lol. That review was soooo bad. He sounded like Arnold Schwarzenegger Junior. “The gAmes doesn’t hAve enough mOUdes.”
Regardless, FSgamer brought up some nice points… and I mean, really, from what I’ve seen video-wise, the graphics aren’t really that crappy… I’m thinking about going to EBgames and dropping the 15 dollars for this game, just to test it out for my self.
I dunno why “most people” or “other people” gave up on it, but I can tell you exactly why I stopped:
The characters were like watered down “idiot” versions of their previous incarnations. I really like playing new characters and game mechanics, but I really don’t like playing new versions of old characters or new versions of old game mechanics. But, all the characters seemed like characters on “training-wheels”, so to speak.
I hated the way the Alpha characters felt, I hated the way the Darkstalkers felt (yes, I played that series before CFJ), I hated the way the 3rd Strike characters felt, and I totally hated Ingrid, and out of the Red Earth characters I only liked 1 of them. That didn’t really leave much for me to play with.
I fucking hated the music and sound in this game. Although I can live with graphics – I personally don’t care what the graphics look like, as long as the game is fun – The sound and music was just painstaking. Regardless if the game was good or not, I think it’d be a freaking chore to play it just because the BGM and SFX were so terrible.
No one else played it. Or cared to.
Leo j.LP all day long.
[Edit]: And actually, it was pretty obvious from the start what each character’s primary gimmick was. It really didn’t seem like there even was anything to develop, strategy wise.
Look at every past Capcom game that has been successful. It was successful because of glitches or advanced properties that made it dynamic and exciting to play.
SF2 had combos.
SFA2 had Valle custom.
SFA3 had V-ism, crouch cancel infinites.
SF3:TS had all sorts of crazy stuff per character that made it incredibly dynamic and fun.
MvC2 had insane speed, unfly, infinites, guard breaks, AHVBx3, etc.
CvS2 had roll cancel.
And let’s see what CFJ had!
Shittiest backgrounds / music ever. (Has nothing to do with gameplay, just a minor feature that sucked)
Take all the good things from previous characters and tone them down until you feel like you’re playing in a sand pit instead of Street Fighter.
Have absolutely no glitches, tricks, or properties to exploit and have fun with.
You didn’t have to switch characters EVER. Not to mention the 10 second load time between rounds.
Def. balanced and compettive but yes lack of chars. bad graphics, strange nerfs to chars. and systems I would suggest in a sequel they have
SF2 - CPS chains, re-dizzies, tech throws
SFA - counter-hits, juggles, crouch canceling
SF3 - taunt with their bonus abilities, much better UOH’s, EX moves that dont take as much bar lol. kara-throws & kara UOH’s (dont think they were in CFE)
DS - Dark Forces
RE - nerf the ultimate guard b/s
get rid of Shin Akuma. He’s completely useless as fuck. One super he’s dead pretty much lol
yeah make it like a game where u can choose your system
A3 Chun-Li ???
3S Ryu which = Denjin
Zangief would do with anything besides SF2, parry to SPD, chain combos for punishment instead of SPD if u cant do 360’s like a n00b or dashing with em heh?
Maybe they can bring Cyberbots as well I dunno lol or a MVC2 system with CAPCOM chars like Jin, Strider, Jill, Captain Commando etc.
This is a no-win situation for CFE. When you talk to CFE-haters, they all say two things:
The characters were advertised as playing EXACTLY like their incarnations, and they don’t. Or,
They’re just a bunch or rehashed ‘Mugen’ characters (from people who obviously haven’t played the game that much).
So honestly, what the fuck could CFE possibly do right in this situation? No one’s gonna be happy. For that reason, I think this is a complete bullshit reason.
