Fei Long Combos and Glitches

after i do a EX or HK CW, i hold back and do a st.lp, cr.lp, rekkas. it’s easier than trying to time a HP or MP after it. the st.mp cr.mp super is hard for me to do as well. i just save it for a well placed cr.mk super instead.

fei long is cool haha

I believe for the combo with a full healthy person the damage is for: HK CW -> cr.mp -> cr.mp --> super is 623 damage which is for the ave. player about 60 - 65 % of the health. I did this with the formulas floating around about damage scaling with combos.

How exactly are you cancelling the flame kick?

If you’re using FADC which uses two bars, how are you supposed to use a Super?

Seriously? 1 post down and you missed it?

Wonder if anyone has mentioned this combo:

Forward MK -> c.LP -> Rekkas

It’s great for opponents who always block crouching.
I managed to pull it off a few times but can’t confirm if it works on all characters.

The cr. LP > rekkas will only connects if the foward + MK is a counter hit.

:sweat: my appologies. Thank you.

This might be old news, but I just learned that Fei has a bug that can hang the game (force you to sign out on xbox).

Kill with a jab attack, and then cancel into command grab. If the command grab gets them, the game will just sit there forever afterwards.

Can’t wait to try it out online. :wgrin:

^^^lol. im gonna try that out. hope my xbox dosent red ring

Kinda funny tidbit I came across while messing around in training mode a little bit:

It’s no surprise that during characters’ jump start-up frames, they are not able to guard. What is funny though is that there is a miniscule window where they can be hit during this period and still remain grounded. Using that, Fei has one of the funniest frame traps I have ever seen…

Jump in diagonally with a j.jab (on hit from what I’ve tested only) and ultra as soon as you land. If your opponent is holding up, the first punch of the ultra will connect exactly in that unblockable window and Fei goes into the full animation. lol factor but true

edit: anti-air s.jab works too, but they get hit during their jump start-up by the 2nd punch and then into full animation

edit2: anti-air cl. s.fierce works into 1st hit

funny thing is, most people like to try and jump out of fei’s ultra in chip situations =/

gimmicks


Anyway, the way I came across this foolishness is I was trying to test Tenshin vs quick get-up situations while opps are cornered. I wanted to duplicate something similar to Cammy’s Hooligan Throw tech-trap vs quick rise, but Fei’s Tenshin is easily jumped out of. I know that there is a small window where, after you quick-rise, you are forced into a standing animation. Maybe this could be used instead to get a free low short vs cornered opps. I’ll check into this Corner Rekka tech trap vs quick rise.

…the standing animation is EXTREMELY brief and I have yet been fast enough to catch it with a low short if it is at all possible.

are there any block strings/combos that end in flame kick rather than rekkas( took some time off sf4 and cant do them for some reason now) before i took a few months off my BnB was crossup mk cr.lk> cr.lk>cr.lk>cr,lp>cr.lp>rekkas but since im having trouble with reakkas on my stick atm i dont want to just crossup.mk st.MK flame kick. is this the only combo from a crossup than ends in flame kick or are there some bigger damage combos.

First of all that’s way too many c.lks and c.lps. You seriously don’t need that long to hit confirm. Also you would never use flame kicks in a block string seeing as how you can be easily punished if you miss. The only time I would use flame kicks in a combo is punishing someone with s.hp mk/hk flamekick.

there is one bigger combo, you can do hp after the cross up then medium flame kick or you can add a light punch, then high punch then flame kick.

But this is what i did if i have 2 bars, cross up with medium kick, high punch, flame kick, fadc cancel then light / medium cw if you get all 3 hits on the cw then the damage is over 300 (about 320 without the medium kick) you can follow up with ultra but only hit 2 times so not worth doing unless they only have very little hp left, usually i save it for when fa hits

What’s the timing like for HP->Flamekick?

I just can’t get the flamekick to come out. So I’ve to go for the easier option of MK->Flamekick which isn’t that strict on the timing.

Also, is it possible to hit a HP after a tenshin? I tried the training mode and it seems that the computer will block it.

HP xx flame kick isn’t too difficult. it should be your standard normal canceled into special move.

and, yes, it is possible to hit HP after a tenshin. the timing for all tenshin follow ups is kinda weird. try p-linking the HP (HP~MP) when fei’s feet touch the ground on the other side.

why is that too many? if i can do the combo consistently why not? i rarely miss that link since its my BnB and i know timing very well and it adds more damage and still allows me to hit confirm so i dont think is too many cr.lk and cr.lp i can easily do cr.lk x2 cr.lp then rekkas but its less damage maybe not alot becaue of scaling but its still more. and i dont meen famlkicsk in block strings (bad wording on my part) i meant in a combo after crossup but i see where you are getting at with the s.hp mk flamekick.

If you’re getting that link consistently, I congratulate you as it’s tough to do. I think what the previous poster meant to say was that the liklihood of whiffing is high due to the push back from the jabs; this can force your opponent out of range for link completion.

Between cr.LK> s.LP> cr.LP> Rekkas and cr.LK x2> s.LP> cr.LP> Rekkas, there’s only a 2 damage difference, so you can imagine how little extra you’re doing with more jabs/shorts thrown in.

i see what your saying but i guess it comes down to preference.

you must also take damage scaling into account

edit: ah, 2 dmg difference