You must wait a split second when fei lands after the chicken wing; while holding :l: press :hp: then immediately :qcb: :hk:. This is weird but u really have to wait. Got a solid 70% in the training room doing this.
If anyone got another trick to improve this im all open to hear it
I usually watch the animation of the character (when their head is reeling back) that’s when I hit HP (doubletap) to get the HP link in there. Also, I use the shortcut :db::db: to pull the flame kick out. Note: This is the only time I use the shortcut. I do the normal motion every other time. So it looks something like this…
Just thought I’d add that extra FADC in for the heck of it. Heh heh.
Edit: Or better yet, instead of doubletapping :hp:, try inputting :hp:~:lp: after the last hit of the initial CW. That way if you miss the :hp:, you’ll at least get the :lp:.
I really want Capcom to take em out. It just looks silly when I play and see people continually do the shortcut commands especially for DP type motions. WTF, it just looks silly. Played a Seth awhile ago that did this. Continually double tapped the DP motion even when i was on the ground and just inched forward. Wasn’t hard to counter per se 'cause it was telegraphed to heck and back but still…
I am having extreme difficulty finding the best rhythm and technique for comboing into rekkas after landing a c.lk…
Could someone let me know the best and most reliable way to get from a c.lk and eventually into rekkas? I don’t know what moves to link or what moves to cancel at this point and its killing me when I get opportunities to
It’s not really easy to do, so don’t put yourself down.
You want to rapid-fire the cr.LK into a s.LP, so cr.LK> s.LP.
After the s.LP, wait about half a second before doing a cr.LP. To get the rhythm, I’d suggest doing cr.LK> s.LP, cr.MP. This link can’t be rapid-fired and will force you to pace yourself at the linkage. Once you get that link down, replace the cr.MP with a cr.LP and cancel into Rekkas.
The easiest way I found was right after you hit cr.lk, let the pad or stick go to neutral and hit lp, from there immediately hit down and lp, do the qcf motion and double tap lp or plink lp~hp to get the combo going.
1 - :d: :lk:
2 - Neutral - hit :lp:
3 - :d: :lp:
4 - still holding :d: roll the pad or stick over to :f: and press :lp:/:mp:/:hp:
Start it slowly…really slow (don’t worry about it not coming out fluently). Then slowly speed up your inputs. You’ll start seeing the combo come together. This BnB combo just takes alot of practice to get used to and to be able to use it in the heat of a battle (especially).
And most of all…
(have patience and don’t give up).
It also works on Dhalsim. You can’t land the RH CW after the flame kick, but a well-timed forward kick CW will allow 3 hit Ultra juggle afterward on Dhalsim.
I just got my stick and am practicing with it. I feel the corners of the square gate make it hard for the rekka. Has anyone installed an octagonal gate on there stick and found it better to play fei?
^^^until you get precise with the stick, you can do the CW motion, and drum your fingers across the three punches. if you do it too fast though, you get ex rekkas.
Sure you’re not doing it too late? I play with some seriously offensive Guile users and everytime they’ve done a meaty sonic boom on my wakeup, I’ve been able to connect with an Ultra.
Basically, they don’t do sonic booms on my wakeup anymore. lol.
But my timing is the same against shotos - and the Ultra always comes out against their meaty fireballs (though 2nd hit whiffs if I wasn’t close enough).
I’ll keep trying (not too much though because no one should focus on having to rely on wakeup-Ultras in order to win… ;)).
Just out of curiosity, does Fei have any good “reset” options? I know Fei’s combos are quite lengthy at times but if he had some good resets in place, couldn’t we make his combos that much more damaging? Except for his Tenshin that is.
Went to the training room (again! man i spend hours there) trying to get inventive
Gimme your opinion on this:
HK.CW, cl.HP, FA cancel : 4 hits combo 282 damage
to
safe/counter option : backdash (eventually rekkas if the opponent opens his guard mashing something)
or
risk/reward good : forward dash to throw or bnb combo if they doesn’t block low
or
risk/reward high : forward dash to EX or lk tenshin
So basically HK.CW, cl.HP, FA cancel to forward dash throw is 412 damage (282+130) which is really good (costs 2 meters). If we compare it with HK.CW, cl.Hp, HP rekkas 368 damage or even HK.CW, cl.HP, MK flamekick dash cancel to HK.CW 441 damage (2 meters, kinda complex) maybe it could be another good option for reset/mix up.
Again, did this on training room, looks pretty but it need to be tested on live