Street Fighter EX3/Kairi

From SuperCombo Wiki
< Street Fighter EX3
Revision as of 23:24, 7 July 2025 by HakethKOTB (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

Introduction

An amnesiac fighter, Kairi is the former elder son of the Mizugami Clan and estranged older brother to Hokuto and Nanase. The main character for the Street Fighter EX Saga, Kairi is a shoto who's closest analouge is Akuma. He's got a lot of moves that Shoto players may find familiar but with unique twist on them, and a passive that allows him to deal increased damage when his meter is full. Kairi is a strong example of a character with a low floor but a high ceiling, easy to pick-up but plenty too master and extremely rewarding in the context of SFEX3.

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

LP HP MK 6 LK MK HK: Maki Hatsudo

  • Install super
  • Can only be done when Kairi has below 1/4 health
  • Puts Kairi into his install form for a limited time and increasing his walk speed, the performance of Shinki-Hatsudou, and Maryuu Rekkou
  • Also activates after Shouki Hastsudo
  • Drains health upon activation

Meteor Combos

LP LP 6 LK HP: 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