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

creator of SF2 and SFEX is heading for Evo. To those going, be sure to say hi and pressure him for a new SFEX game, or at least a modern HD port of the existing games.

Can we please just get a EX collection HD re-release with online play on PS4.

Tried some ex2+ mame++ netplay via kalleria the other week, wasn’t awful, but we weren’t doing any hard links or anything execution heavy.

http://gamehacking.org/?game=105070&hacker=all&format=ar2 more codes with the conversions to other game hacking devices.

Enjoy this USF4

Umm, while I support your right to make combo videos and such. Especially for a game you love. Why did you bother to post it in the SFEX thread? Seriously there should still be a whole subforum just for SF4. Why hijack another thread?

now I do recall a guide for setting up netplay for psxc2. Has anyone gave that a try with EX3 yet?

Re-done EX tier list for funsies.

God Tier: Chun-li
Top Tier: Zangief, Dhalsim, Allen, Cracker Jack, M.Bison, Doctrine Dark, Gouki, Bloody Hokuto, SnH Ryu
High Tier: Blair, Sakura, Ryu, Kairi, Darun, Hokuto
Mid Tier: Guile, Ken, Garuda,
Low Tier: Pullum, Skullomania

I think this is a bit more in line but honestly the more I play the game the more I realize that alot of chars are strong in this game. Probably why I like it so much. Top tier and high tier are pretty interchangeable imo and they can compete with each other. Gief has confirms into super and can grab you out of block strings and walk people down, but strong zoners can give him a run for his money and of course Sim exist. Chun li has her godly footsies and easy infinite. Honestly I would prolly ban her if the game ever got serious back in the day. Its just too easy and she risks nothing.

Chun is definitely broken with her infinite.

[quote=“ShinjiGohan, post:4395, topic:42”]

some sfex footage from miharasan channel, higher up of ARIKA.

[/quote]

Feels like this confirms alot of my top tier picks. Man Gouki is just so damn good all around. So is D.Dark. Gief is a moving wall of death. Cracker Jack is solid in terms of his overall movelist, but his conversion and safe on block super upper give him a place as one of the games strongest characters. Chun li can pressure after flip kick and spinning bird kick. Hokuto is really evasive and hard hitting.

But even Ken who isn’t that good imo was able to do work because of the game’s engine and high damage.

Really love this game.

Tops is SFEXp arcade Beta. Dude has an even easier infinite than chunli (which BTW isn’t as easy as ya’ll make it sound). c.hp to kienshu, since in the arcade version he can cancel his c.hp into specials, and c.hp into kienshu combos, he can effectively repeat the same thing over and over again.

Similarly in the first SFEX arcade (no plus or anything), Akuma also has an infinite using his huricane kick. Set it up with a lk hurricane kick, then mk, mk, hk, then you can land and hit s.lp, then go into lk, lk, lk, hk hurricane kicks and repeat until death.

I didn’t even think of the cycloids.

Why am I more ok with Gouki having an infinite then Chun?

Prolly cuz I’m a story lore fag and I feel Gouki should be broken all the time.

Fuck it. This series is awesome so I don’t even care who has an infinite really lol. All the good chars kill in two combos with meter anyways.

Well the Gouki infinite as said was only in the first arcade release of SFEX, not the upgrade of SFEX+ or the console ports.
So most people don’t know about it

[quote=“ShinjiGohan, post:4395, topic:42”]

some sfex footage from miharasan channel, higher up of ARIKA.

[/quote]

Those Akuma hurricane kicks into divekick cancels are arcade only? Can’t seem to do them in ps1 ver.?

Nope, it works fine. https://www.youtube.com/watch?v=hUi0yjLvRps

also semi infinite. Eventually the opponent gets too far away for it to work, but whatever.

Going through the Google translate app to try and translate some more of the “All About Street Fighter EX” book. So findings so far,

screen width 2880 pixels, height 704 pixels.

Jump Delay after pressing up before you jump. 4 frames for all characters except for Zangief and Darun at 6 frames.

Requirements to fight against Akuma

  1. Win Streak of 16 or more (I believe it counts rounds)
  2. Win Streak of 32 against a 2nd player
  3. Proceed to stage 10 after accomplishing either 1 or 2.

There are two win poses for Chunli in SFEX arcade. Basically a 1 in 512 chance for a 2nd win pose where she says something else, and has her eyes closed.

Kens Shinryuken recommended mashing per the book. Basically “roll the P and K button while quickly pressing the level left and right”. Theoretically 22-23 hits but 15-18 is possible with human hands.

Throw Ranges
Chun li and Blair: 224
Zangief and Darun: 288
Rest: 256

Air Throws
Character:__Forward:____Upward____Downard
Ken_________255________21_________235
Chunli______384________192________192
Guile________255________21_________235
Pullum______320________224________96
Darun_______255________21_________235
Garuda______384________192________192

Special throws
Zangief SPD 480
Russian Sulpex 336
Lv1 720 448
lv3 720 448
Hokuto Ryusui 256
Skullomania Skullodream 375
C.Jack Raging Buffalo 306
Kairi Kyouja Renbu 336
Allen Vaulting Kick 272
Darun Brahma bomb 416
Indra Bridge 352
Super Darun Bomb 384
Akuma Shun Goku Satsu 351

The rule of thumb that I’ve used in every game (except for cvs2 C-Ken) is to mash shinryuken the same way you break out of mash throws and dizzy. Mash in the order of hk, hp, mp, lp and lk and either wiggle the stick back and forth or diagonal to diagonal. Mashing this way gives you control and consistency, especially when it comes to getting out of a dizzy AND (most importantly) helps to preserve your stick lol.

It works pretty well, especially in A3 where it’s hard to get the max number of hits for his lvl 3.

I am sure there is an actual way to do it correctly. In the promotional SFEX2 arc video, made by ARIKA employees before emulators and macros became a thing they were able to do it. Similar to how there is a correct way to mash the Fairy Gift with Ace in SFEX3. And likely with Blair in Fighting Layer.

Tech throws are to be done in 4/60th frames of the throw starting.

motions are to be connected within 9 frames. So
for a fireball
d 1/60~9/60 df and then df 1/60~9/60 f and then f+p between 0/60~9/60
Charges are similar
hold back 1 second, then after letting go you have 1/60~9/60 to get to forward, and then another 11 frames to hit f+p

For tapping specials, you have between 1 and 7 frames to hit the next move.

exception for chunli lightning kick
lk is 5 times each within 11/60 frames
mk is 5 times each within 9/60 frames
hk is 5 times each with 7/60 frames.

charge times for charge moves
sonic boom 49 frames
flash kick 49 frames
opening gambit 30 frames
double somersault 50 frames
dash straight 50 frames
dash upper 40 frames
crazy jack 50 frames
raging buffalo 50 frames
final punch
1 40-119 frames
2 120-239 frames
3 240-399 frames
4 400-599 frames
5 600-839 frames
6 840-1094 frames
7 1095-1349 frames
8 1350-1604 frames
9 1605-1859 frames
10 1860+ frames

the length of the super bar gauge is 150 (50 for each level)

http://streetfighterex.info/SFEXarc/datacharts/168.png modified one of the pages.

Also guard breaks last for 126 frames. However that time can be reduced. It can be reduced by either pressing buttons or wiggling the joystick. But the most effective way is to do both.

Also for the first 6 frames of a character getting up they can not be guard broken.

During supermoves the screen dims for 34 frames.
And inputs are ignored for 10 frames. I can’t seem to tell if they are ignored in addition to the 34 or not. May need to test that out with lua.

All characters get up from being knocked down in 64 frames.

You have 7 frames to cancel a special move from a normal once it hits.

Hit freezes depends on types of attacks and location of you and the opponent.

If you are grounded then the hit freeze of moves will be 7 frames.
If you are aerial and the opponent is aerial the hit freeze is 9 frames
If you are aerial and the opponent is grounded the hit freeze is 7 frames
Special and supermoves have no hit freeze.