---------------------------------------------------------------------------
CAPCOM FIGHTING JAM
Move List
Version 1.11 (10 February 2011)
(c) 2011
---------------------------------------------------------------------------
This FAQ is for personal use only. In must not be reprinted, sold or in any
way redistributed without my explicit written consent. You may not
incorporate any part of this document into your own publications without
my prior written consent.
The only websites allowed to use this document as a resource are;
---------------------------------------------------------------------------
REVISION HISTORY
---------------------------------------------------------------------------
--1.11-- (10 February 2011)
- Listed www.giantbomb.com as allowed to host this FAQ.
- Removed 'Coming Soon' section (this is never going to be updated :) ).
--1.10-- (21 March 2006)
- Listed www.neoseeker.com and www.1up.com as allowed to host this FAQ.
- Corrected various typographical errors.
- Updated history on Demitri's Demon Billion.
- Corrected Felicia's notes.
- Correctly named Nools Venom Funnel (previously Syphon Jet).
- Added Ingrid's Sunbeam move.
--1.03-- (15 August 2005)
- Changed infomation about the Shakunetsu Hadouken and the Banishing Flat.
- Added juggle property changes for SFIII characters.
--1.02-- (15 April 2005)
- Changed notation for SFIII EX moves. Previously they were referred to as
'ES' in this FAQ, in line with Vampire notation. This has been corrected.
- Added some notes on Urien.
- Added a move and made a change to Nool's section.
--1.01-- (15 March 2005)
- Listed authorised websites.
- Corrected a number of typos etc.
- Added notes and usage info.
- Corrected Ingrid and Shin Gouki methods.
Capcom Fighting Jam (CFJ) is largely considered as a disappointment by fans
and has been called everything from a cheap rehash to nothing that
could not have been done using MUGEN.
However, I think it is a fair game. Graphics and lack of extras on the
home ports aside, CFJ is a solid and well balanced 2d fighter. It still has
tiers, and obviously some factions are stronger than others, but I like to
think it is still more balanced than CvS2, perhaps because of its smaller
roster.
CFJ hasn't recieved a lot of coverage, and so I thought it would be a good
choice for my first FAQ. Right now it's just a straight movelist; I might
add more in the future, such as notes on moves, and basic moves as well.
All names used in this FAQ refer to the original Japanese names for games
and fighters. That is why 'Darkstalkers' is called 'Vampire,' 'M.Bison' is
called 'Vega,' etc. Also all move names are official in some sense; none
have been made up by me. The only exception is the unlisted Syphon Jet,
which was named by Muscle Buster.
QCF - Quarter Circle Forward - D, DF, F
QCB - Quarter Circle Backward - D, DB, B
HCF - Half Circle Forward - B, DB, D, DF, F
HCB - Half Circle Backward - F, DF, D, DB, B
FDP - Forward Dragon Punch - F, D, DF
RDP - Reverse Dragon Punch - B, D, DB
360 - 360 degree motion (One rotation)
720 - 720 degree motion (Two rotations)
P - Any Punch
K - Any Kick
PP / KK - Any two punches or kicks
PPP / KKK - All three punches or kicks
LP - Light Punch (Jab)
MP - Medium Punch (Strong)
HP - Heavy Punch (Fierce)
LK - Light Kick (Short)
MK - Medium Kick (Forward)
HK - Heavy Kick (Roundhouse)
Ch. - Charge Direction (Eg Ch.B = Hold Back for 2 seconds)
(air) - Can be performed in the air
[AIR] - Must be performed in the air
(E-) - Can be made EX- or ES-ed (Street Fighter III and Vampire only)
(GC) - Guard Crush (Vampire only)
(S.) - Super Level (Eg S.2 = Consumes two super stocks)
(Lv.) - Experience Level (Eg Lv.2 = Must be level 2 to perform) (WarZard only)
===========================================================================
2. GAME SYSTEMS
===========================================================================
---------------------------------------------------------------------------
STREET FIGHTER II
---------------------------------------------------------------------------
--CHARACTERS--
Ryu
Guile
Zangief
Vega (M.Bison)
--MOVES--
Super Type - Super Combos
USAGE
- Street Fighter II characters are simple, powerful fighters. They are
generally higher tier fighters.
