Yes, but the point is, he said to do cr.LP XX Rekkas. I think you’re confusing doing cr.MP to (LP) Rekkas with the cancel from cr.LP XX (LP) Rekkas
just testing shit out quickly
close standing mp is a hit confirm into super with the jab button. it feels like chun li’s 3s SAII hit confirm.
only tested it on juri so far
also fp after cw does seem lots easier now.
im gonna say its easier now too. first time i went to training mode vs juri i got 46 hits on my 3rd or fourth try
rpg do u mean it links from close mp straight to super? and about that cw link thing, ex cw is definatly easier to link from, hkcw on the other hand feels the same
Yes it links from close MP straight to super, it’s like the s.mp x d.lp link.
I thought up a quick Tenshin set-up that may work on most medium-sized/large-size characters. It’s a variation of the standard st.LP> Tenshin.
Hit confirm MK CW> st.LP XX EX Tenshin
Or,
**Jump-in (hit or blocked)> st.LP> Pause> st.LP> EX Tenshin
**
You might ask: why do a Tenshin when I confirmed a jump-in? Well there’s little time to actually confirm the jump-in before the combo opportunity is too late (unless you’re punishing a move), and most people will go straight for the (nerfed) BnB rather than a damaging combo, just to extend the confirmation time. For one meter, you buy yourself a confirmation window for the cl.MP> HK CW combo or other moves easily. This is hit or miss, as a jump-in to BnB is about equal to cl.HP> Rekkas, though you can see the benefit if your opponent is exceptional at keeping his/her guard. At worst, you lose the combo opportunity when you had the opening, possibly eating a spammed SRK in the process But that’s just the thing with Tenshin.
The +2 (+5 on hit jab) should give us some wiggle to beat the opponent’s jabs/throws and if they’re Option Selecting correctly, they’ll wait an additional fraction before spamming the LP+LK. This should confirm a blocked jab for Tenshin. Now, if they’re constant back dashers, your two-in-one will whiff and Tenshin won’t come out. Depending on what kicks you press, you could get a st.LK to come out or nothing at all if you do it fast enough. Either way, you should be able to recover before your opponent. Works well in the corner, but you definitely need to condition the opponent not to spam SRK.
It won’t work on small characters that are crouch blocking, so use this with caution. What do yall think?
Thread updated, thanks for the help guys. Took some tenshin setups here and there, hope you don’t bother. Still need help with frame data!
Just some interesting notes on Fei’s combo damage:
**
j.MP> cl.MP> cr.LP XX HP Rekkas = 274dmg 330stun
j.MP> cr.LK> st.LP> cr.LP XX HP Rekkas = 228dmg 300stun
j.MP> st.LP> cl.MP> cr.HK = 236dmg 335stun (Untechable)
j.MP> cl.MP> cr.HK = 230dmg 320stun (Untechable)**
j.MP> st.LP> cr.MPx2 = 208 dmg
j.MP> st.LPx3> st.MP = 203 dmg
j.MP> cr.LK> st.LPx2> st.MP = 193 dmg
As you can see, the damage gap for the BnB and normal combos/links has been greatly reduced.
Heads up everyone:
Forward Standing roundhouse at point blank range combos into cr. lp then rekkas on certain characters. I’m going through them all now I’ll drop the list as an edit. It’s a 1 frame link and 296 damage(Fierce Rekkas). This can’t be done from a jump-in.
Possible frame trap as well… however if blocked it pushes you out of crouch jab range, so you would need to catch a normal. You’re at -1 so it isn’t REALLY a frame trap, but the move looks awkward enough that you are unlikely to be reversaled after it, giving you at least 1-2 more frames for jab to take priority.
Edit: Turns out list of characters it DOESN’T work on is shorter…
Doesn’t work on:Ryu Ken Gen Dan Sakura Juri Chun Abel Viper Sagat Guile Balrog Adon Rose
Remember that forward roundhouse hops you forward a bit. so you don’t have to BE point blank when you press the button.
Edit 2: lol testing combos after midnight is a bad idea, good eyes nosone. Wierd thing is I did it at the end of the post but not the start hah.
Carbini, best to edit your first line which says “Close Standing Roundhouse” that’s confusing since cl. HK will give you Fei’s super cancelable move. I get that you’re trying to say f+HK though.
Did some tests on the training room; super is definately 5 frames startup: you can 1 frame link it after crouching medium punch (which gives +5)
Right, so it’s a hitbox anomaly when doing reversal Super on Dudley fierce MGB?
Maybe this is an hitbox problem, or framedata could be wrong
Lorte, some more combos that I cooked up for you:
j.HK> st.LP> cl.HP XX EX Flame Kick: 350 dmg/550 stun… MK gives 308 dmg, HK gives 322 (same stun)
I find this to be an excellent corner hit-confirm off of a jump in since you have that extra st.LP thrown in there to force you to wait and try to plink the cl.HP rather than straight canceling from HP. I find this pretty easy to do, and it’s probably the most damaging hit-confirm combo you can do off of a jump in with only 1 meter stocked. Sometimes my Plink’d HP will fail and give me cl.MP or another LP, but this still cancels into EX Flame Kick, and plinking an LP only does 8 less damage than jump-in cl.MP> cr.LP XX EX Rekkas.
Of course, if you get a rapid fire cancel on LP due to poor link timing the Flame Kick won’t come out. Thankfully though, you can just hold back to block (since your stick/pad position should already be there), or use the advantage to continue into LPx3> (cr.LP on some characters can be added here) XX Rekkas.
