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Kairi by JCulbert

Version: 1.0 |

Kairi Character Guide
Street Fighter EX (Arcade)
version 1.0
By John Culbert (tigeraid@geocities.com)

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 KAIRI GUY?
---------------------

He's a cool-looking dude in a black suit with a big scar over one eye. He's
apparently Hokuto's brother, and lost his memories about his past and family. 
He's fighting in the tourney to find out who he is...
JUST ONE QUESTION: if he's supposed to be Hokuto's brother and uses the 
Bushin style, then why the hell does he have Shotokan moves?!

Basically, his moves are a helluva lot like Ryu's on the surface, but he does
play a tad differently, and his MUCH better SCs and especially Throws. He
plays quite effectively doing the ol' Ryu FB/DP crap, but I prefer to be more
creative with him anyways...

NOTE: In the "A word about..." section, I use examples in my explanations
      involving OTHER fighters. I prefer to leave Allen for the actual Allen
      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!

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.

#############################################################################

KAIRI'S MOVES:
--------------

-God Force Initialize (Shinkihatsudou): QCT+any punch
-Demon Dragon's Flash (Maryuunetkou): F, D, D/F+any punch
-Phantom Whirl (Mouryuukasen): QCB+Kick (up to 3 times)
-Lunging Knee: F+Forward
-Ground Headbutt: F or B+Strong or Fierce (close)
-Rolling Toss: F or B+Forward or Roundhouse (close)
-Guard Break; Martial Kick: Jab+Short or Strong+Forward or Fierce+Roundhouse
-Super Combo 1; Coyote Murderer: QCB, QCB+any punch
-Super Combo 2; God Demon Initialise: QCT, QCT+any punch (mid-air)
-Super Combo 3; Evil Omen Dance: Jab, Jab, F, Short, Fierce

NOTE: Just 'cause they're kinda hokey and I don't feel like typing them, I
      will refer to the first three moves simply as Fireball (or FB), Dragon
      Punch (or DP) and Hurricane Kick (HK). That is what they are anyways...
      I will also call the "God Demon Initialise" SC just "Super Air FB".

REGULAR MOVES ANALYSIS:
-----------------------

Jab: Both are basic quick punches, standing and crouching respectively. 
     Besides being bufferable, the Jabs are great moves to use up close, and 
     if the opponent isn't really quick, they can tick well.

Strong: BORING. Both are just standing and crouching straight punches. No big
	deal.

Fierce: S.Fierce is a HIGH-PRIORITY uppercut, so use it as your best air
	counter. C.Fierce is also an uppercut, but is slower to animate, so
	it has less priority over jumping attacks. Alternately, it is Kairi's
	best bufferable attack.

Short: Both provide decent ticking ability, but otherwise no big deal.

Forward: C.Forward is the usual Shotokan C.Forward, bufferable with good
	 range and priority. S.Forward is a straight high kick, with little
	 use.

Roundhouse: S.Roundhouse is a standing high roundhouse, a decent air counter;
	    be careful with it though, as it can be ducked and it's not very
	    fast. C.Roundhouse is the usual knockdown sweep (yawn); again, be
	    careful with it 'cause it's kinda slow. J.Roundhouse is similiar
	    to C.Jack's J.Roundhouse, and is good in both air-to-air and 
	    jumping in.
	    
#############################################################################

MOVES ANALYSIS:
---------------

-Fireball-

Description: basic FB move.

First of all, DO NOT hang back and keep throwing these, because it's scrubby
and VERY easy to defeat. Instead, only throw it when they CANNOT counter it
(i.e. go through it and hit you), and then follow it in, using it for 
pressure so you can get closer. As usual, if jumped you can be hit.

-Dragon Punch-

Description: Kairi rises into the air with a powerful uppercut.

Boring ol' 1-hit DP ala Ryu. Still, good damage, and the Jab version is
probably your best air counter. USE THE JAB _ALWAYS_, unless in a combo, as
the recovery is bad.

-Hurricane Kick-

Description: Kairi leaps forward with a series of spinning kicks.

Good damage with all 3 hits, and they're usually guarenteed if the first hit
connects (USUALLY!) I don't find it that solid in combos, and of course if
you hit a crouching opponent with the combo, the HK will miss. Meaning, it
can easily be ducked and countered, so don't throw it out just anywhere. Its
only really useful application is to pass through FBs...

-Lunging Knee-

Description: Kairi hops forward with a knee to the enemy's face.

I suppose the only really useful application for this hopping knee is after
blocking a FB from a few steps, or snuffing it before it comes out. The 
priority on this isn't so hot...

-Ground Headbutt-

Description: Kairi lays the enemy on the ground, squats over them, and 
	     repeatedly headbutts them; he then rolls off and kicks them
	     away.

-Rolling Toss-

Description: Kairi grabs the opponent, rolls far forward and flings them
	     across the screen.

If you're going for style and coolness, then the Ground Headbutt RULES! The
Rolling Toss does SLIGHTLY more damage. Mix these in up close, using the Jabs
and especially S.Short as ticks.

-Guard Break; Martial Kick-

Description: Kairi breaks through the enemy's defense with a powerful kick.

A fun move to hit turtlers with. See tactics for more info.

-Super Combo 1; Coyote Murder-

Description: Kairi crouches low and uppercuts the enemy into the air; he then
	     follows them up, juggling them with a series of airborne 
	     punches, and knocks them to the ground with a final double 
	     hammer blow.

A GREAT all-around SC, the only real disadvantage to it is the recovery. It
has great priority over high attacks because of the initial crouch, and on
top of that, it is one of THE best air counters in the game (just try to hit
them as low as possible to get max hits). BTW, if it is blocked, try VERY
hard to buffer into a Super Air FB as EARLY AS POSSIBLE, and it may push you
far enough away that only some buffered SCs will hit Kairi.

-Super Combo 2; Super Air FB-

Description: Kairi throws a powerful Fireball downward from the air.

Time to be VERY careful with this; first of all, do NOT treat it like Akuma's
Super Air FB from SFA2. Most importantly, it is MUCH smaller, so it's a tad
harder to aim and will not work too well against jumpers. In addition, it is
also at a MUCH steeper angle, so you have to be in the exact right position
for it to hit the enemy (not too far over, or it'll pass over their head, and
not too far or it'll hit the ground in front of their feet). For this reason,
this SC is best used ONLY in combos, OR if you absolutely SURE that it will
hit the enemy, best after jumping their projectile...

-Super Combo 3; Evil Omen Dance-

Description: Kairi rears back with yell, then jogs forward; if he connects
	     with the opponent, he continues into a multi-hit auto combo,
	     finishing with a punch to the stomach so powerful that it
	     produces a flash of light, and the enemy falls to the ground.

His most powerful SC, the initial "jog" is around the same speed as Akuma's
Raging Demon, and faster than C.Jack's Lazy Buffalo. For now, I'm not 
actually sure it's unblockable (don't know if the CPU is blocking! I haven't
tried it on a human yet), so I'll put down some strategies for it later. 
Right now, just use it on missed DPs or the like.


#############################################################################

TACTICS:
--------

Play Kairi like an aggressive Ryu. Throw the FBs, yes, but make sure they are
only for pressure or to cancel out their FBs; try your best to get up close,
but as you advance, be weary of jump-ins. Once up close, peck away at them
with Shorts and Throws, or take out their regular moves with the Coyote
Murder. Once you've knocked them town, toss the appropriate-strength FB and
follow it in again. IF the enemy is overly offensive, then stay mostly
defensive and play on their mistakes. That is the best way to Kairi; play on
the enemy's mistakes...

#############################################################################

COMBOS:
-------

Kairi can put together only two SCs in a combo, but the damage is great; his
air combo potential is quite high, plus he has all the old-school Shoto-bros.
combos.

1. J.Roundhouse, C.Roundhouse

Comments: basic 2-hit knockdown, decent damage.

2. J.Roundhouse, C.Fierce XX FB

Comments: Good damage. It is also a great "anchor" to buffer into a Super 
	  Combo. 3 hits.

3. J.Fierce, C.Forward XX DP

Comments: the C.Forward must be as CLOSE as possible for the DP to hit. The
	  Damage is great, but it's risky.

4. J.Roundhouse, C.Forward XX DP XX Super Air FB

Comments: an impressive and powerful combo; try to buffer into the SC near
	  the apex of the DP.

5. J.Roundhouse, C.Fierce XX FB XX Coyote Murder XX Super Air FB

Comments: Kairi's most powerful combo. Try to get the Super Air FB around the
	  middle of the Coyote Murder (too high and you'll miss as he knocks
	  them to the ground, too low and you'll miss some hits).

#############################################################################

Vs. Strategies:
---------------

Vs. Ryu:

Will probably be throwing FBs like their's no tomorrow. Throw your own here
or there, and HK through his FREQUENTLY. Once you get up close, just don't
throw out a lot of low moves (he'll hit you with his F+Forward Hop Kick),
and take out his regular moves with the Coyote Murder. I'm even pretty sure
that the Coyote Murder will take out his Hurricane SC!