- Since Street Fighter II characters fill an entire super gauge quickly
it might be a good idea to team them with a WarZard character who can
then reach Level 3 immediately in the second round.
- Can charge only one super stock.
NOTES
- None of the Street Fighter II characters, with the exception of Guile
have movesets that accurately represent their abilities in the orignal
Street Fighter II: The World Warrior title.
---------------------------------------------------------------------------
STREET FIGHTER III
---------------------------------------------------------------------------
--CHARACTERS--
Alex
Chun-Li
Yun
Urien
--MOVES--
Super Type - Super Arts
Dash Press F, F / B, B
Parrying Press F before enemy attack hits
EX Moves Press PP / KK for special moves
High Jumps Press D, then U
Jumping Attacks Press MP + MK
USAGE
- Street Fighter III characters are well balanced, versatile due to their
ability to EX their normal moves.
- Parrying gives SFIII characters an advantage over all others. Also, the
fact that their moves cannot be parried by others allows them to use
strategies that were not practical in the SFIII series.
- Can charge upto 2 super stocks.
NOTES
- All Street Fighter III characters' animations have had their frame rates
reduced from those in the original title.
- Some Super Art motions have been changed from those in the original title
due to clashes. In the original title only one Super Art could be chosen,
and often motions for these arts would coincide and conflict with each
other.
- Super Cancels cannot be done in CFJ. This makes juggles, especially for
Urien, extremely difficult to execute.
---------------------------------------------------------------------------
STREET FIGHTER ZERO (ALPHA)
---------------------------------------------------------------------------
--CHARACTERS--
Guy
Karin
Sakura
Rose
--MOVES--
Super Type - Super Combos
Air Block Press B in the air
Custom Combos Press MP + MK
USAGE
- Street Fighter Zero is one of the weaker factions. However the ability
to air block and use Custom Combos makes up for this.
- Can charge one guage, which equates to two separate supers.
NOTES
- The Custom Combo gauge used by Street Fighter Zero characters originated
in SFZ2. SFZ used a 3-level Super Guage similar to Ingrid's.
--MOVES--
Super Type - EX Moves
Air Block Press B in the air
Vampire Dash Press F, F / B, B
ES Moves Press PP / KK for special moves
Pursuit Attacks Press U + P / K when enemy is down
Chain Combos Combo attacks in order of strength
USAGE
- Vampire characters, with the exception of Felicia, form the top tier of
CFJ characters.
- Pursuit attacks can be ES'ed.
- Chain combos link the moves of any character in this order; LP LK MP MK
HP HK.
- Can charge upto three super stocks.
NOTES
- All Vampire characters are missing their Dark Force moves from Vampire
Saviour.
--CHARACTERS--
Nool (Hydron)
Hauzer
Mukuro (Kenji)
Leo
--MOVES--
Super Type - Mystic Break
Air Block Press B in the air
Dash Press F, F / B, B
High Jumps Press D, then U
Pursuit Attacks Press U + P / K when enemy is down
Level Up Press MP + MK
Ultimate Guard Press HP + HK
Ultimate Counters Press B, DB, D + P / K
USAGE
- WarZard characters gain attack and defense statistics when they Level Up
but this consumes one super stock.
- Since Street Fighter II characters fill an entire super gauge quickly
it might be a good idea to team them with a WarZard character who can
then reach Level 3 immediately in the second round.
- It is advisable that Nool and Hauzer players should spend super stocks
to Level Up, as the stat boost is more valuable that any of their Mystic
Breaks.
- Ultimate Counters must be performed during a successful Ultimate Guard.
NOTES
- Nool and Hauzer were both boss characters and unplayable in their
original title. Their abilities have been limited to make them balanced
amongst the rest of the CFJ cast.
--SPECIALS--
Hadouken QCF + P
Shakunetsu Hadouken HCF + P
Shoryuken FDP + P
Tatsumakisenpuu Kyaku (air) QCB + K
--SUPER COMBOS--
Shinkuu Hadouken QCF, QCF + P
Shin Shoryuken QCF, D, DF + K
NOTES
- Is missing his Shinkuu Tatsumakisenpuu Kyaku Super Combo.
- F + MK is a standard standing kick.
- Uses Shakunetsu Hadouken, which was only introduced in Super Street
Fighter II.
