2 questions…
Are you playing online?
What is the skill level of your opponents trying to do on your blocked rekka recovery?
2 questions…
Are you playing online?
What is the skill level of your opponents trying to do on your blocked rekka recovery?
I’m in the lab testing stuff.
I’m testing reversal timing dps.
Actually Neville is right, it can’t get hit from a “perfectly” spaced rekka , although the “perfect” range just so happens to be the “perfect” point where you’re opponent will be pushing their own far normals (buffered into special) to counter poke your game. Basically it’s like a mexican stand off.
It’s easily possible for sure, but anything from the wrist up is a DP for Sagat or a cr.lp XX TS if he doesn’t want to take that risk.
I’m also finding his pressure strings awkward and opponents are teching less because of the push back distance which means they are not falling for frame traps. Overall yeah, he’s still ok, but it definitely feels like you’re playing a gimped version. The Ultra buff is nice but feels forced, like it’s the excuse to make his overall game worse. Tenshin, yeah it’s faster, but it was fine before for me.
Not trying to sound downbeat, I’m just not feeling the buffs. The St.hK offers minimal reward, the close fierce is a sticky link although not too bad once you get it down but it seems char specific.
Then just don’t LP Rekka at bad ranges. It really is as simple as that.
Then just don’t LP Rekka at bad ranges. It really is as simple as that.
I totally get that, I’m just looking down the track at how matches will unfold. I’ll let the game settle in before making final judgment.
Of course the 516 damage combo only works on the characters that are hit with 3 hits on the CW. But you can always cw > cl.hp xx ex red focus > ultra … 515 damage or something
Can’t wait to get off. Feis my dude! I’m playing him regardless, less complaining more training. Imo he’ll still be solid.
Of course the 516 damage combo only works on the characters that are hit with 3 hits on the CW. But you can always cw > cl.hp xx ex red focus > ultra … 515 damage or something
"M Rekkukyaku 3rd hit hitbox greatly expanded upward"
that was one of the buff’s so we should always get that third hit.
from my lab stuff fei seems pretty good. he’s just different
Some observations while in training mode for about 45 minutes (had to leave for work):
In the corner: dp>fadc back dash>U1 juggles for 3 hits (haven’t tested on entire cast yet)
BnB c.lk>c.lk>s./c.lp>c.lp>lp Rekka still works if your muscle memory uses c. Throw tech for the first two hits; the second c.lk just turns to c.lp instead.
Dp>fadc>mk chicken wing: delay your timing a bit to get all three hits. The U1 after the juggle missed a couple times while testing on Makoto. Haven’t tested on entire cast yet.
Lp Rekka is actually not too bad, but as others have already mentioned, you definitely have to be on point with your spacing. Guile cannot punish w/ flash kick if the Rekka is properly spaced. Sagat can only punish w/ fierce dp as well (will have to test w/Sagat more, though).
Those of you used to Ryu’s dp>fadc>U1 will feel right at home here. At least 258 damage with W Ultra scaling.
So… Fei is still strong! I just won 6 games straight on a 18k bp bison I have on my list. Decapre is something else haha.
Though we lost cr. lk chains, I feel like cr lk > cr lp > cr lk > cr lp > lp rekka hits so much easier now.
I’m having fun using the nerfed range on LP Rekka as a meter build tool, not as upset with that change at all after trying it out for other things.
To be honest, they’ve nerfed his LP Rekka to:
A) Lower the percentage of times Fei has an opponent cornered.
B) Give characters a fair punish opportunity - some characters just couldn’t punish it.
But from a game design perspective, they’re trying to accentuate Fei Long’s whiff punishing and movement, and make him a fairer but more rounded character. Max range LP Rekka (historically) has always been to pressure and force the opponent into whiffing a button so that you can punish, not as an all-purpose poke. In ST, he was always punishable unless spaced correctly perfectly or if the correct series was used. They’ve replicated that feel but saw that he may not get as much damage off errant Rekkas, so they’ve given a bigger reward for players that use his other tools to whiff punish (cr.MP damage buff), to frame trap (cr.LK +4 to allow for higher damage) and to anti-air (CW and Ultra 1 buffs to get more damage from FKs).
