#317 Capcom Fighting Jam PS2 \\ SFII characters have 3rd Strike throw inputs ~ and other nonsense

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Duration: 49:07
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Playing around in Capcom Fighting Jam on PS2--it's the Japanese version of Capcom Fighting Evolution.

0:00 - start
2:23 - figuring out color selection
6:53 - Arcade Mode w/ Chun-Li & Zangief
24:53 - Arcade Mode w/ Alex & Guile
38:12 - figuring out SFII throws
42:05 - character thoughts
44:09 - wrap-up & what's next!

I knew people didn't think this game was well done; it's kind of loopy so naturally I've had a soft spot for it, buuuut yeah I'm starting to find some not-so-great things about it too. ; )

- Character and character color selection is hard-mapped to the buttons on the PS2 controller; if you remap your buttons in the game's Options, the buttons as you remapped them will not line up with how they select characters and character colors--you'll have to remember their original mapping in your head.

For instance, to select which of your team's two characters plays in the next round, you hit either two Punch buttons for the first character, or two Kick buttons for the second character--but if you've remapped your attack buttons who the heck knows what you hit? You'll have to remember what the default attack buttons are. : P So with the mapping I've made on my arcade stick, instead of pressing two "Punch" buttons to select the first character, I hit what are now my LP and LK buttons, and for two "Kick" buttons to select the second character, I press my MP and MK buttons. ; P

Likewise, for the "Punch" character color (default color), I press the Square button, which is actually now my LK button, and for the "Kick" character color, on the character selection screen I press the X button, which I have remapped to LP. :ppp

This isn't unique to CFJ, though; Capcom inflicted that annoyance on most of their PS2-era fighting games.

- For some bizarre reason I can't fathom, the "Street Fighter II" characters--Ryu, Zangief, Guile, and Dictator ("Vega" in this Japanese version, "M.Bison" in the US) don't hit MP, HP, MK, or HK at point-blank range to throw the enemy, like they did in (most of?) the Street Fighter II games; instead, they have to hit LP+LK--which is the throw input for Street Fighter III: 3rd Strike, and the one used for the four "Street Fighter III"-designated characters here: Alex, Chun-Li, Yun, and Urien. Does this make sense to anyone? I mean, one of the reasons I like SFII is because it doesn't have a stupid two-button throw input, but here they've arbitrarily messed it up! Garghg.

- I'm starting to find more characters I don't really want to keep playing--this isn't necessarily Jam's fault. For instance, in most games I have trouble with Chun-Li's move set--that proximity back flip and I dunno, really none of it fits together well in my head. Same deal here. Zangief I like as a character (just read in a FAQ that they redrew his head on his Alpha 2 sprite for this game : p) but am usually not very good at playing, and that continues to be the case here--and now his regular throw inputs are harder (LP+LK, 3rd Strike-style, for no good reason!). And I've always been terrible with Alex in 3rd Strike, and still am with him here.

(Guile, on the other hand, I'm usually bad with, but I was kind of rocking with him here, just his normal attacks--I'm still bad with his special moves. : P Note to self: he has two supers here, one of the weird diagonal type, but one that's just B,F,B,F+some button, or something of that sort.)

12/7/20




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Tags:
fighting game
fgc
smbhax 2000
60fps
60 fps
commentary
game
single player
ben chamberlain
gameplay
1080p
vs series
capcom
capcom fighting jam
capcom fighting evolution
colors
chun li
zangief
alex
guile
arcade mode
training
ps2
playstation 2



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