i find it really hard to control a hp to flame kick cancel. anyone got any hints for the execution? i find myself mashing db and k for it to come out
close mp, close mk, close fierce, close jab, c.jab all cancel into flame kick. you can it confirm it too by doing c.lk,c.lp xx dp+k or c.lpx2 xx dp+k
Does his EX rekka have any special properties like invincibility or going through fireballs?
Also when is the fireball invuln on his chicken wing? I donāt have anyone to test with atm.
From a far it can nullify fireballs as long as the flames are on his fist.
Doesnāt the game have a record option for training mode?
In the FAQ thread, it was mentioned it does.
edit: never mind, day 1 impression rant.
Does Fei still have his Air throw?
fei had an air throw O.o, to answer your question no.
Feiās fierce Rekka can punish the shit out of blocked sweep. I think it needs to be a reversal for it to count as a counter hit, though. Works great on j. rh to sweeping n00bs.
Also, EX flame kick can shit all over regular fireballs, dunno about EX ones. Never tried EX Rekka against a fireball, but I know his Ultra can bumrush it and nail the opponent with the first hit, but the second hit might not connect due to the knockback and distance. Prolly works in the corner.
His EX CW does armor break too, I believe. I dunno if itās specific between the three hits, but it cracks dat shit open.
Each CW armor breaks, but only the first hit.
I swear some moves sometimes armor break, it seems random >>
OMG!
EX Rekkas destroys Projectiles! Didnāt know that. Found out on accident.
Doesnāt destroy projectiles on startup though.
Is this thread only concerning special moves/supers/ultras or can we also include normal move data (e.g., range/hitbox, recovery, cancel properties, damage).
I have picked up Fei since using him last weekend in a gaming session and noticed he has some decent tools to play around with. I have some ideas and questions, but will just focus on questions right now.
I donāt own a 360/ps3, so I only play IV in casuals/ranbats/tourneys, otherwise I would be in training and challenge mode rushing this shit down:
feiās normals:
which differentiate based on range? so far, iāve read and noticed he has close fierce and fierce? anything else?
*c. fierce goes under fbs?
*c. short is his best tic for throws?
feiās special normals:
- f + forwardā¦slight advantage on block/hit? only links on CH? how good is the range?
- f + roundhouseā¦2 hits iirc. how does the sequence go? is it forward ranged kick, then uf ranged kick? or is it uf ranged kick and forward ranged kick? i think it is forward kick first and then uf kickā¦can it be canceled after the first hit?
feiās movesetā¦
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chickenwingā¦not a big fan of the motion, so i join the hate sfiv cw motion fanclub. can link after a connected hk cw and ex cw? only ex cw is safe on block? interesting that there is a slight invincibility on start-up. given how small the invinc window tho, timing has to be down iām sureā¦but this means he can possibly avoid ex fireballs and akumaās multi? sagatās high tiger shot still smacks him tho i assume (is fei short enough to walk under?)
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rekkasā¦it would be nice to know the definitive for this lp rekka max range; can anyone record who is willing? sux rekkas canāt be fadcāed (so only dp is fadcāable?)
*moreso for the fei strategy thread, but if rekka could be used for the advantage of stun and pushing to the corner, it might be a nifty option of just fierce, dp
*i want to go into this more in a fei strategy thread, but how many rekkaās vs ex rekkaās does it take to stun, say, ryu? can fei utilize stun in his game to a similar but somewhat lesser degree than yang in 3s w/ mantis and ex mantis?
*sad someone wrote that ex rekkas donāt bulldoze through fbs on start-up b/c it would be a nice addition to his footsy game at itās max range. why doesnāt it? this makes no sense in regards to ex moves. ex rekka doesnāt gain ex properties until the flame starts? that sux
- rdpā¦how much forward range does this thing have on itās hitbox? how good is the recovery of lk dp? i want to go more into this in the fei strategy threads, but how many lk rdps does it take to build 1 ex bar? say, fullscreen whiff scenario
*different thread, but i wonder what his juggle options are off of rdp xx fadc; like i know he can do dash up rdp, or cw (?), but can he juggle with well-timed rekkas or some sort of reset scenario into tenshin (e.g., focus xx dash forward, tenshin, s.fierce xx hk rdp xx fadc xx dash forward, j uf.jab, land, and have them flip into tenshin)?
- tenshinā¦it appears the popular opinion is that it is pretty slow. ex can eat it a hit AND has more range? does ex tenshin work vs a normal jump-in or x-up attempt? does fei eat the hit and snatch the opponent into it or will it just whiff?
i wish i could contribute more than just asking a shitload of questions. good thread guys and good finds to all who post info. thnx
also, from what i have read, fei seems a bit limited in the armor breaking department. it seems they intended him to focus on using counter focus a bit more than most of the cast? just a thought.
last question: so neither his super nor his ultra armor break? damn. confirmed? really? damn
About tenshin⦠I performed the move on a friend playing as Abel today and before Fei flipped over his back, Abel was able to command throw me out of my tenshin⦠My leg was behind his and everything and the animation was starting and I got command thrown out of it. This was a local game, not internet.
Donāt try ultra to break someoneās armor. My friendās Abel FA absorbed the first hit and connected before the 2nd ultra hit.
Iād rather have Abelās wheel kick properties on Feiās CW than the way itās set up now, to be honest.
Hereās a comparison of the CW to Abelās Wheel Kick
Chicken wing
- can combo after it
- has limited fireball invulnerability (in my personal experience, I canāt get normal CW to work like this yet)
- kinda safe on block if correct strength/distance is used
- not an overhead
- slow start up
- small damage hit box
- big ass motion to pull it off
- only first hit breaks armor (must be very near opponent and they must be standing pretty much)
- damage seems weak (iāll get numbers soon)
Wheel Kick
- really good armor breaking
- kinda safe on block if correct strength/distance is used
- big ass hitbox under his butt and past his feet (effectively farther range)
- seems to have better damage than CW (getting numbers soon)
- is an overhead
- startup seems quicker than CW
- simple motion to pull off
- canāt combo after
I had someone break out of the Tenshin startup too. Fei had his leg behind theirs and they jumped out, after the throw animation had started. There must be some sort of glitch with the move.
with the comparison to wheel kickā¦
im sure u mean that quicker startup and easier motion are "+"s
thereās really only 1 con in your comparison.
thanks renesis! It was late when I wrote taht. yea the wheel kick has 1 negative.
ultra FA is a viable tacticā¦just not in every matchup. some ppl will be able to deal with it some wont. just make sure they havent backdashed.