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

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  • ShinjiGohanShinjiGohan Joined: Posts: 5,061 ✭✭✭✭✭ OG
    edited April 4
    You might have had a stronger point if the 3 characters in the game weren't all SFEX characters.

    Also might have had a stronger point still if EX wasn't in the title.

    Similarly if it didn't reuse the same music from SFEX.

    Same announcer as in SFEX3

    And it doesn't have an official title yet, nor has it even been officially announced. If ARIKA partners with capcom again as the publisher this might very well be another SFEX game. If it partners with Namco to publish, it might be another Fighting Layer game. With its funding and publishing it can go either way and logically could become another SFEX game. And it shares enough similarities with the EX games that those that would be most likely to play and enjoy it would be fans of SFEX.

    Hipsters wanting to claim poverty points will drop the game as quickly as any other. Meanwhile I'll be playing it like I have for the EX games for almost 2 decades.
    Post edited by ShinjiGohan on
  • Pablo_the_MexPablo_the_Mex Blond Kanye Status Joined: Posts: 8,122
    Pablo you need to check ebay. I think that was where i got mine a few years back. Expect to pay between 100 and 200.

    Also be careful there are sf ex2 boards out there. None plus. While i may like ex2 over ex2p. Just be aware that there is a difference.

    OK thanks for the price range. Some arcade stuff is increasing in price. Just look at CPS2 lol.

  • Pablo_the_MexPablo_the_Mex Blond Kanye Status Joined: Posts: 8,122
    There will be a day when you can just get an arcade perfect ports of these games online. I may not be alive to see it though. Arcades as a hobby are terrible. I could buy a next gen console with games for the price of an arcade board/cart. I spent last weekend wiring one of my cabs to work with SvC chaos and HnK (no kick harnesses). I could, with effort, find one local who is interested in playing this games seriously. I am waiting for people to fall off the SFV bandwagon.

  • ShinjiGohanShinjiGohan Joined: Posts: 5,061 ✭✭✭✭✭ OG
    It depends on how arcade perfect you really want it. We are just now getting to perfect NES emulation where computers might be able to handle emulating each bit and byte that the NES would do itself opposed to doing shortcuts which speeds up the processing.

    Decent emulators exist being zinc, impact (succeeded by zinc) and mame (then also mame with the zinc video profiles). But nothing with reliable online play :(
  • Negative-Zer0Negative-Zer0 Joined: Posts: 9,605
    Superking wrote: »
    I made a poll on twitter for Nishitani and Mihara. Let's see what the community thinks.


    wait.... YOURE lupinko?

    I am @ing you to confirm shit just letting you know.
    “I was trying to take the easy way out by running away from everything. No matter the pain, I will keep living. So when I die, I'll feel I did the best I could.” - Koala
  • JohnGrimmJohnGrimm A.K.A. JohnXuandou Joined: Posts: 4,305
    Also might have had a stronger point still if EX wasn't in the title.

    And it doesn't have an official title yet

    Excuse me, what? EX isn't in the title because it doesn't have a title. As you yourself have pointed out. It was sharing music and sounds from EX because they literally just ripped the music and sounds from EX because the game hasn't even started real development yet. This was a pitch build.

    You would have a stronger point about this being an EX game if it played at all like an EX game, but it doesn't. EX didn't have running, sidesteps, chains, Hard Attacks, etc. It has more in common with Fighting Layer than it does EX. Just because it has EX characters in it doesn't mean it's an EX game. That's why I used the comparison of Street Fighter x Tekken. Just because Ryu is in it doesn't mean it's a Street Fighter game, it's a different thing with the same characters. It's also defacto not going to be an EX game because Arika doesn't have the Street Fighter license, so the chances of it being called "Street Fighter EX" is in the negative percentage. If Capcom wanted to publish the game they probably would have done it already. I wouldn't be surprised if Arika already shopped it around and tried to get Capcom to work with them.

    Fact of the matter is, unless the game flips a 180, it's not an EX game. It's a new game that happens to have EX characters in it.
    You lack devotion! Enduring hunger and poverty is how you find the way!
  • ShinjiGohanShinjiGohan Joined: Posts: 5,061 ✭✭✭✭✭ OG
    edited April 5

    EX did have chains, did have hard attacks. You clearly haven't played EX3. Chain attacks have existed since EX1. Momentaries are basically chain specials in EX3.

    While it didn't have a universal running system there were characters that did have a running mechanic, and a back dash mechanic.

    Fighting Layer didn't have a running mechanic either. So literally the only thing this has in common with fighting layer is the sidesteps. That is it.

    I didn't see them do any hard reversals, nor any super elusion, clash? Nope no clash either. Would you care to create a check list of everything that it has in common with SFEX and then compare that with FL? I would be more than happy to as I own both arcade boards.

    Or is FL the new poverty game? Certainly didn't cost me poverty to import it from japan though.

    So fact of the matter is, get your information right. No title fine, then compare what the games have in common. Do that and honestly tell me that it has more in common with Fighting Layer, I dare you.
  • JohnGrimmJohnGrimm A.K.A. JohnXuandou Joined: Posts: 4,305
    edited April 5
    EX did have chains, did have hard attacks. You clearly haven't played EX3. Chain attacks have existed since EX1. Momentaries are basically chain specials in EX3.

    While it didn't have a universal running system there were characters that did have a running mechanic, and a back dash mechanic.

    Fighting Layer didn't have a running mechanic either. So literally the only thing this has in common with fighting layer is the sidesteps. That is it.

    I didn't see them do any hard reversals, nor any super elusion, clash? Nope no clash either. Would you care to create a check list of everything that it has in common with SFEX and then compare that with FL? I would be more than happy to as I own both arcade boards.

    Or is FL the new poverty game? Certainly didn't cost me poverty to import it from japan though.

    So fact of the matter is, get your information right. No title fine, then compare what the games have in common. Do that and honestly tell me that it has more in common with Fighting Layer, I dare you.

    Okay, I'll own up to not knowing as much about EX and specifically 3. None of that matters though because anything you could list as something in common with EX is something FL has too, except a run, but FL had while "dashing" attacks and this new game has while running combos, so let's chalk that up to FL comparison. No hard reversals, super elusion, or clash that we've seen so far, but there also isn't momentary combos (which is using the term chain loosely to say the least in reference to that mechanic), meteors, or Excel. Also, it's not just sidesteps, but even if it was just sidesteps that's more than what you could say for EX, but also that there are actual arenas with hard limits to them unlike the infinite stages of EX.

    So all 3 games have chains, hard attacks, super cancels, cancelling supers into supers, throws, and throw techs.

    New game and Fighting Layer have sidesteps, dedicated arenas, and while running/dashing attacks.

    New game has universal running.

    EX has momentaries, meteors, excel, infinite stages, and hold attack damage reduction (also game dependent tagging mechanics).

    Fighting Layer has hard reversals, super elusion, clash, and while backdash attacks.

