus wins (most of them me :P), and he beat Pyron 2-0, the last round of which was a perfect super finish. Bleah.

Shin Gouki seems basically like his CVS2 incarnation. Not really many surprises. He uses the SF2-style system, which also I expect we all pretty much knew by now. He is also pretty harsh, and reminds me of his CVS2 boss self. The damage he deals isn’t exactly boss-version-ratio-four, but it’s still pretty heavy. He can still do a DP after his hurricane kick, but only seems to get one hit for it, so his juggling has probably been toned down a little. He has his HCBx2 super. It killed Guy with half of his life left… Perfect. Bleah.

In other news, allow me to predict that Guy will perhaps become a powerful character. Maybe. I guess I kind of suck at the game, but he seems to have a lot of good moves. He can take off about a quarter of life with a jump-in combo, and many of his normals have stupid, stupid priority. I had trouble getting much past standing jabs when I was in the air, and his crouching elbow normal has incredible priority which beat out just about everything. So, yeah, OMG anti-Jedah. I was hard pressed to think of anything that could stop him except for the sorts of things which work against anything: “Be more careful this time,” “Parry everything,” “Counter everything,” and “Let’s use psychic anti-air.”

I haven’t heard much about Guy so it’s cool that you posted something about him. Whether or not he has good custom to complement his normals and mixups has still yet to be discovered.

I think his customs aren’t very good, compared to Sakura and Karin. Like Rose, they’re going to require a lot more effort for a lot less reward. However, he can use plain level one supers at the end of combos and as anti-air, and he’s good enough that you might not need the customs. Customs are fantastic and awesome, but it can sometimes take longer than an entire round to charge up 100% of meter… so there’s something to be said for a character that’s at his best even with no meter.

Got to try the game today, here are my thoughts, please call out on whatever you’d like. Actually got to play Sanford and Wong in this today, they walked in like five minutes after I did. Wong seems to like Mukoro (sp?), Rose, and Karin ;p. Sanford hates the game. Haha.

Rose: I see her as being pretty good. She’s got a little bit of everything. Her pokes are good, many reach far (s.mk for example), she can reflect projectiles back, and her alpha counter sets up stuff just like always. I’m just wondering what her CC is. Wong was playing her too, and it was all along the lines of cancelling her slide into something else.

Karin: Not with as many ‘tools’ as Rose, but good enough. Great pokes, counters are still there (actually I didn’t test it), her bnb does good damage (around six hits I believe) and her CC is stupid easy and quite damaging.

Felicia: She feels a bit ‘loose’. She was more refined or ‘pin’ point in DS, even more so in MvC2. Here she felt like she was sliding all over the place every time she left the ground. Her ‘supers’ do great damage though, but her pokes could use more priority.

Urien: Fast, almost as fast as Felicia. Feels sloppy though, which is true for all the 3S characters in my opinion. Has a bit more priority to his pokes overall, but the timing for his charge moves was off, at least to me.

Sakura: Spanked. Can still do s.lpx2, s.lk, s.mk, 623+FP for eight or nine hits, but ‘shoshosho’ does like only 15% now, and most of her pokes have somewhat low priority. s.FH isn’t as good as it is in CvS2 either.

Chun Li: Just like her 3S incarnation, but like Alex, she felt sloppy. Can’t explain it well. Good priority on her pokes, her fireball super does WAY more damage then her kick super, which was nerfed pretty badly.

Ingrid: I love her! Plenty cute, little bit of lock down and zoning, little bit of mind games, little bit of rushdown. Roll and dash too. Definintely a part of my future teams.

Anyways, those are my thoughts thus far. Hauser is a fricking joke. Lariat beats everything. If alls fails, keep the fuck away.

Hoping to try it again before I purchase it next week.

:smiley:

http://www.capcom.com/cfe
http://www.capcom.co.jp/fighting_jam

Both sites have been updated. You can get a few desktop wallpaper images at the Capcom USA site (including a larger image of the PS2 game’s USA box art). :karate:

I would have preferred characters like her, Bison and Sakura to have been in their SFEX incarnation. Those games had a great meter system…