Ah I see, I thought the 3 hit worked on almost everyone. Thanks!
Never heard of or seen Rufus being Rekkukyaku - UC1 [3-Hit]. Interesting, I’ll have to play with the timing for that.
Is it just me or does cr.lk > cr.mk work undeniably well as a frame trap?
I love that one myself. It keeps Fei’s hurtbox low and sticks out a pretty nasty hitbox right into the opponent. Naturally though, that’s not the only frame trap you’d want to use–it probably just works a lot for you because you’ve faced a lot of opponents who tech with a similar rhythm.
So quick question. Ive been playing fighting games casually for years, only on a playstation controller. Mainly games like tekken and soul calibur. I was new to sf4 and bought a stick for it 1 and a half months ago because someone told me it was better, and I agree, after a month and a half of using a stick its pretty easy. Thing is, i toyed around online playing with my Ps3 controller, and noticed that my reflexes were much better with it than with a stick. Anti-airing was no problem at least with Fei Long. I wanted to know if someone could help me figure out what Pad to buy for ps3 and how to mod it for fei long, because I have heard that can be quite difficult. Sniffing through the forums i saw that Inthul uses a heavily modded Hori Fight Commander 3, so I might buy this and attempt to mod even though I know Ill suck at modding, ill need help…-_-. Anyway, can someone give me tips for pad playing if i buy this pad and how to mod it? Ill continue using my stick, but I also wanna play on a controller or pad if possible, because it feels so natural to me.
If you took the time to read this, thanks. And if you reply…well, double thanks.
I know Jason24cf uses a pad and it’s dual modded, he is the man to talk to about all things pad on this forum as far as I know. Shoot him a PM if you dont feel like waiting for him to see this.
He has all the knowledge from what to get to who to talk to for modding it.
Also the tech talk section on SRK is a great place to find the information you need, although it can be a bit overwhelming as its a huge amount of information in some of those threads.
Hope this helps!
Alright, sent him a pm, hopefully he can help me out
The only other ones I use besides that one is cr.lk > st. mp and cr.mp > cr.mp
Any other ones that are useful for ripping up crouch tech mashers?
You can start a frame trap from anything, but cr.LK gets people twitchy the most since that sets up tick throws easiest. “Mashing” is a general term though, and doesn’t really describe the actual speed of the move used, or the timing of the actual button press. Below is a list of frame traps with their respective gaps; each gap is designed to catch a different tech rhythm, though there’s a huge overlap when you consider that certain frame traps will bust several rhythms. You have to realize this is with frame-perfect execution in mind, so likely you’d add another frame or two for messing up. To go in order of smallest to largest gap:
cr.LK (hit)> cr.MP [1-frame]
cr.LK (hit)> cr.MK/st.MP [2-frames]
cr.LK (hit)> {from far} st.HP [4-frames]
cr.MP (block)> cr.LK/LP [1-frame]
cr.MP (block)> cr.MP [2-frames]
cr.MP (block)> cr.MK [3-frames]
cr.LK (block)> {delay} cr.LP/LK [3-frames]
cr.LK (block)> cr.MP [4-frames]
cr.LK (block)> cr.MK/MP [5-frames]
cr.MP (block)> st.HP [5-frames]
cr.LK (block)> {delay} cr.MP/MK/st.MP [6-frames]
cr.LK (block)> {from far} st.HP [7-frames]
Special traps:
cr.LP/st.LP xx EX Tenshin [2-frames]
cr.LP/st.LP xx Tenshin [4-frames]
cl.MK xx LK CW [1-2 frames on block, combos on hit]
cl.MK xx MK CW [3-4 frames on block, possible combo on hit]
cr.LP/st.LP xx LK CW [4-5 frames on block, 1-2 frames on hit]
cr.LP/st.LP xx MK CW [6-7 frames on block, 3-4 frames on hit, may cross over for one hit/whiff on smaller hitboxes]
cl.MP (block)> {no cancel} Flame Kick [2-frames]
cr.MP (block)> Flame Kick [3-frames]
cr.LK (block)> Flame Kick [5-frames]
Corner/character specific only: [unspecified frames]
cr.LP (block) xx HK CW
cl.HP (hit/block) xx HK CW
cl.MP (hit/block) xx HK CW
You won’t need a trap larger than 7 frames since that’s equal to the tech window for a throw. If they aren’t trapped by this then a throw probably would’ve worked. A better explanation can be found in the READ THIS FIRST thread in the first post. There’s an article there and frame data on Fei’s moves. Don’t take what I said as the only traps you can use. There are tons and tons and tons for more moves than just cr.LP, cr.LK, and cr.MP. It’s not a set-in-stone thing, just whatever works and whatever has the right numbers. For this reason I can’t say how important it is to know frame data (not all of it for every character, just get a general idea of it). The frame numbers I gave you probably won’t make sense otherwise.
