hmm…now i have to go to training mode and see who mp and hp whiffs on because i like to be 100 percent clear otherwise this is going to to bother me .
Huh!? I’m 99.9% sure that the hit boxes on all rekkas are the same with the exception of the ex-rekka which is a little bit bigger. The only difference is the distance traveled and the frame data.
-http://shoryuken.com/f273/fei-long-hitbox-data-236631/
here is the hitbox data and as far as I can tell the hitboxes are the same on all of the normal rekkas…
This is true but at the same time I have had a few fighters block the first hit of the HP rekka after the cr.lp maybe my timing is off a bit. I use HP for the final 2 hit of the rekka
No man, I’m serious. Go to training, go against Honda, have him crouch and do this combo:
cl.MP > cr.LP > rekkas
MP and HP whiff every time.
On vacation at the moment, but I play a honda very regularly and have never had this problem, of course I rarely do cl mp. cr.lp >>> rekkas, so that might be the reason I have never come across this, but Ill check it out when I get home. But since the hit boxes are all the same on the rekkas it just doesn’t make sense to me, but we all know somethings are just weird, and work on some and not on others. If it does whiff, I’ll try to figure out why, and which instances it does and does not whiff ect. If i’m wrong thanks for the info! ill try to make a video when I try this out.
it probly wiffs because honda recoils too much after those extra couple frames of startup that the hp/mp rekka have over lp.
Is their ever a reason not to use Fierce Chicken Wing? Its the only one 0 frames on block then the other 2 which are -2 on block.
what moves of fei long give you an untechable knockdown…??
It has slower startup than MK CW and whiffs on all crouchers unless you’re mid-screen at least. When it comes down to 0 advantage versus -2, there isn’t a whole lot of difference except when you’re facing Zangief/T.Hawk/Hakan/Akuma. With -2, your Flame Kick gets delayed by that much, thereby extending your invincibility frames by shifting your startup forward. This allows you beat some moves that would otherwise trade/beat with your Flame Kick. Backdash invincibility frames also receive this affect. With -2, you can still block and crouch tech too.
The +2 on hit helps for increasing throw/normal priority, though your opponent gets the “advantage” of having -2 on hit to launch an invincible move.
Overall, the lower arc and slightly increased speed of MK CW makes it a better tool for up-close fighting, while HK CW is better for interception and combos.
Sweep, throw, Ultra 1 and Ultra 2.
^ you can find this out in training mode.
Can you want to elaborate on this?
Sure. Let’s make up some numbers for the hell of it:
SRK: 3-frame start-up, 6 frame invincibility
Flame Kick (FK): 5-frame start-up, 5-frame invincibility.
If we stand Ryu and Fei next to each other and launch their specials at the same time, Fei gets hit since his invincibility wears out first. Below, Ryu is the top, Fei is the bottom. Zeros are frames of invincibility, X is the striking frame:
00X000
0000X
Now if Fei delays his startup by 2 frames:
00X000
110000X
Here, Ryu’s invincibility wears out and Fei wins. You get that perfect 2-frame delay by buffering Flame Kick through the end of the last hit of CW and launching as soon as Fei touches ground. If the Ryu isn’t perfect with his reversal (off by 1-frame), this could end in a trade; if he delays even further, he can beat Fei. As a note though, 2-frames is NOT easy to time naked (i.e. not in a combo, and no reversal/buffer) which is why this works more often than not.
Obviously the SRK numbers are off because I’m lazy, but you get the picture. This is something that Adon players use out of Jaguar Kick/Tooth btw, which is why it’s a bad idea (generally) to try and Flame Kick them since they’ll beat you with Rising Jaguar.
awesome. I thought the attacks would hit on the 4th and 6th frame respectively. The explanation was great. Appreciate it
Hi guys,
I just picked up Fei and I’m wondering if there’s any reason to ever use any of his EX moves other than EX CW to go through fireballs and EX tenshin for faster startup? Other than that the only benefit I can see seems to be slightly more damage. Am I missing something about EX FK or EX rekkas?
Im getting a stick tomorrow and I’ve decided to pick up an entirely new character who will teach me the fundamentals of Street Fighter (footsies, zoning, normal use). I’ve been relying on Abel’s strong mix-up to get me my wins and only relying on his normals rarely outside of blockstrings.
I’ve always liked Fei, I’ve completed his trials and am comfortable with his links, so would he be a good character to teach me fundamentals? His normals seem good and I like the idea of using rekkas to punish whiffed normals.
Am I wrong about this? Help would be appreciated, thanks.
Edit: I know Ryu is the obvious choice for this but I’d rather not pick him up for quite obvious reasons.
@Twist
dont use EX rekkas at all its useless unless ur punishing honda’s lp and ex version of headbutt as for EX fk u can use it for extra damage
or to get a little bit of reach for AA
@Hotdogmarchant
fei will teach u the fundamentals and punishing normals with rekkas will make ur opponent think twice
Sup,
I have a question on how to deal with el fuerte. I’m terrible, but trying to learn the matchups a bit to gain some kind of advantage at least. Anyway, my problem with el fuerte is basically once he gets 1 kd on me, I just keep getting crossed up and shenaniganed(is that a word?) and all that el fuerte stuff. Is there a certain thing I’m missing, I tried just blocking most of it, but he also has all these grabs which basically get me everytime. At one point I finally got some pressure on him and got him backed into the corner and he just went haha wall jump outta there… Is there a a sort of general guideline to follow?
I’m playing vanilla SFIV on PC btw.
If you’re only blocking, you’re making it too obvious for Fuerte. You have to make it a guessing game for him as much as it is for you-- use Rekkas to charge forward and interrupt his run, CW to escape his cross-up attempts and possibly score damage, dash to go under or away from his mix-ups, and only on occasion and if you see something from the front use Flame Kick.
Once you get on your feet, HP Rekka x1 is an amazing tool to put pressure on Fuerte as he’s trying to run away. If you manage a KD on him, chase him down and use fast normals/cancellable meaty attacks to keep him pinned.
If you can do without the benefit of fireball, Fei can help fulfill your goal pretty well. He is probably one of the most by-the-book characters in the game, albeit with a slight tilt towards rushdown. There’s very little shenanigans you can pull off with Fei, so if you want to do well with him, you need to get the fundamentals down. He can’t generate the same degree of melee mixup as Abel, so he often relies on footsies and counters, for which he has many excellent tools. While a rushdown character by definition, Fei’s approach, in general, is a little more considered than Abel’s. I think you made a good choice. Fei and Abel share some similar qualities, but have enough different tools to encourage significantly different play style. Your experience with Abel will have a unique influence on how you learn Fei. That process will be a lot of fun.
EX Rekka has better hit box than its normal counterparts, but its not so much better that its benefit provides a clear advantage in most situations. There are some limited use, though, including its ability to go through Blanka’s electricity. I occasionally use it when approaching a projectile-based character around mid-range; it’s a less obvious rush-in than EX CW.
EX Flamekick has better invulnerability than its normal counterparts, and deals a nice extra chunk of damage when used at optimal range. It reaches a little farther into the air and moves a little faster. I occasionally caught Shotos trying to escape corner with air-tatsu using EX FK. Other than that, it’s a nice way to dump your EX meter if you can’t find a better way to spend it.
Quick question. I’m more of an Ultra 2 man , but I’ve been easing in Ultra 1 lately. Can you do the FK FADC xx U1 with any FK and any CW, or is it specific to MK?
Only reason I ask is that i find MK FADC hard to do because of my finger lay out on the stick. HK/LK I have no problem. I also think it’s because of the double tap motion.