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==Normal Moves== | ==Normal Moves== | ||
===Throws=== | ===Throws=== | ||
'''Kuteikaku''' | '''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=== | ===Command Moves=== | ||
'''Bukyaku''' | '''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== | ==Special Moves== | ||
'''Mekku Zangeki''' | '''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 | |||
'''Shinki Hatsudou''' | '''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== | ==Super Move== | ||
'''Shinki Hatsudou Kai''' | '''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=== | ===Meteor Combos=== | ||
'''Kyouja Renbu''' | '''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 | |||
'''Shouki Hatsudou''' | '''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= | =The Basics= | ||
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=Match-Ups= | =Match-Ups= | ||
{{ | {{Navbox-SFEX3}} | ||
[[Category: Street Fighter EX3]] | [[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