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

I’ll do EX+@ shotos…

  1. Allen - Best normals of all the shotos. Also deals the most damage of any of them with his easy juggle combos. Also the only shoto to have a command throw; no range, sure, but it’s still a command throw. His DP doesn’t have the invincibility of some of the other shotos’ and Garuda’s, but that’s not enough to keep him from ranking where he does.

  2. Kairi - Specials/supers deal the least damage overall of the shotos and his priority isn’t that great, but he has easy combos and one of the best guard breaks. The CPU always seems to hit you out of it, but on actual people it’s extremely useful. Has a mashable throw, and the only other shoto with one is Sakura. Also, as Mondu said earlier, his DP is one of the few anti-airs with actual invincibility.

  3. Akuma - Air fireball into divekick, whee. However, his DP, like Allen’s, doesn’t have invincibility.

  4. Ryu - Akuma minus air fireball and divekick, and with an invincible (at startup, of course) DP and the game’s most useful anti-air combo (jab DP into super hurricane kick). Can deal more damage with 2 supers than Akuma can IIRC.

  5. Ken - S.roundhouse is a great poke and he has a very good guard break. However, his supers have no use whatsoever outside of combos, and he doesn’t have a good anti-air combo. Really, ARK are all right next to each other in the rankings IMO, and any one of the three can be argued to be the best.

  6. Sakura - Obvious, one of the worst characters in the game. All the stuff that makes her good in other SF games is nonexistant or crappy in EX: No custom combos (how do you think she feels missing out on EX2? :stuck_out_tongue: ), s.roundhouse isn’t that great, and her crossup is actually the worst of the shotos. She still has easy B&B combos into fierce DP, her super-cancels are very good, and she has a pretty decent guard break, but that’s about it.

And as for why Blair is so good, colguile, look at Mondu’s giant post again. He explains her very well there.

Josh the FunkDOC

I’d put my shoto rankings just as Josh would.

Allen and Akuma have invincibility on DP, it’s just very short.:smiley:

Allen’s command throw has a weird property: it can grab people out of their limbs. To illustrate this, play Allen against the CPU, then do hopkicks->command throw. Once in a while you’ll hear the CPU attacking (ad probably even see the first few attack frames) then you’ll see Allen grabbing 'em from what seems like crouching SP range. Gotta love Allen. That semi-Gief thing can really shake up opponents.

Qandiso’s comments on teleportation got me up all night reviewing the teleport characters. I’ll post them a bit later.

Mondu: Thanks for the tips. :slight_smile:

And I forgot Evil Ryu. He goes in between Ryu and Akuma; he rates a tiny bit ahead of normal Ryu because some of his extra stuff is somewhat useful (extra hit on hurricane kick, DP super is good for punishing whiffed/blocked moves as it’s faster than shinkuu hadoken and you can follow it up with better stuff).

And here’s an EX+@ question before I go: Do level 3 raging demons have invincibility frames? I thought of this when I saw that they have tons of invincibility in EX3 (can go through fireballs, etc.).

Josh the FunkDOC

Pez_Man: That was me who posted that Dhalsim combo. What I find cool about that is the d/b+fierce to forward slide link, which I’ve never seen anyone else use. It’s extremely easy and I don’t think he has it in the other EX games.

Of course, that doesn’t matter when he’s infinitely better in the other EX games.

Josh the FunkDOC
Especially 3, I can definitely see why he’s ranked so high.

I always thought Akuma was the best shoto. No, not because he’s so cool.

  1. J.HP, c.MK, hurricane kickx2, dive kick, c.MK, hurricane kickx2, dive kick, c.MK does a lot of damage, more damage than Allen’s j.HP, c.MPx2, justice fist. I’m not good at canceling Akuma’s hurricane kick into the dive, but I’m sure he can do it more than twice. Even if not, it does more damage than Allen’s combo.

  2. Hurricane Kick x2, Raging demon. How cool is that?

  3. He’s got the teleport. I’m waiting to hear back from Mondu.

  4. Hop Kick

My shoto ranks(not too great, since I don’t own any ex games)

  1. Akuma-see above)
  2. Allen-it’s already been said. Can anyone confirm this for me:

triple break, j.HP, s.MK, justice fist, triple break?

