EX Compendium - Everything you need to know about EX Special Moves - SSF4 Edition


#1

Introduction

Welcome the Super Street Fighter IV version of the EX Compendium.

Some of the biggest misconceptions in SF4 have to do with EX moves and their mechanics. EX moves are sometimes not used to their full potential or meter is spent on an EX move where the regular version can perform the same task for the same amount of damage. To make matters worse, some of the most reliable resources (eg.Prima Guide, Event Hubs, SRK forums) often have incomplete or incorrect information.

The purpose of this thread is to compile a comprehensive list of every EX move and how they differ from the regular versions. The aim is simple: To make people better at SSF4. Complete and accurate information on EX moves will promote better meter management, more damaging combos, and better options for specific situations.

The info for each EX move will include:
-Damage data, comparing the EX version to light/medium/heavy versions.
-Properties present in the EX version that makes it different from the regular versions.
-Combo opportunities that are made possible with the EX version.
-Other relevant information.

Contributing to this guide

I try to be throrough with the research behind this guide, but I’m by no means an expert with all 35 characters. This is where you come in! Please feel free to contribute with any additions, corrections, suggestions, and new discoveries. This thread will be regularly updated and will be a continuous and ongoing process.

I’m going to try to mostly limit the information to properties that make the EX version different from the regular version. If both the regular and EX version can combo into Ultra, I won’t bother mentioning it. I’m also going to limit the inclusion of frame data, except for situations where it is absolutely relevant. Finally, I’m debating as to whether to include/exclude strategic advice. I think we should just provide the information, and let everyone make their own inferences as to how they’re going to use these moves. We’ll decide as we go. In any case, if your contribution isn’t added, it is still very much appreciated but may not necessarily be what we’re looking for.

Right now, what we need most is:
-Any info on the 10 new characters’ EX moves.
-Any Ultra II applications (relevant to EX moves, of course) for old characters, since a lot of this information is derived from Vanilla SF4.
-Any EX move changes from Vanilla to Super.
-Link or refer to the guide in character specific forums.
-Bump if you found this information useful.

Research and Testing

As with any guide that claims to have accurate information, the validity is always in question. If you have any questions on how this info is tested, feel free to post here or PM. I would prefer to discuss it here though, just so it’s not only a two-way conversation.

About testing for invincibility:
Some moves have such brief invincibility frames, it can be questionable as to whether the move even has invincibility. An attack with start-up invincibility may still trade on its active frames. However, if it can’t be hit during start-up, it theoretically cannot be counter-hit. Invincibility is tested with in a four-step process:
-Against projectiles (counter hit: yes or no)
-Against strikes (reversal vs meaty normal)
-Against throws (reversal vs meaty Raging Demon)
-Doing move simultaneously in a mirror match vs a training dummy to see when the move trades.
This is done with all regular versions and the EX version.

About testing for command grab throw range:
I put my character in the corner and the dummy a little distance away. I jump/dash back and execute the grab upon landing. Rinse & repeat at various ranges. If the range varies (Light/Medium/Heavy/EX), version A should connect at ranges where version B whiffs. Using this method, you should be able to find the EX version’s range, in relation with the regular versions.

Last Updated - August 15, 2010


#2

Abel

Spoiler

>Change of Direction
Damage: 40 (Compare to: 30/35/40)

EX Properties:

  • 1-hit Focus Armor

Notes:
-Same range as MP version.
-Does not change follow-ups.

>Wheel Kick
Damage: 180 (Compare to: 120/140/160)

EX Properties:
-Two hits
-Adds projectile invincibility
-Faster startup

Notes:
-Same range as MK version.

>Tornado Throw
Damage: 200 (Compare to: 180/200/220)

EX Properties:
-Invincible to strikes
-No longer invincible to throws

Notes:
-Same range as LP version.

>Sky Fall
Damage: 160 (Compare to: 140/150/160)

EX Properties:
-Increased juggle potential

Notes:
-Connects after anti-air c.HP, Change of Direction.

>Marseilles Roll
Damage: N/A

EX Properties:

  • Invulnerable to strikes on startup and recovery

Notes:
-Same range as HK version.
-Still vulnerable to throws.

Adon

Spoiler

>Rising Jaguar
Damage: 160 (Compare to: 130/140/150)

EX Properties:
-Three hits
-Adds invincibility
-Increased juggle potential

Notes:
-All three hits connect in juggle state
-Rises at same angle as HK version, but higher altitude

>Jaguar Kick
Damage: 150 (Compare to: 130)

EX Properties:
-Two hits
-Adds projectile invincibility
-Must be blocked high
-Knocks down (Non-techable)

Notes:
-Range is between LK and MK versions.

>Air Jaguar Kick
Damage: 160 (Compare to: 80)

EX Properties:
-Two hits
-Adds projectile invincibility
-Must be blocked high
-Faster startup
-Knocks down (Non-techable)

Notes:
-Same range as LK version.
-Two-in-one from neutral jump j.MK connects in situations where LK version will not.

>Jaguar Tooth
Damage: 120 (Compare to: 120)

EX Properties:
-Faster startup
-Faster movement speed
-Knocks down (juggle state)

Notes:
-Same range as HK version.
-In corner, juggle with EX Rising Jaguar or Ultra II.

Akuma

Spoiler

>Gohadoken
Damage: 120 (Compare to: 60)

EX Properties:
-Two hits
-Increased juggle potential
-Knocks down

Notes:

>Shakunetsu Hadoken
Damage: 141 (Compare to: 50/70/99)

EX Properties:
-Faster recovery

Notes:
-Three hits, like HP version.

>Goshoryuken
Damage: 190 (Compare to: 100/130/150)

EX Properties:
-Adds invincibility

Notes:
-Three hits, like HP version.

