Yes, the setups i use are constant offense and using block jabs for my setup
More like a high risk high reward type of option. Take the risk, if succeed, harsh punishment. If fail, receive the harsh punishment.
Okay but Iâd say youâre seriously limiting your offense game without it. Knowing the range of each rekka ken and how to pin your opponent down with them is whatâs important. Iâm just really curious to know how you play Fei Long BubblanâŚyou say that Rekkaâs and Chicken Wingâs are useless so um, how do you even pressure your opponents?
Training Room Dummies donât count as opponents.
Jk, Bubblan.
QFT. Rekkas are essential reallyâŚitâs half of Feiâs game.
Iâm just interested in seeing what Bubblanâs gameplay is really like now. No reliance upon Rekka nor CW. Interesting, really.
lol i wrote that stuffed because I am pissed off at this gameâs defensive nature. I never really thought much of SFIV but at least I had fun with Fei but I just canât enjoy myself anymore. Not only are throws, high/low mixups and pressure worse than ever. No rapid cancelling, invulnerable backdash, the fucking ultras and better than ever shoryukens with FADC->ultra is what really makes this game awful. Blocking for 30 seconds just to get a Bison to drop his charge is what ultimately made me drop SFIV but really if youâre holding db for 30 seconds because itâs your best option that usually means itâs a terrible game.
Ill get back to SFIV when itâs patched beyond recognition but until then Iâll be playing 3s and hopefully BB
ps lk, mk and hk CW suck
ps#2 SFIV is dead in Sweden:encore:
Playing like a turtle will always suck. If you start using Rekkas and CW as suggested, you might actually develop something of a pressure game. Iâve never had to turtle for 30 seconds to find an openingâI make my openings with pressure. But thatâs all moot, youâve already given up on the game.
Itâs this kind of thinking that gets you stuck in a rut. Iâll admit that I may have underestimated Tenshin in the past; Iâve started experimenting with it more and found it to be somewhat workable.
By counting out a move based on sheer logic you leave very little room for cake. Tenshin, by my logic, is horrible despite the opening it creates for damage (slowâcan be thrown out of/jabbed via option select, SRKâd, etc., and also HIGHLY punishable on whiff). Nevertheless, Iâm willing to give it a try and put my points on the line on XBL just to see if it works. If it doesnât, my gameplan doesnât change, for better or for worse. If it does, then thatâs freaking awesome and Iâve got a new tool to play with.
Some reasons/opportunities to use LK CW:
âMax range (land out of throw range) against anyone with a 4-frame jab, and no special counter </= 4 frames (Viper, Abel, Gouken, for instance)
âMore likely to keep you in front of a crouching opponent than MK or HK, so it may be the preferred tool if you can land it.
âShort-range travel to catch up to turtles while building meter.
âCan catch some back-dashers with the tail end of the move.
âAn easy (delay-able) follow-up to Flame Kick> FADC.
âQuick counter. Launches faster than any other CW, and gives you the same aerial status (avoid throws and ground-based combos).
âCross-up on a downed opponent for mind games and messing with charge characters (does not have to be at point-blank like f+MK).
MK CW:
âAbel/Gouken spam to dodge throws and break Hyper Armor.
âCross-ups on large crouching characters at throw range (2 of which are listed above).
âAnother easy follow-up to Flame Kick> FADC.
âCatches back-dashers; if you anticipate a back dash, use this for 3 free hits.
âSafe on block (-2 is virtually the same as +0, except against Zangief); the negative frame advantage might also help if youâre aiming at a Flame Kick follow-up, since an SRK reversal will have already expended some invincibility frames.
âMedium-range travel while building meter.
âBest speed/damage output of all the CWs (considering HK is so slow now). No, MK did not get âbetterâ in terms of actual physics, but it is the best now.
HK CW:
âStarted fooling around with this, and itâs brilliant for approaching Seth/Dhalsim. Launch as soon as you see the stretchy arms and you get a free hit with a +4 advantage (I believe Tsua was talking baout this before, so credit to him). Works for dodging Fuerteâs attacks easily as well. (Still experimenting with this move.)
âSame aerial status as the other CWs means you can use it for Abel/Gouken spam if youâve set them up in a turtle position.
âSafe on block (except against Zangiefâs Super/Ultra).
