This may not be much, but I was messing with it in training vs CPU RYU. For another corner game I know the whole turtle thing is weak sauce, but perhaps (haven’t tested this online yet) I was thinking b/c of their love of blocking Fei can:
FA lvl 2 (opponent must block) --> Fw. Dash–> cr. lp --> ex tenshin (regular catches them too but every extra advantage helps)
This doesn’t work when opponent is not in corner b/c FA pushes them out of range of tenshin. I suggest this tactic b/c jump in -> cr.lp -> Tenshin on a opponent may not be the greatest plan a la guile or balrog or whatevers.
sigh all to often i have a bad habit of jumping in a corner crouch guile when I clearly acknowledge it =P
Oh yeah hey I don’t remember which thread it was but the thing about Counter Hit mid CW… is a total long shot. By that I mean The counter hit +3 frames advatange add. applies to the EXACT hit that caused it. So out of the 3 kicks of CW. if you hit counter hit on first kick it only applies to first hit and then the moves proceed as normal meaning that hit gives you no extra advantage. If however you got the CH on the last hit (by missing the first 2 hits) then the frame addition is in to allow for extra room to fierce punch combo.
You’d have to set your opponent up to block when they see you coming in with offense. Especially if you’re going to use a Tenshin setup. Strike fear in them by using constant lp/lk strings and get them adjusted to that first. Once you see them blocking your strings, you can then employ the Tenshin/Throw setups.
Can you be a little bit more specific? What do you mean by fake cross up?
On a side note: I have been throwing the cross up J.MK, ST.LP xx EX Tenshin into my game quite abit as of late. The success % of landing the combo has been around 85%. With the way everyone’s been kara-throwing, I’ve found that I needed to enter this into my gameplay to increase my wins in CE mode.
Does anyone know how to do Fei’s Kara Throw? I read it’s supposed to be standing HK > Kara throw. I’ve tried numerous times to get it to connect but to no avail. This is kind of my first time dealing with Kara throws (I’ve personally never been into them before).
Any assistance on this or is it not important enough to even introduce to Fei’s moveset.
Thanks. Then it’s pointless for me to pursue this any further. I play on a pad and tried to pull it off about 50 times. Eventually gave up.
Just to note…I kind of miss that forward hop Fierce kick that Fei used to have in the older versions. There’s alot of moves that Capcom changed on Fei. :sad:
Ever since I became consistent with rekka chains, my fei game has increased ten-fold. Depending on the strength I use, it’s too easy to stuff the opposition’s attack, get nice Counter hit damage and hurl them into the corner to zone them to death. There, I can use any combination of MK overhead, sweeps, throws, neutral jump (to punish attempts to jump outta the corner), and rekka to punish any DP attempts. Fei brings back the fun in this game, seriously.
OK here’s my problem: I can’t deal with Roundhouse Sagat players. At the start of the match, they starts walking backwards and kicking me everytime I get close. I try to use everything I have to get in:
I use rekka, but it gets blocked and I get kicked. I try to even mix it up a bit, using late rekka chains to throw them off, but they still block. when I try to end it early and walk up for throw, I get kicked for 2 hits.
I use CW, they block and kick
I use focus attack, but the kick hits me twice doing crazy damage. If I stand too far away when I FA, I whiff it. I even tried using focus dash to get in, but blocking Sagat’s RH pushes me away and then I’m back to square one.
Flame kick is already gimped, and using it only gets me kicked again
I’m a pretty decent player, but I noticed there’s alot of overwelmingly good moves in this game that shouldn’t be so good and Sagat’s RH is one of them.
I used to have this problem as well. Use cr. Fierce to counter against Sagat’s standing Roundhouse. It works really well! Also cr. MK is good too but the it doesn’t have as much distance.
So apparently if you’re poking with cr.MP, there’s enough stun that you can combo a cr.HP afterwards if the cr.MP counter hits. That’s pretty cool for ranged poking.
