|
STREET FIGHTER EX 2 Plus Movelist |
Warning
The following faq, guide movelist or whatever you choose to call
it (crap
included), as a whole or any of its parts, is owned by me and is
intended for
non profitable purposes only. It is not meant to be reproduced by
any other
means aside from those who follow the above statement. In any
case, please
contact me before posting this anywhere else (this work was made
for GAMEFAQS
mainly, but I'm open to suggestions). Please give credit to those
who deserve
it and don't try to rip off my work. (If the law can't get you I
hope you'll
have nightmares and guilty thoughts for the rest of your
miserable life.)
The Street Fighter series and all of its characters are
intellectual property
of Capcom of Japan and Capcom of America. Street Fighter EX
series is
property of Arika and Capcom.
Contents
Introduction / What's New
How to play
Character move list
-Ryu
-Ken Masters
-Sagat
-M. Bison (Vega)
-Vega (Balrog)
-Guile
-Chun Li
-Zangief
-Dhalsim
-Skullomania
-Darun Mister
-Pullum Purna
-Sharon
-Nanase
-Hokuto
-Blanka
-D. Dark
-C. Jack
New Characters
-Vulcano Rosso
-Area
Time Release Characters
-Garuda
-Shadowgeist
-Kairi
Bonus Games
Color Guide
Final Word
Credits
Introduction / What's New
Ok. This the first revision to the original Movelist. So far, I
have a few
additions:
- Nanase's level 3 super, thanks to a lot of people, it seems
everybody but I
knew how to do it.
- I've got the names for most of the moves now thanks to Rylan
Hilman, who
also seems to know pretty much about the game.
- A few additional pointer on the game and several corrections.
Now, let's get down to business...
---------------------------------------------------------------
How to play
KEY
JP Jab Punch
SP Strong Punch
FP Fierce Punch
SK Short Kick
FK Forward Kick
RK Roundhouse Kick
P any Punch
K any Kick
PPP press all three punches
KKK press all three kicks
u Up
d Down
f Forward
b Back
uf Up/Forward
ub Up/Back
df Down/Forward
db Down/Back
ff tap forward twice
bb tap backwards twice
QCF Quarter circle forward (d,df,f)
QCB Quarter circle back (d,db,b)
HCF Half circle forward (b,db,d,df,f)
HCB Half circle back (f,df,d,db,b)
b>f Back, hold for a short time, then forward
d>u Down, hold for a short time, then up
360 spin joystick once in a full circular motion
Pressing punch and kick of the same strength will result in a
guard break.
Pressing SP and SK will result in EXCEL (SFEX2, they're like the
SF Alpha
custom combos, more or less).
COLORS
There are three possible colors for each character selectable by
pressing
JP/SK, SP/FK or FP/RK. Presumably, the first one will be the
original color.
---------------------------------------------------------------
Character move list
---------------------------------------------------------------
RYU
HADOU KEN QCF P
Fire HADOU KEN QCB P (hits twice)
SHO RYU KEN f,d,df P
TATSUMAKI SENPU KYAKU QCB Kx4
Overhead Punch f SP
Overhead Kick f FK
Forward Punch f FP
SHINKU HADOKEN QCF x2 P
SHINKU TATSUMAKI SENPU KYAKU QCB x2 K
*SHIN SHO RYU KEN QCF x2 KKK
Your standard shotokaner. His air SP hits twice as does his f FP.
His SHINKU
TATSUMAKI SENPU KYAKU connects after the TATSUMAKI SENPU KYAKU
for a combo
(preferably, you should end it with SK as to rise a little bit
the kick).
---------------------------------------------------------------
KEN
HADOU KEN QCF P
SHO RYU KEN f,d,df P
TATSUMAKI SENPU KYAKU QCB K
Roll QCB P
SHO RYU REPPA QCF x2 P
SHIN RYU KEN QCF x2 K
SHIPU JINRAI KYAKU QCB X2 K
* ALL OF THE ABOVE QCB x2 KKK
Your standard American shotokaner. His TATSUMAKI SENPU KYAKU can
be done in
the air. The Roll can be short or long, depending on the punch
used. His
SHIPU JINRAI KYAKU can be cancelled after the fourth kick (QCB
K). If you're
quick you can jump and press FP then QCB K for a combo or link it
with the
SHIN RYU KEN. His level three special does the first part of the
SHIPU JINRAI
KYAKU, then a three uppercut SHO RYU REPPA and ends with a really
long SHIN
RYU KEN, so keep pressing the buttons (up to 33-34 hits total).
