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Special Moves

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Like in other 2d fighting games FEXL has special moves. These are special attacks are done by inputting a motion (or directional input with Progressive mode). There are certain types of special moves that will seem familiar if you've played other fighting games such as projectiles, invincible uppercuts, and command grabs.













Special moves in FEXL strike a great balance of familiar moves from other fighting games while having a great variety of others that twist what is common in other games. The toolkits alone of characters is reason enough to explore and appreciate FEXL.


Classic or Progressive?

There are two input methods that you can choose from when playing FEXL. Classic is closer to a classic fighting game experience including motion inputs for special and super moves. Progressive is a unique method which removes motion inputs and replaces them with directional inputs instead. There are both pros and cons to each input method but ultimately it's up to your personal preference. Players across all skill levels play with either and some even use both depending on their character selection. Playing on arcade stick might be easier on classic and progressive might be better for pad and hitbox players but it's really about what you find comfortable.



Invincible Uppercuts

The old fighting game fans who miss the fully invincible dragon punches can rejoice in FEXL. All versions are fully invincible on the start up but depending on the attack strength used, it will change the height, damage, and sometimes other properties of the move.













Command Grabs


As sure as Zangief does spinning pile drivers, the FEXL cast is full command grabs. Command grab follow the same general rules as throws except that Command Grabs will beat throws at the same moment and they cannot be teched. You must backdash or jump to avoid them. 













Kara Cancel


Kara cancelling is the act of using the start up of a normal attack to extend the range of a move. This is a high level tactic in other fighting games such as in Street Fighter titles but it does work a bit differently and more universally in FEXL


In FEXL you are able to kara cancel any normal attack into any super or special. You are not able to kara cancel into throws but you can do so for command grabs. Crouch MK and HK have the most range generally during the start up of the attack, so generally you are going to be using those normals to kara cancel.












 
Cleaning Up Execution


In FEXL you might notice that specials and supers are a bit difficult to execute consistently. The reason for this is that the Kara Cancel window is quite large compared to other games and there is very little input leniency(which affects how accurate your inputs have to be).
 
To side step from FEXL for a moment, in some modern fighting games like Street Fighter 4 and V you are able to input certain moves and if the game thinks you are close enough to the input of the move then it will come out as if you executed it perfectly. An example of this would be doing a down + forward input twice and pressing a punch button which would result in a successful dragon punch in those games. That is not the case in FEXL.

 
Training mode in FEXL has plenty of tools to help make sure you have better execution. You can use the command history function combined with the input frame display option to see where you are messing up the input and exactly what moment by the frame. 












If you are having trouble doing a dragon punch or half circle motion move cancel from a normal, a good tip is to go back to neutral with your input before executing the motion. For example if you are doing cr.HP into a dp(dragon punch) motion, instead of holding down after the cr.HP, simple tap down for the cr.HP input then perform the dp motion. It'll make your execution a lot more efficient and effective.


Negative Edge


This term is used to input special moves and supers by releasing a held attack button instead of pressing that same button. For example trying to input a classic projectile input is usually quarter circle forward + punch, if during the motion you were holding down the punch button and you let it go at the end of the motion you would get a successful special move. The moves executed this way have no in game value outside of player preference unlike in other fighting games such a Street Fighter 2: Super Turbo.

Here an example of having negative edge causing an overlapping special move in D.Dark's Explosive when the intent is his Dark Wire. If you input your combo too quickly this will cause this execution issue.
 
 
 
 
 
 
 
 
 
 
 
 
You can fix this quite easily by making sure you aren't holding down any previous attack buttons during your special or super move input.













Super into Super into Super
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Wakeup DP.gif
Command Grab Example.gif
Kara Cancel Example.gif
Checking inputs.gif
Execution fail.gif
Execution success.gif
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