Fei Long Q&A: Ask simple questions here!

c.lk is 0 on block. c.lp is +2 on block. cl.fierce is 4 frames on startup

I thought cr.LK is 0 on block. cl.HP is 4-frame on startup. The two used consecutively can have enough room for a jab. Maybe cl.LP to cl.HP is what you hve in mind?

EDIT: Dammit Someguy! Quit stealing my thunder!

Not sure where this goes or if this is common knowledge to all Fei players, but I learned that b, f, b+k is a shortcut motion for his flame kick. I’ve never seen that posted anywhere, and thought it was useful.

oh so the frame data suggests that this isn’t an appropriate frame trap . But from what ive read on forums and such it was generally believed that the cr.lk into cl.HP was a trap used to punish button pushing and plus i have seen mago use this . But how can it be trap to punish button pushing if jabs go straight through it and if the opponent blocks the cl.hp into lp rekka string it has in theory achieved nothing other than applying a little pressure .

i would like if some one came in here and cleared this whole thing up .

It’s supposed to catch crouch teching, if and only if the opponent does it correctly. If they wait a second before pressing crouch tech (like you’re supposed to), the cl.HP should knock them out of it. If they mash as many people do, it gets interrupted.

Also, cr.LP is +0 on block, just FYI to one of the posts above.

Bwahahahaahha

^It could easily punish a late crouch tech attempt tho unless cancelled into lp rekka is horribly unsafe and even then.
edit-Karma is a bitch

the crlk sthp trap works on late crouch techs. it does not work well on tech mashers, you have to recognize what your opponent is doing and choose the right option for your crouch tech blowing up needs.

ahh so it is supposed to catch crouch teching , thanks . But the amount of players that mash jab through blockstrings though sigh this setup has no place for them .

no its definatly not a frame trap for jab mashers with 3 frame jabs atleast, for those id just use crlk/lp > crlpxrekka itll catch those 3 frame jab spammers.

To be honest though, who just sits there and takes bad block strings online?

Set ups that are dependant on your opponents options are useless to me, they work once and fair play if you can land them, but it’s too much risk vs reward.

recently my main bad habit with fei long has been not hit cinfirming rekkas 100% , it goes without saying that this bad habit will cause you to miss out on guaranteed damage and take unnecessary damage . How do you guys practice hit confirming rekkas ? or do you not practice it at all as it just comes naturally/autopilot ?.

ive been putting the dummy on random block and trying to hit confirm with mp/lp rekka so hopefully i can eradicate this from my game comletely .

edit :do you guys visually hit confirm it or listen to the sound if it hits or doesn’t? or if you can recommend any other techniques to get this down please share .

listen to the sound (if u can) or u can look for the little spark after a rekka but i think the sound cue is much more reliable

practice your method every day for at least 15 minutes before you jump online.

visually, i look for the hit annimation to tell me to keep going. like focusing on the dummys head reeling back from the hit

It’s actually a lot easier to do with HP Rekkas since you get a ton of hitstun to confirm. Try it using that then proceed to MP and LP rekkas.

Sorry if this is a dumb question but when we do a combo like cLK sLP cLP rekka, is that rekka being canceled off the cLP or linked? I was pretty sure it was a cancel, but I’m having difficulty getting the rekka out consistently (which makes no sense since a cLP xx qcf+LP should be braindead easy). The input display in training even says I’m doing it correctly. So is it because it’s a link? And if so, is it a 1-framer? If I can master the combos starting w/ cLK and ending with cLP xx rekka, I think I will enjoy Fei very very much. But as it stands with the rekkas not coming out, I’m just getting pissed off. I watch mago vids and it seems like even he messes it up sometimes. What gives? Thanks :slight_smile:

common question.

your problem is you have to link the standing light punch to the crouching lp that is being cancelled into rekkas. and yes it is a cancell by the way.

if you hit the cr.lp before rekkas too fast, they wont come out. you can get the timing better by doing

cr.lk, st.lk, cr.lpxxxrekkas

that combo is a one frame link, but it will help you get the timing better because st.lk wont cancell into a cr.lp, meaning you cant do it too fast. the cr.lp wont even come out if your timing is too fast.

the st.lp variation is a 2 or 3 frame link, so if you hit the one framer a few times you will have learned the timing in the process

alternatively do something like cr lk st lp cr mp cr lp xx rekka. i’m going to practice that beginning section to finally (after 6 months) begin to incorporate supers into my game, srsly. I practically never use super combos in SF let alone combo into it.

With a 5 frame super. I just use it to punish stuff like sweeps and what not.

About that… I’m seriously starting to believe that it’s a 6-framer (meaning the SRK Wiki must be right).

I’ve tried so many times to do cr.MP ~ Super (no cancel), but it doesn’t seem to work. I’ve also tried st.LP ~ Super, and it doesn’t seem to connect. It can’t be a matter of distance since st.LP has little to no push back.

I think it would help if we got a list of punishable situations that are -5 to see if this works reliably.

lol, sounds like me, If I’ve got super stocked (whilst pigs are flying around) , I’m taking all the damage in the world just to land it!

I went through a fireball for the flash finish the other day for the first time in months and it was fist pump city in my front room :rock: