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EXMetalicSphereTap

Urien firing an EX version of Metallic Sphere.

An EX Special (エクス スペシャル, Ekusu Supesharu; likely short for "Extra Special"), AKA an "EX Move", is a powered-up version of a special attack. Usually signified by the character in question flashing yellow, the EX Special grants additional properties. These properties can include Super Armor, knockdown, altered movement (such as greater distance covered), greater damage, less start-up, projectile evasion, added juggle properties, and more.

Variations[]

EX Special attacks have appeared in the series since their introduction in the Street Fighter III series, with different mechanics in each appearance. However, the execution remains consistent throughout; EX Specials are performed by pressing two or more of the necessary buttons during a special move input (e.g. an EX Hadoken requires a quarter-circle forward motion and at least two punch buttons).

Similar mechanics exist in many other fighting games, both before and after the introduction of the EX Special in the Street Fighter series. Thus, an EX Special would be a general term for a special move that uses up a specific portion of a super meter for extra properties and/or extra damage, not to be confused with a super, which functions almost similarly depending on the game. Some games feature EX Specials as mere enhanced versions of other existing moves, or as its own move altogether (with the "Converted Moves" example seen below).

Origin[]

The PlayStation and Sega Saturn versions of Street Fighter: The Movie introduced the "Super Special" mechanic; when the Super Gauge is at least half-full (noted by the gauge turning from yellow to blue), enhanced special attacks could be performed. However, unlike the EX Specials, once the Super Gauge is full, the Super Specials can be used an unlimited amount of times until the player uses his Super Combo. It also should be noted that not all of the Special Attacks have "Super" variations, and most projectiles are performed twice in a row with this method.

Additionally, the Darkstalkers games introduced EX and ES moves (Extra Special and Enhanced Special, respectively). Both can be used with at least one level of the nine-level Super Gauge filled; EX moves are an analogue of sorts to Street Fighter's Super Combos, while ES moves function most similarly to Street Fighter's EX Specials, and were a likely precursor.

Street Fighter III series []

Introduced in Street Fighter III: 2nd Impact, the number of EX Specials a given character can store depends on the number of bars in the Super Gauge of that character's chosen Super Art, and the size of those bars. For example, if Alex chooses the Hyper Bomb Super Art, he will have one bar in the Super Gauge; if he chooses the Boomerang Raid Super Art, however, he will have two. These two bars will also be shorter.

The only exceptions to this are Gill and Akuma, who have no EX Specials in the series.

Street Fighter IV series[]

In the Street Fighter IV series, an EX Special uses up one segment of the four-segment Super Gauge, with two exceptions. Omega Mode introduces several more exceptions to this rule, including the Shippu Jinraikyaku (from Kamabaraigeri), Hoyokusen (from the Houyokukyaku), and Yoga Legend (from Yoga Blast).

Street Fighter X Tekken[]

EX Specials take up one bar of the three-section Cross Gauge. Certain moves can also be Super Charged into their EX versions. Starting the charge with an EX attack skips the charge into the EX attack and instead the next charge phase will be the character's Super Art. Attacks that are usually special cancelable when in Cross Rush mode they can only be canceled into EX attacks, Supers, Cross Assault/Arts, When they are canceled into EX attacks or EX Super Charges normal attacks work normally afterwards.

Street Fighter V[]

KageHadoken

Kage firing a 'normal' Hadoken, followed by an EX version.

EX Specials return in Street Fighter V, requiring a single section of the Critical Gauge. EX Specials in Street Fighter V are expanded to a degree, with several moves gaining completely different properties than their non-EX variations (such as Ken's EX Tatsumaki Senpu Kyaku rising at an upwards diagonal angle or his EX Shoryuken being executed as the Shoryu Reppa instead of a single Shoryuken).

Street Fighter 6[]

In Street Fighter 6, EX Special moves have been replaced by Overdrive attacks, which function similarly (as they are enhanced special attacks with new properties and are performed by executing the attack command with two button inputs instead of one) but instead draw on the Drive gauge as opposed to the same meter as Super Arts.

Converted Moves[]

Notably, several attacks, Super Combos and Super Arts from previous Street Fighter games act as EX Special versions of certain attacks. This trend began with the mechanic's introduction, but is particularly prevalent in Street Fighter IV, V and Street Fighter X Tekken (with the appropriate moves marked accordingly). Each of them are listed below.

List of 'Converted' EX Specials
Character Ryu Ken Dhalsim E. Honda M. Bison Akuma Birdie Sakura Alex Urien Hugo Karin Chun-Li
Special Attack Hadoken
Tatsumaki
Shoryuken
Shoryuken
Kamabaraigeri(Ω)
Yoga Flame Oicho Nage Double Knee Press Goshoryuken
Zanku Hadoken
Bull Horn
Hanging Chain
Shouoken Power Bomb Chariot Tackle Monster Lariat Ressen Ha Tenshokyaku
EX Special Shakunetsu Hadoken(SFIII - SFxT)
Shinkuu Tatsumaki Senpukyaku
Shin Shoryuken(SFxT - SFV)
Shoryureppa(SFV onward)
Shippu Jinraikyaku(Ω)
Yoga Inferno(SFV onward) Orochi Crush(SFV onward) Knee Press Nightmare(SFxT - SFV) Messatsu Goshoryu(SFV)
Tenma Gozanku(SFV)
The Birdie(SFV)
Bandit Chain(SFV)
Midare Zakura Hyper Bomb(SFV) Tyrant Slaughter(SFV) Hammer Mountain(SFxT) Kanzuki-Ryuu Kou'ou Ken(SFV) Hazan Tenshokyaku(SF6)

Examples[]

  • Ryu's Hadoken hits once, while his EX Hadoken hits twice, is able to hit fallen opponents and ignites the opponent on fire, essentially becoming his Shakunetsu Hadoken move.
  • M. Bison's Head Press does 120 damage. However, the EX Head Press does 200 damage, moves faster, and knocks the opponent down when it hits.[1]
  • Balrog's Dash Straight does 120 damage regardless of the buttons used, but the EX Dash Straight has Super Armor and a wind sound effect during the dash.[2]
  • Fei Long's EX Rekkukyaku can pass through projectiles, as shown at the top, while its normal version cannot.
  • Ibuki's EX Tsumuji performs more hits than the non EX version, is subject to less Damage Scaling and allows for a Juggle afterwards while the normal version does not in most appearances.

References[]

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