    If you have some discrepancies feel free to list them. Also if you would like to bring up an actual valid reason as to how owning the arcade boards means anything in this discussion go ahead and present that as well.
    You lack devotion! Enduring hunger and poverty is how you find the way!
  • SuperkingSuperking dat mooney dolemite Joined: Posts: 2,250 ✭✭✭✭✭ OG
    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).
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  • IAmYagamiIAmYagami Garuda Joined: Posts: 259
    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.
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  • Bomberman3000Bomberman3000 The Headshaker Joined: Posts: 2,036
    Heheh.
    Fighting Layer EX.
    Time to FLEX on some fools soon!!!!
    "What Strength!!
    But Don't forget,
    There are many guys like you, all over the world!!!"

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  • Pablo_the_MexPablo_the_Mex Blond Kanye Status Joined: Posts: 8,122
    Alright, broke down and bought it. Noticed several peeps were watching the listing. No one gets in the way of my childhood dreams lol.

  • ShinjiGohanShinjiGohan Joined: Posts: 5,061 ✭✭✭✭✭ OG
    JohnGrimm wrote: »
    Okay, I'll own up to not knowing as much about EX and specifically 3. None of that matters though because anything you could list as something in common with EX is something FL has too, except a run, but FL had while "dashing" attacks and this new game has while running combos, so let's chalk that up to FL comparison. No hard reversals, super elusion, or clash that we've seen so far, but there also isn't momentary combos (which is using the term chain loosely to say the least in reference to that mechanic), meteors, or Excel. Also, it's not just sidesteps, but even if it was just sidesteps that's more than what you could say for EX, but also that there are actual arenas with hard limits to them unlike the infinite stages of EX.

    So all 3 games have chains, hard attacks, super cancels, cancelling supers into supers, throws, and throw techs.

    New game and Fighting Layer have sidesteps, dedicated arenas, and while running/dashing attacks.

    New game has universal running.

    EX has momentaries, meteors, excel, infinite stages, and hold attack damage reduction (also game dependent tagging mechanics).

    Fighting Layer has hard reversals, super elusion, clash, and while backdash attacks.

    If you have some discrepancies feel free to list them. Also if you would like to bring up an actual valid reason as to how owning the arcade boards means anything in this discussion go ahead and present that as well.
    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.
  • JohnGrimmJohnGrimm A.K.A. JohnXuandou Joined: Posts: 4,305
    How exactly was your first impression that this is a fighting layer game?

    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 lack devotion! Enduring hunger and poverty is how you find the way!
  • JusticeInfernoJusticeInferno Joined: Posts: 7
    edited April 6
    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.
  • chopperbyrnechopperbyrne Joined: Posts: 1,205
    edited April 6
    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.
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  • p.m novaroad pilotp.m novaroad pilot Joined: Posts: 2,488
    edited April 6
    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
  • Cheech WizardCheech Wizard Joined: Posts: 3,583
    Any way to play EX 2 online?
    Slow and steady wins the race
  • CapnWTFCapnWTF Joined: Posts: 39
    friends streaming EX games on twitch over HEA
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  • ShinjiGohanShinjiGohan Joined: Posts: 5,061 ✭✭✭✭✭ OG
    edited April 7
    JohnGrimm wrote: »
    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.
    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.
    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.

    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.
  • DonkusDonkus Time Marches On Joined: Posts: 503 ✭✭✭✭✭ OG
    edited April 8
    JohnGrimm wrote: »
    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.

    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.



    GOD BLESS THE RING
  • jinxhandjinxhand That Battle Fantasia Guy!!! Joined: Posts: 91
    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*
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  • ShinjiGohanShinjiGohan Joined: Posts: 5,061 ✭✭✭✭✭ OG
    edited April 13
    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.
    Post edited by ShinjiGohan on
  • CapnWTFCapnWTF Joined: Posts: 39
    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
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  • ShinjiGohanShinjiGohan Joined: Posts: 5,061 ✭✭✭✭✭ OG
    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).
  • CapnWTFCapnWTF Joined: Posts: 39
    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.
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  • ShinjiGohanShinjiGohan Joined: Posts: 5,061 ✭✭✭✭✭ OG
    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.
  • DJBLKKZAND94DJBLKKZAND94 DJ/Fighter/Scratcher and Killer Joined: Posts: 343
    Japan goes too hard with their pranks.....It looked to legit when it leaked
    PSN:DJBLKKZAND514
    XBL:IRONKRUSH514
    STEAM:DJBLKKZANDO514
    ⓩⓟⓩⓟⓩⓟⓩⓟⓩⓘⓟⓩⓘⓘⓘⓘⓟⓩⓟⓟⓩⓟⓩⓩⓟⓗⓩⓩⓨ
    "Everybody love him"
    -Joey Bada$$:Unorthodox
    Scratched by DJ PREMIER
  • ShinjiGohanShinjiGohan Joined: Posts: 5,061 ✭✭✭✭✭ OG
    Go hard or go home.
  • Pablo_the_MexPablo_the_Mex Blond Kanye Status Joined: Posts: 8,122
    Aye bruvs...how do I unlock the time release characters on the ex 2 plus board? I am not trying to run this thing for 400 hours. Thanks in advance lol.

  • ShinjiGohanShinjiGohan Joined: Posts: 5,061 ✭✭✭✭✭ OG
    edited April 22
    that is the only way that I'm aware of. I had mine running for several weeks straight.

    just be sure not to unplug the gameboard from the motherboard otherwise it may wipe the memory then you'd have to unlock it again.
  • Pablo_the_MexPablo_the_Mex Blond Kanye Status Joined: Posts: 8,122
    What do you mean? Isn't that what the battery is for? I can shut the cab off without it wiping the memory right?

  • ShinjiGohanShinjiGohan Joined: Posts: 5,061 ✭✭✭✭✭ OG
    I mean one time I had an EX2p board that came with the characters unlocked. I then detacted it and plugged in another ZN2 board (Rival schools or strider 2 I can't remember). Played a few games,then swapped it back only to realize that I lost all my characters.

    It was at point I became interested in figuring out how that memory card header worked on the motherboard. Hoping to connect a PSX memory card and be able to save multiple games so I can swap without worry.

    So just keep that in mind.
  • SuperkingSuperking dat mooney dolemite Joined: Posts: 2,250 ✭✭✭✭✭ OG
    edited April 22
    Japan goes too hard with their pranks.....It looked to legit when it leaked

    What prank? Shit is legIt, I played it, they're looking for a publisher or something right now, they don't want fans to say shit because it spooks shareholders.
    DS: she's looking hot in that interview, fuck, keep in mind, i don't have yellow fever, i just know a hot girl when i see one, gonna rape her and call her julia chang
    Superking: lol
    DS: julia chang for life
  • ShinjiGohanShinjiGohan Joined: Posts: 5,061 ✭✭✭✭✭ OG
    Why would fan interest spook share holders?
  • CyberAkumaCyberAkuma Part-time Dinosaur Joined: Posts: 1,402
    Why would fan interest spook share holders?

    I imagine that one possibility is that if fans start talking about crowdfunding campaigns already, it undermines any potential talks with publishers.

    If you're a shareholder, and want Arika to make the most money possible off of a new potential product, then the preference would be to exhaust all traditional routes, first.
  • ShinjiGohanShinjiGohan Joined: Posts: 5,061 ✭✭✭✭✭ OG
    fans willing to shell out money for a project that might not ever come out should mean that they really want this game and will pay virtually anything for it.

