Capcom Fighting Jam: Theories Galore

Just to put the systems in perspective, I dont know much about one or two of the games so please dont flame if ive got something wrong :rolleyes:

SF3:

Ex Moves
Universal Overhead
Parrying (air, ground, from block stun/red)
Ground Recovery
Dashes
Tech Hits
High Jumps
Super and Super Cancelling
Target Combos

1 super from 3 selectable, each with different lengths and uses. Although, the trailer seems to have two long bars and maybe all three available. Some of the bar may be used for Ex moves.

SFA (v-ism):

Air Blocks
Ground Recovery(front, behind)
Air Recovery (front, back, neutral)
Alpha counter
GP Protection Block (less damage from blocking specials I think :S)
Counter Hit
Tech Hit

Custom combo of three different shadow variations, which can be activated when the meter is 50% or more. Half of the bar may be used for alpha counter.

Darkstalkers:

Air blocks
Chains (also in air)
Dashes
Ground Recovery
Pursuit Attack (hit them when theyre down)
ES moves (like SF3 Ex)
Tech Hits (?)
EX (super)

According to sailor bacons vampire chronicles faq, this might depend on which version of the game they want to take the rules from.
First option, 1 bar, drains when player is idle or maxed, until player does special or EX (super) in which case depletes totally. If special move is used, it will be an ES version.
Second option, 99 bars, you may do supers and ES when at least 1 bar, unless super specifically requires more than 1. me thinks theyll go with the first.

Warzard:
According to Chacks warzard faqq

Dashes
Super Jump
Air Block
Ultimate Guard (takes no damage from specials, but if whiffed will lead character open to attacks)
Alpha Counter
Pursuit Attack (like darkstalkers)
Mystic Magic (dunno… maybe like ex ? :S)
Mystic Break (super basically)

Er… dunno much about this, anyone with warzard at home can chip in. from what I understand, you get meter the usual way, and also by collecting things. The super you do will depend on your characters experience level (obviously all of them will be available for this game). Once you build one bar you can get an orb, which I guess is similar to the N-groove. You need an orb to do mystic attack or a super. Mystic attack will depend on the type of orb you use. No meter is required for alpha counter. :confused: :eek:

Super Turbo:

Tech Hits
Super Move :stuck_out_tongue:

One long ass meter, which empties if the round finishes or super is used, but does a ton of damage aaanndd… thats it :confused: I cant wait to see how they balance this with the other supers :lol: :smiley: :rolleyes:

Discuss biyoootches! :smiley:

Ingrid’s presence in this game raises the most questions.

Will she be reanimated? This seems kind of obvious. They wouldn’t put her 3D model in with all the low-res sprites would they? I don’t know, they don’t seem to mind the other inconsistencies between character graphics. Of course, if they were going to keep her 3D model, they should of as well used Ryu’s and Chun Li’s from the same game and made new ones for all the other characters. 3D models are less time-consuming and therefore cost less money. However, this seems to be a strictly 2D game, so the best bet will probably be that Ingrid is reanimated in the CvS2 style.

If they’re going to be reanimating though, how many characters will be reanimated? We might be able to assume that at least 10 characters won’t be reanimated, but as there are 20 “and more” characters, there’s plenty of room for newly animated characters. How many? Well, in CvS1 you had 22 reanimated characters, counting Wild Iori, Evil Ryu, Dan, and Joe. In CvS2, there were 11 reanimated characters, not counting God Rugal and Shin Akuma. Can we assume that at least 10 characters in CFJ will be reanimated?

Another thing about Ingrid which has been touched on is that she is not from any of the five games which CFJ “represents.” Will they add CFAS’s play system? If not, which “groove” will Ingrid use? Are they going to let you choose grooves?

Speaking of grooves, why bother with WarZard groove? I don’t think it does anything that isn’t covered by Darkstalkers or Third Strike, so it seems stupid to even include it just because two characters are from WarZard.

And if “SF2 groove” turns out to be X-ism, and you can’t change grooves, don’t bother playing Ryu or Guile. This seems unlikely to happen though. First of all, X-ism was horribly underpowered in SFA3. If they’re dumb enough to make that mistake again, then someone has kidnapped the real Capcom designers and replaced them with zombies. The reason being that in CvS1 each character had a fixed ratio number. Did this go well? No. In CvS2, they nixed the fixed ratios in favor of a pro-choice system. So if they learned from that mistake, I assume they know that free choice is the way to go.

Then, should any character be allowed to pick any groove, like say pick Ryu, then WarZard super bar? Or should they limit the choice to what makes sense for the character based on the games they’ve been in, like Ryu picking from Alpha, ST, or 3S modes (and, if 3S, what super art he wants)?

my theory is that there will be characters from off the wall games added in as secret characters. the five games are:

  1. street fighter 2(st)
  2. vampire savior
  3. warzard
  4. street fighter alpha (3)
  5. street fighter 3 (3s)

and ingrid is in. so that japanese site has her listed as a new comer. and they have her own category box thingie. so i’m guessing that there will be more “new comers” in the game.