--SPECIALS--
Psycho Crusher Ch.B, F + P
Double Knee Press Ch.B, F + K
Devil Reverse Ch.D, U + P
Head Press Ch.D, U + K, then P
Psycho Banish FDP + P
Vega Warp FDP / RDP + PPP / KKK
--SUPER COMBOS--
Mega Psycho Crusher Ch.B, F, B, F + P
Knee Press Nightmare Ch.B, F, B, F + K
NOTES
- Uses Vega Warp, which was only introduced in Street Fighter Zero.
- Uses Psycho Banish, which was introduced in CvS.
---------------------------------------------------------------------------
ALEX [Street Fighter III]
---------------------------------------------------------------------------
--SPECIALS--
Flash Chop (EX) QCF + P
Headbutt B + HP
Power Bomb HCB + P
Air Knee Grapple (EX) FDP + K
Slash Elbow (EX) Ch.B, F + K
Air Stampede (EX) Ch.D, U + K
Flying Cross Chop [AIR] D + HP
--SUPER ARTS--
Boomerang Barrage QCF, QCF + P
Stungun Headbutt QCB, QCB + P
Hyper Bomb 360 + P
NOTES
- The Air Knee Grapple now is angled vertically and is very hard to catch
standing opponents with.
- Is missing his Spiral D.D.T. Special Move.
--SPECIALS--
Metallic Sphere (EX) QCF + P
Chariot Rush (EX) Ch.B, F + K
Violence Knee Drop (EX) Ch.D, U + K
Dangerous Headbutt (EX) Ch.D, U + P
--SUPER ARTS--
Jupiter Thunder QCF, QCF + P
Tyrant Slaughter QCF, QCF + K
Aegis Reflector QCB, QCB + P
NOTES
- The Metallic Sphere does not have the same juggle properties as it did
in SFIII, making some juggles impossible.
- The Violence Knee Drop now has less range than in the SFIII series, but
ES version homes in on opponents.
- The EX Metallic Sphere now produces more than one sphere, which it did
not in SFIII.
- Urien's jumping ability has changed, making some SFIII juggles
impossible.
- Urien's taunt no longer knocks down an opponent as it did in SFIII.
- Urien is missing one win pose.
---------------------------------------------------------------------------
GUY [Street Fighter Zero]
---------------------------------------------------------------------------
--SPECIALS--
Hozanto QCB + P
Bushin Senpuu Kyaku QCB + K
Bushin Izuna Otoshi QCF + P, then P
Hayagake QCF + K, then K
Bushin Gokusa Ken LP, MP, HP, HK
--SUPER COMBOS--
Bushin Hasou Ken QCF, D, DF + P
Bushin Gorai Kyaku QCF, D, DF + K
NOTES
- Is missing his Bushin Musou Renge Super Combo.
---------------------------------------------------------------------------
KARIN [Street Fighter Zero]
---------------------------------------------------------------------------
--SPECIALS--
Guren Ken QCB + P, then P / K
Hoshou FDP + P
Mujin Kyaku FDP + K
Ressenchao RDP + P, then P
Yashagaeshi QCB + P / K
Arakuma Inashi 360 + P
Ressenha QCF, UF + K
--SUPER COMBOS--
Kanzuki-ryu Shinbi Kaibyaku QCF, QCF + P
Kanzuki-ryu Ko'ou Ken QCF, QCF + K
NOTES
- Chaos Flare uses its Vampire Hunter animation, and not its more recent
Vampire Saviour one.
- Demon Billion works differently from any Vampire version of itself. In
Vampire Hunter, Demon Billion releases bats in a wider funnel. The
similar Demon Horde in Vampire Saviour only released bats in Dark Force
mode, and changed Demitri into bats otherwise.
- Midnight Pleasure uses its Vampire Saviour motion, not its Vampire
Hunter motion.
- Midnight Bliss sprites for non-Vampire characters are new in CFJ.
--SPECIALS--
Dio=Cega (ES) (air) QCF + P
Spreggio (GC) (ES) FDP + P
Nero=Fautica (ES) QCB + K
Ill=Spinta (ES) [AIR] HCB + K
Illa=Cega (ES) [AIR] HCB + K, P
Santu=Arrio [AIR] U, U
--EX MOVES--
Prova=Déi=Cervo HCF + KK, then K
Finalé=Rosso D, D + PP
NOTES
- Spreggio is usable as a Special, as it was in Vampire Saviour 2.
