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

Lots of things were just placeholders and they only used those three because those were the first three characters they designed. Kairi is 00, Hokuto is 01, and Garuda is 02. I learned this firsthand after I asked Mihara about Nanase for Master Chibi (Mihara said Nanase is all the way back with the cycloids).

If they made FL only characters first then George, Tetsuo and Janis would probably get dibs then after all.

Personally, the game feels more like FL than it does any EX game, but FL was built upon EX.

When I say it’s going more toward FL than EX is because it doesn’t seem to feel like they are heading toward a SF design with this game. Mihara did mention that when they originally worked on the EX games, Capcom basically gave them guidelines to follow to not stray away too far from SF as a whole.

Of course the game will be similar to SFEX and SF as a whole, Arika staff are mainly ex-Capcom afterall with the company head being the cocreator of SF2, Akira Nishitani.

But they are definitely going toward a different direction from SF/Capcom, not to forget the elemental system they are hinting at (which for the sake of the build I played were just there as placeholder decorations).

I hear Darun in the background at the end of the trailer as the screen is blurred.
Also, so fucking happy right now. It looks great. A bit choppy, but the speed and amount of things going on on the screen is how it is supposed to be. This is what a fighter should be like.
AND FUCKING GARUDA! Please bring Skullomania, D. Dark and C. Jack as well.

Heheh.
Fighting Layer EX.
Time to FLEX on some fools soon!!!

Alright, broke down and bought it. Noticed several peeps were watching the listing. No one gets in the way of my childhood dreams lol.

So you admit to not knowing much if anything about this series, got it.

This is what I don’t understand. How can you knowing about SFEX look at that demo blindly and not pick up that it is EX. How exactly was your first impression that this is a fighting layer game?

The new game doesn’t have “dedicated arenas” though. It is employing the same trick that SFEX did. As you attack someone in the corner, the camera shifts back and to an angle. All you are basically doing is fighting in a circle. As you get to a corner, the more attacks that you receive or block, the more the camera is pushed around. Actually watch the background.


You’ll see a character in the corner “blocked” by some debris, as they get hit or block the debris is pushed into the background allowing the character to be pushed back some more. This is the exact same thing that happened in all of the SFEX games. The circle is just smaller in this demo. But still larger than it was in FL.
Closest thing is the bridge, but that is honestly more rectangle shaped. It still follows the exact same rules as the SFEX arenas, just much much smaller.

universal system speaking
New game has
chains
easy combination (dashing attacks chain)
links
universal running
universal dashing
short jumps
long jumps?
side steps
lv3 bar
normals
specials
supers
cancels
super cancels
no gauge bonuses
receive gauge for getting hit
2 button throws
2 button chargeable hard blows
recovery roll

also has
SFEX characters
SFEX music
SFEX sfx
SFEX announcer

SFEX has in various installments (trying to ignore the gimmicks of excels and tagging and sticking to the core gameplay)
chains
links
lv3 bar
normals
specials
supers
cancels
super cancels
no gauge bonuses (EX1 arcade)
receive gauge for getting hit
2 button throws (EX3)
2 button hard blows (EX3) only nanase was chargeable
flying screen

fighting layer has
chains
links
cancels
super cancels
normals
specials
supers
side steps
lv3
clash
hard reversal
easy elusion
gauge bonuses
receive gauge for getting hit
1 button throws
2 button chargeable hard blows

To which I still contend that the only unique things that FL brought that he has similar with this is side steps and a universal dashing mechanic.

Given the trend in where fighting games are going with dashes, and ARIKA adding it to FL. Do you really think that they would have not have added it to a future SFEX installment? Especially when they already had some of the coding in there for all of the characters. I find it hard to really give FL a sole contribution mark for dashing and back dashing.

So in the end all FL contributed to this was a side step.

You argue that porting over all that SFEX data doesn’t matter, well why didn’t they port over any of the FL characters? Music? Announcer? Stages? Just 1 of those would make me admit that it’d be some FL/EX hybrid. Which if this ever gets made and not canceled like Capcom Fighting All Stars I do admit that it would likely be some type of hybrid of the two series unless Namco are dicks about the Fighting Layer specific characters.

Owning the arcade boards means that I probably put in more time playing all of these games than you have and would be more knowledgeable than you in making these comparisons. Similarly running SFEX side tournaments and FL at various majors also means that I would be more qualified than you to make a determination of the game. Especially when you fully admit to not having played much if any of the SFEX games.

Have you imported all of the VHS tapes released by gamest mook and “all about”? Have you purchased the Laser Disk All About SF EX and solely bought a LD player to play it?
Have you purchased the All about SFEX book? The Gamest Mook for SFEX2 and EX1?

So again are you just trying to earn some “poverty” points here?

To Pablo, congrats on the purchase.

