Street fighter EX thread(EX, EX+, Ex+@, EX2, EX2+, EX3)

I’m of the same opinion. But if you can manage to find some people play EX2+ with you without excels then yeah its better than EX1.

But if this game really got competitive, then people would learn all the excels and make it like A2 or A3. Or A groove CvS2. But around here the game isn’t competitive so there really isn’t a need to really learn excels and you can get by against the competition without it.

At UFGT8, most of the time it was me against Caj814 who both never really used excels and the game was pretty fun. But this wasn’t serious. If EX2+ even had a scene like skullgirls or kof then you’d bet that you’d have to learn those excels really fast. Or get left behind.

Totally agree with you, Shinji. CC’s always ruin FG for me. Like KOF13, that game seems mad dope, until someone has meter…

Course an argument can be made that at least excels benefited everyone and momentaries not so much. But still Blanka with crappy momentaries (and a fucking air ball)can frustrate anyone. Even JWong. Vega can be a bit annoying, but they really needed to speed up his claw dive (move and recovery on miss, or successful knockdown hit). Maybe not ST levels of speed, but improve recovery by 5 frames and increase the speed by 5% and you have a vega with crappy momentaries that still scarey.

Shinji, i play Shadow and Sagat (in that order, EX3). I want to replace Sagat, but i cant find a suitable partner for shadow. I SUCK at ryu, btw, so tell me, who would you recommend?

PD: Im trying Sharon, so if you can give tips and stuff for her, ill apreciate it :slight_smile:

Gen used to team Bison and Shadow and did pretty well, but eventually dropped shadow for D.Dark. My friend also likes to team Rosso with Shadow. Shadow is really a super hog, so you probably would want a character that can build super and not rely on supers to be effective (incase of emotional flow).

I never really played much sharon. Sabin had a pretty good sharon and chun team that beat me pretty well. Though he had trouble against a Ken and Ryu team. Though I have a tendancy to get hit by Sharons Meteor rifle so that doesn’t help me much lol. Shes got some mixups between her momentaries and flip kick special (that can throw as well).

more of the same, from another guy recording

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Hey Ex guys, I have some questions on SFEX3. I just bought a copy and the game is pretty fun. My friend and I have been playing, but…some things don’t make any sense to me.

I understand how to use the momentary combos that are straight forward, like Ryu’s Shoryuken->Tatsumaki and Hadoken -> Red Hadoken ->Tatsumaki. Ryu, Evil Ryu, Garuda, Hokuto, Dhalsim, Bison, Sakura, Nanase, Sharon, Guile, Gief,Sagat, Skullo, Blanka’s are all easy enough to get. All of the others I don’t get.

Ken, Kairi, Jack, and Pullum’s P momentary combos I don’t understand how to use. Can these extend combos?

D.Dark’s and Area’s K momentary combos I don’t understand how to use. I don’t think Sharon’s is guaranteed either.

Rosso, Vega, Darun, and Shadow Geist seem to have crappy useless momentary combos. Am I too scrubby to see the application, or do some characters just have shitty momentary combos?

I’ve been having fun playing this game, but it seems like other than Rosso and D.Dark, characters who have good momentary combos like particularly shotos, and Sagat, can really rape characters who can’t do as much damage. Sagat is ridiculous in this game. The create-a-character guy Ace seems like crap tier. No momentary combos and his moves do no damage. Even the hard ones suck.

Ken’s p. momentary can be used to catch an opponent off guard and throw them when they’re in block stun from a hadouken or something (technically they recover before you do, so more often than not they’ll counter you, but still probably worth throwing in there every so often to surprise them).
Kens k.momentary can be used after a hadouken to get more hits, used to extend the length of time you have to start controling your second character on tag in, or get some more hits off a shoryuken (try and time it on the last hit)

