Hey guys, I have a question about Chickenwing Crossup in the corner.
There seems to be something really fishy about it.
I’ve seen someone set his opponent up with this by doing cr.lk, cr.lp chain and then doing the rh chickenwing to land a crossup.
I tried that today in training mode and it worked perfectly, no problem at all.
But after that, i wanted to set the dummy to do the same thing and now it suddenly doesnt work anymore…
Fei Long vs Fei Long, 1st Player can crossup, 2nd player cant? Can anyone explain what is going on here?
Video to show what I mean:
sry for the countless repititions at the beginning, I just wanted to make sure it wasnt a fluke…
Still cant get it to crossup when im setting the dummy… maybe it has to do something with the dummy?
I have a question regarding close range pressure: say that I get my opponent to block a jump-in. I’ve noticed that a lot of the time the opponent will get pushed out of range for a follow-up if I do c.lp > c.lk, leaving me unable to finish the string with c.lp xx rekka. Is this MU-specific, and thus something I just need to memorize, or should I be using something else to confirm with(like s.mp or c.mp)?
that’s actually quite easy, cr.lp if not chained has abnormal pushback, after a jump-in, use cr.lk, the pushback is very low there, you can then do cr.lps or some other stuff like frametraps.
When the dummy stands up , neutral position acts differently than a direction. Nobody wakes up without pushing a direction. I have something similar happen with a Sagat cross up. It only works on the dummy not an opponent. It could be something like that.
The chicken wing you are doing isn’t crossing up on hit. You can cross up on some characters in the corner with stand Fierce xx chicken wing. Works on Yun , Chun and a few others.
HP horizontal balls you can punish simply with HP Rekkas. No dash needed.
One of the other non-EX balls you can also punish with HP Rekkas.
Don’t know if it’s MP or LP ball because one of them puts Blanka too far away. Someone elaborate plz.
EX balls must be punished with dash LP Rekka (> HP Rekka > HP Rekka) which still works fine.
Is there a good video tutorial out there for learning Fei Long for very beginner players? I have a friend who is trying to get into the game and I’m trying to help him with Fei, but I honestly don’t have much of a clue since I basically play zoners. Can anyone point him in the right direction? I don’t want to put him off of the game by saying “go to the Fei Long character board and read 150 pages of posts, half of which contain outdated information.” Any help would be really appreciated.
How do you play the shoto MU? Namely against Ryu/Ken/Akuma? I keep getting punished or put in frame disadvantage when trying to focus fwd dash through fireballs. EX CW is too slow to reliably punish ryu/akuma fireballs on reaction unless I get a read. I feel like im at the mercy or their fireballs and there isnt much I can do to dissuade them from abusing it if they’re not predictable. Kens step kick always catches me as well.
Also how do you play the grappler MU? These have to be my worst MU’s in the game regardless of character, and I have no idea how to play it with Fei. Gief for example always gets whiffed green hands / whiffed fwd hk into SPDand I dont know how to punish him for going for it all the time. I know it’s a gimmick as I rarely see it used in tourny play, but I have no idea how to beat this strategy. Against Hawk it’s even worse since he can change his trajectory making AA’ing him harder, not to mention his stupid gun. Hugo’s big ass normals stuff the fuck outta me since they have so much reach. The only thing I know about gief/hawk is that you can do an instant overheard j.mp and be safe from all SPD and reversal options from them.
lp rekka (the range for a safe lp rekka is at the tip of low forward whiff)
mp rekka (safe range cr. fierce midpoint whiff)
hp rekka (only use for whiff punishing) - i avoid in this in the ryu match-up and just use lp rekka
Neutral Game:
Use cr.hp (get ready AA and be on point)
Use cr.mp to beat Ryu’s low-forward
Use jmp hk to empty jump bait or punish (full U1)
Use jmp mp to punish Ryu’s low forward
Use level on focus to dash and cr.jab rekka
If Ryu uses forward hp a lot back-dash and cr.jab rekka punish
The more i play this match, i am using level 1 focus a lot.
Ken MU
2 character distance buffer rekka in cr.lp you will pop his step-kick (go in training room to get this down)
mk cw will beat ken’s step kick too (you want to be in st.hp range)
st.hp is really good in this match-up
Akuma MU
Be defensive and look for holes in his offense. Akuma is really mobile so patience is key.
When it comes to Fei vs Ryu, here is match from CEO 2013 (Alex Valle vs CJ Truth):
Watch how CJ keeps walking forward no matter what, this is important.
Thanks for the tips! I thought mp rekka would be safe against Ryu, simply because it can be spaced to the point where he cant punish it with anything except super. What characters can even punish a well spaced mp rekka?
One question though, what do you mean by:
Use jmp hk to empty jump bait or punish (full U1)
Use jmp mp to punish Ryu’s low forward
I’m back in Tokyo again will be here for a few months (5 maybe) and was thinking of adding a second character to my repertoire (of 1 character lol).
I was thinking E Ryu because I like his damage output and I can actually do a lot of his combos, since I spent a lot of time in training mode practicing them for no reason lol. I’ll lose a lot, which I dont care about, but I think it’ll help me learn.
What do you guys think? Or should I just stick to Fei?
Its hard to space (at least for me) against Ryu (online Ryus don’t count). Have played many solid Ryus offline and man they will punish that all day. I stick to jab rekka.
“Use jmp hk to empty jump bait or punish (full U1)” - There is a range where Ryus stand hk will whiff if you empty jump and if he throws a fireball you can confirm jump roundhouse to U1.
“Use jmp mp to punish Ryu’s low forward” - It’s more of an offensive stance. Granted you can punish whiff low forwards with rekka / cr.hp etc. It helps when your ground offense gets too predictable…
Guys I’ve been playing the Yun match up a lot lately- one of the guys at my local started playing him. The one thing that is causing me a lot of trouble in this match up is I can’t seem to safe jump him. Anyone else having trouble with this? And does anyone have a Yun specific safe jump?
I should rephrase. What I meant was, what do you mean when you say use j.mp hk and j.mp mp? If I’m empty jumping to bait or punish why is there notation for doing a jump attack? For using jmp mp to punish Ryu’s low forward, wouldnt a j.mp be far too slow punish a low forward from ryu even if you read it? Why is there an mp right after the j.mp?
“If I’m empty jumping to bait or punish why is there notation for doing a jump attack” – There is a range where you can jump and react to Ryu’s fireball with a jump.hk to confirm to U1. If you feel your timing is off (at which Ryu would use st.hk to AA you), you can empty jump bait and punish.
"For using jmp mp to punish Ryu’s low forward, wouldnt a j.mp be far too slow punish a low forward from ryu even if you read it?"
@ 6:05 fuudo punishes diagos low-forward whiff with jump.mp