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Supers

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In FEXL supers are a big part of the game because you are capable of having access to 3 stocks worth of supers. Like special moves there are many familiar and unique supers in the game.










A core aspect of supers and FEXL is that you are able to cancel supers into another different super as long as you have the meter to do so. This can be used to extend combos and do more damage to the opponent. You can cancel into a super at any point during the current super's animation. Be sure to test out how many hits you can let rock before you miss the window to cancel.











Super Cancel

The deeper aspect of this is that you are able to cancel a special move or a super into another super whether it's on block or hit.
 
 
 
 
 
 
 
 
 
 
 
 
So a mindgame that happens as a result is baiting the opponent by doing an unsafe special move or super then using more of your super meter to punish them for doing so. As long as you have meter you are able to threaten the opponent with a reversal super. However if you run out of meter or they block your last super then you can be punished very hard depending on the super you used. You also have a slight window to cancel so you can vary your timing depending on the recovery of the move used prior











An important way to avoid this mindgame completely is by making the special or super move whiff.












Supers have a screen freeze effect when performed and you are unable to buffer inputs during it, however it does store inputs but you must complete the action outside of the freeze to be successful.


A unique exception with supers is with Terry Bogard. He is the only character in the game to have 2 supers that cost 3 bars of meter.














How do I block all this?!
 
Projectile Super.gif
Super into Super Example.gif
Super into Super on block Example.gif
DP into super on block Example.gif
DP super cancel fail.gif
3 Bar Super.gif
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