Capcom Fighting Jam impressions

Jedah still seems really good. He pays for his mistakes, but he’s just got so many good moves. His down,down,punches super seems awfully good, too - if you think your opponent will throw a projectile from across the screen, throw it out. If you opponent jumps backwards in the corner, throw it out. It does pretty good damage (especially for a DS character) and Jedah, if he’s not losing, is usually building up meter relatively quick.

I saw Rose being played, and winning (a few matches), today. She seems pretty good. Her projectile seems slow and vulnerable, but other than that her moves all looked like they were pretty useful. I’m not really familiar with her A2 counterpart, so I can’t tell you much about her.

Karin also seems quite good. Her jump-in kick (I think it’s MK) deals a lot of block-stun, so it seems good for wake-up cross-ups and such. Her fierce punch is a good anti-air (seemingly cr. fierce, also?). Her supers are… not bad. But it seems like most of the alpha characters have not-so-good damage on their supers. Karen’s easy CC seems pretty good. I think it’s just roundhouse x bajillion? It’s also easier to trick people with Karen’s overhead in the middle of a CC than it is for Sakura, because Sakura’s overhead sprite is so slow and easy to see.

Most of the 3S crowd looks quite playable, but I suppose I’m not one to talk. Pocari has been playing Urien and Yun a little instead of Yun and Alex. He’s a better player, so ask him. I saw a player using Chun Li which made me question if she had been nerfed or not. I don’t doubt that it’s harder for her to combo into her super, now, but this player had it down, and it was still nasty. Chun can follow up her super with an aerial fierce-fierce still. Very nice damage. Her fireball super also does very nice damage (20 hits, I think it was?), if it connects, but as before her kick super is the star of the show. Urien seems fairly good. There’s no guard-meter, and no guard-crush (as far as I have seen), and there’s no stun meter but there are dizzies. Urien seems to deal pretty good stun, though I don’t really know which moves are better in that respect. Aegis is still good in the corners, but Ingrid and DS characters will just use ugoki-agari, so it’s a little situational. I saw Pocari try to use Aegis on a downed opponent, then push them in before they woke up, but he ended up just crossing over to the other side of his opponent.

I saw Nool being used more. No surprises here, I still haven’t seen him win a match. Nobody tried using Hauzer. You say he has great pokes? Nobody here knows about it yet. Either that, or they’d all die of shame from using a T. Rex. Hatorade.

Yeah, sounds the same to me.

You’re probably right. I honestly only saw him get it off once before, so I’m sure I was mistaken. It’s a lot of damage. I saw 'Gief a (very) little today. You’re right, I think that the Lariat is his only real hope to get in on characters like Ryu (since it passes through hadoukens). However, I was using Ingrid. I think Pocari saw it… It was terrible. I just threw her fireballs, basically. And I won. He can’t jump over them, he can’t even really seem to lariate through them, due to the way that they stop and hang in the air. It’s possible that if he timed it just right, he could get through, but not be vulnerable to a sweep. However, he would probably end up blocking a sweep, and being pushed back. There may just not be a good 'gief player around here, but if you ask me, he has a really hard time getting in. I’ll wait and see, but I still get the feeling he’s a bad player.

On the other hand, the 360 motions in this game seem… something. It’s definitely a benefit for those characters who use them. Even I could get off 360 motions. It seems particularly easy to get an SPD out right after your block-stun ends.

Yeah, her spiral looks good in combos. I didn’t realize it was that much damage - but then, I mostly only saw Rose playing against Ryu, so the damage may have been a little bit less(?). I still haven’t seen an Alpha counter. Bleah.

GRRRRRR… :mad:

Dash or run? DASH or RUN?! C’mon, it’s one or the other… someone has to know!

I will select Hauzer, and I will know no such shame. I may even give him a name. :bgrin: He’s a dinosaur… dragon… thing, and he’s enormous. He has to be effective in some way; we’ll just have to experiment.

sounds like CvS2 with fixed grooves and no SNK.

Gosh! My bad, her Combo does 25%, it’s 33% if you start with a Jump in attack.

And Hauser, I thought he RAN. He DOES run, but he cannot stop halfway, so it’s a dash that looks like a run Lol. I tried. Gosh.

