I know there are a few people on here that are in Japan or in an area that has Capcom Fighting Jam. I just played it today, and I had a lot of trouble fighting Jedah with Zangief and Ryu. Someone give me pointers. k thx bye.
What i saw happened with Ryu against Jedah, is that Ryu cannot get in for real, if jedah insists on doing his Patterns of Tossing the Blade and then trying to mixup with his Rush ins.
What I did also see, is that since Jedah wants to play that way, and that Ryu can’t go forwards, then Ryu just stays behind, building up meter. After all, when Jedah goes in for his combo, Ryu gets meter without getting chipped. Once you concentrate on getting the bar, it’s Ryu’s turn. Because of the Angle jedah goes if he dashes from the air or from the ground, it makes him very susceptible from getting hit from ShinKuu HDken. it’s like, once you see Jedah dash, you can safely do it Or Shoryuken), because he can’t block anymore. It sounds very turtle Iffy, but that’s the only way now i know. Contract from below and his other Super shouldn’t be a threat for Ryu because it’s a Grab and Ground only move. basically speaking ;
Match starts, jedah starts doing irritating things, and you have to block high and low for a lot of shit (but for some meter), or if you see him dash towards you, just uppercut. I saw it trade, but I think it’s just a matter of timing, and who really wants to trade with Ryu’s uppercut here huh?
Another thing about jedah’s spinning blade move is that although it looks like it’s spinning, it actually loses it’s hitting properties 3/4 through it’s animation, that’s when you can (And I did with hauser) super jump forward, preempting Jedah’s jump, and hitting him out of the air. using this info you can jump in and do some stuff without giving jedah that extra time he needs between blades.
When I played Against Jedah, I literally spammed Lariat when he came close to me. It’s always worth the trade. I also tried to gain my bar because I wanted the super for the Flying bear grab, which locks Jedah out from the air. And since he can’t NOT get into the air unless he moves by walking, he’s basically stuck. If he wants to throw a Dio Sega from the ground, it’s fine by me because he still ahs to decide what to do next. He won’t be so stupid as to do any of his supers because if you see that I’m sure you’ll jump forward and FAB. So now it’s a battle of Footsies and Pokesies and what nots. Considering Jedah doesn’t have any really fast AAs…a random jump in when he’s unprepared could literally screw him up.
since you guys are playing it over in japan already tell me whats up with the game. is it broken? fun? scrub-friendly? big combos? what what what?
Ok wait, i just remembered, his EX Blood Slash would be his best AA move. No one did this to me so i don’t know how I would handle it with Gief for now if I jumped. I guess that since it takes a whole bar and some planning for the other guy, it’s another same ole game of bait or footsies.
It’s fun for me. I don’t think it’s that Scrub friendly because there’s nothing to really abuse so far. I feel that you have to make full use of all your abilities to play reasonably well (I.e. If you’re playing the Warzard guys, you gotta use ultimate Block and counter sometimes, if you’re using DS you must practice ground to air combos if you really want full damage etcetc).
The darkstalker chain hits are tight, you can’t just ‘fire and forget’ your buttons.
The CCs in this game are tight. Shoshosho is at a different timing, and isn’t that devastating.
Big combos? yes, for the SFA2 people. No combos? Yes also, for the Big guys that do Gignormous damage. have fun with it when you play it, it was a dream come true for me.
thanks. i forget when does this come out in the states?
we’re getting it this weekend in our arcade!
I’m sure it’s the Japanese version, but who gives a flying fuck?!? :badboy: