Some videos regarding feilong countering cross-ups? or atleast some advanced anti-air setup for feilong? some good strategy video references ? :rolleyes:
I’m trying to up my game some more by upping my combos. What are some harder hitting combos I could be doing even if somewhat impractical. I already know the cl.mp xx HK CW on the 7-8 characters.
Combos like c.lk cl.lp c.mp clp Rekkas which work on gat and gief standing and hawk crouching. Adds a nice extra 40 damage to. The list of chars it works on needs updating.
demented if you do it correctly it will either b an autocorrect flamekick, or a chickenwing away from them if u hit the kick button too fast, just dont do this if ur not sure its a crossup, cuz the chickenwing into ur opponents not always good, especially if they duck and u fly over them.
I?ve been working with Fei a lot this weekend and really feelin? em, actually. A few questions that came up from it:
-
In which situations would I want EX CW over HK? From move descriptions I?m reading, it seems like they?re pretty similar aside from damage. Is one more or less advantaged on block than the other? Or just a matter of if I want to spend meter for extra damage?
-
Is there any benefit from going from a normal (sMP, sHP, cLP maybe) into a CW outside of the corner, on hit or block? We would have to do it into a LK or MK version to not fly over them (or just LK, I didn?t test MK CW), but that leaves us disadvantaged, correct? Just wondering if that?s a tool midscreen, or just a frame mistake.
-
Any fun little tricks you guys like to use to abuse the frame advantage we get from scMP? I?ve just been using it as a brain dead easy hit confirm, but I?ll bet there are other cool things to do with those precious frames. My brother and I were playing tons of Fei, but we got tired of the mirror so I switched away before I could really work on that.
-
Is either throw preferred over the other for any strategic/setup reasons? Seems like back throw leads to the better crossup opportunity, but don?t want to overlook if fwd throw has good safe jump properties or whatever.
Anyhow, thanks in advance for any input
i will have to try this .
Use EX CW only for emergency cross-up escapes (as it has better range) and for going through fireballs. Most of the time, HK CW can be used just as effectively as a cross-up escape, however. Use HK from 1/2 screen or almost 3/4 screen to hop fireballs, if you can time it right. If you mistime it, you’ll get punished easily. As a 1/4 screen approach, HK CW and EX CW work equally as well, except EX CW hugs you tighter to your opponent so you can do things like cl.LP> cl.HP links, etc. HK CW is also preferred for damage and meter conservation/building.
You can use this to frame-trap the opponent, especially one that likes to crouch tech a lot. cr.LP xx LK/MK CW can punish the opponent depending on the hitbox size. HK CW can also be used as a punish, but only count on it in the corner and against certain characters. HK CW will give you a cross-up combo on a crouching opponent in the corner. Check out the Links and Combos Compendium for the Spoiler posted by Lorte.
Walk-up throw works well if you condition your opponent to block (if they expect a frame trap). A hit-confirmed cl.MP can also be used to shield EX Tenshin (at least in the corner, I haven’t tried other areas) as the opponent is likely to continue blocking. Usually though, the +3 is great for frame trapping into cr.LP xx LP Rekka. If you’ve set your opponent to predict a trap, you can also go for overhead from there.
On hit-confirm, you can also sweep for a untechable.
Both are great to use. f+Throw gives you the same effect as a Rekka knockdown, only it’s untechable. This will give you great positioning and will help you keep your opponent in the corner. b+Throw has a negligible increase in damage; more importantly, it allows for a safe-jump set-up with forward dash> neutral jump. Watch out for cross-ups after a b+Throw. SRKs,headbutts, etc. tend to auto-correct easier when you cross the opponent up for some reason. Again, b+Throw is useful for positioning if you’re stuck in the corner and want to get out.
I am currently working on a long video that covers most of this stuff. Just check on YouTube - Snoooootch’s Channel in about 5 days. I’m almost done but have 2 midterms left, so I’ll finish it afterwards.
ummm… thanks, looking forward to it !
But there are too many videos in this channel, will be great to tell the exact link of that particular video u making will be a great help then…
Quick question (i’m not at the game at the mo) , I was playing a decent chun this morning which I did get the better of in the end (very predictable pokes - U2 landed a silly amount of times) …anyway!
That double jumping punch she has, why is the second hit getting through my standing block?, is this a block high, block low move? or was there some f’d up shit going on with my reactions?
Second hit is not autoguarded, You must block both hits high manually.
ahh, i see. Is this our only option?
Well as far as non-true block strings, you should be able to Flame Kick through the second hit if she goes for it. Only thing is that it’s a tight window of opportunity and you can never be sure if she’ll go for it. Blocking is the safest and most sound thing you can do if you miss the anti-air on her jump-in to begin with.
Regrettably yes. However Chun-Li’s jump is very floaty so I don’t have too many good Chun-Li’s jumping on me.
Still Chun-Li has godly air normals so sometimes flame kick loses or trades. I usually save EX Flame Kick for this very reason.
I did notice it trades most of the time, Flame kick in between sounds like a mashers heaven. I’ll stick to the double block!
is Close . MP counter hit Ultra 1 a 1 frame link ? i’ve been practicing this fucking thing for the whole day and it’s frustrating the living daylights out of me …if you guys have any special tips on how to execute this please share .
i wonder if u can backdash inbetween the 2 hits and b out of range for her combo, cuz that mixup wether or not to block low or high is a killer
Just antiair her. She has some pretty good air to ground normal but has possible the floatiest jump in the game so timing a st.hk/exfk should be easy.
ive had my sthk beat clean by her jump roundhouse. not sure if my timing was off or wat
http://otersi.com/00_interesting_frames/chun_jhk.png
Nothing special. st.hk hits high enough up that she would have to hit j.hk at the tip of her jump just to get it to trade and st.hk active hitbox reaches past his vulnerable hitbox then Chun Lis.
The issue is a matter of timing and spacing actually. Chun’s j.HK is deceptive in that it reaches much further down than Chun’s original jumping hitbox (like with Adon). So although you might think you got the s.HK out before Chun could reach you, her j.HK comes out just at the right moment and crosses swords with your attack; hence the trade. So in a technical sense, yes, s.HK should be able to win, but the whole mental spacing thing… it all gets fuzzy.