>Zanku Hadoken
Damage: 80 (Compare to: 40)

EX Properties:
-Throws two fireballs
-Faster projectile speed
-Faster recovery

Notes:
-The angles of the fireballs are the same as MP and HP, thrown in that order.

>Tatsumaki Zankukyaku
Damage: 200 (Compare to: 70/120/160)

EX Properties
-Five hits
-Remains stationary
-Hits crouching opponents

Notes:

>Air Tatsumaki Zankukyaku
Damage: 200 (Compare to: 60/140/160)

EX Properties
-Five hits
-Remains stationary

Notes:

>Hyakkishu (Demon Flip)
Damage: N/A

EX Properties
-Adds invincibility
-Tracks the opponent with the right range
-Can potentially travel farther than HK version and shorter than LK version.
-Faster horizontal movement.

Notes:
-Does not change follow-ups.

Balrog

Spoiler

>Dash Straight
Damage: 120 (Compare to: 100/110/120)

EX Properties:
-1-hit Focus Armor

Notes:
-Same range as HP version.
-Safe on block.(-2f)

>Dash Upper
Damage: 120 (Compare to: 100/110/120)

EX Properties:
-1-hit Focus Armor

Notes:
-Same range as HP version.
-Safe on block.(-1f)
-Links into c.LP on hit.

>Dash Low Straight
Damage: 110 (Compare to: 90/100/110)

EX Properties:
-1-hit Focus Armor

Notes:
-Same range as HP version.
-Unsafe on block.(-4f)

>Dash Swing Blow (Overhead)
Damage: 100 (Compare to: 80/90/100)

EX Properties:
-1-hit Focus Armor

Notes:
-Same range as HK version.
-Unsafe on block.( -5f)

>Dash Low Smash
Damage: 100 (Compare to: 100/110/120)

EX Properties:
-1-hit Focus Armor

Notes:
-Same range as HK version.
-Safe on block.(-1f)

>Buffalo Headbutt
Damage: 150 (Compare to: 100/120/140)

EX Properties:

  • Adds invincibility

Notes:
-Range is between MP and HP versions.

Blanka

Spoiler

>Rolling Attack
Damage: 110 (Compare to: 100/110/120)

EX Properties:
-Adds projectile invincibility
-Longer range
-Faster horizontal movement

Notes:

>Backstep Roll
Damage 120 (110/120/130)

EX Properties:
-Adds invincibility (startup frames only)
-Trajectory can be “steered” while in mid-air
-Can potentially travel farther than HK version and shorter than LK version.

Notes:

>Vertical Roll
Damage: 120 (Compare to: 100/110/120)

EX Propertes:
-Adds invincibility
-Increased horizontal and vertical range

Notes:
-Same angle as HK version.

>Electric Thunder
Damage: 150 (Compare to: 120/130/140)

EX Propertes:
-Increased range.

Notes:
-Same startup as HP version.(Slowest, 10f)

Cammy

Spoiler

>Spiral Arrow
Damage: 160 (Compare to 100/120/140)

EX Properties:
-Adds projectile invincibility

Notes:
-Same range as HK version.

>Cannon Spike
Ground Damage: 150 (Compare to: 100/100/100)
Ground-to-Air Damage: 95 (Compare to: 120/140/160)
Juggle Damage: 95 (Compare to: 100/100/100)

EX Properties:
-Adds very slight amount of invincibility

Notes:
-Same range and height as MK version.

>Hooligan Combination
Damage (on slide): 120 (Compare to: 100)

EX Properties
-Tracks the opponent with the right range
-Higher vertical trajectory
-Can potentially travel farther than HK version and shorter than LK version.
-Faster horizontal movement

Notes:
-Does not change properties of Slide. Damage only.
-Does not change Grab follow-up.

>Quick Spin Knuckle
Damage: 160 (Compare to: 160)

EX Properties:
Adds invincibility (startup frames only)

Notes:
-Same range as MP version.
-Safe on block.
-Juggle with Ultra I.

>Cannon Strike
Damage: 80 (Compare to: 60)

EX Properties:
-Can be used while jumping straight up or backwards
-Faster downward speed
-Increased hit & block stun

Notes:
-Link into Ultra I with meaty hit.

Chun-Li

Spoiler

>Hyakuretsukyaku (Lightning Legs)
Damage: 160 (Compare to: 90/120/120)

EX Properties:
-Four hits only
-Knocks down (juggle state)

Notes:
-Juggle with another EX Hyakuretsukyaku; EX Spinning Bird Kick; Ultra II.
-In corner, juggle with Ultra I.

>Kikoken
Damage: 100 (Compare to: 50/60/70)

EX Properties:
-Two hits
-Faster projectile speed
-Travels the full length of the screen

Notes:

>Hazanshu (Flip Kick)
Damage: 170 (Compare to: 90/110/130)

EX Properties:
-Knocks down (Non-techable)
-Adds invincibility (startup frames only)

Notes:
-Uses MK Trajectory
-Invincibility does not extend to active frames.

>Spinning Bird Kick
Damage: 170 (Compare to 160/180/240)

EX Properties:
-Remains stationary
-Hits crouching opponents
-Faster startup
-Adds invincibility
-Knocks down (juggle state)

Notes:

  • In corner, juggle with EX Hyakuretsukyaku; EX Spinning Bird Kick; either Ultra.

#3

Cody

Spoiler

>Bad Stone
Damage: 120 (Compare to: 50/120)

EX Properties:
-Two hits
-Faster startup
-Faster projectile speed
-Cannot be charged

Notes:
-Same range as HP version.

**>Criminal Upper **
Damage: 180 (Compare to: 140/150/160)

EX Properties:
-Faster startup
-Adds invincibility (startup frames only)

Notes:
-The quicker startup permits juggles that aren?t possible with the regular version.
-Juggle after: Corner HK Ruffian Kick; EX Zonk Knuckle; or f+s.HK
-Invincibility does not extend to active frames.

**>Ruffian Kick **
Damage: 130 (Compare to: 120/130/100)

EX Properties:
-Emulates LK version (Slide)
-Faster startup
-Longer range than LK version
-Adds invincibility (during active frames only)

Notes:
-Invincibility frames don?t apply to startup. Can be stuffed for a counter-hit.

**>Zonk Knuckle **
Damage: 160 (Compare to: 130/140/140; Charged: 150)

EX Properties:
-Two hits
-Adds invincibility
-Puts opponent in juggle state
-Charging no longer alters the attack
-Can be cancelled with Focus Attack

Notes:
-Juggle with xx FADC > Ultra II
-In corner, juggle with EX Criminal Upper or Ultra II

C.Viper

Spoiler

>Thunder Knuckle
Damage: 120 (Compare to: 100/120/70)

EX Properties:
-Slower startup
-Much longer range
-Passes through opponent on hit/block
-Crumple Stuns opponent on hit

Notes:
-Allows for follow-up attack on crumple. Best follow-up depends on range.
-If cancelled, still consumes one EX bar.

>Seismic Hammer
Damage: 120 (Compare to: 120)

EX Properties:
-Faster startup
-Adds invincibility (startup only)
-Covers 2/3 of screen length in front of her

Notes:
-The quicker startup allows 2-in-1 from s.HP and c.HP.
-If cancelled, still consumes one EX bar.
-Invincibility does not extend to active frames.

>Ground Burning Kick
Damage: 120 (Compare to 100)

EX Properties:
-Three hits
-Starts with rolling animation
-Adds invincibility

Notes:
-Whiffs crouching opponents.

>Air Burning Kick
Damage: 140 (Compare to 100)

EX Properties:
-Four hits
-Starts with rolling animation
-Adds invincibility

Notes:

Dan

Spoiler

>Gadoken
Damage: 110 (Compare to: 70)

EX Properties:
-Two hits
-Longer range
-Increased projectile speed
-Increased juggle potential

Notes:
-Links into ultra at max range.
-Combos

>Dankukyaku
Damage: 120 (Compare to: 90/100/150)

EX Properties:
-Faster startup
-Faster horizontal speed
-Hits crouching opponents

Notes:
-The quicker startup allows 2-in-1 from c.MP and c.MK.

>(Air) Dankukyaku
Damage: 150 (90/100/150)

EX Properties:
-Remains stationary in the air

Notes:

>Koryuken
Damage: 130 (Compare to: 110/120/140)

EX Properties:
-Adds invincibility
-Two hits
-Increased juggle potential

Notes:
-Same range as HP version.

Dee Jay

Spoiler

>Air Slasher
Damage: 100 (Compare to 50)

EX Properties:
-Two hits
-Throws two projectiles
-Faster projectile speed

Notes:

>Double Rolling Sobat (Dread Kicks)
Damage: 140 (Compare to 80/100/120)

EX Properties:
-Adds invincibility & projectile invincibility
-Knocks down
-Longer range
-Increased juggle potential

Notes:
-Projectile invincibility lasts longer than full invincibility

>Jackknife Maximum (Up Kicks)
Damage: 180 (Compare to 100/100/110)

EX Properties:
-Six hits
-Adds invincibility
-Faster startup
-Less horizontal range

Notes:

>Machine Gun Upper
Damage: 162 (Compare to 140/150/168)

EX Properties:
-Puts opponent in juggle state

Notes:
-Juggle with EX Double Rolling Sobat or dash > Ultra II.
-In corner, juggle with HK Jackknife Maximum or Ultra II.

Dhalsim

Spoiler

>Yoga Fire
Damage: 100 (Compare to: 50/70/80)

EX Properties:
-Two hits
-Travels the full length of the screen

Notes:
-Moves very slowly.

>Yoga Flame
Damage: 160 (Compare to: 110/140/170)

EX Properties:
-Two hits

Notes:
-Same startup as MP version.

>Yoga Burst
Damage: 140 (Compare to: 130/150/180)

EX Properties:
-Two hits
-Faster startup

Notes:

Dudley

Spoiler

>Jet Upper
Damage: 180 (Compare to: 120/140/160)

EX Properties:
-Adds invincibility
-Same horizontal range as HP version

Notes:
-Higher altitude.

>Machine Gun Blow
Damage: 120 (Compare to: 90/120/130)

EX Properties:
-Seven hits
-Farther range (full-screen)
-Knocks down
-Launches for a juggle

Notes:
-Same speed as HP version: Two-in-ones require heavy normals or medium on counter-hit.
-Juggle with LK Ducking Straight > HP Jet Upper; LK Ducking Straight > Ultra II
-In corner, juggle with c.HK > Ultra II

>Short Swing Blow
Damage: 150 (Compare to: 120/140/160)

EX Properties:
-Three hits
-Knocks down
-Longer range

Notes:
-Moves forward twice as far as the initial backwards dodge.
-Same speed as HK version.
-In corner, juggle with xx FADC Ultra II (Full animation).

>Thunder Bolt
Damage: 170 (Compare to: 100/120/140)

EX Properties:
-Five hits
-Adds invincibility (startup frames only)
-Faster startup
-Tracks the opponent with the right horizontal range.
-Can potentially travel farther than HK version

Notes:
-Travels a maximum of 2/3 screen distance.
-Crosses up at point-blank range.

Cross Counter
Damage: X + 150 (Compare to: X + 60)
X = Damage dealt to Dudley

EX Properties:
-Three hits

Notes:
-Same duration as HP version. (Shortest, 29f)

E.Honda

Spoiler

>Hundred Hand Slap
Damage: 140 (Compare to: 100/120/140)

EX Properties:
-Able to move forward/backward while executing

Notes:
-Slower recovery than HP version.