---------------------------------------------------------------
SAGAT
TIGER CANNON (high) QCF P
GROUND TIGER CANNON (low) QCF K
TIGER UPPERCUT f,d,df P
TIGER KNEE f,d,df K
???? b,d,db JP
TIGER GENOCIDE QCB x2 P
SUPER TIGER SHOT (high) QCF x2 P
SUPER TIGER SHOT (low) QCF x2 K
TIGER RAID QCB x2 K
*TIGER STORM QCF x2 PPP
His FP TIGER UPPERCUT hits up to 7 times. Crouching characters go
under the
high TIGER SHOT. His TIGER KNEE comboes from either SK or FK,
either standing
or crouching. You can also combo his TIGER UPPERCUT from those.
SUPER TIGER
SHOT hits only one time with a regular damage, but sends the
character on the
receiving end all over to the other side of the screen. His TIGER
RAID is a
nice setup for the TIGER GENOCIDE after the third kick. His level
3 Special
is a couple punches, one knee strike and then SAGAT starts
charging up a
multihit TIGER CANNON, so keep pressing those punches for damage.
On the
downside, if his special is blocked, he can easily be grabbed or
hit after
the knee strike. Rylan Hilman says you can get more hits on this
by inputting
QCF+P in time with each hit.
The ???? (f,d,df JP) is a weird move I just got by accident.
SAGAT lifts his
knee and takes a spin. What does it mean? What is it good for? I
don't know
(however, if you do, please share).
---------------------------------------------------------------
M. BISON (Vega)
PSYCHO CRUSHER b>f P
HEAD STOMP d>u K
DOUBLE KNEE PRESS b>f K
KNEE PRESS NIGHTMARE b>f x2 K
PSYCHO CANNON b>f x2 P
*PSYCHO BREAK SMASHER b>f x2 PPP
If you time it right, after downing a character with the PSYCHO
CRUSHER, you
can repeat it and change his guard so that it hits him again and
again and
again... you, cheap. After the K hold, you can slide (d RK) and
it will hit
the character or quickly use excel and slide over and over an
over... you,
cheap. The Level 3 PSYCHO BREAK SMASHER is just like Shin Bison's
Special
from SF Alpha 3 and pack a good deal of damage if connected. The
PSYCHO
CANNON can be held for charging. This can be used as an anti air
attack.
After the HEAD STOMP, hold either left or right and press P and
Bison will
flip over to that side and air punch. Overall, this guy is pretty
plain with
a few cheap shots and ideal for block damage.
---------------------------------------------------------------
VEGA (Balrog)
ROLLING CRYSTAL FLASH b>f P
FLYING BARCELON ATTACK d>u K, press P
SKY HIGH CLAW d>u P
IZUNA DROP d>u K, press P close to opponent
Backflip KKK
Attaching claw b,d,db PPP
GRAND CRYSTAL FLASH b>f x2 P
SKY HIGH ILLUSION db,df,d,u P
SCARLET TERROR b>f x2 K then QCF P
SUPER SKY HIGH CLAW db,df,d,u K, press P
* SUPER SKY HIGH CLAW db,df,d,u K, press P close to opponent
You can se uf or ub instead of u as to select the wall from which
VEGA will
jump. The backflip evades fireballs. You can attach the claw
after losing it.
---------------------------------------------------------------
GUILE
SONIC BOOM b>f P
FLASH KICK d>u K
Stab kick f RK
Spinning back fist f FP
Rolling Savate f FK
DOUBLE SOMERSAULT KICK db,df,d,u K
OPENING GAMBIT b>f x2 P
SONIC BOOM TYPHOON b>f x2 PPP
The Rolling Savate is an overhead. His spinning back fist is
pretty useless,
unlike the one in the original SF series, which could be used to
counter
fireballers. The level 3 special is a tornado-like multihit big,
big, sonic
boom that causes lots of damage when connected. It's good against
air
attackers too as it sucks them in instead of bouncing them like
other
multihitters. Still, what happened to the mega sonic boom from SF
EX 2?
