just about every fei uses that cr.mp then rekka in block strings. that nets a counter hit a lot
Some set-ups:
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[*] As mentioned, cr.MP gives +2 frame advantage on block for a very nice followup. Use cr.MP, cr.MK, cr.LP xx Rekkas, or cr.HP depending on range.
[*] cl.MP gives +3 on block and gives great spacing for a safe cr.LP xx Rekkas or some other normal.
[*] st.LP> cr.MP leaves a 2-frame gap if done perfectly and can be linked on hit if the opponent wasn’t blocking to begin with.
[*] cr.LK x2> cr.MK. I use this one when I’m throw teching and catch a cr.LK that’s a bit to far to combo off of. cr.MK is a nice touch because almost no one blocks low from that far away.
[*] cl.MK> CW will give you a nice set-up when the cl.MK is blocked. The gap for HK CW is 5 frames, MK CW is 3 frames, and LK CW is 1-frame. Obviously, this is best used in the corner. cl.HP will also work; with HK CW this will sometimes net an instant cross-up combo.
[/list]
That’s about all I can think of right now. Fei doesn’t get much frame advantage from his attacks :-/
seem to be getting hit with command grab constantly . even sometimes when i try to backdash or neutral jump i still get hit by it …how can this be???
what should i do to counter command grab spammers to punish them or just plainly escape them .
example. my jump in is blocked >command grab
between my strings >command grab
abel step kick > command grab
wake up > command grab
just a few examples there …these grapplers are doing my head in
i feel you, some players like to churn that butter. but heres what you can do. first off, you can not be grabbed out of your back dash or jump. so you must be reacting late or missing your inputs. only thing is gief, hawk, honda 720 grabs. you cant react to the screen freeze from them, so you have to know they are going to try to 720, and pre-screen freeze escape
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always jump in with fierce or roundhouse. gief and hawk in particular are tall enough for you to not keep them in block stun from a jump in med, or light jump in. if you go for a cross up make sure they block it deep, like if they are knocked down. this keeps them in block and keeps you from getting grabbed
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time your hit confirms from the jump in faster so that they chain cancel into each other. only slow down if you confirm the hit (so that you can link into the rekkas). chain cancelled normals can not be reversaled, so chain them together until you are out of retaliation range. stay away from doing links or general fancy shit in your block strings. every unchained space is a potential SPD if you are in range
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bait that shit out. most bum giefs, and really the thawks will never anti air you. instead they will block first and then start twirlin 720’s. try jumping in with your fierce or roundhouse, then immediately back dash. you get free CW combos when they whiff an SPD. only try this one on the bad opponents tho. better players wont be so willing to try that desperation reversal, and will be more likely to react correctly to your bait, or they will just AA you
the other 2 things are more situational and match up specific. if you block a step kick from abel, back dashing is a really decent option. it takes away 3 out of his 4 possible mixup options. the only thing he can do if you backdash is dash foward after his step kick dash, and then try and grab you. of course if he is doing that, you now have the upper hand in the mix up because you could reversal flame kick, CW, throw, or start a combo to beat his second dash
i cant help you too much on wake up. it really depends on your opponent. blocking is always best. grapplers get a really big advantage when they knock you down and get to stand over you, and everything you do from that position has a counter option. so avoid getting knocked down in the first place and try to read your opponent before you start trying to escape. i know you didnt want to hear that, but thats all i have for that situation. remember they have to throw you probrablly at least 6 or 7 times before they can kill you, but all it takes is 2 or 3 big punnish combos or 1 ultra if you miss a mash out a flame kick
^ wow thanks alot mike … i think that post is gonna spare me much hp against those grapplers , very much appreciated
Has anyone else experienced EX Rekkukyaku going over the head of Ryu when he does EX Hadouken? It’s happened a few times Online now, and just wondering if that’s some quirk in the system, or online being silly?
EDIT: Also, is there anyway to escape M.Bison’s U2 on wake up?
Jump might work. Back dash and reversal flame kick will definitely work.
That’s the thing, it seems like it catches you on your 1 frame period of forced standing position. Either my input for anything on wake up to avoid it needs working on, or there is no escape.
Flying overhead usually happens when you’re really close to the target to begin with. The arc of the CW starts up fairly high forcing it to whiff on certain hitboxes (i.e. Dan when at point blank range).