- To ES Illa=Cega, perform Ill=Spinta with KK.
- Santu=Arrio is no longer a Dark Force move.
- To connect Prova=Déi=Cervo, press K just before the arm reaches the
opponent.
--SPECIALS--
Artic Stream HCF + P
The Chiller's Attack HCF + K
Tadpole Spawn HCB + P / K
Hydro Spin (air) FDP + K
Venom Funnel D, D + P
--MYSTIC BREAKS--
Lightning Mast (Lv.1) QCF, QCF + P
Strangling Spark (Lv.2) QCB, QCB + K
NOTES
- Unlike Vega's Psycho Crusher, The Chiller's Attack does not pass through
an opponent if blocked.
- More than one Tadpole Spawn can be on the screen at once.
- Syphon Jet was used as a taunt by Nool in WarZard. It was created
especially as a move for CFJ. It is otherwise unlisted and the name used
here was coined by Muscle Buster.
--SPECIALS--
Volcano Breath QCF + P
Deluge Assault QCF + K
Tempest Fall Ch.D, U + K
--MYSTIC BREAKS--
Deluge Crisis (Lv.1) QCF, QCF + K
Gust Flame (Lv.2) QCF, QCF + P
NOTES
- Volcano Breath does not cause a pillar of flame where it lands as it did
in WarZard.
- Tempest Fall does not throw the opponent if it connects as it did in
WarZard
--SPECIALS--
Ichi Monji QCF + P
Rasen Kyaku QCB + K
Rasetsu Jin HCB + P
Kagerou HCF + K, then P
Utsusemi FDP + K
--MYSTIC BREAKS--
Ju Monji (Lv.1) QCF, QCF + P
Baku Ryu Sho (Lv.2) QCF, QCF + K
Enmazuki (Lv.3) QCB, QCB + P
NOTES
- The Kick used to trigger Kagerou determines which illusion is the real
Mukuro.
- Baku Ryu Sho uses the same CPS-3 animation as Urien his SFIII win pose.
That pose has been removed from CFJ.
---------------------------------------------------------------------------
LEO [WarZard]
---------------------------------------------------------------------------
--SPECIALS--
Chronos' Rush QCF + P, then PP
Achilles' Rush QCF + P, then KK
Brontos Slash FDP + LP
Artic Slash FDP + MP
Mars Slash FDP + HP
Gaia Driver 360 + P
--MYSTIC BREAKS--
Hercules' Rush (Lv.1) QCF, QCF + P
Gigas Driver (Lv.2) 720 + P
NOTES
- The swords used in the FDP + P move are swords that were collectable in
WarZard.
- The sword used in Hercules' Rush is a sword that was collectable in
WarZard.
===========================================================================
4. BOSS CHARACTERS
===========================================================================
---------------------------------------------------------------------------
INGRID [Capcom Fighting Jam]
---------------------------------------------------------------------------
--SYSTEM MOVES--
Super Type - Super Arts
Air Block Press B in the air
Dash Press F, F / B, B
Rolling Press MP + MK
High Jumps Press D, then U
Guard Cancel Press F + MP + MK during block
--SPECIALS--
Sunshot QCF + P
Sunrise QCF + K
Sunbeam FDP + K
Sun Upper QCB + P
Sun Lower QCB + K
Sundive [AIR] QCB + K
--SUPER ARTS--
Sunburst (S.1) QCF, QCF + P
Sunshine (S.2) QCB, QCB + K
Sun Delta (S.3) QCB, QCB + P
NOTES
- Sun Upper and Lower moves are counters.
- Ingrid was one of three characters designed for Capcom Fighting AllStars.
--SYSTEM MOVES--
Super Type - EX Moves
Air Block Press B in the air
Vampire Dash Press F, F / B, B
ES Moves Press PP / KK for special moves
Pursuit Attacks Press U + P / K when enemy is down
Chain Combos Combo attacks in order of strength
--SPECIALS--
Sol Smasher (ES) QCF + P
Sol Crusher (ES) [AIR] U, UF, F + P
Zodiac Attack (ES) FDP + P
Orbital Blaze (ES) [AIR] QCB + K
Cosmic Gemini (ES) (air) RDP + K
--SUPER ARTS--
Cosmic Reaver HCF + PP / KK
Hell's Pillar (air) FDP + KK
NOTES
- Sol Crusher uses its Vampire Hunter motion, not its Vampire Hunter 2
motion.