I think these can sort of be lumped into the same category, because I think it’s a combination of these things that REALLY gives way to the downfall of CFE (besides people taking the SBO tournament results as the final word for CFE and never experimenting with the game afterwards): There are a lot of pointless characters in CFE. Some characters are purely gimmicky, and with certain people in the game, there’s no reason for some of those characters to exist in CFE. Another aspect is that there are a few characters (mostly 3S characters) that COULD be good if some things were changed. In CFE, there are about four really crappy characters, only one of them is ‘actually’ bad; the other three are bad because of flaws in their system specifics.
So, I’ve made a long list of gameplay changes I would personally make to make CFE more fun. The primary goals of this list (in order of importance):
To balance system specifics where some systems are too strong (as seen in Red Earth characters), and some being too flawed and weak (as seen in 3S characters).
To make balance attempts to certain characters whose specific properties (independant of how they are affected by their ‘grooves’) might be too strong (As seen primarily in Jedah), and to help characters that are too weak (as seen in characters like Felicia and Sakura).
To attempt to address character-specific moves that are completely extraneous, but could add to their game overall (as seen primarily in the SFAlpha characters), and
To note characters whom I think bring nothing to the table in terms of originality in comparison to other characters who accomplish the same goal, but better (I.E, shoto clones; however, shoto clones aren’t the only ones).
Without further ado…
2. To address several extraneous moves that could be changed
Game Specific
The choosing two characters bit is completely inept; it should be replaced with a CvS2 style 2on2 system, a Marvel-Style switching system, or be removed entirely.
Characters
First, Ingrid:
Ingrid should be able to Roll Cancel.
Ingrid’s meter should build faster, perhaps at SFA speed.
All versions of Ingrid’s Sundive (Qcf+K in air) should travel at faster trajectories, and the Short version should cause much more hitstun and block stun. This allows the Short version actually be useful (it actually leaves her at a disadvantage on hit!), and the Forward and Roundhouse versions to do their job - getting away from the opponent - better.
Overall, Ingrid is a good character…I think what gives her trouble is that her DP+P move (which isn’t even listed in the movelist) is low priority, and Ingrid just doesn’t build meter fast enough. Other than that, she’s a pretty unique character.
ST Characters:
General:
Don’t allow characters to air block ST projectiles (For those that don’t know, ST characters’ attacks can’t be air blocked, except projectiles for some reason)
Ryu:
No change.
Guile:
No change.
M.Bison:
No change.
Zangief:
Give him back his ground headbutts, to deal with poking games.
He could use slightly better priority on his knee-presses; otherwise, what are they good for? This could also give him a fighting chance versus Demitri, whose S. Forward literally shuts down every single one of his jump-ins. Other than that, Gief is a lot better that most people give him credit for.
Overall, ST is probably the best balanced team of the cast. I wouldn’t change anything else about them.
3S Characters:
General:
Give EX attacks stun damage. This would make Alex actually good, and I’m not sure why they removed it in the first place.
Reinstated Red Parries, and by proxy, removed Auto block and post-parry invincibility (FYI, you have invincibility frames after a parry - try parrying the first few half of a Shinkuu Hadouken or Super Psycho Crusher and walking through the rest; You’ll be surprised at the result).
Allow faster meter build, perhaps about as fast as SFA characters build their meter.
I really don’t think Chun-Li should be in this game. She might have been okay for ST, but I really don’t think her 3S incarnation adds anything to the table. Some 3S characters that would have done well in CFE are Ibuki or Elena.
Alex:
Allow Flash Chops to erase fireballs, like in 3S.
Boomerang Raid’s last attack should still grab even if the rest of the super art is blocked.
Why not give him Spiral DDT just for the hell of it? Alex doesn’t need a lot of fixing, it’s just the EX problem that kills him…
Yun:
Give Yun his 3S set of normals (seriously, what the hell is the deal with those 2I crouching kicks? They’re retarded!)
Give all of his moves more pushback on block (seriously, Yun is a terribly easy target for Grapplers, because all of his moves can easily be reversed on block - hell, you don’t even need to get a real reversal on most of them!)
