Cracker Jack Character Guide Street Fighter EX (Arcade) version 1.9 By John Culbert (tigeraid@geocities.com) VERSION UPDATES: ---------------- v 1.5 -corrected Tech hit section -extra Guard Break motions -corrected stupid SC buffering mistake (see A WORD ABOUT... COMBOS) -corrected/added to the Combo Section -revised credits v 1.6 -added/fiddled with combos -added vs. section stuff (including Vs. Time release fighters) -other odds and ends v 1.9 -added one combo (100%) -changed "thanks to Capcom" to "thanks to Arika" (the real makers of the game) -confirmed game version (according to lancer it is the "English" version) -other little corrections/tactics INTRODUCTION: ------------- For once our arcade actually got a game fairly early!! This should help me get a fairly good head start on doing some strategy and such for EX. Street Fighter EX IMO could be thought of a LOT like SSF2T. There are NO chain combos (Except of course things like C.Short -> C.Short with Ken/Ryu), NO ACs (YES!!!! YES, YES, YES!!!), and also thankfully, no CCs. Yes, Street Fighter EX is, for the most part, a collection of all the things we classic SF players like--it has no CCs, ACs, or chain combos, but retains good ol' Super Combos (wouldn't be a fighting game without them these days), tech hits (I'd prefer if these weren't there, personally!), and a rigid combo system. And of course, probably the biggest thing about SFEX is the fact that it is the FIRST Street Fighter game that is polygon-based and 3-D! In my opinion, it's kinda nice, and doesn't detract from the gameplay that much (some of the basic movements like jumping are a little different and require some getting used to, however). WHO'S THIS CRACKER JACK GUY? ---------------------------- Imagine Balrog with kicks and you've got C.Jack. He's a bouncer for hire, I believe (sounds familiar...) NOTE: In the "A word about..." section, I use examples in my explanations involving OTHER fighters. I prefer to leave Jack for the actual C.Jack guide, and I find examples with other fighters are easier to use. Therefore, I recommend you find a general SFEX FAQ, like Darklancer's, if you don't know what moves I'm talking about. ############################################################################ ******* LEGEND: BUTTONS ******* .-------------Jab D-PAD | .-----------Strong | | .---------Fierce U/B U U/F | | | \|/ | | | B--o--F | | | /|\ O O O D/B D D/F O O O | | | | | | | | | | | ----------Roundhouse | ------------Forward -------------Short QCT= Quarter Circle Toward (roll the joystick from D to F) QCB= Quarter Circle Back (roll the joystick from D to B) HCT= Half Circle Toward (roll the joystick from B to D to F) HCB= Half Circle Back (roll the joystick from F to D to B) + = enter commands simultainiously N = Neutral (return D-Pad to center) J. = Jumping S. = Standing C. = Crouching XX = indicates buffering Some Short Forms Used in This FAQ: ---------------------------------- SF2= Street Fighter II: the World Warrior (may also refer to it as Classic) SF2CE= Street Fighter II: Champion Edition (may just be CE) SF2T= Street Fighter II Turbo: Hyper Fighting SSF2= Super Street Fighter II: the New Challengers SSF2T= Super Street Fighter II Turbo (may refer to it as Super Turbo) SFA= Street Fighter Alpha: Warrior's Dreams SFA2= Street Fighter Alpha II DP= Dragon Punch- can be referring to Ryu's, Ken's, Akuma's Special move, or to the similiar joystick/D-Pad motion (F, D, D/F) HK= Hurricane Kick- can be referring to Ryu's, Ken's or Akuma's Special Move, or to the similiar motion (QCB+any kick) FB= Fireball- can be referring to Special Move possessed by many characters, or to the similiar motion (QCT+any punch) SC= Super Combo CC= Custom Combo- pertaining to Custom Combos from SFA2 FK= Flash Kick- Guile's (and Charlie's) move, or similiar motion (charge D, U+any kick) SB= Sonic Boom- Guile's (and Charlie's) move, or similiar motion (charge B, F+any punch) YF= Yoga Flame- pertaining to Dhalsim's OLD Special Move or similiar motion (HCT+any punch) SBK= Spinning Bird Kick- pertaining to Chun Li's pattened move TBK= Thousand Burst Kick- Chun Li's Super Combo SPD= Spinning Pileriver- Zangief's pattened move, or similiar motion (roll 360 degrees) FAB= Final Atomic Buster- Zangief's pattened SC, or similiar motion (roll 720 degrees) A WORD ABOUT... *************** THROWS AND GRABS: A Throw or Grab (including SPD or other Special Move Throw) must be done right up close, and is unblockable; it can only be avoided (some exceptions, like Zangief's Running Bear Grab, and Cracker Jack's Lazy Buffalo do exist). ---------------------------------------------------------------------------- TECH