But his Back…errr…Run is REALLY fast.

Hauzer plays a bit like Chang and Dhalsim (lol), you jump, and swing your tail at the appropriate moment. The thing is, you jump so far away, that people cannot anti air you if you decide not to attack lol. He’s really a Zoner. I couldn’t combo off anything, I thought I did with his standing LP (whee I’m scracthing!) move. i could be wrong. His jumpforward immediately HP is safe, and bounces him back, so it hits people blocking down. His 3 Tail swings are his key move to gain meter as it is. (air, normal and ground). his jumping Light Kick stays for a pretty long while. His Charging attack chips for 4 hits. His Flame breath is BEAUTIFUL. It’s waht I planned for against Jedah, because a LOT of Jedah players have to jump at you if they want to do anything irritating.

The fact that you can Airblock helps hauser a lot too.

Maybe some people can’t get out with him in the corner, but what you do is do your C.LP or LK continuously, sooner or later, whoever wants to get in on you has to jump, that’s when you do your anti air (C.MP). Anyway, even if you are floored, you can choose where to roll, so you’re not forever trapped in the corner. Once you power up and have a Level 2, it means floaty characters cannot randomly, urr float. (That’s Anak and Jedah). It means, that Rushdown characters cannot anyhow go in for the links. Because of Ultimate guard into Ultimate Counter, some characters cannot randomly do multihitting close moves (Sakura and Karin).

And as for Zangief against Ingrid, I’m not sure, because I managed to trip her out of the higher Fireballs (crouch Forward + HK) and I definitely won’t be afraid to spam my Banishing Flat near her because if it does get near, the Light SPD would be worth the effort. It’s 33% for Godzilla’s sake!

Oh yeah, hauser runs REALLY FAST. Or it’s just a Dinosaur Running accross the screen that makes me feel he runs REALLY FAST. No wait, ok, He runs really fast. BOOM BOOM BOOM IN YOUR FACE WHATCHA GONNA DO I’M RUNNIN’ TOWARDS YOU! Then he stops. And suddenly he throws. hurhurhur.

also;
http://www.shoryuken.com/forums/showthread.php?t=73900

you say chun ain’t that great then I see people calling her TT in other threads, i don’t believe any of the shit posted here, just seems like a bunch of people who played the game for 5 minutes and think they can create a tier list, bah

throw down some links to the threads.
Until then, this is probably the best info we have on the game

KKK LARIATSS

went to play today and i only used 3S characters. saw a lot of players that just used warzard or darkstalkers or alpha characters so got some new info on those guys too.

Yun:

  • I take back what i said about yun before. he is not totally useless but he plays way different than 3S. took me a while to adjust to the mindset that people can’t parry my pokes. however, he is going to take a lot of work to be effective. i had several win streaks against DS, A3, ST and warzard characters today just using yun so he is definately not useless. just VERY DIFFERENT.
  • dive kicks: they are pretty different from 3S. it seemed that there is not a lot of hit/block stun and also after he hits the opponent, he seems to take a LONG time to land so my timing to do the chain combo after the dive kick is totally wrong. so there were a lot of times where the opponent ate or blocked my dive kick and could throw out jabs before i could!!! however, i could parry those jabs and throw/combo them so it became a kind of rock, paper and scissors after a dive kick where yun can throw, attack or parry after a dive kick and the opponent can throw, block or jab after blocking a dive kick. also, i am not sure where the sweet spot is for the dive kick anymore. in 3S, if you did the dive kick and it hit lower than the waist height, the opponent couldn’t throw you if you decided to do a chain combo as you landed. not sure if that exists in CFJ.
  • shoulder tackle: it comes out really slow but it goes through fireballs, which is pretty good since you can’t rely on dive kicks any longer. also, this is super cancelable. the bad thing is that since it is so slow, if the opponent jumps at you and you do the move by accident, be prepared to eat a huge combo afterwards. this move is also EX able and the EX crosses the screen very fast.
  • rush punch: comes out fast, a lot of people got hit by it by surprise. also, it can be used punish many blocked moves such as a blocked low roundhouse from Ryu or a blocked drill from Dimitri.
  • You-hou (SA1): i was never able to super cancel into this super but that may be just my execution is bad since it is a 214214 motion now (qcb x2). i only landed this super once and it dealt around 15~20% damage. it is possible to follow up on the super but i haven’t figured out what moves can connect yet since the falling trajectory is totally different than 3S and yun’s moves are at a totally different speed than 3S as well.
  • Sourai Rengaki (SA2): i was surprised to see that this move was safe when blocked. it looked like the last hit of the move stays out for a long time so as yun drops, the last hit is still active until it hits the ground. also, if you whiff this super, yun will complete the super unlike 3S where he stopped after the 2nd hit.
  • chain combos: the last hit of his strong, fierce, back+fierce combo is back to the same animation as his normal palm animation in 3S. so this means that if the opponent is far away when you hit the first 2 hits, the palm will not connect. if you do the jab, short, strong chain at the tip of where the jab will hit, the strong will whiff. also, the timing of this chain is really different than 3S. i was messing up this chain like 80% of the time today. and sometimes, i couldn’t get the jab shoulder tackle to combo after the strong as well. weird.
  • double rising kick (dp+k): the EX version comes out really fast and might have invincible frames. only used this move once so can’t tell any more about it. also, you can’t juggle after the EX version of this move anymore.
  • flip (hcb+k): i find it really hard to land this flip and when i do, i’m not sure what i can do since the opponent can block a low strong after a flip. not sure if i can do the jab chain since yun is kind of far away after the flip is over.
  • low strong links to standing jab. which means you can do low strong -> jab chain when you are close to the opponent. shades of 2nd Impact.