    I guess it just depends on your PoV.
  • Pablo_the_MexPablo_the_Mex Blond Kanye Status Joined: Posts: 8,122
    Ok so where are the combos for each character in EX2+? Excels too please. I need my board to run for 400 hours to unlock characters so I may as well get some practice in.

  • ShinjiGohanShinjiGohan Joined: Posts: 5,061 ✭✭✭✭✭ OG
    edited May 21
    While it may not be 100% applicable for EX2p, here are the combo transcripts and timings when I recreated the ARIKA promotional video which featured a lot of different combos for all those characters.
    EX2ARIKA combos
    Easy?
    Ryu on Ken; GB, j.hp, s.lp, shoryuken, shinkuu hadou, shinku hadou, shinku tatsu
    Ryu:w255. 3 6 .w60. _l.w29. _u.w6. ^u^l.w20. 3 .w20. 1 .w4. l.d.dl1 .w3.l.w2. d..dl ..l2 .w79. d.dl.l.d.dl.l1 .w47. d.dr.r.d.dr.r4 w1000!
    
    Zangief on crouching nanase; cross up splash, c.mp, s.mk, lp.green hand, super stomps, cancel, s.mk, lp.green hand, super stomps, cancel, s.mk, lp.green hand, super stomps, cancel, s.mk, lp.green hand, super stomps
    Zangief:w255. -_d+._u_r. w11. ^u^r. w20. d3, w16. _d_2 w5. ^d^2. w16. 5, w4, l.d.dl1. w17. d.dl.l.d.dl.d6. w65. d.dr.r6. w65. 5. w4. l.d.dl1. w18. d.dl.l.d.dl.l6. w65. d.dr.r4. w63. 5. w4. l.d.dl1. w18. d.dl.l.d.dl.l6. w65. d.dr.r4 w63. 5. w4. l.d.dl1. w18. d.dl.l.d.dl.l6. w350!
    
    Zangief on garuda's back; GB, splash, c.mk, super stomps, cancel, s.mk, lp.green hand, super stomps, cancel, s.mk, lp.green hand, super stomps, cancel, s.mk, lp.green hand, super stomps
    Zangief:w60. _u_r. w10. ^u^r -l3. + w28. 3 6. w75. _l. w20. _u. w11. ^l^u .w14. d3 .w21. d5. .w4. d.dl.l.d.dl.l6. .w65. d.dr.r6. w57. 5. w2. l.d.dl1. w16. d.dl.l.d.dl.l6. w65. d.dr.r6. w66. 5. w4. l.d.dl1. w17. d.dl.l.d.dl.l6. w65. d.dr.r6. w63. 5. w4. l.d.dl1. w16. d.dl.l.d.dl.l6 w300!
    
    Zangief on Garuda; cross up splash, excel, (c.hp, s.hk, s.mp, s.mk, s.hp, c.lp, walk forward slightly, j.mp, j.lp, splash), s.mk, lp.green hand, super stomps, cancel, c.mk, lp.green hand, super stomps, cancel, s.mk, lp.green hand, super stomps
    Zangief:w5. _u_r.w9. ^u^r. w21. d3. w14. 2 4. w36. d3. w11. 6. w16. 2. w15. 5. w13. 3. w11. d1. w7. _l. w9. _u_l. w3. 2 .w7. 1. w23. _d w8. 3. * w14. 5. w4. l.d.dl1. w17. d.dl.l.d.dl.lb4. w64. d.dr.r4. w65. d5. w5. d.dl.l.d.dl.l4. w65. d.dr.r4. w59. 5. w4. l.d.dl1. w18. d.dl.l.d.dl.l6. w350!
    
    Blanka on Vega: late j.hp, c.mk, vertical roll, qcfX2+p, super ground roll, qcfX2+p
    Blanka:w100. _u_r. w3. ^u^r. _d_l.w20. 3. w22. 5. w3. ^d^l. u6.u6.u6. w4. d.d.dr.dr.r.r.d.d.dr.dr.r3.r3. _d_l. w100. ^d^l.r.r.l.l.r3.r3._3. w67. ^3. w40. d.d.dr.dr.r.r.d.d.dr.dr.r3.r3. w200!
    
    Blanka on Zangief: earily j.hp, excel, (s.mp, s.mk, s.hp, s.hk, whiff s.lp, j.mk, j.hp, j.hk), c.lk, c.lk, c.lk, c.lk, forward roll, qcfX2+p, super ground roll
    Blanka:_u_r. w5. * w19. 3. w17. 2 4. w35. 2. w7. 5. w13. 3. w11. 6. w14. 1. w12. _r. w9. _u.. ^u. 5. ^r_d_l. w18. 3. w10. 6. w25. 4. w15. 4. w15. 4. w15. 4. w5. * r3. w20. d.dr.r.d.dr.r3. _l. w90. ^l r.l.r3. _3. w70. ^3. w350!
    
    Blanka on Dhalsim (attacks super ground roll charging with s.hp); super ground roll charge, release, qcfX2+p, super ground roll
    Blanka:_l w14._d w59. ^l^dr.l.r3. _3 w165. -3 +w74. ^3. w57. d.dr.r.d.dr.r3. _l. w142. ^l r. l. r3. _3. w50. ^3. w350!
    
    Vega on Guile; GB, j.hk, c.mk, c.mp, scarlet terror, j.hp, excel (s.hk, s.hp, c.hk, c.lp, c.mp, c.mk, s.mp, c.hp, hp.ground roll) scarlet terror, half circle forward+p
    Vega:1 4. w72. ur.ur.ur.ur.ur.ur. _d_l. w20. 6. w21. 5. w21. 2. w4. *. r.l.r6. w76. _u_r. w15. *. w15. 3. w17. 2 4. w37. 6. w24. 3. w11. _d_l 6. w25. 1. w4. 2. w9. 5. ^d. w13. 2. W13. d3. w9. ^l. r3. _l. w92. ^l r.l.r6. w57.l.dl.d.dr.r3. w200!
    
    Skullo on Zangief: GB, deep j.hk, excel (c.hp, s.hk, c.mp, c.mk, s.mp, s.hp, whiff s.lp, walk forward, j.mk, j.mp, j.hp, j.hk), c.mp, c.mk, skullo slider, skullo energy, skullo dream, c.mk, skullo crusher
    skullo:1 4. w56. w21. ur.ur.ur.ur.ur. w28. 6.w17. 2 4. w37. d3. w10. 6. w15. d2. w10. d5. w10. 2. w10. 3. w7. 1. w12. _r. w11. ur.ur.ur.5. ^r. w1. 2. w25. 3. w8. 6. w28 d2. w21. d5. w7. d.dr.r6. w6. d.dl.l.d.dl.l6. w50.1..1..r..4..3. w77. d5. w7. d.dr.r3. w90. r.dr.d.dl.l.ul.u.ur1. w200!
    
