I kinda see the advantage. After a knock down using the med rekka i dash foward into a heavy rekka lp rekka and it caughts on most of the cast, for the ones that dont i use med.Using he lp rekka is safe on block but not the med punch. and the only draw back is if they expect it they will jump so i bait wth lp rekka they jump then they prepare for the un-lubed punish they will receive and the match goes on.
Ok I was board at work so I just tried this on AE for PC.
LP, LP, MP 148
LP, MP, MP 153
LP, LP, HP 148
LP, MP, HP 153
LP, HP, HP 158
MP. LP. LP 153
MP, MP, LP 153
MP, MP, HP 158
MP, MP, HP 163
MP, LP, HP 153
MP, HP, LP 163
MP, HP, MP 163
MP, HP, HP 163
HP, HP, LP 168
HP, HP, MP 168
HP, MP, LP 163
HP, MP, MP 163
HP, MP, HP 163
HP, LP, LP 158
HP, LP, MP 158
LP/ MP do recover slightly faster. I have no way to know the correct frame advantage but just looking at the character after the 3rd rekka Fei recovers quicker with LP/MP as last rekka hit. Fei is in neutral position as they are “about to start” there bounce when you end the 3rd rekka with LP/MP. Now when Fei end’s with HP, the other character has “started” his bounce. So I would agree its like a 3/4 frame advantage after a 3rd rekka if you end it with LP/MP
Has anyone been maybe looking into or is working on an match-up thread?
Any tips on the Fei Long mirror match?
edit:
Also, some help on the Bison matchup might help.
I don’t like just sitting there and blocking scissor kicks forever.
With Fei it really comes down to the most patient player. You’ll use a lot of both cr/st.fierce to try and keep Fei at bay while walks forward. I personally save the meter for EX rekka, it means I can safely pressure Fei without worry of fucking up. You can use the St.hk on Fei as an AA as he will usuall jump from a little further away to try to bait a Flame Kick. Jab xx rekka is essential at punishing whiffed pokes as is focus attack. A lot of Fei players will fish with the LP rekka so if you can release your focus at the right time it can lead to big damage.
You should be able to block all his cross ups. I’m not a fan of CW in the Fei match although I do see other players spamming it. It sort of puts you in a will he/won’t he scenario because he knows what you know. Your left with possible backdash (which he’ll do another CW), throw (could flame kick FADC) or back dash himself. LK/MK CW is handy on wake up though if you feel some pressure coming.
I pick Ultra 1 as the possibility of landing a focus crumple are greater than being able to land U2 on Fei although not impossible. You can actually react to the CW with U2 if your fast enough.
Bison - you can neutral jump the scissors for a big punish otherwise you can try cr.lp xx LK/MK CW to ease the pressure a little. Rekka’s really blow Bison up so you want to be inside scissor range to catch him throwing st.hk/st.mk. You need to get him to the corner. Use St.hk as an AA. Its a bitch of a match, probably my worst. U2 is handy in this match. Beats stomps and cross up knee so it’s one less thing to worry about.
Thanks for the help. I’ll try to implement it as best I can.
These two matchups are currently my worst ones.
Wait until you play a decent Vega…!
Has anyone have any tips on the akuma
First off you need to learn to block his mix up game. Your footsie’s are much better than his so you can beat him on the ground. With cross up tatsu you need to use st.fierce whilst standing (this can be done on reaction) or cr-mk on a knockdown to avoid then throw him on the landing frames. You can rekka underneath the air fireball or also EX CW. Be careful walking forward as he has that spammable f.hk (fucking hate that move if your playing as Sagat). But if he whiffs it in your face you can cr.lp rekka. Cr.fierce and St.Fierce are again good buttons to use to stuff the start up of his pokes and just open up some rekka space. Cr-mp is as godlike as ever. Also make use of your overhead.
Overall you need to stick close to him and take him from corner to corner. Never try and AA a dive kick if your knocked down, you will whiff or get punished. He has a decent kara throw so be aware, most akuma’s use throws to start their offence but can catch you with a little walk forward cr.mp to blow up you tech attempt.
Stock Ultra 2 but don’t be baited into using it, even just having it will let you out of the odd mix up or 2. You can also use U1 for damage if you like but if your a beginner I’d recommend U2.
If you have him cornered I tend to get up in his face on a knockdown then walk back a little as most akuma’s will teleport out and you can sweep or punish that easily. Do not dash back when he has U1. Never underestimate the power of a dodgy wake up Ultra, especially one that does retarded damage. He also has a shit ton of Option selects with sweep (or Ultra) so be mindful of back dashes whilst trying to escape. Blocking and being patient are better options.
Well winnable match. A lot of players reckon it’s 6-4 Akuma but I’d think it’s one of the easier 6-4’s if such a thing exists.
A few akuma’s will throw out a lot of sweeps just out of range (they can KD a rekka) so Focus crumple here is an option.
Yea i thought this one was a 6-4 7-3 even though tiers would suggest its 5-5. I’m getting better though i do three rekkas instead of ten million and i got the one framer down lk lk crlp rekka. Thanks for all your feed back
Thanks for clarifying. I always assumed footsies was using normals to control the spacing, regardless of heavy, medium or light.
I have trouble with the Juri,Bison,honda,ken,dudley match up can someone please help
That is pretty much it in a nutshell, though specials inevitably factor into it as well to an extent. Fireballs or Fei’s rekkas being good examples of specials that are basically just very long-ranged pokes.
Why do people go for the Fk FADC CW Ultra where you get two hit instead of FADC ultra where you get three hits and more damage ?
You get about 20-30 more damage points from a FK>FADC>Ultra 1. Now if your only getting 2 hits on U1 then your timing is slightly off. I think Viper is the only character that doesnt get hit with the last hit of the rekka from U1 after the FADC.
I dont know if you anwsered it with it does 20 or 30 more damage but i go for fk fadc ultra all the time and get the three hits im just wondering why everyone doesnt do that ? what ami missing
The CW adds quite a bit of damage and also pushes them a little further into the corner. At least thats what it seems like to me.
well when you go for CW after a FADC its to make sure you get the damage. To go U1 and not get the 3rd hit would be a waste of 2 bars and Ultra meter. So its the safest bet to get damage as well as position on the stage.
Hmm i guess … Im mean coming from a rog background i guess im use to the juggling and the right height to activate the ultra. i’m sure if peole prac. it then itll be the better option but my opinion … oh it does 44 more damage … something to think about
I usually do Flame Kick FADC UC1 only if 3-Hit CW doesn’t work on the character I’m facing, or if it will finish them off. I tend to prefer the extra stun you get out of CW in most other situations. Plus I like keeping them close whenever I can.
I wouldn’t say either is a “better option” over the other.