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

That is called a momentary combo. For an example with Ryu, he has two momentaries (well all characters do), his punch one is a flaming fireball, and his kick one is a hurricane kick. So what you do, is when you’re first special move hits (in this case a regular fireball), you press either punch or kick. If you time it right either one of those two moves will come out. There are however rules to it, such as you can’t momentary into the same special than the one you’re currently doing, and you must be in the right location on the screen do it it (on the ground for ground momentaries, or the air for aerial momentaries).

My main problem with her is just the lack or variety… It mostly just seems to be ground-based lunges. And once you’ve divided by two, the damage per bar on the gun super is good but not that great.

Anyway, I’ve also been experimenting with Guile… You know the hit-tradeoff that happens with fireballs and supers? (ie, you throw a 4 hitter, I throw a 6, the net result being that I get through with a clean 2H combo)? Well, this works with pretty much all moves in the game. But something strange happens in EX3 when you try Sharon’s rifle meteor against Guile’s typhoon meteor… I’ve not tried it in Ex2, but I suspect it probably happens there as well. Can anybody explain the theory?

I suspect that it also deals with the “levels” of a move. Like a 3 hit red hadouken from Ryu will simply cancel out any other regular projectile (sonic boom or whatever). But if you try it on a level above it (say shinku hadouken), it’ll just take some of the hits away from the shinku. But above that with meteors, I’ve never tried.

Was going through some old results and thought I’d put them here to show that this people DO play this game underground! haha

Street Fighter EX 2+
Hunger Break 2004 (13 players)
1st. Julien Robinson: Blanka
1st. Jeron Grayson: Area
3rd Sanford Kelly: Volcanno Rosso
4th Eddie Lee: Blanka
5th Justin Wong: Ryu
5th Philong Neugen (JetPhi): Chun li

Street Fighter EX2+
ECC VIII (16 players)
1st. Julien R: Sagat/Blanka
2nd. Arturo S: Sharon/Sagat
3rd. Jeron G: Dhalsim/C. Jack
4th. Sanford K: V. Rosso
5th. Justin W: Ryu
5th. Phi: ChunLi

Im running a side tournament at Clash:
http://www.shoryuken.com/forums/showthread.php?t=101026&page=3

Does anyone that goes to the break knows if the game is still there? I havent been there since ECC!

Well she is pretty complex in terms of ground game but its still good nonetheless. Her fast recovery, ground speed and priority is all she needs pretty much. I dont know what you define as good or gret but the gun shot super is the strongest LV 1 in the game. Technically its a lv2 and the only lv 2 in the game since you have to count the activation but as I said before she builds meter really quick so its a good and fair tradeoff!

To your question I have no idea. Im assuming that they nullify eachother out.

Sounds cool. Though offhand I’ve never been to the Break so I have no idea if they still have it.

Only problem I have is when I go through the tournament events, there are no give away signs that EX is being played at any of them. So going through each one just to see if its on the event list is a bit tideous and frustrating. Especially when I find out a month later that there was an EX tournament someplace.

Guess that could be another thing to update this thread on as well as my site.

Small chance of an EX3 tournament at Nickle City in Feburary
http://www.shoryuken.com/forums/showthread.php?t=105685

I need at least 8 players here, and I’m willing to pay your entry fee.

Well I purchased another japanese SFEX+a guide hoping for more frame data for characters that weren’t in SFEX, but alas no such luck :-\

I also purchased on ebay the gamest mook for SFEX2, hopefully that’ll arrive soon.

I supposed I’ll have to try that other japanese SFEX+a guide and see if they have any data for characters like Sakura, Dhalsim etc… Otherwise its all up to guess work.

On another update, I uploaded some japanese combo vids of EX3 on my site. Most of them are meh, but there was one that I did learn some stuff about.

Zangief tick throw and why its too good.

Ya see, given that you can’t throw or SPD while the opponent is in hit stun or block stuff, it all comes down to timing. Zangief can cancel out his regular moves with an SPD with exception of standing strong, standing fierce, standing roundhouse and crouching roundhouse, while he can SC out of any of his normal moves into a FAB.

Now block stun for light attacks in EX is 9 frames, hit stun is 12 frames
Block stun for medium attacks in EX is 14 frames, hit stun is 17 frames
Block stun for hard attacks in EX is 25 frames, and hit stun is 28 frames (3 frame difference between hit and stun for almost everything except something dealing with supers/specials that I can’t seem to translate lol).

For block stun you essentially have between 14-33 frames to touch all 6 directions for a SPD exactly when they recover frames block stun. Which could look like this
crouching jab, 5 start up frames, 4 attack frames, and 6 recovery frames (you’d have to cancel out the last recovery frame of the crouching jab into the SPD to get it exactly when they recover from block stun and become SPDable so to speak). So it’d look something like this
df+lp (you just pressed attack on this frame),Frame 1 (start up frame begins now),Frame 2,Frame 3 (press f now),Frame 4, Frame 5 (press df now), Frame 6 (attack now hits), Frame 7 (press d now), Frame 8, Frame 9 (press db now), Frame 10 (recovery frames begin now), Frame 11 (press b now), Frame 12, Frame 13 (press uf+lp now), Frame 14 (opponent now recovers from hit stun, and SPD is executed as it canceled out of the recovery frames of the crouching jab).

A cleaner version of above
df+lp,f,df,d,db,b,uf+lp,
Or for those zinc macro players :-p
drb1,r,dr,d,dl,l,ulb1 (assuming you’re on the right hand side)

still haven’t tried it in zinc though, but in theory that should work.

