Yes it’s good for hit confirming. So you might want to super cancel the c.LP.
thats neat. I’ve gotten decent at just confirming off c.MP.
close mp also can connect to c.lp and i think everyone know about this one
on counter hit, c.lp can connect to c.mp which you can cancel to super (hp version recomended)
and this might be useless too unless there is some thing that is not in my mind
close mp, fadc, c.lp connects and you can do bnb as the c.lp is very close right next to your opponent and ends with rekkas but timing is slightly hard on the c.lp. if at corner, close mp, fadc, hp connects timing is harder than connecting c.lp
(editing)
Want to look at these main combos for Fei real quick. Posting here since this is the combo thread. Nothing really new, but going over advantages of doing one over the other for other thread purposes:
all fierce rekkas (168dmg/140stun)
…knocks closer to corner
…knock down
…quick rise
…minimal oki options mid-screen
…10fr range punish
jab > fierce rekkas (158dmg/140stun)
*all same as above besides:
…7fr range punish
rh shien (160dmg/200)
…dependent upon landing both hits: 100/100 + 60/100
…knock down closer than rekkas
…quick rise
…5fr close punish
mk shien (140dmg/200stun)
*same as above minus requirement of double hit
**single hit is stronger than rh’s 1st hit
lk cw (100dmg/150stun)
…leaves you in front of opponent with +0
mk cw (110dmg/150stun)
…leaves you in front of opponent with +2
rh/ex cw (140dmg/150stun)
…leaves you in front of opponent with +4
…offers a large enough window of advantage to link afterwards
…slower start-up; therefore, not comboable on every char
ex cw (100dmg/150stun)
…quicker start-up than rh version with all the same perks
super (400dmg/0stun)
…good damage
ultra (344-495dmg/0stun)
…good damage
sweep (100dmg/150stun)
…knock down
…no quick rise
…offers oki options
neutral throw (130dmg/130stun)
…knockdown
…no quick rise
…offers oki options
back throw (140dmg/140stun)
…knockdown
…no quick rise
combo starters:
-low short (3fr)
>low jab
>super
-low/stand jab (3fr)
>cl. s. strong
>cl. s. fierce
>special
>super
-close s. fierce (4fr)
>special
>super
-close s. strong (5fr)
>low jab
>low strong/forward
>sweep
>super
-low forward (5fr)
>super
-low strong (4fr)
>low jab
>low strong
>super
jump-in
crumple
x-up
-overhead (CH)
>low jab
-low strong poke (CH)
>low fierce
>jab rekka
tenshin
Ok, bear with me here guys.
Q. If I can hit with a far stand jab, what do I want to do and why?
A. I want to…
= special cancel into Fierce Rekkas
= hit confirm into low strong xx super
because…
-Shien will almost always whiff
-CW’s start-up is too slow to combo
Q. If I can hit with a low jab, what do I want to do and why?
A. I want to…
=special cancel into fierce rekkas
=hit confirm into stand jab > low strong xx super
=cancel into super
=hit confirm into low jab xx super
Q. If I can hit with a close s. fierce , what do I want to do and why?
A. I want to…
=special cancel into rekkas to push to the corner
=special cancel into rh shien for highest dmg/stun, and better oki situation
=special cancel into ex cw *character-specific
=super cancel
Q. If I can hit with a close s. strong, what do I want to do and why?
A. I want to…
=link into sweep for non-quickrise oki options
=link into stand jab or low jab for hit confirm into rekkas
=link into s.jab or low jab or low strong or low forward for hit confirm into super
Q. If I can hit with a low forward, what do I want to do and why?
A. I want to…
=cancel into super
Q. If I can hit with a low strong, what do I want to do and why?
A. I want to…
=cancel into super
=hit confirm into low strong into super
If I have super:
and am close…
=s.fierce (4fr) xx super
=s.jab (3fr) > low strong xx super
=s.jab xx super
and am far…
= low strong xx super
If I don’t have super:
and am close…
=s.fierce into rh shien
=*s.fierce into ex cw
=*s.fierce into fierce rekkas
and am far…
=stand/low jab into fierce rekkas
=sweep
I posted a video of this very loop.