    Sharon on garuda: deep j.hk, excel (c.hp, s.hk, s.hp, s.mp, s.mk, c.mp, c.mk, c.hp, s.hk, c.mk, c.mp, s.hp), c.mk, qcf+p, f+p, qcfX2+k, cancel, s.lk, c.hp, qcfX2+k, cancel, j.hk, c.hp, qcbX2+p
    Sharon:ur.ur.ur.ur.ur. w25. 6. w17. 2 4. w36. d3. w10. 6. w15. 3. w13. 2. w12. 5. w11. d2. w9. d5. w9. d3. w10. 6. w15. d5. w9. d2. w9. 3. w38. d5. w5. d.dr.r2.w4. r2. w30. d.dr.r.d.dr.r6. w70. d.dl.l6. w23 _r. w11 4. w22. d3. w14. ^r. d.dr.r.d.dr.r6. w70. d.dl.l6. w11. _u_r. w21. 6. *. w24. d3. w6. d.dl.l.d.dl.l3. w250!
    
    Hayate on blanka: GB, j.hp, s.hp, c.mk, qcf+p, qcf2+p, GB, qcfX2+p
    Hayate:1 4. w76. ur.ur.ur.ur, w24. 6. w22. 3. w31. d5. w2. d.dr.r1. w15. d.dr.r.d.dr.r3. w100. 1 4. w30. d.dr.r.d.dr.r3. w260!
    
    Hayate on Zangief:j.hk, excel (s.lp, s.mp, s.hp, j.hk, j.hp, j.mp, j.hk, s.hk, c.hp whiff s.lp), s.hp, c.mk, shoulder charge+ swipe, qcfX2+p, qcfX2+k
    Hayate:ur.ur.ur.ur, w28. 6. w18. 2 4. w37. 1. w5. 2. w11. 3. w30. ur.ur.ur.ur. ur6. w5. 3. w18. 2. w15. 6. w20. 6. w10. d3. w6. 1. _r. w18. 3. w30.*. d5. w4.d.dr.r6. w30. r6. w30. d.dr.r.d.dr.r3. w154. d.dr.r.d.dr.r6. (l1. r2.)90 w60!
    
    Hayate on Zangief: GB, j.hk, excel (s.mk, s.mp, s.hp, whiff s.lp, walk forward, c.hp, s.hk, whiff s.lp, walk forward, j.hk, j.hp, j.mp, j.hk), s.hp, c.mk, qcf+p, qcfX2+p, qcfX2+k
    Hayate:1 4. w76. ur.ur.ur.ur, w28. 6. w18. 2 4. w37. 5. w4. 2. w11. 3. w11. 1. _r. w21. d3. w6. 6. w10. 1. w21. ur.ur.ur.ur. ur6. w5. 3. w20. 2. w12. 6. w22. 3. ^r. w30. d5. w4.d.dr.r1 w30. d.dr.r.d.dr.r3. w148. d.dr.r.d.dr.r6. (l1. r2.)90 w60!
    
    Kairi on Garuda:GB, walk forward, j.hk, c.mk, lk.tatsu, lk.tatsu followup, kick super, s.lp, s.lp, j.excel (j.mk, j.hp, j.mp, j.hk, s.mp, s.mk, s.hp, s.hk, c.hp, f+mk), qcfX2+p
    Kairi:1 4. w35. w29. _l. w10. _u. w5. ^u^l. w20. 6. w25. d5. w5. d.dr.r4. w20. r5. w18. d.dl.l.d.dl.l4. w98. l.l.l.l.l.1. w12. 1. w18. ul.ul.ul.ul. 2 4. w35. 5.w2. 3. w21. .2. w12. 6.w18. l.l.l.l.l.l.l.l.2. w5. 5. w18. 3. w10. 6. w11. d3. _l. w9. l5. w20.^l d.dl.l.d.dl.l3.w120!
    
    Garuda on Shadowgeist: j.hk, f.hk XX excel (j.hp, j.hk, s.mp, s.mk, s.hp, s.hk, c.mk, f+hp) qcbX2+k, hold kick, release, kienbu
    Garuda:_u_r. w5. ^u^r. w25. 6. w18. r6. 2 4. w35. 3. w5. 6. w15. 2. w10. 5. w10. 3. w12. 6. w13. _r d5. w11. r3. w30. ^r d.dl.l.d.dl.l6. _6 w96. ^6 w40. d.dl.l.d.dl.l3. _r. w200. ^r w100.!
    
    Garuda on Zangief: j.hk, f.hk xx excel (j.hp, j.hk, s.hp, s.hk, c.hp, shuga, gouga, qcbX2+k, hold kick and release kick, gouga, kienshu
    Garuda:_u_r. w5. ^u^r. w25. 6. w18. r6. 2 4. w35. 3. w5. 6. w15. 3. w10. 6. w15. d3. w10. d.dr.r3. w30. l.dl.d.dr.r6. w50. d.dl.l.d.dl.l6. _6 w96. ^6. w73. l.dl.d.dr.r6.l.dl.d.dr.r6. w44. d.dr.r.d.dr.r3.(l1. r4.)55. w150!
    
    Technique
    Ryu on Garuda: GB, whiff LP.shoryuken, j.hp, excel (s.lp, s.hp, s.mp, c.mk, c.hp, s.hk, whiff s.lp, walk forward, j.mk, j.hp, j.lp, j.hk), c.mk, shoryuken, shinku tatsu (ground), shoryuken, shinku tatsu (ground), c.mk, lk.tatsu, b+lk, b+lk karaXX to shinku tatsu
    Ryu:1 4. w62. r.d.dr1. w47. ur.ur.ur.ur.ur. w24. 3. w20. 2 4. w36. 1. w8. 3. w11. 2. w10. d5. w10. d3. w10. 6. w15. 1. w12. _r. w7. ur.ur.ur.5. w3. 3. ^r w7. 1. w25. 6. w20. d5. w5. r.d.dr2. w2. d.dl.l.d.dl.l6. w133. l.dl5.d.dr.r.dl1....d....dr...r6. w130. d5. w5. d.dl.l4. w20. l4. w20. l4. w10. d.dl.l.d.dl.l4. w250.
    
    Ken on Zangief: GB, kara cancel c.hk to lp.shoryuken (whiffs), j.hp, air tatsu, excel (s.mk, s.mp, c.hp, c.mp, c.mk, s.hp, s.hk, whiff s.lp, walk forward, j.mk, j.mp) j.hp, air tatsu, c.mk, hk.tatsu, shippu jinrai, cancel, c.mp, excel (j.mk, j.hp, j.mp, j.hk, c.hp, s.hk, s.hp, s.mp, kara cancel c.hk) into shoryuken, shinryuken
    Ken:1 4. w54. d6... r.d.dr1. w43. ur.ur.ur.ur.ur. w21. 3....d.dl.l6.w30. 2 4. w35. 5. w10. 2. w10. d3. w10. d2. w10. d5. w10. 3. w10. 6. w12. 1. _r w13. w12. ur.ur.ur.5.w2. 2. w25. 3. ^r. ....d.dl.l6. w35. d5. w5. d.dl.l6. w90. d.dl.l.d.dl.l6. w60. d.dl.l6. w81. d2. w21. 2 4. w35. ur.ur.ur.ur.ur5.w2. 3. w27. .2. w12. 6.w26. d3. w15. 6. w15. 3. w15. 2. w15. d6..... r.d.dr1. w5. d.dr.r.d.dr.r6. w30.(l1. r4.)80 w500.!
    
