Introduction
Welcome the Super Street Fighter IV version of the EX Compendium.
Some of the biggest misconceptions in SF4 have to do with EX moves and their mechanics. EX moves are sometimes not used to their full potential or meter is spent on an EX move where the regular version can perform the same task for the same amount of damage. To make matters worse, some of the most reliable resources (eg.Prima Guide, Event Hubs, SRK forums) often have incomplete or incorrect information.
The purpose of this thread is to compile a comprehensive list of every EX move and how they differ from the regular versions. The aim is simple: To make people better at SSF4. Complete and accurate information on EX moves will promote better meter management, more damaging combos, and better options for specific situations.
The info for each EX move will include:
-Damage data, comparing the EX version to light/medium/heavy versions.
-Properties present in the EX version that makes it different from the regular versions.
-Combo opportunities that are made possible with the EX version.
-Other relevant information.
Contributing to this guide
I try to be throrough with the research behind this guide, but I’m by no means an expert with all 35 characters. This is where you come in! Please feel free to contribute with any additions, corrections, suggestions, and new discoveries. This thread will be regularly updated and will be a continuous and ongoing process.
I’m going to try to mostly limit the information to properties that make the EX version different from the regular version. If both the regular and EX version can combo into Ultra, I won’t bother mentioning it. I’m also going to limit the inclusion of frame data, except for situations where it is absolutely relevant. Finally, I’m debating as to whether to include/exclude strategic advice. I think we should just provide the information, and let everyone make their own inferences as to how they’re going to use these moves. We’ll decide as we go. In any case, if your contribution isn’t added, it is still very much appreciated but may not necessarily be what we’re looking for.
Right now, what we need most is:
-Any info on the 10 new characters’ EX moves.
-Any Ultra II applications (relevant to EX moves, of course) for old characters, since a lot of this information is derived from Vanilla SF4.
-Any EX move changes from Vanilla to Super.
-Link or refer to the guide in character specific forums.
-Bump if you found this information useful.
Research and Testing
As with any guide that claims to have accurate information, the validity is always in question. If you have any questions on how this info is tested, feel free to post here or PM. I would prefer to discuss it here though, just so it’s not only a two-way conversation.
About testing for invincibility:
Some moves have such brief invincibility frames, it can be questionable as to whether the move even has invincibility. An attack with start-up invincibility may still trade on its active frames. However, if it can’t be hit during start-up, it theoretically cannot be counter-hit. Invincibility is tested with in a four-step process:
-Against projectiles (counter hit: yes or no)
-Against strikes (reversal vs meaty normal)
-Against throws (reversal vs meaty Raging Demon)
-Doing move simultaneously in a mirror match vs a training dummy to see when the move trades.
This is done with all regular versions and the EX version.
About testing for command grab throw range:
I put my character in the corner and the dummy a little distance away. I jump/dash back and execute the grab upon landing. Rinse & repeat at various ranges. If the range varies (Light/Medium/Heavy/EX), version A should connect at ranges where version B whiffs. Using this method, you should be able to find the EX version’s range, in relation with the regular versions.
Last Updated - August 15, 2010