>Sumo Headbutt
Damage: 160 (Compare to: 130/140/160)

EX Properties:
-Faster movement speed
-Faster recovery
-Adds invincibility

Notes:
-Same range as MP version.

>Sumo Smash
Damage: 100(80) (Compare to 80(100)/90(110)/100(120))

EX Properties:
-Two hits
-Faster startup
-Hits both on the way up and on the way down
-Adds invincibility

Notes:
-Same range as MK version.

>Ochio Throw
Damage: 190 (Compare to: 180/190/200)

EX Properties:
-???

Notes:
-Same range as LP version.


#4

El Fuerte

Spoiler

>(Backward/Forward)Habanero Dash
Damage: N/A

EX Properties:
-2-hit Focus Armor
-Increased run speed

Notes:
-Does not affect the follow-up attacks, nor does the Focus Armor extend to the follow-up attacks.

>Quesadilla Bomb
Damage: 200 (Compare to: 50/100/150)
Note: this refers to damage done by Level 1/2/3. The strength of the kick used does not affect this move.

EX Properties:
-Increased range

Notes:
-Needs to be charged for approximately 6.5 seconds with two kick buttons (2.0s for Lv1, 3.5 for Lv2, 5.0 for Lv3)
-Charging for less than 6.5 seconds outputs the corresponding non-EX version and does not consume EX meter.

>Guacamole Leg Throw
Damage: 180 (Compare to: 120/130/140)

EX Properties:
-Adds invincibility

Notes:
-Same range as MK version.

Fei Long

Spoiler

>Rekkaken
Damage: 186 (Compare to: 148/158/168)

EX Properties:
-Absorbs projectiles

Notes:
-Same range as MP version.

>Rekkukyaku (Chicken Wing)
Damage: 100 (Compare to: 100/110/140)

EX Properties:
-Adds projectile invincibility

Notes:
-Same range as HK version.
-Links into c.LP or s.HP.

>Shienkyaku (Flame Kick)
Damage: 200 (120/140/160)

EX Properties:
-Three hits

Notes:
-Same horizontal range as HP version.
-Higher altitude.

>Tenshin (Command Grab)
Damage: N/A

EX Properties:
-Increased range
-Faster startup

Notes:
-Links into s.HP.

Gen

Spoiler

>Gekiro (Up Kicks)
Damage: 167 (Compare to: 141/152/167)

EX Properties:
-Adds invincibility
-No timing restriction on follow-up kicks

Notes:
-Same range as HK version.

>Hyakurenko (Hands)
Damage: 125 (Compare to: 48/96/96)

EX Properties:
-Up to eight hits
-Does not push opponent as far back as normal versions

Notes:
-Links into far s.MK against some characters.

>Jyasen (Rolling Attack)
Damage: 160 (Compare to: 100/125/150)

EX Properties:
-Adds projectile invincibility

Notes:
-Same range as HP version.

>Oga (Wall Dive)
Damage: N/A

EX Properties:
-Adds invincibility

Notes:
-Does not change follow-ups.
-Same height as HK version.

Gouken

Spoiler

>Gohadoken
Damage: (Compare to:)

EX Properties:
-Throws two fireballs: One forward, one angled upward

Notes:
-The angles of the fireballs are the same as LP and MP, thrown in that order.
-Like regular version, it can be charged to add an extra hit. Gouken flashes yellow while charging, revealing that it is the EX version.

>Senkugoshoha (Palm Thrust)
Damage: 150 (Compare to: 120/130/140)

EX Properties:
-Two hits
-Increased juggle potential
-Launches opponent for a juggle

Notes:
-At midscreen, juggle with: dash into HK Tatsumaki Gorasen; xx FADC > Ultra I; Ultra II
-In corner, Juggle with: HP Gohadoken > MP Gohadoken > Ultra; Ultra II
-Same range as MP version.
-At max range, the second hit whiffs.

>Tatsumaki Gorasen (Hurricane Kick)
Damage: 200 (Compare to: 120/155/185)

EX Properties:
-Eight hits
-Adds invincibility

Notes:
-May not connect all eight hits at max range.

>Air Tatsumaki Gorasen (Hurricane Kick)
Damage: 140 (Compare to 100/110/120)

EX Properties:
-Direction can be steered left and right in mid air

Notes:
-Otherwise uses same range and animation as the LK version.

>Hyakkishu (Demon Flip)
Damage: N/A

EX Properties
-Adds invincibility
-Tracks the opponent with the right range
-Can potentially travel farther than HK version and shorter than LK version
-Faster horizontal movement.

Notes:
-Does not change follow-ups.

>Kongoshin (Counter)
Damage: 150 (Compare to 180)

EX Properties
-Counters both high and low attacks

Notes:
-Does less damage than regular versions.
-Still vulnerable to Armor Breaking.

Guile

Spoiler

>Sonic Boom
Damage: 100 (Compare to: 50)

EX Properties:
-Two hits
-Faster projectile speed

Notes:

>Flash Kick
Damage: 180 (Compare to: 130, 140, 160)

EX Properties:
-Two hits
-Adds invincibility

Notes:
-Same range as HK version.

Guy

Spoiler

> Houzanto (Elbow)
Damage: 120 (Compare to: 80/130/160)

EX Properties:
-Faster startup

Notes:
-Same range as MK version
-The quicker startup allows juggles that aren?t possible with the regular version.
eg. LP-MP-HP-HK > EX Houzanto
-Can no longer be used to evade projectiles.

>Bushin Senpuukyaku (Hurricane Kicks)
Damage: 170 (Compare to: 80/150/160)

EX Properties:
-Faster startup
-Adds invincibility
-Shorter horizontal range

Notes:

>Bushin Izuna Drop / Elbow Drop
Damage: N/A

EX Properties:
-Adds invincibility
-Tracks the opponent with the right range

Notes:
-Does not change follow-ups.