I never said it was a Fighting Layer game. I said it has more in common with Fighting Layer than it does EX, which is why people are not discussing it in this thread, because it’s not an EX game, and it still isn’t. Even by your own listing you still came to the conclusion that there is more in common with FL than there is with EX specifically, as in things that do not appear in both games and are thusly negated. Also, you are flat out incorrect about there not being dedicated arenas,there are clear obvious god damn walls you cannot get past. In EX, you would get backed up to an invisible wall and someone would hit you with a combo ender and you would get sent flying away like there never was a wall there in the first place. That does NOT happen in this new game. You can get pushed away from the wall, but you cannot get hit THROUGH the wall. That is a massive difference. It’s especially apparent when you sidestep on the castle stage and are locked face to face with your opponent and have no room to move. That would never exist in EX. You’re also adding pointless fluff that means absolutely nothing like what are very clearly obvious placeholder sound effects, music, and voices because this is not a product that is currently in development that has a music composer, sound director, and new voice actors. This is a pitch build. EX characters is similarly a non-argument. Fighting Layer has EX characters, is Fighting Layer an EX game? No, it isn’t.

You’re so quick to boil everything down to “It’s just a sidestep” as the only comparison to Fighting Layer that you’re ignoring the statement that originally started the debate in the first place. The game has MORE in common with Fighting Layer than it does EX. It does, you even admit it yourself in your lists, but you’re so adamant that this game you’ve never put hands on totally plays exactly the same even though there are all of these numerous differences between this game and EX. This game is not an EX game. It’s a new game, it’s a mashup of ideas that were in EX and Fighting Layer along with new ideas, and we haven’t even seen the fully fleshed out version of the game yet, which would no doubt make the game even more different than EX than it already is. That’s my point. That’s why I’m here. You can stop deflecting with this nonsense idea of “poverty points”, because I’m here to tell you that people aren’t talking about the game in this thread because it’s not an EX game. You’re so boned up on pushing your OG cred and making sure everyone knows how pro you are that you’re bragging about your purchase history as if that means anything. You got me bro, you’re more of a fan of EX than I am and you’ve got the receipts to prove it. That’s got nothing to do with anything however.

You’re picking an odd point to argue. Regardless of which series it’s most similar to at this extremely early and unfinished point, it’s clear that Arika are trying to drum up interest based on the EX series, hence them choosing to use those characters, music, etc., first. Arika’s priority with character development was stated as EX -> FL -> New. It was really clear to me at the event that Arika are prioritizing and looking to work off of EX as a base first and foremost, but are not holding themselves to Capcom’s restrictions, hence the more FL-like aspects.

This thread is as good as any for discussion, but since no-one apart from Kazunoko had much time with it, and since the game itself is still in extreme early days, there’s not much to discuss in a detail-oriented thread like this (as details are currently and extremely subject to change).

But with that said, I’m wondering what people think of the ‘EXARROW’ super jump. It’s the move Hokuto does at around 46 secs into the trailer but it’s part of the universal system, not a unique movement for her:

The current implementation is basically a homing jump that can arc over projectiles and can be attacked from. Basically allows fast, full-screen jump-ins.

Super excited for a potential new EX game.

EX+A is up with Alpha 2 and Hyper Fighting as my favourite Street Fighter games.

Would like to see the Blue > Yellow > Red scheme used for progressive Super Cancels again.

Hope they get a publisher who won’t interfere.

As the game already has chains, hopefully Excels don’t get added.

hopefully this game has a excel mode ( ex 2 was always my favorite out the series and sadly I never got to play fighting layer but it looked cool from what I saw) excels cause of the activation in the clutch and what not
I like the new systems they have but I wonder is that homing jump unsafe.
the side step makes it seems like a 2.5d game

Any way to play EX 2 online?

friends streaming EX games on twitch over HEA

Then why didn’t they use FL place holders? And still ignoring that outside of sidesteps, it was basically SFEX. More chains as people love those these days, easy combinations, dashing, fall recovery. All things that were introduced in other fighting games that this game has a chance to employ. Some of the criticisms that SFEX faced during the early 2000 and upcoming decade were all addressed. Could be seen as a next advancement of where SFEX would have gone. Hence why it should be posted in here. Course a mod changing the name of the thread to “All Fighting Games Made By ARIKA” or something would fix the woes. Game looks to play a lot like SFEX with added systems. If you disagree then I guess whatever, we just don’t agree on it.

The bridge is still the same as a SFEX circle, it functions the exact same way just a fuck ton smaller.

To another point, where else on SRK are you going to get a group of people who played both SFEX and FL besides this thread? Seriously, if you want the system breakdown this is likely the thread that’ll produce the most content.

I don’t care about OG cred, what does that have to do with anything? A higher percentage of SFEX core systems were in this game compared to FL. That is the comparison that I’m making. But I’m talking about percentage, your talking about numbers.

And John, people are actually now talking about this more than the two other threads on SRK. At least talk in those other threads died down and this is still ongoing. Even if it is because we’re both being stubborn.

