First lets try to figure out what the problem is, if youre trying to do, cr.lp>rekka be sure you are canceling the cr.lp into the rekka. This means that you can pretty much do the rekka motion as fast as you want as soon as the cr.lp hits (no need to wait for the link)
Ok, so the easiest thing to do (for some) is to use negative edge, this means when you hit the cr.lp keep the button held down and then do the rekka motion, and release the button. Try this out first without doing the the cr.lp to get used to it. While in a neutral position press and hold lp, then do the rekka motion, let go of the button and you get a rekka, kinda weird right? This can be done to help you buffer supers, dp’s and a whole bunch of stuff (that is getting alittle more advanced). Whiffing this will cause you to cr.lp>rekka which will leave you at more of a disadvantage.
Second thing to try if this doesnt work (this is what I use), tapping lp several times will work as well. Just press the lp several times while doing the rekka motion. Doing this fast on whiff will result in a cr.lp>st.lp which is better for footsies, and extreamly hard to punish. here is a great example of what it looks like input wise, and the use of it and how devistating it can be. (also i would recommend subscribing to shin_akuma’s youtube, non-stop uploads of top level jap. players)
[media=youtube]d4rzQQhes7U[/media]
Also I do want to correct one thing you wrote in your post. lp.rekka is -4 on block meaning you are at a 4 frame disadvantage. While this usually isnt an issue, if spaced wrong even a lp.rekka can lead to you losing a large portion of your life. On hit a single lp.rekka will leave you at zero frames of advantage. Also, dis/advantage on block does not translate into dis/advantage on hit, its two very different categories.
Hope this helps, if you need help learning to read frame data Nosone did a HUGE write up with things like “how am I not hitting this combo” and “how do I read frame data” All of this can be found in the “READ THIS FIRST” thread which is stickied, all the info can be found on the very first page of that thread, I would recommend giving that a look over as well.
Damm, negative edge is quiet strange in a combo. Doing it from one cr lp into reeka lp it works every time and from just standing also,
but doing it from 3 x cr lk, cr lp into lp not so good for me. It’s even more easier to just prees the button more times…
Well I guess I’ll try harder, man why there are characters where standing lp from crouching doesn’t work, damm shotos and their hitbox…
He’s working on the crouching one because the standing BnB will whiff on shotos though.
My advice would be to give up using negative edge on the cr.LP when trying to do this link. It’s easier to just quickly tap the button twice, and it gets you into a rhythm too.
In the previous post I made a few corrections. Fresh, give it another read. Also if you find using the negative edge stuff awkward, personally i would abandon it, and work on simply pressing the button several times. Sorry about the misleading info, I get mixed up from time to time :P.
Also added a link in previous post to give more of an idea what it looks like.
Yesterday I spontaneously purchased an arcade stick, so far it has been going a little better than I was expecting though one Fei-particular thing has been giving me trouble today:
cl.:mp: into Rekkukyaku.
I can do Rekkukyaku fairly well on its own, but the moment I try to cancel from cl.:mp: I get it maybe 3 of 10 times. Might there be a little tip or trick you guys know that can help me get the consistency up?
Then there is FADC…that’s a real bugger on stick. It’s going to take me awhile to find a comfortable way to do it, and do it well.
If you can get the CW just fine by itself, then it’s just a speed issue for the canceling. Start practicing big circles in training mode so your CW’s are more controlled and deliberate. Then when you add the cl.MP it won’t feel as awkward as it does now. It took me awhile to get this cancel too, so it’s natural. Try bringing the speed of the button presses closer to a double-tap as well by using two fingers in quick succession.
Part of the problem may also be in your grip, so try switching that around to get the most comfort/speed.
Guys I need some help so i come here and ask all my good friends here. I need some counter hit setups. The one I mostly use is cr.lk>cl.mp. If they hit crouchtech the cl.mp will beat out the tech. But I need some better counterhit setups. CEO is around the way and I am training hard for this major.
cool I will check it out. Ok I just looked at the frame traps. I know most of these. I have a chart I will post that helps with corner crossups with CW. Use cl.hp with the CW listed on the list. Hp is 4 frames and doesn’t push you as far back so the crossup will work. This is the list Inthul uses and he looks at before each match. When you see replays on YouTube you will see him reach for his phone and look at this list. http://i777.photobucket.com/albums/yy58/jason24cf/241f8664.jpg Higgins thanks for the shoutout on the pad info. I get many pm asking about pad help. I haven’t been on here much now as my duties with the team take up a lot of time as well as my training for CEO. I look forward to speaking to Tokido and getting a better idea of the Akuma. As you all know I will have tons of videos and interviews.
Partly also because the second hit of HK will whiff in certain situations, giving you only the 100. And to clarify a bit more of what Nooks is trying to say, when you FADC the Flame Kick, HK must be FADC’d at the first hit, giving you a weaker overall combo.
Note that even though HK is two hits, the hits don’t scale individually though. They both count as one hit for that purpose.