**>Hayagake (Command Run) **
Damage on Shadow Kick: 120 (Compare to: 90)
Damage on Neck Flip: 170 (Compare to: 170)

EX Properties:
-2-hit Focus Armor

Notes:
-Does not change properties of Shadow Kick. Damage only.
-Does not change Neck Flip follow-up.

>Kaiten Izuna Otoshi (Air Command Grab)
Damage: 170 (Compare to: 180)

EX Properties:
-Quicker startup

Notes:
-Grabs at same height as LP version (lowest)

Hakan

[details=Spoiler]
**>Oil Shower **
Damage: N/A

EX Properties:
-Adds projectile invincibility
-Oil power-up lasts 16 seconds (Compare to: 8/10/14)

Notes:
-Same speed as HK version. (Longest, 88f)

>Oil Slide
Damage: 80 (Compare to: 50/60/70)

EX Properties:
-Adds projectile invincibility

Notes:
-Same range as HP version when oiled.
-Range is between LP and MP versions when not oiled.
-Does not change follow-up.

**>Oil Rocket **
Damage: 210 (Compare to: 150/180/210)

EX Properties:
-Adds invincibility

Notes:
-Leaves opponent about 1/2 screen away, a bit further than HP version.

**>Oil Dive **
Damage: 240 (Compare to: 150/180/210)

EX Properties:
-Increased range
-Immune to throws when oiled

Notes:[/details]


#5

Ibuki

Spoiler

>Kunai
Damage: 100 (Compare to: 50)

EX Properties:
-Two hits
-Throws two projectiles
-Farther horizontal range

Notes:
-Both projectiles are thrown at a more horizontal angle than HP version.
-Capable of reaching across the screen.

>Neck Breaker
Damage: 160 (Compare to: 140)

EX Properties:
-Three hits
-Adds projectile invincibility

Notes:
-Leaves Ibuki farther away from opponent than regular versions.
-Range is between MP and HP versions.

>Raida (Energy Grab)
Damage: 140 (Compare to: 110)

EX Properties:
-Longer range
-Faster recovery

Notes:

**>Kazegiri (Up Kick) **
Damage: 160 (Compare to: 135/145/160)

EX Properties:
-Adds invincibility
-Shorter horizontal range
-Can throw Kunai on hit/block

Notes:
-Kunai does not juggle on hit.
-Kunai is not safe on blocked EX Kazegiri. Opponent can retaliate by using Focus Attack or dashing under.

>Tsumuji (Spin Kicks)
Damage: 112-130 (Compare to: 100/90-120/110-140)

EX Properties:
-Four hits
-Cannot be stopped at fewer than four hits
-Second, third and/or fourth hits can be substituted by low attacks by holding down. Any combination, any order.
-Finishing high will knock down and allows for juggle in corner

Notes:
-In corner, juggle with Raida.
-Every low attack used increases the “move counter” for damage scaling.
-Avoid using low attacks on hit, especially if you’re going to follow up with Raida.

>Hien (Hop Kicks)
Damage: 170 (Compare to: 115/130/150)

EX Properties:
-Four hits
-Knocks down
-Tracks the opponent with the right range
-Higher vertical trajectory
-Can potentially travel farther than HK version and shorter than LK version
-Jumps to opposite side of opponent on hit or block

Notes:
-More likely to connect air-to-air.
-Opponent can avoid it by walking forward/backward, similar to M.Bison’s Head Press.

Juri

Spoiler

>Senpusha (Fireball)
Damage: 100 (Compare to: 50)

EX Properties:
-Two hits
-Faster projectile speed
-Increased juggle potential
-Throws projectile without initial leg raise
-Slower startup
-Reduced range on Mid version

Notes:
-The strength of the two kick buttons pressed determines direction of the projectile. (Low:LK+MK; Mid:MK+HK; High:LK+HK)

>Shikusen (Dive Kick)
Damage: 160 (Compare to: 144)

EX Properties:
-Does all follow-ups automatically
-Bounces opponent off the wall for a juggle

Notes:
-Same angle as LK version.
-Juggle with EX Fuhajin or Ultra II

>Kasatushi (Counter)
Damage: N/A

EX Properties:
-Faster startup
-Can choose follow-up upon absorbing attack
-Allows for Forward Jump or Backwards Jump follow-ups that aren’t possible with regular versions

Notes:
-Follow-up is determined by joystick direction held upon absorbing attack:
F = Forward Dash; B = Backwards Dash; UF = Forward Jump; UB = Backwards Jump; Anything else = Straight Jump
-All jump follow-ups have neutral jump moveset. (nj.HK for crossup)

**>Fuhajin (Pinwheel) **
Damage: 180 (Compare to: 100/120/140)

EX Properties:
-Six hits
-Adds invincibility & projectile invincibility
-Increased juggle potential

Notes:
-Does two pinwheels.
-Projectile invincibility lasts longer than full invincibility
-Use to juggle after close s.HP or EX Shikusen.

Ken

Spoiler

>Hadoken
Damage: 90 (Compare to: 60)

EX Properties:
-Two hits
-Faster projectile speed
-Increased juggle potential

Notes:

>Shoryuken
Damage: 180 (Compare to: 100/150/140)

EX Properties:
-Four hits
-Adds invincibility
-Increased juggle potential
-Increased horizontal and vertical range

Notes:

>Tatsumaki Senpukyaku
Damage: 210 (Compare to:110/150/180)

EX Properties:
-Faster horizontal movement
-Faster recovery

Notes:

**>Air Tatsumaki Senpukyaku **
Damage: 120 (Compare to: 100/120/140)

EX Properties:
-Three hits
-Changes jump to downward trajectory
-Faster recovery upon landing

Uses and Notes;
-Allows for juggle into Ultra I in corner.