HITS: To perform a tech hit, hold B or F and hit Strong or Fierce (or Forward or Roundhouse if your fighter has a Throw with those buttons) just as the opponent grabs you; basically, you perform a Throw at the same time the enemy tries to Throw you. YOU CANNOT TECH HIT SPECIAL MOVE THROWS (eg. Zangief's SPD) ----------------------------------------------------------------------------- BLOCKING: To block an oncoming attack, hold in the opposite direction. To block a low attack (i.e. the enemy hits low, like a sweep), hold D/B to crouch and block. There is NO Air Blocking SFEX! ----------------------------------------------------------------------------- GUARD BREAKING: --------------- The only truely new (non-combo) feature of SFEX is the Guard Break; taking up one level of the Super Meter, a Guard Break will break through an enemy's block, and stagger them for QUITE a long time, allowing you to set up some devastating combos. To perform a Guard Break, press Fierce+Roundhouse, or Jab+Short, or Strong+Forward. ----------------------------------------------------------------------------- TICKS: A tick is an attack that, if you connect with it, you can go into a combo or some other follow-up of your choice, and if blocked, you will recover in time to throw another attack before your opponent can; note that they also recover from their blocking frames at relatively the same time, so they will also be able to block the follow-up. But, since Throws are unblockable, you can nail them with a Throw! ----------------------------------------------------------------------------- SUPER METER: Underneath your Health meter is a meter which will fill up when you perform Special Moves or when you hit the enemy. Once filled to one level, it will flash and you can now perform one SC (or one Guard Break). It can also continue to be filled to a max of 3 levels. ----------------------------------------------------------------------------- SUPER COMBOS (SFA2 and SSF2T): Your fighter has the ability to perform a powerful multi-hit attack known as a Super Combo (SC). You will know a character has executed a Super Combo because the screen will grow dark for a moment as they gather "chi" (spirit). ALL ANIMATION except for the gathering of the character's energy will stop, so your opponent cannot move. If you finish your opponent with an SC, the screen will flash brightly, and for some ODD reason in SFEX, a METEOR will fly through the screen! ----------------------------------------------------------------------------- COMBOS: A combo is a series of attacks that, once the first hit connects, are totally unblockable until the opponent is knocked down or the attacker is pushed too far away to continue. In SFEX, the combo system has been ALMOST returned to the original system in SSF2T. Combos in SFEX generally follow the pattern of Jump-in -> Standing or Crouching Attack buffered into Special Move. You can also start simply from a Standing or Crouching Attack and buffer into a Special Move (see "buffering" below), and in some cases, more than one Standing or Crouching attack can be used (eg. two S.Jabs). ONLY CERTAIN REGULAR ATTACKS ARE BUFFERABLE! So what's different about SFEX's combo system? Well, first off, there is a juggle system now, moreso than ever; for example, one time I was using Guile, and I hit a jumping opponent (Ken) with my Jab SB. I then jumped and actually hit him with a J.Fierce before he landed, for a 2-hit combo! (JUGGLING IS A LARGE PART OF C.JACK'S COMBO REPITIORE!) Still, the only big difference is that you can now buffer a SPECIAL MOVE into a SUPER COMBO, and a Super Combo into a Super Combo! There are no longer different SCs depending on the Super Meter level (except in some cases, like Akuma's dreaded Raging Demon) but this is remedied by the fact that you can string together up 3 SCs to make, in essence, a L3 Super Combo anyways. And hey, all you whiners who complain about no more huge multi-hit combos, take this example combo for Chun Li! J.Roundhouse XX Roundhouse TBK XX Kikosho This is an excellent example of how easy it is to pull of a HUGE multi-hit combo, if you have the timing down pat. For this reason, it is a VERY good idea to cancel Special Moves into Super Combos for MASSIVE combo damage. RESTRICTIONS: Their are TWO restrictions to the Super Combo buffering: 1. If the SC is ground-based, your character's feet MUST be on the ground when you perform the buffered SC. The best example is with Ken; a powerful combo for him is a Fierce DP buffered into a Shoryureppa--but wait, doesn't the DP cause Ken to rise into the air? This problem is solved if you perform the Fierce