Street Fighter EX2 PLUS/Kairi

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Movement

Move List

Normal Moves

Standing Normals

5LP
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
2 3 4 7 14 +2 0 H/L ch/sp/su
5MP
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
16 7 5 14 26 -1 -3 H/L sp/su
5HP
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
22 9 6 19 34 +4 +2 H/L su
5LK
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
5 5 6 6 17 +1 -1 H/L sp/su
5MK
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
16 8 6 19 33 -7 -9 H/L su
5HK
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
22 11 7 15 33 +7 +5 H/L su

Crouching Normals

2LP
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
2 5 5 3 13 +5 +3 H/L ch/sp/su
2MP
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
13 6 6 5 17 +7 +5 H/L sp/su
2HP
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
20 7 5 19 31 +1 +3 H/L sp/su
2LK
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
2 5 5 5 15 +3 +1 L ch/sp/su
2MK
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
13 6 5 11 22 +2 0 L sp/su
2HK
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
18 7 5 22 34 KD 0 L sp/su

Jumping Normals

jLP
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
6 4 18 ~ ~ ~ ~ H su
jMP
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
15 5 10 ~ ~ ~ ~ H su
jHP
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
21 5 7 ~ ~ ~ ~ H su
jLK
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
6 5 18 ~ ~ ~ ~ H su
jMK
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
15 4 14 ~ ~ ~ ~ H su
jHK
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
21 7 9 ~ ~ ~ ~ H su

Command Normals

Ryūbu
6MK
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
16 9 10 19 38 -11 -13 H/L su

Airborne on frame 6

Ryūjin Kyaku
j2MK/j2HK
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
15 11 Until grounded 2 (after landing) ~ ~ ~ H/L su (MK version)

24 frames of hitstun. HK version bounces on hit/block midscreen and allows air actions afterwards.
Can be done infinitely as long as the divekick connects. If too close to the corner, you bounce away from it and don't have air actions.

Special Moves

Shinki Hatsudō
236P
Version Damage Startup Active Recovery Total On Hit On Block Guard Cancel
LP 23 - - - - - - H/L su/gb
MP 23 - - - - - - H/L su/gb
HP 23 - - - - - - H/L su/gb
Maryū Rekkō
623P
Version Damage Startup Active Recovery Total On Hit On Block Guard Cancel
LP 21 5 - - - - - H/L su/gb
MP 25 5 - - - - - H/L su/gb
HP 28 5 - - - - - H/L su/gb
Forward Makū Shihai
623PPP/KKK
Version Damage Startup Active Recovery Total On Hit On Block Guard Cancel
PPP / / / 79 79 / / / /

Kairi moves counter-clockwise around and toward the opponent. Swaps sides if close enough.

KKK / / / 61 61 / / / /

Kairi moves clockwise around and toward the opponent. Swaps sides if close enough.

Backward Makū Shihai
421PPP/421KKK
Version Damage Startup Active Recovery Total On Hit On Block Guard Cancel
PPP / / / 84 84 / / / /

Kairi moves clockwise away from the opponent.

KKK / / / 64 64 / / / /

Kairi moves counter-clockwise away from the opponent

Mōryō Kasen
214K
Version Damage Startup Active Recovery Total On Hit On Block Guard Cancel
LK 7 - - - - - - H/L su/gb
MK 7 - - - - - - H/L su/gb
HK 7 - - - - KD - H/L su/gb
Mōryō Kasen (followup)
4K
After 214K
Version Damage Startup Active Recovery Total On Hit On Block Guard Cancel
LK 7 - - - - - - H/L su/gb
MK 7 - - - - - - H/L su/gb
HK 7 - - - - KD - H/L su/gb
Mōryō Kasen (followup)
4K
After 4K
Version Damage Startup Active Recovery Total On Hit On Block Guard Cancel
LK 7 - - - - - - H/L su/gb
MK 7 - - - - - - H/L su/gb
HK 7 - - - - KD - H/L su/gb
Mōryō Kasen (followup)
5K
At any point after 214K
or after the second 4K
Ends the rekka
Version Damage Startup Active Recovery Total On Hit On Block Guard Cancel
LK 7 - - - - KD - H/L su/gb

Just like the other followups, the LK version moves Kairi the highest.

MK 7 - - - - KD - H/L su/gb
HK 7 - - - - KD - H/L su/gb
Mōryō Kasen (followup)
2MK/2HK
At any point after 214K
Ends the rekka
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
7 - - - - - - H/L su/gb

Has a minimum height requirement and very strict timing.

Super Moves

Sairō Kyōshu
214214P
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
? 6+7 - - - KD -13 H/L su/gb
Shinki Hatsudō Kai
j236236P
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
32 4+2 - - - KD - H/L su

For some reason you can divekick after this super and be plus.
Enables reversal 623P xx j236236P, j2MK

Garyū Messhū
j236236K
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
45 9+2 - - - KD -20 H/L su/gb
Kyōja Renbu
5LP 5LP 6 5LK 5HP
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
? 9+3 - - - KD / grab /
Shōki Hatsudō
236236PPP
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
? 4+13 - - - KD, but -25 -147 H/L /

Deals 50 damage to Kairi and knocks him down. Can't kill Kairi. It's possible for this super to "drop" if it hits an airborne opponent and pushes him offscreen to cause a screen shift. In this case, Kairi doesnt get knocked down.

EXCEL Theory

Combo Guide

Links

Bread and Butter

1 gauge

2 gauge

3 gauge

Specific Combos

Meter Management

Guard Break

Offensive Options

Defensive Options

Trivia

Colours

Kairi palette.png
Light, Medium, Heavy.

References


Street Fighter EX2 PLUS
General

ControlsFAQHUDMechanicsEXCEL

Characters

Bison (Dictator)BlankaChun-LiDhalsimGuileKenRyuSagatVega (Claw)Zangief

AreaDarun MisterDoctrine DarkGarudaHayateHokutoJackKairiNanasePullum PurnaShadowgeistSharonSkullomaniaVulcano Rosso

Miscellaneous

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