Urien:

  • totally effective against darkstalkers characters. MP fireball does the trick against opponents who can fly. also, for some reason Urien can dizzy people really fast. in fact, the only times where i saw somebody get dizzy is when i used urien and alex and alex dizzied an opponent because of stun gun headbutt. maybe the fireball and reflector deals massive stun damage? no stun meter in this game so i am not sure about this.
  • chariot tackle: i said before that Urien would be a sitting duck after a blocked tackle since Urien no longer bounces away from the opponent after he hits him. i was only 1/2 wrong. if the roundhouse tackle gets blocked, it can be punished. but if the other tackles gets blocked, it seems that the opponent and urien recover at the same time, allowing you to parry whatever they do next. still, it takes forever to charge the tackle but it comes out really fast and catches people by surprise. i hit dimitri out of the start up of his drill move with the short tackle today which probably really shocked that guy playing dimitri.
  • fireball: same as 3S. you can still hold the fireball up to a certain time where urien will release the fireball himself. however, there is no longer a massive hit stun so if you hit an opponent in the air with a MP fireball, there is pretty much no way to land a tackle to juggle.
  • headbutt and knee drop: i think this is virtually unusable considering it takes forever to charge to do these moves. also, a blocked knee drop leads to eating massive damage. and i’ve never hit anybody with a headbutt yet…
  • normal moves: all of his normal moves look exactly the same as 3S. jump roundhouse comes out faster though. so does jump fierce. low MK is an even deadlier poke now that nobody can parry it outside of the 3S characters. you can still chain towards+strong-> towards+fierce. and towards+fierce is still an overhead. standing roundhouse is still good as an anti-throw move.
  • tyrant slaughter (SA1): this move is good. deals nice damage and extremely quick recovery. saw shadowless do 2 tyrant slaughters one right after another when the first super got blocked and the second super hit after the opponent tried to do a low jab to hit urien as he recovered from the 1st tyrant slaughter. wow.
  • jupiter thunder (SA2): the super fireball still goes from full screen to small, except it travels extremely fast now!!! faster than ryu’s super fireball. and when it reaches the end of the screen, it is still a little bigger than his normal fireball. still, it has massive startup plus i haven’t seen it combo from a cancelled tackle. maybe it is good as an anti-air??
  • aegis reflector (SA3): still moderately useful if you can manage to get the opponent in the corner and throw an aegis on top of him while he is still standing. aegis traps following a knockdown is really weak in the game now since the A3, warzard, DS and 3S (to an extent outside the corner) can slide up to 1/2 screen when they get knocked down. still, it is not totally useless as i did this combo in the corner today:

tackle -> SC into aegis. opponent got hit by 1 hit of aegis and got stunned and knocked down immediately and aegis is still on top of him. then when he woke up, i did jump roundhouse, towards+fierce and low fierce and all those moves comboed because of the aegis.