Cheech, you can play EX2p online with epsxe. there was a scene for it a few years back. Or at least a resurgence of one by Chanwa1522. Though his u2b account has not been banned for whatever reason. A number of his subscribers had info on their channels about online play for this.

Similarly there is an SFEX2p scene on facebook were I believe Min goes over the emu settings for online play and the like.

This is proof that people will argue anything over the the internet. JohnGrimm your argument is the stupidest thing I’ve read on SRK in a long time.

Alright, I need your guys’ help
 So I was talking to someone about an EX3 match I saw a Dhalsim/C.Jack team use block string that turned into a combo, and whenever the combo dropped, the player went back to rushdown tactics using the same combo as a blockstring
 The vid was sooo long ago. Do any of you possibly remember this vid and where it is??? I scoured YT, and can’t find it on NicoNico
 I remember it being on one of those sites
 I’m thinking sometime around '08-'10 maybe
 Thanks!!! bows graciously

Not off hand.

But if I had to figure it out, with C.Jack it would probably be something along the lines of a few normals, into either dash straight or batting hero, kick momentary, punch momentary (dash) then 360 punch grab, Then mixing it up with the dash momentary or canceled from the normals which should open up the defenses.

Also on a downed opponent you can do a meaty dash straight which would give you enough frame advantage do link a normal for either a combo of block string.

With Sim, it would be something along the lines of back normal, yoga fire, kick momentary, which pushes the opponent far enough to get them a yoga catch. Or on a downed opponent, meaty yoga flame, punch momentary, then yoga catch.
If you catch them with the yoga catch you can link a b.lp, b.lk, or cb.lk into yoga blast, then either go into jumping hp into yoga drill, or mk slide into yoga legend.

I tried something similar in this video about 5 minutes in. Didn’t really work out that well for me.

This was BTW the only time I saw a sim jack team in all my videos and videos from the dominican republic and peru.

I used to see Sim/Jack for combo videos cause they are both good jugglers, but not generally for a team in match play.

So could someone explain to me how juggling works in EX3? I noticed theres an option for it in training mode but no mention of it anywhere else. And the timing seems to be really strict without it on. I’m just having a time doing these rosso momentary juggles

Generally each move within the game has a set juggle frame limit depending on the type of knockdown or non-knockdown the move has. Throwing out some numbers, you could have a s.lp that has a juggle limit of 20 frames after hit. Meanwhile a c.hk might have a juggle limit of 5 frames. Or certain specials or normals may have a juggle limit of until the opponent hits the ground (yoga blast, B.Hokuto’s launcher, Guiles first hit of his c.hk).

With most normal c.hk, you don’t recover fast enough to actually have a chance to juggle the opponent afterwards. Meanwhile a s.lp recovers fast enough and has enough juggle frames after wards that you can walk up a few steps and hit them with another s.lp. Eventually they’ll be out of reach for you to juggle and they’ll fall to the ground.

The juggling option in EX3 just works in training mode, and basically allows you to juggle a person regardless of what type of knockdown as long as the opponent hasn’t hit the ground yet.

So say for instance, a c.hk will normally only be jugglable for a few frames after it hits (really only possible if you hit tag first, then hit c.hk, then your tagged in character can quickly hit c.lp or something), but with the juggling option you might be able to hit something without the use of tag because they’ll remain comboable until they hit the ground.

Similarly say you launch an opponent with a yoga blast, they’ll be comboable until they hit the ground. If you follow it up with a s.lp, then that changes their juggle state to only 20 frames or so. With juggling on, they maintain their juggle state until they hit the ground.

So basically outside of the flying screen knockdown, all knockdowns and AA’s will keep the opponent jugglable until they hit the ground.

It’s kinda cool to at least see something that you normally can’t see within the game, but otherwise useless in training. Much cooler to figure out which special moves would unexpectantly leave the opponent in a juggle state (Zangiefs SPD or FAB for instance).

thanks for the info!
Reason I was asking is because I’d been trying to see if you could juggle off the 2nd hit of rosso’s rekka if you momentaried into his dash. I remember doing it before but I don’t know if juggle was on or not. And if I can do it (Jumping MK specifically) then can I follow up with anything else of note. What kinda damage can I get? that type of thing.

yes you can. general follow ups would be
j.hk

c.mp, j.mk/j.hk

c.lp, s.hk

c.mp, torre pendente

c/hp, torre pendente

I don’t remember if you can combo the c.lp, s.hk into a torre pendente though. I would think you can. But that might also be character dependent. Besides some characters having smaller hitboxes than others (Darun compared to Sakura), they also have different weights. So Darun would not be launched as high in the air as Sakura and would not be in the air as long. Meanwhile Darun or a heavier character might be perfect for a specific juggle, and other characters like Chun Li would fly away.

Japan goes too hard with their pranks
It looked to legit when it leaked