http://shoryuken.com/wiki/index.php/Fei_Long_(SFIV)
12 frame start-up as opposed to 14 on the normal, enhanced range.
http://shoryuken.com/wiki/index.php/Fei_Long_(SFIV)
12 frame start-up as opposed to 14 on the normal, enhanced range.
great thanks, theres nothing at that link…
Parenthesis was out of place, it should work now.
Just a simple news : Yesterday that EX Rekka negated a “Tiger ! Tiger ! Tiger !” whore to K.O
I really think it’s useful, as it doesn’t only negates projectiles, but triggers a hit confirm AND a Rekka combo. The only tricky part is to know when to launch one.
Damage isn’t always the priority. I believe Rekka x3 does more stun damage. Spacing is also an issue. A Rekka combo covers alot of ground; the third HP Rekka alone knocks them back a full screen. Great for getting them into the corner.
Has anyone else noticed that everything links off of close st.MP? Things you can link off of a cs.MP:
cr.LK (useless)
cr.LP (into Rekkas)
cr.MP (x2 if you’re close enough in some situations)
cr.HK sweep (!!!)
cr.MK (xx Super :D)
st.MP (far version, funny timing and spacing)
st.HP (far version)
These are all very easy links, too. The most useful ones are cr.LP and the sweep. I’m going to have to test out the cs.MP in matches some more. See how useful it is for stuffing and poking, because these links are pretty good.
*ObZ
cr.LK should be able to do cr.LK> s.LP> cr.LP> Rekkas. In fact, LP/EX Rekkas will work straight up (it’s a 1-frame link though).
I wouldn’t recommend s.MP after cl.MP, however, since you pretty much get nothing out of it. Check the Wiki for the frame data, I’m pretty sure this has been scribbled down before.
I was fooling around in Training Mode and it hit me, I wonder if Fei Long’s Focus Attack (Lvl 1) could be used like Abel’s Step kick dash. His FA is pretty fast and long range, and you could throw after you dash cancel. Any thoughts?
Funny you mention that. I’ve been using it a lot recently to go from blocked FA Lv1 to cr.LP> Rekkas with awesome consistency. People tend to let their guard up to try and counter you after blocking FA Lv1. On wake-up, this is a great mind game at max range since if you hit as a counter, you get the crumple; if not, you can back dash for safety or forward dash into further mind games.
Unfortunately, however, there’s enough of a gap to throw out an SRK (I’ve been hit with this a couple of times before). I suggest fake outs to condition your opponent to do nothing or do the wrong thing; use FA lv1 and then back dash a few times before you finally forward dash.
I haven’t been successful using throws out of this yet; seems the dash keeps you just out of range for that, meaning you have to walk forward another few steps before being able to throw.
try hitting 3-4 lk’s, then a lvl1 FA, dash up ex tenshin
Nah, you get pushed too far. You can get the st.LP but not the cr.LP.
Yeah it’s pretty useless, I just put it down for completeness sake.
Actually, with some more testing I’ve found that some of these links are character specific. cl.MP > sweep doesn’t work on Guile, but cl.MP > st.MP is much easier to connect with than on Viper.
*ObZ
Standing Fierce Punch (not the close), any good uses? I find the range to be somewhat disappointing on this one.
Range isn’t too big but it’s still a great poke at the tip of the fingers. Hefty damage for a single hit and keeps them at a nice distance. If you’re feeling confident, it’s great to stuff blanka balls with too, but online, it’s visually tough to do. For me anyway. I also sometimes use it (or use to and since forgot to) after a block string. Once you’re pushed out of throw range, can pause a sec to see what they do then toss the FP to hopefully stuff their next normal or dash.
Yeah, its damage is definitely a plus. Even when you trade (which doesn’t happen a lot) you still win cause of the 120 damage it inflicts. I like it more now.
It’s a little late an I’m too tired to search around this section to see if this has already been discussed, but has anyone tried this?
After landing an ultra when you both land immediately launch a hk.CW… you’ll fall directly behind the character an recover the second he gets up leaving him open for a flame kick or an ex.tenshin if he catches on an decides to block. Whatever you do is up to whether or not you have a good read on your opponent.
Takes a little practice but I’ve found it pretty useful an a great way of saying “I’m not done yet!” =)
When you guys Hvy CW what do you guys like to do when it is blocked? Are you situational like if you knew the opponent is block happy and so you go for the throw or do you go for some block string? Or do you block against something like a flow chart ken.
Situational definitely. It’s a total rock paper scissor on block… almost lol. Thanks to the new frames of invincibility and how it just works now, I just toss another HK CW. I’ll do this until they learn how to deal with that, then they’re too afraid to do much of anything later on in the match, allowing me to backdash safely.
I like to use this on waking up opponents at max range especially if they tech wake-up. It works pretty well.
I’ll follow through with the St. FP XX lp.Rekka Ken (x2) > lk. Flame kick > FADC > Throw.
In addition to the throw, I’ll be able to add in some chip damage to it as well.
On a side note, has anyone noticed that there’s different recovery times on which strength Rekka is used? The lp Rekka (excluding the third and final hit), you can almost buffer instantly into the Flame kick/HK Chicken Wing. The FP version it doesn’t work as well.
Blocked CW: nuetral HK, cross up j.mk, throw, jump backwards.
i’ve used st.MP > cr.LP > rekkas quite a bit.
after a HK.CW i usually do cr.LP > rekkas, unless the opponent is a good SRKer and im off on my timing. if they do block the rekkas, i go into more mind games > pressure.
st.HP > LK.CW combos, but I don’t know why you’d want to do that instead of a HK.hot foot.
cr.MK stops Guile’s cr.RH after the first hit. useful if you have super
i usually try to rekka after anyone’s sweeps or heavy attacks that i block when they don’t cancel into something else.
on anyone with out good wakeup AA, I’ll either crossup or jump straight up HK, st.LP, EX.CW. or backdash as one of my usual games.