Vs. Ken:

Basically the same as Ryu, but you have to watch for that Roll. If he does
Roll a lot, try hitting him with a C.Forward or the like if you anticipate
where he'll come up (just hope he doesn't have a SC ready as he rises!). Once
he has a level, don't throw any regular moves out a lot up close, or he'll
take 'em out with either SC...


Vs. Chun Li:

You can counter her new Swallow Kick with a DP, and if you duck her SBK, 
QUICKLY counter with a C.Fierce or Coyote Murder, because the last hit will
hit crouchers... stay mostly defensive in this fight, and jumping in can be
suicide; watch for her TBK, as it takes out regular attacks easily...

Vs. Pullum:

If you block her Drill on the ground, counter with a FB; she may have time to
block, but it'll still let you get closer. From the air you can counter her
downward Drill with a DP (although you may trade hits occasionally), and be
sure NOT to jump in, because she has a major-damage Flip Kick. You can take
out her Spinning Kick SC with a Coyote Murder or C.Fierce (if she's close to
the ground), and you can counter her other SC with a DP, or block and counter
when it's done.

Vs. Zangief:

STAY AWAY! Don't throw a lot of FBs either, 'cause he can jump or Clothesline
through them. You will still have to go offensive, just it from the ground,
poking with the C.Forward. Up close, counter his regular moves with the Jab
DP (GOOD TIMING) or Coyote Murder. If he comes at you with the Running Bear
Grab and you notice, counter with whatever you like (a jump-in combo is 
nice.)

NOTE: my Zangief FAQ is now up!

Vs. Guile:

Throw FBs to pressure and counter his Sonic Booms; the longer he has to deal
with projectiles, the less time he has to counter your jump-ins! Punish him
whenever he misses a Flash Kick, and you can quickly counter his Back Fist
(if you anticipate) with a C.Roundhouse. If he crosses you up, block low and
quickly counter with a C.Short into a combo. Watch for his Double Flash Kick,
which will take out low attacks with ease.

Vs. Hokuto:

She can get through your FBs with ease, so don't throw many within her range.
Also don't go running in with any attack, as she can do her dash in/dash out
kicks. Stay mostly defensive in this fight, and counter her dashing moves 
with a C.Roundhouse; you can also counter her Dashing Elbow/Body Blow attack
with whatever you like when you block. At all costs, do not jump when she has
a level charged, 'cause her Super FB takes out jumpers easily.

NOTE: She seems to have a lot of potential; I may write a FAQ for her in the
      near future...

Vs. Doctrine Dark:

Your Hurricane Kick is your best friend in this fight; you can go through his
Snap Wires and over his Explosives with it; edge your way forward and throw
out the HK at the last possible moment; you will frequently catch him out of
the Wire; as well, he likes to trap you by laying and Explosive then coaxing
you to jump with the Wire; DO NOT JUMP, unless you have a level charged, in
which case have a nice little Super Air FB to surprise him...

Vs. Skullomania:

Not much on him, 'cause nobody plays this loser. Counter an anticipated
SkulloCrasher with a DP, and counter an anticipated SkulloSlide with a FAST
C.Roundhouse, or jump it and hit 'em. Maybe more later...

Vs. C.Jack:

If he goes offensive, you can usually counter his dashing moves with a
C.Roundhouse. Watch for a Throw if you block his Dashing Upper, 'cause his
recovery is great. Only jump if he leaves an opening, as he has great air
counters.

NOTE: remember to check out my C.Jack FAQ, posted wherever this one was!

Vs. Blair:

Only counter her Shoot Kick if she does the full version, and you can hit her
out of her Shoot Upper with a C.Roundhouse. The big thing to watch for is
the Sliding Arrow, so don't throw FBs unless you're positive she can do 
nothing, as she can slide under them with ease.

NOTE: I also have a FAQ out for Blair...

Vs. Darun:

Like Zangief, keep your distance. Throw FBs a little more liberally in this
fight, but watch for his high-priority Super Lariat up close. Nothing much
else for now.

Vs. Allen:

He also has a FB and will use it. HK through it (something he cannot do), but
do it FAST so he cannot connect with his powerful Justice Fist. Once he has
a level charged, don't throw FBs from anywhere but full screen, as he'll take
them out with his Super FB.

Vs. Kairi:

Nothing much here; if he FBs too much, use the HK to get in close...

#############################################################################

WHAT'S MISSING?
***************

-MORE COMBOS!
-more Vs. Strategies
-any correction on tactics
-ANY CORRECTIONS

#############################################################################

CREDITS:
--------

Thanks to ARIKA for a great game, and thanks again 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
Dim (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

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