Give Yun more moves that have Juggle properties than You Hou and S. Forward Kick, so that Yun can play his game better.
Chun-Li:
Give her attacks some fucking priority for crying out loud. Nerfing her Fierce punches was great…but what about her other moves?
Urien:
No change.
Overall, 3S are some of the worst charcters in the game, save for Urien (who is surprisingly top tier, even without Aegis Unblockables). Yun and Alex are both one-trick ponies who are horribly dependant on meter, and Chun-Li is a rushdown character with no priority in any of her normals whatsoever. Making them faster was great, but the 3S cast needs a lot of work, and reinstating red parries and Stun damage for EX attacks would go far in helping them compete with the rest of the cast.
SFA:
General:
CC’s should have negative edge (fyi, you can’t use negative edge in CC’s to execute special moves or supers in CFE. I have no idea why they did this).
Tech rolls should really be faster, jesus christ.
Honestly? I don’t think Sakura and Rose should be in this game. With all the other characters in the game, Sakura is just a shoto clone, and a bad one at that (short limbs, low priority, low damage), And Rose adds nothing interesting to the table except the pure gimmick of having Soul Reflect. I think they should be replaced with characters who would be better in the system; perhaps Cody, R. Mika, or Rolento? I think any one of them would have just been a beast in CFE.
Guy:
If Bushin Gorai Kyaku (Qcfx2 + Kick) must be in the game, it should initiate a juggle state, because otherwise, it’s a useless super: Bushin Hasso Ken does more damage, gets all of its hits off on a grounded OR an air opponent, is a good anti-air, and has about 4000 easy hit-confirms. Gorai Kyaku only has one, and there’s so many better things you can do in that situation. It’s not all that necesary, though, because Guy is already extremely good.
Karin:
Her S. Fierce and C. Fierce should be a bit nerfed in priority. Karin is not just top tier cos of her mixup and braindead easy CC’s (Guy has both of those and is 2nd tier), but she’s top tier because, on top of all that, she’s impossible to get in on for almost the entire cast.
Rose:
Allow her LP Soul Reflect (that absorbs fireballs) to increase her damage output, a la A3
Allow her Soul Piede (Close S. Roundhouse in CFE) to be execute by with a F+HK motion, also like A3
Give her the Soul Illusion Super, which gave her access to various shenanigans that made her interesting in A3
Increase the speed of a lot of her normals (S.Short, S.Roundhouse, Slide Kick)
Slide Kick should cause a bit more hitstun (the hitstun and blockstun in CFE are notably small, smaller than even SFA3…)
C. Fierce and perhaps Close S.Fierce should have juggle properties and be jump cancellable (I’m aware you can combo it into her supers, but you should be able to do more with it)
Sakura:
Most all of her ground punches could have better startup or cooldown time, as well as priority…My god, Sakura is like the worst character in this game.
S. Forward should have WAY better cooldown time.
What’s the point of all these supers? Midare Zakura is totally useless compared to Haru Ichiban, because Haru Ichiban goes under high attacks and does about the same amount of damage. If they all must be in the game, Haru Ichiban should probably act more like how it does in the Marvel series (Haru Ichiban is more like a Shinryuken in those games).
Hadoukens shouldn’t all be the same; Jab Hadouken should be the normal fullscreen hadouken, Strong Hadouken should be the slightly charged Hadouken, and Fierce should be the fully charged hadouken.
Shunpuu Kyaku’s last hit should be optional (press K during Shunpuu Kyaku?)
It should be possible for Flower Kick (Qcf+K in air) to cross up, and to be followed up with a combo.
Sakura Otoshi (DP+K) should do decent stun damage, be an overhead, actually be listed in the manual, or have some otherwise redeeming quality.