Good stuff kobra we gotta rematch soon lol CW spam again!!! since i cant trap u in tenshin nemore T.T
Answering Nosone
The reason I was turtling in the first place was because I had life advantage so I forced bison to find an opening without the ability to use charged moves.
lk cw: Is there even a reason not to be using lp rekka instead of lk cw? Maybe it jumps over a low but the frames are not worth it.
mk cw: Definitely better than lk cw simply because of the frames on block/hit. Did anyone use this before hk cw was nerfed and should it really be used for that reason? This move is easy to counter from a distance, if blocked itâs -2 and thereâs no damage potential in this move(unless you score a CH off the last hit but thatâs just not gonna happen unless they screw up a counter). Also Nosone you use mk cw way to much.
hk cw: It does not work for approaching Dhalsim if the Dhalsim is any good. It only works as an anti-throw on the taller characters (not including Gief after SPD)
Did I ever say that rekkas suck? I just said that tenshin rules and I get all sorts of reactions. About the rekkas for chip damage I really thought he was joking but maybe he wasnât.
Edit: Got a bit sidetracked there but whatever. This is not about Fei or my Fei. I wrote that tenshin rules because I was sick of SFIV defensive and tenshin can actually force out damage/actions. Again to make it clear I really though that Hotdawg_SKA was joking how did people interpret that as me hating on rekkas (i do hate on non EX CWs so thatâs ok). I just donât like SFIV and in Sweden no one (not random) plays SFIV so thereâs absolutely no point in even bothering.
Sure, if youâre going to judge a game based on the instance where you have a life advantage and your opponent doesnât have a good approach strategy, thatâs your take. I would scratch that up to your opponent not knowing how to close distance using normals only.
-Invincibility frames always screw with your opponent; this not only applies to low attacks (which it dodges completely), but standing attacks as well. You wonât get in on Sagatâs standing HK with Rekkas (youâll get hit with two kicks on the ground), but you may with CW if you time it right (hit with one kick if you miss the counter opportunity). The fact that it dodges lows is also extremely important. How do you think Ryu sets up fireballs at close-range, and how does Bison start his scissor-kick combo? Random lows are common in SF4 since they create such great openings.
-Dodges/counters random fireballs and a random ultra by Ryu/Rose mid-close range.
-Catches jumping opponents for 2-3 hits; if your opponent jumps or uses a move that makes them airborne, Rekka will only get you 1 hit in the case of a counter.
Youâre using logic here that doesnât match up with your belief that Tenshin is the best. Start-up frames are longer than Rekkas, yes, but itâs still not easy to predict/counter if youâre not looking for it.
[edit] Iâll give you the argument on the bottom that you only wrote that bit about Tenshin in anger. Still, excluding techniques from a game is crippling IMO.
If youâre using MK CW at a distance when your opponent is ready to block or counter, youâre not using it right. First, youâre not maximizing chip potential. Second, youâre allowing your opponent the time to respond not only the start-up frames, but the attack frames as well, giving them much more time to prepare. Third, you use up invincibility frames at a distance where you couldnât possibly be hit. If youâre using MK CW at that range, you deserve to be countered.
And I donât use it that much. Youâre basing that statement off a couple bad videos of me. Throwing MK CW at the wrong time or distance is a bad habit of mine when I panicâitâs still a viable tactic against Abel/Gouken. The Gouken and Chun-Li vids that you see of me are only a couple out of dozens upon dozens of sets in which I win about 80-90%. These guys had the chance to adapt to my game, which forced me to change mineâin these vids youâre only getting that awkward period in between when I realize that theyâre starting to do something new and I need to change my own tactics.
Iâm not advocating throwing out random HK CWs to catch Dhalsim as heâs running away. What I suggested was to use the invincibility frames to dodge a stretch punch (jumping or crouch) to get in a free hit/advantage. A counter/approach if you will; itâs purpose is to catch Dhalsim during his recovery, not just to be thrown out there for movementâs sake. To be fair, if the Dhalsim is âany goodâ (by which Iâm sure you mean really good), youâd be hard-pressed to find any viable tactic against him. In any case, I only offered HK CW as a possible tool to help Feiâs in this match-up, not to be pompous.
Cool. :smokin:
[edit] This internal âSFIV sucksâ or âFei-Long sucksâ thing really isnât cool though. We know where heâs good and where he fails, but we love the character and weâre trying to make him work for us. Just putting it out thereâtry not to kill our fun.