DP. This is because the first 2 hits of the _Fierce_ Dragon Punch leave Ken grounded, then he takes off for the the 3rd (now non-flaming) hit. The buffered SC WILL work IF you buffer it in before the 3rd hit of Ken's SC. So this means that, for example, you cannot perform a Flash Kick with Guile, then quickly cancel it with a Double Flash Kick SC, because Guile will be off the ground with the first FK! BTW, this restriction does of course not apply to air SCs; for example, the CPU Ryu did this HORRIBLY powerful combo to me: J.Roundhouse, C.Forward XX Roundhouse HK XX SUPER HK Ryu cancelled the 2nd hit of his regular HK into the mid-air Vacuum Hurricane and juggle me repeatedly in mid-air! This combo HURT. I would assume that he could do the same thing with his DP, perhaps cancelling the DP near the peak of its ascent! 2. You CANNOT BUFFER AN SC INTO ANOTHER OF THE SAME SC. The big mistake that lancer pointed out to me is that you cannot buffer two of the same SCs. For example, you cannot buffer C.Jack's Crazy Buffalo into ANOTHER Crazy Buffalo. (Thanks, lancer.) ----------------------------------------------------------------------------- BUFFERING: This is a technique used in 90% of all fighting games out today. To buffer means to do the motions of one move while the animations of another move are still being performed. Here's an example for Guile: -C.Strong XX Roundhouse FK a) hold D and hit Strong, then U+Roundhouse In order to perform this as a true combo, you must "cancel" the Strong with the FK, in other words, the Flash Kick must come out before the animations of the Strong are finished (before he draws the punch back after it connects). If you are too late the Kick will be blockable and won't count as part of the combo. Eg. 2- (same button buffering) -C.Strong buffered into Strong Sonic Boom There are two ways to perform this combo: a) begin holding D/B, then hit Strong, then F+Strong b) hold D/B, then press and HOLD Strong, then F and release Strong Some may find the second easier, but I actually use both. Again, the idea is to make the Sonic Boom come out before the punch is finished. The second way is easy simply because there are less things to do, and may keep some big combos a little more simplistic. Remember of course that you can now buffer Special Moves into SCs and SCs into other SCs; the same idea applies, i.e. perform the motion before the first move's animations are complete. ############################################################################# JACK'S MOVES: ------------- -Dashing Straight: charge B, F+any punch -Dashing Upper: charge B, F+any kick -Turn Punch: charge all three punches or all three kicks, release -Batting Hero: HCT+any punch -Soccer Kick: HCT+any kick -Cracker Blitz: F or B+Strong or Fierce (close) -Cyclone Toss: F or B+Forward or Roundhouse (close) -Guard Break; Double Punch: Fierce+Roundhouse -Super Combo 1; Crazy Buffalo: charge B, F, B, F+any punch, then kick or punch -Super Combo 2; Lazy Buffalo: charge B, F, B, F+any kick -Super Combo 3; Home-Run Hero: QCB, QCB+any punch REGULAR MOVES ANALYSIS: ----------------------- Jab: Both are basic quick punches, standing and crouching respectively. These are NOT good in combos, unlike what I previously said; after using them instead of my favorite C.Forward for a while, I came to realize that they have REALLY short range--99% percent of the time, they missed after my jump-in. For this reason, rarely use them in combos; C.Forward is better anyways. The Jabs are, however, great moves to use up close, and if the opponent isn't really quick, they can tick well. Strong: both S.Strong and C.Strong aren't really that big a deal, except to note that they are C.Jack's longest-ranged regular punches. Fierce: one of the things I was really hoping for with Jack was that Arika would give him Balrog's ol' S.Fierce, with its awesome range. They didn't (although his kicks compensate for it). S.Fierce gives a body blow, which is fairly powerful, however it is slow and has almost NO range, so use it rarely except up close for style points (it's also unbufferable). One thing to note is that its priority is quite good and can even take out some special moves (for a big example, I once took out Bison's Psycho Crusher with it!!! I'm reminded of SF2... :) C.Fierce is the usual uppercut, which is a very important attack for Jack--it is his easiest air counter when the enemy jumps too close for any of his other air counters to hit easy (i.e. Batting Hero, Dashing Upper, Home-run Hero). Use it rarely except in this case, as it is pretty slow. Short: after a little bit of testing, it turns out the S.Short is actually a