Cl.MK: comes out in 4 frames and has a pretty huge hitbox, although I have only found it useful when playing Dee Jay if you can’t AA his knee shot consistently
s.LK: I have found that this is good against Rose’s slide (df mk) if you throw it out early. It’ll stuff it clean. Its also great for threading the needle when she has orbs out and you think you can tag her because the Rose player is thinking “ermagerd, i has orbs out ill walk forward” <- If they blocked you’ll only get hit by one orb if you timed the lk poorly, also you can tap her with your foot and miss the orb if you’re lucky. Also I don’t use it much, but when i have people in the corner but I’m just out of the sweet spot for scary corner pressure and the other player feels they can walk forward this’ll catch them by surprise as it comes out in 4F and reaches almost as far Far Fierce! Don’t rely on this button however, as you are in fact -2, and you never want to put yourself at minus frames
J.LP: I’m assuming its jump forward LP. While this isn’t the best tactic, if you are playing Dee Jay (I have a lot of Dee Jay XP) and find yourself jumping into air slashers but thinking “I swear i can tag him” this’ll work. J Mp, J HK, and J HP will all lose if you tried to jump in on him and were not around his head height, but not JLP! You can get a few jabs (i’d stick with 2 at best) as you land to combo into Rekkaken. I would advise you not to abuse this and only use it once in a long while, since Dee Jay has really good ways to AA jumpers
J.HP: I think Highland covered what this is good for, but i’ll add a little tidbit. Vs Boxer, if you scored a KD and on wakeup you jump back and they Dash Torpedoed (the armor break, not the overhead) if you did j.HK it’ll lose since the hitbox is inside the hurtbox, but the j.HP will beat it out since the hitbox is in front of you. Seriously the j.HK has a terrible hitbox lol
MK CW: This’ll do 10 more damage in the FK FADC CW combo if you get 3 hits on the character, compared to HK CW. Also does pretty good chip, so if your opponent is thinking you’re going to rekka them this can catch them off guard. Highland pretty much covered it’s other uses.
also mkcw is -2 on block so its safe against almost everyone aside from grapplers like Hawk/Gief. Also its a good frame trap from st/crLP. if the player is hitting cround tech and you 2-1 to mkcw the inv frames kick in giving you a CH and you got some free damage.
Keep in mind Mago lived with Justin last year for about a month. You dont think Justin learned this matchup? Before Justin feared it. Now he understands it and its no issue. Justin has beaten every great Fei on the biggest stage since then.
I’ve been hearing different things from different sources, is Close LP +5 on hit or +6 now? If Close MP is 5 frame startup(right?), is it a 2 frame link or a 1 frame link? And if it is a “1 frame link”, are 1f-by-statistics links really 1/60th of a second in this game, or is there any sort of buffer?
Close LP WAS +6 in AE, but in 2012 it was shortened to +5 on hit. Close MP is 5 startup, making it a you have to press the button exactly on time after jab recovery. All moves in the gm have frames to start, become active and recover.
Fei’s jab for example is 3 start
, 2 active, and 7 recovery. Since the game runs at 60 fps, his jab is 3/60 frames or 1/20th of a second. You can’t really buffer normals, but chain normals together (provided they have enough frames to start up and be active again ie you can chain jabs not fierce punches)
Close jab to MP isn’t really that hard to get once you know timing. The hardest IMO is Fei’s HK/EX CW to close fierce. You’re +4 on hit with those respective CWs, and close fierce it’s 4.
Anything where it’s pressing the button on the exact frame is difficult but can be learthru practice. Hope this helps.
If Close Jab to MP is a 1 frame link, wouldn’t it be the “hardest possible link”, so to speak? Why would CW to Fierce be harder?
