In the corner you have to leave the CW until they’re slightly above your head level. For the ultra it’s the same except you can only ever get 2 hits from it (unless you do FK FADC backwards > Ultra).
Unless it’s going to KO them, go for the 3 hit CW into Ultra (on the right chars), note that sometimes they’re hit by the CW and end up getting forced out of the corner but still juggled, so to hit ultra you have to remember to input it the right way…
Whats the point of EX Rekka? I see some players use it to punish Hondas headbutt which I’m guessing is for that little extra damage. I don’t see the point, Isn’t the only real change that the Rekkas are now Projectiles? Big whoop?
EX is 7 frames, like the LP version, but it has the range of the MP version. Basically, it’s the only way to punish EX Headbutt fully since it’s -8 on block. LP would whiff hit #2, but in some instances you may be able to finish through if you use HP for the second hit. Consistency awards go to EX Rekka though.
Also, EX Rekkas are good for plowing through Focus if you see it being charged up out of your range. Since the motions follow through more like LP Rekkas than HP, they’re tougher to catch. You might also consider using EX Rekkas to win a footsie war if your opponent is the type to keep whiffing moves to zone you (i.e. Gief s.MP maybe? Try it, I haven’t yet.)
Can you guys explain to me some of fei longs frame trap setups/counter hit bait setups… i feel he some potential in this area due to his strong normals and invincibility on HK Chicken wing but i haven’t been able to figure out any solid setups as of yet .
Some solid frame traps revolve around cl.MP and cr.MP, but there’s also great potential with CW from a canceled normal as you mentioned.
cl. MP: You get +3 on block so any move that is 5 frames or less is a solid frame trap against crouch teching. This includes jabs, cr.MP, and cr.MK. Other moves may get poked out. Usually cl.MP> cr.LP xx LP Rekka gets you a semi-safe Rekka which has decent damage potential for the risk of punishment.
cr.MP: cr.MP x2 is a solid frame trap since on block you get +2. On hit, you can combo this twice, leaving you with +5 at the end–this becomes a really solid shield for LP Rekkas and puts you in a great position for it as well. Often if the opponent mistakenly presses a button while being hit by the second cr.MP, they’ll recover fast enough that the input will register causing them to misfire a crouch tech. This makes for an easy counter-hit Rekka. You can also subsitute cr.MK after a confirmed cr.MP if you’re looking to catch a poke that way.
cl.HP: Stun has been reduced on this so that you can’t combo off HK or EX CW. Consequently, it’s become a solid frame-trapping tool if you cancel CW off of it. Use MK to catch crouch teching from the front and be left at only -2 on block. In the corner, you can use HK version to score a cross-up on the opponent that is combo-able (don’t do this out of the corner or you’ll whiff and get punished). Check the “Lab Findings” thread for my post on this.
cr.LP/cr.LK: cr.LP can be canceled into MK/HK CW for damage or comboability just like cl.HP, but on hit you get another frame trap set-up. Usually this occurs when you mess up your 1-frame link into Rekkas from a crouching position, but it’s still somewhat effective against crouch teching. Since both cr.LP and cr.LK give +3 on hit, this shields the next cr.LP for a solid counter hit opportunity. Spamming cr.LK followed by cr.MP/MK can also work to trap your opponent, but note that you’ll be pushed further away, reducing the chance that they’ll try to throw something out.
Generally speaking though, if you hit confirm a light normal you’ll want to try to go into the BnB rather than frame trapping since it’s guaranteed damage and can set up better positioning. Of course, cr.LK> st.LP> cr.MP ~ Rekka is still a good frame trap if you choose to use something like that. Matter of preference there.
thnx for that nosone … all of those setups sound very consistent and solid i will definitely be using these much more often .
i have thought of one which may come of use .
when fei long gets an opportunity to punish you could do Cl. Hp…into Mk chicken wing which leaves you +2 on hit …and then go straight into HK chicken wing which has invincibility for around 13 frames(/ im not sure ) then if the opponent tries to throw or press a button after the mk chicken wing hits he will get hit by the HK chickenwing .
and iv’e seen some fei longs use cr.lk>cL HP on opponents wakeup …is this a solid frame trap or should this be used sparingly .
oh wow fei has a way to blow up crouch teching …very nice .
