Capcom Fighting Jam impressions

If you look closer, there is one extra character for each genre.

It looks like blanka was added in the SF 2 region.

It looks real, but I have never heard anything about the other 5 characters. I won’t complain if Blanka joined the roster.

Its fake. Old artwork instead of Shinkiro? Yeah right. :rolleyes:

Udon made 21 endings only. Deal with it.

Ingrid’s roll is like a CVS2 roll. You can roll through any attack but a throw, and you have a short recovery period at the end of the roll.

Hauzer really looks like sewer tier. I’m not upset. I think that the only thing worse than having a tyrannosaurus rex in CFJ would be to have said tyrannosaurus dominate competitive play. Things don’t look totally awesome for Leo, but I think the verdict is still out.

So, is Alex any good in the game? Your post makes it sound like he really blows.

I don’t honestly know anything about it. Here’s what I do know about Sakura in CFJ:

Her standing roundhouse is awesome range, fair priority. No big surprises there, but still good.
Her crouching fierce is crazy stupid anti-air. Nobody gets any jump-ins on Sakura. Nobody even tries after a few times. It can actually be a good move to stuff incoming attacks, too - just be careful about the recovery time.
One combo some people seem to like using is cr. short, cr. chort, st. short, shououken in my arcade. Can’t say if it’s really that great, it’s just something I’m seeing. Actually, the damage seems kinda low - scaled down from the three shorts? But the three kicks give a pretty good window to hit-confirm and buffer in the dp motion, so maybe that’s why they’re using it.
The other most common move used is probably her crouching roundhouse. I know, not very exciting. Still, it’s fast and has good range.
Sho-sho-sho-sho custom combo seems to be the preferred usage of super bar. Does good damage - somewhere around half a bar? Probably more. Depends a lot on who you’re playing, of course. Activating CC and doing juggles with her shououken against a jump in is pretty good, too. Not quite as good damage, but still good damage, and looks a bit easier to do. Of course, I think I already said that jumping in on Sakura is a bad idea already. Custom combos are a bit easier due to the slower game speed.
Sakura’s dive kick seems pretty good, but people aren’t using it much. Then again, people are using Ryu for almost half their matches right now, and I doubt the dive kick will beat out a shoryuken.

What am I missing?

I’m not an expert, but Pocari should know.
I don’t think he really blows… but it’s still pretty early to say.
I will say that he’s probably the best grappler in the game, easily (unless you can unlock CYBER GIEF or something). He can actually get in on opponents, unlike 'Gief, thanks to some forward-moving attacks, parries, and a dash. So, he’s certainly playable. His command throw seems pretty good, too.

It’s a real shame about the jump-ins… but to be honest, it looks like jump-ins might be a pretty risky idea for everybody. He might honestly be better off trying to parry anti-air instead of throwing out an attack, even if he could combo off of it.

Yun and Chun have been losing, mostly, but Alex and Urien both seem pretty playable. Urien is currently more popular in my arcade, presumably due to his fireballs, long reach, and better anti-air (as far as I can tell). No unblockable mirrors, but if he mirrors you when you’re in the corner, it can be a little hard to avoid getting hit by an overhead or low attack… the mirror just kinda makes it a little hard to see. When it’s done in the corner, it’s decent safe chip damage even if you block it. When it’s not done in the corner, it seems like people jump out of it a lot. (?)

Shadowless: Is Mukuro/Kenji any good?

Shadowless, you seem to be holding back here. Your posts at Herv seem more truthful:

sigh
Rolling is so stupid.
I thought Capcom would have realized that by now.
I recall DreamTR saying there was no roll-cancelling though.

All i have to say is the people complaining about ryu are usualy the ones that arent any good anyway. So take that as you will.

I mean honestly how many times has ryu been a top tier character in a old school game, like what once in hyper fighting? In st he is only good not top.

Also to the people saying it makes you not want to play? GOOD. If you are complaining about ryuin games, most likely me and im sure others dont want to hear your ass complaining about about such stupid shit anyway.

Ummm jumping in was really never really a viable way to get in, in SF games anyways.

Sorry. I have been trying to answer people’s questions, the best I can…
Honestly, I didn’t really think most people wanted a “thumbs up!/thumbs down!” style review from me - I thought they’d want the facts so that they could make their own judgment and/or start practicing their SSF2 Ryu in preparation (har).
It might seem annoying to have to read two threads on two boards to get all the salient CFJ info, but it would probably just as bad to cross-post everything… I don’t know.

I wonder if Alpha Counters are gonna be dominant in this game with no guard meter and all.

Say what you want, but in all those other SF games you’re talking about, you can almost always combo out of a jump-in (no exceptions come to mind, here). In all the other SF games with Alex, you can combo out of that specific jump-in. So, if it changes, that’s kind of surprising, I think. Noteworthy. RELEVANT TO MY INTERESTS.

Take too much meter and do shitty CvS2 damage. The Warzard ACs sound interesting, though.

Is there any sort of Counter Hit system in the game?

He’s talking from a strategic standpoint, not combos.

True, but I think Ingrid will have a strong AC game, being the only character with a C-Groove like meter.
AC’s can be used to set-up stuff, offsetting the shitty damage.

Okay, that’s fair, I guess. Ryu (and the Shotokan mold) has and does, in many ways, define both Street Fighter and fighting games in general. Careful distance and zoning is the hallmark of the old-school fighter (not quite as much emphasis on this in some of the recent ‘manic’ fighters like GG and versus games, which are (relatively!) more about aggression, combos, and reflexes). Actually, I’d say that the effectiveness of fireball/shoryuken trapping and the subsequent importance of footsie has been much lower in the recent (and currently more popular) 2D games. 3S parries make projectiles much easier to deal with, and the options of CVS2 characters (rolling/parrying/just defense/small jumps/etc. depending on groove and character) at least make things into a somewhat new and different game of footsie. Or I can watch Cammy and Sagat play footsie instead of Ryu and Ryu.

And there’s my original complaint made more plain - I feel like I have seen many of these matches before. I guess that’s just the nature of the game, but I just feel like I’ve seen about everything a SF2-style Ryu vs. Ryu match has to offer, now. Obviously, some people are better at it than others, and I’m sure I’m not one of the best… But there’s an SSF2X cabinet right next to the CFJ cabinet, and there’s nobody playing it. I like SSF2X, but I don’t want all of my games to play just like it.

Now, to bring this back on topic - I think you’re probably right, and that Ryu will end up being a solid upper-but-not-top-tier character… but the annoying thing for me was that many (most?) characters seem to have no viable options except to play footsie against Ryu, and that Ryu has a significant advantage over most of these characters in terms of damage scaling.

I just felt a little silly watching the newest game in the arcade serve up the same exact match, it’s best imitation of one of the oldest matchups in SF history, about 6 times out of 10.

“Then again, what the hell do I know, anyway?”

justin wong is fat.