    Ken on Zangief; j.hp, air tatsu, excel (s.mk, s.mp, c.hp, c.mp, c.mk, s.hp, s.hk, whiff s.lp, walk forward, j.mk, j.mp, j.hp), air tatsu, c.mk, hk.tatsu, shippu jinrai, cancel, c.mp, excel (j.mk, j.hp, j.mp, j.hk, c.hp, s.hk, s.hp, s.mp, s.mk) hadouken, shippu jinrai, cancel, c.mp, j.hp, air tatsu
    Ken:ur.ur.ur.ur.ur. w21. 3....d.dl.l6.w30. 2 4. w35. 5. w10. 2. w10. d3. w10. d2. w10. d5. w10. 3. w10. 6. w12. 1. _r w13. w12. ur.ur.ur.5.w2. 2. w25. 3. ^r. ....d.dl.l6. w35. d5. w5. d.dl.l6. w90. d.dl.l.d.dl.l6. w60. d.dl.l6. w81. d2. w21. 2 4. w35. ur.ur.ur.ur.ur5.w2. 3. w27. .2. w12. 6.w26. d3. w10. 6. w12. 3. w10. 2. w10. 5............. d.dr.r1. w18. d.dl.l.d.dl.l6. w60.d.dl.l6. w75. d2. w22. ur.ur.ur.ur.ur.3.w13.d.dl.l6. w500.!
    
    Ken on Zangief; j.hp, air tatsu, excel (s.mk, s.mp, c.hp, c.mp, c.mk, s.hp, s.hk, whiff s.lp, walk forward, j.mk, j.mp, j.hp), air tatsu, c.mp, c.mk, hadouken, shippu jinrai, cancel, c.mp, excel (j.mk, j.hp, j.mp, j.hk, c.hp, air tatsu, j.mk, j.hp, j.mp, j.hk, c.hp, air tatsu), shoryuken, shinryuken
    Ken:ur.ur.ur.ur.ur. w21. 3....d.dl.l6.w30. 2 4. w35. 5. w10. 2. w10. d3. w10. d2. w10. d5. w10. 3. w10. 6. w12. 1. _r w13. w12. ur.ur.ur.5.w2. 2. w25. 3. ^r. ....d.dl.l6. w35. d2. w22. d5. w5. d.dr.r3.w10. d.dl.l.d.dl.l6. w60. d.dl.l6. w81. d2. w21. 2 4. w35. (ur.ur.ur.ur.ur5.w2. 3. w10. 2. w10. 6.w20. d.dl.l6. w20)2. r.d.dr1. w5. d.dr.r.d.dr.r6. w30. (l1. r4.)100. w200!
    
    Chunli on Garuda: Heinshu, walk forward, excel (s.mp, s.mk, s.hp, s.hk, c.hp, c.mp, c.mk, lightning kick), s.mp, lightning kick, c.mp, lightning kick, qcbX2+k, c.mp, s.hk, qcbX2+k, s.hp, qcbX2+k, s.lp, gomenei
    Chunli:d.dl.l4. w41. _r. w11. 2 4. w35.^r 2. w10. 5. w10. 3. w10. 6. w10. d2. w10. d3. w10. d5. w3. (6..)20. w37. 2. w3. (6..)20. w37. d2. w3. (6..)20. d.dl.l.d.dl.l6. w172. d2. w23. 6. w5. d.dl.l.d.dl.l6. w175. 3. w5. d.dl.l.d.dl.l6. w178. 1..1..r..4..3.w200!
    
    Chunli on Jack; GB, walk forward, j.hp, s.mp, lightning kick, c.mp, lightning kick, qcbX2+k, excel (s.mp, s.hp, s.hk, c.hp, lightning kick, s.lp), lightning kick, aerial excel (j.mk, j.hp, j.mp, j.hk, s.hp, s.hk, lightning kick)
    Chunli:1 4. w62. _r. w11. ur.ur.ur.ur.ur. w25. 3. w20. ^r 2. w3. (6..)20. w37. d2. w3. (6..)20. d.dl.l.d.dl.l6. w168. 2 4. w36. 2. w15. 3. w10. 6. w10. d3. w3. (6..)20. w40. 1. w3. (6..)20. w34. ur.ur.ur.ur. 2 4. w35. 5. w5. 3. w22. 2. w10. 6. w23. 3. w10. 6. w8. (6..)50. w200!
    
    Chunli on zangief; heinshu, walk forward, excel (s.mp, s.mk, s.hp, s.hk, c.hp, c.mp, c.mk, lightning kick), s.mp, lightning kick, c.mp, lightning kick, qcbX2+k, c.mp, s.hk, qcbX2+k, c.mp, s.hk, qcbX2+k, c.mp, lightning kick
    Chunli:d.dl.l4. w41. _r. w11. 2 4. w35.^r 2. w10. 5. w10. 3. w10. 6. w10. d2. w10. d3. w10. d5. w3. (6..)20. w37. 2. w3. (6..)20. w37. d2. w3. (6..)21 d.dl.l.d.dl.l6. w172. d2. w23. 6. w5. d.dl.l.d.dl.l6. w178. d2. w23. 6. w5. d.dl.l.d.dl.l6. w180. d2. (5..)20. w200.
    
    Guile on c.zangief; j.hp, s.lk, sonic boom, excel (c.lk, spinning backfist, s.lp, c.hp, c.mp, c.mk, s.hp, s.hk, spinning backfist), s.lp, sonic boom, excel (c.lk, spinning backfist, s.lp, c.hp, c.lk, s.mp, s.hp, s.hk, backfist), s.lp, sonic boom, excel (c.lk, spinning backfist, s.lp, c.hp, c.mp, c.mk, s.hp, heel kick, sonic boom), c.mp, c.lk, flash kick
    Guile:ur.ur.ur.ur. _l. -_d +w30. 3. w20. 4. w3. ^l r3. w36. 2 4. w37. d4. w9. r3. w40. 1. w3. d3. w9. d2. w9. d5. w11. 3. w11. 6. w24. r3. _l w40. 1. w8. ^l r3. w30. 2 4. w36. d4. w9. r3. w40. 1. w3. d3. w9. d4. w9. 2. w10. 3. w10. 6. w24. r3.  _l w40. 1. w8. ^l r3. w30. 2 4. w36. d4. w9. r3. _l w40. 1. w3. d3. w9. d2. w9. d5. w11. 3. w11. 6. w14. ^l r3. _d w40. 2. w22. 4. w10. ^d u6. w200.
    
    Dhalsim on j.zangief in corner; b+lp, yoga blast, walk forward, db.lk, yoga blast, walk forward, lk.slide, yoga blast, excel (mk.slide, hk.slide, s.lp, db.hp, b.hk, s.hp, s.hk, lk.slide, mk.slide, yoga blast), walk forward, lk.slide, yoga blast, excel (mk.slide, hk.slide, s.lp, db.hp, b.hk, s.hp, s.hk, lk.slide, mk.slide, yoga blast), walk forward, lk.slide, yoga blast, excel (mk.slide, hk.slide, s.lp, db.hp, b.hk, s.hp, s.hk, lk.slide, db.hk)
    Dhalsim:-u. + _r w30. ^r l1. w5. d.dl.l4. w45. _r w10. ^r dl4. w5. d. dl. l4. w45. _r w5. d4. w5. ^r d.dl.l4. w47. 2 4. w37. d5. w10. d6. w20. 1. w15. dl3. w15. l6. w10. 3. w17. 6. w17. d4. w10. d5. w10. d. dl. l4. w45. _r w2. d4. w5. ^r d.dl.l4. w47. 2 4. w37. d5. w10. d6. w20. 1. w15. dl3. w15. l6. w10. 3. w17. 6. w17. d4. w10. d5. w10. d. dl. l4. w45. _r w2. d4. w5. ^r d.dl.l4. w47. 2 4. w37. d5. w10. d6. w20. 1. w15. dl3. w15. l6. w10. 3. w17. 6. w17. d4. w14. dl6. w200.
    