Makoto

Spoiler

>Hayate (Dash Punch)
Damage: 100 (Compare to: 90(150)/100(160)/110(170)
In brackets = Damage from charged Hayate

EX Properties:
-Knocks down
-Increased range
-Increased juggle potential
-Cannot be charged or cancelled

Notes:
-Use to juggle after Fukiage/Ultra II > Fukiage or Fukiage/Ultra II > MK Tsurugi .

>Karakusa (Command Grab)
Damage: 60 (Compare to: 40)

EX Properties:
-1-hit Focus Armor
-Faster startup

Notes:
-Shorter range than all normal versions.

>Oroshi (Overhead)
Damage: 120 (Compare to: 90/100/150)

EX Properties:
-Faster startup
-Adds invincibility (startup only)

Notes:
-Knocks down like HP version. (Non-techable)

>Fukiage (Up Punch)
Damage: 140 (Compare to: 100)

EX Properties:
-HP version’s range at MP version’s speed

Notes:

>Tsurugi (Air Axe Kick)
Damage: 160 (Compare to: 90/100/150)

EX Properties:
-Two hits
-Must be blocked high
-Increased juggle potential
-Adds projectile invincibility

Notes:
-Same range as LK version.
-Knocks down like HK version.

M.Bison

Spoiler

>Psycho Crusher
Damage: 150 (Compare to: 120/130/140)

EX Properties:
-Adds invincibility
-Absorbs projectiles
-Increased juggle potential
-Two hits
-Faster movement speed

Notes:
-Same range as HP version.
-Absorbs projectiles slightly beyond invincibility frames.

>Double Knee Press
Damage: 140 (Compare to: 90/110/130)

EX Properties:
-Adds invincibility
-Faster movement speed
-Increased juggle potential

Uses and Notes
-Same range as MK version.

>Head Press
Damage: 180 (Compare to: 120)

EX Properties:
-Adds invincibility
-Faster horizontal and vertical movement
-Knocks down (Non-Techable)

Notes:
-More likely to connect air-to-air.

>Somersault Skull Diver
Damage: 160 (Compare to: 120)

EX Properties:
-Two hits

Uses and Notes
-Independent from EX Headpress. You can use EX Headpress without EX Skull Diver, and vice versa.

>Devil Reverse (Start)
Damage: N/A

EX Properties:
-Adds invincibility
-Faster horizontal and vertical movement

>Devil Reverse (Finish)
Damage: 160 (Compare to: 110)

EX Properties:
-Two hits

Notes:
-Independent from EX Devil Reverse (Start), similar to Head Press/Skull Diver.

Rose

Spoiler

>Soul Spark
Damage: 100 (Compare to:80)

EX Properties:
-Two hits
-Quicker startup
-Faster projectile speed
-Increased juggle potential

Notes:

>Soul Throw
Damage: 160 (Compare to: 160)

EX Properties:
-Adds invincibility
-Faster startup
-Faster movement speed

Notes:
-Same range as HP version.

>Soul Spiral
Damage: 100 (Compare to: 100)

Notes:
-Adds invincibility
-Faster movement speed
-Farther range

Notes:

>Soul Reflect
Damage: 50 (Compare to: 50)

EX Properties:
-Quicker Startup
-Reflects EX projectiles (forward only)
-Adds 10% to the damage of the reflected projectile

Notes:
-Still reflects regular projectiles.
-Retains properties of reflected projectile.
-Does not reflect supers and ultras.

Rufus

Spoiler

>Galactic Tornado
Damage: 130 (Compare to: 90/110/120)

EX Properties:
-One hit only
-Vacuum effect that connects on grounded opponents from within 3/4 screen distance
-Remains stationary and cannot push momentum forward

Notes:
-Vacuum effect does no damage but interrupts opponent attacks.
-Vacuum effect connecting does not guarantee that the attack will reach.
-Vacuum effect nullifies one projectile while the attack itself can nullify another.
-Can be comboed from normals from ranges where regular Galactic Tornado won’t connect. (eg. light attacks, max range c.MK)

>Messiah Kick
Damage: 100 (Compare to: 80)

EX Properties:
-5 hits + follow up
-Adds invincibility
-Faster startup
-Farther range

Notes:
-No changes to follow-ups.
-5th hit + follow up will sometimes whiff on smaller crouching opponents at close range.

>Snake Strike
Damage: 210 (Compare to: 120)

EX Properties:
-7 hits
-Increased vertical and horizontal range

Notes:
-Juggle after j.HK.


#6

Ryu

Spoiler

>Hadoken
Damage: 100 (Compare to: 60)

EX Properties:
-Two hits
-Knocks down
-Faster projectile speed
-Increased juggle potential

Notes:
-Juggle with with FADC Ultra I at midscreen.
-In corner, juggle with EX Tatsumaki Senpukyaku.

>Shoryuken
Damage: 140 (Compare to: 100/130/150)

EX Properties:
-Adds invincibility
-Increased juggle potential

Notes:
-Same range as HP version.

>Tatsumaki Senpukyaku
Damage: 160 (Compare to: 100/110/120)

EX Properties:
-Remains stationary
-Five hits
-Hits crouching opponents

Notes:
-In corner, juggle with another EX Tatsumaki Senpukyaku or either Ultra

>Air Tatsumaki Senpukyaku
Damage: 140 (Compare to: 70/80/150)

EX Properties:
-Remains stationary
-Five hits

Notes:
-In corner, juggle with Ultra I.

Sagat

Spoiler

>High/Low Tiger Shot
Damage: 150 (Compare to: 65/60)

EX Properties:
-Two hits
-Knocks down
-Faster projectile speed
-Increased juggle potential

Notes:
-Juggle with Ultra II at full screen, or point blank (High Tiger Shot only).
-In corner, juggle with either Ultra.