I have a habit of doing cr.MPx2 into cr.HP once they get pushed out, so the first cr.MP seems to frame trap them and if they do anything they get hit but the second and then the cr.HP combos.
this is true… i’ve learned neutral hp works if sagat does that dumb jumping elbow, and it’s a decent jump in too … but the biggest thing about sagat is to be patient and stand close enough to make him uncomfortable (get him stuck in the corner too).
if you guess right with a chicken wing or jump in he’s done. Luckily, i haven’t played sagats that have infinite patience… they always crack eventually, and you can cross him up pretty well once he’s cornered.
sorry about that, the fake cross up which someone has already mentioned before in these forums is when you do the jump over but before you actually do cross them up you hit them with mp.
so the opponent would already be blocking for the cross up but instead would get hit by the j.mp from the front.
I hope that makes sense
hit HK with your ring or pinky finger, then roll your hand over to the left and smash LP+LK with your forefinger and thumb.
you could try FA the first hit, then immediately backdash and then rekka. but i bet st.HP is better, as someone said. sometimes after fierce or roundhouse normals (like sweeps, blocked cr.HP) you can just rekka them because their recovery is long. perhaps dash in, block, rekka? havent tested this myself.
i havent tried this, but from the vids i saw demonstrating t his, it seems to work pretty well. have to get the range down correctly. also, try landing a st.mp after you land, because if they do happen to block, most people think they can do something after the blocked st.mp, but you could just cr.lp > rekka them for counterhit
yea when testing this out I quickly learnt the spacing has to be correct as a few times I ate a dp before I even touched the ground which made me lol.
I’ll test out the followups tommorow, I really want to incorporate this into my game.
So I’m theorizing because I can’t sleep:
Starting off with Counter hit keep in mind you’ll have to train yourself to understand the likely situation you’ll get CH for combo to complete.
First move in combo string always must be considered CH to continue.
Cl.mp (link)=> ULTRA. One frame linkage pretty much. Weak sauce as it may seem but its one of those setups I suggest because we all know there is like one or 2 reliable setup for ultra.
F+mk -> cr. lp/lk or st.lp-> (combo string of choice)
F+mk -> cl.FP -> (combo of choice)
Note that for these it’s pretty much the same as if your trying those off of regular Heavy CW.
cr.mp -> lp. Rekka (3 frame of extra maneuvering)
Of course the Ultra link is unconventional but just throwing it out there (its not confirmed that it works)
I think the F+mk CH combo set up is possible in regards to the fact that its a similar practice to CW link and also that it may be easier to predict a CH when peeps like to spam a crouch attack in which case Fei moves in with it.
cr.mp CH combo link is less conventional but whatevers. Throwing it out there.
Ex Focus is basically a cancel for any move that is a normal or flame kick.
Consider this on hit:
cl.mp
cl.Fp
cl.Hk
f.fp /
f.Hk / followed by EX focus lvl 2 --> combo of choice
cr.fp /
These combos should feasibly work based on the amount of hit stun delivered by each hit when compared next to the ex focus lvl 2 charge up time (18 frames supposedly)
Why should we consider this: Remember those times we read that zangief lariat can be punsihed in certain situations by cr.fp for instance… well why stop there when you could extend it just a little more to show em what fei is made of.
let me repeat its all theory:wonder:
Oh yeah can someone explain why a lvl 1 FA has 21 frames of startup while lvl 2 FA has 18 ??? I’m really boggled
Somebody needs to work on CH Flame kick combos…Sagat and Ryu can dish out as much if not even more damage if they’re damn uppercut trades hits. Seeing as Flame kick trades hits soooo much, we gotta figure out how to capitalize on it and learn how to dish out further damage…the only thing is, it’s sooo hard to do this in training mode. SIGH
i posted a while back that you can land a CW after a traded flame kick.
i forgot what the dudes name was, but he said you could also land ultra after lk or mk CW(those are most likely to connect after you react to the trade)