im having trouble connecting the last hit of Fei’s chicken wing after a flame kick fadc, anyone have any idea why?
It’s character specific. But you could be messing up the timing. Practice with Ryu-dummy. You can land 3 hits on him. Just delay the CW a tiny bit after the FADC.
what characters can it be used on?
<blockquote class=“Quote” rel=“T
<blockquote class=“Quote” rel=“The USF Don”>Anyone here have extensive Cody MU XP? I lost to Harrison (Cody) pretty bad at Why Me Dojo (streamed by Iplaywinner), and I can go back and watch the footage all I want but without good MU knowledge (ie player xp in the MU) im not really getting far.<br />
<br />
Im looking at you Highland/ZBones since you guys post pretty regularly, but if you have relevant info please share.<br />
<br />
Addendum: anyone can pitch in, but i’m looking for the smart stuff <img src=”/plugins/Emotify/design/images/4.gif" width="" height="" alt=":D" title=":D" class=“bbcode_smiley” /></blockquote>
Yeah, Cody’s a bitch. That 3frame short really changes a lot. I’ve nothing really groundbreaking to share.
I personally play quite turtley against him whilst still moving forward (if you know what I mean). Sort of inching forward and throwing out cr-fierce and cr.lp rekka buffers to try and catch a normal. I really like to use my meter on the EX rekka since I know the threat of reversal is not there and if I can use that to hit confirm him to the corner I can get on top of him and pin him in. I think he struggles a bit in the corner once he’s in there.
I’ve found delay rekka (including the EX for maximum safety) really good against cody because it puts both of you into that “will he , won’t he” scenario. I’ll usually always throw that second delay rekka out if I feel I’m a touch too deep with the first rekka because you know he’s going to try and reversal you anyway.
In block strings I sometimes throw out the mk CW to stuff any throw/frame trap attempts just to keep him honest.
Not much really just a straight up footsie battle IMO. I think it’s probably an even match.
hahaha sorry i havent been around much lately, been grinding like hell. With Cody just gotta test out the opponent for habits midscreen. I like to focus level 1 release his Cr. LK to see what exactly he’s buffering and/or land a focus crumple at best, and a backdash at worst. Use sparingly though since Cody players like to neutral jump to punish Rekka. If you knock him down, I made an OS off backthrow ;
Backthrow, Dash in, Neutral Jump HK ~OS Cr. MK, it beats out his Zonk (EX included) and catches him on backdash. Get him knocked down and mixup your jump ins and situational approaches to keep em on their toes. When they’re in the corner, play a game of “Dont press anything” you’ll be surprised by how many Cody players (and other characters alike) are scared by your sudden shift in rhythm. Poke with Cr. MP, if you sense him advancing, poke low with Cr. MK and ANTI-AIR!!! Dont want him to get a jump in combo, EVER. When he has meter, watch out for crazy shit like Walking up to you on your knockdown and doing EX Zonk. Jab rekka his normals.
hello, i’m collecting kara throw data for all of AE 2012’s characters, i don’t know how much of the information here is outdated, so i wanted to ask: what’s fei long’s best kara throw?
all of the data will be compiled into a list including normal throw ranges, added ranges and kara throw ranges.
You can kara throw with st hk which doesnt really increase the range by much dont know the exact range
What CW should Fei be using after FK FADC? Looking at the data for MK CW it does 10 more damage and has same stun/meter build as HK CW. I took a look at some replays and I see HK CW being used. Any reason for HK over MK version?
Some characters only HK CW will hit 3 times where the MK version wouldn’t for example Dudley, Vega as it has a better hitbox and against chars wheres he only gets 2 hit of CW then HK version does more damage than MK.
does fei have a better kara throw from crouching normals?
Negative. I’d hold off on you research too. Likely some things will change soon.
i doubt that there would be better normals/command normals to kara with than there is now. vega’s kara has been the same since vanilla.
and if distances change (even if they don’t) i’ll test the distances again.
Probably not but they may adjust the frames on some throws to stop unblockables etc etc.
Hey guys I just decided to main fei on sat. Haha my problem is his car.lpxrekka bnb combo. I can get him to go into the rekka but he always drops it after the first hit. I perform it like this d+lp (holding lp for a negative edge release) , df, f (release lap) then rekka comes out , 2hit combo . then when I try to finish the rekkas he doesn’t do it in time , it just doesn’t come out, or super comes out (this mostly) and it frustrates me because I can do rekkas normally just fine! Please help! Thanks! And my Xbox live is LeatheryFour284 if anyone wants to teach me anything , thanks
If it were me I’d drop the negative edge. Of the four possible way’s to cr.jab rekka I’d say the negative edge is the worst IMO.
Your timing has to be adjusted since you didn’t actually push the button for the rekka. Try just using the quick tap or double tap. I made a video of these methods but I’ve not stuck it up since Fei might be about to get changed.
It’s a smooth 1…2…3 motion with the rekka. With the negative your first rekka is a release, then two presses. That would probably fuck me up and I’ve been playing the game over 3 years…!
Negative edge is only useful for punishers or frame traps IMO. Try just pressing the d+lp and then pressing it again once you do the motion.
If you have a C. Viper in the corner what is the best way to attack and keep her there?
Ahh ha that’s the trick huh? Thanks! I was really down about it because I’ve been playing sf since the alpha days and couldn’t get that combo! I don’t feel like such a bum! And could you at least put up the execution part because I doubt cap com would change that! In fact I believe cr.lpxrekka has been around since sf2!
What would be a preferred tactic of playstyle? I know that Fei has such possible gameplans such as rushdown, spacing and zoning or just flat out turtling, and I prefer to rush, but I want to know to buff my defense and win on punishes. The opponents I face are not idiots so I can’t blindly rush them down. So, what would be a great way to bait or turtle since I want to unlearn my offense tactics and practice defense. I recently fought a Guile and couldn’t even get a chance to enter his space and attack and also fought a air hadouken keep away akuma that nearly made me throw my controller outside in frustration due to Fei’s lack of far range punish
Watch that. Fuudo just abuses the shit out of Fei’s tools. There’s a Juri match where he literally wins with cr-fierce.
It’s all spacing and reactions with Fei. With characters like Guile or Akuma take advantage of his great Focus attack and dashes to close in ground.
I hear you about the Guile match. I spoke with Jason24cf, who had a convo with Dieminion, and he was saying if you use lvl 1 focus, it might help you get in closer. You can try that. I have to try it as well, as I struggle mightily against Guile.