The beauty of this is when you have 2 bars and can FADC cancel a normal flame Kick. With some timing, you should be able to juggle U1 even though this is in the corner. Beware that some characters have weird floating animations that can cause a second/third Flame Kick to whiff. I’ll have to test the roster to see where this happens. So far, Shotos and Cody are good, but Abel is not (you don’t get the 2nd kick on HK, or EX, though you DO get the 3rd).
cr.LK> st.LP> cr.LP XX MK Flame Kick: 164 dmg/280 stun (Do not use EX or HK as the other hits whiff)
This works best off of j.MP as that can get you deep inside (you don’t have to be THAT close though so any jump-in will work). It’s a variant of the BnB that ends in a MK Flame Kick. Surprisingly, it’s only about 10 damage less than the HP Rekkas version, and does 50 more stun! It took me awhile to get it down since it feels weird not ending with Rekkas, but the rhythm is the same as the usual BnB. Using the db, db+K “shortcut” helps when doing the flame kick, though its possible to do it with the regular motion as well.
What’s great about this is, again, when you have 2 bars of meter it’s essentially a hit-confirm into an Ultra juggle or HK CW juggle. I found that it works on medium sized to large size characters very consistently. It’s easier to do this off of j.MK cross up on larger characters as opposed to medium sized ones for obvious reasons, but the j.MP version works just fine. I officially tested the Shotos, Abel, Cody, and Cammy with this–a good variation of hitboxes I’d say. While it DOES work on Cammy, it’s nowhere near consistent as you have to be much deeper to hit it.
Bumping this thread to thank the OP immensely. Copy pasted this all to Word and printed it out.
In regards to fei’s j.MP: if you can knockdown your opponent at tthe corner and attempt to cross him with j.MP, you will get an ambigous cross. Sometimes it happens and sometimes it doesnt. You can then cr. lk to st. lp xx BnB. Its hard to explain how to do it but i seen mago, who supposedly goes by mago2dgod, does it on a boxer. I cant find the link anymore either. But try it in training mode, i use on my friends they can’t tell which side to block.
i know this is asking for a lot, but if you didn’t notice, the list of all the bnbs is quite intimidating. as a result, i’m not sure which ones to really practice because in games you tend to stick to one high punish combo, one bnb that starts from a quick move, and a few variations that have super cancels, fadcs, etc. i’m finding the list really troubling.
if someone doesn’t mind, can someone list what they see as:
Best hit confirming BnB to practice for starters? Then which one to eventually move up to (a harder link)?
Best combo to do off of a cross up and jump in?
Best punish combo for big whiffed move or crumple stun off of lvl 2 focus or off of a tenshin? I’m thinking cl.hpxx hp rekkas x3 for meterless punishes to push them to corner.
Your favorite link after chicken wing (i’m looking at s.lp into one of the bnbs listed, for starters, before moving up to cl.hp)?
Any other combos worth mentioning for starters with fei long?
Thank you everyone!
Your most damaging punish for the money is close fierce punch to EX flame kick, Ultra 1 or close fierce punch to Super if you have the meter. You can opt to use rekkas instead of flame kick also. You do less damage with rekkas but gain corner positioning.
The most “hit confirm-able” BnB is crouching short kick, crouching short kick, link to crouching jab punch and cancel that to rekkas. I suppose this would be the same one you would use after a cross-up. Standing jab punch isn’t useful in a “hit confirm BnB” as it misses some/most characters while crouching.
After a chicken wing? Learn the fierce punch link. You are throwing pure damage potential out the window if you can’t do that link. If you must, use crouching short, standing jab, crouching jab, rekkas. Don’t get comfortable with that combo though, it’s a silver medal combo that does less damage in exchange for an easier link, practice fierce punch. This is especially important on the 8 characters that are vulnerable to Fei’s “400 damage meter-less punish.”
That combo is as follows:
Standing Strong Punch, Roundhouse Chicken Wing, Close Fierce Punch, Rekkas (398 Damage)
Combo works on: Dudley, Juri, Sagat, Thawk, Makoto, Chun, Cammy, Rose,
Also remember, Fei’s pokes are amazing. You can do “pretend” BnB’s (instead of hit confirming a real combo) then follow with crouching mp or a single light punch rekka for pressure. Don’t get stuck in the mindset of “Get in, hit opponent with standard combo, keep fighting.” Fei Long can stay all over the opponent doing plenty of damage with single pokes like crouching forward or strong. I personally love far standing fierce punch. Especially when it trades on a normal with someone who has less health than Fei, like Chun Li. It’s a bit slow but has decent priority.
As far as other combos worth mentioning. Remember Fei has an advantage in that if you cancel a flame kick and it is blocked, you have the standard dash in and are safe like any shoto canceling a SRK. If it hits though, you can follow with roundhouse chicken wing now on just about any character, but it has a different timing than vanilla street fighter 4. This makes things like gambling 2 meters to cancel a flame kick you did directly following a blocked chicken wing worth the 2 meters, as if it hits, you’ve got another free chicken wing. (Remember to use medium flame kick in this instance)
One more combo worth mentioning is after counter hit Forward+Roundhouse (The double kick). This happens sometimes when you crack your opponents focus attack with Fei’s Forward+Roundhouse. You can combo crouching medium punch off this, and even cancel OR link Super after it. It looks pretty sexy when you pull it off. You’ll find this effective on focus happy characters. Most Sagat’s I face tend to think they can focus Fei for free. This kick makes them think differently.
“Best punish combo for big whiffed move or crumple stun off of lvl 2 focus or off of a tenshin?”
One thing: against some character you can do: st.MP xx HK Chicken wing, st.HP xx Flame kick. (Boxer, Chun, Dudley, and I’m not sure for the other, probably Sagat, Seth…).
thank you, you are my hero. i’ll practice the cl.hp link for sure. also very nice info on the canceled mk. flame kick. helps alot for a fei noob like myself.