Fei Long Q&A: Ask simple questions here!

I did need to work on that delay for the combo, because Fei-Long’s weird like that, but I was talking about even changing from a st. HP into his Rekkas, or cr. MK into Rekkas.
I should’ve specified that I’m having trouble cancelling into his Rekkas. For whatever reason, I have real difficulty getting all 3 Rekkas to come out, or even 2 sometimes. I’m far from noobish with Fei-Long, but it gives me some serious trouble sometimes.

Edit: Overloaded on Yang… Maybe I was just thinking of Fei’s super.

well you can’t cancel cr.mk into rekkas (the only crouching attack that you can cancel into rekkas is cr.lp, you can link cr.mp into rekkas on counter hit though) and st.HP has to be the close version (looks like a uppercut) and then the only advice I can give you is that it is a pretty fast cancel and to use lp rekka as it comes out faster and will leave you more room to hit the cancel then work your way to the higher punches. It’s all just a matter of timing and getting used to it, doing it over and over again is the best thing to do to work on that muscle memory.

Yeah, like Higgins said, repetitive drills are the only way to get them right. My favourite for execution drills is to set the stun in training mode to ‘normal’, and then perform the combo you’re struggling with over and over until you stun them, at which time their stun cap will increase. If you get their stun all the way to 9,999 and then stun them one last time, and then restart, switch sides and do it again.

That’s how I’ve always practised Chicken Wing, cl.HP xx Special, or anything else for that matter.

cl.MP > cr.HK was already in Super, but the st.LP > cr.HK is new. Aside from this combo, there aren’t any others that are significant to Fei’s gameplay, but you should find several combos easier to do. Note that below “>” denotes a link:

st.LP > cr.MK
cl.LP > cl.MP
st.LP > st.MP
st.LP > Flame Kick

These combos also exist in Super, but are made easier in AE thanks to the additional frame advantage on hit for st.LP. In Super cl.MP xx CW is also possible for LK CW and MK CW. Against certain characters, you can do the cancel into HK CW as well. Check the “Every Answer Here” thread for that chart. It’s listed under the character specific section.

Holy crap, you’re a machine dude. I bet your hands could deflect bullets with all that practice.

Other AE specific combos:

HK/EX Chicken Wing, cl.MK xx Special
Counter Hit EX Rekka x1 > cr.LP xx Rekkas (It’s +4, but the push back is too much to get cl.HP)

Tye@l

There a various way’s that you can complete your rekka’s. Nosone has it on this very thread if I remember.

You can either double tap, or piano another button if your having trouble. Piano I would say is the easiest to start with as the timing is a lot do do with when you push the button and not the actual motion. Do you play stick or Pad? Try going into the training room and when you hit confirm a rekka, finish of the motions with 2 buttons instead of just the one.

Found it…

cr.LP xx Rekka is a simple two in one motion. Several ways to accomplish this:

1) Classic quick tap-tap: Using the same finger, cr.LP for one tap, do the :df::r:, then tap punch again for the Rekka. Works best when using the same strength Rekka as the punch.

2) Negative edge: cr.LP and hold the punch, do the motion, then release punch. Works best for OS’ing a Rekka from a cr.LP poke, though the OS itself is pretty pathetic. Works best for cr.LP to a LP Rekka specifically.

3) Double Tap: cr.LP, motion, and LP for the LP Rekka. Faster than a normal tap-tap (sounds more like a “brppp”) since you use two fingers in quick succession. Works only for Rekkas using the same-strength punch as the normal punch.

4) Piano method: You can use this with cr.LP and any strength of Rekka. On a stick, hit cr.LP with your index finger and use your other fingers to hit the other punch buttons as you complete the motion. Each press is like a quick strum–fingers should be dancing. Alternatively, limit your piano-ing to two strengths of Rekkas to be more accurate with which Rekka comes out. By doing LP and HP for my piano, I normally get HP Rekkas both due to rhythm and input priority (in the case of pressing both buttons by accident).

have you guys found any uses for the new st. jab?
i’ve been in the lab and the only new thing i found st. jab x3 into lk.CW
and st.jab x2 into mk. flake kick is easier but other than that i can’t find a use for it besides making older combos easier

Well Mago seems to shut down dive kick attempts pretty well with standing jab

I play stick. I’ll have to give those tips a try. Never tried Piano with Rekkas, I’ll have to try it. And it’s not the buttons themselves that’s stopping me from getting the Rekkas out; It’s the motion. I really seem to struggle with it, for some reason, when trying to end a combo with Rekka.

