Just Frame Quickrise
Despite typically linear mixups, pressure in SFEX is suffocating. Most pokes grant absurd frame advantage, often stagger for counter hits, and the ever present threat of Guard Break makes every wakeup positively terrifying.
Scariest of all, however, is backturns and off axis "nonblockables." Because SFEX is a 3D game, its characters can find themselves facing odd directions according to the situation. The angles range from inconsistent to airtight depending on the interaction and inputs, and affect how the defender needs to guard on wakeup. (See Ryu).
In an off axis oki situation, the defender can stand 1 to 2 frames faster depending on their wakeup option.
- Neutral Jump is by far the fastest at -2f, but loses to meaties on its own. You can prejump cancel reversal supers to beat safejumps, empty throws, and other setups!
- High blocking is -1f. This is your typical option against ambiguous, nonblockable crossups midscreen. Because the best setups are still just unseeable coinflips, you should almost ALWAYS guess.
- Zero inputs is 0f, or the "control group."
- Normals are especially interesting, as they turn your character instantly. Abare too early, however, (Before the opponent has actually crossed you up) and you'll still whiff backwards. You can leverage kara cancels to keep reversals like shoto DP from going the wrong way.
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 |