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Street Fighter EX Plus Alpha - Bonus Barrel Mode (All Characters, No Miss)

Автор: Zeo

Загружено: 2026-02-08

Просмотров: 25

Описание: All characters finished with 118 Break, 0 Miss, and 32 Max Combo. Except Ryu and his evil counterpart, who managed to break the second Black yellow barrel.

In general, the combo sets in the game are divided into these segments:
First set: Light navy 5x2, Brown orange 3x2
Second set: Light black 3, Brown green 3x2
Third set: Dark navy 2, Brown pink 3x2, Light pink 3x2, Light pink 3x2 (again), Brown green 3x2, Brown yellow 6/8
Fourth set: Brown yellow 7 and 8/8, Light beige 1
Fifth set: Black yellow 1, Light navy 5x2, Light white 4
Sixth set: Dark black 3x2, Brown blue 8
Seventh set: Dark navy 2, Light pink 3x2, Light pink 3x2 (again), Light navy 5x2, Light white 4, Light beige 1

After destroying a barrel, a score will float above it (500, 500x2, etc.) Destroying another barrel before the text disappear will maintain the combo for higher score. Generally speaking, it's recommended to destroy barrels until the latest moment before the score disappears, even if it's possible to destroy them earlier. Since actions have recovery time, especially jump punches and kicks, destroying barrels at the latest moment make the character have less remaining recovery time, enabling them to perform the next action faster.

This mode has a lot of hidden bonus scores by triggering certain conditions. But unfortunately I couldn't find any information about all bonuses in this mode, so the gameplay shown here is achieved by trial and error. Knowing how bonuses are rewarded will make it possible to achieve even higher score, as long as they don't break the combo or miss the barrel.

Best score is achieved by Akuma, as shown in the thumbnail. For somewhat reason, Akuma is the only character who can connect combos between the first and second set of barrels mentioned above. Personally I thought if Akuma could do it, characters with fast movement such as Chun-Li and Blair would be able to do it too. But after some tests I have no luck chaining combos with those two. Below Akuma is Blair, thanks to her qcf+K that counts as throw if connects. These two characters are the only characters with more than 7.5 million points.

Fastest character to finish is Ryu and Evil Ryu, as mentioned above. Thanks to their unique Jump+MP that could destroy two light barrels with one jump, the time save was accumulated over time so they could have enough time to lure out the second Black yellow barrel and destroy it with their midair version of Shinkuu Tatsumaki Senpuu Kyaku (qcb-qcb+K). C. Jack also shares the same properties of Jump+MP, which makes him the third fastest character, but he lacks a method to destroy the barrel. But at least C. Jack hit the barrel twice.

All characters technically achieved over 7.3 million, but I chose to perform a flashy move to finish the game. I made Kairi, Sakura, Skullomania, and Evil Hokuto perform their running Super even though it was not really necessary. Only Evil Hokuto still maintain 7.3 million, while the other three only achieved 7.2 million instead.

In my opinon, Dhalsim is the hardest character to control. On top of being a slow character, his vanilla punches and kicks are all rubbers which takes time to recover. Normally, his ground punches and kicks have their short versions by holding the diagonal back d-pad, but in this game mode, holding the diagonal back d-pad makes the character look at the other direction, making it difficult to perform short attacks.

(During an unrecorded session I managed to somehow stick one more combo using Allen, raising his Max Combo to 33 hits. The one I managed to stick is the seventh Brown yellow, from the fourth set to the third set, using the same crouching medium kick. Personally I have no idea how this happened, and I couldn't replicate it during recording session. I finished the game with a little bit over 7 million, so technically the result was worse than what is shown here. I assume it has to be frame-perfect kick.)


0:00 Opening
0:56 Main Menu
1:25 Zangief (7,317,750, 0'02"60 Time Left)
3:46 C.Jack (7,409,750, 0'05"96 Time Left, 2 Extra Hits)
6:06 Hokuto (7,405,900, 0'02"55 Time Left)
8:26 Ryu (7,331,900, 119 Break)
10:46 Ken (7,322,850, 0'01"13 Time Left)
13:06 Chun-Li (7,498,600, 0'01"75 Time Left)
15:25 D.Dark (7,315,100, 0'04"06 Time Left, 1 Extra Hit)
17:45 Guile (7,321,650, 0'01"33 Time Left)
20:06 Pullum (7,407,750, 0'03"30 Time Left)
22:26 Darun (7,315,200, 0'02"33 Time Left)
24:46 Kairi (7,273,900, Kyouja Renbu)
27:05 Sakura (7,270,800, Shun Goku Satsu)
29:25 Dhalsim (7,310,800, 0'00"93 Time Left)
31:47 Allen (7,316,700, 0'03"83 Time Left)
34:06 Blair (7,604,950, 0'00"51 Time Left)
36:26 Skullomania (7,270,350, Skullo Dream)
38:46 Akuma (7,728,650, 0'03"55 Time Left)
41:06 M.Bison (7,317,300, 0'01"06 Time Left)
43:26 Garuda (7,497,800, 0'04"06 Time Left)
45:46 Evil Ryu (7,332,500, 119 Break)
48:07 Evil Hokuto (7,359,250, Renbu)
50:26 Cycloid Beta (7,498,100, 0'02"46 Time Left)
52:46 Cycloid Gamma (7,312,950, 0'03"90 Time Left)

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Street Fighter EX Plus Alpha - Bonus Barrel Mode (All Characters, No Miss)

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