@Highlandfireball - Hahaha that’s what I just finished practicing. I’m taking a small break for now. I find that it’s easier (for me) to get the rekkas off after cr.lp if I delay the cr.lp a bit like you would for Cammy’s cr.lk cr.lp slight delay cr.lk -> hk.arrow. I’m not sure if you have to do Fei’s like that but it works for me.
I’m having a hard time getting a cl.HP to connect after a EX/HK CW but I can do CW->st.lp-> rekkas just fine. I might end up using Fei as my main. I will need a lot of match up practice though lol.
yeah your right, you need that little space. HP is hard but not impossible, thing is you’ll get caught out more when you miss. I usually would only attempt the HP and cancel a FK then FADC that FK kick. That way I’m reducing my chances of a reversal.
Plus, I’m not what you’d call a “great player”, I prefer Lp.
@Highlandfireball: For now I’m just going to use the LP follow up during matches. I would rather not waste 50% meter just to save myself from my mistake lol. I find myself in training mode for at least an hour a day so hopefully I can get the timing for CW-> HP down soon.
Why does mago anti air sometimes with FK Fadc CW when ex FK does only 20 less damage?Is there a way to make it hit 3 times or is it character dependant?
Also why dont more people go for Ultra after Fadc since it only does 10 less damage than ryus dp fadc ultra?Why dont people follow up fk trade with Cw?This is just lack of knowledge or is there something I am missing?
How come the wiki has Fei longs dash as being 1 frame faster than ryu but Feis seems like there is recovery at the end of his?
the fk fadc cw thing that mago does is probly just because hes used to fadcing a mk fk, ive done it myself without even thinking about it. ppl always do cw after traded fk’s. no idea about the ultra.
The FADC> CW thing is totally character dependent. On most characters, you get 3 hits which gives 280 damage–worth the 2 meter. On others, its only 2 hits, but you also advance the opponent forward roughly Rekka distance, allowing you to push them closer to the corner.
FK> FADC> Ultra 1 is iffy. You can get 3 hits with it, but the hitbox makes it soooo easy to only get 2, in which case you’ve wasted an Ultra. a 2-hit Ultra juggle is barely more than a 3-hit CW juggle, so the only time that would make sense to gamble it is when you get the FK> FADC on a character that can only be juggled by CW twice. On those that get hit by CW 3 times, use the CW juggle then follow up with Ultra. It’s only a few points of damage less.
Following up traded FK is tough. Unless you expect it, it’s just tough to see in general, and then twitchy-ness and anxiety come into play. It’s not a clear cut as you make it sound.
Fei’s dash is faster, but the animations are just different. Fei gets to the end of his dash before Ryu does, so the devs added a pause to make it less fast. Just a visual thing. Frame wise, go by the wiki.
hi, im new to this game (normally a KOF player) and recently picked up fei long. i was wondering if anyone could tell me some good ways of catching/stuffing crossovers with fei?
EX-Flame kick will get you started. Crouching mk is handy as it will either hit the landing or make your opponent whiff the cross up.
Also if you have cross up happy opponents try stocking Ultra 2, once they eat that they’ll learn fast…! I like (personal preference) using U2 against cross up happy shotos, it’ll stuff cross up tatsu shenanigans.
If in doubt Chicken wing and run away!
(check out samurai’s how not to suck at fei long thread)
For me it’s not so much the character but the player. I HATE HATE HATE HATE HATE walk back the whole round charge characters. I have so much trouble vs people that do that reactively. Makes me want to punch a chinese baby.
That’s my exact tactic versus Fei Long. And plus attempting to bait flamekicks inside blockstrings. I’ll purposely throw out chained light punch/kick strings when I’m in close range and on the offensive to just get that flamekick to come out or the ex CW to cross over so I can auto correct fk.