Someone here may be able to explain why (I don’t know why), but I think after c.LK > c.LP you only have 1 frame to cancel to Rekkas while you have 3 frames after c.LK > s.LP > c.LP (?).
Maybe because one is a combo and the other is a link?
Chains cannot be cancelled into specials. If you perform:
cr.lk, cr.lk, cr.lp - (chained) Meaning each input is going in before the other finishes, the cr.lp xx Rekka won’t cancel. The only way to get the Rekka to connect is to input the cr.lp as a link. Links can cancel whereas chains cannot. (links are where you’re letting the previous move finish it’s animation but also leaves you at a frame advantage on your opponents’ hitstun. So you can enter another input and it’ll still connect as a hit, hence a link).
cr.:lk:, cr.:lk: > cr.:lp: xx Rekka Ken
Use the Chain to set the rhythm :r: to easier Link :r: so you can Cancel more accurately and consistently. lol.
What this means for Fei’s BnB combostarter is being the fact that his cr.lp has such short frames, it’s a tad bit harder to visually see when the lp connects as a link and not as a chain. The best way to get it is to force the pacing of the inputs into muscle memory or memorize the rhythm.
I’m still trying to get it down, yet I’m able to pull it out more and more. With Fei, it’s all about practicing and constantly training. Nothing comes easy with him.
yep. but even then, timing has to 100% perfect. its a 1 frame link.
after 4 months or whatever, i still only hit like 50% of the time in training mode. IMO, its not really worth really trying hard to learn. if you want a good jump in combo that hits crouching opponents, go with close standing mp, cr.lp rekka as a followup to your jump in.
if you happen to pick up the timing along the way, then use it, but i wouldnt put any real serious effort into a 1 frame link combo with a max damage output of less than 200.
SFrichy explains it really well in this video for the BnB Rekka combo (cr.lk, cr.lk > cr.lp xx Rekka).
What HNIC Mike says is really worth noting as well. (st.mp > cr.lp xx Rekka). I personally still hit the cr.lk, cr.lk > cr.lp xx Rekka combo about 50 to 60% of the time in online battles. I hit it about 75 to 80% of the time in the training mode. The only downfall to it is that it doesn’t hit low to open them up but it does put the opponent in a pretty good blockstun and gives you frame advantage.
I guess that’s the difference between both combos.
*i’ve heard this term a lot “1 frame link” what does it mean exactly? and how do you know which links are 1 frame? *
Edit: 1 frame link basically means in laymen’s terms there is very little room for error. You basically need to be spot on for the link to connect. That’s where you don’t get visually cues or anything. Just straightforward practicing.
1 frame links are borderline from chaining. Well almost. lol.
meaning you have a 1 frame window to keep your combo going. fei longs cr.lk, and cr.lp have a 3 frame advantage on hit. meaning any move with 3 frame startup can be executed and keep the combo rolling (assuming your opponent is still in range)
i dont know every characters one frame link combos, but fei longs are the afformentioned cr.lk, cr.lp(which can be cancelled at the expense of losing the ability to add rekkas), and HK or EX CW(+4 frame advantage) linked to either a close standing FP, or a cr.MP(both of which have 4 frame startup)
I’m getting way too frustrated with fei long… Trying to fp after CW is just too much, I don’t even understand why its such a small window, CW doesn’t even knockdown, such bullshit… Better off just mashing tatsu dp akuma for 10 hit combos…
are u using the HK/EX version? I have trouble with this link too, but I think im starting to get the timing down in training mode. its just when I try it in a real match, i usually get an SRK to the face instead of a HP.
I don’t rely on CW as much as I used to. I only use it to go over hadokens or when I need to close the gap safely. Know the distance of which strength CW to use. Don’t just spam them out there. What you should be relying on more is the Rekka Ken as a punisher.
If you get the gut feeling that you’re going to be SRK’ed, then block and punish after the SRK. Blocked SRK’ed = walk up HP > Rekka Ken.
EX/HK CW > HP link is something that takes time and practice to get down and be able to pull off in a real match. Don’t try connecting the HP if you only get two hits off the initial CW. It’s going to be that much harder to connect. But if you get a meaty CW in, hit the HP right when you see Ryu’s head start reeling back. Or you can substitute cr.lp after the CW instead of HP. LP is easier to connect.
Fei Long is not one of those characters that you can mash and hope for wins. He’s much like Gen in the fact that he takes time and practice. IMO, he’s a reactionary character. The type of character where you need to be able to react fast with good and hard combos.
HK Chickenwing. Use the invincibility frames to blow through the roundhouse,
Or time it to dodge the crossup on wake (see below, it’s tricky but possible, and
very rewarding.)
If it’s a crossup j.mk after a knockdown, go into training mode, and set the AI on Record. Pick Ryu and jab SRK Fei Long, then time a deep j.mk, then hit start and go to playback. It’s a bitch, but the rewards are nice.
To time the HK CW against the crossup, what you have to do is do the CW motion in the direction you were facing when you were knocked down. The timing for it is just as Ryu is in the air above you, and right before the kick would be considered deep/meaty. The Input AI will auto face your CW 95% of the time and he’ll eat a full HK CW to whatever followup. It takes timing but eliminates that option on wakeup, without an EX spent.
Another simple option for Ryu’s J. RH is c. HP as anti air, but it takes practice to time that and use it practically. It has an unusual hit frame vs the air. Nice against Gief.
I’m getting the stupidest shit from Chun Lis but its working. Runaway > fireball > (Did it hit? - Fireball)/(Did it miss? - Fireball) > wait for jump in > sweep with 10ft cr.hk > crossup > repeat
I’d like to know how each of you cancel c.LP into Rekkas.
:d:+:lp:, :d: :df: :r:+:lp:
:d:+:lp: :df: :r:+:lp:
:d:+HOLD:lp: :df: :r:+RELEASE:lp:
I’ve never used negative edge until yesterday - the third option seems to work pretty well. But which one is the most recommendable/easiest to perform in your opinion?
The one I use is :d::df::lp::r::lp: or whatever punch. If you have trouble fitting the LP in-between the motions, hold :df: for a split second, then do it. I have a 98% sucess rate with this cancel.
It’s really not, I’ve tried this on a PS3 controller with no problems, you’re probably just messing up the timing on the :lp: in-between the motion. Keep trying and I’m sure you’ll get it.