I haven’t really tried this, but wouldn’t a reversal CW work? There’s tons on invulnerability frames on any of the versions. You could also try blocking.
Yes, I thought as much about the CW whiffing, just didn’t expect it to miss on Ryu’s EX Hadouken, doesn’t change his stance much, if at all. Wasn’t point blank, I was about 1 1/2 character width away.
If I had the means to, I would upload a replay showing Bison doing U2 as you wake up, I just simply can not get out it. Nothing I do on wake up seems to come out, it’s like it connects to you as you hit the 1 frame forced stand and before you can really input anything. Blocking seems to do squat.
Incredibly frustrating.
EDIT: Seems like you can Rekkukyaku out, but it’s extremely tight (to me, anyways). Did it once out of many attempts, unless the Bison messed up the timing…
needing a little help with the ibuki and sakura matchups? anyone point me to the right thread?
Yea I didnt’ mean that it would only whiff at point blank–it just does for Dan when he’s standing. When Ryu is in his Hadouken stance, his hitbox seems to be more compressed/compact, giving him a shorter profile. As mentioned, CW has a relatively high arc off the bat, so even 1 1/2 widths away may be too close. (At least when hitting Ryu during his Hadouken stance). At the same distance, you can probably hit him if he’s just standing regularly.
I don’t think it’s an “online” thing since it doesn’t really relate to frames. It’s just an understanding of hitboxes–where they are and when they make contact or not.
The reversal window is pretty lenient. Maybe you’re timing your input too late? You can literally do a CW while Fei is still getting up (and unhittable) to get a perfect reversal. That much shouldn’t be tight… The CW invincibility should start on the 1st frame that Fei becomes hittable (thus making him totally unhittable), unless my Street Fighter mechanics are totally messed up. I just know that when someone does a meaty normal on me and I do a reversal CW–I get the counter hit advantage, not him. The same principle should apply here.
In any case, Bison’s U2 isn’t instant so you can spam the CW motion on the screen freeze if need be.
Imagination?
Against Sagats I seem to be able to perform the Bread 'n Butter more consistently than against Ryus and Kens.
Their reversal SRKs almost always interrupt my BnB while I’ve managed to successfully complete the BnB against Sagats quite a few times.
Doesn’t every reversal get instantly active at the first “open” (not perfectly timed) frame in our combo?
Or do we have 2 frames more input time due to TU’s longer startup?
I think it’s more imagination here. Maybe it’s because of the damage nerf on TU’s that makes Sagats hesitate spamming them?
After landing Feis Command Grab whats the best combo?
edit- Uses of Fei’s super. Is the only way to hitconfirm from a c.mk as a poke? c.mpxx super was quite difficult
cl.HP xx Fierce Rekkaken or Flame Kick is you standard go to combo after Tenshin.
cl.HP xx Strong Flame Kick FADC Chicken Wing is probably the best combo you’ll get out of the Tenshin.
cl.HP xx Super is also good, or cl.HK xx Super, which I find easier to confirm and cancel.
You can use cr.LK (x2) st.LP cr.MP to hitconfirm into your Super. If you connect cr.MP as poke, and are in range to link a second cr.MP, you could use the first as your hit confirm. Though from range, I would say cr.MK is your better confirm into Super.
dont forget about close mpxxxhkcw into bnb or whatever after a tenshin
Yes, that could be it. But if they don’t spam TU then they would surely “spam” block instead also interrupting my combo if not timed well?
Probably just had better timing (by chance) with the BnB against the few Sagats I’ve met as opposed to the countless matches against Ryus and Kens.
Why doesn’t Chicken Wing always get the full 3 hits?
Why is it called Chicken Wing anyways?
Hitconfirms into super-
c.mk xx super
c.mp - c.mp xx super
Tensin cl.fp/fk xx super
bnb xx super
With all of these is Fei’s super easy to land and overall useful like Ryu’s or is EX meter more important overall
Edit- what is up with the 3 versions of his super?
Well, I take it his Lp super is the best unless you are trying to go through a fire ball. If in that position, Use Hp super. Plus, Lp super is great for catching free falling characters. Like [media=youtube]68k6rrZREW8#t=20s"]THIS or [URL=“http://www.youtube.com/watch?v=A-KAWFXnbdU#t=1m33s”[/media].