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Kairi Guide for Street Fighter EX2 Plus (SFEX2+)
System(s) : Arcade / Playstation
Written by : The 0rochi Slayer
E-mail :
[email protected]
Version : 1.2
Date : July 13th, 2002
Copyright 2002, Visakan "The 0rochi Slayer" V. All rights reserved.
This is a free publication, so it cannot be used for any profitable
purposes. All of the information in this F.A.Q can be obtained just
by playing the game, but please, don't take any from this guide and
claim it to be yours.
The Street Fighter EX series is copyright 1999-2000 Arika., Ltd.
The Capcom characters are copyright 1999-2000 Capcom Co., Ltd.
All rights reserved.
P.S. : This is my first F.A.Q. Be nice.
-----------------------------------------------------[ Table of Contents ]---
01 : Introduction
02 : Bio Sheet
03 : Colours
04 : Control Notations
05 : The Game
06 : Ki Effects
07 : The Moves
08 : The Combos
09 : Version History
10 : Special Thanks
11 : Final Note
[ Part 1 ]------------------------------------------------[ Introduction ]---
Hi everybody! Welcome to my Kairi FAQ for Street Fighter EX 2 Plus.
This is my first FAQ. Why Kairi? I just like him. He's cool. Anyway
I'm a big a shoto user. And Kairi is quite an interesting variation
and that's why I chose him. Have fun!
[ Part 2 ]----------------------------------------------------[ Bio Sheet]---
First Name : Kairi
Last Name : ???
Blood Type : ???
Eye Colour : Brown (Glows red when fighting)
Hair Colour : Light gray, White
Other Features : Scars, all over body
Fighting Style : Animal Gods' Technique (Jackal, Wolf, Dragon)
Clothes : White Gi, upper section torn off
Kairi is the brother of Hokuto. He has amnesia and fights to regain
his memory. He remains very quiet and mysterious but sometimes goes
into a while rage. Has the ability to produce spiritual flames from
his fists.
[ Part 3 ]-----------------------------------------------------[ Colours ]---
Like everyone else in SFEX2+, Kairi has three sets of colours. They
are all quite good.
LP / LK
White gi, light gray hair. (Normal)
MP / MK
Gray gi, light gray hair.
HP / HK
Dark gray gi, dark gray hair. His eyes glow more brightly too. This
is my personal favourite. It gives Kairi an evil sort of look. This
also enhances his Ki flames.
[ Part 4 ]-------------------------------------------[ Control Notations ]---
ub u uf Jump Up-Back Jump Up Jump Up-Forward
\ | /
b -- N -- f Move Back/Block Neutral Move Forward/Advance
/ | \
db d df Block Low/Crouch Crouch Offensive Crouch
Hard Kick - (HK) Medium Kick - (MK) Light Kick - (LK) Any Kick - (K)
Hard Punch - (HP) Medium Punch - (MP) Light Punch - (LP) Any Punch - (P)
PPP - All three punch buttons
KKK - All three kick buttons
All moves are done facing right (P1 position).
qcf (Quarter Circle Forward) - d,df,f
qcb (Quarter Circle Backward) - d,db,b
hcf (Half Circle Forward) - b,db,d,df,f
hcb (Half Circle Backward) - f,df,d,db,b
dp (Dragon Punch Motion) - f,d,df
rdp (Reverse Dragon Punch Motion) - b,d,db
[ Part 5 ]----------------------------------------------------[ The Game ]---
GUARD BREAK - [LK + LP / MK + MP / HK + HP]
Uses up one super meter. When done on an opponent,
he/she will fall into a swoon state for about four
seconds. If the guard break is used on an airborne
opponent, he will be launched into the air. (There
are many ways you can use this to your advantage.)
EXCEL MODE - [HP + MK / MP +LK]
Uses up one super meter. It allows to user to make
combos with remarkable ease. [LP+HP+LP+HP+LP etc.]
However, the damage is toned down. Most people use
this mode simply to get high scores via big combos
and chains. Can be done while airborne. FREE EXCEL
can be gained by completing the first bonus stage.
BONUS STAGES - There are two bonus stages. The first stage is the
EXCEL. You will be up against a hologram which can
only be hurt by EXCEL attacks. Its best to use the
EXCEL normally with punches and kicks, then finish
with a throw. You're sure to win. Darun Mister and
Zangief will be good at this. You can then use the
EXCEL mode for free, throughout the first round of
the next battle. For the 2nd bonus round, you have
to destroy a satellite. Meteors will drop from the
sky to make the battle abit difficult. The 2 solar
panels do not count, only the main body can be hit
so make sure you do not waste valuable time. Also,
to make things harder, meteors will be dropping. A
way to defeat it quickly is jump + HK at the body.