---------------------------------------------------------------
CHUN LI
HYAKURETSU KYAKU) K,K,K,K... (you know the drill)
(Hundred Burst Kick)
SPINNING BIRD KICK QCF K
HIEN-SHUU QCB K
GOMEN NE JP,JP,f,SK,FP
Double palm punch f FP
Air stomp d FK in air
KIKOU SHOU QCF x2 P
HOUYOKU SEN QCF X2 K
HAZAN TENSHOUKYAKU QCB X2 K
(Supreme Mountain Ascending Kick)
* KIKOU SHOU GOKU QCF X2 PPP
(Extreme Kikou Shou)
The HIEN-SHUU goes over fireballs. The GOMEN NE (which I think is
an apology
or something like that) is a useless punch with the only
alleviating feature
of being cute. Her d RK dodges fireballs.
---------------------------------------------------------------
ZANGIEF
SCREW PILEDRIVER 360 P close
DOUBLE LARIAT PPP
QUICK DOUBLE LARIAT KKK
RUSSIAN SUPLEX 360 K
BEAR HUG press P close after 360 K
ATOMIC SUPLEX 360 K close
Body press d FP in air
FINAL ATOMIC BUSTER 360 x2 P close
SUPER STOMPING QCF x2 K
AERIAL RUSSIAN SLAM QCB x2 K
*COSMIC FINAL ATOMIC BUSTER 360 x2 PPP close
Both clotheslines dodge fireballs. You can combo a DOUBLE LARIAT
or a regular
punch/kick after the BEAR HUG. The SUPER STOMPING can be canceled
(QCB K).
The AERIAL RUSSIAN SLAM is an anti-air throw and, supposedly, can
be comboed
after, either with a regular hit or with the SUPER STOMPING.
Rylan Hilman
says (and it seems its becoming a tradition): "both his
lariats do dodge
fireballs, but the punch one dodges high ones (read, most ones),
while the
kick one dodges Sagat's Ground Tiger Shots only. Ground Tiger
Shots hit his
Punch lariat, and all other fireballs hit his Kick one. The Kick
lariat also
has some invulnerability to sweeps, etc. So, in short, the Double
Lariat has
priority/invulnerability high, while the Quick version has
priority/invulnerability low."
---------------------------------------------------------------
DHALSIM
YOGA FIRE QCF P
YOGA FLAME QCB P
YOGA BLAST QCB K
YOGA CATCH QCF K press K
YOGA TELEPORT f,d,df PPP
Head drill d P in air
Drill kick d K in air
Slide df K
YOGA DRILL KICK QCF x2 K in air
YOGA LEGEND QCB x2 K
*YOGA INFERNO QCF x2 PPP
Dhalsim's normal punches or kicks can become far-reaching if you
hold forward
then press the button. You can control the direction of the SUPER
DRILL KICK
with the joystick. The YOGA INFERNO is now a level 3 special
where Dhalsim
floats in the air. You can control his movement, including up and
down. There
seem to be some doubts about this, but even if you can't move
freely, you can
control it to a degree, kind of like the YOGA DRILL KICK.
---------------------------------------------------------------
SKULLOMANIA
SKULLOCRASH QCF P
SKULLOSLIDE QCF K
SKULLOHEAD f,d,df P
SKULLODIVE press P after SKULLOHEAD
FLYING TKATCHOV b,d,db K
Backflip bb
Dash ff
Taunt 360 P
Uppercut f SP
Heel kick f FK
SUPER SKULLOCRASH QCF x2 P
SUPER SKULLOSLIDE QCF x2 K
SKULLODREAM JP,JP,f,SK,FP
SUPER SKULLOENERGY QCB x2 K
FIREBALL QCB x2 P
*SUPER ENERGY FIELD QCB KKK
The JP SKULLOHEAD can combo with the SKULLODIVE on a standing
opponent. The
Dash can hit if connected. The Backflip dodges fireballs. The
Uppercut and
Heel kick are overheads. The FIREBALL is a new 1 level special
that throws a
gleaming sphere into the air and falls after a short period
(depending on the
button used). The Taunt has changed its animation.
