I’m using an Xbox 360 Controller atm because I can’t get my hands on a fightstick yet.
Which is a faster input for rekka, analog stick or d-pad?
It’d be faster on the D-pad, but smoother on the analog, so it’s your choice. I always preferred Fei with the analog.
Thanks, I’ll go pad so it doesn’t mess up my Sagat also in training.
Hey guys!What are Fei’s option selects, safe jumps and cross ups?
Thanks in advanced!
As small contribution, If you notice an opponent back dashing a lot, you can to HK Chicken Wing as an option select. I’d say Ultra 1, but It may be too risky.
Cross up Mp can give good results, also LK can stuff a variety of moves (flash kick for example) and is very hard to block if you continue with the lights as it can hit on 1 side and land on another. Timing is strict though, reversal DP happy characters will catch you if you don’t apply enough hit stun.
Never cross someone up with Fei if they are in the corner though, that’s where your games at.
Buffering CW after a jump in can catch teleporting characters like Bison or Sim.
Thanks for the help guys!
But isn’t there some safe jump set up? Or once you get that knock down, Fei should go for meaty’s, throw and overhead mixups?
A combination of all you said there. Watch Mago vids. He walks up as far as he can on a knockdown pushing the opponent along on the ground. Why? because they’ve got 1 of 4 options and if they get it wrong the pressure begins again. Overhead, Jab or Mp counter into rekka, throw or meaty Tenshin. It’s a mind fuck, that’s why we love him.
You could even back dash into rekka, or straight up CW, Fei has so many options up close it’s scary and that’ll take you a good few months to get your mix ups going.
Another good set up is to empty jump cross up into FADC Flame kick (CW juggle). Most players assume an empty jump = throw and will push something, If you miss you have your insurance with 2 bars.
Thats the good stuff I was looking for! Thank you my friends!
Are there any good spacing moves other than Rekka and Chicken Wing?
I’d say other than those, cr.HP and fwd.HK are the best (I’ve heard fwd.HK getting a bad rep but I like it a lot, especially against Gief and other chunky characters). Cr.MK is very good when you’re a little closer than that, if that’s what you meant??
Thank you, I’m more of a rushdown person, and to an extent I’m decent with spacing so I just want to be good with both.
Plus Sakura pisses me off at times.
So recently I have been using lk CW as a meaty for certian chars. More often then not on shoto’s it will cross up (if the are croutched of course), and if they DP it won’t auto-correct which is a free punish (timing is kinda strict). Also this has been working wonders for me in the bison match-up. It stuffs/flys over pretty much everything that bison does on his wake-up, which usually makes bison waste an ex-bar, and if he does nothing but croutch it will cross-up. I know if they block standing it puts fei at a significant frame disadvantage, but that being said I have had nothing but success using this so far. Anyway I was just wondering if anyone is using this during an opponents wake-up.
Don’t forget standing Fierce punch. It has great range and priority and you can hold your guard. Sakura you have to be patient. Keep her at bay with Cr-hp, standing hp. Don’t be tempted to poke back in her strings, she will catch you and punish hard. Just block.
Never tried Lk CW higgs, might try it tonight. Does it beat P Crusher?
http://shoryuken.com/f273/[mtup]-m-bison-dictator-232566/index2.html
(and a few other posts for more detail)
:wgrin:
I’ve been using this for a few months now, wish you guys wouldn’t ignore me so much haha. Generally I save meaty LK CW for those with slower reversals or poor auto-correct reversals (I never use it against Cammy’s DP). Not only as a meaty, but as a point-blank thing too–as long as the character you’re facing has a low profile when crouching you should be able to pull off a cross-up CW. It definitely isn’t safe, but it’s difficult to punish if they don’t know to look for it.
Oh lol… well awesome! Maybe I read it on the bison match-up thread, and then months later added it to my game subconsciously :wonder:. Anyway good that I’m obviously using it in the right way though ^^b
Highlandfireball: It will stuff Scisor kicks, but will fly over PC’s, although I have had it stuff a few but I feel that it was more luck then anything.
I had a few matches with a decent Rose player last night. Beat him more than he beat me, but the Mp-Spiral was getting spammed to the max. Also just Cr-mp was being used on my wake up and beating everything unless I wanted to take the gamble with FK. Does our lp into rekka reverse the Spiral or the Cr-mp? I couldn’t get it going last night so I wasn’t sure.
I found myself blocking a hell of allot in this match up.
It’s very spacing dependent; you can sort of feel when the spiral is punishable and when it’s not based on if it hits deep or if it hits on the tip. Deep is what you want. You can punish with either cr.LP xx Rekka or cr.MP fairly easily. Just watch out for HP Spiral. For some reason when that one is used it can be tougher to punish even though the frame data speaks against it. Something technical about it…
Anyway, for cr.MP on wake-up, you can also try back dashing or just blocking. If she goes for a spiral, you can reaction LK/MK CW after the cr.MP ends. I used to think that I had to predict the spiral to get this to work but after a little bit of time spent getting used to it, it definitely can be a reaction thing. You could also Flame Kick the spiral, but I don’t particularly like that prospect since you have to time it (it’ll whiff if done too early).
Nice, cheers, Kobrakoun. I remember reading somewhere that the Cr-mp spiral wasn’t a true block string, but I’m not sure if that apply’s to the different strengths. Like you said it doesn’t seem to be clear cut, It LOOKS like you have time to punish but she can block.