Fei Long Combos and Glitches

Try ex special throw

i dunno what you did to make it work, but the math dont add up. tenshin gives 7 frames on hit, and the ultra has 10 frame start up. ex is also +7, it just has a faster start up and more range

I’ve been trying something that I mastered in third strike, but I don’t know if it works in this game.

It’s kind of like the airborne FA (I’m sure some people saw that video). But it’s with an ultra on the reset, just as they’re landing, it’s sorta a grey area where you can’t really block, but you’re counted as being on the ground.

I THINK I’ve done it a few times, but honestly it was too close to know if they just weren’t blocking it or not.

Are you talking about landing lag after a jumping attack?

No, a reset, where they jump in, you bounce them back with a jab or something, and they simply land on their feet; just before landing you may be able to land a super, which will have a “suction” affect, pulling them to the ground and doing the full ultra.

…hard to explain

This really sounds impossible to me. What kind of setups do you talk about in 3s?

Resetting the other person, kinda like a kara demon against the wall, you’d have to reset them for it to work.

Can anyone confirm the consistency on landing.

CW>cr.lp>full rekka ? It’s a nice 7hit combo someone did to me yesterday, I’m not sure if the CW is EX or not.

Works. You have to use HK or EX to get the frame advantage on hit though. I use this online instead of HP> Rekka since it’s much easier to pull off with lag and all.

HK CW> cr.LP> EX Rekka is 310 damage with all hits.

Press both lp and hp instead, not just for the double hp input technique but also if you miss the hp you still get the lp. More inputs is better.

Pad user, lol.

It also works with MK CW on counter hit.

To be fair, a lot of things string together on counter hit :wonder:

Like what besides fwd MK ?

Well, not to be a reference whore, but check the frame data chart on the SRK Wiki.

Add +3 to an attack on hit for counter-hit data, and then subtract start-up frames for an attack; if its greater than or equal to zero, you get a successful link (without consideration to range; cr.MP> close MP obviously will not work.)

Counter-hit cr.LP> cr.MP for instance will link.

Hum if you’re saying “check frame data wiki to figure out by yourself what can be done on this or that case” then you’re somehow saying that this thread is worthless.

Unless it’s redundant or common knowledge there’s always some point in sharing this kind of information IMHO.

(and it’s not since i did not know about that until yesterday :-))

Hardly useless. This thread is for comparing combos and glitches–what’s worth it and what’s not. Damage vs. positioning vs. advantage frames, etc. There’s obviously a lot of intelligent discussion to be had about that.

Something so situational as “It also works with MK CW on counter hit.” is a point well noted, but doesn’t offer much to expand on–which is why I believe the reference is appropriate. I think it’s a strong quality for all Fei players to understand the advantage/disadvantage frames on the moves that they use most, or at the very least, the data on Specials. Learn that and “It also works with MK CW on counter hit” will be understood–there’s not much more to it.

Still, if you want to have discussion on combos/blockstrings, I’d be happy to oblige.

[edit] Something you may want to look into is whether the counter-hit for the first CW will apply for all three hits, or if you’re required to graze the opponent with the last hit only. If all 3 count as 1 hit, it may be a viable option against a throw-happy character; else it’s just a matter of landing a lucky shot and being dead-on with the follow-up (also consider the range required for the follow-up as a graze is likely to put you a little far from the opponent).

About the counter hit and adding 3 extra frames… If you threw out that mid CW does the +3 apply at the end of the duration or does it apply to the first hit should it happen? Breaking it down I mean there are 3 hits for CW and I hit on the 2nd or 1st hit and the move proceeds on to do the last hit…again does the extra +3 apply to the last hit? because if it doesn’t its totally pointless for CW to counter except for the added damage (I think there is added damage).

seems like u both posed the same ? :

if cw acts as a CH on the 1st or 2nd hit, does the following 2nd and/or 3rd hit also count as a CH?

i got money on NO

I’ll give a half-yes.

I’ve noticed that CW behaves strangely on counter status. Not sure about it.

I made a post about a page back in reference to doing FA > crumple > FA combos, and dash under resets off of FA crumple.

I noticed that the following works:

FA crumple > Lvl 1 FA > f dash…

…RH Hien
…EX Hien
…Ultra

*I couldn’t get an FADC off of Hien either b/c the connected hit would always be the one just off the ground

The only set-up for a dash under cross-up I scoped was a delayed low short.

Outside of using the dash under cross-up in a stun situation, I don’t see much use. If you crumple someone, just go for the damage. If you stun someone after having done say, at least 7+ hits prior, then yea maybe…or catch them with the delayed Lvl 3 Focus on recovery.

The above FA combos proved worthless damage-wise and stun-wise. Just for looks alone.

On another note, I was messing with this set-up a bit:

uf j. (cross-up: short or forward) > land other side > low short > stand jab (whiffs on crouching) > overhead hop-kick (whiffs but goes over opponent to other side) > Hien > FADC (ultra will net full 3 hits given the pop-up height)

*might be able to take out the whiffed s.jab, but i just threw it in there to make the opponent even more antsy at wondering what the hell u r doing to provoke something on x-up

I just wonder if the hop-kick is too slow tho and will just get counter-jabbed out if they are going for low throw tech.