---------------------------------------------------------------
DARUN MISTER
REVERSAL b,d,db P
GANGES DDT f,d,df K
BRAHMA BOMB 360 P close
INDORA HASHI 360 K close
DOUBLE LARIAT QCF P
Block PPP
SUPER DYNAMITE BOMB QCF x2 P close
SUPER INDORA HASHI QCB x2 K
* G.O.D. 360 x2 PPP
The REVERSAL catches anything airborne that sticks to it. The
GANGES DDT only
hits standing opponents. The JP DOUBLE LARIAT only hits once. Any
LARIAT can
stop fireballs. The Block is a new move where DARUN can stop
fireballs with
his chest. The REVERSAL connects after the SUPER INDORA HASHI if
you can time
it. DARUN's 360 holds have quite a range. You can perform a low
kick and JP
LARIAT and the hold will suck the other guy, even if they're
blocked (cheap,
cheap, cheap). The level 3 special is quite innovative. After
connecting, you
can perform several holds by spinning the joystick and pressing
either P or
K. On the downside, the opponent can escape by pressing the same
button you
used (P or K). The commands appear on the screen, but after 4 or
5 I'm not
sure), you only get question marks. I recommend slowly choosing
each hold
instead of mashing the buttons (as your opponent probably will)
to minimize
risk of losing the hold by timing it right. On a previous version
I stated
that this could be endless. At last, I was able to perform it to
completion,
and I counted three or four more holds after the question marks
appeared
(some of them overlap, so I'm not sure). I assume it was the end,
because the
screen became normal again and the opponent was lying on the
ground. He
didn't escape and DARUN didn't seem to miss the throw. Still, if
connected,
the damage is very good.
---------------------------------------------------------------
PULLUM PURNA
DRILL PURUSU QCF K
PULLUM KICK f,d,df K
TERREL KICK QCB K
Double jump in air QCB P
Overhead hop f SP
BURAEKU RAAMU QCB x2 K
RESUARU KAANA QCF x2 K
KIND WIND QCF x2 P in air
* GRADOUSU BALL QCF x2 PPP
PULLUM's double jump is now QCB P in the air, JP forward, SP
upward and FP
backward. The Overhead hop can be blocked. The DRILL PURUSU can
be done in
the air. Her Level 3 special has to be one of the corniest
specials ever in
the SF history (think of NAGARE in Rival Schools 2), cornier than
BLANKA's
special in SF Alfa 3 where he dropped the fruit. She throws a
glowing sphere
at the opponent and, if it hits, both start dancing while the
other guy gets
damaged. I mean, dancing? Come on! What's next? SEAN playing
video games or
DAN mooning them?
---------------------------------------------------------------
SHARON
GALE HAMMER PUNCH QCF P, P
HAMMER PUCH, KICK QBF P, b K
HALFMOON KICK QCB K
BAMYUU DASHING FONII f,d,df K
Double punch f SP
Double kick f FK
Overhead punch f FP
Slide df RK
SHADOLOO COMBINATION QCB x2 P
SHARON SPECIAL QCF x2 K
LOAD QCF x2 P
HELLFIRE QCF x2 P after GUN
HALFMOON KICK RUSH QCF x2 K
* ASSAULT RIFLE QCF x2 PPP
The LOAD special only gets the gun and one bullet. After that,
doing it again
shoots the bullet. Not great damage. The level 3 special has two
animations.
If you do it from afar, it only shoots once and gets regular
damage, but from
a safe distance. If you do it close, the camera closes on SHARON
as she
shoots repeatedly with a rifle and then switches to the opponent
as he gets
shot. Damage is improved in this version. Raylan Hilman says
"Sharon's
Assault Rifle only does the close-up camera version if the
opponent is at a
certain distance and not blocking. Too close, or too far, and all
you get is
the single-bullet version." I personally believe it's
unblockable up close,
but it may need further testing.
---------------------------------------------------------------
NANASE
SANRENKON QCF P,P,P
TENSHOUKON f,d,df P
GESSHOU BOTAN b,d,db P
KASUMI OROSHI QCB K,K,K
Overhead elbow f SP
YAYOI TOUKON GI QCF x2 P
IZAYOI REKKON QCB x2 P
* MACHIYOI TENSHOU GEKI JP,JP,f,SK,FP
If you press JP on any of her command moves, the cane will be
short; SP will
result on a medium size and FP will mean a long one will be used.
You can
alternate sizes in the SANRENKON. For her Guard Breaker, the
longer you hold
the buttons, the longer the cane will be. Her KASUMI OROSHI is an
overhead
forward hop, where SK will mean she sticks her cane forward, FK
downward and
RK backward. You can alternate kicks in the same attack. Her
IZAYOI REKKON
attack can be done in the air. She is a really quick grabber. The
CPU almost
always overrides my moves with a throw (even throws), so you may
overuse it.
Seems everybody knew how to do NANASE's level 3 special but me.
Anyway,
according to W. Leung: "she extends the cane to knock the
opponent off their
feet. After that she pole vaults up and extends her staff to
somewhere near
the atmosphere. She retracts the staff and starts her descent
with one fist
extended to impact on the opponent that is just getting up. It's
blockable,
3/4 screen range, 40% damage. Not really worth it even if you got
the 20
seconds of unlimited supers from the second bonus round."
Rylan Hilman: " You can interrupt Nanase's Sanrenkon after
the first or
second moves with either up + any punch(she'll do her
Tenshoukon), or QCB +
K(she'll do her Kasumi Oroshi, and you can still hit kick up to
two more
times as usual). I've heard you can do QCF + P, P, up + P, and
then do her
level 3 while they're falling. Pretty much all supers juggle in
this game, so
as long as it can come out in time, it should work."
---------------------------------------------------------------
HOKUTO
CHUU GEKIHOU QCF P,P
ELBOW, KICK RUSH QCF P,b K
GOKYAKU KOU b,d,db P
SHINKUU GEKI QCB P
SHINKYAKU GEKI QCB K
Overhead elbow f SP
Low kick f FK
KIRENEKI QCF x2 P
KYAKUHOUGI QCB x2 K
RENBU JP,JP,f,SK,FP
RENSHAUGEKI QCB x2 P
* SHIRASE GATANA QCB x2 PPP
The SHINKYAKU GEKI first dashes backwards and then attacks. You
can cancel
them but I can't tell you exactly how. If you cancel them, she
only dashes
backwards and spins. Her reversal is good against airborne
attacks and
standing ones, not against sweeps. You can hold the P button in
her KIRENEKI
for extra damage. Her level 3 special is quick and does good
damage. She
pulls out a long bladed stick (I'm guessing it's a naginata) and
strikes.
It's so quick that it may beat a RK sweep or be used as a
counter.
Again from Rylan Hilman: "Hokuto's Shirase Gatana only works
if the opponent
is on the ground, it will completely whiff any jumpers. On the
other hand, it
IS more or less instant. Do it on reaction to ANY movement your
opponent does
while on the ground. (read: Shotoscrub
fireballs-from-across-the-screen seal
their doom...)-- Hokuto's Shinkuu Geki and Shinkyaku Geki are
cancellable
("Furi) by doing either QCB + punch or kick, or just plain
punch or kick,
again before she starts forward again.)"
---------------------------------------------------------------
BLANKA
ROLLING ATTACK b>f P
BACKSTEP ROLLING b>f K
VERTICAL ROLLING d>u K
ELECTRICITY P,P,P,P...
Dash f or b KKK
Sweep df P
GRAND SHAVE ROLLING b>f x2 P
BEAST HURRICANE QCF x2 P in the air
JUNGLE BEAT b>f x2 K
* SUPER ELECTRIC SANDER QCF x2 KKK
The BEAST HURRICANE comboes after the regular ROLLING ATTACK. The
BACKSTEP
ROLLING can go over fireballs. The ELECTRICITY has very good
priority. The
SUPER ELECTRIC SANDER does good damage against airborne opponents
and is
great against the satellite.