[media=youtube]dE8OES7DBaw[/media]
No one pays attention to me :crybaby:
:u: Did he say something? :lol:
j/k J
I just need to take a moment and thank Nemesys here. I was having the most difficult time getting Fei’s BnB down pretty much since the game came out. After browsing through this topic and reading this post I went into training and can now get it down 8 or 9 tries out of 10. Maybe I am just having a great night, but I refuse to give myself credit and send 10,000 thanks your way.
Now playing: Blind Guardian - Noldor (Dead Winter Reigns)
via FoxyTunes
the bnb with st.lp won’t work on all opponents if they were crouching when you started the combo.
try to also learn cr.lk, cr.lp, cr.lp xx rekkas. the timing is more difficult but it’s going to help you out a lot when you get those openings on crouched opponents.
Since it’s 2 x c.lp it’s a link. Personally rather than risking failing the link just cut out the extra c.lp that way it’s a much easier cancel. Rather practice this instead > c.lk > c.lp > canceld lp.rekka > hp. rekka > hp.rekka. It’s much easier to deal with and it’s the better risk/reward ratio IMO (especially adding scaling in and the fact that nobody really plays as well as they could when they feel under pressure).
In general when practicing combos that end in rekka, get used to it as a go to. It’s less prone to errors and the whole gameplay of SF is to take advantage of any errors.
Just my humble suggestion of course (learn to walk first before you run) and looking at the mindset of a lot of people including J.Wong to try and keep things simple because YOU WILL mess-up a lot of things you would not when you are under pressure.
Do you use cr.lk, cr.lp xx rekkas that much? I’ve tried this and can barely get it to work most of the time. The extra cr.lp that I was suggesting makes it easier for me, but maybe I’m just weird like that.
I can understand where isurus is coming from when he mentions linking the extra c.lp. It’s better for hit confirming (for those CH-type or more cautious players). For the aggressive types, well…they pretty much freestyle with Fei anyways.
Personally, I’m more at the point where I won’t settle just the regular bnb rekka combo anymore (on hit). Depending on the opponent, more or less I’ll throw the tenshin in there and double it out as fiercely as I can.
Thanks for the brownie points, Daffu! :tup:
Hmm, really? Guess I’m just used to it myself (the cancel properties). Then again, I’m on pad (Saturn) and i find cancels work much easier on pads while links work much better on sticks (being able to piano them with more than just 1 finger/thumb)
@ Nem, personally I’m comfortable with stopping at 1 rekka or 2 when I have that many hits to decide (c. lk > c.lp > lp rekka is 3 hits)
CH stuff:
low jab > low strong
low strong > jab/ex rekka
low strong > sweep
low strong > low fierce
f+mk > stand/low jab
f+mk > low strong
what do you guys think of c.lk, cl.lk, c.lp, rekkas?
its a 1-frame link between the cl.lk and c.lp, but at least the cl.lk doesnt whiff on crouching characters.
We’ve discussed about this in the video thread. In a fight against C.Viper I was able to link cr.MP to rekkas. We thought in the 1st place that the engine just “forgot” to display the counter hit property. I also said that this could be possible in some way according to frame data.
Here is the confirmation at 0:12 http://fr.justin.tv/clip/415b7667764aa88e
This is good to know but since this involves knowing the exact frame on which you hit with cr.MP and pulling a 1 frame link it’s kinda hard to do consistently in match.
Very cool infoes
Yea, I’ve seen replays from others doing it like cr.mp>cr.mp>rekka and it counts as 5 hit combo, so I’d say the counter has nothing to do with it, as we all know you can link FeiLong’s cr.mp twice.
I’ve also done it a few times. But most of the time a delayed super comes out instead. Needless to say, I get punished big time afterwards depends on how my opponent reacts. lol
I thought we knew that cr.MP to rekkas will connect on a counter hit.
After losing pretty much every match I played tonight against random people online (which I half blame on me getting used to the HD lag, but it is mostly me being just bad overall) I decided to just go into training and test some things out. This simple combo helped me get the timing down for the s.FP link after the CW somewhat consistently, as opposed to hardly ever in the past. You get +2 cookies good sir.