Sho’oken should do more damage, that way Sho-Sho might be useful (Sho-Sho might be easier too, if CC’s had negative edge…)
Overall, The Alpha characters just have a lot of useless things at their disposal…be it useless moves (I didn’t even mention them all, just the ones that had potential if they were changed), useless tech rolls, or themselves being deadweight on the cast. Guy and Karin are great characters, and Rose has potential…but Sakura could totally be replaced by someone else.
Darkstalkers:
General:
I don’t think Demitri should be in this game…and perhaps not Felicia. Demitri is just a gimmicky shoto-clone that I think detracts from the diversity of the game (which is the game’s biggest problem). As for Felicia…the only reason I say that is cos I don’t think she does well in this game. I really can’t think of anything that could save her from being a just…not-good character.
Allow for faster meter build, perhaps as fast as SFA characters.
Demitri:
I honestly have no idea what I’d do with Demitri…I don’t see anything messed up about him, but I also just don’t think he should be in the game. Better ideas for Darkstalkers characters in my opinion would be Rikuo (this game needs way more charge characters anyways), J. Talbain, or Lord Raptor.
Anakaris:
Anakaris is one of the only characters in the game I’m terribly unfamiliar with. The only thing I can think of is to make him slower, and nerf his C. Strong Punch. Perhaps someone more familiar with him in CFE/Vampire Savior can make a better judgement?
Jedah:
I don’t know whose idea it was to give him four-hit air chains that combo into his ground chains, but yeah. That should totally be changed back to the way it was in VS.
Perhaps EX Dio-Cega (the Wheel) should erase faster on hit/block? That way, it’d get rid of Jedah’s outrageous corner trap.
Felicia:
Raised her life by a whole shitload (In Vampire Savior, Felicia actually had average vitality! Why the hell is it so low in this game?)
Her attacks could have a bit better priority in general…
Made her dash a bit quicker in general, making it easier to chain in after a dash
Cooldown time for a whiffed Rolling Buckler (no extra attack) should have been zilch, so that she could have another strategic method of using the attack.
Cat Spike (DP+P)…why is this move even in the game? I guess the EX version is alright, but the normal versions sure could be a lot better…maybe cause a knock down, or can be followed up with a combo…
On the subject of useless moves, why is Sand Splash (Qcf+K) in this game, too? They took it out of her repertoire in the Darkstalkers series cos it was stupid, so why did they put it back? If it must be in the game, it should either have better range than her normals, or cause a knockdown, or maybe both.
It’d be nice if she could still cling to walls…or can she? I’ve never gotten it to work.
Overall, Darkstalkers characters (besides Morrigan) have never been attempted to be mixed into a normal SF style game with SF characters, and it shows that no one really knew what the end result would be. Most of the Darkstalkers characters are better characters of the game, and Jedah shuts down some of the ST/3S cast hardcore. It’s not impossible to have a good balance with these characters, and all things considered, it’s not too bad at all; however, it could be a LOT better.
Red Earth:
General:
Something really should be done about Ultimate Guard. Depending on your opponent, UG is either a saving grace, or it’s completely useless. I think Ultimate Guard should have some sort of balance or penalty, like Alpha Counters in A3. Perhaps it should take meter, or have a seperate bar?
Level Up should be limited to LV.3, not LV.6.
General damage properties should all be a little bit lower.
Leo:
I can’t think of anything I would DEFINITELY change…MAYBE give him a bit more cooldown time on his moves, or lower the hitstun on them, but I don’t know if I’d even do that. Leo is not unbeatable, and is pretty well-balanced in this game, beyond the ability to Level up like crazy, do amazing damage, and UG everything, but that’s not specific to just Leo…
Kenji:
Kenji is probably the only other character besides Anakaris that I just plain DON’T use. As good as Kenji is, I don’t think he’s unbeatable, either (I can take average Kenji players out with Zangief, heh :P). Perhaps the only thing I’d say is to increase the cooldown time on his Ichimonji (projectile move).