LOT better than the C.Short for a tick, being a close-range Shin Kick. Use it often in this case. Forward: S.Forward is a fast side kick, great for taking out pesky low attacks from fairly close. C.Forward is a VERY important attack; it is a fast, high-priority attack, great for using up close. In addition, it is his best bufferable attack. Roundhouse: S.Roundhouse is basically a slower, lunging version of the S.Forward. A great attack from mid-range, its recovery is also great if blocked--use it like you would Adon's S.Roundhouse from SFA2, or Ken's S.Roundhouse. The C.Roundhouse is your basic knockdown trip, with good range and great damage. It can be taken out with some fast high-priority moves, so be careful. J.Roundhouse is also Jack's best air attack--it's the best jump-in he has, and has GOOD air priority as well. Sometimes, it can actually be easier to air counter the enemy by jumping U/B with this! ############################################################################# MOVES ANALYSIS: --------------- -Dashing Straight- Description: Jack dashes forward with a powerful straight punch. A good reactionary move because it is charged defensively. The thing to remember about the Dashing Straight is that its recovery is better than most think--only the fastest of buffered counters will take it out if blocked. Against those who aren't experienced against C.Jack, use this quite often, because they will block it always. After they block, you can frequently get in a Throw (you have to walk about a step when it is blocked before you can Throw, so don't think it is an invincible tactic!). The Dashing Straight can however be taken out by low attacks in the middle of the dash (both Bison's C.Roundhouse and Skullomania's SkulloSlide come to mind); those who have some experience will do this instead, so refrain from throwing this out unless you're sure it'll hit OR you bring it out close enough that they are forced to block it. -Dashing Upper- Description: C.Jack exclaims "Upper!" and dashes forward with a powerful uppercut. Use only in special circumstances. The Dashing Upper has even faster recovery than the Dashing Straight, so if they DO block it, try for a Throw. However, it can be easily ducked, giving the enemy a significant amount of time to counter. For this reason, it should only be used if you're sure it'll connect, OR if the enemy is jumping from far; this will take out almost all jumping moves. Note, though, that it also knocks the enemy back less than the Straight if blocked, so it makes a slightly better tick. It also is a slightly better combo finish, because it knocks down (good UNLESS you want to buffer into a Super Combo). -Turn Punch- Description: C.Jack turns his back briefly, then lunges forward with a powerful straight punch. Pretty much the same as Balrog's. It is invulnerable when he turns his back briefly, HOWEVER the amount of time he is invincible is IMO much shorter than Balrog's, and quite difficult to time. For this reason, I think it is a bad idea to use this for projectile countering, especially when you have so many other ways to deal with projectiles. Still, this move isn't useless; like Balrog's, the longer you charge it, the more damage you do (this is indicated by the number that Jack exclaims when he does the punch). It is not essential to good C.Jack play, but it is a good idea to be charging 3 punches during the round, especially if the opponent throws attacks out without thinking; just make sure that when you use it, that it is fully charged to do MAXIMUM damage (and the max damage is more than his SCs!) when it hits. BTW, the recovery is a little slower than the Dashing Straight, but it can still act as a tick on slower enemies. Basically, you have a choice. If you think you can work without either your punches or kicks, then you should use this often while staying defensive, and counter EVERYTHING with a long-charged Turn Punch (the round could be over quickly!). However, it does limit you in many ways, especially if you wanna do any decent combos... -Batting Hero- Description: C.Jack whips out a bat and swings it in front of him. -Soccer Kick- Description: C.Jack performs a powerful swinging kick. Both of these attacks will knock the enemy across the screen if they connect, and they do great damage. However, their main use is that they can knock projectiles back at the opponent. For a defensive Jack, the Batting Hero is a VERY important attack, as it allows him to knock back a projectile and follow it in ala Guile. BTW, I usually only use the Batting Hero, as the only advantage I see with the Soccer Kick is slightly better recovery if