Jump-back roundhouse = Ultra 2 in the corner. Ultra 2 expands your hitbox so it’s easier for your opponent to hit it. Of course, that’s only if you want to use U2 in the match.
For Step-Kick Kens, backdash on block. Another Step kick is the extent of the damage you’ll take if you backdash, but that’s a relatively unorthodox follow-up. Once the spacing is reset, play footsies like normal. Otherwise, late-teching is a great answer.
@ H1gg1n5 You’re right on the nose for Akuma. He used air tatsu and teleport. I did get too close to him so when he teleported to the other side, I was too far away to punish with HP Rekka. I was basically overzealous to chase him down.
For Ken, yeah, I was using HK for Air 2 Air, and it didn’t work too well; I mis-timed my jumps and whiffed most of the time.
And you’re right, I am somewhat new to the Forum and didn’t start posting until I finally started playing online (it took forever for me to get a connection at home haha). I’ll be honest and admit I did lurk for the longest time lmao.
@ nosone Yeah I’m not too comfortable using U2 yet and can’t set it up properly. I try not to use it on wake-up, which I know is a big no-no unless I make the proper read (Honda tried to chip me out the night before and I gave him a good surprise). Maybe after a blocked EX or HK CW if I anticipate the other guy will jab or DP?
@HNIC Mike damn, good to know.
Thanks for the info guys. I know I still have tons to learn.
Another tactic of mine, is to use what the guy’s have said above to give yourself the advantage/life lead, then simply turn the tables. Fei’s run away game is just as good. They will eventually be forced to jump at which point EX flame kick will chew a nasty piece of bar. Then you have THEM mind boggled, they don’t want to jump and if they advance, you can hit confirm an HP rekka from a safe distance. Like higgins said, watch the pattern, EX CW and your in for a 7 hit combo.
Playing these style matches you have to dump your traditional Fei Long style for something a little different.
Believe me, once you’ve faced a turtle Bison, you’ll be praying for jump back shoto’s.
as someone who just started fei and learnt most of his stuff from the threads in this forum, a new guide would probably need the following:
an introduction to fei long (mentality, need for patience, understanding your opponent, the importance of footsies) SUPER IMPORTANT
the list of things you absolutely should be able to do before you start trying to play matches (c.lp->rekka jumps to mind)
simple advice like when to use crouch tech ( getting thrown was a big problem for me initially)
basic bnbs that everyone needs to know
how to set-up crossups or jump in (another big problem for new feis… just look how many threads there are)
and of course links to good threads like that thread on how not to suck with fei… this place needs cleaning up
You have to go cr.LK, st.LP (delay) cr.LPxxRekka. If you don’t wait for a split second before going for the cr.LP, you end up chaining, making it unable to special cancel. As for methods of doing the cancel, refer to Dyllyn’s (repost) of some ways at the top of the page (46).
Hi, a new member, but know about the site for ages… lol. I currently main fei long in this sf4 series. (Ryu in vanilla) Always loved fei long doh. ITS A BRUCE LEE THING
Love all the forums, treads n energy u guyz got going on here. Always did.
I dont know about u guys, But VIPER is really annoying with everything…
Please help with some idea’s on how to stop her from like backdashing after every MP knuckle. (cr.MP/MK- knuckle play) ???
And which rekka do the pro’s use when OS meaty cr. lk to rekka on D.B’s??
Am not sure, but is the correct input for this OS goes like, meaty cr. lk, :qcf: lk & which ever punch together??? thnx in advance… PLSE GUYS, really ned you’ll help on this one.
Got a tourney on the 22nd off this mth, n really need to train up.
The OS is likely HP, but I’ve only seen Mago use it. Starnab does an OS Flame Kick in the corner instead.
If Viper keeps backdashing, let her, but close in on that space. Don’t just sit there and wait for her to move again. Walk forward a bit so that she’s forced into the corner or forced to do a Burning Kick. Burning Kicks can be focus > Back dashed or ducked under using cr.MK. If you can confirm that she lands in front, just release the focus.
Your overall game plan is to stay calm, walk forward and block low when she revs up to do a seismo. If you see her jump, you can preempt the attack with a j.LK or j.MP, but mostly stay defensive. If she comes close to do cr.MP/MK xx Knuckle strings, just reversal the MP/MK with a CW. I normally use LK CW since it also catches EX Seismo and at least forces blockstun on feints (it won’t whiff), but if she doesn’t have EX meter, go for HK CW for the combo.
Ultra 2 helps to slow down her offense, but I pick Ultra 1 since few Vipers FADC their HP Knuckle on wake-up, and I prefer an aggressive Viper.
After saw Mago uses a lot of “frame trap” cr.LK -> st.HP (if we can call that a frame trap) and think about the future buff of st.LP with AE, I did some test in training mode: I noticed that we already can do j.HK/HP, st.LP,st.MP, cr.LP xx Rekka.
I think it could be a good mix up, alternate between the bnb which hits low, and as a high bnb, alternate between st.LP into whatever: st.LP, st.MP, cr.LPxxRekka, or st.LP, st.HP xx Rekka/FK, or st.LPxxThrow, or st.LPxxTenshin etc… you will probably think/find other links. There is a lot of thing to do, but I’ve never seen anyone uses them, or rarely; I mean, we can switch the 2 lights hit confirm with a 1 light & 1 medium hit confirm: any idea/criticism about that? Not enough reliable? The only reason I can see is that st.LP (+5 on hit) into st.MP (5 frame start up) is a 1 frame link, but it’s “doable” with plinking…
P.S: the st.LP hit crouching opponent after a jump-in.
Well the thing about this is the success rate at landing this combo opposed to what just “works”. Thing is after you are able to land the jumpin attack especially what you stated a j.hk/hp, most damaging combo would be st.hp into either HP Rekkas or HK FK or EX FK. Most will go for this because the damage is too good to pass up especially after landing a jumping hp or Hk. Most opponents however tend to block jumping attacks high, which is why the normal bnb, cr.lk>st.Lp>cr.LP>rekkas work so well because they have to block the first attack low. It would be nice if you could go cr.lk>st.lp>into what you suggested but the first two light attacks push fei out of range for the close version of MP and HP and if you switch the first light to begin the combo with st.lp instead, then you have to worry about the number of characters the st.lp whiffs on when they are crouching.
I have to agree with mrtcohens. The damage from a confirmed j.hk/hp into st.hp xx rekka/shienkyaku is just way too good to pass up. Going for a 1F (st.lp > st.mp) link afterward, to me, both gives the opponent a chance to reversal (read:mash) you, and squanders a maximum damage opportunity.
I go for the BnB if I feel I didn’t confirm the hit, as the margin of error is much smaller. Maybe in Arcade Edition, with the +advantage on st.lp, this is something I’ll use a little more frequently.
Thanks man… I really now thats what i got to do against the (BROKEN BACKDASHIN) lol. But damn man, she has all does safe, spamming plays n most cast have to just watch, watch n watch it… It really gets to me most times… But again, everne plays diff n most importantly, a persons got to do what a persons got to do to win the shit… So i’ll put what u said into play, Thnx again…
Guys I’ve been messing around in the lab trying to figure out some safe jump/OS setups. Now I know I can record and then playback etc. but I figured if I set the dummy to JUMP, is that OK. Now I know that’s only 4 frames and would only work on certain chars but would this be a viable option to practice setups etc?
Thanks mrtcohens and Nooks; I have to be agree that on hit, go for st.HPxxFK is better ; I persist to think that could be usefull as a sort of blockstring in the mix up; and I’m waiting the AE… ^^