Theoretically that sounds good, but in practice if the opponent continues crouch blocking or spams an SRK or something at that point, you’ll lose. The SRK has enough active frames to get you when your CW becomes vulnerable; if they just crouch block, you’ll whiff and fly over their head–usually close enough to get swept by Ryu’s cr.HK. That would definitely work against a throw attempt or a standing attack, but the risk-reward on it is not as good as some other options.
Much more sparingly. If blocked, you can still get hit by a jab in between since it’s not the tightest trap. If you hit with cr.LK, that’s another story since you get +3 on that, but it’s too quick to really react to. The damage potential off of it is huge if you do land it though, that’s why some people use it.
Good stuff indeed. Another CH set up I would add: Overhead.
8/10 when you hit someone with Overhead they will spam cr.jab after. If your timing is right, after hit you should get a counter with cr.lp X rekka. I dont think this works with character with 3 frame jabs (Chun and Boxer) though. To get the timing right go to Training Mode, turn Counter Hit on, and practice this Combo:
Overhead (forward + MK) - cr. LP X rekka
Umm, if you turn the CounterHit on in training mode, isn’t the Overhead (forward + MK) landing as a counterhit and automatically giving you those 3 extra frames?
Edit: Wouldn’t it be better if it’s done the other way around? Record the dummy (Fei) to do the Overhead (forward + mk) - cr.lp xx rekka as tight as possible and then see if you can cr.jab or option select crouch tech out of it?
Hi I did look over some pages in this thread so apologies if this has been asked before, but I was messing around with Fei on endless (I just play him for fun really, nothing serious) and I was vs a Makoto, so I’d like to ask if Fei’s U2 can still counter Makoto’s U1 after her command grab?
I remember seeing it done in one of the videos of the game pre-release, but I had no success in pulling it off during the match, so I was just wondering if it was me failing or they took it out, lol
The pre-release video showed Fei countering cl.HP as the Makoto player went to do cl.HP xx Hayate. Makoto’s Ultra 1 is armor breaking I believe, so it won’t counter.
so i was in training mode against dummy Balrog …recorded him doing rapid fire jabs , then i knocked him down with a sweep and on his wakeup i just done walk up regular tenshin and his jabs did not interrupt the tenshin . And i repeated this several times over and still his jabs did not interrupt the tenshin as long as i timed it right .
it seems as if there is a certain timing to it . But still is this normal ? i thought any button would just go straight through tenshin , i was very surprised .
The reason why your Tenshin was working was because it went active before the jabs went active. Basically you caught the start-up of the jabs–a technique called a “meaty”. You can also do meaty normals to counter-hit the jab.
I sometimes do a meaty sweep against Balrog since it ducks under all versions of his headbutt (including EX), while keeping you in place to recover for a combo. Bad choice against Armored punches though.
hey guys im having trouble executing the option select gekrinken in training mode . what i do is basically cr.short then mash ultra 2 then another crouching short all in quick succession , are these the wrong inputs or is my timing off …im really mot sure so if anyone here could explain it clearly it would help me out greatly .
I don’t necessarily use it as an anti-air, but when the opponent comes in with a jump-in that is a bit too far for st.HK to hit properly, I’ll use cr.MK to ensure that I at least dodge the blow and possibly stab the opponent as he lands. It’s sometimes useful as anti-crossup as well, but I don’t rely on it for that.
I saw Mago do a Tenshin after a FA and continue with fierce-EX FK. Granted this killed his opponent but is there any practical application like does this reset the damage scaling/build meter?