Some characters can wait for it to come down, then
simply either crouch + HP or HK. (Ryu, Kairi, etc)
If you destroy the satellite, you will be given 20
seconds of unlimited supers. When it finishes, you
still keep the three bars. Neat !
TECH HITS - When you try to throw your opponent, he/she can do
a tech hit, in which he cancels himself out of the
throw, and both super meters of the fighters get a
bonus.
FIRST HIT - The fighter who scores the first hit of the round,
and is not blocked, gets an increase in his meter.
There are times where both fighters hit each other
at the same time. When that happens, both fighters
get the bonus.
CREDITS - When you end the game, the credits will scroll up.
The special thing is, you will be controlling your
character. You will have unlimited super bars, and
you can bash the holographic image to practise the
combos you just can't seem to do. It's also fun to
do your MAX attack continously. (I like to do this
with Ken.) I wish other games, such as Garou MOTW,
SF3 : Third Strike and the like would have similar
endings. I actually play the game for the credits.
Yes I know. I'm a big Dümbħ$.
[ Part 6 ]--------------------------------------------------[ Ki Effects ]---
Kairi is rather special. When he has a super meter, his attacks are
given a slight boost. His fists burn with spiritual fire. The first
time I saw that I thought it was rather cool. Observe carefully and
you may notice that the damage increases ever so slightly again and
his fists burn with a larger flame when he gets another bar. What's
cool is when he reaches level 3. His fists start to really BURN. He
stands differently, and he sets his opponent on fire after each and
every hit. You may also notice that his Ma Ryuu Rekkou becomes more
powerful and multi-hitting. The flames can not be generated for the
rest of the round once he does his Shou Ki Hatsu Dou. After abit of
testing, I've discovered that Kairi can negate most projectiles and
super projectiles with normal attacks when he controls the flames.
Isn't Kairi great? ^_^
[ Part 7 ]---------------------------------------------------[ The Moves ]---
Kairi has a large set of moves, when compared to, say, Ryu and Ken.
His moves are rather similar to those of Akuma/Gouki, who is not in
this game. The only reason why I see that Kairi's fireball has been
toned down to such an extent is for the fact that nobody would pick
Ryu if that was the case. Well, here's the list of Kairi's moves.
-----[ Throws ]--------------------------------------------------------------
Kuteikaku - Raging Bash b / f + P
Kairi grabs the opponent and bashes them several times in a raging
fury before throwing them aside. It's a pretty average throw which
does similar damage to the "Over the shoulder drop" throw, used by
Ryu, Guile, Ken, etc.
Usefulness : [***--]
Uraji Goku Guruma - Rolling Throw b / f + K
Ken's trademark throw is used by Kairi as well. Kairi rolls on the
ground with the opponent and tosses them with his arms while lying
on the ground. This is the throw I tend to use. My friend said the
throw can be done in the air, the same way Ken does it. I have yet
to try and confirm it, so for now I feel it can only be used while
on the ground.
Usefulness : [***--]
-----[ Enhanced Normal Moves ]-----------------------------------------------
RyuuJin Kyaku - Dragon Blade Kick In air - d + K
An Akuma/Gouki special. Kairi does an inhuman kick going downward
at a 45º angle. When used with HK, and when there is enough room,
Kairi will bounce to the back of the opponent. You can then do it
again. You can keep doing this as much as you want. My record for
this is only about 7 consecutive kicks, and then I finished Bison
off when I ended it with a Ga Ryuu Messhuu. This move may be that
of Akuma's, but Kairi does it much better. You can be hit by anti
air attacks though, especially against human opponents. This move
is priceless - it can start a countless number of combos. Just do
try not to abuse it or the opponent will soon learn your style.
Usefulness : [****-]
Ryuu Bu - Dragon Warrior f + MK
This move is pretty average but it can also be followed by either
the Ga Ryuu Messhuu or the Shinki Hatsudou Kai. Both SCs can also
be cancelled into each other, so this can be rather useful.
Usefulness : [***--]
-----[ Special Moves ]-------------------------------------------------------
Shin Ki Hatsu Dou - Godly Palm Force QCF [d,df,f] + P
While many might complain that the fireball has been reduced to a
stationary one, I understand Arika's thoughts. Imagine if Kairi's
fireball was the same as Ryu's & Ken's. Who would pick Ryu or Ken
then? Kairi has a mix of both their moves, and his Ki power alone
is enough to make me prefer him to them. The Shin Ku Hatsu Dou is
now a stationary projectile. The FP version appears half a screen
away. The MP appears about a quarter screen distance away. The LP
version appears right in front of Kairi. The move may seem lousy.