  1. Kairi (hurricane kickx2, Kyoja Renbu in addition to what has been said)

  2. E.Ryu, since he has the teleport

  3. Ryu

  4. Ken

Onyx-TEW, are you the same TEW who wrote the SFEX3 FAQ? If you are, I’d like to get another copy. Mine was accidentally delete from my computer.

Long-winded analysis on EX (all versions), EX2, & EX2+ teleportation. Covers Akuma, Evil Ryu, Dhalsim, and M. Bison from 1, Kairi and Dhalsim from 2, M. Bison and Dhalsim from 2+. The following assumes “far away” teleport and not “near” teleport (since teleporting and recovering right next to your opponent isn’t exactly a tactically sound decision).

Unlike other SF games, there are more factors that affect teleport in EX than 2D games. relative distance, if and where the target is moving, number of teleport (!), etc. Boiled down it’s: distance of teleporter from target, both after teleporting starts and just before recovering. Also, unlike other SF games, there is a quasi 3-D component in that teleportation not only affects distance, but also rotation (however, there will be no further discussion in this matter since it only affects projectiles, plus the M Bison exception, which will be discussed last).

If “A” teleports and “B” doesn’t move, “A” will always appear as far away as possible, whether in front or behind the character.

If “A” teleports behind “B” and “B” is moving backward, “A” will reappear just beside “B” (Doh!)

If “A” teleports behind “B” and “B” is moving forward, “A” will reappear as far away as possible from “B” (Yay!)

If “A” teleports in front of “B” and “B” is moving backward, “A” will reappear as far away as possible (Yay!)

So far so good? Okay, now comes the weird part.

If “A” teleports in front of “B” and “B” is moving forward, “A” will reappear closer to “B” but not within most hitting distance. Then…

+++

If “A” attempts to teleport again in front of “B” and “B” is walking forward he’ll reappear just in front of B" (doh!)

If “A” attempts to teleport again in front of “B” and “B” is walking backward then he’ll reappear far away as from “B” (Yay!)

If “A” attempts to teleleport behind “B” and “B” is walking forward he’ll reappear near “B” but not within most hitting distance (go back to Step +++).

If “A” attempt to teleport behind “B” and “B” is walking backward he’ll reappear near “B” but not within most hitting distance (go back to Step +++)

So, is it possible for a teleporter to stay away until time runs out ? Quite possibly, but highly imporbable. The problem lies in determining in what direction the “B” is moving. The direction “B” is moving is not resolved until “A” starts to teleport – “B” can decide to change direction while “A” is still teleporting. Statistically, it boils to this: teleporting has a 1/4 chance in ending up in disaster – basically a free hit/combo/whatever. Player “A”'s skill is irrelevant, as all “B” has to do is move in a direction, whether forward or back (but not waggling in the middle of the screen) and he will always have a straight 1/4 chance of getting something in for free.

Bison stand the greatest chance of pulling of a safe teleport because he gives no visual cue as to what direction he’s going – he stands a straight 3/4 chance in teleporting successfully. The other teleporters give a rotational cue, and actually stand much less of a chance, almost 1/2.

On Akuma: I’ve pointed out before (not in this thread), that, yes, Akuma has that divekick combo. Unfortunately, it doesn’t work on crouching characters, has difficulty on landing in the first place unless your opponent is a shoto recovering from a fireball and has difficulty landing on the smaller characters (theoretically, Gief is the easiest target due to his size, but I’d like to see akuma try to jump on Gief without a preceeding air-fireball… heheheh). Landing it is spotty, at best. Allen has a much better chance in landing his combos simply because his priority on moves is the best among the shotos, and is not limited by size (although I have to agree with colguile when he said the Allen’s quadruple super is harder that its worth). Allen, simply, has more tools to hit an opponent than any other shoto. Akuma, however, is most definitely better than either Ryu or Ken.