I wasnât gonna bash on SFIV but all the negative comments following my tenshin/rekka chip comment (which is -4 ie not for pressuring) just made me feel like ranting. I shouldâve bashed on some people as well.
Nosone:
Sure, if youâre going to judge a game based on the instance where you have a life advantage and your opponent doesnât have a good approach strategy, thatâs your take. I would scratch that up to your opponent not knowing how to close distance using normals only.
hk cw stuff
This internal âSFIV sucksâ or âFei-Long sucksâ thing really isnât cool though. We know where heâs good and where he fails, but we love the character and weâre trying to make him work for us. Just putting it out thereâtry not to kill our fun.
#1 What I mean is that because of strong defense Iâm better off blocking and waiting for something to counter than to pressure the opponent.
#2 It just doesnât work that way even if you dodge the limb youâre usually not gonna counter anyway or even worse sim punishes the hk cw. hk cw is just that slow.
#3 Fei Long is the reason why I played SFIV so heâs still GOD
Hey Bubblan, Iâm sorry about what I said earlier. Didnât mean to sound negative. Heck, Iâve been in such slumps on certain days where nothing will connect and Iâm gettting countered for the craziest stuff. Times like that, Iâll just put the game down and cool off for abit, pick it back up later.
Learn the matchups, know what your opponent can do, build your reaction time to be faster than your opponents. Start the match with the mentaility of tearing your opponent down. Shoot, sometimes I scare my opponents when I corner them straight up against the wall and then I stand right there in their face hitting them with pokes. Once you invade your opponentâs personal space, they freak out big time.
âNo guts no gloryâ type of mentality = Me!
:lovin:
I like to go with the believing approach. I believe that my random ultra will hit, unfortunately they rarely do:lol:
Better than believing and having guts is to be patient and alert at all times, donât attack when you donât need to and wait for something to work on. I may go to super vs battle in England and I BELIEVE that if I play like that Iâll perform a lot better. Just too bad I canât keep that kind of focus for long.
lol sry Guts n Glory is kinda my style especially being in your face play lol since using tenshin traps of getting my opponent to open their tight guard is my forte. while using rekkas to get in or ex rekkas to throw off the fireball to get in closer XD constantly attacking and blocking wisely and counter with flame kicks is my offensive style with fei.
I liked Nemesysâs no guts no glory better :lol:
Nuff said. Rush him, anticipate and punish. I know one thing: itâs so satisfying to dizzy your opponent and doing Taunt 9.
Now I gotta know this. Is feiâs overhead really punishable when it hits?
Still donât have taunt 9. How the heck do I get that? Want it so bad.
Then again, I canât taunt anyways. lol.
Played a Blanka user earlier. Iâve gotten better at punishing blocked balls (dash :forward: Rekka) which was a plus. At one point in the match, I was standing a little inside Blankaâs sweep range. I kept poking him (and getting counter hits on him too) with crouching medium kick and only the first rekka. Funny part about it was he kept trying to electricute and not do anything else. This went on for a good twenty seconds before Blanka decided to switch to doing something different.
My son: Dad, whatâs wrong with that Blanka? Heâs just sitting there getting poked to death.
Tenshin setups
i went to training mode to test out some different tenshin traps. found out that jump in RH followed by a normal tenshin on hit is **air tight **against jab mashers, or anyone that dosent have an inv reversal to mash out.
the ex version is air tight on block and hit, vs mashed jabs after a jump in RH. in fact if the rh hits too deep, the extenshin will wiff. the normal tenshin is almost air tight on a blocked RH, but 3 frame jabs squeek out every now and then.
id use EX every time, in theory, just to be safe.
i found this to be quite interesting as certain characters who turtle have almost no way out of getting hit with the tenshin:tup:
Been using tenshin setups in 2 different ways. The first 1 is to gauge how good my opponent blocks crossups. If they know how to block crossups, then itâs time to add tenshin into the crossup:
Crossup :mk:, st.:lp: xx Ex Tenshin. (Use the mk to hit confirm).
The 2nd method:
When they block your BnB:
Cr.:lk:, st.:lp:, cr.:lp: xx Rekka (1st rekka only) > Ex Tenshin. (use lp or mp rekka only as the hp version goes too far). This one works awesome on Guile/Blanka/Balrog users. Iâve gotten it to work on some Abels, a few Bisons and it never seems to work on Ryu/Ken/Sagat.