That is fair enough however if ken is punishing your lp rekka you need to work on your spacing because its not easy for ken to land it from further distances. Test this in the lab yourself.
The nerf to the range of lp rekka also makes it easier to constantly hit max range.
In ae2012 this match up was heavily in fei’s favour and in Ultra it still is.
Their is no need to choose gouken against ken you just need to work on the match up.
I don’t know where you guys are getting the better/more fun stuff from. He’s still good, and his core game is intact, but at times, he’s about as fun to play as a goiter.
He’s got so many quality of life problems due to his cr.lk changes that it’s not funny.
Either make it so that it doesn’t chain at all, or make it chainable. You can’t plink with cr.lp because if you mistime it, you get a cr.lp instead. You can’t OS with it unless you throw an OS rekka - in which case stand jab doesn’t hit all crouchers. You can’t do cr.lk cr.lp cr.lk cr.lp xx rekkas consistently because some characters still have magical hurtboxes that disappear into themselves if they get hit. The list goes on.
He never had a true BNB due to the way the game worked, but this has just fractured off his stock combos into about 10 different directions. And there’s no guarantee you’ll get the one you want due to the way the move works.
The ONLY combo he has that works universally with an in built OS is cr.lk qcf+lk+lp cr.lp xx rekkas. And that requires the same 1 frame cr.jab link that they tried to ease with the cr.lk +frame changes. It also existed in AE 2012 and was done by approximately no-one.
It’s the only normal in the game that I can think of that operates this way, and with good reason: it’s awful in practice. Commit one way or another instead of making us work around such poor implementation.
Ken vs Fei was not heavily in fei’s favor, speaking to Wao about the MU he didnt think it was that bad, in ultra it probably even with ken ground game being buffed and feis being nerfed and that ken can’t get away as easily.
And what makes it easier for ken to punish rekkas easier is the pushback nerf not the frame disadvantage on block.
I’m having a good time with the new fei. Cr lk to mp is great. Cr lk to st hp is great when I time the link right. Still adjusting to the new rekka distance, it’s kind of exciting playing even closer to opponents I’d have given more space.
The dual cr lk has been hard to break as I’ve been using it for about five years . Rfa can be awesome. And dual ultra can shut smarter opponents options diwn
Lol dude Gouken is my main and has been my main for a long time and thats mainly why I use him in that match up. I only starting playing fei long this year and im getting better and better and I STILL beat kens with fei long. I just noticed that ken has a long range 4 frame crmk that CAN punish a blocked rekka if not spaced maxed range. Ken is not a problem for me using fei its just I prefer gouken sometimes because i have been playing him ALOT longer lol. I am not complaining much about fei its hard to because his character design is dam near flawless and he is such a solid character unlike gouken lol. Fei long is awesome! Now capcom make standing jab hit crouchers lol
Ya, I tried to say something similar earlier but apparently having a new character and distance dependant link or a new 1 frame whiff punisher constitutes as great fun. I mean sure the juggle Ultra is great but that’s about the only thing I can say is more enjoyable personally.
I don’t think many people have let it sink in nor played a heavy turtle.
The reason most of these guys sound so optimistic/dismissive about his nerfs is because they’re basing it off of online play and the usual sort of ‘competition’ you find online. The majority of ppl online are antsy to get in and start pressing buttons; they love pressing buttons whether they’re on offense or defense – Fei feeds on these sort of antsy players.
So Capcom nerfed his two universal tools: rekka pressure and chain-able cr.lk which played a key role in his upclose pressure. As a compensation they gave him mostly situational buffs which folks here are so excited about, namely the +4 on hit cr.lk and cl st.hp increased recognition range. Except just a few minutes in training mode will reveal that incorporating cl st.hp into his combos is just not reliable because the combo needs to be done point blank as well as it being character specific – it’s not universal. Also factor in the fact that cr.lk on block is neutral and opponents have 4 frames to easily mash out something if you were trying to hit confirm two cr.lks in hopes of landing his new ‘buffed’ cl st.hp combo.
The only buff they gave him that’ll matter in actual competition is the guarantee three hit Ultra 1 juggle; it’s universal enough to be good reliable damage.
