Fei Long Combos and Glitches

If last hit on HK CW lands CH, you can do c. MP and stuff of that sort too.

You can do cr.MP without the counter, but it’s a 1-frame link so it’s about as hard as the HP out of a CW.

There was an examination of how to get two inputs of a one button into two nearby frames.

You’d want to try this

CW > wait for link space > HP (hold) > (next frame) LP, while still holding HP

In training this will look like

LP, HP
HP

stronger power takes dominance, so you get two chances for HP. the LP won’t do anything unless you messed this up.

Oh got ya, that I did not know. Nevermind then, stand corrected.

I like c.mp -> c.lp -> rekkas.

I find it a lot easier than trying to link jab/short to jab to rekkas.

you bring up a good point, the dmg from 3 lk’s/lp’s to rekkas is less than 1 crmp, crlp to rekka. and they hit at equal range

In what situations do you use low strong > low jab > rekka outside of meaty?

Correct me if I’m wrong, but the reason why the short/jab link is handy is to link rekkas off of a connected low short where they stopped blocking low.

I dunno, cuz i havent been using it, but my guess is any time you would use low shorts. Online, i know I catch ppl more often with the low short starter because of the difficulty in blocking low with the lag.

I get what you are saying tho, its good to have that low pressure just in case, but i think everyone tries to block low if you get close.

on a side note, i really wish fei had some type of low poke with decent range that would cancel into rekkas. crlk to cr lp to rekkas is a bitch

Only thing that makes me think it kinda works up-close and out of cross-up would be CHing low jab after the blocked low strong. This could actually work too, if you’ve trained them to expect jab rekka after low strong or a following low strong. They try to beat your next attack (jab rekka, low strong) and you CH with the 2/3? frame low jab into rekkas.

Okay so I’m looking at the frame data and I found something interesting that could boost our overall defense.

MK.FK --> FADC leaves you at only a +2 frame advantage at best if done perfectly.

FA lvl2 --> Fw Dash gives you +5 frame advantage.

I was thinking that people should maybe follow through with MK.FK–> FA lvl2 --> Fw Dash to extend it to +5 frame advantage. It is a tight fit though in terms of applying the lvl 2 FA within the blockstun state. MK.FK I believe gives block stun frame of 22 and powering up a lvl2 FA with release is 22 frames.

I believe what may result (if your a little off to apply the continued block stun) are a few things:

  • Your opponent flinches and crumples (yay) --> proceed to combo
  • Your opponent still blocks because confused --> which leads to Dash FW anyway and +5 frame advantage
  • Your opponent busts an EX reversal or something SRK and escapes knocking you out in the process—> assuming their not EX reversals then you may already be in the process of stuffing it with your mighty fist and may trade or be one sided. I speak of EX because some moves get some invincibility frames nullifying your mighty fist a la Ex Dragon Punch.
    ------> opponent may also bust reversal super or ultra which could happen and your screwed but I believe in that mayhem that it is highly unlikely.

The +5 in the end may give a better favor in applying pressure to oppositions and giving you that extra 3/60 of a second to feel, not think :razz:.

In the end the extra FA may give that nice kick in offense defense game and push in favor for Fei.

I find it easier myself as well. Just a few minutes ago I ended up doing the following combo.

j.HP, st.mp > c.mk xx Super.

Turns into a solid 8 hit combo - 514 dmg!

Now if we take what the above poster is mentioning (mk > FA2) and incorporate that into Fei’s mixup game…

Update:
For the first option Found a few players last night that fell for the first option quite abit. They flinched and were hit with the lvl 2 FA. The timing I’d have to say is extremely tight too but works to a certain extent.

For the second option, I was able to throw in

Cornered opponent
st.mp > cr.lp xx Rekka combo or
st.lp xx EX Tenshin > HP xx Rekka combo to mess them up.

Non cornered opponent
(st.mp > cr.mk) - Simple two hit link combo.

focus canceling an attack adds like 2 or 3 frames to the startup of focus or a dash cancel

back throw, walk back a split second, sets up a completely ambiguous crossup with j.MK, which is air tight into close MP. you can hitconfirm rekkas off either of these hits (especially if you do close MP so its got 1-2 frames of air, in case they mash throw after the crossup). after that, c.LP rekka. also, you can do j.LK to get a regular backthrow again, or j.MK, immediate command grab works as well.

idiot

+3 is suppose to be added to dash… via
source: http://www.shoryuken.com/wiki/index.php/Street_Fighter_IV

straight FADC from mk. FK is accurate (included the +3 frame to dash)

For my suggestiong the situation is where I’m not sure. What I am hoping is that FA lvl 2 then Fw Dash takes precedence over the addition of 3 frames (meaning addition of +3 is forgotten and the whole combo proceeds as I previously said).

a connected block FA2 and dash subtracts 1 frame (that is good)

If not then I believe the situation is that the game will add +2 (+3 addition to dash for Ex focus of flame kick and then -1 for connected FA lvl2) leaving fei at a +2 advantage. This would put him in the same situation as a regular mk FK to FADC (w/o lvl 2).

I wouldn’t bet on the game system excluding the -1 frame for connected FA2 while keeping the +3 frame advantage.

If you guys think there is a prob. with the numbers let me clarify that from what I can interpret from the fei long frame data. Powering up a FA2 is 18 frames with release (supposedly). Previously I said 22 frame because I know I’m not perfect and neither is the next man.

What does this all mean. Either Fei is left in the same position as before where

mk. FK --> FADC = mk. FK --> FA lvl 2 --> Dash

Both implying +2 frame advantage (perfectly done)
Or Fei is possibly better off performing FA lvl 2 option to get +5 assuming precedence is taken by FA over the ex focus frame addition.

In either case you could potentially still try FA lvl 2 to give that nice pressure should opponents flinch.

My .02 cents

I was trying to do a “Super” version of Fei’s BnB.

(j.MK) cr.LK, st.LP, cr.MP xx super

Basically st.LP, cr.MP is supposed to be an easy link (3frames link, piece of cake!)… but I can’t do that combo I don’t know why.

I was fooling around with this awhile back. It’s really tight to do, but possible. The trouble is in getting the first, blank QCF to come out correctly during the s.LP without turning it into a Rekka. You can try getting in the QCFs after the s.LP finishes completely, but that’s even tighter.

You mean something like:

:d:LK, LP, :qcf:, :d:MP, :df::r: MP ?

I’m trying :d:LK, LP, :d:MP, :df::qcf: MP
… land it with pain a couple of times after a lots of tries.

Yup. You want that blank QCF to come out AFTER you release the punch button or else negative edge will screw you up and give you Rekkas. At the same time, if you wait too long it won’t cancel properly and your opponent will be able to block.

I don’t think that will work.
lp -> cr.mp is a 3-frames link. Buffering 2 3 6 might use thoses 3 frames

Maybe I’m wrong but i thought that you can’t do more that 1 input per frame.

Something like:
lp, 2 3 MP 236 (release MP) might work.

… damn Fei’s ultra fast super cancels :bluu:

What might actually help you joystick users is to keep holding the LP after you press it, that way you won’t get negative edge on the input and you get a ton more frames to do the blank QCF input (start-up, hit, and recovery frames). From here, do a :d:MP, :df::r:MP.

[edit] I was actually doing the Super-BnB link all day today; it’s not that bad on a pad really. The problem I end up with is getting MP Rekkas when trying to link a cr.MP into Super, which is related to my failure to press :d: before I input MP for the cr.MP. It’s fairly easy to do once you get the hang of it, but it’s definitely easier if you have a grip on the BnB already since it requires the same amount of pacing.