The raging demon (all characters) cannot hit someone in blockstun/hitstun. hurricane kick x 2 -> raging demon actaully give more time for your opponent to react that a flat out raging demon. If you watch carefully, you’ll see Akuma can actually “push” a character in hitstun/blockstun without ever grabbing them.

Hopkick is useless to Akuma and Ryu, who can be hit (or more likely, thrown) right after it. “Faking” doesn’t work, AFAIK, as Akuma/Ryu can’t cancel it into a super.

Thanks for another great post, Mondu. I appreciate the effort. :slight_smile:

Allen has a quadruple super combo? Was that a misprint or something legit I don’t know about? Anyway, I can do my B&B combos for him just about all the time and they do great damage. Easiest followup after Triple Break is Justice Fist xx Fire Force, which does very good damage.

Josh the FunkDOC

Jumping FP -> standing FK -> (justice fist -> triple kick) x 4

In theory, it’s possible to stick in a fifth justice fist to end the combo, but I can’t do it. I’m sure anyone who can do Allen’s final expert mode mission can pull this off.

Allen can do a quadruple super combo.

First Attack Triple Break (+25% meter for first attack), Justice Fist-Fire Force-Triple Break, Justice Fist-Fire Force.

He might even be able to do five (with help)… Block a jump attack, then Reversal First Attack Triple Break (+25% meter for first attack, 10% for Reversal), Justice Fist-Fire Force-Triple Break, Justice Fist-Triple Break, Justice Fist-Fire Force.

On a side note, any of you guys ever play Fighting Layer? It’s a game developed by Arika, but produced by Namco, with a SFEX-style engine (Allen and Blair are in it). You could push T+Forward+Fierce to sidestep, and the stages were enclosed (Fighting Vipers style). SVGL had it for a while, but I haven’t seen it in over a year.

A lot of very interesting information. I’m tempted to go out and buy EX1-EX3.

I didn’t know you could duck Akuma’s dive kick combo. That would have saved me a lot of trouble.

I also didn’t think Ryu and Akuma could be attacked after the hop kick. I’ve been throw by Zangief and Darun, but not by anyone else.

Allen should be able to do a quadruple super cancel, if he can land the j.HP and s.MK after a triple break. J.HPx2, s.MKx2, justice fistx2 should give you one super bar.

In terms of the teleporting issue with Bison…
Even if it isn’t 100% safe, it’s at least as effective as running away with Rolento.

And what do you guys think of Skullomania? I don’t think he’s top tier, but he’s a lot of fun. I thought his skullo dive(lp version) was a pretty useful move. Unfortunately they took it away in the next games, but they gave him the Skullo ball. I know there must be some great Skullo ball traps, but I just haven’t figured them out yet.

You can duck under the hurricane kick, not the dive kick. In order for any combo involving the hurricane to hit the opponent must be standing.

Does Skullomania’s SFEx+a Skullo Dive have invinciblity frames?

Also, Mondu. I was refering to Garuda’s b,d,db+P move, when I said the normal version of the counter.

From what I’ve seen, Skullo in the original EX games is pretty decent. Roundhouse is a very good crossup and Skullo Crasher/Dive are hard to punish. I don’t think the dive has invincibility frames though.

Josh the FunkDOC

Is it true Skullo can’t cross up in SFEX3? That’s ground to not buy the game…

I never pulled off a Galaxy with Ace either… Has anyone?
I’m stumped on some of the training and missions, and 720 supers…

But hey, the characters have quite a few moves, their portraits are sweet, and the concept of choosing a team is great (who wouldn’t pick the cute girls in actuality).

Good comments, all. And, ah…

“Demon Government!”

To not buy a game cause one character doesn’t have a cross-up from EX1 is stupid. :lame:

I have finished all the training missions and leveled up all the moves to 3…even each part of the galaxy is considered a different part to level up. If you have any questions about a particular mission let me know.

Concerning yourself with why I buy a game or not is much stupider. Anyways, it’s a joke.

You posted it, not me.

“You posted it, not me.”

Your reply indicates that it somehow upset you, otherwise, why even bother responding to such an inconsequential statement? If it bothered you that much, I apologize.

Why thank you, I can now sleep easy at night :rolleyes: