Fei Long Combos and Glitches

nice tip! 'gonna test it tonight

edit:
got it a few times (2 in a row! yay!)

…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.

dunno if you guys knew it or not, but after a HK or exCW hits, you can land crlk, stlp, crlp xxrekkas for about 302 dmg(HK CW).

im using this combo when i start missing the link for HPxxflame kick

consequently, you can use the CW to hit confirm into crlk, st.lp, crMPxxsuper. with the scaling you go down to only 480dmg, but still useful IMO

Should note that this has to be deep though. If you get a shallow last hit on the CW, just stick with cr.LP> Rekkas for the icing.

got a little bored so I thought I might aswell post the numbers up for a reworked ‘old’ combo

v.s Abel/Cammy/Chun Li/Rose/Sagat/Seth/Zangief

s.mp xx ex cw, s.hp xx hk fk = 362 dmg

s.mp xx ex cw, s.hp xx ex fk = 390 dmg

v.s Abel/Seth

s.hp xx ex cw, s.hp xx hk fk = 392 dmg

s.hp xx ex cw, s.hp xx ex fk = 419 dmg

as you guys already know you could always throw in another s.hp xx ex cw if you want to to increase the damage

i always feel dissapointed remembering the old cw

ah well maybe next game?

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.

Didn’t know this was possible… Vids?

I’ve done it a few times by accident but the special whiffed every single time.

^^

I can consistently perform this. I don’t know how ensure it connects.
The 2 times it connected though only the 2 last hits were in.

Is it an actual cancel, or did the flame kick trade and then you launched a super to juggle?

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.

[media=youtube]1tBiH2gT49A[/media]

Here’s a recorded attempt, HP version is too fast to juggle, but it shows it being done which is what’s important.

Definitely what I thought it would be. The combo is a no go as I’ve done it a few times (by accident mostly) but it never connects.

Even after trying to get it to connect a few times, I was unable to do so, mostly because Fei runs right past the floating character.

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.

Meh…the only good combo I see is one that connects from the beginning and is difficult to get out of to the end. lol. No offense though.

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.

Yeah, but it doesn’t. That’s the problem.

Yes, yes, but it would make a good combo, and that was the point.

True, true. Currently trying to work Tenshin into resets right about now. Get people to fear coming close to Fei.