Street Fighter EX3/Kairi: Difference between revisions

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==Normal Moves==
==Normal Moves==
===Throws===
===Throws===
'''Kuteikaku'''
'''LP+LK: Kuteikaku''''
*LP+LK
*'''Damage:''' 36
*Keeps same side
*Easier confirms for tag cancels
*Preferred throw if you want them right next to you
 
'''4LP+LK: Uraji Goku Guruma'''
*'''Damage: 32'''
*Keeps same side
*Can combo after with a Tag Cancel but it's a little awkward due to the height of the launch and that they end up on the opposite side after the camera switch
 


'''Uraji Goku Guruma'''
*Back + LP+LK


===Command Moves===
===Command Moves===
'''Bukyaku'''
'''MP+MK: Bukyaku'''
*MP+MK
*Surprise Blow
*Too slow to combo off of Heavy Normals or Tag Cancels
 
'''6+MK: Ryoubu'''
'''Damage: 17'''
*Forward advancing Knee Strike
*Cancelable into j. 236236+P
 
'''J. 2MK/HK: Ryuujin Kyaku'''
*J. 2+MK on hit behaves like a standard dive kick landing on the ground
*J. 2+HK bounces off of the opponent on hit or block


'''Ryoubu'''
*Forward + MK


'''Ryuujin Kyaku'''
*(In Air)Down + MK or HK


==Special Moves==
==Special Moves==
'''Mekku Zangeki'''
'''421+P: Mekku Zangeki'''
*Back, Down, Down-Back + Punch
*Teleport
*LP puts you back towards fullscreen, MP the middle, and HP closer to 2P side
*Puts you EXTREMELY high up in the air making this move dubious use wise


'''Maryuu Rekkou'''
*Forward, Down, Down-Forward + Punch


'''Shinki Hatsudou'''
'''236+P: Shinki-Hatsudou'''
*Quarter Circle Forward + Punch
*Unique projectile outside of Install that strikes at a specific location instantly
*Each strength does 16 damage
*LP hits directly in front, MP a character space away, and HP two character spaces away
*P Momentary option so it can keep you relatively safe if DP is blocked
 
 
'''236+P: Shinki-Hatsudou (Install)'''
*Becomes a more traditional fireball that travels fullscreen after 236236+PPP
*Extremely advantageous on hit and block, can very easily loop 2MKx236LP easily on hit
*Button strength determines speed with LP being the slowest and HP the fastest
 
 
'''623+P: Maryuu Rekkou'''
*Traditional invincible DP
*A fully invincible reversal, all strengths hit once
*On air hit all of them do 19 damage, stick with LP for anti-air
*LP damage on grounded: 21, MP damage 25, HP damage 28
 
 
'''623+P: Maryuu Rekkou (Install)'''
*Traditional invincible DP but stronger
*A fully invincible reversal, multiple hits on all strengths
*LP damage on grounded: 39, MP damage 46, HP damage 55
*On air hit all of them do LP typically hits for 39 damage damage, Medium for 46, and HP for only 19. stick with MP for anti-air
 
 
'''214+K: Mouryou Kasen'''
*Press Back + Kick up to three times
*Kick Momentary option
*A modified version of Ryu's classic Tatsu. Rather than being a single hitting spinning kick, he performs an airborn series of Kick Rekkas. You can do the ender at anytime by pressing 5K
*LK launches and starts at a higher angle, MK starts slightly lower and keeps them grounded, HK is just above ground level and also keeps them grounded on hit
*LK/MK versions can cancel into J. 2MK before the final hit, letting you link back into 2MKx214MK for big damage


'''Mouryou Kasen'''
*Quarter Circle Back + Kick
**Can be followed up with: Back + Kick


==Super Move==
==Super Move==
'''Shinki Hatsudou Kai'''
'''236236+P: Sairou Kyoushu'''
*(In Air)Double Quarter Circle Forward + Punch
*'''Damage:''' 53
*Grounded autocombo super
*Confirms from a decent distance so your go to metered ender
*Typically aim to cancel the super around the 5th hit if you want to do a Super Cancel into Garyuu Messhuu for max damage
 
'''J. 236236+P: Shinki Hatsudou Kai'''
*'''Damage:''' 31
*Big Shinki-Hatsudou that hits right in front of Kairi
*Mainly used to tack on damage after 623+P with a Super cancel


'''Sairou Kyoushu'''
'''J. 236236+K" Garyuu Messhuu'''
*Double Quarter Circle Back + Punch
*'''Damage:''' 44
*Air Dive Kick Super
*Damage is ultimately dependent on when it starts hitting, the Higherup the better the damage


'''Garyuu Messhuu'''
*(In Air)Double Quarter Circle Forward + Kick


===Meteor Combos===
===Meteor Combos===
'''Kyouja Renbu'''
'''LP LP 6 LK KHP: Kyouja Renbu'''
*LP, LP, Forward, LK, HP
*'''Damage:''' 140
*Raging Demon Super
*Unblockable but by himself he doesn't have many tick setups into it like Akuma or Hokuto