    Dhalsim on zangief; GB, yoga catch, yoga hold, db.lk, yoga blast, walk forward, lk.slide, yoga blast, excel (mk.slide, hk.slide, s.lp, db.hp, b.hk, s.hp, s.hk, lk.slide, mk.slide, yoga blast), walk forward, lk.slide, yoga blast, walk forward, excel (mk.slide, hk.slide, s.lp, db.hp, b.hk, s.hp, s.hk, lk.slide, mk.slide, yoga blast), walk forward, lk.slide, yoga blast, walk forward, excel (mk.slide, hk.slide, s.lp, db.hp, b.hk, s.hp, s.hk, lk.slide, mk.slide, yoga blast)
    Dhalsim:1 4. w80. d.dr.r_4. w30. ^4. w20. dl4. w5. d. dl. l4. w45. _r w5. d4. w5. ^r d.dl.l4. w47. 2 4. w37. d5. w10. d6. w20. 1. w15. dl3. w15. l6. w10. 3. w17. 6. w17. d4. w10. d5. w10. d. dl. l4. w45. _r w2. d4. w5. ^r d.dl.l4. w47. 2 4. w37. d5. w10. d6. w20. 1. w15. dl3. w15. l6. w10. 3. w17. 6. w17. d4. w10. d5. w10. d. dl. l4. w45. _r w2. d4. w5. ^r d.dl.l4. w46. 2 4. w37. d5. w10. d6. w20. 1. w15. dl3. w15. l6. w10. 3. w17. 6. w17. d4. w10. d5. w10. d. dl. l4. w200.
    
    Hokuto on Garuda; GB, walk forward, deep j.hk, excel (s.mp, c.hp, s.hk, c.mp, c.mk, s.hp, whiff s.lp, walk forward, j.mk, j.hp, j.mp, j.hk), c.mp, c.mp, qcf+lp, f+lp, qcfX2+p, j.hk, excel (j.mp, j.hk, j.hp, j.mk, s.mp, s.hp, s.hk, c.hp, s.lp), c.hk
    Hokuto:1 4. w80. _r. w5. u.u.u.u.u. ^r. w20. 6. w20. 2 4. w35. 2. w10. d3. w10. 6. w10. d2. w15. d5. w10. 3. w10. 1. _r. w20. u.u.u.u.5. ^r w5. 3. w15. 2. w10. 6. w25. d2. w21. d2. w7. d. dr.r1. w20. r3. w15. d. dr. r. d. dr. r3. w99. ur.ur.ur.ur.ur. w25. 6. w16. 2 4. w35. ur.ur.ur.ur.ur. 3. w15. 6. w10. 2. w10. 5. w25. 2. w9. 3. w10. 6. w15. d3. w15. 1. w20. d6. w200.
    
    Hokuto on Zangief: j.hk, excel (s.mp, s.hp, s.hk, whiff s.lp, walk forward, c.mp, c.mk, c.hp, whiff s.lp, walk forward, j.mk, j.hp, j.mp, j.hk), c.mp, c.mp, qcf+lp, f+lp, qcfX2+p, j.hk, excel (j.mp, j.hk, j.hp, j.mk, s.hp, s.hk, c.hp, s.lp, walk forward), s.lp, f+hk, qcfX2+p, j.hk, walk forward, s.lp, j.hk
    Hokuto:ur.ur.ur.ur.ur. w23. 6. w18. 2 4. w36. 2. w6. 3. w10. 6. w11. 1. _r. w18. d2 6. w9. d5 6. w10. d3. w12. 1. _r. w13. u.u.u.u.5. ^r w5. 3. w10. 2. w10. 6. w25. d2.w21. d2. w7. d. dr.r1. w20. r1. w15. d. dr. r. d. dr. r3. w99. ur.ur.ur.ur.ur. w24. 6. w17. 2 4. w35. ur.ur.ur.ur.ur. 3. w15. 6. w10. 2. w10. 5. w20.r.r.r.r.r. 2. w9. 3. w10. 6. w15. d3. w15. 1. _r w24. 1. w16. r6. ^r w9. d. dr. r. d. dr. _r3. w108. ur.ur.ur.ur.ur. w24 6. w28.1. w16. ur.ur.ur.ur. w2. 6. ^r. w150
    
    Dark on jack; lay an explosive, j.hp cross up, c.mk, c.mk, explosive hits, walk forward, excel (s.mp, s.mk, s.hp, s.hk, c.hp, c.mp, c.mk, dark wire, explosive), walk forward, c.mk, c.mk, dark wire, dark hold, jb.hk, excel (j.hp, j.mk, j.mp, j.hk, c.hp, c.mp, s.mk, s.hp, s.hk, s.lp), s.hk
    Dark:_l w10. ^l d.dr.r6. _r w85. ur.ur.ur.ur.ur. w23. ^r 3. w20. d5. w21. d5. w21. _l w10. ^l 2 4. w37. 2. w10. 5. w10. 3. w10. 6. w12. d3. w14. d2. w10. d5. w9. d. dl. l3. w15. d. dl. l6. _l w55. ^l d5. w21. d5. w10. d. dl. l3. w20. r3. w49. ur.ur.ur.ur.ur. w29. 6. w15. 2 4. w36. ul.ul.ul.ul.3. w5. 5. w17. 2. w17. 6. w25. d3. w10. d2. w10. 5. w10. 3. w12. 6. w15. 1. w20. 6. w150.
    
    Dark on Guile; lay an explosive, j.hp cross up, c.mk, c.mk, explosive hits, walk forward, excel (s.mp, s.hp, s.hk, c.hp, f+mk, explosive, s.lp, c.lk, dark wire), dark spark, air excel (j.mk, j.lk, j.hp, c.mp, c.hp, s.mp, s.mk, s.hp, s.hk, s.lp), walk forward, s.lp, s.lp, jump excel (j.mk, j.lk, j.hp, c.mp, c.hp, s.mp, s.mk, s.hp, s.hk, s.lp), walk forward, s.lp, inch forward, s.hk
    Dark:_l w10. ^l d.dr.r6. _r w85. ur.ur.ur.ur.ur. w23. ^r 3. w20. d5. w21. d5. w21. _l w17. ^l 2 4. w36. 2. w8. 3. w10. 6. w11. d3. w18. l5. w15. d. dl. l6. w41. w4. 1. w3. d4. w5. d. dl. l3. w90. ul.ul.ul.ul. 2 4 w36. 5. w5 4. w23. 3. _l w25. d2. w5. d3. w25.^l 2. w9. 5. w10. 3. w12 .6. w12. 1. _l w27. 1. w13 1. w18. ul.ul.ul.ul.2 4 w36. 5. w5. 4. w23. 3. _l w25. d2. w5. d3. w25.^l 2. w9. 5. w10. 3. w12 .6. w12. 1. _l w27. 1. w18. 6. ^l w160.
    