---------------------------------------------------------------
DOCTRINE DARK
KILL WIRE f,d,df P
DARK WIRE QCF P
SPARK WIRE P after DARK WIRE
DARK HOLD b after DARK WIRE
EXPLOSIVE QCF K
Overhead blade f SP
Spinning sidekick f FK
EX-PROMINENCE QCB x2 K
KILL TRAMPLE QCF x2 P
DARK SHACKLE QCF x2 K
* DEATH TRAP QCB x2 PP close
EX-PROMINENCE works nice after the KILL WIRE. I don't play this
character
very much, but advise to play from a distance. He seems better
this way.
---------------------------------------------------------------
CRACKER JACK
DASHING STRAIGHT b>f P
DASHING UPPERCUT b>f K
FEINT DACH QCB P
BATTING HERO QCF P
SOCCER KICK QCF K
FINAL PUNCH hold KKK
Sidekick f FK
Overhead punch f FP
CRAZY JACK b>f x2 P
GRAND SALM CRASHER QCB x2 K
RAGING BUFFALO b>f x2 K
HOMERUN HERO QCB x2 P
* HOMERUN KING QCF x2 KKK
BATTING HERO and SOCCER KICK can deflect fireballs but you have
to time them.
TIME PUNCH depends on how long you hold the KKK. Upon release, a
number will
be heard with concordant damage. The Sidekick comboes with
BATTING HERO. You
can combo this after HOMERUN HERO. During CRAZY JACK you can
press K or P to
alternate between straight and upper.
---------------------------------------------------------------
New Characters
---------------------------------------------------------------
VULCANO ROSSO
VOLCANUS QCB P
VESUVIUS NO something QCF P,P,K
DASH QCF K
REVERSAL QCB K
Overhead hop PPP
FLASHING GEYSER QCB x2 P
ARCHERY LAND QCB x2 K
STEPPING COMBO QCF x2 P
* SHIKEI QCF x2 KKK (close)
His VOLCANUS is too slow to combo. FP version hits several times
and you can
combo a kick or a punch with it. His DASH is really quick but is
not
invincible (can be hit or grabbed during it). His reversal varies
depending
on the kick used: SK is high, FK is medium and RK is low. He can
also reverse
fireballs and special, although he may not connect the hits. His
low REVERSAL
does pretty good damage and is very useful against those d FK
pokers or close
sweep overusers. He also charges the super's bar while reversing,
even if no
hit. The animation changes from d P to d K and the damage is
bigger against
low attacks than the other two. His overhead hop is a short jump
that can be
forward or backward and can kick (overhead). He can go over
fireballs. His
jumping FK and RK are double hitters, so press twice the button.
His level 3
super, whatever it's called, has very good priority and is
unblockable (like
a hold). It does good damage and has great animation.
His STEPPING COMBO attack ends with three stomps in the head
(therefore MY
name for it) and is very useful.
---------------------------------------------------------------
AREA
UPLOAD PPP
GROUND ROCKET GUN d PPP
TERMINATOR b,d,db P
HUMMING RUSH QCF P
JACKSON KICK QCF K
ALTERNATIVE CATCH HCB K
Upward kick f RK
Step punch f FP
GREAT CANCER QCF x2 P
FIVE-STAR RAID QCF x2 K
* FINAL CANCER QCF x2 PPP
Her ROCKET gun and GROUND ROCKET GUN keep moving forward until
you release
the buttons or are hit. She loses her gun for a while, until it
comes back.
Her OVERHEAD GRAB only sweeps sides with the opponent. You can
hold the
CHARGING SPARK by holding the button. It can be done in the air.
Her level 3
special does a pretty good deal of damage (and block damage if
blocked), but
she permanently loses her gun (and the first four moves listed)
for the rest
of the fight.
I have seen people do a kick in the middle of the ALTERNATIVE
CATCH (right at
the top), but I haven't tried this myself.