Oh man I had the very same problem when I was trying to combo into rekkas, you most likley arent going into the forward portion of the gate. Again this is all muscle memory and should be corrected ASAP so it won’t hinder you later (buffering for super for example) When you go into training room turn the inputs on and see where you are going wrong.

Hey guys how do you do the j.MP ambig setup in corner. where it’s kinda like akumas j.LK and you can choose what side you end up on

Hey guys sorry if this belongs elsewhere,but im new to fei and iwas wondering if i can get one of the really good feis from here to kinda show me the ropes and explain things to me.I have a very good knowledge of the game and am in no way new to the game. just new to fei

@Highlandfireball

Holy CRAP does the Piano technique simplify things. It’s SOOOO much easier to get more Rekkas off consistently! Now all I have to do is drill his combos into my hands and I’ll be kickin’ all kinds of ass. Thanks for the help! You too H1gg1n5!

It really depends on the type of knockdown that you get. If you’re thinking about doing it from a sweep, it’s manual timing since you don’t have time to whiff something and then jump in safely. From a throw in the corner, you can whiff st.LP/LK and to set up a “safe” cross-up attempt, but it’s the button press timing that would determine if you cross up or not.

If you press early, the hit will be towards the front and you’ll land in front. Delay by a couple frames and it’ll cross up. When Mago does it, it doesn’t seem like he readjusts spacing from an unteched or untechable knockdown, he just gets the timing of the press at the right moment so that Fei’s j.MP hitbox doesn’t allow him to move past the opponent’s (if he wants a frontal hit), or once he’s moved just behind the opponent already (if he wants a cross-up). That seems to work well for myself too, but it takes practice to get it down. Maybe there’s also a set-up that I’m not aware of though. Hoping someone can enlighten me if there is.

To be fair, I think they’ve actually changed j.MPs hit box. Mid-screen I’m finding it a heck of a lot easier to cross-up with it now than in Super, or maybe I’ve just changed they way I’ve been doing it…

Tye@l

No worries mate, just remember you have to learn the distance’s from which rekka’s are safe - that’s most important. So if your close or using it as a blockstring then you have to bare in mind that you’ll get punished using the wrong strength.

Also if you’ve hit confirmed your rekka’s, you can 360 the stick to make it easier (if you want), you can’t leave the ground in the rekka animation remember. I used to do this when I started because I had trouble ending the rekka’s facing right (I alway’s played arcade on the P2 side when I was young! ).

Of course these are all not “pure” way’s to input commands, just alternate solutions, but believe me, even the pro’s use the system to give them the edge through plinking or double tapping etc etc… Everyone’s different, just find what works for you.

the thing is it seems like his j.MP isn’t crossing but the first hit he makes when he lands does. Like i was mentiong with akuma’s j.LK mixups that tokido does. They jumping with a normal and you always block it at the front. But then when he lands it’s behind you or in front and it’s like so hard to tell. I think i can get j.MP to crossup but not like say mago does. I need ot get a vid of it so i can show. Or maybe i don’t understand the properties correctly. Thanks for the info though.

There is a video floating around of the j.lk corner mix-up after knock down, but I can’t seem to find it. Maybe if someone can find it for ya. Also, I always thought that in corner the mix up was dependent more on the jump timing more than the button press, but I can totally see how both of them can influence the position of the landing.

It’s a bit of both, but there’s an obvious affect that the button press has on the set-up, especially in the corner. You’ll notice it most when you do an early press; the jump arc looks like a cross-up but the j.MP hitbox keeps you from moving behind the opponent, making it look super ambiguous. That’s not the set-up that Fox is looking for though :-/

Fei’s j.LK can probably do the Akuma trick easier since the hitbox is wider.