Capoeira Fighter 3 - digital download released

This game looks more than amazing. I love how the old dude (Angoleiro) could combo his sweep into a fireball, then do a Dragon Kick off that.

I’m actually very interested.

Yeah the combo system is really where CF3 shines I think.

As for the patches, yes we will release patches based on feedback and to fix any bugs. There is a link in the full version that takes you to the update page.

Thanks for playing guys!

I think you guys should make sure to include netplay

Zappa has an infinite with his yaya (hurricane kick)… You might want to make it knockdown to fix that cause if it just does less hit stun it’d be kind of useless.

The combo system is okay, though the fact that everything chains into everything can make for some wacky stuff… You might want to think of only having limited gatlings like in Guilty Gear especially since this is supposed to be based on capoiera, that could make things flow better. Also just because something chains into something doesn’t mean it neccesarily needs to combo…

The way you input motions isn’t good imo, I realize it works better for a keyboard to have moves where you press down, then fwd and you get the special, but I would say that you should do it both ways, that way people can input qcf for those kind of moves and always get the move instead of sometimes getting the move and sometimes getting the dwn forward attack, having a good command input system is very important.

And don’t forget, make the combo counter, count up as the hits are added on!

Edit: another way to get around zappas infinite would be to give it more pushback… so maybe you could still do like, cr.fpx2 into hurrican kick and then link something afterwards but you couldn’t do it twice or three times ore whatever and have it still combo meaning you’d probably have to tweak the way hitstun in this game works.

Edit again - maionese has a really easy infinite which is just fk -> fkx3 over and over again, you have to find the rhythm but it’s pretty simple

this game is still cool imo…

One last edit: I’m willing to bet anyone with a foward moving special, that they can link another attack off is going to have at least a 100% combo unless it starts taking tons of stamina…

I’m digging this game. I haven’t had too much time to go in-depth with it, but i do know that it’s fun as hell.

It’s all about special dodge

Thanks for the detailed input.

To answer some of your questions:

I will implement the combo display that shows hits going up as you do the combo. Good idea.

Lots of characters have infinite loops, but this is balanced by the **special dodge **(bdf bp). You can special dodge to escape any combo after any one move finishes. You can also special dodge to recover after being knocked into the air.

From our play testing, the special dodge balances the combo system very well, but it might not be obvious when you play it the first time.

Also I based the key input on how it feels on my ps2 controller. As for the d,f vs qcf, it reads both, but since the controls are keyboard I figured it would be less confusing to just have the d,f input. What controller are you playing on?

Thanks again for the input, very helpful.

Oh cool. Didn’t know special Dodge broke out of combos after any special move finishes… nice. Can the special dodge be thrown?

I’m using a joystick with joy2key using the config file you provided. I have some troubles but not many… can you special dodge after supers as well? Itd be nice if the supers with follow up options guaranteed such. But I’ll get back to you once I read my cd copy and can play against some people. Still it’s a fun game.

Edit: speaking of special dodge… is there some way to change the input? it seems like the input window is very big so sometimes when I’m going for certain strings I get a special dodge even though I was just going for something that happened to be a back move to a foward+BP… maybe having it be BP+BK or something would be better?

Also when you use special dodge, does it take certain timings to break out of combos? That would be cool and maybe help it… LIke make it a guessing game, where you have to press BP+BK to avoid a low follow up in a combo after a special or FP+FK to avoid a high follow up… But anyway thats not really important I’ll know more when I play against an acutal person.

This game looks great. I will definitely check this out.

Pablo, you can play me next time you come to portland! I’ll have the full version! Or maybe I can finally make it up to zach’s some friday.

Special dodge

Anytime you can do a combo (after that last hit of any move) your opponent can special dodge out.

This uses up a significant amount of stamina (green bar) though, so you can usually only escape 2 combos. If your stamina is red you can’t escape.

So we’ve found the gameplay typically revolves around starting enough combos to make your opponent use all of their stamina, then delivering a massive combo that they cannot escape.

As for doing the special dodge on accident, The windows in cf3 are very generous. About half a second.

I may put in an option to adjust the input time for super moves… interesting thought.

Yo, this game rocks.

The music is awesome, who did it? I kinda do stuff like that.

this games real fun. I like the name mayonnaise lol. Jamika is the man

I haven’t played the game, but from what you just said the game works like this:

Whoever gets 3 combos first wins.

I can’t seem to fix my joystick in this

Love the Art and the character models.

Like someone earlier said, you should ditch Flash and develop your own engine for this. It’d be rad to play this on a console, though.

Playing “Hot Potato” with another player is really fun.

The backgrounds are really dope, and the cel shading looks perfect.

Yeah, playing this on a console would be ideal.

I’m lovin this.

The character designs are awesome. ALso like the tutorial in training mode.

I haven’t tryed it with my logitech gampad yet but it’s still fun with keys

I recognise a few of the characters. Did you make that cool space themed beat em up from a while back as well?

Also loving the blurring effects,

I would buy this game.

All non capoeira music is by Ethan Halvorsen (same guy that did the Guardians of Altarris soundtrack for me) very talented eh? The capoeira music is stuff I mixed my self a while back.

Adam Ford (www.adamscreation.blogspot.com) did all the character selection art and background paintings. He also did most of the play testing with me.

As for combos, it doesn’t go as simple as 3rd combo wins, because by the time you get your opponent down to red, you are pretty close to red too (red makes it so you can’t link stuff either)

Stamina also recharges so it’s pretty rare to be able to do too massive of a combo before they have enough to escape, especially on the more nimble characters.

Another cool thing in CF3 that is unique is the “knock down” moves. You can use certain jump attacks after uppercut moves to knock the opponent back into the ground causing extra damage. (IE lei long b+bk after his fk special, or Jimmy b+fk after his fp special)

In order to get the joystick working, you may have to reconfigure the button map in JoyToKey.exe. I set it for ps2 controllers using a redoctane usb adapter.

Anyone hav ea favorite hyper ability? We tried to keep them all pretty balanced, but we only had a few guys play testing so who knows…

Oh yeah and about the console thing, it’s in flash cause that’s what I know how to do. We are looking into getting it ported, but it is very expensive. If anyone has friends that would be interested in porting it, let me know.

Don’t worry bout that kid. He invented SF so he has high standards. :lol: