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Meteor Combo Damage Data by DDark
Version: 2.0 | Updated: 02/28/2005
STREET FIGHTER EX3 (PS2) Damage FAQ v2.0 By SuperF. Feb 2005. mmmm | <- Use a monospace font such as Courier, so that iiii | <- the two lines match up with each other ======= =Intro= ======= I've not seen this anywhere, so here's a comprehensive list of Meteors and Meteor Tag Combos, together with their hits and dmg. You probably know the deal: Meteor Combos are Supers that take up all 3 levels of your meter. MTCs take the same, but also use up the blue tag gauge, and also require a specific partner. ============ =Characters= ============ This table includes followup commands, but no button mashing. They were all performed on the European version in Training mode against Ryu- note that Bison, Zangief and Darun all take up to 7% less damage than others. The total vitality of a character is 200 points. ACE Denjin Hadouken: 5 32 (or 1 hit for 9 dmg without charging; ***) Cosmic. FAB.: 4 116 (no stars) Nekketsu Hadoken: 1 96 (***) Galaxy (completed): 5 139 (2 h 28 d guaranteed; no stars) AREA Final Cancer: 31 132 M. BISON Psycho Break Smasher: 10 140 Triple Knee (True) : 8 106 (CPU only, thanks to ShinjiGohan for the data) Tag Vega: 2 130 BLANKA Super Electricity: 25 129 Tag Dhalsim: 23 135 (grab) CHUN-LI Kikoushou Goku: 8 108 D. DARK Death Trap: 2 126 (Auto-self-cancel) DHALSIM Yoga Inferno: 24 88 (without upward control, 26 92 with) GARUDA Kyoujin Sanshuu: 32 129 (with followups, 6 67 without) GUILE Sonic Boom Typhoon: 10 113 Tag Chun: 9 139 HOKUTO Shirasegatana: 1 120 (or 85 if too close) Tenkyou Satsu (Blood): 3 156 (grab) Tag Kairi: (Blood):12 169 C. JACK Home Run King: 4 101 (without pressing, 149 with) Tag Rosso: 3 110 KAIRI Kyouja Renbu (RD): 14 140 (grab) Shouki Hatsudou: 33 109 (and drains up to 96 of your own health) KEN M Kuzuryuureppa: 17 70 (without pumping, 23 89 with) Tag Ryu: 8 140 DARUN MISTER Gamble of Darun: 12 267 (if successful, 35 otherwise) Tag Zangief: 3 140 NANASE Machiyoi Tenkyuugeki: 2 130 (Auto-self-cancel) Tag Hokuto: 5 140 PULLUM PURNA Gradus Par: 2 116 (Auto-self-cancel) Tag Darun: 6 140 RYU Shin Shouryuuken: 3 140 (or less if too far) Denjin Hadoken(Evil): 5 36 (max charge) SyunGokuSatsu (Evil): 14 140 SAGAT Tiger Storm: 20 120 (without timing, 30 140 with) SAKURA K Nekketsu Hadouken: 1 100 Genki Ichiban: 1 160 (unblockable) Tag Ryu: 14 156 (grab) SHADOWGEIST Super Demon Energy: 9 150 SHARON Assault Rifle: 1 120 (unblockable) SKULLOMANIA Super Skullo Energy: 7 99 VEGA Rolling Izuna Drop: 3 200 (grab) VULCANO ROSSO Quattro Panorami: 6 135 (grab) ZANGIEF Cosmic FAB: 4 155 (grab) Tag Darun: 3 140 Note that two of Hokuto's moves require you to perform the Trance beforehand, and are thus actually Level 4 Supers (possible via a green emotional flow). Vega's uses one level on the wall bounce and then two more if you connect. A special move worth noting is Jack's Turn Punch. It does 16 damage for the first 2 seconds, and then an extra 2 points for every second you charge it after that, up to a maximum of 100 dam at 40 secs. And after about 16 secs, you knock them upwards instead of backwards. Another detail to note is the damage scaling in combos. If you include a meteor inside a combo, then the damage will be greatly reduced. There seems to be an upper limit of about 70 points, meaning that some meteors will lose over 50% of their damage. It's therefore only worth doing them as the starter. Blocking a special/super takes off roughly 14% of the regular damage. As you probably noticed, blocking a 2nd (yellow) one does no chip at all. With a Critical Parade, damage of up to around 192 seems possible, or slightly more if preceded by a short combo. ========== =Recovery= ========== When you get hit in a tag-team match, the red area of the bar is recoverable, and the length of this portion is approximately 37.6% of the total damage of the move you got hit with. Resting brings it back up at a rate of approximately 1.5 points per second. In the Original mode, Unused characters recover 100 points per battle. The Ace Healing super (no stars) uses one bar and gives you back approximately 10 points of life. Too bad this is so low (using three would give you back the same as a normal throw). Here is how much meter is charged for connecting with the following moves (or rather, how many of the moves you need to do for one level) | Attacker | Recipient | Light Middle Heavy | Light Middle Heavy Clean hit | 24 10 6 | 48 20 13 Blocked | 48 20 13 | 96 40 25 And the waiting partner seems to build half of this amount as well. Most whiffed specials take between 10 and 20 repetitions to do the same. ========= =Options= ========= All the above assumes standard settings (4>). For others, the damage is increased/reduced by about 9.5% of the default for every >. In other words, the maximum (8>) will deal out 138% of the default, and the mimumum (1>) will deal out 71%. A consequence of this is that none of the meteors can kill a fresh opponent outright on min, whereas about eight of them can on max. ======= =Legal= ======= Contact me via the email address on: http://www.geocities.com/kesmaster.geo To be hosted intact on gamefaqs.com This guide is for personal use only, and cannot be reproduced This may not be used for any profitable or promotional purposes. The end.