Street fighter ex2 plus cheats
Most characters get to build 50 meter if they get the first attack from a jump-in combo. If the first hit of a round is done during EXCEL, the first attack message will trigger, but build no meter. Round start guard breaks, as gimmicky as they are, can allow for optimal combo starts for a majority of the cast. A successful throw, super or guard break as first hit will also trigger this effect. Trades will give 25 meter to both players. Hitting the first attack of a round builds you 25 additional meter. One of the defining features of this game, which is why it has its own page over at EXCEL Gaining Meter First Attack This denies any sort of "unblockable" setups one could think of. What a cancel break also does is remove any active move that is being blocked and while immediately ending blockstun. Pullum's guard break = +31 to +92 (toolassisted mashing vs no mashing) Pullum's cancel break = +16 to +51 Essentially they are the same, but the hitstun inflicted by a cancel break is way lower. Inputting a cancel break will trigger a "CANCEL BREAK" message under your health bar to indicate the difference, as raw guard breaks have no message of their own. Some characters, like Sagat, can utilize cancel breaks as combo tools. This usually even combos, but if hitconfirming your special or super, there is no reason cancel break.
Hitting your opponent with a cancel break after a special or super move hits them will cause them to get knocked down instead of being put into a stun state. Even moves with invulnerability on startup, like Ryu's Shoryuken, can be cancelled, as long as you input the cancel break while grounded after it connects with the opponent. This is the only guard break in the game that can be charged by holding down the buttons, extending the range of her staff to almost halfscreen length.īasically the same as guard breaks, but cancelled into from blocked/hit specials and supers. Doing so will let you avoid jump in starters.Īfter wakeup, there is an extended period of invulnerability to guard breaks and hitting two of them too soon after one another will cause a knockdown, even though the opponent might have recovered already. When you're hit by a guard break, you're put into a stun state which can be mashed out of. They can also have deceptive ranges due to forward advancing movement or hitsphere extensions.Īs the name suggests, guard breaks are unblockables. Not all of them are equal, while some even have special properties, like being airborne, letting them dodging most low hitting moves.
Almost all guard breaks have a large ammount of startup and can be reacted to. Guard breaks can be done by inputing a punch and a kick of the same strength (LP+LK, MP+MK or HP+HK). Two extreme cases are Kairi losing 100 of his health and as mentioned previously, Area losing access to her rocket and every punch move for the entire rest of the game. Some have unique quirks and gimmicks, like different versions depending on range, just frames, followups and mashing, secret inputs and ways of steering direction. Others should be avoided at all costs unless they can win you the game, like Area's Level 3, as she loses her rocket for the rest of the game without a way to recover it. Some can be cancelled into or used in combos and do more than they would raw (e.g. The slight downside is that they don't build meter like an EXCEL could do, but are easier to utilize offensively.Ī jump-in confirm cancelled into super usually deals roughly the same damage as a clean grounded EXCEL hit, if not more.įor all of your meter, you get access to a "cinematic" super. Your go to way to invest meter, as you can cancel into them off of anything, unlike EXCELs. You can have up to 150 gauge, with 50 gauge allowing for EXCELs, supers and guard breaks. Meter is referred to as gauge in the game, as seen below the "REVERSAL" and "FIRST ATTACK" messages. Supers deal chip damage if done raw or cancelled into from a normal, not a special or another super. Lingering specials, such as Doctrine Dark's explosives, don't deal chip damage, even if they connect after EXCEL runs out. Normals don't deal chip damage, specials only do so if done outside of EXCEL. These 3 characters, while they have 200 hp, take less damage in general.
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All the damage values on this wiki assume that you are at full health and you're NOT playing against Bison, Darun or Zangief.