Just trying to understand if a 1 frame link in this game really is a 1 frame command(1/60s, something I’d consider pretty hard slash borderline impossible for humans to do reliably I think), or if there’s some sort of system that eases the executional demands, which is kind of what it feels like
U2 my man. Also you gotta get her BEFORE she gets meter. Her DK is active the entire time until she hits the ground & is + a million on block OR hit (but she gets a DK buff in USF4. Thx Capcom) so you either just block it, AA super late (or do it as she’s in the air, but you’ll trade), or you can let U2 rip if they just keep doing it.
Jab to MP isn’t as bad because you have more frames to work with. His jab is 3 and is active for 2 but is +5 so you have more time to react. Yes it’s only 1 frame difference, but that makes a big difference. That frame difference comes into play when you do close jab to close fierce x rekkas.
If you go to the lab, you see that you can just keep mashing jab and it’ll come out. Close fierce is not only 4, but also has more recovery. So you can’t mash on that button. So IMO doing HK CW to close fierce is more a difficult link cuz you have only 4 frames (1/15 of a sec) to press it correctly.
You’re right, it’s implausible to see the exact frame cuz our eyes can’t process the info that quickly. Which is why they made moves certain frames so that you’ll be able to see the links and know when to press the following button. That’s why you can plink buttons to make the timing a little easier for you.
Plinking is when you can press the preceding button that has a lower priority to the button you want to use. For example, to link HK CW to close HP, you can press :mp: : hp: 1 frame apart to make the timing easier.
If you want to improve with Fei, plinking is necessary for those difficult combos to pull off.
I made this video awhile ago to show the timing of HK CW x close fierce. Plinking is not mandatory, but it helps to making sure that fierce comes out (press a button too early, nothing happens. Press too late means the attack button will be blocked )
I must add that the HP after HK CW is notoriously hard because the game slows down 3 separate times as you hit the opponent, and it is possible for it to skip a frame and drop the window to get the HP in. Even worse, of you’re on a laggy stage it’s even more suceptible to dropping the frame D:
i just end up going for a cr.LK blockstring xx blocked s.LK > s.HP frame trap. Even with practice, i can never pull off cr.LK > cr.LP xx LP rekka consistently
So, I have a couple of questions. People tell me I mash too much or I need to play more patiently. What exactly do they mean?
I’ve tried not to go for straight up rush downs lately, opting for more defensive measures. But one thing that patience always does for me is get me grabbed. When I’m not attacking, a higher-skilled opponent automatically sees that as an opening for a quick throw.
People also tell me not to use 2nd rekka poke since it’s free. But only one rekka not only makes me feel stupid when I’m too late to hit-confirm and go for the other two, but Focus-Attackers make it real easy to break unless I do a 2nd rekka. Also, trying to backdash on wakeup tends to get me hit with Shoryukens.
You’d have to post replays so we can see what exactly you might be doing “wrong”. The most important advice that I or IMO really anyone can give you is play YOUR style and what you’re most comfortable with. If you’re gonna do a 2nd rekka, do it late so that the opponent thinks you just stopped and you can hit them.
Also, if you always backdash on WU, you’re becoming predictable and the opponent can read that. Sometimes you gotta just play straight and see what happens from there.
If you want, we can play and go from there. If not, post videos of matches and we can give our advice.
For mashing, it likely means they think you need to become a bit more comfortable with the idea of blocking and not looking for a quick and dirty exit (ex: mashing flame kick while blocking) during defensive situations.
Lack of patience is referring to the habit of mashing out, and / or perhaps being overzealous in your offense.
For me personally, once I have the offensive momentum, I have a horrible tendency of going overboard. I tend to not be willing to kind of let the pace go back to neutral (especially if they’re cornered) and see if they will make things easier and hang themselves trying to initiate offense / escape pressure. This eventually leads to me getting read and blown wide open losing momentum and a large chunk of life I could have maybe held on to.
Maybe you have the similar chinks in your gameplay as I do.
You’ve been posting a lot asking for help, you’d get a lot more out of us if you have the means of posting your match videos.