Alex:

  • i still can’t get any jumping attacks to combo with stand forward. i’m not sure if it is just me or something.
  • standing short is no longer cancelable into super or specials. that means no standing short – strong flash chop -> stun gun headbutt. WEAK.
  • you can no longer do fierce flash chop -> power bomb. when the opponent gets hit by fierce flash chop, they get pushed back so far away that i don’t think even EX elbow slash will reach the opponent before they can block. so you must super cancel after the flash chop if you want to deal follow up damage.
  • on another note, strong and fierce flash chops move forward a great deal so you can do a flash chop from way outside low roundhouse range and the flash chop will still hit the opponent. so you might be able to do something like far jump roundhouse (blocked or hit, doesn’t matter), land and do strong or fierce flash chop without fear of retaliation -> SC into stun gun headbutt. not sure how the opponent can get out of the stun gun from this setup but it’s worth looking into.
  • EX knee grab (dp+k) is an excellent anti-air once i got the fear of having it parried out of my mind. i believe it still has invincible start up and you can still grab someone if they are standing next to you.
  • low fierce no longer knocks the opponent down on both hits. i think if you hit only on the 2nd hit, the opponent will get knocked down but you are unable to juggle with a air knee grab. plus low fierce looks really weird now. alex doesn’t really go very low or very high when you do this move. i don’t think it is good as an anti-air as of now.
  • for some reason, alex is unable to do consecutive dashes. he can dash and stick out a jab really fast but it seems impossible to do 2 fluid dashes like 3S. right now it’s as if he is stuck for a long time after the first dash ends and has a start up delay for the 2nd dash. or maybe i am just inputing the dash command too fast or slow. and this holds true for urien as well.
  • EX slash elbow: this move is auto tracking now and that is bad news since sometimes the first hit hits but the 2nd hit whiffs if the opponent manages to move back a couple of steps after the EX comes out.

Rose:

  • seems like a decent character. i saw some people doing low jab x 2 -> low strong -> short spiral (qcf+k) for a 4 hit combo dealing around 10~15% damage. not sure if you have to do a short spiral or if you can do a forward spiral instead.
  • the jab reflector doesn’t seem to add a lot to the meter when you absorb a fireball. maybe around 6%??
  • her air grab super is actually her lvl 2 version of the super from A2 and A3 where she hits the person a few times to launch them in the air and then following it up with an air grab. she does not move forward.
  • low strong no longer has the electricity coming out of her fist like A2. you just see the aura surrounding her fist so you know it is a strong instead of a jab.
  • her alpha counter is pretty nice. can sucessfully grab somebody from a good range. also, i saw someone do low jab -> low strong -> short spiral after an alpha counter. not the greatest damage but better than nothing.

Jedah:

  • some guy was doing this mean setup where he would throw the “wheel” close to the ground so you would block and he would land and do the grab super. after a couple of times, it’s pretty easy to see it coming but the grab lasts for an amazingly long time so sometimes you would jump and when you land, you would still get grabbed. it’s even worse for characters who can air block since if you air block the wheel, you fall right into the grab. i guess the best thing to do right now would be to eat the wheel and get knocked down but that doesn’t seem to be a good solution if you have low life.
  • also, do not jump in on jedah from far away since he can just do the grab super before you land and you just fall right into it. if you want to jump in on him, make sure you can hit him before you hit the ground.

Dimitri:

  • normal drill move hits for a max of 3 hits and then he bounces away so you can deal damage to him. if you can space it right and have the drill do 1 or 2 hits, he will not bounce away, letting you to continue comboing when you hit the ground. the EX drill is pretty amazing in that it keeps on hitting until he lands on the ground where he can continue on comboing. i think i blocked like 6 hits on an EX drill alone and when he landed, more ground chain. the normal drill move looks to be the new move to abuse for dimitri since it comes out at an angle and he is usually higher height than everyone else and his entire lower body is a hit frame. so if you want to knock him out of the drill, you need to 1) be higher than him in the air and 2) hit him hear his head instead of his waist. which is really, really hard to do.
  • normal fireball seems kind of useless as some characters can do some low move to make the fireball whiff over their head. like karin’s low MK, ingrid’s low FP, etc…