It can be useful if you know how and when to use it. I use it for
many reasons. I recommend you master this. While you will find it
almost impossible to counter fireballs, you can keep your enemies
away. The MP version is useful against Darun, Zangief, Vega, etc.
I'm talking about moves such as the Tatsumaki Sempuu Kyaku.
Usefulness : [*----] - If you haven't mastered it.
[***--] - If you have.
Ma Ryuu Rekkou - Demonic Dragon Light DP + P
Uppercut, exactly the same as Ryu's. It comes out faster, but not
as fast as Ken. Superb anti-air. It has the same problem as every
other Uppercut/Dragon Punch : Recovery. Any good player will take
the time to execute a big combo on you. So do what I always do...
Watch the meter. When your opponent has a meter, or worse, a full
bar, never do a Ma Ryuu Rekkou. This can be applied to Shoryukens
as well. Atleast, never do an FP version. Do the LP - you will be
safer. Use with caution. It hits multiple times, like Ken's, when
at Max ki.
Usefulness : [***--]
Mou Ryuu Kasen - Whirling Spirit Vortex QCB + K, b + K x3
Exactly the same as that of Ryu's - A roundhouse kick that can be
repeated 3 times (For a total of four hits). When used with LK or
MK, the kicks rise upwards (More with LK). Each K can be changed.
For example, QCB + MK, b + HK, b + HK, B + LK. In this case, each
kick rises differently. Initially the kick rises a little bit. At
the second and third kicks Kairi remains at the same altitude and
for the last kick Kairi rises. This can be cancelled, into either
SC - Shin Ki Hatsu Dou or SC - Ga Ryuu Messhuu. If the kicks rise
enough, you can easily end off with a SC - Shinki Hatsu Dou Kai.
Usefulness : [****-]
Shinki Shihai - Vacuum Control DP / RDP + PPP / KKK
This is both a teleport and a sidestep. You can avoid ANYTHING if
you do it in time. You can go to the left and to the right. Thats
not all. You can also go to the back of your opponent. This is my
favourite way of countering all the very long SC's and MSC's.
Usefulness : [*****]
-----[ Super Moves ]--------------------------------------------------------
Shinki Hatsu Dou Kai - Demon Palm Force (in air) QCF [x2] + P
Kairi fires a much larger version of the Shinki Hatsu Dou. Rather
short in range, this move isn't all that good. But it is worth it
to combo into this after the Sairou Kyoushu and to follow up with
the Ga Ryuu Messhuu for big damage.
Usefulness : [***--]
Ga Ryuu Messhuu - Dragon Destruction Kick (in air) QCF [x2] + K
Kairi does a multi-hitting Ryuujin Kyaku and does a Ryuu Bu right
after. Easy to cancel into and out of.
Usefulness : [****-]
Sairou Kyoushu - Coyote Murder QCB [x2] + P
Kairi does several quick hits, before launching the opponent into
the air, hitting him some more. At the end, he slams him/her down.
Good damage, can be cancelled into either of the other two supers.
This is his best Super Move IMHO.
Usefulness : [****-]
-----[Super Meteo]----------------------------------------------------------
Kyou Ja Ren Bu - Serpent Hell Dance LP, LP, f, LK, HP
Unblockable. Kairi dashes to the opponent, holds him up and deals
MASSIVE damage. He then screams and holds his head in pain as the
spirit of the Jackal races through his body. My favourite finish.
PS : If you end up fighting Kairi and he does this, I suggest you
teleport if you're Kairi, Vega (Bison), or Dhalsim. Another way I
use is to jump over him. It isn't easy to hit him out of this. If
you have a projectile super though, its possible. Its also fun to
use this without end against Garuda when you have the full bar.
Usefulness : [*****]
NOTE : A friend told me that the Kanji that appear when this move
read "Kekkai kageshuu nenshou fuu". My translation is not perfect
but it means something like "Devil Attack - Destroyer of the seal
owner". I believe the seal to be of Orochi origin. Orochi was the
mythological eight-headed serpent that caused terror. Orochi also
appears in the King of Fighter series as a demonic god.
I think that Kairi's powers come from the Orochi. Notice how Iori
Yagami and Kairi seem so familiar? The pain, the fighting style -
even the purple, tainted flames. The Kyou Ja Ren Bu might even be
somewhat like Iori's maiden masher attack. Come to think of it, I
realise that Hokuto, Hayate or Nanase has a super concerning seal
of the Orochi. I don't know if this has anything to do with Yata,
Yasakani/Yagami and Kusanagi... Comments would be appreciated.