>Tiger Uppercut
Damage: 200 (Compare to 100)

EX Properties:
-Five hits
-Adds invincibility

Notes:
-Same range as HP version.
-Juggle with Ultra I.

>Tiger Knee
Damage: 180 (Compare to 120, 140, 150)

EX Properties:
-Three hits
-Travels farther distance
-Faster movement speed

Notes:
-Safe on block at all ranges. (-1f)

Sakura

Spoiler

>Hadoken
Damage: 100/120/140 (Compare to: 60/80/120)
*Note: this refers to damage done by levels 1/2/3. The strength of the punch used does not affect this move.

EX Properties:
-Two hits
-Faster projectile speed
-Knocks down
-Range is unlimited, regardless of charge

Notes:

>Shououken
Damage: 180 (Compare to: 105/135/155)

EX Properties:
-Eight hits
-Adds invincibility

Notes:
-Does two uppercuts.
-Middle hits cause more hit stun, allowing for more/easier links from xx FADC.

>Shunpukyuku
Damage: 125 (Compare to: 60/120/120)

EX Properties:
-Higher arc
-Four hits
-Launches opponent for a juggle

Notes:
-Full hits only guaranteed on standing opponents. Use c.HP to force standing.
-Juggle with HK Sakura Otochi; dash > Ultra I; Ultra II.

>Air Shunpukyuku
Damage: 80 (Compare to: 50)

EX Properties:
-Longer active frames

Notes:

>Sakura Otochi (Overhead Smash)
Damage: 168 (compare to: 148)

EX Properties:
-Tracks the opponent with the right range
-Can potentially travel farther than HK version and shorter than LK version

Notes:

Seth

Spoiler

>Sonic Boom
Damage: 90 (Compare to: 60)

EX Properties:
-Two hits
-Fires two projectiles
-Faster projectile speed

Notes:

>Shoryuken
Damage: 204 (Compare to: 128/138/148)

EX Properties:
-Seven hits
-Increased horizontal and vertical range
-Adds invincibility

Notes:

>Hyakuretsukyaku (Legs)
Damage: 120 (Compare to: 110/110/120)

EX Properties:
-Adds invincibility

Notes:
-Same range as HK version.

>Tanden Engine
Damage: N/A

EX Properties:
-Longer active frames
-Increased juggle potential

Notes:
-Same range as HP version.

>Spinning Piledriver
Damage: 170 (Compare to: 130/140/150)

EX Properties:
-Adds invincibilty

Notes:
-Same range as LP version.

T.Hawk

Spoiler

>Tomahawk Buster
Damage: 130 (Compare to: 130/150/160)

EX Properties:
-Adds invincibility
-Two hits
-Can follow up with EX Condor Dive on hit or block (expends an additional EX bar)
-Increased juggle potential

Notes:
-Condor Dive follow-up on hit connects for 100 damage; on block coasts to safety.
-Cannot use follow-up on whiff.
-Same angle as HP version.

>Condor Spire
Damage: 150 (Compare to: 120)

EX Properties:
-Adds projectile invincibility
-Faster startup
-Faster movement speed
-Knocks down

Notes:
-In corner, (or midscreen vs larger characters) juggle with EX Tomahawk Buster.

>Mexican Typhoon
Damage: 200 (Compare to: 150/200/230)

EX Properties:
-Adds invicibility
-Slower startup

Notes:
-Same range as LP version.
-3f startup. (Compare to: 2f)
-Leaves opponent about 1/2 screen away, between LP and MP versions.

Vega

Spoiler

Rolling Crystal Flash
Damage: 170 (Compare to: 110/150/170)

EX Properties:
-Adds projectile invincibility

Notes:
-Same range as HP version.

>Scarlet Terror
Damage: 180 (Compare to: 100/140/160)

EX Properties:
-Increased juggle potential
-Adds projectile invincibility

Notes:
-Same range as HK version.
-Use after LK Scarlet Terror.

>Sky High Claw
Damage: 120 (Compare to: 110)

EX Properties:
-Armor breaking
-Knocks down
-Invincible from projectiles
-Faster movement speed

Notes:
-Attacks at same height as HP version.
-Travels through opponent on hit but not on block.

>Flying Barcelona Attack
Damage: 50 (Compare to: N/A)
Damage on Flying Barcelona Strike: 140 (Compare to 90)
Damage on Izuna Drop:200(Compare to 150)

EX Properties:
-Hits on the way up
-Two hits on Flying Barcelona Strike follow up

Notes:
-Automatically enhances follow-ups. Does not expend extra EX meter.
-Two-in-one from c.MP, c.MK or juggle from df+HK.

>Remove Mask

Damage: N/A

EX Properties:
-Removes mask instead of claw

Notes:
-Expends two EX bars instead of one.
-Vega does 10% extra damage without his mask.
-LOL.

Zangief

[details=Spoiler]
>Banishing Flat
Damage: 130 (Compare to: 120/130/140)

EX Properties:
-Two hits
-Adds invincibility
-Faster startup
-Knocks down
-Increased juggle potential

Notes:
-Juggle after traded Lariat or Lariat xx FADC.

>Spinning Piledriver
Damage: 200 (Compare to: 170/200/230)

EX Properties:
-Leaves opponent grounded for longer period of time

Notes:
-Same range as LP version.
-Allows for okizeme opportunities that are otherwise not possible with regular SPD.

>Atomic Suplex or Flying Power Bomb
Atomic Suplex Damage: 240 (Compare to: 230)
Flying Power Bomb Damage: 220 (Compare to: 200)

EX Properties:
-1-hit Focus Armor

Notes:[/details]


#7

I haven’t tested this thoroughly, but I believe the following is correct:

> Houzanto (Elbow)
Damage: 120 (Compare to: 80/130/160)

EX Properties:
-Faster startup
-Cannot be used to evade projectiles

Notes:
-Same range as MK version
-The quicker startup allows juggles that aren?t possible with the regular version.
eg. LP-MP-HP-HK > EX Houzanto


#8

EX moves are unsuited to the SF4 series. ‘Normal’ special moves generally feel too weak whilst their’ EX counterparts are too strong, meaning Supers are rarely used. ‘Normal’ special moves should just be buffed up to a happy medium between old special move properties and former EX properties, EX moves scrapped outright.

