And Guile’s U1
Yeah Guile U1, Yun ultra 2. there are many of them
ahrit thanks, i was in practice mode the other day and i did fei longs flame kick fadc into chicken wing into ultra .
i was so happy
lol. ok
guys,
i am new to fei atm.
which os is preferable against backdash? say the long backdash and short ones
OS Rekka is probably the best OS for backdashers.
I just got back from the arcade and I got bodied by a Ryu and his projectile game. I found it really tough to get in, especially when I had no meter (beginning of match) to EX CW through his fireballs. The same would apply to Sagat and/or other shotos as well…anybody have ways to get through this?
I am new to Fei long and I have an execution question.
When I do c.lp , st.lp, c.lp xx rekka , Its very easy Rekka always come out etc
Now when I do c.mp (on hit confirm) c.lp xx Rekka now the Rekka dont come out sometimes.
To make them come out with a bigger % I have to keep my stick longer in forward position witch
is annoying.
I dont understand my problem since the finisher with c.lp xx Rekka should be the same link in both case…
I check my input they look clean but no Rekka.
Thx for your answer
Sagats slightly harder than Ryu, Ryu’s a pretty easy match. Just Focus dash forward through the fireballs and get within rekka range, you can then stuff the start up of ryu’s fireballs with rekka. Once you walk ryu back into the corner he’s toast. You can stuff tiger shots with cr-hp, same goes for Sagat, either neutral jump or focus dash forward through them.
Not much to tell really, you just have to stay close and keep the pressure on. Take your time, they can’t keep you out forever.
anyone have a list of characters on which the c.lk,st.lp,c.lp xx rekka combo will regularly whiff on the st.lp after jump in block?
I find myself missing some characters but never remember which ones besides blanka/ibuki :badboy:.
EDIT: found it on combos nvm.
Ken’s step kick, what’s the best button to stuff it if you can predict it? Been playing this Ken player who loves using it, he has the optimal distance down really well, but sometimes even when he whiffs it completely in front of me he still recovers fast enough to block. I’ve tried using st.HP to stuff it on start-up and it works alright, but the recovery makes it really vulnerable to jump-ins, I know I’m probably getting outplayed but is there any other normals that’s good for stopping it, thanks.
cr.mp and cr.mk stuffs it. cr.mk is safer as it doesn’t trade at all, but you can’t combo off it other then super. neutral jump works too but it’s risky, you have to time it perfectly or else ken can dp you on your way down. If you can predict it and you sure the spacing will hit, why not just dp him? It’s risky, but it will condition him to try to bait your dp.
How do you deal with neutral jumpers. I’ve been having some trouble with people that neutral jump over my rekkas and i eat a fat punish for that. Same applys for people that like to jump back kick. I’ll get hit by the kick and eat a fat combo as well. Also, is there a list somewhere that tells which characters can punish feis 2nd jab rekkas? (Example: fuerte is safe until he has ultra2) Thanks
If your opponent catches your rekkas a lot with neutral jumps into combo, it probably means you are predictable with your rekkas pressure. For jump back kicks, just let them jump back till the corner. Once they reach the corner, neutral jumps and back jumps become ineffective. Also, if you pressure with lp rekka, you can usually have time to block their neutral jump or even dp it. At midscreen, i think you can do the 2nd and 3rd rekka with hp to get you behind the opponent, not many characters have a neutral jump like Chun or Fei that hit both sides, you’ll probably still get punish, but not a full combo. Neutral jump can also be beaten by j.hp in a lot of cases.
2nd lp rekka is -6 on block, which means EVERYONE can punish it if you don’t space it out correctly. Even spaced right, there are a handfull of characters that can punish it, Cody, Zangief, Ryu with super, Fei himself, Yang… that’s all i can think of right now.
That’s why at high level play, the delay 2nd or 3rd rekka is used sometimes, it makes your opponent play a guessing game. And if they stop mashing after the 2nd rekka, u can keep pressuring with block strings, ambiguous crossup, ex tenshin etc.
I know it’s possible to combo a ex rekka after a counter-hit c.mp. I just saw a video of someone doing c.mp, c.mp, ex rekka and have it combo off a counter hit. I’ve been trying to replicate it but I can’t do it. Am I missing something?
Video @ 1:35:20
yes a counterhit cr mp gives you just enough frame advantage to combo ANY rekka from it not just Ex rekka. this happens fairly often for me.
@masterkoja thanks for the explanation, will definetly keep this in mind.
Just to be clear, the extra frames from a counter hit applies to the SECOND c.mp as well? I guess I’ll keep trying then. Thanks.
the extra frames should only be for the 1st hit, but in this case the only way i see the ex rekka comboing after the 2nd c.mp is because it looks like he did it at the max range it’ll hit, so that way, fei recovers faster and can get an ex rekka in while seth is still in hitstun from the cmp
cr.MP is +5. On counter-hit it’s +8.
Rekkas are:
LP = 7 frames
MP = 9 frames
HP = 10 frames
EX = 7 frames
It’s a 2 frame link to LP or EX Rekkas. No MP or HP.
The only explanation i can think of is that the 2nd cr.mp is hit as the last active frame. Since cr.mp has 3 active frame, and it’s +5 on hit. If it hits at the last active frame, it adds 2 frames to his advantage, so +7. With +7, lp rekka and ex rekka can be linked.
Now that i think about it, if close mp is hit at the last frame on counter hit, does that mean fei gets +10 and ultra 1 can be linked? Not very useful, but just theorizing.