Fei Long Combo Compendium (Updated: SSF4 AE)

Thread updated:

-Added Rufus to the 3 hits ultra1 after chicken wing juggle list
-Added CL.:hp: xx :mk:FK xx FADC :r::r: :hk: CW to the FADC combo section
-Created frame traps section
-Added Kobrakoun’s post to the frame trap section

Lorte, for reference. I posted this in lab findings, but I hope it finds a home here as well:

I was fooling around with this in the lab and I figured that there really is no reason to avoid using it.

What it is

Linking HK CW> cr.MP> cr.LP xx Rekkas out of instead of using cl.HP xx Rekkas

Why you’ll use it

The range at which you use cl.HP has a certain limit to it. Surprisingly this limit is the perfect boundary for you to hit cr.MP and link it to cr.LP immediately after. That said anytime you can go for the cl.HP link, you should be able to pull the cr.MP link as well. Any range beyond that, you should use cr.LP directly.

The damage at maximum from this is 329, while the HP link is 369. Straight cr.LP xx Rekkas is 286. From this, it’s roughly a 40 damage increase per level of risk you’re willing to take, and I do mean to say that the risk ascends with damage. Here’s why:

Suppose you hit-confirm 3 hits of HK CW. You’re now in a position to do a Rekka combo on the opponent if you can hit that one crucial link. Your choices are cl.HP, cr.MP> cr.LP, or cr.LP. The reward is all the same, save for damage differences. Here are the worst case scenarios…

cl.HP: Miss the link, hit HP Rekka for the first one and then stop. Now you’re punished by mashed Tiger Uppercut or cr.MK Hadouken> FADC, etc. or some insanely fast Super.

cr.MP: Miss the link, you’re now at a +2 frame advantage, with no Rekka coming out. OR, you hit the link and then mess up the following 3-frame link. HP Rekka comes out and you’re punished.

cr.LP: Miss the link, hit HP Rekka for the cancel–punished.

Between the three obviously, cr.LP is easiest to hit, so the risk-reward equation balances out there. For cl.HP, however, the risk is much greater if you miss the link than if you missed the cr.MP. Since cr.MP can’t be canceled directly and causes momentary blockstun, you can halt your next motions if you feel the opponent is about to attack you.

Thanks to the spacing provided by pulling 2 normals instead of one, HP Rekkas should also be slightly safer to pull if you do mess up the second link, which is also a plus. Of course, LP Rekka would be safest still.

cr.MP on hit also gives +5. This is obviously an excellent frame advantage for linking into Super, especially since the two normals that you must hit following the CW are crouching (2-in-1 motions are possible here).

Lastly, the +2 on cr.MP makes for a nice frame trap in the case that you’re facing a character like Chun-Li who likes to fish for cr.LK xx Lightning Legs whenever possible.

[edit] Super cancel from cr.MP> cr.LP is 480 damage, cr.MP> cr.MP xx Super is 516, cl.HP gives you 536. The damage difference at maximum here is 56 now, still not very significant considering you’d waste your whole Super if you missed the cl.HP link and canceled directly.

Ask yourself these questions

Is an additional 40 damage worth putting myself at risk of missing a 1-frame link and directly canceling that into an unsafe move?

*Can I hit a one frame link?

Can I hit a 2-frame link?

Can I hit a 3-frame link?

Am I able to tell the difference between close range and far range in the case of cl.HP? (cr.MP will save your ass there if you expect cl.HP but far HP comes out instead)*

If you think that you have consistency with this, I suggest that you use it in the future. 40 damage isn’t very much when you weigh it against safety, an additional frame trap, and a 2-frame Super hit-confirm IMO. Use at your own discretion.

Okay, so I like this and you’re totally right about the benefits about using cr. mp over st. hp, but I’d like to share another alternative to getting better with the hp combo, because we all know how sick it looks.

So, I have gotten fairly consistent with the hp combo just by learning the timing and plinking, like I do most combos. However, my biggest problem with this combo is not in training mode, but in matches where it is, as you say such a high stress oriented situation when attempting this. Mainly, due to the negatives you posted about above. So, I’ve found the answer to this is to double plink the st. hp. By performing a double plink you’re getting two chances at the plink and not only that, if you completely screw up the timing, you get a st. lp xx rekka combo and inadvertently the same outcome. This way you still practice landing the hp combo, but if you happen to mess it up, you aren’t punished as badly. I’ve just started using this and it does help me land the hp more often, because I know if I mess up there isn’t much to worry about.

Same can be achieved by simply plinking the hp with lp. however I like the extra chance at hitting the hp link itself while performing the double plink.

Ran into this video a few minutes ago showing mago using the plink method to get the st. hp combo, however he misses the link and gets a st. lp instead, saving the combo. You can see this at 1 : 25

[media=youtube]17dQ6ruY-fw&feature=related[/media]

Nice input :slight_smile: I’m assuming this is simply HP~MP~LP as opposed to a single plink of HP~MP? I’ll have to try this later tonight to see if i can find consistency with it.

That vid’s a little iffy. The inputs aren’t displayed so you can’t tell if he’s going for the plink or not. This was back in August, so Mago was missing a lot of cl.HPs then as I recall; it’s possible he just went for the cl.LP for safety. But then again, he almost always goes for cl.HP. Just can’t tell.

Tested in actual matches and it works pretty well–an unmentioned Tenshin set-up in the corner:

Focus Lv2 (blocked)> st/cr.LP (3f) xx Tenshin/EX Tenshin

This works consistently in the corner since the opponent is not pushed back when you dash in. Mid-screen, you can pull it off, but you’re going to have to stand within jab range, which is not good. In the corner, you can be further than jab range and still dash in close enough.

The block stun from lv2 Focus> Dash gives a +5 frame advantage so the following st/cr.LP will be autoblocked. Charging the focus shouldn’t be much of an issue since it’s armored and happens much faster than other Focus attacks. If you get a crumple, you also have TONS of time to confirm that from the hit-stun, the dash, and the following crumple frames.

this is what I use, works great for me and is very consistent, you can double plink

Hp~Mp~Lp
Hp~Mp

if I mess up the double plink it will usually give me

Hp~Mp~Lp
HP

Or if you’re not wanting to do this you can just plink with

Hp~Lp
Hp

Single plink with Mp is a surefire way to miss the link and get a cl.mp which doesnt combo into anything (as we all know), so best cover your bases and at least plink with Hp~Lp

Yes. This exactly.

damn im liking that tenshin setup nosone, i tend to just do an obvious crossup into jab>tenshin

Yea I like that one a lot too, but it gets stale once you use it too often. I’ve had people jump out of that one a few times when I go first to 10 with them. Still probably one of my favorites since it’s also a “guaranteed” set-up if you get enough blockstun on the j.MK.

just introduced that and I feel my game stept up already, thanks!

Please add this to the sticky. We already have who st.lp whiffs on but I think its good to know for this combo since if it hits standing, it could completely whiff crouching. If their crouching and st.lp doesn’t whiff you can do st.lp twice into c.lp rekka for a slight more damaging combo then regular bnb. Also note that on Bison and Rufus It whiffs sometime for no apparent reason. What I did was do the combo once on Abel then had that played back on the rest of the cast. Your basically switching out a 3 frame bnb for a 2 frame for 40 extra damage. completely worth it imo if you know you won’t miss or it won’t whiff.

Fei combo. clp st.lp c.mp c.lp xx
standing crouching st.lp whiffs
Abel check check
Adon No No *
Akuma check No *
Balrog No No
Blanka No No *
C.Viper No No *
Cammy Check No *
Chun Li No No *
Cody No No *
Dan No No *
Deejay No No
Dhalsim Check No *
Dudley No No
E.Honda No No *
El Fuerte Check No
Fei Long No No
Gen No No
Gouken Check No
Guile No No
Hakan No Check
Ibuki No No *
Juri Check No *
Ken No No *
M.Bison No Check
Makoto Check Check
Rose No No *
Rufus Check No *
Ryu No No *
Sagat Check No
Seth Check No
T.Hawk Check Check
Vega No No
Zangief Check No

The first check means it hits standing. Second is it hits crouching and asteric star thingy is st.lp whiffs

nosone if they start jumping out of it, frame trap em with a sthp or something instead of the tenshin

I’ve just introduced a nice hitconfirm (I think it’s a dangerous blockstring, too) in my game, following up a jMP:

clMP, crMP, crLP xx rekkas. It nets 300 damage. I used to go crLP xx rekkas right after the clMP, but crMP hitstun makes the opponent’s hitbox reachable by crLP.

I have tested this on Hakan so far.

CL:mp: -> CR:hk:

Is this really worth doing? I’m just wondering.

