Fei Long Combo Compendium (Updated: SSF4 AE)

Thread updated:

-Added standing low punch hit and miss list
-Added chicken wing juggle 3 hits and 2 hits list
-Added character specific close medium punch xx HK/EX chicken wing list

I’m having serious trouble going into rekkas via crouch lp x3 crouching and going into a standing position. Can anyone help! Possibly with input annotations on what I should be hitting on the d pad?

Sorry but the way you’ve written this it makes it seem like you are doing the 3 cr. lp’s and then standing, then inputting the command for rekka? If this is so, then don’t do that, the last cr.lp should be 2in1’d so it will read something like this. Also a note, I usually hold down back while doing this combo as it helps me with the 2in1 motion but ill just put it as holding down.

:d::lp::d::lp::d::lp::df::r::hp: (the way I’ve written this makes it seem like you are pushing down for each individual lp, but you don’t, it just means to hold down)

Also keep in mind that you are probably chaining the lp’s which is fine until you reach the third which must be linked, which allows you to cancel it into rekkas. This means that you have to slowdown the input speed of the last cr.lp until the prior cr.lp is being pulled back. This is a one frame link combo as well so it’s kind of hard to hit, but if you’re doing this for the trial that’s the way it needs to be done.

Hope this helps!

Thank you, the way you said it makes alot more sense. Is it the same purpose when combo’ing from a standing position? Just make sure the last lp is linked into rekka with a 2 in 1?

I think you’re asking about doing st.lp x3 into rekkas? If that is what you are asking then yes the last lp has to be linked from the previous lp to allow you to go into rekkas. But there is no 2in1 as you will most likely be in neutral position on the joystick.

Ummm what I do usually is cr.lk >> cr.lk >> st.lp >> cr. lp >> 2in1 rekkas which is one of fei’s BnB’s (bread and butter) combos. And is a lot easier to do then cr.lp x3 or st.lp x3 into rekkas. But the st.lp will whiff on some of the cast. which is listed at the beginning of this thread

As far as doing rekkas from a standing position after st.lp… I never do it simply because cr.lp will hit all of the cast members where if the opponent is crouching it will whiff on some of them. Also the 2in1 can only be used for a cr.lp because your already holding down. from a st. lp the motion is somewhat more complicated (for me at least and is part of the reason I don’t use it)

What are you using this for? The reason I ask is because there are some simpler options that fei has rather then the combos you’re asking about.

Favorite combo with fei

Couter Hit close sMP->ULTRA!! (alot easier if the counter hit is also a meaty, try it on jab mashing rogs)

i hate having to fish for counter hits just to get certain shit to work. But when i do and realize its counter hit i love landing overhead>cl.HP>HP rekkas, especially after putting them in a corner with rekkas. Anyone know how long your have to react to counter hits once you realize it on screen to still get the advantage?

My understanding is that you get additional +frames on the attack so you have to hit as soon as you recover from the move. The extended +frames just make the link possible; there shouldn’t be any difference to the move itself.

From what I’ve heard, light attacks give a low advantage around +1-2 extra. Medium is about +3 extra. Heavy is about +4 extra.

so you pretty much have to be expecting for the counter hit in order to react to the advantage it gives rather than looking for the screen que to attempt an otherwise impossible link.

the annimation from close mp is long enough for you to look at the screen, see if you got the counterhit or not, and then ultra

the harder part is getting a reliable counterhit set up for a close activation normal with fei’s slow walk speed and lack of frame advantage from blocked jabs/shorts

Nice bit about that Mike, never tried to ultra after counter hit Cl.Mp i knew about it but never tried. I thought you damn near had to be psychic to know the counter hit with that setup to land ultra in time, but if the visual is enough for this counter hit…i will be trying this.

you can set it up to practice in training mode with random counterhit on, and blocking set to random on the dummy

hmmm, i’m assuming maybe a decent setup for this counter hit would be cl.lp>cl.mp? I know its easy to screw up that link but isn’t that a frame trap of some sorts that could provoke a counter hit something to try tonight i suppose.

Sounds about right. The SRK wiki has this to say:

I was only able to pull this off like once in training mode last night before i started getting fight request…the timing seems to be very strict. Anyway i pulled something weird off last night but it got buried in a long list of matches i gotta dig out. I did something from a standing attack to a crouching fierce that combo’d and didn’t see a counter hit on screen. will rummage through my replay list to find it tonight.

Thread updated:

-Added link to fei’s framedata. Thanks to Thirteenthdi!
-Added link to xS A M U R A Ix’s How to not suck at Fei Long: An Advanced Fei Long Guide thread. Man, if you’re reading this, updating some things here and there on your thread would be awesome!

Thread Updated:

-Removed Abel from the CL:mp: xx :hk:CW (or EX CW) list

Thread updated:

-Added more CW combos
-Started close mp xx HK CW combo section
-Added CL.:hp: xx :lp: Rekka x1 > EX Tenshin setup (on hit)
-Some notes here and there
-Cleaned thread a bit

Found this rekka hitconfirm to work on Sagat, Hawk and Gief.