    Jack on Blanka: GB, walk forward, j.hp, c.mp, c.mk, dash straight, qcbX2+p, c.mp, jump excel (j.mk, j.hp, j.mp, j.hk, c.hp, s.hk, s.hp, s.mp, s.mk, s.lp), walk forward, s.lp, walk forward, s.lp, jump excel (j.mk, j.hp, j.mp, j.hk, c.hp, s.hk, s.hp, s.mp, s.mk, s.lp), s.lp, hcf+p
    Jack:1 4. w57. _r. w10. ur.ur.ur.ur.ur.^r _l_d w25. 3. w.20. 2. w21. 5. w8. ^l^d r3. w20. d. dl. l. d. dl.l3. w107. d2. w21. ur.ur.ur.ur. 2 4. w35. 5. w5. 3. w7. 2. w20. 6. _r w25. ^r d3. w10. 6. w15. 3. w14.2. w15. 5. w10. 1. _r. w28. 1. w26. 1. w16. ur.ur.ur.ur.ur. 2 4. w35. 5. w5. 3. w7. 2. w20. 6. _r w25. ^r d3. w10. 6. w15. 3. w14.2. w15. 5. w10. 1. _r. w28. 1. ^r. w3. l. dl. d. dr. r3. w180
    
    Jack on Zangief: j.hk, excel (c.hp, s.hk, s.hp, s.mp, s.mk, s.lk, c.mk, c.mp, j.mk, j.hp, j.hk), c.mp, s.mp, dash upper, qcbX2+p, c.lp, walk forward, c.mp, jump excel ( j.mk, j.hp, j.mp, j.hk, c.hp, s.hk, s.hp, s.mp, s.mk, s.lp), walk forward, s.lp, s.mk, soccer ball kick, qcbX2+p, f+hp
    Jack:ur.ur.ur.ur.ur. w25. 6. w15. 2 4. w36. d3. w9. 6. w10. 3. w15. 2. w11. 5. w8. 4. w10. d5. w9. d2. w21. ur.ur.ur.ur.ur _d_l5. w20. 3. w9. 6. w25. d2. w22. ^d 2. w10. ^l r4. w20. d. dl. l. d. dl. l3. w106. d1. _r w25. d2. ^r w21. ur.ur.ur.ur.ur 2 4. w35. 5. w5. 3. w8. 2. w20. 6. _r w25. ^r d3. w10. 6. w15. 3. w14.2. w15. 5. w15. 1. _r. w20. 1. w22. * 5. w7. l. dl. d. dr. r6. w20. d. dl. l. d. dl. l3. w87. r2. w170.
    
    Sharon on Jack: GB, walk forward slightly, deep j.hk, s.hp, c.mk, mp.qcf+p, f+mp, qcfX2+k, cancel, walk forward, s.lp, walk forward, s.lp, jump excel (j.hp, j.hk, j.mp, j.mk, c.hp, s.hk, s.hp, s.mp, s.mk, s.lp), walk forward, s.lp, walk forward, s.lp, walk forward, c.hp, qcbX2+p
    Sharon:1 4. w65. _r w30. _u. w5. * w23. 6. w17. 3. w36. d5. w7. d. dr. r2. w20. r2. w20. d. dr. r. d. dr. r6. w60. d. dl. l6. _r. w36. 1. w26. 1. w16. ur.ur.ur.ur. ^r 2 4. w35. 3. w9. 6. w14. 2. w13. 5. w20.  d3. w10. 6. w25. 3. w10. 2. w11. 5. w13. 1. _r w25. 1. w21. 1. w22. ^r d3. w10. d. dl. l. d. dl. l3. w300.
    
    Sharon on Shadowgeist: GB, j.hk, s.hp, c.mk, qcf+mp, f+p, qcfX2+k, cancel, walk forward, s.lp, walk forward, s.lp, jump excel (j.hp, j.hk, j.mp, j.mk, c.hp, s.hk, s.hp, s.mp, s.mk, s.lp), walk forward s.lp, walk forward, s.lp, jump excel (j.hp, j.hk, j.mp, j.mk, c.hp, s.hk, s.hp, s.mp, s.mk, s.lp), walk forward slightly, c.mp, qcf+lp, f+p
    Sharon:1 4. w65. _r w30. _u. w5. * w23. 6. w17. 3. w36. d5. w7. d. dr. r2. w20. r2. w20. d. dr. r. d. dr. r6. w60. d. dl. l6. _r. w36. 1. w26. 1. w16. ur.ur.ur.ur. ^r 2 4. w35. 3. w9. 6. w14. 2. w13. 5. w20.  d3. w10. 6. w25. 3. w10. 2. w11. 5. w13. 1. _r w25. 1. w23. 1. w16. ur.ur.ur.ur. ^r 2 4. w35. 3. w9. 6. w14. 2. w13. 5. w20.  d3. w10. 6. w25. 3. w10. 2. w11. 5. w13. 1. _r w26. ^r d2. w10. d. dr. r1. w20. r3. w300.
    
    Kairi on Zangief: j.hk, excel (s.mp, c.hp, c.mp, c.mk, s.hp, s.hk, whiff s.lp, walk forward, j.mk, j.hp, j.mp, j.hk), c.mk, hk.tatsu, b+hk, b+mk, d+mk, excel (c.mk, hk.tatsu, b+mk, d+mk, s.lp, s.hp, s.hk, c.hp, whiff s.lp), kara cancel (c.mk), shoryuken, qcbX2+p, qcfX2+k
    Kairi:ul.ul.ul.ul.ul. w26. 6. _l w18. 2 4. w36. ^l 2. w9. d3. w10. d2. w9. d5. w9. 3. w10. 6. w12. 1. w10. _l. w14. ul.ul.ul.ul 5. ^l w4. 3. w15. 2. w17. 6. w23. d5. w10. d. dr. r6. w20. r6. w20. r5. w19. dl5. _l w32. 2 4. w36. d5. ^l w10. d. dr. r6. w20. r5. w20. dl5. w30. 1. w5. 3. w10. 6. w12. d3. w12. 1. w17. dl5. l. d. dr. r. dl1.. d. dr. r1. _r w130. ^r d. dl. l. d. dl. l6. w500.
    