Hauzer:
Perhaps make his Crouching Strong Punch a bit slower? There’s not really much to change about Hauzer, either…
Hydron:
Needs a cancellable normal that isn’t C.Jab or VERY early J.Short…
Nochiller’s Attack (Hcf+K) should all have their distances cut in half. I mean, jeez, Roundhouse Nochiller’s attack goes farther than a full screen! What’s the point?
Hydro Spinning (DP+K) should have better startup time (allowing it to be comboed into), and cause a knockdown. The air version should be able to be cancelled into from more than VERY early J.Short.
Tadpole Spawns (Hcb+P or K) should reach their destination faster, and have slightly faster cooldown time. This allows him to play a decent projectile game, without making it impossible for people do jump over them and attack.
OVerall, the Red Earth characters are individually quite well-balanced; however, the Red Earth system itself is just too good. They do comparable damage to ST characters before even leveling up, and Ultimate Guard is a high-risk, low reward investment. The system basics should be modified heavily.
–
In short, besides some of the things I listed to change specifically to make some characters more interesting, what I think could really be done to fix CFE is:
Fix the 3S system heavily.
Nerf the Red Earth System heavily.
Make minor character specific balance tweaks(specifically, nerfing Jedah and Karin, making minor nerfs to Hauzer and Kenji, and sprucing up characters like Sakura, Yun, and Felicia)
Address characters who I think are extraneous and could be replaced with more interesting characters (Chun-Li, Rose, Sakura, Demitri, and perhaps Felicia).
The two complaints are not exclusive. Indeed the first can be considered descriptive of the second. Mugen characters often don’t play like their source. Even the ones that try to be as accurate as possible will sometimes miss the mark, and many don’t try to be that accurate.
CFE was billed as taking the characters from specific games and facing them against each other. Heck, the graphics were even once justified with the claim that changing them would throw off how accurate the characters played.
CFE does not do that. It takes amalgams, with bits from different games in the case of the SF character, and new rules for the Warzard system, and somewhat tweaks various all around. The characters are mostly the same, but a little off in unnecessary ways. That in itself is the worst of both worlds. They aren’t accurate enough to fit the true battle of systems, but they aren’t different enough to draw new interest to the clash.
What could have gone a long way towards saving the game? A selectable Groove system.
Capcom had already conditioned players to expect such an offering with past releases, which only made it more disappointing when it was missing from a game that was just begging for the option.
Players might have been more willing to forgive character discrepancies if they seemed to involve fitting the character to a groove usable by everyone. As well as balancing tweaks.
The game saver would be the added variety of play. It wouldn’t be just be an approximation of SFIII Chun Li versus Darkstalkers Jedah, it would be Red Earth Chun Li versus ST Jedah. What would an ST Jedah play like? What super would he keep and how would his moves be remade? What would an SFIII Leo be like? Not only does most of your existing game knowledge carry over, but you’ve got whole new worlds to explore.
Such a selectable groove system, done with a bit of thought and polish, would also help squash the Mugen comparison. (Thought and polish means not just tweaking MvC2 Ryu to make his DS incarnation. And not just basing half the SF characters on their CvS2 versions.) Reduce the stench that was attached to the game, that the game was a very low budget project thrown together because the niche 2D market would take darn near anything that was arguably new.
Alright, sure. What I mean is that people either complain that the characters are different or exactly the same (which is completely false), so “what could CFE possibly do right in this situation?”, as in they’re damned if they do, damned if they don’t.
Considering that the game was never marketed that way, I don’t know if I entirely agree…
I can tell you right away that if the groove systems were selectable, you’d see damn near every character moving to Red Earth by default, except Anakaris, Jedah, Karin, and MAYBE Guy, who would probably stay in their respective -Isms. With Air Blocking, Dashes, Super Jumps, ST damage, DS Tech Rolls, Level Ups (MORE DAMAGE AND VITALITY!?!?), and Ultimate Guard - A no brainer-parry that you don’t have to time, blocks an unlimited number of attacks that come at you, so long as they come at a consistent rate, can be cancelled into from a block (did someone say free red parry?) and a penalty free Alpha Counter tacked onto it, you’re talkin’ about a groove that no one in their right mind would pass up.