If you go for the cr.LP xx Rekkas followup you get only 44 more damage out of a jump-in (46 naked), net of scaling. The difference is in positioning and getting the jump on the opponent.

Rekkas knock back far; you can put the opponent in the corner faster that way.

*cr.HK is untechable; you can set up safe-jumps and start an oki game, or you can keep your opponent closer to you in general.
*
Think about Guile when he has you trapped in the corner. If you get a jump-in on him, Rekkas would knock him towards the middle of the screen. cr.HK, however, would give you the time to cross over him and put him back into the corner.

Just gotta think about the advantages and disadvantages to that kind of positioning in different situations. Against characters with bad wake-up options, sweep might be advisable as well.

I’m getting better and better at the stuff like CW link sHP (though just saw above cMP alternative, will have to try that) and stuff, but still I struggle getting a simple cLK to combo to rekka (not directly, but via jabs). I’m sure this question is asked to death, hell I even asked about it before, but for a pad-specific player, is there any method you guys used to get the cLK to whatever to rekka consistently? My inability to do this “simple” combo is driving me nuts and I really am digging Fei and feel otherwise strong w/ him. Is there a visual or sound cue, a mental trick you used to get the rhythm? Or one sequence that feels easier than another (such as including or omitting the stand jab)?

I dunno, it’s a shot in the dark here. But all I know is if I woke up tomorrow and was able to convert any landed cLK to a rekka, I dunno if I’d need to play any other characters. But as it stands, as much as I love Fei and love his startegy and ground game, I just think to myself, “Well, I can do Akuma’s combos no problem.” Ive done this shit for HOURS in training mode, and I’m not new to SF. So it’s def not just a matter of practice at this point. I know what can be linked, what can be chained, it’s as if the damn game doesn’t want me to get this shit! LOL OK, so if “quit whining” is step 1, can someone please recommend a good step 2 or 3 to get this shit down?? Or should I just make cLK cLK cLK cLK sLK my BNB? lol Thanks in advance /rant

My method works for me, although it might not be useful for everyone. I go , cr-lk, cr-lk, cr-lp-rekka.

The inputs would look like this - :db:(hold this) :lk::lk: (slight pause) :d::lp::df::mp::r:

I piano the the Lp and Mp whilst going round the bottom of the gate. Now you say your a pad player but it shouldn’t be that different. The only 2 parts that make this combo hard is the slight gap and the motion to rekka. Give it a shot.

It’s the same method I use for the standing jabs. Cr-lk, Cr-lk, St-lp (slight pause and I do mean slight, almost un-notacible , then cr-lp piano round with mp into rekkas. Think Ryu Cr-mk into fireball.

I’ll see if I can do a video for this, I feel like I dish this out every 2 weeks Lol.

what does this mean? how does fei land cl. mp xx cw on t.hawk and gief?

Anyone here use Close st. Mp xx St. lp - st. hp, etc?

Man I am STILL having problems with his basic combos. It’s driving me nuts. I played a pro friend last night who usually trounces me. I played the games of my life as far as footsies, spacing, pressure, landing CW. I was basically crushing him… except, I couldnt seem to connect a single BNB! And vs a player that good, a BNB of cLK cLP or cLK sLP cLP and that’s it, doesn’t really cut it. Even sometimes cLP by itself into rekka fails! That’s, like, impossible. I feel so strong w/ Fei otherwise, I feel like quitting the damn game (till we have Yang at least). I beat the shit out of a top tourney pro, but got to go 0-12 because my best combo was 4 light attacks lol

Like serious, wtf is the deal w/ these rekkas? Did any of you struggle executing simple BNBs when you started with Fei? With any other character and any other game, the idea of missing a light attack into a QCF move is absurd. And yet here I am. I know this is a whine-fest, and not even my 1st. But it’s driving me almost literally insane (at least while my controller is in my hand and XBox is turned on). Even in training mode I’m missing this shit and input displays read perfect. I know what’s supposed to be a link, what’s not, and can link w/ anyone else no prob. I finally find my character, and can’t use him. Grrrr, anyone have any idea what could possibly be going on here? Or can anyone at least validate it by saying this happened to them at some point too? Doesn’t happen with ANY other character, this game or otherwise. W.T.F.

/rant

I’m an artist (dont judge by that Sagat pic, I drew that in 2003). if anyone can give me the secret key that lets me execute these stupid simple basic easy BNBs, I will draw you a sick picture of Fei or whatever else you want. (since I cant right now offer a cash reward)