On the surface level, people will just see him as being nerfed utterly but really he’s just more rounded, fairer and more fun to play in all honesty.
His bad matchups haven’t changed; they will still be bad matchups, but that’s part of the game. Just learn to accept it and play it out. He’s not completely helpless!
To be honest, they’ve nerfed his LP Rekka to:
A) Lower the percentage of times Fei has an opponent cornered.
B) Give characters a fair punish opportunity - some characters just couldn’t punish it.But from a game design perspective, they’re trying to accentuate Fei Long’s whiff punishing and movement, and make him a fairer but more rounded character. Max range LP Rekka (historically) has always been to pressure and force the opponent into whiffing a button so that you can punish, not as an all-purpose poke. In ST, he was always punishable unless spaced correctly perfectly or if the correct series was used. They’ve replicated that feel but saw that he may not get as much damage off errant Rekkas, so they’ve given a bigger reward for players that use his other tools to whiff punish (cr.MP damage buff), to frame trap (cr.LK +4 to allow for higher damage) and to anti-air (CW and Ultra 1 buffs to get more damage from FKs).
On the surface level, people will just see him as being nerfed utterly but really he’s just more rounded, fairer and more fun to play in all honesty.
His bad matchups haven’t changed; they will still be bad matchups, but that’s part of the game. Just learn to accept it and play it out. He’s not completely helpless!
I couldn’t agree more. Not going to lie i was a bit ticked when i saw the change list and noticed he got pretty much 90% nerfs lol, but after getting my hands on the game Fei is indeed more fun (imo) i love having to space things properly and thinking more in my play. The buff to his Ultra is probably my favorite thing he has now. It got me so many wins that i would still have to fight for in AE 2012. The new tenshin speed has gotten me hate mail for how much i use it now (still trying to kill someone with it xD!) All in all i still see Fei placing big in tournaments and winning them even, as long as the Fei player has footsies and understands this new version of Fei
any jumpin besides the light attack can combo into cl st mp walk forward cl hp rekkas on some characters like elena, seth etc
Red Focus: anyone find any practical uses for it yet?
Been shown, I didn’t find this.
Hk / ex cw, st hp rfa (don’t dash because of scaling) u1
Cr lk, st hp (same as above)
I haven’t had much time. I’ll mess around with it later today. Desks perfect rfa find might yield something, but considering fei’s combining its unlikely.
Been shown, I didn’t find this.
Hk / ex cw, st hp rfa (don’t dash because of scaling) u1
Cr lk, st hp (same as above)
I haven’t had much time. I’ll mess around with it later today. Desks perfect rfa find might yield something, but considering fei’s combining its unlikely.
What’s that supposed to mean? Does dashing from ex red focus cause more damage scaling?
Red Focus: anyone find any practical uses for it yet?
So I don’t remember the numbers perfectly, but I think CW > CL.HP XX EXREDFOCUS > ULTRA does 510 or 515 damage (but I think I dashed after red focus, and now I’m eager to find out what Rajin meant). That’s three bars and a full ultra (four bars if you use the ex cw to go trough fireballs etc). In my opinion that makes red focus useless, because you can get 516 damage for two bars like I said yesterday.
any jumpin besides the light attack can combo into cl st mp walk forward cl hp rekkas on some characters like elena, seth etc
J.MP on some.
There’s also a secret Fei Long nerf, whether it was intentional or not. Try cl.HP xx MK FK FADC MK Chickenwing on Ryu/Ken in the corner. You’ll find that 8 times out of 10 you’ll hit the first part of the Chickenwing and the rest will whiff. You can get all three hits, but feels like 1f timing. You can substitute it with LK CW, but then the Ultra link afterwards is MUCH harder.
Don’t dash, the full animation scales harder than the three juggle hits because the flurry of punches adds quantity to the combo.