Reverse Kara Framekills
This is the deep end. Easily the most obscure, yet strangely present bug in EX1: Reverse Kara Framekills.
In short, you can "autocorrect" special moves backwards by intersecting two players' pushboxes on specific frames. This is easily done in the corner, but is liable to happen just about anywhere on the screen with the right setup. You want to kara from a normal that whiffs past a falling opponent, either by them jumping or during an appropriate starter. Do the special move as if you haven't sideswitched, and EX will point you backwards.
- Very few characters get anything from a kara sequence, but Ken and especially Cycloid Beta both have practical setups that make this tech less than a novelty.
Ken
AA Guard Break happens more than it really should in EXA. Unless the defending character has a fast enough button to check GB on mash, you're trying to jump, throw, or otherwise avoid GB all the time. Ken's Guard Break has a massive vertical hitbox compared to the other shotos, so it's very common to clip irreppa (upbacking) with his toes when you go for a GB mixup. This produces a unique "high launch" state where the next hit has infinite juggle potential. Ken can air throw, route to super, delay a jump normal to prolong the juggle state, or go for a reverse kara framekill with 2LK~Shoto Roll.
I'd like to say that this is a lifechanging setup, but it really isn't :(
At most you can use the reversed roll to buffer meaties or time a safejump. There's a layer here where Ken RKF's his tatsu to safely build meter while running away, but whether that's viable in a game that gives you bars for reversals is anyone's guess. GB to Air Throw to HK Roll might just be better on all counts.