Capcom Fighting Jam impressions

Thanks for the Rose info, guys.

geez ryu is a fiend!

of course its still early days but the lack of a roll seriously hampers slow/floaty jumpers (i was using bison who is really solid, his normals are faster and have better recovery than cvs2 it would seem, his s.HK for example recovers really quickly, he plays nice!) and will make it hard even for average speed/arc jumpers when they get cornered.

why? his fb’s are fast and he recovers fast… easily fast enough to punish a bison who tries to jump in when trapped in the corner. thing is fb’s dont knock down so you wont be using the roll get up to get out of the corner (specially not if they decide to just keep you there and not close in for some damage).

ryu prolly doesnt fare so well against better air equipped characters (see darkstalkers) but hes great against those who can only really rely on jumping out of the corner (see guile, bison, etc).

I agree. The ST characters in general are looking pretty solid in this game, as they are meant to be. People that were worried that ST characters would lose out because they dont have much options dont have a reason to: they all deal above average damage to every1.

GOOD NEWS FOR ALEX FANS: Yes, i’ve combod stand.Mk after a deep jumping RH. yeah, I tried with jumping feirce for a while and was all WTF’ed up then I tried RH. No success at first but you need to do it really late. Better than nothing. His command grab really does come out fast now. Almost SPD like!

CHUN LI: It is still possible to hit-confirm her cr.Mk to super. Definitely not like in 3s where u could literally do cr.mk(joystick at down), see if it hits and then have enough time to input the super motion. Here its more like hit confirming ken’s cr.mk in 3s. JUST about enough time do hit any kick button on reaction to the hit.(of course assuming you are doing qcfx2 as you are hitting cr.mk)

Dunno if this has already been mentioned, but a quick note about meter carrying on to the next round: Even if you switched to a character from a different game, the meter is converted accordingly. That means if I stored 80% meter with Guile and switched to Alex, he would have 160% meter.(1 bar plus more) What I dont know is how it might convert to Warzard characters. Any info? Plus, as in the example mentioned above, it seems easier for a ST character to get a full bar of super than lets say, a 3s character to get his/her full 2 bars. If this is true, we’ll see alot of ironed-out orders in the future. That means people would almost always want to use a ST character on the first round than a 3s char. Correct me if I’m wrong any1.

Hey does any1 know if Yun’s s.lk links after a close s.mp still? Forgot to test that out today. The next time I’l get to play is this saturday, yay to the army.

From what I’m reading it looks a bit promising but of course someone will have complaints. I hope the speed is something that will be changed at some point at least CVS2 setting. I think the only issue I think that may come up would be the fact there’s no guard meter, and the fact that you can AC. Nobody really picked up Rose yet but if her low strong is the similar to the A2 glory days this game is over. Strong,Strong,Strong, AC a limb…wash,rinse, and repeat. But right is difficult to determine whats broken and more useful.

I think one upset is the dispersement of meter for 3s characters. EX draining half of your bar means theres not much capitalization on EX since you need to conserve those for supers. 3s=strict management of the super. The only things I’m happy about is the conversion of meter to the next character that’s nice that they decided to keep that. I hope to play this soon and make my own judgement.

Warzard characters carry over their level ups, if you use the same character. This means some people may want to start with leo, and continue with leo, because he starts the round with level 2 or 3.

Considering that the warzard cast has moves which can only done when you are level 2 (or 3 in mukuro’s case), i bet some people who have found a way to gain meter fast with any warzard character would keep him for round 2.

Can anyone tell me how Bison/Vega holds up?

BTW It seems that Capcom is going overboard with promoting Ingrid as a favorable char. She somehow reminds me of Kula (KOF fame)

I was thinking that too Diek. Not feeling her design. but whatever.

Yeah, the design also somehow reminds me of Area (SF EX series), didnt like that one too.

Played the game in Shibuya the other day and got a few victories with Ryu/Urien team. Urien notes:

Very unlikely that fireballs combo, maybe FP fireball, otherwise big delay. Probably only worth using on ST characters or something.

Fireball super still hella slow.

Didn’t get to experiment too much sadly. Sorry I don’t have much to say. Ryu is strong.

C

Do nobody know who are the 5 hidden chars ??

i wanna know who will be from vampires!! but in this screenshot at page 3 it looks like it’s not morrigan :sad:

does anakaris still have suck and blow?(qcb+K, qcf+k)
does he still not have a gc or pushblock?

Didnt want to start a new thread for this, but play-asia.com have updated their fighting jam stuff, game has cool new box art, not final or very big, but new art anyways, looks to be shinkiro, plus they have pictures of the official joystick and branded memory card! sahweeet

http://www.play-asia.com/paOS-13-71-m-70-dib.html - joystick

http://www.play-asia.com/paOS-13-71-p-70-dic.html - memory stick

http://www.play-asia.com/paOS-13-71-40-70-4l6.html - game

rock on!

I think someone saw and mentioned a screenshot with Pyron as one of them, not confirmed however.

Shinkiro is beasting up the art in this game.

Oki Log:

Gief is a dirty whore. Jab SPDs do a minimum of 25-30% across the board, and yes my friends, the vacuum is back. I haven’t gotten the real range down yet, but it’s looking like A3 style tick range. However, just doing grabs gets him shit for meter, so Crossup splash XX jabx4 that shit. Where Splash, Airplane Punch and dropkicks fail, knee that shit. I haven’t seen any difference between LK and MK knees outside of damage and blockstun, though. Anyone with any form of an aerial move will stop tossing it out randomly(DS dash crap, Ryu random Hurricane, everyone else jumping) the second his bar stats flashing.

Neutral Jump u+FP is back(almost) to it’s 1 hit dizzy-dom, you can hit them once with any M/H attack, then land this(it’s easier than you think if they like jumping on Gief), and make them kiss at LEAST 45% of their life away. Play smart, kids.

Gief can handle Ingrid. c.HP/HK deals with fireball spam. If she jumps in with an early attack, you can spin the stick like the old days and wait for her to land for a free SPD. If she goes for counters, remember your bear grab…She can’t run away from you, she has to at least move forward to get anything done. And once again, get a headbutt in, she’ll always think twice before jumping in again.

go here for screenshots of pyron and endings…you got go toward the end of the forum for the endings by udon though

http://www.snk-capcom.com/forums/showthread.php?t=9495

im surprised you guys havent seen these yet…

enjoy.

The memory card includes Ryus headband, sweet! :smiley:

Hahaha, Gief is a fucken beast.

All about the glove.

Glove range is stupid short now, like somewhere in his hand now. It kills fireballs longer though, like for a little bit after he starts to turn around again.

I’m tellin you guys, I was losing with Gief until I started getting headbutt dizzies. Between the headbutt and lariats, they’ll be more careful when jumping.

Oh, and Lariats kill Jedah poking through wheels.

LOL, what else is new? It seems my hate of Zangief will continue in CFJ. Ms. Kanzuki, you can’t fail me now! :rofl:

What’s better is Ms. Kanzuki is tagging with the Red Cyclone on my team. =p SO much meter gets built between the two. Geif is guaranteed at least 80% bar if Karin starts, and Geif needs not bar to be dangerous… Just come to the Dark Side. XD