i dunno. burning fist concerns me. sounds like rekkas
Is that the EX Rekka? That is the only logical thing it could be…
possibly. maybe ex rekka one stays as is but the second is gonna be unsafe
Yea. Sounds to me like it is saying that, if Fei throws out the second one and it gets blocked, then it is prone to being punished. Essentially, anything after the first is unsafe on block.
Rekka block stun adjusted, after second blocked rekka, most people delay the third one for counter hits. You can now punish delayed third rekka hits accordingly. After blocked 2nd hit of Rekka, Light version 8f, Medium version 10f, Heavy version 12f
(loose translation of this) Flame kick: Light 120 down to 110, Medium 140 down to 120, Heavy 160 down to 150, EX 200 down to 190. Flame kick FADC on block is 1f less on advantage, making it… ???
F+MK buffed up from 60 to 70
MK Chickenwing nerfed from 30+30+50 (110 total) down to 35+35+30 (100 total)
Thanks to Suparnova for that.
According to the translation on eventhubs there’s also this:
Second hit Rekkas have less pushback now, so it’s easier to punish on block.
For light and medium Rekka Kens, the second hit does half as much chip damage.
EDIT: They just added these:
They’ve modified the hitboxes of all Chicken Wings in a way that they’re less likely to cross-up (Translator’s note: but still possible). Apparently previously you could perform “half a loop combo” against certain characters by doing close standing MP -> EX Chicken Wing. That won’t be possible anymore.
For both close standing and far standing LP, hitstun has been decreased by 1 frame. On hit it is now +5, so you can’t combo into certain moves now.
Crouching MP’s damage has been reduced from 65 to 55.
Damage for his overhead (Torward + MK) has been increased from 60 to 70.
no more sweep combo… well that is teri-bad
Not surprising. DP dmg nerf, cl.mp to cw, and jab to sweep were the ones I was pretty positive would go.
Fei Long
-Recovery frames for the second hit of Rekkas (weak, medium, and heavy… EX not affected) have been changed.
On block,
Weak = -8 frames
Medium = -10 frames
Heavy = -12 frames
Also, second-hit Rekkas have less pushback now, so it’s easier to punish on block.
Lastly, for weak and medium versions, the second hit does half as much chip damage.
-Flame Kick’s damage has been revised.
Weak: 120 -> 110
Medium: 140 -> 120
Heavy: 160 -> 150
EX: 200 -> 190
Also, if you FADC a Flame Kick (any version) after the first hit, on block it is now -1.
-Heavy version of Chicken Wing’s damage has been revised. It is now 35+35+30 for a total of 100.
Further, they’ve modified the hitboxes of all Chicken Wings in a way that they’re less likely to cross-up (TL note: but still possible).
Apparently previously you could perform “half a loop combo” (TL note: Fei players explain?) against certain characters by doing close standing MP -> EX Chicken Wing. That won’t be possible anymore.
-For both close standing and far standing LP, hitstun has been decreased by 1 frame. On hit it is now +5, so you can’t combo into certain moves now.
-Crouching MP’s damage has been reduced from 65 to 55.
-Fei does have one buff, however. Damage for his overhead (forward+MK) has been increased from 60 to 70.
the cl.mp > EX.CW loop only worked on dudley, so no biggy. The regular cl.mp> CW still appears to be there, but will be a lot less dmg due to round house CW nerf, and DP nerfs.
i mean he’s nerfed and all. like i dont see him as S tier anymore, but i cant see a dedicated fei player dropping him. might see some of our top tier japanese brethren jump ship if someone clearly better emerges
Overall though they didnt completely rework his identity. He can still be played largely the same. I am not sure these nerfs were necessary and are mostly the result of bickering and bitching and moaning for no reason, however he is still, if we are talking tiers, an A level character I would imagine. Atleast in my humble opinion.
That sweep combo was a pretty big hit though. That was a great, easy to do safe jump setup, well I’ll enjoy it while I can I guess.
Shit I just notice that…damnit and I just was starting to work that into my game. FML>
That second rekka frame nerf stings a little and is probably unneeded, but in the long run won’t effect too much I imagine. Just have to be tighter on those hit confirms. That’s really the only nerf worth calling home about, the other changes don’t really bother me too much. It doesn’t look like his more troublesome matchups are being buffed all that much so it should even things up.
yeah, jab sweep is the biggest nerf. especially with charge characters getting better again
I had held off fully incorporating the sweep combo into my game, looks like it was justified.
First thoughts…
Honda match might be a bitch now, Akuma might get a tad easier. Guile…not sure.
Not sure if you can say we dodged a bullet, but it’s not going to plummet him down.
Congrats to all the cry babies. They got there wish. Still will ride with Fei no matter what.
Jab into sweep is gonna be really missed. Looks like Fei will go to a lesser damage form in comparision to his “Super” build (nerf to cr. mp, CW damage, slight FK damage). Also making spacing out rekka and not going for second rekka that much more important.
Too be honest, I don’t mind the changes to those (maybe the cr. mp will be missed since throughout the match you will land 3-4 cr. mp losing roughly around 30-40 extra damage).
But the nerf that really scares me: **If you FADC a Flame Kick (any version) after the first hit, on block it is now -1. **
Looks like we gonna have to work even harder compared to the super days to keep them in that corner. Which is essentially Fei Long’s strength.
hope you guys have been practicing that first rekka hit confirm. looks like everybody gets a punish on block now