Kairis k.momentary can be used like Kens/ryus after a fireball, his p.momentary can work well to make your DP’s safer on block
Jacks p.momentary like kens roll can be used to surprise your opponent after either hit or block special, kick can extend juggles slightly (c.hp, homerun hero, kick momentary) after they’ve been launched with qcbX2+p. You probably be used to surprise your opponent as well if the keep blocking low after a blocked special, allowing you to go for the throw, or 360p, or whatever.
Pullums p.momentary combo can be good off an air drill (won’t combo), I don’t believe it really has much purpose beyond that. You probably try it on a blocked dp, with hp to probably jump over them and cross them up, or lp to run away.
D.Darks kick is good to make blocked wires safe (could start some block strings as well), could also be used to get in another hit after a landed wire
Area’s kick is good again to catch opponents off guard if they block yoiur qcf+p’s
Rossos are both entirely for rushing down and mix ups.
Vega… yeah dives are really too slow to have any real point IMO. If your opponent is bad at avoiding wall dives/throws then that might be an option for ya.
Darun p.momentary really only has 1 use that I can see. You parry something with his ppp, and momentary the recovery allowing you to go into a combo.
darun k.momentary again is really only used to catch your opponent sleeping off a blocked lariat.
Shadow p.momentary can be used off a qcf+k when blocking to encure block damage, it might juggle as well if the qcf+k hits I think.
k.momentary could probably be used to cross up your opponent if they block either the qcf+p/k, or to gain ground/build super on a landed qcf+p/k

For Ace there are some theories that he does more damage if you level up his moves. But to be honest I never really measured the data prior to leveling him up. He does have 2 infinites but they’re both a pain in the ass to pull off. Lightning kick infinite (think desk’s chunli in sf4), and a lv3 lp.shoryuken if perfectly executed with launch the opponent into the air in a juggle state and you can repeat it 12 times to kill your opponent. Best luck I’ve had with that is negative edging the lp.shoryuken. He also gets a few specials that can be done in the air (hadouken, blanka ball, hurricane kick, fairy gift etc…)

Sharons is all mix ups, but they feel too slow to be of any real use. Granted if they were much faster they’d probably be too strong.

I don’t think I ever leveled up all of Ace’s moves. The f~b+lp+lk command grab was too hard for me to do. The rest I did manage to do.

When you start off at lv.0 all of Ace’s moves do terrible damage, just as you said. When you get them to level 3, the normals still do about 1-3 points less, and the supers and meteors do at least 4 points less. For example Guile’s sonic boom does 16 damage. At lv0 Ace’s does 12. At level 3 Ace’s does 15 damage.

Some basic tricks/combos with Ace…

Ace can combo a c.LK off his normal throw, similar to Bison. He can then cancel the c.LK into either a Somersault, Hagan Syo, or Rolling Attack. Both the Hagan Syo and Somersault can then be cancelled into Double Somersault.

Hagan Syo deflects projectiles at all levels. It cancels really easily from his moves.

His triple break is nerfed until you get to lv3. Before that it doesn’t juggle properly. Best used after a Justice Fist or Canassa.

Justice Fist lv 3 does something like 40pts of damage.

Shoran has a lot of invincibility to trade of for it’s terrible rage. It’s good canceled off a justice fist or canassa.

Aragyouji is completely invincible at the beginning of it’s animation. It can even go through Bison II’s Green Pyscho Cannon. At level 3 it does decent damage.

Zenpo Tenshin has no invicibility frames until you level it up to 3. Then it actually has a few. If you hate the Gigag Gladiator motion, set Zenpo Tenshin as one of your moves. Do a jab Zenpo Tenshin motion, and then do the Giga Gladiator. Also you can use the Zenpo Tenshin command to start a SPD or FAB.

When you hit with an Ex-plosive, Ace can usually follow it up with a f.MK depending on how close he is.

Just as ShinjiGohan said, Ace has an infinite off his Lighting Kick. You can either use c.MP, Lightning Kick, c.MP. Or you can use c.MP,cLk, Lightning Kick. It’s a great way to build meter and do damage at the same time, but your opponent also gains meter. Even if you can only do 3 in a row it’s still more damage than a super combo.

The Lv3 Shoryuken can do an infinite juggle. Execution wise, it’s no different from an Electric Wind God fist in Tekken. Even if you can’t do 5 in a row just doing a Jab Shoryuken into a Fierce Shoryuken does more damage than the average Super Combo.

Rolling Attack is a pretty solid move with the QCF+P motion. You can do all sorts of stuff with it. Really fun with Sonic Booms.

Stun Palm does great damage at level 3, but the execution is way stricter than Virtua Fighter.

The Galaxy is actually worth the trouble. I can’t remember the exact damage, but at level 3 it’s stronger than Shadow Geist’s meteor, which is over 150 damage. Normally when you combo into a meteor combo it does a lot less damage than the meteor combo by itself. The Galaxy has the best damage scaling of any meteor combo in the game. If you do jumping HK, standing HK, Galaxy, it will be the same damage as doing the Galaxy without a combo. This makes for game ending Tag juggles.