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

There’s alot to consider about the meters and meter management in CFJ. Right now, there’s no clue as to how this game plans to handle it. Right now I would say that since the game is slated for an end of year release there’s probably enough time create something where they can use different systems but I have a feeling it will be isolated per character. The one component I think they will implicate is sharing a bar if characters are from the same respective game and same bar. If there are more characters from SFIII their bars and supers may reflect on their first incarnation. Though it would be nice to see an SF character with a Warzard bar just for curiosity but I think they fear of imbalance issues with certain characters and certain abilities.

Along with meter management, depending on the bar, certain abilites come with that at least theoretically. It would mean that a character would reap in certain case insurmountable benefits. If SF III meters are bringing everything to the table that means certain characters will have EX moves if they’re using the meter. EX affects not only move since it usually adds hits and causes faster initiation, but it also affects juggle potential ( I’m assuming Ukemi is not in that game as of current.). Seemingly enough when EX moves are performed in combos (Ie: 2I Urien Juggles), they seem to cause leniency in juggle potential. Let’s say I’m using Guy and I’m fighting Hauzer. Just as in the trailer, I hit Hauzer with Jump Fierce into Stand Fierce and I 2-in-2 into Houzantou. In the trailer it can noted that Hauzer probably reached stun limit and became dizzy from the second Fierce. Let’s say that he did’nt and for some dumb reason like Hauzer tried to Jump therefor he was airborne and I already did my input for Houzantou but I had SF III meter so I did an EX of it. :cool:

Depending on how they theoretically would make Guy’s Houzantou act if it was EX’ed more than likely it would pop them up earlier and be multi hit. So he lifts Hauzer in the air, does another Houzantou (normal) he might be able to do Strong, Fierce into Bushin Otoshi, or possibly cancel Fierce into Hayagake then do Bushin Hassou Ken. I mean that shit would be nice cause I’d use it but right now meter management is probably something Capcom is trying to make something that can be fun but also not too broken. Another horrible example:

Wow, let’s say there IS Ukemi in this game and I hit someone with a heavy-normal character weight with a Counter Hit Standing Fierce. He may be able to link Fierce into Crescent a few times until the corner (EX’ed or not) varying each. The possibilities are probably endless. Canelling between Hayagake while they’re in the air. What if Hayagake was invulnerable if they EX it? I know there are flaws in my theory I just thought I’d post what I think COULD happen. Juggle systems and Ukemi in the same game would be a big quantity of trouble. It’s still up in the air really. I just think it’ll be character based for who receives certain meters.

A delicious pun.

I did’nt notice that until just a moment ago. :lol:

I just went to the capcom.jp site. It seems that they’re hinting at more characters that are “original”, assuming they fit the tab of Ingrid as her drawing was in the “newcomer” category. Hope that appeases the whining of low character listing.

^i said that already, man…:

:wtf:

there is a sixth category. the “new comers category.”

Sorry if this has been answered but I dont feel like going thru each post. Will this game be a PS2 game also? The offical site only says xbox.

ps2, xbox live, arcade.

EX moves are also used in Vampire and supposedly in WarZard. SFA and SF2 are the oddballs out, but SFA has CCs while SF2 is (as far as I can tell) junk. The only balance issue I see is that anyone who uses SF2 groove is trying to handicap themselves.

but would that be some of them (ryu and guile) has insane damage ?? chain combos ??

It’s been so long since I’ve played Super Turbo, it’s gonna be funny as hell to use ST Ryu Vs 3S Chun-li.:lol:

As for the super meters I think it would be better if you cant just choose a super meter. I would not want a Darkstalker character playing like a 3S character.

I wonder if Capcom will put MegaMan in the game?

SF engine actually may be the best bar to use. Though not diverse if Ryu or Guile keep any of their abilities and frame advantage type tactics, this game could become a tough zone game. In terms of other things that they will have, they could have insane priority, higher stun levels, and certain links from the previous games. And on the topic of their apparent “lack” of options the recovery time on ground Ukemi could be shorter than everyone elses and those characters would’nt have Guard meter. SFII meter may not have alot of what other bars may have but they might have what counts. Ryu might even return to his roots with the dopest link he’s had: Toward+Fierce(2), Crouch Strong,Crouch Forward, into Shinkuu Hadouken. My preference woud’ve been HF Ryu personally. Dizzy galore.

1 button throw , yes RYU’s fuck up classic combo , jump RH , f.fierce , .c.forward into Shinkuu !!

and guile and ryu does more STUN DAMAGE

Japanese website reports some sort of tag feature.

link plz?

The website can be found at…:confused:

sits quietly for a link perhaps

Wow this game is gonna be bomb!

Background Characters??

Hey guys whats good…Cant say im not excited about this game…

If some1 could post the link with the pics of Sagat, Dhalsim, and Ken in the backgound that would be appreciative because I cant seem to find them…Those happen to be my fav SF’ers. I see some fighters in the backgounds but i cant seem to see those pics you guys mentioned.

Thanx