---------------------------------------------------------------
Time Release Characters
---------------------------------------------------------------
GARUDA
BUU f,d,df PPP
DIVING ATTACK b,d,db P
DEVIL SLASH f,d,df P
ROLLING SLASH QCF K
SPIKE ATTACK QCF P
RISING SPIKE f,d,df K
Double punch f FP
Triple Kick f RK
SPINNING DEVIL QCB x2 P
RISING DEVIL QCF x2 P
FIRE DEVIL QCB x2 K
* RAISEN SHO (Hayate's super moves) QCB x2 KKK
BUU is a forward teleport move. ROLLING SLASH ends with GARUDA
lying.
SPINNING DEVIL can be done in the air. Level 3 special is kind of
tricky. If
you just sit down and watch the REISEN SHO you'll be disappointed
to learn
that it only does damage as a level 1 special. The REISEN SHO is
just the
beginning. After QCB x2 KKK, you can do QCF x2 K and GARUDA will
perform
HAYATE's rising move. Then, when you're in the air, you can do
QCB x2 P and
he will finish with a spinning move. You must do the motions
before the
flashing red lights are over.
---------------------------------------------------------------
SHADOWGEIST
DIVING KICK QCF K in air
SOMERSAULT KICK QCB K in air
SHADOW ATTACK QCF P
SHADOW GEYSER QCF K
FLYING STOMP b,d,db K
Backflip bb
Uppercut f SP
Heel kick f FK
Taunt 360 P
SHADOW ENERGY QCB x2 K
FINAL DREAM JP,JP,f,SK,FP
FLYING KICKS QCF x2 K
SUPER SHADOW WAVE QCF x2 P
* SHADOW PUNCH QCB x2 PPP
You can connect his SOMERSAULT KICK after a normal airborne
attack for a
combo. His SHADOW GEYSER hits airborne opponents. The uppercut
and Hell kick
are overheads. Flying KICKS only hit standing opponents: they
crouch, you
lose. It can be done in the air. His level 3 special is a one hit
blockable
punch that can be comboed. This one has one of my favorite
animations.
---------------------------------------------------------------
KAIRI
DEMON PUNCH f,d,df P
WHIRLING KICK QCB K x4
GODLY FORCE QCF P
TELEPORT f,d,df PPP
Dragon kick d FK or RK in the air
COYOTE MURDER QCB x2 P
DEMON GOD FORCE QCF x2 P in the air
DIVING DRAGON KICK QCF x2 K in the air
* GODLY PALM FORCE QCF x2 PPP
* EVIL DANCE JP,JP,f,SK,FP
What in Heaven's name happened to this guy? His GODLY FORCE is
now a
miserable mimic of a fireball. Instead of going all the way, it
only appears
unmovable on screen (think of Orochi Shermie's electrical kiss).
The JP gets
it just in front of KAIRI, and the FP appears about half the
screen away.
That's it. They are to quick to be of any use aside from combos.
His teleport
move only works forward, I think. However, the diving Dragon kick
has
somewhat improved. FK version is the same, but the d RK now
bounces after
hitting. If you're too far away, you bounce back, but if you are
almost over
the other guy, it bounces over the other guy. You can do the same
kick over
and over or any other move, including specials. You can land with
a punch and
then combo from there. It's pretty useful. His DEMON GOD force
special has
also suffered from the revision. It's a concordant super version
of the
regular GODLY FORCE, as a static air fireball. It's now a lot
harder to combo
both air specials after the COYOTE MURDER, as the fireball
doesn't push the
other guy down for you to dive in. His level 3 GODLY PALM FORCE
is a
substitute for his old multi fireball special. KAIRI shoots
forward a wide
beam of energy that does good damage on an unblocking opponent.
However,
block damage is not much and what's worse is you lose around half
your energy
bar for this one (however, it won't kill you if you have less).
After the
super, KAIRI falls down and lies (like GARUDA after his QCF K
ROLLING SLASH).
Also, I haven't been able to do it twice in a fight. But not
everything is
bad. He also has his level 3 EVIL DANCE (the INSTANT HELL MURDER
version) and
the new outfits are very good.
