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==Guard Break== | ==Guard Break== | ||
Despite the outright deletion of defensive options like ground recovery, '''typical''' mixups in Street Fighter EX are weak. Few characters have overheads, cornered opponents can't be crossed up, and crouch teching is very potent. | Despite the outright deletion of defensive options like ground recovery, '''typical''' mixups in Street Fighter EX are weak. Few characters have overheads, cornered opponents can't normally be crossed up, and crouch teching is very potent. | ||
Without meter, blocking is overly strong. There's very little the player on offense can do against turtles aside from humble frametraps and tick throws. [https://www.youtube.com/watch?v=Yc9Gg2EzOeI With meter, SFEX becomes a horror game.] | Without meter, blocking is overly strong. There's very little the player on offense can do against turtles aside from humble frametraps and tick throws. [https://www.youtube.com/watch?v=Yc9Gg2EzOeI With meter, SFEX becomes a horror game.] | ||
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==Kara Guard Break (KGB)== | ==Kara Guard Break (KGB)== | ||
Because Guard Break is | Because Guard Break is technically a super? move, you can kara into it with any grounded normal to enhance its range. The window is a one frame "plink" from your kara normal into Guard Break. The best normal for the job varies between characters, and the entire roster interacts with this technique differently. | ||
Standouts among KGB range are B. Hokuto, Sakura, and every | Standouts among KGB range are B. Hokuto, Sakura, and every shoto except for Allen. | ||
{{Template:Street Fighter EX Plus Alpha}} | {{Template:Street Fighter EX Plus Alpha}} |
Latest revision as of 03:24, 19 May 2025
Guard Break
Despite the outright deletion of defensive options like ground recovery, typical mixups in Street Fighter EX are weak. Few characters have overheads, cornered opponents can't normally be crossed up, and crouch teching is very potent.
Without meter, blocking is overly strong. There's very little the player on offense can do against turtles aside from humble frametraps and tick throws. With meter, SFEX becomes a horror game.
For one bar, every character in Street Fighter EX gains access to an advancing, unblockable attack. On any hit, Guard Break stuns the opponent and lets you land a max damage followup. Guard Breaks can anti air for juggles and often auto shimmy or outright beat bad pokes in the neutral game. In EX1 specifically, Guard Breaks don't use your meter until their first active frame.
Kara Guard Break (KGB)
Because Guard Break is technically a super? move, you can kara into it with any grounded normal to enhance its range. The window is a one frame "plink" from your kara normal into Guard Break. The best normal for the job varies between characters, and the entire roster interacts with this technique differently.
Standouts among KGB range are B. Hokuto, Sakura, and every shoto except for Allen.
General | Introduction | Game Mechanics | |
The Characters | Akuma | Allen Snider | Blair Dame | Kairi | Chun-Li | Jack | Darun Mister | Dhalsim | Doctrine Dark | Garuda | Guile | Hokuto | Ken | M.Bison | Pullum Purna | Ryu | Sakura | Skullomania | Zangief | Evil Ryu | Evil Hokuto |