    Shadow on Shadow: GB, jump forward, j.hp, dive kick, j.hp, dive kick, s.lp, s.lp, c.lp, shoulder charge, power wave, rdp+k, excel (j.mk, j.hp, j.mp, j.hk, s.mp, s.mk, s.hp, s.hk, c.hp, s.lp), walk forward, s.lp, walk forward, s.lp, jump excel (j.mk, j.mp, j.hp, j.hk, s.mp, s.mk, s.hp, s.hk, c.hp)
    Shadow:1 4. w65. ur.ur.ur.ur.ur. w35. u.u.u.u.u. w23. 3. w10. d. dr.r6. w39. ur.ur.ur.ur.3. w3. d. dr. r6. w50. 1. w14. 1. w14. d1. w3. d. dr. r3. w30. d. dr. r. d. dr. r6. w75. l. d. dl6. _r w58. ^r 2 4. w35. ur.ur.ur.ur.5. w5. 3. w15. 2. w15. 6. _r w25. ^r 2. w8. 5. w16. 3. w10. 6. w12. d3. w12. 1. _r w27. 1. w23. 1. w16. ur.ur.ur.ur.ur..^r 2 4. w35. 5. w8. 3. w10. 2. w18. 6. w25. 2. w12. 5. w10. 3. w10. 6. w10. d3. w260. 
    
    Shadow on ZAngief: j.hk, excel (s.mp, s.mk, c.hp, c.mp, c.mk, s.hp, s.hk, whiff s.lp, walk forward, j.mk, j.hp, j.mp, j.hk), j.hp, dive kick, s.lp, s.lp, c.lp, shoulder charge, power wave, j.hp, s.lp, jump excel (j.mk, j.mp, j.hk, j.hp, c.hp, s.hk, s.hp, s.mp, s.mk, s.lp), c.mp, j.hp, qcb+k
    Shadow:ur.ur.ur.ur.ur. w21. 6. _r. w19. 2 4. w35. ^r 2. w8. 5. w9. d3. w10. d2. w10. d5. w10. 3. w11. 6. w12. 1. _r. w17. u.u.u.u5.^r w5. 3. w10. 2. w15. 6. w21 ur.ur.ur.ur.ur.ur 3. w5. d. dr. r6. w47. 1. w14. 1. w14. d1. w3. d. dr. r3. w30. d. dr. r. d. dr. r6. w74. ur.ur.ur.ur.ur. w15. 3. w27. _r 1. w17. ur.ur.ur.ur.ur. ^r 2 4. w35. 5. w5. 3. w10. 6. w10. 2. w23. d3. w10. 6. w25. 3. w10. 2. w10. 5. w10. 1. w20. d2. w21. ur.ur.ur.ur.ur. 3. w10. d. dl. l6. w260.
    
    Nanase on Garuda: throw spinning bo behind garuda, j.hp, c.mp, c.mp, jump excel (j.mk, j.hp, j.hk, c.hp, s.mk, s.hk, s.hp, s.mp, qcf+lp), f+lp, u+mp, bo throw, j.hk,  excel (j.hp, j.hk, j.mp, j.mk, c.hp, s.hk, s.hp, s.mp, qcf+lp), f+lp, u+mp, qcf+hp
    Nanase:u.u.u.u.u. w15. d. dl. l. d. dl. l3. _d w100.  ^d. 123. w5. ur.ur.ur.ur.ur. w23. 3. w19. d2. w20. d2. w19. ur.ur.ur.ur.ur. 2 4. w35. 5. w5. 3. w15. 6. w25. d3. w10. 5. w10. 6. w25. 3. w10. 2. w5. d. dr. r1. w5. r1. w25. u2. w29. d. dl. l. d. dl. l3. w100. u.u.u.u.u. w22. 6. w17. 2 4. w35. ur.ur.ur.ur.ur. 3. w5. 6. w10. 2. w20. 5. w20. d3. w10. 6. w20. 3. w15. 2. w7. d. dr. r1. w5. r1. w25. u1. w70. d. dr. r3. w260.
    



    I haven't looked too deeply into the excel combos for EX2p, but generally they're likely highly based on the maniacs from the PS1 game. You can find transcripts of those combos on gamefaqs. Similarly to how most non-excels BnB combos are EXpa expert mode combos. So check out the expert mode combos for EX1pa and EX2p, and maniacs from EX2p for some combo ideas.

    Post edited by ShinjiGohan on
  • ShinjiGohanShinjiGohan Joined: Posts: 5,061 ✭✭✭✭✭ OG
    edited April 26
    Pablo I redid the video so it is in much higher quality (480p vs 1080p). Updated the link in my post.

    Also I forgot that I had a playlist of hongkong SFEX2p combos from back in 05 or so.

    I think most characters have at least 1 or 2. Tons for Sim and Nanase though.
    Post edited by ShinjiGohan on
  • Pablo_the_MexPablo_the_Mex Blond Kanye Status Joined: Posts: 8,122
    Awesome thanks!!! I just recently found some combos in gamefaqs PSX section lol. They copied and pasted some stuff from Gamest Mook, or whatever that is called.

  • ShinjiGohanShinjiGohan Joined: Posts: 5,061 ✭✭✭✭✭ OG
    ??? I wasn't aware of a mook for EX2p. They did have one for EX2 arcade which I imported. Either way most of the excels should still basically work. Ex2p made excels easier with the ability to cancel into the same move repetitively. Only difference was the removal of the quirk where a crouching roundhouse may for an opponent to stand during the excel. As seen in the videos above with Vega/Claw and Sim.
  • Pablo_the_MexPablo_the_Mex Blond Kanye Status Joined: Posts: 8,122
    ??? I wasn't aware of a mook for EX2p. They did have one for EX2 arcade which I imported. Either way most of the excels should still basically work. Ex2p made excels easier with the ability to cancel into the same move repetitively. Only difference was the removal of the quirk where a crouching roundhouse may for an opponent to stand during the excel. As seen in the videos above with Vega/Claw and Sim.

    You are right. My bad. This was in the PSX section for EX 2 plus: https://www.gamefaqs.com/ps/914346-street-fighter-ex2-plus/faqs/9060

  • tokkiplztokkiplz Joined: Posts: 4
    Hey guys.

    Quick question. I recently purchased an ex2 plus board. Does anyone know how I can unlock the secret characters without having to play the game for 100+ hours? I looked within the test menu and couldn't find the option. Any help would be appreciated.

    Thanks.
  • ShinjiGohanShinjiGohan Joined: Posts: 5,061 ✭✭✭✭✭ OG
    >.< Look above. But short answer is no, AFAIK there is no way to quickly unlock those secret characters unlike EX2.
  • tokkiplztokkiplz Joined: Posts: 4
    Lol. sorry! Completely missed that.
  • Pablo_the_MexPablo_the_Mex Blond Kanye Status Joined: Posts: 8,122
    tokkiplz wrote: »
    Lol. sorry! Completely missed that.

    Yeah its like 400 hours to completely unlock everything. Crazy.

  • ShinjiGohanShinjiGohan Joined: Posts: 5,061 ✭✭✭✭✭ OG
    I don't know why they did that though. It was the same thing in EX1.

    SFEX had a code you can use to unlock some characters. But SFEX+ required time to pass.
    SFEX2 had a code you can use to unlock most characters, or you can play the game and once the total score was above X amount all the characters would be unlocked.
    Then SFEX2+ went back to the time unlock.
    SFEX3 had no code, but unlocked a character for each time you beat the game with a new character. So beat the time like 9 times and you unlocked everyone but Evil Ryu and Bison 2. So it was quick and easy.
  • ShinjiGohanShinjiGohan Joined: Posts: 5,061 ✭✭✭✭✭ OG
    SFEX3 matches from combobreaker 2017







    SFEX2P matches from combobreaker 2017

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