blocked. Either way, when using both attacks, only use Jab or Short, as they come out and recover the fastest. -Cracker Blitz- Description: C.Jack grabs the opponent and performs an automatic punch combo, ending with an uppercut that sends them flying away. -Cyclone Toss- Description: C.Jack picks the enemy up over his head, spins them around a couple of times, then tosses them away with a growl. If you're going for style, use the Cracker Blitz--if you're going for damage, then the Cyclone Toss is your choice, as it does more damage. Both Throws are great weapons for an offensive C.Jack, stressing the S.Jab and C.Jab as ticks up close, as well as blocked Dashing Straights (and even better, Uppers). -Guard Break; Double Punch- Description: C.Jack rears back, then slams both his fists into the enemy's block. When it connects, it'll stun the enemy enough to get in an easy combo. It is, however, extremely slow starting, so the enemy will see it coming and counter with ease. See tactics for more info, as there is only one really good setup for the Guard Break, except to use simply on persistent blockers with slow reflexes. -Super Combo 1; Crazy Buffalo- Description: Jack lunges forward with repeated punches, then finishes with either a big Straight, or big Upper. A VERY fast SC coming out, and a great reactionary move. I find that, once it is charged, I can actually pull this off faster than the double QCT and double QCB Super Combos. The Crazy Buffalo is a great all-purpose SC; it can be used in defense after blocking and attack, or it can be pulled off extremely fast to take out the opponent's regular (and in some case Special) attacks. It takes priority over every standing regular move, and low moves as well IF it is buffered very early in their animation. It is also great in combos. It can be taken out by a low attack or most Special Moves (projectiles) if the timing is correct, so make sure this connects; if it is blocked, hold the kick button to do the Uppercut finish, which has slightly better recovery than the Straight finish (by holding punch). BTW, when you DO hold kick and it is blocked, its recovery is SO good that it is a VERY GOOD TICK (only the occasional buffered SC will counter it!). USE THIS!!! NOTE: if you begin to hold kick IMMEDIATELY as he starts up, he'll do all uppercuts, and this works quite well as an air counter! (all hits, lotsa damage!) -Super Combo 2; Lazy Buffalo- Description: C.Jack walks forward slowly with his hands out; if he connects with his opponent, he will literally punch the shit outta them. First off, this move is totally UNBLOCKABLE. Secondly, it is also TOTALLY vulnerable during the dash. Just think of it as a super powerful version of Zangief's Running Bear Grab (also a little slower). A great offensive tool, if used right, it is also Cracker Jack's most powerful SC. Because it is unblockable, use ticks to open the opponent up to it, like blocked Dashing Straights and Uppers (or BEST with a blocked Crazy Buffalo), and your Jabs and S.Short. Once this connects, it's well worth the trouble, and also wastes the clock nicely. -Super Combo 3; Home-run Hero: Description: Cracker Jack dashes low in a crouch, then rises with a powerful uppercut that sends the enemy into the air. The thing to note about this is that C.Jack does the crouch dash FIRST, then the screen goes dark for the SC; wherever Jack is when the screen goes dark is where he will perform the upper, so get used to the range. This SC is fast coming out and can surprise inexperienced opponents who don't see it coming. When Jack crouch dashes, he avoids projectiles and high attacks, so it's great for moving in and doing big damage when the opponent throws moves out. Note that C.Jack must go under the projectile in the MIDDLE of his crouch dash, not at the beginning. In other words, don't perform the move when you see your enemy draw back for the FB; wait until it has left their hands, or else Jack'll get it right in the face. Once the Home-run Hero connects, you're left free to juggle the opponent with whatever you wish on his way down! (see combos) This makes the Home-run Hero probably his best move. ############################################################################# TACTICS: ******** Offensive Cracker Jack: ----------------------- When playing Cracker Jack offensively, you must be VERY fast pulling off your moves, and stress ticks and combos up close. Only jump in when your foe leaves themselves open for it (eg. projectile), and when they do, punish them with a combo. Travel under projectiles with the Home-run Hero and follow with a big juggle combo. Once you've gotten up close, tick like