I use the HK version because that’s the way I started and it’s hard for me to change now. I find the double tap of the MK harder for some reason. It’s all about muscle memory.
Along the same lines here, I’m just curious as preference can play a big part in how you play a character. What do you guys do and why?:
- What do you guys plink with for CW to cl.HP?
- If you do Rekkas after that do you go straight into HP Rekkas or do you do LP first?
- After a hit confirmed light attack into Rekkas do you go straight into HP Rekkas or again, do you do LP first?
- After a cl.MP hits midscreen do you go for cr.LP xx Rekkas or Sweep? Or anything else for that matter?
- Same situation but in the corner?
- After CW, cl.HP, do you normally cancel to Rekkas or FK?
- Do you FADC the FK if you have meter?
- Do you go for CW, cl.HP xx Super?
Well, I’ve rung off a few more questions there than I thought I was going to, it would be interesting to find out your preferences.
For me:
- What do you guys plink with for CW to cl.HP?
I still use HP~MP, it doesn’t feel right using LP even though it’s better and I have no less success using it.
- If you do Rekkas after that do you go straight into HP Rekkas or do you do LP first?
I always do LP first because it’s safer and I don’t accidentally get EX Rekkas using it. I switch to HP on the second Rekka.
- After a hit confirmed light attack into Rekkas do you go straight into HP Rekkas or again, do you do LP first?
I start with light because I’ve never learnt to do HP Rekkas straight from the confirm properly, I end up dropping the combo.
- After a cl.MP hits midscreen do you go for cr.LP xx Rekkas or sweep? Or anything else for that matter?
I autopilot this and use sweep, the hard knockdown is too good so I’ve never really used cr.LP xx Rekka for it.
- Same situation but in the corner?
Sweep again.
- After CW, cl.HP, do you normally cancel to Rekkas or FK?
**LP Rekkas, but if I’m missing the link a bit that day I’ll switch to FK sometimes and cancel it to keep the pressure on, because rekkas leave you in a defensive position.
**
- Do you FADC the FK there if you have meter?
**If I do a FK and I’m confident in my execution I wont, but if it will kill them then yes.
**
- Do you go for CW, cl.HP xx Super?
Pretty much every time the opportunity arises, the damage is too good to pass up and I hit it pretty much every time, even when my execution is being a bit shoddy, I’ll still hit the link if I’m cancelling to Super.
Meh, this could be helpful for players not yet set in their ways, we’ll see. Maybe it’ll keep the Fei forums ticking over better as I’m beginning to notice tumble weed rolling around the place… :tup:
- What do you guys plink with for CW to cl.HP?
**Light punch, If i do medium I get an awkward cl-mp **
- If you do Rekkas after that do you go straight into HP Rekkas or do you do LP first?
Can never tell, I piano my Rekka’s on hit with 2 punches, it could be anything!
- After a hit confirmed light attack into Rekkas do you go straight into HP Rekkas or again, do you do LP first?
**Same **
- After a cl.MP hits midscreen do you go for cr.LP xx Rekkas or Sweep? Or anything else for that matter?
**Cr.LP xx Rekka . Fei’s sweep is something I NEVER use, I don’t know why, could be other character influences. **
-
- After CW, cl.HP, do you normally cancel to Rekkas or FK?
**Rekka - Everytime, **
- Do you go for CW, cl.HP xx Super?
Only landed this once, too risky on my connections
hey- quick question, what’s the best simple follow-up to a level 2 focus crumple? super and ultra both seem like a waste 'cause they only get 2 hits, and rekkas cause them to flip back out after one. Thoughts?
i think youre doing your ultra too slow or youre not dash cancelling the focus attack. you definately get a full ultra or whatever after lvl 2, foward dash.
if youre back dashing, the ultra wont hit unless youre near the corner. fierce rekkas work in that situation fine tho.
I usually follow with s.fierce into fierce rekkas. It’s a good way to move your opponent into the corner where Fei can start doing counter hit setups.
You can always do ultra 1 though (depending on how much meter you have for it, I’d do it when it’s near full).
Yeah, you’re definitely not dashing after your focus attack hits. You need to hold the focus, let it go of it, and tap forward twice to dash, then you have time to do whatever move you want and they wont flip out or become juggled like they are in the air instead of staying grounded and in the combo. It’d be worth spending time in training mode to work on that and other things you’re struggling with.