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Bonus Games
For the Excel Bonus Game, Rylan Hilman says you should do a few
excel hits
and then grab. If you succeed, you'll be granted free Excel for
the next
round (no bar cost).
In the satellite Bonus Game, I found that the best you can do is
just jump
straight up and RK. You should be careful you aren't hitting the
wings (solar
panels or whatever), because you can trash them but it doesn't
count against
the satellite's life bar. If you succeed, you'll be granted a
full charged
bar (the red one) for 20 seconds against Garuda, and after that
you get to
keep the bar(and spend it normally). That is 20 seconds of level
3 specials
plus a full bar. It's better than the Excel thing.
Although I recommend the jumping RK (excel does less damage),
some characters
have special moves that do fair damage (and besides, it's kind of
boring just
jumping with RK all the time).
RYU
Air SHINKU TATSUMAKI SENPU KYAKU, just do it a little bit off the
center and
it should hit the main body.
KEN
Sin Ryu Ken right on the center of the screen. Still, you're
better off just
jumping and kicking.
SAGAT
Stick with the u RK
BISON
PSYCHO CANNON and hold, just be careful to hit the main body.
VEGA
GRAND CRYSTAL Flash, but I prefer the kicks.
Guile
u RK, u RK...
CHUN LI
KIKOU SHOU or HAZAN TENSHOUKYAKU.
ZANGIEF
U RK or QUICK LARIAT.
DHALSIM
YOGA INFERNO does huge damage if done correctly.
SKULLOMANIA
Don't waste your time, u RK, u RK...
DARUN
Same as above
PULLUM
Air BURAEKU RAAMU.
SHARON
Jumping kicks.
NANASE
IZAYOI REKKON, but its not great, really.
HOKUTO
KIRENEKI and hold.
BLANKA
The SUPER ELECTRIC SANDER does great damage against the
satellite. The best
super for this chore so far.
DOCTRINE DARK
EX-PROMINENCE, but don't expect the satellite do explode from
this one.
Damage is fine I guess.
CRACKER JACK
You could do the GRAND SLAM CRASHER, but I'd rather stick to the
u RK.
VULCANO ROSSO
His QCB x2 P does good damage if done right. Also his jumping RK
and FK are
double hitters, so this guy does ok.
AREA
HUMMING RUSH or GREAT CANCER. Not much damage anyway.
GARUDA
Use JP DEVIL SLASH or RISING DEVIL. The air SPINNING DEVIL
doesn't hit that
much. Also, you could try his level 3 super and cancel the first
part soon,
the damage lies on the other two.
SHADOWGEIST
u RK
KAIRI
The DEMON GOD FORCE and DIVING DRAGON KICK don't do great damage.
I have
tried the GODLY PALM FORCE, but I keep getting hit by the
meteors.
Final Word
So far I haven't seen any more characters and I really don't
think there are
any. Maybe we should wait for SFEX 3 (hey, they could bring back
Retsu!!).
So that's all. Please feel free to help, I'll credit you for it.
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CREDITS
Thanks to all of the following people who mailed me about
NANASE's level 3
super (in chronological order):
- Arturo Martinez <Arturozero@netscape.net>
- W.Leung" <willeung@mail.interlog.com>
- AsNGoUkii@aol.com
- troy lane" <bizzy_bone15@hotmail.com>
- ji soo yoon <firebat007@engineer.com>
- weixing king" <weixingking@hotmail.com>
- Ed !" <geki91@hotmail.com>
Also, thanks to Rylan Hilman <rhilman@quay.com> for the
names of the moves
and a lot of pointers on the game. Perhaps the next revision
should have your
name on it. Lots of thanks. Too bad you live up north, those
Arcades are too
far away.
Thanks to Fernando for the translation (or whatever that was).
Thanks to Gabino for some of the moves and a few names.
Thanks to the guys at the LEVEL ONE Arcade for letting me stay
late for
practice and "research" (I take my work seriously).
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Unpublished work Copyright 1999 Angel Grimm
(angelgrimm@yahoo.com)
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