mad and don't be afraid to use a lot of Dashing Straights, because from this range it is unlikely they can pull out a counter in time. Buffer the Crazy Buffalo into their regular attacks as often as possible too. Defensive Cracker Jack: ----------------------- IMO Jack plays a lot more effectively on defense; he has great air counters, and use them to their fullest (i.e. the C.Fierce for close jump-ins, the Dashing Upper for far jumpers). It is also much easier to block and counter, especially with the Crazy Buffalo. At the same time, you should still take advantage when you can and jump in for combos when the time arises. KNOCK BACK AS MANY PROJECTILES AS POSSIBLE--then, follow them in with a combo, or if they block, a Throw or Lazy Buffalo. In addition, a mean setup is to time a Guard Break JUST right to hit as the enemy blocks their projectile, then follow with a juicy combo! ############################################################################# COMBOS: ******* FIRST, CORRECTION: you CANNOT buffer the Dashing Upper into an SC (except maybe the Home-run Hero?) because it knocks down. C. Jack is capable of really devastating combos, especially when he has a Super charged and ready. Remember to ALWAYS have your joystick in the defensive crouch (D/B) position, even when jumping or attacking. NOTE: to buffer Jack's Dashing Straight into an SC, you simply have to tap B, F+any punch QUICKLY during the move; this is possible because the initial charge B, F from the Special Move also doubles as the first half of the SC motion. The only restriction to this is that you must buffer the SC in as soon as the Dashing Straight/Upper has started, so in other words, you cannot perform a Dashing Straight/Upper from a distance, then buffer in the SC when you get to the opponent. Both B, F motions must be done as one fluid move. UPDATE: You can buffer the Crazy Buffalo in a LAZY BUFFALO! The two by themselves do nearly 60% damage! Cracker Jack combos: -------------------- 1. J.Roundhouse, C.Roundhouse Comments: a quick and easy 2-hit jump in, and is the only combo Jack can really do if he is not charged for a Special Move. 2. J.Roundhouse, C.Forward XX Fierce Dashing Straight/Roundhouse Dashing Upper Comments: GREAT damage, and you can finish with either the Dashing Straight or Dashing Upper; I'd recommend the Upper, as it knocks down and has more ticking potential if blocked. 3 hits. 3. J.Roundhouse, C.Jab XX Jab Dashing Straight XX Crazy Buffalo Comments: C.Jack can buffer his Jabs as well as the C.Forward, but they will rarely connect, so use the latter more often. Remember for the last part, you need only perform the Dashing Straight then quickly tap B, F+any punch for the Super. Great damage, 8 hits. 4. Home-run Hero, Fierce Dashing Straight/Roundhouse Dashing Upper Comments: the easiest single hit (besides a regular punch or kick) that can follow the Home-run Hero SC. Altogether decent damage, 2 hits. (BTW, the Dashing Upper, since it hits them higher, is slightly easier to time.) 5. Home-run Hero, Turn Punch Comments: the big thing about this combo is that you have the potential to do OVER 50% damage if your Turn Punch is charged long enough! Practice the timing on the release of the Turn Punch, as this combo is well worth it--2 hits. 6. J.Roundhouse, C.Forward XX Crazy Buffalo XX Home-run Hero, Roundhouse Dashing Upper Comments: this is where C.Jack starts getting into the powerful combinations. You need 2 levels to pull this off, and the damage is quite potent. Try to buffer the Home-run Hero into the Crazy Buffalo as early as possible. 7. J.Roundhouse, C.Forward XX Jab Dashing Straight XX Crazy Buffalo XX Home-run Hero, Short Dashing Upper XX Crazy Buffalo (hold kick) Comments: I have confirmed this to work, and DAMN does it hurt. BTW, try to juggle the opponent with the Short Dashing Upper as late as possible (the enemy should be in front of Jack's face), that way all hits of the last Crazy Buffalo will connect. You of course need 3 levels on the Super meter. 15 hits! 8. J.Fierce, C.Jab XX Jab Dashing Straight XX Crazy Buffalo XX Home-run Hero, Turn Punch Comments: I HAVE CONFIRMED THIS. If you charged the Turn Punch to its fullest, this combo does more damage than even #7! Note: charge the Turn Punch with all 3 kicks, leaving you the punches to do the jump-in, Jab and all the Specials and Supers (you'll need really flexible fingers to do this as well!) :) 9. Dashing Straight/Dashing Upper or Crazy Buffalo XX Lazy Buffalo Comments: actually, this is just a really mean tick! :) Immediately after the opponent blocks the initial move, buffer into the Lazy Buffalo and snag them for 35+% damage! ;) 10. J.Roundhouse, C.Forward XX Jab Dashing Straight XX Crazy Buffalo XX Lazy Buffalo Comments: I have discovered that you can buffer the Crazy Buffalo in a LAZY BUFFALO! This is a very deadly tick (see #9) and more importantly this will drain around 65-70% damage! 