- Cosmic Reaver will still execute even if Pyron is knocked out of its
animation.
- Hell's Pillar can be used on the ground, which was not possible in Vampire
Hunter 2.
--SYSTEM MOVES--
Super Type - Super Combos
Air Block Press B in the air
Dash Press F, F / B, B
Parrying Press F before enemy attack hits
Rolling Press MP + MK
Chain Combos Combo attacks in order of strength
Guard Cancel Press F + MP + MK during block
Super Cancel Moves are cancellable
--SPECIALS--
Gou Hadouken QCF + P
Zankuu Hadou [AIR] QCF + P
Shakunetsu Gou Hadou HCB + P
Gou Shoryu FDP + P
Tatsumaki Zankuu Kyaku (air) QCB + K
Tenma Shuretu Tou D, D + PPP / KKK
Ashura Senkuu FDP / RDP + PPP / KKK
--SUPER ARTS--
Messatsu Gou Hadou HCB, HCB + P
Tenma Gou Zankuu [AIR] QCF, QCF + P
Messatsu Gou Shoryu QCF, QCF + P
Shun Goku Satsu LP, LP, F, LK, HP
Misogi HCB, HCB + K
NOTES
- Shin Gouki has the lowest hit points of any CFJ character, but still has
a greater number than in CvS2.
- Misogi is identical to its CvS2 console port version, not its CvS2
arcade version.
---------------------------------------------------------------------------
FIGHT INGRID
---------------------------------------------------------------------------
To fight Ingrid in the arcade version you must;
- Win every round in the first 3 fights.
- Achieve 2 perfect victories.
- Achieve 2 super move victories.
To fight Ingrid in the home ports you must;
- Not lose a battle.
- Achieve either a perfect or super move victory.
- For each round lost, achieve an additional perfect or super move victory.
To fight Shin Gouki you must;
- Win every round before fighting Pyron.
- Defeat Pyron without needing to continue.
- Achieve at least one perfect and one super move victory.
Contrary to rumour you do NOT have to fight Ingrid to fight Shin Gouki.
However, you must have fought Ingrid at least once before for Shin Gouki
to appear in the home ports.
To unlock Shin Gouki defeat him when he appears. (Home ports only)
---------------------------------------------------------------------------
CLASSIC CHARACTER THEMES
---------------------------------------------------------------------------
In the home versions of CFJ you can unlock classic character music from the
games in which they orignally appear.
To do this, complete Arcade mode with the chosen character. Completing the
game with a team counts as finishing the game with each member
individually. You can then listen to the music in Sound Test Mode.
Once you have unlocked every character's classic theme (including Ingrid's,
Pyron's and Shin Gouki's) you can have them play in Arcade mode by holding
the [square] button while pressing [X] to select the mode. However music
will revert to its CFJ version if you lose a match; hold [square] and press
start when continuing to keep the classic music.
---------------------------------------------------------------------------
CREDITS
---------------------------------------------------------------------------
My thanks go to these people for their contributions;
--1.10--
Sean ODonovan - Corrections for Alex, Felicia and Pyron. Also contributed
the correct name for 'Venom Funnel' and summarised the
correct history of 'Demon Billion.'
--1.03--
Mark Segawa - Correction about Ryu's Shakunetsu Hadouken, and additional
Street Fighter III changes.
nitol bot - Correction about Zangief's Banishing Flat.
--1.02--
Muscle Buster - Nool's 'Syphon Jet' move, and a correct notation for
Hydro Spin.
--1.01--
Jinx Lancent - Typo in Sakura's move description.
PeacockKing - Incorrect notation for Felicia's EX moves.
Scott Brown - Note that Alex is missing his Spiral D.D.T. from SFIII.
---------------------------------------------------------------------------
CONTACT
---------------------------------------------------------------------------
For corrections / changes etc. All methods and such are things I've come up
with myself. However, I've probably got the idea from reading about it or
something similar. When writing this guide I didn't refer to anything
except the instruction manual and some experience, but if you belive that
any information herein was your idea first, then I'll happily credit you.
Any corrections or information offered will also be gladly credited.