kk thanks
My favorite BnB combo that is mad easy to do (that I was doing yesterday).
CW > 3 or 4x c.lp > medium or hard rekka.
Why I like this is because timing is not strict, you have lots of chances to hit confirm and i use medium or hard rekka because it’s hard to do a jab rekka when mashing jab punches. It’s a nice (max) 10 hit combo that is doable w/o any super meter although damage scaling puts it below a lot of other combos but it is easy to do and almost idiot proof.
I’m not sure if feis crouching low punches need to be blocked low (I’m pretty sure it doesn’t but even when CW was blocked, ppl weren’t countering me or able to block low, not sure if it had to do with input lag or not but most ppl see CW and try to block high or risk getting cross-up combo’d and you can always substitute crouching low kicks). Anyways it opens up mind games because most characters don’t have any good reversal moves that start in a low block position and low block to any usual dragon punch move is difficult (other than Fei’s own flame kick). Ends up being you can do a low or medium kick CW cross-up on block (if you mess up and they manage to block low) or throw. That’s the best part about it, even if you do mess it up, mind games are still being played and will give you a chance to get out of mistakes.
EDIT: NERFED
The hardest part of course is getting into CW range and not getting countered in the 1st place (during CW) but this type of mind game trap is how I like to play in fighting (and any competitive) games in general.
My Bn’B tactic is knock someone down then either trip, throw or DP them on wake-up while walking back and forth although you really gotta watch out for wake-up throw priority/distance, do it a few times and it really grates on ppl 'cause it becomes a mad guessing game on what I will do and if they should wake-up attack, throw or block.
This tactic is even more deadly to people you play often as you get to know what their favorite wake-up is and adjust to do yours accordingly. It’s how I usually win against people technically superior than me although if they have meter they can wake-up dragon punch dash cancel (still trying to get used to that). Poeple who get out of this usually have better yomi than me which is rare and I give them mad props.
And yes, I’m posting this in hopes that people will play mind games more rather than just large combos. I really enjoy mind game fights even if I lose bad, something about it just appeals to me as it reduces the game back to it’s basic scissors, paper, rock arch-type.
Alright so I can link c.mk into super rather easily because i can buffer the super while doing the c.mk. I can’t do that with the c.mp as I’m not sure how exactly to buffer it without a rekka coming out which is one of the reasons why I rarely confirm into supers using mp. What button sequence do you guys press exactly if you do c.lk>.c.lp>c.mp> super or c.mp>c.mp >super? Do you guys just buffer 2 qcfs while the mp is in the attack animation? If thats the case I just fail miserably at it.
Someone tell me the incentive to do cross-up mk > c.lk>s.lp>c.lp > rekkas when FP > Rekkas or hit confirmed flame kick does more damage?
I’ve watched a few of you guys on my friend’s list’s replays and I see alot of you guys doing the jabs combo. Isn’t it technically as safe if you just do one rekka after the FP?
I’ve just been practicing the first combo and I’m wondering if theres even any incentive to adding it to my game. I’d understand if you were close on wake-up or just jabbing at the guy to use it, but why after a cross-up?
Theres more time to hit confirm with the first combo. That said it scales more so you don’t get as much damage. You have to weigh your options and consider which one is better. Plus in the first combo if it doesn’t hit you’re still in a position to mix up as opposed to going straight into fierce xx rekka.
Up to you to decide which to use, they can both be situational.
Yeah its just I want to know what those situations would be. Which characters would each combo be more effective? The being in cross up distance is a very valid point though and I’ll make sure to make a note of that. So I assume the jabs combo would be more effective against people you would be crossing up more often without being punished like say balrog?
I like to use them for conditioning my opponent to block. if he thinks im gonna always go into a seven hit combo, he is less likely to be ready if i stop the combo and throw him, or tenshin etc. plus, my eyes dont always see if i got a clean hit after crossup, stHP. and it’s more safe to start with a lp rekka.-4 on blk. HP rekka is -8 on blk
cr.LK> s.LP> cr.LP> Rekkas will whiff on the Standing Jab on certain characters if they crouch.
Since I practice on Easiest in Arcade mode I’ve been able to test this out against most of the roster. The larger the character, the better for the mix-up. Blanka is an exception to the size factor, as he has a pretty low crouch, Bison as well. You might be better off learning cr.LK> cr.LP> cr.LP> Rekkas for these characters instead. Alternatively, you could also use good ol’ HP> Rekkas.
Something I’ve been trying off a cross-up: s.MP> cr.LP> Rekkas. Since s.MP gives you 7 frames and cr.LP takes only 3 to start the timing is easier than the link for the short/jab mix-up. Obviously, you can also switch up to Flame Kick if you want to see some fire. You’re also SAFE with s.MP–by this I mean you get enough frames to backdash from Zangief’s command throws, which is absolutely awesome.
[edit]
The only thing about s.MP is that you have to do it off a pretty deep cross-up. Against Balrog and others like him this shouldn’t be much of an issue though since it’s pretty easy to time the cross-up when you don’t have to worry about getting hit.
Main advantage is pressure/mix up game. As HNIC Mike said… trains them to block, so you could throw in your throw/tenshin game without it being obvious. Doing fp->rekka eliminates that mix up game.
Also… it gives you more room to breathe with the blocked cr.lp string… vs a blocked rekka.
And I also prefer the cl.mp>cr.lp>rekkas to the cl.fp->rekkas… hit confirming link as nosone said above.
cl.HP into rekkas is unsafe? That’s generally why I don’t do it. I had someone punish my blocked FP with a tiger uppercut into death combo the other day. Fuck that.
^^^lol. at death combo. so true. fuck sagat
how often do you guys actually connect s.hp after cw without it being blocked online? i get them 30% of the time, since i get them so rarely, i dont react quick enough to connect rekkas…
So, CW -> s.HP -> HP Rekka is Fei’s big damage combo right? Should I be throwing out CWs or trying to hit confirm them somehow? ><
Only HP/EX CW will combo into this, but it’s easier to do cr.LP> Rekka instead.
I still say s.HP> MK Flame Kick. Total damage is 240 (w/o CW) as opposed to s.HP> HP Rekka which is 250 and Flame Kick can be combo’d further/done completely safe with FADC. HP Rekkas is a commitment, so if you screw up, you’re going to eat an SRK, poke combo, or sweep especially since you have to start so close to the opponent.
Of course, if you’re in a position where you NEED to push the opponent to the other side then you should use Rekkas definitely. Against someone with a projectile though (a large number of people online), I prefer to keep them as close as possible for cross-ups.
Why on earth is the LK LP Rekka that harder than LP Rekka ?
I can perform LP rekka all day but i’m just totally inconsistent when it comes to LK LP Rekka
This is driving me crazy
One of two things.
Its the cancel system in the game. If you cancel a normal into a normal (cr lk cr lp rekka in this case) then you cannot cancel the 2nd normal into a special move. If you time it as a link then you’ll get the combo.
The second problem being its a very tight link. I can’t get the timing down at all. I’ll either cancel one of the normals, or I’ll miss the combo because I’m trying so hard not to cancel the normal that it doesn’t combo the lp.
I hate this feature. :shake:
Wow ! Thanks for the tip !
Well i’ll try harder in training mode but pulling this in the heat of battle is just impossible for a hasty like me.
Guys after I traded hits with the flame kick from my opponents jump in attack, I was able recover and do EX flame kick and finish him off while he was still in the air. LOL I totally did this by accident but man, I thought that was cool and it did decent damage. Maybe that’s why Capcom made it so weak lol?
Good find. I went and tested this in training, and found out you can do lk CW too if you dont have any meter. I think we should all add this to our game, it’s a good op to do some extra damage. Adds to fei’s depth, and EXCW juggles high enough for you to land 2 hit ultra. I know it’s not a ton of damage, but any op you get to land ultra may as well be used. Not to easy to land j.HK, or FA lvl 2 against good comp, they stop poking as much if they know youre pretty good at FA
Found out yesterday, if you bait abel to wheel kick if you got ultra, its pretty easy to time ultra startup on reaction. BTW
hotdawg and u are talking about two different things?
hotdawg’s saying ex. flame kick after a traded flame kick…
you’re saying lk. CW or ex. CW after a traded flame kick…
that being said… which is easier to follow up with? (does more damage?)