11. J.Roundhouse, C.Forward XX Jab Dashing Straight XX Crazy Buffalo XX Home-run Hero, S.Fierce XX Roundhouse Dashing Upper XX Home-run Hero, C.Fierce XX Batting Hero Comments: this is a confirmed 100% combo! Personally I would not use it, as I like my fights to last (mind you, you do have to build up 3 levels...) the combo is pretty much self-explanatory, you just have to get the timing down pat. ############################################################################# VS. STRATEGIES: *************** Vs. Ryu: -------- Ryu's up to his old tricks, literally. The FB is almost as fast as it used to be in SF2, and he can play the FB keep-away fairly well still. Whenever he throws FBs, knock them back with the Batting Hero and follow them in; if you're close enough, jump over the FBs instead and combo. Once you get up close you can usually take priority over him with your Jabs and the C.Forward (just watch for the Vacuum Hurricane!). You can take out his HK with the Dashing Upper, though you will frequently trade hits. Probably your most-used move in this fight is the Home-run Hero--use it to travel under all of his FBs (remember, wait 'till they're out of his hand!) and even his Shinkuu-Hadouken. You can also slip under his HK and punch him into the sky for a juggle. Vs. Ken: -------- Still DPs too much, unless he's any good. Remember that the Shoryuken is NOT invulnerable on the way up, and from a distance you can usually knock him out of it with a Dashing Upper, either on the way up, OR down. His FB has been sped up almost to the original speed as well, so again you'll probably stress the Batting Hero and Home-run Hero (see Ryu). The thing to watch for is his high-priority Shoryureppa up close, and his reversal DP (don't jump in for a meaty attack very often!). ;) Vs. Chun Li: ------------ Your Dashing Upper or Straight will take out her SBK, and occasionally trade hits. If you block her Lightning Kick, counter promptly with a Dashing move or SC. You can also counter her new Swallow Kick with the Batting Hero, Dashing Upper OR Home-run Hero. In addition, you can usally take her out up close with your Crazy Buffalo or regular attacks. Bottom line: she's screwed until she has at least one SC, in which case you simply have to be careful not to throw anything out carelessly. Vs. Zangief: ------------ FOR GOD'S SAKE, STAY AWAY! 'Gief's Throws are brutal in SFEX, and his ticking works almost as well as it did in ol' SF2! For this reason, refrain from going offensive unless he leaves an opening. Punish Running Bear Grabs from out of range with a Dashing Straight, Turn Punch or SC. Up close his moves take priority over most of yours (except the Crazy Buffalo), so try to stay away. Basically, hope he makes a mistake you can counter. BTW, you can counter his silly Shin Kick SC with a simply Dashing Straight from a distance (or Turn Punch). Unless the Z you're playing has REALLY good reflexes, don't be afraid to pull out Dashing Straights and Uppers even if he blocks; tick the ticking bastard and go into a Throw or Lazy Buffalo! :) NOTE: I now have my Zangief FAQ posted... Vs. Pullum: ----------- My friend has taken a liking to the Arabian bitch, and DAMN is she fast. Thankfully, Pullum Purna tends to jump too often, and you can take out even her downward Drill Kick with a Dashing Upper (may trade hits occasionally). She can distance you well with her long-range S.Roundhouse as well, so refrain from going offensive often in this fight; if you block her Ground Drill Kick, counter QUICKLY with a Dashing Straight as she bounces off. Don't jump often, as she has a DAMAGING Flip Kick. Her Forward Flip SC is VERY potent, and will take out ALL low attacks (except maybe the Home-run Hero????), so refrain from throwing them often within her range. One mistake for her is using that Cyclone Kick SC too often, she sits spinning in position ala Ryu's Vacuum Hurricane, and you can easily counter with a Dashing Straight or Home-run Hero+juggle combo. Vs. Cracker Jack: ----------------- If he goes offensive, the mirror match isn't too difficult. Counter his frequent Dashing Straights with a C.Roundhouse (FAST) or the Home-run Hero. When he jumps, counter accordingly. Up close, it's all a matter of who has the faster reflexes to buffer in the Crazy Buffalo... :) Vs. Hokuto: ----------- Not much on her, except that she is quite fast. Most