Ace is god tier with the Shoryuken lv3. Without that, it’s not hard making a top tier Ace. If there ever were serious tournaments for SFEX3 I’d imagine he’d be banned.

Some more SFEX2 casuals between my friends…
using spoiler tag to make it load faster

SFEX2 Ryu vs Guile

Spoiler

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shouldn’t ken have a loop of some sort ib ex2 plus with shippu jinrai>cancel?

other characters with launch supers usually have a loop of some kind.

he does but its not as good as darun or chun. (c.mp, s.hk, launcher super)
generally its a few options like crouching punch to hadouken to shippu
I don’t believe that c.lp, to c.hp, to shippu will work (inital hitbox when starting shippu is too small unlike darun and chuns launchers, also chance that you get a roll instead of shippu).

Which is why normally most people just cancel the first one then do something like c.mp, j.mk, hurricane kick (though ends up doing less damage than letting shippu go uncanceled but get back some meter and possible positioning).
Or if you have meter to burn you’d cancel it then follow up with a deep shoryuken to shinryuken.

If you really want you could do a simple loop of s.mp or c.mp into shippu. But I wouldn’t think that it’d be worth it.

Even though i haven’t messed with SFex series in awhile doesn’t mean I forgotten about it.

Well, I was playing SFEX3 tonight with a mate who had never played if before (he had EX1 and all of the Alpha games, and I presume SF2, but nothing newer). He said his favorite game was EX1, but after playing EX3 for a while said he prefered that. Anyway, to get to my point - we were configuring the buttons, and I learnt something that I never knew before. At least, if I did know it before, I’d long since forgotten. So - you can configure L3 and R3 to do stuff. In other words, the PS2 pad has 4 unused action buttons, instead of just 2. It’s of no use if you’re not using a Dual Shock, and L3 is a bit pointless, but R3 might come in handy for a few people. I’m not sure what you would use it for, maybe throw or tag or something (when I use a DS I usually have PPP and KKK on the other shoulder buttons).

Anyway, we also tried a bit of 3rd Strike, but he didn’t get into that, so we ended up playing a few other games and then going back to EX3. I leant him my copy of SSFIV, so we’ll see how he gets on with that, but it sounds like he’s an EX3 convert. (reason we didn’t play IV or HDR was that my PS3 is in for repair, so we were playing everything on a PS2).

Anyway,this was a long rambling reply, but I thought I would mention the analog thing for those that didn’t know.

Hi everyone, it’s nice to see a Street Fighter EX series appreciation thread here at Shoryuken.com. I myself am a huge fan of the series, and played them a lot during my high school days, particularly SFEX Plus Alpha. Since we have a huge SFEX fan community here, I thought I should share a cheat I discovered in SFEX Plus Alpha which I haven’t seen posted in any website that lists cheats for the game.

I’m sure most of you would be aware about the cheat to face Shin Akuma at the end of Arcade mode in stage 10. Well, I can offer you something better than that:)
This is how the cheat goes:

Let’s say you are facing Shin Akuma in stage 10 as player 1. Now, player 2 has to press start and come as a new challenger. Player 2 has to select the same character as player 1. This is the sequence of events that will unlock the cheat:

a) Player 2 defeats player 1.
b) Player 1 continues as a new challenger within the time limit (20 counts).
c) Player 1 selects the same character again (same as player 2) and defeats player 2.

Player 2 should not continue at this point, and after that, player 1 will face Shin Akuma in stage 1. After you defeat Shin Akuma in stage 1, you will face him again in stage 2. After you defeat him in stage 2, you will face him yet again in stage 3. This will keep on going until stage 10 (the final stage). Should you lose at any point during your battles with Shin Akuma:P, you are free to continue as a different character and face him again in whichever stage you lost to him in. I call this the “Versus Shin Akuma Arcade mode”. Enjoy! :slight_smile:

Who are the best zoners in each of the games?

Took a quite look at the hitboxes at the game most of the collision is tied with the animation skeleton. The only one that isn’t tied is the push box.

anyway of displaying those hitboxes through lua?

It’s possible too much of a pain in the ass to mess with.

Guile is still pretty much himself in EX 2.
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