Karin:

  • she is a beast. jump MK deals massive block stun for some reason and so does standing jab. also, good priority on standing short and forward making them excellent pokes from medium distance. she has the same combo as her A3 version and after she ends her rekka ken with the launcher kick, she can do the air super to juggle. also, she has a really easy CC where she just mashes on standing roundhouse and if you are blocking low, do a towards+forward and then go back to stand roundhouse. fortunately, it doesn’t deal a lot of damage but the super at the end deals quite a bit. not sure if she can throw you and activate CC and OTG with her 360 grab.
  • karin fans will be glad to know that her standing fierce is massively annoying still and her low fierce is on par with sakura’s low fierce. which means you pretty much can’t jump in on her. i really don’t know how to fight her at all.

as of right now, it doesn’t seem there is any one character that can beat everybody for free like sagat/blanka in cvs2 or chun in 3S. people were using a lot of different characters and doing quite well with them. but the game’s only been out for like 3 or 4 days so who knows. i’ll post more later since it’s really late now and there’s work tomorrow.

HEHEEE :D…Yun’s looks Great ya know,Better than what i’ve expected :slight_smile:

This is a good thing! :clap:
Man, it sounds like a whole lot of fun that is frendly to a lot of play styles. I can’t wait to see the game.

new game, ppl want to talk about it… nothing wrong with that if you ask me, specially when everyone is so civil about it.

Good to know. The block stun off the j. MK is interesting. :china:

I imagine she’ll be more of a beast if her 360 grab can still OTG. And I’ll be truly pleased if her standing fierce will beat Gief’s Body Splash…

Speaking of this! I’ve already mentioned my doubts about Zangief, but I did see him win a match against Sakura today. Don’t read too much into it, but I did notice one thing: Zangief was beating out Sakura’s crouching fierce with his knee drop! Unless it was just really bad timing from the Sakura player, Zangief’s knee drop might be a very useful move. I can’t tell you how the knee and splash compare in this game.

Hey I just wanted to know if those of you in Japan or elsewhere, who can physically play the game, can get some screenshots of the game. Warzard characters especially. Also I have a move list for Leo and Kenji if anyone’s interested?

Thank you guys very much, your information has been very usefull…BIG shout out to Shadowless…cuz he’s the one who made the thread…so i want throw a big thank you too him!

:tup:

Procari…thanks for taking the time to do that man…about all that character information that was awesome :tup: I’m sure you took a lot of time to do that…so i gotta give you props too! :tup:

All in all…I’ve always liked Guy…I never really played him in A3…but I used to play him in A2 when i was a kid…I wasn’t good and didn’t know bout CC’s back then…but I’m thinkin bout using him in this game…

Can anyone give me a good detailed summary about Guy just ilke jProcaridid!?

LOL…that wasn’t me. That was pocari. But I appreciate the compliments nonetheless. Thanks! :wink:

That’s interesting. Keep me posted. I’ve been secretly hoping for years Capcom would nerf Gief, but my prayers go unanswered. =)

How does the A3 meter work in this game?

Like A-Groove in CvS2.

Thanks for the Rose info, and all the info in general…ridiculous 6% meter gain from Jab Soul Reflect…

Gief sounds like A3 Gief, which is good. Knee drop always beat Sak crouching Fierce IIRC, or maybe I’m thinking of something else. Since SPD seems to be instant again, I need you guys to test something out for me: use crouching Short as anti-air, and see what happes. In A3 (and I think A2) attacks which were angled downward like shoto jump Fierce would still hit you, but attacks which were horizontal would whiff, because Gief’s hitbox was so low to the ground. And you could SPD/Super them as soon as they landed. Which made people scared to jump at you, as any attack which would hit the crouching Short would tend to lose to the lariat, among other things.

2 more requests: 1- anyone know if Rose can reflect/absorb Jedah’s wheel move thing, ditto EX moves from DS/SF3 characters, 2- can you combo into Soul Throw super as anti-air (ie crouching Fierce xx super)? Thanks.