Once you get that down, there are a selection of good options to use once you’ve hit with the focus attack:
- Ultra; If you get a crumple, this is definitely the time to use ultra if you have it.
- Super; Again, big damage. Later you can work on cancelling into super from a normal move.
- Rekkas; Good damage and it will push your opponent to the corner, which is where you want them. You should try to learn how to do close hard/heavy punch cancelled into Rekkas, as it will add an extra chunk of damage on to the combo
- Flame Kick; Slightly better damage than Rekkas. Again, learning how to cancel from hard punch into Flame Kicks will really increase your damage output.
So yeah, you do a focus attack, dash forward once by tapping forward twice, and then do whatever move you want. I was at your stage about this time last year. It’s hard to get these things at first, and for a good while every time you learn some new technique, there’s something else more advanced to learn right after. Videos can be very helpful in the process, and I think the best tutorial for Street Fighter IV I’ve ever seen is this: [media=youtube]1_nS5Jj3pHY&feature=player_profilepage"[/media]. It covers pretty much everything and he explains it all really well.
If you have any more questions, ask away, as the Fei forums are probably one of the friendliest groups of guys you’ll ever find on the internet. There is a very good thread here which is the master guide to Fei and it links to many threads such as popular FAQ and other useful info on Fei.
If I’ve completely misunderstood your post and sounded like a patronising asshole then disregard what I’ve just said lol.
- What do you guys plink with for CW to cl.HP?
I don’t p-link. I’m too “simple minded” for that stuff. :pleased: - If you do Rekkas after that do you go straight into HP Rekkas or do you do LP first?
I usually do Light Rekka first–particularly if I’m playing online–incase I mistimed the cl.hp - After a hit confirmed light attack into Rekkas do you go straight into HP Rekkas or again, do you do LP first?
I’ll usually go into Heavy Rekka, though again, if I’m online in a somewhat laggy match I opt for Light Rekka for just incase. - After a cl.MP hits midscreen do you go for cr.LP xx Rekkas or Sweep? Or anything else for that matter?
I’ll do both mid-screen, it just depends on what situation I want to put them in. - Same situation but in the corner?
I tend to cr.lp xx Rekka them after a cl.mp in the corner. If I feel like going for a hard knockdown and potentially generating more damage I’ll toss in a sweep every now and then. - After CW, cl.HP, do you normally cancel to Rekkas or FK?
Usually Rekka. If they’re cornered I’ll go for a xx EX Flame Kick sometimes. - Do you FADC the FK if you have meter?
Normally if they’re mid-screen and want to screen carry them. - Do you go for CW, cl.HP xx Super?
Very, very rarely. I’m absolutely awful at canceling into Supers. :sad:
Depends where on the stage we are at, meter, stun etc. If I have a full meter I go for cl.hp>super nets 420 damage. If I have 2 bars I cl.hp>MK.fk>fadc>CW for extra stun plus damage if I get the 3rd hit. I mostly save cl.hp>rekka for tenshin.
Looks looks like a p-linking tutorial to hit Fei’s HP after the CW. You can tell by the images, they are putting forward the 2 or 3 button P-Links and telling you the outcome. There’s a section on the priority of the button’s, and I assume the numbers at the top are frame numbers. I didn’t watch much more after that…
Could be wrong, but that’s what it looks like. Forums weird, I’ll have to get used to this format!
Alphacat:
What you saw was them making a comment for the Rekkukyaku or chicken wing, which is his flip kick. As far as the frog comment, I have no clue and have never heard anyone use that term when talking about fei long or his moves.
I watched this youtube video where words like “chicken wing” and “frog” were being used. I’m pretty sure they were both being used to refer to something about Fei Long. I’m pretty new to Fei Long and would like for someone to finally clear it up for me. PLEASE???
Again, as Higgins cleared up, Chicken Wing = Rekkukyaku, the move where Fei does a front flip kick essentially.
Frog = Nothing. Gootecks and Mike Ross maybe have an inside joke about it or something, but Frog isn’t a term which has any meaning to Fei Long players at large.
Nevermind. I think he said “fraud”.
It’s 28 minutes long. at 25:00.
Day 3 Fei Long here, a few quick questions for you guys.
-When I try to pressure with Cr.LP xx Rekka, people will block it and mash jab and I end up giving up my momentum. Is there a way to counter people mashing jabs after blocking LP Rekka?
-What’s the best way to counter a player that constantly neutral jumps or jumps back?
-Is cl.MP a good move after a jump-in attack? It looks really good on paper, +3 on block, +6 on hit I think. So if it’s blocked I still have the advantage, and if it hits I get a combo, and there’s a large window of time to react to it. But I see a lot of people with cr.LK and link to cr.LP for combo, that’s a 1 frame link, which is pretty hard to do consistently.
Thanks
- cr.LP xx Rekka isn’t totally safe up close and isn’t the best pressure tool–it’s more of a footsies and punishment tool. LP Rekka leaves you at a -4 disadvantage to begin with so unless you’re planning on trapping with the 2nd Rekka, you’ve lost momentum instantly, from whatever range you use it. Doing cr.LP xx Rekka leaves Fei close enough to be punished by a cr.LP from most characters as well.
If you get caught with that jab a lot, do a delayed Rekka #2 to frame trap them. That’ll get them scared to press any buttons after your first Rekka, making it less risky to use overall. Do note that if you do the 2nd Rekka out of cr.LP xx Rekka, it’s still not safe from punishment, and will leave you at a bigger disadvantage if the opponent blocks.
You could also do a Flame Kick after the 1st Rekka ends. -4 is still a relatively small gap. If the other person fails to get the jab in perfectly, they’ll get hit by the Flame Kick which you could and should FADC for a CW juggle (and for safety). Otherwise, don’t use cr.LP xx Rekka too much for pressure. Rely more on spaced normals and perfectly spaced LP Rekkas, or use normals to frame trap more up close.
- There’s no “counter” to that since your opponent is doing nothing. Just walk them back to the corner and try to react to their jumps with st.HK if you’re ever in range. Focus on your anti-airing when they do ridiculous things like that and they’ll never touch you. You could also try timing a Rekka to hit them as they land (tough to do, but if they think they’re safe when they jump, then they won’t bother blocking anything on the ground). Once you get the opponent in the corner, there’s not much they can do offensively–at least nothing that you can’t counter.
- cl.MP is good, especially for frame trapping, but using it sacrifices the low part of your hit-confirm. Traditionally Feis use cr.LK, st.LP > cr.LP xx Rekka and variants of that as a BnB. That’s a 3-frame link from the st.LP to the cr.LP and easy to do consistently. On occasion or versus some certain characters, we’ll do the 1-frame variant which is all crouching attacks. By using this, you get an extra dimension to your attack–instead of just blocking the jump-in high, your opponent must block low as well. When using j.MP (and attacks that are weaker than that), it can create a frame trap situation on block that hits low, OR it can be a perfectly safe string depending on the point of contact for the jump-in. cl.MP can do something similar, but it would leave a bigger gap in a frame trap situation (less safe), or it would require you to do a deep jump-in (which can be difficult to do on a live opponent) to make it a true blockstring with no gaps.
That doesn’t make cl.MP obsolete, however. Just pick your spots to use it if you plan on using it out of a jump-in. As a meaty or a frame-trap tool, it’s phenomenal by itself already though.
I’m interested to know how you guy’s are going to work the standing jab buff into your play. Are you going to sweep every time now? or mix it up?
If your sweeping, what’s your approach, more pressure or a cross up/tenshin trap? Is it going to be character specific which option you choose?
May aswell get it going, we don’t have long now! I’ve not played AE yet, so I’m not sure myself!
I may use it in the corner. The extra damage on Rekkas comes at the sacrifice of an ambiguous jump-in there–I think it would be worth it to do the sweep and then do a j.MP unblockable-type of setup. I’ll also consider it as a corner escape combo. Instead of using Rekkas to push my opponent out to mid-screen, I’ll use the sweep combo then cross over to put my opponent in the corner.
That aside, there’s only one truly reliable set-up I can think of for capitalizing on the knockdown at mid-screen. It’s the one where you whiff the f+MK and go straight to cr.LK. You could OS that with say, Rekka or a Flame Kick to beat wake-up options for several characters.
I’m still not entirely sure in what situations I’ll find myself using the st.lp > Sweep. Using it as a corner escape that Nosone mentioned does seem pretty good. We’ll see.