If you mean cr.LP xx Rekka, then I posted a neat little explanation of the best ways to do it, written by Nosone on the previous page at the very top.
If you mean cr.LP/cr.LK, cr.LP xx Rekka, that’s tough because it’s a 1 frame link, otherwise it chains and you can’t cancel to Rekka. That one’s just practice. Lots and lots of practice.
And if you’re just stuck generally with it, because it’s the end to a lot of Fei’s BnBs (cr.LK, st.LP, cr.LP xx Rekkas), remember to take your time with the st.LP, cr.LP bit so it links instead of chaining, otherwise like above, it won’t be able to cancel.
They’re all the same for invincibility, so HK for the damage. But for certain circumstances, st.HK is a better option as you can anti-air a further away opponent. EX FK has more invincibility though if you keep getting stuffed a lot (like I do against Sakura, Dudley, Rose etc…).
You can also anti-air with cl.HP as that hits right above you, and cr.MK as it lowers your hitbox so much their jumpin misses and you stab them as they land, and that can be cancelled into super if you’re confident enough with it.
Never heard about it, but I sure hope so. I’ve lost count how many times I’ve got a flame kick when I just wanted/needed a normal kick during stutter step. That, or shorten the “input memory” window.
Fei Longs Alternative 4 Costume comes out January 25, if I recall correctly.
lk actually has one less frame of invincibility, so you can use it if you want to force a trade. mk does all of its damage in one hit, and hk has a split damage on the hits.
use hk for most jump ins, and wait till the last moment. mk for fadc CW combos
cl.mp is probably one the best normals in the game for blowing up crouch tech.On it there is enough time of hit confirm and on block your at frame advantage.
you have to time it on your own, but if you take half a step back before you jump, it will be a safe jump
its the same timing for getting a safe jump from a foward throw. the trick is giving yourself a cue for your timing. after fei finishes the sweep, if you hold back enough to see fei stand, and then jump you should get it
Only LP Rekka, it’s 7 frames, MP is 9 and HP is 10 frames.
On a standing opponent his options are identical across the board. On a crouching opponent, half of the cast can’t be hit by cl/st.LP; cl.HP is universal provided that you’re close enough for it so be close and not far, however on some characters, such as Vega, you can land cl.HP and cancel into FK and the FK misses, when you punish Vega’s ultra 2 this happens, so cl.HP xx Rekkas are more reliable.
There’s no list for what you’re asking, but there a lists in the combo compendium thread that will help a lot.
All normal Tenshins are the same, EX comes out 2-3 frames faster and has almost twice the range. However, most setups can be performed with normal Tenshin except on a select few characters.
When I’m on the left I wiggle :l::d::l: during the cl.HP.
On the right I press the cl.HP and then quickly input :df::d::df:.
lol. I prefer to use the crouching short cut generally because it’s better for anti-air, but from the left side I prefer that full motion for some reason. Gotta be quick about it though. Running long excecution drills are the best I find for Fei. His execution barrier is high due to the dexterity and muscle memory you need to develop. Like learning to HJC with Viper or Ibuki, except a little less taxing, which is why he’s sometimes said to be easier to play on pad.
And probably why he’s not being played as much as anticipated in AE, as shown on that statistics sheet that got put up recently.
guys i’m getting shredded by vega doing his command walljump crossups. ate 6 straight and got perfected. help! is there a reliable way to escape the throw version?
If they time it right, and you’re in a throwable state, there’s nothing you can do. The trick is making them mis-time it. You can do this by dashing, jumping, doing a CW and so on. If they miss the throw the claw attack comes out. You can crouch and go from corner to corner and use the shortcut and hit FK at the last second so it corrects onto the right side, but it’s a bit iffy at times. I find the most reliable option is to jump back and HK as it has the most range out of his arial attacks and so the best chance of landing. If you keep doing that though they’ll start attacking sooner so you have to vary it yourself.
If you’re in the corner in the izuna-vortex you have a couple of options for escape with Fei; You can do the corner input trick and use EX FK so you have more invincibility; Auto correct ultra; EX CW as late as possible; last second backdash…
The Vega matchup thread has good suggestions and better write-ups than that though ^