Its just the games short cut system selecting the autocorrect.
Try doing 2 x QCF kick then punch and it’ll give you a flame kick canceled into super… Very cool…and very pointless lol. Use it for a troll like finish.
Just time and experience is all you need. If you’re landing it in practice, then you know you can in a real match. You just have to react (don’t think, feel right?) and you’ll get it. That’s a mental thing but pass. Just buffer with :LP: rekkas on CH and you should get it.
There are a handful of characters that only get hit twice. For those that do get hit for all three, the timing is generally not too different. Doing it just as they descend typically will get you the 3. I personally find the only character that as the most noticeable timing difference is Dudley.
Evil Ryu I think is actually more difficult than people give credit for. One the best players in my area plays E.Ryu and I can tell you , if you whiff a rekka in his face you’re up for almost 400 damage if he has two bars. The cr.mk is such a beastly move in the footsie battle. He can really run away quite effectively since his walk speed is good.
He can also break focus fishing with cr.mk xx tatsu buffers from a great range.
I think with a few minor buffs E.Ryu could be a top character.
As with all shoto’s it’s all about patience. Walk em back, keep them in the corner, let them make the mistakes. Every shoto bar Akuma (because of the air fireball) can be pressured without fear if your footsies are good.
What are the go to strings to fish for counter hits (frame traps)? Would you say fishing for CH is critical to Fei’s game or just a generic higher level tactic?
Critical. You can actually turtle Fei quite well if you’re a decent player and most Fei’s will crack. It takes a lot of patience to play Fei at high level. Much more than I have.
The one’s fohstick mentions are good. I prefer something with a slightly different timing.
Like st.jab - cl.mp or cr.lk -cl.mp.
I also love cr.lk x 1 or 2 slight pause Flame kick FADC CW.
You have to get creative with Fei. Simple Rekka’s and footsie’s are not enough no matter what scrubs will say. He’s too slow for a start.
Hey guys I was wondering what match ups you like to use ultra 2 for and what do you look for specifically in that match up to use it.
I’ve also been playing an Abel player at my local for a while now and I know most of the match up but as soon as he tornado throws himself out of the corner and me into the corner he jumps back and pops breathless. I haven’t had any real success against it (only in the corner) and was wondering if anyone had any tech I could try?
i like using U2 against characters that have dive kicks (yun, rufus, cammy), viper to counter against burning kick spam, players that play a cross-up/vortex heavy game (some ken’s, el fer’s, ryu’s, and akuma’s), and airborne characters such as dictator and claw.
it’s best to execute U2 when you’re very sure that it will connect, and have trained the opponent to continue his/her pressure. Remember that you don’t have to execute U2 in every match, even if it feels like a waste, so use it sparely to prevent getting predicted
A fully charged ultra meter can deter lots of players to play their pressure game more slowly and rely on empty jumps and grabs often, which you can take advantage of.
I’ve been using it on cammy and akuma (recently) and I could definitely see using it on Viper but can’t you just us cr. MK to avoid her mix up and punish anyway? Using it on fuerte seems really good too, although I don’t know which of his moves break armor. But why blanka? His mix up is pretty weak and he can be hit by fadc chicken wing ultra.
<edit> What about adon?! I was thinking he can jump for free a lot because he can change his jump arc, but U2 at least limits that.
I used to use it on Blanka but there are just too many opportunity’s to land U1, you can Ultra an EX ball on block from a lot of positions on the screen or Ultra his Ultra’s. Plus it’s not that hard to crumple Blanka (slides, reversals etc etc)
Personally I use it on characters where I just don’t want to guess on WU as an anti mix up Ultra. For example if Zangief or a good Hakan player knocks you down it could be game over in a lot of cases (geif has that knee into mix up and Hakan has a safe jump into mix up) but with U2 stocked it’s a different ball game. Same with Akuma, a good Akuma player will rarely dive kick/cross up tatsu with U2 because those options are quite slow and you can react which give’s you more chances to escape.
I’d say I only really use it on Akuma, Cammy, Gief and maybe Bison. Bison because he’s hard to crumple and has a fairly ambiguous cross up. Plus Dictator players seem to get overly aggressive when they get momentum like they have ADD
For Abels U2 I’m pretty sure you can just EX CW which will break the armour (or fly over him) if he’s further than that you can backdash or just activate your own Ultra 1 which will beat it. It doesn’t travel as far as it used to I don’t think (been a while since I played a good Abel). Anything airborn (not jumping) or armour breaking beats it.
Yeah, its just so hard to react too. And he’s doing it at a range where reversal rekka and chicken wing won’t work. I might try buffering U1 and attempt to react. Mashing backdash seems like the most practical thing at this point though honestly.
It’s horse shit I agree but not as bad as some Ultra’s. Abel’s in our favour. Chicken wing the shit out of him
Go into training and set the dummy up to do your mates scenario then try different options for the spacing. Most Abels I play(ed) use the other Ultra because it’s got more applications.
TBH, I’m REALLY bad at punishing Blanka on horizontal balls. I’m not good at it, and I use U2 to try and stop the shenanigans. I know Fei wins the match, but I struggle with chars who just play randomly and and I feel like I cannot control the match.
I more bring UC2 into the Blanka match to discourage that pain-in-the-ass UC1 crossup mixup he can do than anything else. Otherwise I would probably lean more towards UC1 myself.