'''Shouki Hatsudou'''
'''236236+PPP: Shouki Hatsudou'''
*Double Quarter Circle Forward + All three Punches
'''Damage:''' 109
*Giant Fullscreen laser
*Drains a large portion of his life and has lengthy recovery even on hit
*Puts Kairi into his install form for a limited time and increasing his walk speed, the performance of Shinki-Hatsudou, and Maryuu Rekkou


=The Basics=
=The Basics=
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=Match-Ups=
=Match-Ups=
{{Template:Street Fighter EX3}}
{{Navbox-SFEX3}}
[[Category: Street Fighter EX 3]]
[[Category: Street Fighter EX3]]

Latest revision as of 05:35, 1 March 2025

Introduction

Moves List

Normal Moves

Throws

LP+LK: Kuteikaku'

  • Damage: 36
  • Keeps same side
  • Easier confirms for tag cancels
  • Preferred throw if you want them right next to you

4LP+LK: Uraji Goku Guruma

  • Damage: 32
  • Keeps same side
  • Can combo after with a Tag Cancel but it's a little awkward due to the height of the launch and that they end up on the opposite side after the camera switch


Command Moves

MP+MK: Bukyaku

  • Surprise Blow
  • Too slow to combo off of Heavy Normals or Tag Cancels

6+MK: Ryoubu Damage: 17

  • Forward advancing Knee Strike
  • Cancelable into j. 236236+P

J. 2MK/HK: Ryuujin Kyaku

  • J. 2+MK on hit behaves like a standard dive kick landing on the ground
  • J. 2+HK bounces off of the opponent on hit or block


Special Moves

421+P: Mekku Zangeki

  • Teleport
  • LP puts you back towards fullscreen, MP the middle, and HP closer to 2P side
  • Puts you EXTREMELY high up in the air making this move dubious use wise


236+P: Shinki-Hatsudou

  • Unique projectile outside of Install that strikes at a specific location instantly
  • Each strength does 16 damage
  • LP hits directly in front, MP a character space away, and HP two character spaces away
  • P Momentary option so it can keep you relatively safe if DP is blocked


236+P: Shinki-Hatsudou (Install)

  • Becomes a more traditional fireball that travels fullscreen after 236236+PPP
  • Extremely advantageous on hit and block, can very easily loop 2MKx236LP easily on hit
  • Button strength determines speed with LP being the slowest and HP the fastest


623+P: Maryuu Rekkou

  • Traditional invincible DP
  • A fully invincible reversal, all strengths hit once
  • On air hit all of them do 19 damage, stick with LP for anti-air
  • LP damage on grounded: 21, MP damage 25, HP damage 28


623+P: Maryuu Rekkou (Install)

  • Traditional invincible DP but stronger
  • A fully invincible reversal, multiple hits on all strengths
  • LP damage on grounded: 39, MP damage 46, HP damage 55
  • On air hit all of them do LP typically hits for 39 damage damage, Medium for 46, and HP for only 19. stick with MP for anti-air


214+K: Mouryou Kasen

  • Press Back + Kick up to three times
  • Kick Momentary option
  • A modified version of Ryu's classic Tatsu. Rather than being a single hitting spinning kick, he performs an airborn series of Kick Rekkas. You can do the ender at anytime by pressing 5K
  • LK launches and starts at a higher angle, MK starts slightly lower and keeps them grounded, HK is just above ground level and also keeps them grounded on hit
  • LK/MK versions can cancel into J. 2MK before the final hit, letting you link back into 2MKx214MK for big damage


Super Move

236236+P: Sairou Kyoushu

  • Damage: 53
  • Grounded autocombo super
  • Confirms from a decent distance so your go to metered ender
  • Typically aim to cancel the super around the 5th hit if you want to do a Super Cancel into Garyuu Messhuu for max damage

J. 236236+P: Shinki Hatsudou Kai

  • Damage: 31
  • Big Shinki-Hatsudou that hits right in front of Kairi
  • Mainly used to tack on damage after 623+P with a Super cancel

J. 236236+K" Garyuu Messhuu

  • Damage: 44
  • Air Dive Kick Super
  • Damage is ultimately dependent on when it starts hitting, the Higherup the better the damage


Meteor Combos

LP LP 6 LK KHP: Kyouja Renbu

  • Damage: 140
  • Raging Demon Super
  • Unblockable but by himself he doesn't have many tick setups into it like Akuma or Hokuto

236236+PPP: Shouki Hatsudou Damage: 109

  • Giant Fullscreen laser
  • Drains a large portion of his life and has lengthy recovery even on hit
  • Puts Kairi into his install form for a limited time and increasing his walk speed, the performance of Shinki-Hatsudou, and Maryuu Rekkou

The Basics

Advanced Strategy

Match-Ups

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Area
Blanka
Chun-Li
Cracker Jack
Darun Mister
Dhalsim
Doctrine Dark
Garuda
Guile
Hokuto
Kairi
Ken Masters
M.Bison
Nanase
Pullum Purna
Ryu
Sagat
Sakura Kasugano
Shadow Geist
Sharon
Skullomania
Vega
Vulcano Rosso
Zangief