…but there’s an another alternate BnB combo:
jump MP, cr.LK, st.LP, st.HP xx Rekkas. (294)
Works only close (cl.HP will combo, far HP will not), so that why j.MP is good for that one, and it add a nice bonus damage (somethink like 70) to the BnB combo.
st.LP->st.HP = 3 frames link
st.LP-> cr.LP = 4 frames link
Found the easiest way to get cr.lk x 2, cr.lp xx rekka without having to worry about the rekka not cancelling. I’ve gotten it down to 90% successful execution. Oh and sorry if I’m revisiting this.
Doubletap :lk:, then press :lp: xx rekka. It’s completely different beat/rhythm than cr.lk, st.lp, cr.lp xx rekka. And to a certain extent easier to pull off in the heat of a battle. Just have to remember to doubletap the :lk: first.
Alright I looked around and couldn’t find much on fei’s s.mp xx ex cw.
Since this move is character specific I thought this might be helpful to know especially since you are left on +4 frame advantage following the cw allowing for a considerable amount of options afterwards.
Character
Does it Combo?
Any additional notes
(I grouped the character together for easy reading)
Abel/Cammy/Chun Li/Rose/Sagat/Seth/Zangief
Yes
Akuma/Dan/E. Honda/ El Fuerte/Gen/Gouken/Ken/M.Bison/Ryu/Sakura/Vega
No
CW flies over opponent
Balrog/C. Viper
No
s.mp oddly creates a lot of push back which allows opponent to recover before the cw hits also the same result when the opponent is in the corner.
Blanka/Guile/Rufus
No
After the mp hits the cw will crossover for one hit which can be blocked
Dhalsim
No
Had a mix result with dhalsim depending on the spacing the cw will either fly over his head or he would be able to block before the cw lands
Fei Long - (sorry just realised I forgot to test a mirror, will edit in later)
I’m slightly surprised that the cw flies over vega considering he is a pretty tall character anyway I hope that’s helpful.
Has anyone info on how to successfully cancel Flame Kick into super ?
I’ve done in 2 times once on Balrog once on Guile (not on purpose on either) but I just can’t do it in training mode.
Has to be a juggle. Flame kick launches opponent right off of contact. You can literally cancel the flame kick to super without FADC’ing but most of the time Fei runs past the opponent and whiffs out (probably using the strength level super). And if it does connect, then it’ll just juggle only. If the HK Flame kick was a two hitter where the second hit launched and not the first, then I could see a really good combo right there.
It sucks because that would have made a great combo. Oh well, it’ll be a great tool for mindgames, especially with people who don’t know about it. Is it a flame kick, or is it a super? I think I’ll enhoy whatever use I can of it.
Edit:
On second thought, it would be horrible for mindgames since the cancel is so fast, they would just block and punish.
Well let’s suppose the first hit if the HK flame kick didn’t pop up and the super landed, that means any combo where you could get to the flame kick would also get you to the super. Cross up > HP > HK flame kick > super. Boom goes the dynamite.