of her moves are dodge- and-counter, so stay defensive yourself and coax her into attacking, then counter promptly. Jumping in is usually quite safe, with only her S.Roundhouse to provide any real protection. Once she has a level charged, she has a devastating Super FB, which is higher than Ryu's, and can actually act as an air counter if buffered very late. She can also buffer it into your Dashing punch, so make sure you're right up close when you use one. NOTE: I MAY do a FAQ on Hokuto--she appears to have a LOT of potential... Vs. Doctrine Dark: ------------------ Watch out for the Explosive! Don't throw out any Dashing Straights/Uppers in this fight, as you can sometimes dash right on top of an Explosive if you've mistimed it. Jump his Snap Wires as often as possible, and be sure to hold back, since his recovery is usually so bad that you can land and do a Dashing Straight/Upper before he retracts the Wire. Up close you're pretty evenly matched, even when you both have levels on the Super meter--he has the Dark Slicer and you have the Crazy Buffalo for priority, so again don't throw anything out and play on his mistakes. Vs. Skullomania: ---------------- This guy is overpowered IMO. He can perform his "SkulloCrasher" and "SkulloSlide" (damn, what stupid names!) as well as the Super versions of both to take out any of your slower moves from a distance. Up close isn't much of a problem, so try to get in close, and tick like crazy! Not much else on this tart. Vs. Blair Dame: --------------- Damn, she's good! (That's why I like using her!) ;). First and most importantly, she can take out either of your Dashing moves (and the Crazy Buffalo!) with her Sliding Arrow, so only use them when you're sure they'll connect or get blocked. PUNISH any missed or blocked Rising Knee (can't remember the name of the move). Other than that, remember above all else not to throw out low moves when she has a Super charged (her Mirage Arrow goes over them). NOTE: I now have a FAQ out for Blair Dame... either on a.g.sf2, my homepage, and gamefaqs.com Vs. Allen Sneider: ------------------ Also a fav of mine, Allen's IMO the best and most diverse of the shoto-bros. Most scrub Allen players will use the good ol' FB crap; if so, stress the Jab Batting Hero, and jump-in combos when you're close enough. I see a lot of Allen players over-using his Justice Fist, which has possibly the longest recovery of any Special Move in the game! It has good priority however, but remember that you can counter with ANYTHING if you block it or it misses. Other than that, the only thing you really have to worry about is a Reversal Rising Dragon (meaning, CAREFUL with the meaty attacks!), and his Triple Break SC, which has good priority up close and can set you up for combos as damaging as your own! NOTE: I am also have an Allen Sneider FAQ on my page, as well as a.g.sf2 and gamefaqs.com Vs. Kairi: ---------- No one's played him here yet! I played a little with him, and I know he's basically like Ryu (i.e. 1-hit DP, 3-hit HK, FB). However, he has an AMAZING rising uppercut SC, which makes an awesome air counter, so be careful here. NOTE: I MAY do a FAQ on Kairi (I like his SCs and Throws...) Vs. Darun: ---------- Sweet Jesus, this guy's more devastating than 'Gief! (Still not as cool, though!) Above all alse, try VERY hard to stay away from him, and keep on the defensive to play on his mistakes. His Larait Punch has surprising range and speed, so don't pull anything out of the blue; he can also lunge forward and grab you just about anywhere with the Ganges DDT--basically, if you keep away, the only thing you have to worry about is his Super Lariat Punch; which takes good priority over your attacks. STAY AWAY!!!! ############################################################################# WHAT'S MISSING? *************** -MORE COMBOS! -more Vs. Strategies -any correction on tactics -more info on his story -ANY CORRECTIONS ############################################################################# CREDITS: -------- Thanks to Arika for a great game, and thanks to Lancer for his info. Also a big thanks to Happy Man Arcade for finally getting a game in fairly early! Finally a big thanks to Jason Jamieson (cka@efni.com), Jarvis, that dude with the pink hat, that guy who gave me a few good fights with Blair Dame (especially him!) and all the other guys at Happy Man for playing me. :) This and other FAQs can be accessed at my homepage: http://www.geocities.com/SiliconValley/Heights/1910 You can also e-mail me at: tigeraid@geocities.com "I said it before and I'll say it again--democracy simply doesn't work!" -Kent Brockman, the Simpsons