The game was marketed as a game where each character would play in their specific groove from the beginning, and vitrually no one (if anyone at all) had anything to say about it then. To say that CFE is terribly unbalanced is incorrect, but to make a groove system for it would have killed it. I suppose with tweaks to all the grooves, it wouldn’t be that way, but I’ve personally never seen a game with selectable fighting styles that isn’t primarily dominated by one fighting style. I think that giving that option sort of asks for trouble, and most of the tweaks I’d suggest wouldn’t be for balance, but more to make the game interesting while trying to keep it close to the original idea it proposed.
I bought the game and I thought it was horrible. The presentation is just so piss poor, the graphics are a cut and paste job of the worst order. If you are going to cut and paste at least make it look crisp. And the gameplay feels old to me, it has a been there done that feel to it. I think the game would have done better if you could stick to one system (new system for this game) or pick from 3 different style of systems or have all the systems available to all the characters. But doing so would require capcom to actually put forth an effort…and they can’t waste time on 2D games when the can crank out money making Devil May Crys or Resident Evil.
I think the idea of CFE is good, but the execution is off. In my mind I would like to see a combination of SF3 play and MVC2 play…where you can pick from 3 different styles of one character (each having different priorities and supers), and having some chain and air combos just not the brokenness of MVC2. I would also like to see a tag feature like MVC2, and tag supers…or just have it a one on one deal.
Game is too much of a Jedah-fest, and the 2v2 system is USELESS. People almost NEVER use their second character.
And the gameply is just a tad sluggish. Can’t put my finger on what makes me feel that way, but it just doesn’t feel as tense…or…maybe responsive as other Capcom fighters.
But seriously. It’s really not that bad of a game. It’s solid, and the gap between high/low teir is not very large. It’s just kinda boring.
Darkstalkers are pretty cheap,especially towards SF2 people, i have this for xbox live and about 7 are in the ranks each week. im pissed that my ryu bread n butter was taken out, short jab mk >shinkuu,other than that i like it.
I think the reason this was remove mainly to prevent Shunpuu Kyaku - S.Jab - Fierce Shouken combos. But I don’t think the combo would be powerful since damage scaling happens after the 3rd Hit.
And I don’t think Capcom should of removed Super Cancel only normals, since the characters that take more advantage of it (Blanka, Cammy, Sagat) aren’t in this game.
Seriously, even if that combo didn’t do damage, she needs all the options she can fucking get her hands on, and one more pressure option and combo option would help the only character in the game who has absolutely NOTHING going for her - Shitty range, average speed, shitty damage, shitty defense, low priority-moves, meter-dependant (and Sho-Sho is much harder in CFE than CvS2 and does less damage on top of that…).
Even the other debatable low tier characters (Zangief, Yun, Alex, Felicia, Ingrid; although I think that Gief and Ingrid are not low tier at all, just that most people consider them to be) have stuff going for them; Gief has insane damage and range, as well as having TONS of reversal options (you can get a clean reversal off of damn near every blocked light or medium attack in the game because of the low block/hitstun); Yun has neat juggle properties, as well as easy 50%+ damage combos with meter; Alex has a 95+% damage combo that is easily hit-confirmable; Felicia is quick and has good range and high damage supers; and Ingrid has some off the wall turtling/runaway games with her projectiles, rolls, high priority pokes and air hurricane kicks. Sakura has a custom combo that does shitty damage compared to how difficult it is to pull off, and that’s the ONLY thing she can do. At least Alex, the other big one-trick pony of the game, has a trick that is virtually a sure kill every time.
I personally wish they’da just swapped her out for someone else. Rolento or R.Mika would have been fucking sick in CFE’s Alpha engine.