What’s happening is the prevention of making low kicks and low punches chaining and cancelling into each other.
Mainly, the way SF4 reads your button pressing is different than other fighting games (including a lot of other SFs).
In other words the method described helps to prevent the game from seeing multiple low punch or low kicks which chain into each other (that is they cancel rapidly into each other, aka shortening the frame length a move normally uses).
Basically, even if you do perfect motions from c. lp > c.lp > lp. rekka, the game prioritizes the c. lp of rekka so it sees it as c. lp > c.lp > c.lp
I suspect it is because on the whole it is safer to auto correct the player in this manner because not all c. lp > c.lp > cancelled special will combo.
Basically the inputs being suggested is our way of compensating for an auto-input/correct system built into SF4 that is wholly disadvantageous to Fei. It is also the reason why so many combos for Fei are extra difficult to do as opposed to say, Ryu.
Mmmm… didn’t realized that was the case, now I know why a lot of the times I ended up with s.lp at the end of the combo and not the rekka.
So by letting go of the joystick between c.lk and c.lp and then doing the rekka you “confirm” the cancel?
Wouldn’t the lp you hit when you let go of the stick be interpreted as a s.lp, or just let go to neutral and hit the qcf so fast that still it comes as a c.lp? The way I read the inputs, you’re going to get this: c.lk > s.lp > c.lp > rekka
I’m going to hit training for some time tonight when I get home and try all of this. Thanks for all the help.
On a side note, how do you guys double tap the puches, double tapping kicks is easier but I’m having trouble learning to double tap the punches since theres no room to get the first finger to leave the button as you press it with the other.
I do have a Joystick, doing double tap on the punches is harder for me because the kicks are just too close.
Ok, I was able to practice it now and it does work indeed. The timing is hell, but at least it seems more like something that can be mechanically learned.
Hey, anyone fit to start and manage a thread for the following:
Fei’s Blockstrings and Pressure Game
To detail his low game, overhead game, tic throw set-ups, frame-traps, and overall pressure/chip game. This is a huge contribute, but don’t worry that you will be on your own. You will just have to manage the main page as others and myself contribute as well.
Trying to keep from being the OP of too many threads for this character, but I feel this one is strong and needed. If it isn’t that big of a deal and/or if noone really cares too much for it, I’ll do it. Trying to keep it from being a chunk out of the Match-Up thread.
I’m sure someone mentioned it before and I will look further tomorrow afternoon, but I want to check more into who can/can’t duck Fei’s s.close/far jab on crouch.
dunno about the shortcut but if you do that you will do super, if you do it after the first qfc, you will do rekka. i do it pretty quick so hp then super motion. sorry can’t help on this one
I havn’t played tekken in over 10 years however I’m thinking of picking this up on fri and trying out law did pop in my head lol, how beginner freindly is it?
while i’m not fit to start and manage a thread like that, i would like to see that thread happen. i’ve been looking for ways to expand on my fei long play, but i think i’ve hit a roadblock.
If you have the aptitude in 2d fighters to learn combos, set-ups, and the ability to improve on footsy, then you should do well
-you learn to move well to bait whiffs so you can punish
-you learn juggles and ways to improve on oki
-you learn to stagger attacks to extend your inside time and overall pressure
-you learn to react to attacks as they are thrown (mids vs crouching, lows vs standing, throws vs standing, etc)
The biggest difference is the ability to move in and out and the juggle system. Otherwise, you use the same mind-games. I hope you like it. We can play when you get it since you are newly added to the friend’s list =]
@str[e]ak:
I will add a short section to the Fei match-up and strat thread…it mostly requires frame data and creativity (also, check out the Nico vid I recently linked in the Fei Vid section)
thanks for the info judge I’m going to go pick the game up tommorow, I sometimes can’t believe I’ve been playing one game so consistently for so long like street fighter.
I look forward to facing you :tup: and getting thrashed lol but it seems like the netcode is not even decent so hopefully the patch they have coming in a month fixes that
I don’t know what kind of hands or pad you use but i find P-linking on pads hard as you can easily press the wrong button (overlapping kicks and punches). BTW I use a saturn pad if that helps you see hos Plinking might be hard.
The normal way with thumb only, not like using the buttons like a keyboard. That just hurts my control pad input.
My friends find it easier than me though. I admit I probably have hands that are 1/2 to 2/3 the size of most average people and even smaller than most women (yeah you can laugh at me for that one but it’s the truth).
its understandable pressing the buttons with the thumb only why your finding it difficult to plink maybe you should try out the other way but you have said it effects your directional inputs. I’m not really sure if there is a easier technique by only using the thumb
There is if I had bigger thumbs (friend showed me how he did it).
Anyways it’s a limitation I have physically. Hmm, that has me wondering about the shape, size of the hands of different players and how well they do in fighting games.
I’d rather think about the style of play with choice of characters.
ie. it’ll be a pain to use characters like gen or feilong with rpgr’s method (I use the same method when playing with a standard playstation type controller. )
They might do better with characters like zangief I guess.