Special moves will be better, meaning more consistently powerful characters across the board without a dependence on EX meter, and more frequently seen Supers as legitimate damage options.

BOOM. Better game.


#9

Updated.

Adon
>Jaguar Kick
-Must be blocked high
>Air Jaguar Kick
-Must be blocked high

Cody
Criminal Upper
-Juggle after: Corner HK Ruffian Kick; EX Zonk Knuckle; or f+s.HK
>Zonk Knuckle
-Can be cancelled with Focus Attack

Dee Jay
>Double Rolling Sobat (Dread Kicks)
-Adds invincibility & projectile invincibility
-Projectile invincibility lasts longer than full invincibility.

Dudley
>Short Swing Blow
-Longer range
-Moves forward twice as far as the initial backwards dodge.

Guy
> Houzanto (Elbow)
-Can no longer be used to evade projectiles.

Ibuki
>Neck Breaker
-Leaves Ibuki farther away from opponent than regular versions.


#10

Thanks for this.


#11

I was under the assumption that EX Electricity did nothing but increase the visual range and damage.


#12

Very nice collection of information. Needs to be a sticky IMO.


#13

ex horizontal ball is quicker too.


#14

Vegas ex scarlet terror has projectile invincibility on the first frames (can go through ground projectiles but not akumas air fireballs etc)


#15

Makoto’s EX Karakusa has LESS range than her lk Karakusa… :frowning:
Also, her EX Tsurugi has projectile invincible start up. At least I’ve never botched it up and hit a projectile using it. :stuck_out_tongue:

Let’s hope for a sticky. If the sticky section is cluttered, we could always get rid of some of the dumb ones like “Don’t make this type of thread or it’s an infraction!” crap…


#16

ex condor spire can juggle with ex tomahawk buster on certain characters from anywhere on the screen, not just the corner


#17

a bunch of this info on cammy is either off completely or a bit misleading.

i would just make a note here that it’s not total invulnerability, it’s like frame 1 - 20 something, but your vulnerable to fireballs at the end of it.

yeah… technically it does add SOME invulnerability… but not enough to be note-worthy. it goes up from 5 frames on normal to 6 on ex. now the thing i think you should note however is that her dp damage goes down if you hit them in the air, ex does 150 on the ground and then 90 in the air. where as her normal dp’s do 100 on the ground and up to 160 in the air.

i would make more of a note on the invulnerability, it’s cammy’s only move to escape a meaty ex dp from a lot of characters, so it’s very important to remember if someone tries to chip your ass out.

the notes are false, you don’t need a meaty to link ultra 1 on this, in fact you don’t even need a meaty to land U1 after a non-ex tkcs. tkcs just gives you a larger window (more frames or land it from higher up, pick your poison). and you can combo out of it from any height (on all but the tallest characters you can link cr.fp afterwards on hit from any height).

good work on the thread ^^


#18

Sakura’s EX sho gives more hitstun when FADCd +5 compared to HP sho’s +3 making FADC combos easier to link.


#19

Thanks for the contribution, guys. Where were you guys six weeks ago?? Haha jk.

Xyjiryo> I double checked it, just to be sure. I had the EX version connect at a range where all normal versions whiffed. (Jump straight up, mash electricity).

The Mullah> Yup! In testing it, I found that it travels farther too.

Melubas> Thanks. I had Vega’s go through Akuma’s air fireballs, but not completely. The invincibility is limited.

highlulu> Thanks for the corrections. Awesome feedback. I went into more detail on Cannon Spike damage and removed the Cannon Strike note. The majority info was derived from a previous list for vanilla, so a lot of it was based on what we knew (or thought) early in the vanilla release). Much of the vanilla characters info is bound to be wrong. RE: Spiral Arrow’s projectile invincibility being limited, that goes with almost every move with invincibility so I’ll probably have to leave that out. RE: Spin Knuckle, that’s a good fact to know about Cammy but I think I’ll try to remain consistent in avoiding strategic advice and limiting this post to strictly the EX info. Not that it’s not relevant, but just trying to avoid information overload.

Mr.Basara, pintosaur, CanadianDstryr> Duly noted and tested. Thanks!

Updates:

Blanka
>Rolling Attack
-Longer range
-Faster horizontal movement

Cammy
>Cannon Spike
-Ground Damage: 150 (Compare to: 100/100/100)
-Ground-to-Air Damage: 95 (Compare to: 120/140/160)
-Juggle Damage: 95 (Compare to: 100/100/100)
-Adds very slight amount of invincibility
>Cannon Strike
-(Removed)Link into Ultra I with meaty hit.

Hakan
>Oil Slide
-Same range as HP version when oiled.
-Range is between LP and MP versions when not oiled.
**>Oil Dive **
-Immune to throws when oiled

Makoto
>Karakusa
-Shorter range than all normal versions.
>Tsurugi
-Adds projectile invincibility

Rufus
>Messiah Kick
-5th hit + follow up will sometimes whiff on smaller crouching opponents at close range.

Sakura
>Shououken
-Middle hits cause more hit stun, allowing for more/easier links from xx FADC.

T. Hawk
>Condor Spire
-In corner, (or midscreen vs larger characters) juggle with EX Tomahawk Buster.

Vega
>Scarlet Terror
-Adds projectile invincibility

Zangief
>Spinning Piledriver
-Adds invincibility
-Slower startup


#20

can anybody shed some light on honda’s EX throw properties?