He’s still solid and definitely top ten material, but don’t fool yourselves into thinking he’ll continue to have the same impact in tournaments.
He’s talking about an article posted on Eventhubs. The article can all be summed up as “What do you think of X/Y/Z? Well, X/Y/Z certainly seems strong. Yeah I agree, X/Y/Z is strong.”
And Mago never specifically said that they were top 3, just – again (lol) – that they seem “very strong.” He also seems to think Viper is weaker this time around. Go figure.
Either way, we’ll all see what’s up in the coming months.
Try playing Sagat dude, shits retarded. You literally can’t throw anything from any distance. He didn’t even need that buff, that wasn’t an area he was troubled with. Another Capcom special.
Its pretty scary, i play offline with a friend (3s player who has made top 8 in evo… has really good reactions and is solid in sf4). Once he gets U1 he’ll start throwing moves and buffers U1 in them. He then come in my cr. fierce range and baits it (at this point he can punish cr.hp or cr.mk). He now can focus for free and gain pressure (at this point i can’t focus), which means i need a loaded super to counter / dash in (risky) cr.jab rekka. Its a scary meta…
I’ve decided to hold out until the physical retail so I haven’t had the chance to play.
I was wondering, has the rekka recovery nerf made any impact on non-EX Rekka when it’s used as chipping out for wins?
With the nerf in AE, the transition from Rekka (2) to Medium or Heavy Rekka (3) is not a true string. Fortunately, I don’t think there is a gap when ending in Light.
Has anyone noticed if maybe there is now? I’m awful with putting two-and-two together when it comes to frame data.
Fuudo has a 68% win rate right now I think when he had 89% win rate before. I think that says something. It’s not just the nerfs but the matchups got worse. Just as I predicted. Fuudo is the Fei. I hope he sticks to the characters because I love watching his Fei.
Fei is still top tier, the damage he gets from ultra is pretty stupid so he has a big comeback factor something he didnt have previously, some matchups have gotten worse like sagat and some have gotten much better like cammy and akuma.
Is it just me or has the ken match up gotten worse because i am having the hardest time fighting ken now. Poison is hard to fight as well due to her really good fireballs.
I think it has more to do with the fact that he’s still learning the new matchups and adapting to the changes. Fei’s neutral game is definitely weaker, that’s for sure, however his close-up game got much more damaging and his ex tenshin is much more threatening than before.
Let’s see how things will balance out, though I must say, he’s a lot more fun to use and less linear than AE. His command throw is now an important part of his offence, whereas before, he was all about frame trap, frame trap, rekka, repeat.
Honestly , I think the opposite. He’s more linear than ever before. Command grab was always powerful (if anything it’s weaker due to scaling) and the startup on EX is irrelevant, you got hit with it either way before, you just can’t cancel off a jab now. I’d say I’ve implemented the new close fierce in less than 10% of my matches, actually even lower than that. How many people here can honestly say their close game got better? You’ve got massive gaps between everything you do, and if you don’t opt for the easy Bnb you could be looking at one or two 1 frame links. The DWU means his ambiguous stuff is easier to counter also.
The Ultra juggle is the only thing worth mentioning for me and the fact he can make half decent use of the new Red Focus mechanic.
Not saying he’s not good, I just think people are getting pumped up for his changes for absolutely no reason. Close HK less push back…who cares.
I agree with Highland with close stand fierce being much of a game changer as fei your not really going be close range with fei besides punish situations your going to spend most of the time mid range as usual. cr lk cr lk st hp isn’t good because your giving up block string and at a risk of being punished, it is better to do cr lk cr mp as while that is not a true string cr mp puts you at a frame advantage. St hp only shines where st lp hits crouchers and only a few characters cr lk st lp st hp combos on crouching.
EX command grab is waste of meter normal command is just better it has more utility, due to fuzzy guard sets ups still work with normal command grab.
I think it’s more him not playing the game as much hes been trying to become the best in other games like Tanks, he hasn’t been playing street fighter heavily for a long time even in 2012 was more focused on gunslinger and tanks lol.