PS: My name (The 0rochi Slayer) comes from the Orochi of KOF, not
Kairi. Though it would be an interesting prospect.
Shou Ki Hatsu Dou - Demonic Energy Wave QCF [x2] + PPP
A double edged sword, the Shou Ki Hatsu Dou is extremely powerful
and is great to finish the opponent off with. However, the energy
is too much for Kairi to control, and it burns through him. Kairi
will then fall to the ground, and he loses half of his health. He
won't die if he has less though. The block damage is poor too. It
wouldn't hurt to use the Kyouja Renbu instead.
Usefulness : [***--]
[ Part 8 ]--------------------------------------------------[ The Combos ]---
Note : j. represents Jumping
c. represents Crouching
s. represents standing
XX represents buffer/cancel
When ( ) is used before a special, it means you have to do the
special using the button shown between the ( ).
The combos are listed according to how much damage they do.
-----------------------------------------------------------------------------
j.HK -> s.HK
-----------------------------------------------------------------------------
Ryuu Bu -> SC Shin Ki Hatsu Dou Kai
-----------------------------------------------------------------------------
j.HP -> c.HP XX (LP) Shin Ki Hatsu Dou
-----------------------------------------------------------------------------
j.HP XX Ga Ryuu Messhuu
-----------------------------------------------------------------------------
Sairou Kyoushu XX Shin Ki Hatsu Dou Kai XX Ga Ryuu Messhuu
-----------------------------------------------------------------------------
j.HP -> c.MK XX (MP) Shin Ki Hatsu Dou XX Sairou Kyoushu
-----------------------------------------------------------------------------
j.HK -> c.MP -> c.MK XX Sairou Kyoshu XX Shin Ki Hatsu Dou Kai
-----------------------------------------------------------------------------
j.HK -> Ryuu Bu XX Shin Ki Hatsu Dou Kai XX Ga Ryuu Messhuu
-----------------------------------------------------------------------------
j.HK -> s.HP XX Shouki Hatsu Dou
-----------------------------------------------------------------------------
j.HP -> c.MP -> c.MK XX (MP) Shinki Hatsu Dou XX Shouki Hatsu Dou
-----------------------------------------------------------------------------
Ryuu Bu -> c.MK XX (MP) Shinki Hatsu Dou XX Shouki Hatsu Dou
-----------------------------------------------------------------------------
I know for sure that there must be many more combos. If you happen
to have any, feel free to send them to me. I'll credit you in this
FAQ. EXCEL combos that do reasonable damage will be accepted too.
[ Part 9 ]----------------------------------------------[ Version History ]---
This is Version 1.1 of the SFEX2+ Kairi FAQ. Not much has changed,
mostly spelling errors. I also forgot to include the addresses and
e-mails of the people I thanked.
[ Part 10 ]----------------------------------------------[ Special Thanks ]---
Arika < www.arika.co.jp >
Thanks for the EX series. They rock!
Capcom < www.capcom.com >
Thanks for the Street Fighter series. They rock too!
"ThE KiD" <
[email protected] >
For some killer combos.
ANGELGRIMM <
[email protected] >
For the Kyou Ja Ren Bu.
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_/_/_/_/ _/ _/ _/ _/ _/
_/ _/ _/ _/ _/
_/_/_/_/ _/_/_/_/ _/_/_/_/ _/
If I have forgotten to add anybody, e-mail me and I will.
[ Part 11 ]-------------------------------------------------[ Final Note ]---
This FAQ is available at the following places:
----------------------------------- Street Fighter EX 2 Plus Kairi FAQ -
GameFAQs www.gamefaqs.com
: v i s a k a n 2 0 0 2 : www.vkusanagi.cjb.net
If you have anything to add to this FAQ, e-mail me with the contribution
and put SFEX2+ Kairi FAQ, or something like that as the title. I'll add
If you want to put this FAQ on your site, just ask. If you can't even do
that then make your own or I will hunt you down and tear your lungs out.
You have been warned. Plagiarism sucks. Believe me. I can sue. YES I CAN
SUE. So trust me - plagiarism sucks.
- The 0rochi Slayer
[email protected]
http://www.vkusanagi.cjb.net
______________________________________________________________________
| |
| Passionate kiss like spider's web soon lead to undoing of fly. |
| -The 0rochi Slayer |
|______________________________________________________________________|
-------------------------------------(c)Visakan "The 0rochi Slayer" V 2002---