You see, since almost all of his normals can be canceled into an SPD, and all of them can be canceled into his FAB, He has nothing to lose, for even if he would have frame disadvantage, if he canceled it at the correct time, he’ll still come out with an SPD which will grab you out of whatever it is that you decided to attempt to try.

Anyone explained in great detail ex3 tiers? Thanks in advance :smiley:

From a few months ago:

You’ll have to ask for specifics if you want a longer charcter breakdown, WAY too much to type for everyone. There are also plenty of vids (combo and match) if you care to see.

I figured it was best to leave that to you jester :-p

ZOMG that was fast!

Ok what about Evil Ryu? some combos too?
Thanks :smiley:

Well this is basic but whatever :-p

j.hp, c.mp, c.mk, hp.hadouken, shoryu reppa, SC 1st hit of 2nd shoryuken into Shinku Tatsumaki, c.mk, lk.tatsumaki, SC between first and 2nd hit of tatsumaki into shinku tatsumaki, c.mk, tag, c.mp, j.hk, cancel into air tatsumaki.

Though I don’t really play Evil Ryu but that should work. Though Jester should be able to give you better combos and more reasons to his being there.

Quick rundown:

Chip damage, safe when blocked, meter building combos:

Jump HK, crouch MP, crouch MK, Hadouken, Momentary HP

F+HP, crouch MK, Hadouken, Momentary HP

Jump HK, crouch MK, LP DP, Momentary HP

To set the opponent up for ground Tag combos:

Anything into Hadouken, Tag, crouch MK, Hadouken, Surprise Blow

To set the opponent up for an air combo:

Anything into Hadouken, Tag, crouch MK, Hadouken, Momentary HK

B&B combos:

Jump HK, crouch MP, crouch MK, Hadouken, Momentary HK, Shinku Hurricane

Jump HK, crouch MK, LP DP, Air Shinku Hurricane, walk foward, LP DP, Air Shinku Hurricane, repeat

Jump HK, crouch MP, crouch MK, Hadouken, ShoReppa

Flashier but Harder

Jump HK, crouch MK, LP DP, Tag, standing HK, Shinku Hurricane, partner follows with combo

Jump HK, crouch MP, crouch MK, Hadouken, Momentary HP, ShoReppa, Air Shinku Hurricane, crouch MK, Tag, jump HK, Air Hurricane Kick, Air Shinku Hurricane, partner follows up with combo

Quick Notes

Denjin is useless
Super cancelling all 3 supers is a waste for the most part
Teleport is kinda useless as well

If you need any more specifics just ask me or Shinji, hope this helps.

Garuda’s meaty stragety not safe?

In the first EX game this is as follows.
What I do is I stand over a fallen opponent and perform a meaty Shuga (qcf+p), which typically they block, upon recovery I would then do a c.mk, into another Shuga.

Unfortunately according to the frame data, doing it as a meaty doesn’t provide any benefit at all (unless you perform a late meaty where only the very last frame of the last hit connects which would only give you a +1 frame advantage).

How it goes is this.

Blocked specials in SFEX provides a block stun of 25 frames.
Frame data for shuga:
15 start up frames
8 adjecent 2 frame sections of active frames, and 23 recovery frames.

Typically (unless you time the meaty to hit on the very last frame of the active frames), if the opponent blocks, their last block stun duration will start on the last 2 frame section of the active frames, followed by a 23 frame recovery. In otherwords, both the opponent and you will recover at the exact same time. Most of the time people don’t know that, so they continue to block the following c.mk, which is then canceled into another shuga (god bless their hearts).

However the c.mk has a start up of 6 frames (which is assuming we time the c.mk to come out directly after the shuga ends).

So as long as the opponent retaliates with a move with a shorter start up time than the c.mk, they should hit first, which would turn the tides against garuda.

Granted, Garuda could instead follow up with Kizen instead (which is invincible for the first 16 frames) and would knock out virtually any counter attack by the opponent, unless they did a super with even more invinciblity frames.

Basicly, a whole new slew of mind games opens up. But one thing is for sure. If the garuda players continue to do the meaty shuga, to a c.mk into another shuga. They’ll become suseptable to reversals and counters.

update:
uploaded some EX2+ videos that are mirrored from a japanese site. Please check my site for details.

In other news my program pad arrived so not some frame data info is coming your way. Charing for Guiles sonic boom is only 50 frames or 5/6th of a second.

More info as it comes your way.

Thanks Magnetro2k for the help on using the pad.

Momentaries:
Myth, momentaries require strict timing to a single frame to perform
Fact, momentaries do require strict timing but you have 3 frames to perform them in. Which would explain as to why sometimes certain momentary combos work and sometimes the last momentary misses.

Releasing a new video soon, just creating different versions (Xvid, mpeg1 etc…).

Also of note with momentaries, it appears as though it isn’t as cut and dry as I used to believe.

Some momentaries have odd requirements. Such as Pullums Pirum Kick. The only momentary she can do from that is the Kick momentary. Likewise, on the 2nd hit of the Ten’el kick, she only accepts punch momentaries, while the first hit will take either. I suppose that was their idea to tone her down perhaps.

SFEX3 Combo: Ace Missions (encoded in xvid: high quality, mpeg: low quality, dvix5?: low quality)

Located in my homepage in Videos-> Street Fighter EX3 combos

That’ll take you to another page where the 2 low quality versions are at and within that folder is a high quality folder where the xvid version is at.

Though its 12 minutes long, so its kinda long and pointless to transcribe each mission. If you have any specific questions go ahead and ask.