CL:mp: -> CR:mp: -> CR:lp: xx rekkas :lp: (246 dmg, 330 stun)/ :mp: (253 dmg, 330 stun)/ :hp: (259 dmg, 330 stun), EX (271 dmg, 330 stun)

On Sagat you can also do,

CL:mp: -> CR:mp: -> ST:lp: xx rekkas :lp: (254 dmg, 330 stun)/ :mp: (261 dmg, 330 stun)/ :hp: (267 dmg, 330 stun)/ EX (279 dmg, 330 stun)

Both do slighty more damage and stun than HP xx rekkas.

Just so we don’t lose it somewhere, re-posting this for the thread.

What it is: Canceling from a normal into HK CW for…

  1. Frame trapping.
  2. Cross-up combos.
  3. Anti-throw teching.

Where you can use it: In the corner, with the opponent’s back pressed to it or with a slight gap before the wall (situation dependent on the character, but most characters can be hit in both situations).

Why you’ll use it:

– It’s safe in many situations since HKCW is +0 on block.
– Gives you an option select against many scenarios INCLUDING MASHED REVERSAL DPs WHICH IT CAN BEAT CLEAN. Some restrictions apply.
– It’s essentially freebie damage if the opponent is trying to block or throw tech.
– You can combo into cr.LP/cl.HP xx Special from a hit, giving it a Tenshin-esque appeal.
– It will beat certain offensive tactics (as mentioned above).
– Crosses up, giving you a secret weapon against uber-turtles that leaves you less open than naked Tenshin and will not require EX to make worthwhile.

Risks:

– Opponent blocks the X-up and gets out of the corner.
– You drop your combo following it and the opponent gets out of the corner.
– The opponent has a normal/special which can stuff this on reversal and gets out of the corner.
– Unlucky timing (but lucky for your opponent).
– Mashed Ultra.
– You use cl.MP and it hits while your opponent is crouching, causing your opponent’s stun animation to force a whiff… Untested property. Please check this, otherwise stick to cr.LP (easiest to sneak in) or cl.HP (possible force stand with less whiff potential since the opponent will not be in stun when the HK CW begins its hits).

Full list of comboable situations:
Green Shows characters this crosses up on reliably if the opponent is in the corner or a little off from it (3-4 small squares in training).
Blue Shows characters this crosses up on if there is a space between the wall and the opponent for Fei to squeeze into. May hit in front and cross over to the other side if opponent is at wall.
Orange Shows characters this will only hit/cross-up on in one reliable situation.
Red Shows characters this does not work on reliably.


**Akuma
C. Viper
Dan
Dee Jay
Dhalsim
Fei (X-up with a gap b/w opponent and wall. If standing, hits X-up but stays on same side)
Ken
Ryu
M. Bison
Makoto
Rose
T.Hawk
Zangief
**

**Cody
Gen
Guy
Vega
Rufus

**
**El Fuerte (corner X-up only)
Guile (corner X-up only)
Hakan (corner X-up only)
Seth (corner X-up only)

Adon (X-up with a gap b/w opponent and wall)
Blanka (X-up with a gap b/w opponent and wall)
Cammy (X-up with a gap b/w opponent and wall)
Chun (X-up with a gap b/w opponent and wall)
E. Honda (X-up with a gap b/w opponent and wall)
Sagat (X-up with a gap b/w opponent and wall)
Sakura (X-up with a gap b/w opponent and wall)
**

Abel
Balrog
Gouken


[edit] Ugh, typed this long paragraph on beating the SRK and testing data only to lose it due to pressing ctrl+c instead of ctrl+v on this message text… In a nutshell, it was tested on crouch blocking opponents only. Against standing opponents, use cl.MP as it’s un-interruptible once it has been canceled into HK CW. Messiah Kick is one move that will hit Fei once but doesn’t give Rufus any real advantage. cl.MP xx HK CW is the clear winner if you’re gambling to avoid an attack, but cr.LP has some situations and cl.HP gives the force-stand property which can work in your favor even though it won’t combo. This property works because Fei moves to the backside of the opponent while the opponent is still in block stun. Obviously this movement is best shielded by a high-stun move like cl.MP, but if cl.MP hits… That needs testing.

Could use a hand with testing this one–there’s a lot more to run through than just comboability like above.

[edit2] Here was the original thread on it started by Pasqual, although I did my own testing for this one:

http://shoryuken.com/f273/cw-crossups-196642/

He provides mainly X-up situations from mid-screen as opposed to the corner, which is different from what I’m prescribing (mine is a simpler rendition, updated for SSF4 hitboxes). Mine is also combo-oriented, made for maximum damage potential in mind. The good thing about Pasqual’s is that it details standing cross-up situations and cross-ups with LK/MK CW as well which I haven’t tested yet (and am not going to). [/edit2]