MK and HK Flame Kick are still excellent choices as AA, though doing them late is key to getting the most out of your invincibility frames (you’re invincible up to the 1st active frame=total 5 frames of invincibility). The later you do it, the more damage you can grab from it–HK version especially.
For jump-ins that you can read early, I’d suggest using s.HK as that has better range, a strong hitbox, and I believe it’ll do more damage than an early Flame Kick (damage on early Flame Kick is like 90 for MK). s.MK is pretty great since it’s faster than s.HK and can be used a bit later. It also has more horizontal range than Flame Kick without moving you forward like s.HK.
close s.HP is very situational and difficult to read, though it’s effective in the corner when you know your opponent is going to jump close. Otherwise, damage from s.HP isn’t that amazing (80 against aerial opponents).
The previous link lists far s.LP as +3 on hit but it has the same frame properties as a close s.LP. Something is wrong there, so take that first one with a grain of salt.
Also interesting to note that the Super is listed as 7 frames in the first one, but 5 in the one I just edited in. I believe it should be 5 as you can punish many moves that are -5 and -6 on block (close blocked Hadouken is one).
I’m not sure if this topic is thread-worthy. Just to be safe, I’m just going to post the idea here first to see if it’s already been discussed.
I was browsing through the Balrog MTUP thread when I found this. KillaKelly was saying that he found in some situations mk FK does two hits to Balrog’s EX dash punches, and deals a great amount of damage.
This is an educated guess; I’m not really sure. I think that mk FK has two sets of active frames, just like hk FK. The difference is that mk FK’s second set doesn’t have pursuit property, which allows an attack to hit a “fainted” opponent midair. When you hit an opponent with mk FK on or close to the ground, he will be airborne and “fainted” after the first hit. The second set of active frames still happens, but because it doesn’t have pursuit property, it simply doesn’t connect with the opponent. Which is why you will only see the second hit’s damage register when mk FK is either blocked or absorbed.
I am trying to learn fei on stick and am having trouble with finger placement when moving from one side of the stick to the other. Everyone seems to talk about grip but never this part of the stick .
For instance s.hp, mk shien, fadc chickenwing is giving me some execution problems. I with ring finger, thumb, thumb + middle finger which I’m fine with but when I get to the ck I just can’t seem to find a comfortable way of hitting it. My ring finger is the closest positioned but using the tip of it causes fatigue / aches and hitting it with the under knuckle is really sloppy.
How are you guys linking after the CW 2+ hits, are you going on sound, vision or just training lots? I figured you need a slight pause then either HP or Jab I can get to connect, just not enough for me to be comfortable with (unless you turn turbo on, which i wont do!). I tried to take a visual cue from the hit sparks but its just as hard, also tried counting but because of the pause its also hard.
I’m not sure if I should use this online because its a hard link to hit and if you miss your in trouble.
Just did this, it will not work with Hp. Super, but does with lp. and mp. probably due to the distance fei travels in each one varies so while it starts up in 4 frames, the actual hit doesn’t come out until later for the HP version.
I used visual cues for the longest time to get the timing down, now it’s simply muscle memory. The visual cue I used was this, if you watch the animation after the CW hits fei will move his torso back slightly, as soon as he does this you should be able to hit cr.lk. then BnB. The close HP combo will need to be inputted slightly before the previous combo. All of these things are kind of tight to get if you’re just starting out. Unfortunately timing inputs is a thing of self discovery, but that is what I used until I could do it over and over again. If there is one thing I can tell ya is don’t waste your time trying to use counting as a means to hit these combos, this game runs at 60fps, so unless your like super fast at counting I wouldn’t advise it, relying on visual cues is easier as things like latency and the type of tv your on will make counting a hit and miss means to properly time these combos.
Another thing is, you can try this over and over in training mode and hit the combo 100% but until you actually apply it in several matches it won’t do you any good. So build your base, and go out there and give it a whorl (and of course don’t do this in a ranked match lol), then look at your replays turn on your inputs, and see if you can figure out what ya did wrong. ANOTHER thing that is a must when hitting 1 frame links is p-linking (this will help with the cl.Hp. but not the cr.lp), so here is a video that will help
there is also a thread that is dedicated to p-linking here on SRK so search it out and practice. Hope this helps, feel free to msg me if you have any other Q’s about this.
Thanks for this, I’ll give it a bash tonight. I think I understand what P-linking is, but I’ll check that thread out. I may PM you with some other tid bits!
And a few edits that I’m going to put down here from my previous posts. I was just trying to record the CW visual cue that I used in vanilla… And I guess with the old CW being brought back they changed the recovery animation, so the torso movement is no longer there, so sorry about that one guys, I’m going to try and find something new and record it to help you guys out.
Also tenshin> any super works, I guess I wasn’t timing it properly before, but I’ve done it over and over and all three work.
when i do combo trial, my visual cue for CW>st.HP is when the opponents body is slanted down like when you get punched in the stomach. Dont take my word for it though considering i never do it online.
I had a bash last night, I’d say i could hit LP about 70% of the time and HP maybe only 30-40%.
I was going on 2 things, after fei’s feet hit the ground and the exact instant the opponents chin starts to move upwards i was hitting LP and connecting pretty well.
Doing a few trials I found i could connect LP, into C-lk, C-lk easy enough. Getting the cancel into the Rekka was a whole hew ball game though. I was actually strumming my 3 fingers across all punch buttons when doing the fireball movement, some times i’d nail it, sometimes not.
Looking at the damage inputs, CW into standing LP into crouching MP looks like it does fair damage, not that far off the Rekka combo, but the LP into C-MP is also a bit sticky.