I think this should be added to the READ THIS FIRST thread. Reading the frame data can be alittle overwhelming for a person that doesn’t know what they are looking at, and this puts the concept down along with a few examples. It also gives a compair and contrast element that is important for people trying to figure it all out themselves.
Yup snuck that one in there
nice I like how you put “For the lazy” :lol:
This might be a stupid question, but what’s the reason for tagging on the st-lp on the Tenshin set up off a jump in? I realise it’s a frame trap, but I find if you land your j-mp, and it puts the opponent into blockstun, going straight to EX Tenshin works just as well…if not better?
j.MP gives about +8 or so on hit when done relatively deeply. As with basically every move, the advantage on block is lower than that-- figure somewhere in the neighborhood of +6 deep. If you follow with Tenshin on hit it’s a decent trap with about 6 frames gap; with EX Tenshin its closer to a 4 frame gap.
The problem comes when you don’t hit very deep with the jump in and go for it anyway. You run the risk of creating a bigger opening by doing this, which isn’t a good thing. Normal frame traps are designed to counter-hit, but Tenshin is designed to just grab the opponent while he’s blocking so the smaller the gap the better. The st.LP cancel automatically makes it a 2-frame gap for EX Tenshin or a 4-frame gap for normal Tenshin whether you hit deep or shallow since block stun is calculated from the last hit performed.
For j.HK/HP, you also get about +12-14 on hit and +10-12 on block, so that works as a better shield for Tenshin. One thing I will say about the j.MP trap though is that once you do the jump-in, the opponent is more inclined to block than press buttons right away, and that works to that move’s advantage. It’s still viable as a Tenshin shield overall.
Yeah that’s the point I was getting at, most decent players will continue blocking anyway. I didn’t realise it was so fast after the jab, it’s sometimes hard for me to get that timing down.
I wouldn’t say it’s a matter of being a decent player or not. Some people will tech by way of mashing cr.LP+LK (Balrog, etc.) while others will do it late. They’re both perfectly acceptable. The problem with that mindset is that you count on 70% of people to not press buttons, when there’s a whole 30% who will. This will work on a certain set of players, but its far from universal the way the st.LP xx (EX) Tenshin trap is.
For the on hit situation for j.MP, you have a 4-6 frame gap which is equivalent to a frame trap designed to punish a mid-speed or late tech. Unfortunately this loses to mashing tech. The on block situation is worse since it’s only designed to catch late-tech. Since you can’t really confirm if you hit the j.MP or not, that’s another big risk.
Has Rekka frame data changed from super to AE? Improved CH hitbox? I swear Fei’s can throw out Rekkas like Willy Nilly now.
FYI, Just uploaded my last tutorial on fei long on youtube
[media=youtube]w01XsdOYBxc[/media]
Sorry if this has been asked before but I did a search and didn’t see it . . . Is Fei Long an OK character for people who are pretty new to SF/fighters? I’ve tried a few others who are more “beginner-friendly” (Ryu, Chun) but I just didn’t dig them for whatever reason. Fei looks pretty fun so I was going to try to give him a shot.
Well, in my honest opinion, Fei is not beginner friendly, he has a long learning curve (learning to rekka, learning to flame kick fadc chicken wing) and he has no projectile so you have to be close to deal damage, but once you are used to him he is fun to use. if you want to learn him go ahead, check my link above for tutorial vids on fei, and we are here to help in this forum.