Someone has WereBear I believe I was just reading it yesterday.
pretty lengthy thread about punnishment options here:
Someone has WereBear I believe I was just reading it yesterday.
pretty lengthy thread about punnishment options here:
That is excellent work. I can’t wait for the next update!
Just calmly input each qcf+P motion, there’s really no trick to it. Just gotta wait a sec between each hit before doing the next. Practice practice practice.
Ahh thanks I forgot about that. I put a section up for it.
@people mentioning st.MK: I have no experience using this move since I only use st.HK and flame kicks to anti air really. What use does it have over those moves?
You forgot st. mk and the basic anti-air it has as well. It does little damage but makes the guy land closer to Fei than the st. HK for a different set of mind games (better set-up for tick throws and tenshin mind games). It also has very loose timing requirements (say when you mistimed an attack and whiffed) and high priority. My best example of this would be vs. Seths wall jump, it’s fast (wall jump that is) but gets easily it by Feis st. mk. It’s useless for overhead jump-ins but trades a lot less for shallows vs. st. hk. Anyways it’s less damage, faster execution and recovery (much loser timing) puts the opponent in a good rekka or tick throw set-up.
Also, ultra can be comboed off jump-in HK (you should make different sections for jump ups vs, jump-in/jump back). I’m trying to learn to hit confirm for non-DP people.
Since this is an advanced guide, also make sure to include that there’s 3x rekka then there’s lp. rekka > hp. rekka > h.p rekka to maximize damage (yes it does do more damage, I’ve tested it out in training mode but it’s the second hit that makes the difference, as with almost all of Feis move, hit confirm is probably the most important aspect of his game).
Also, offline I like to block then use high kick flame kick (does not work online though) for a reversal on deep jump-ins. Timing is tight and I have a very difficult time getting it to work correctly online but offline I can get it to work semi-regularly.
Last. If you wanna mess around with me figuring out different properties for Fei during actual fights, add me and send me a message (I play on PS3).
As much as I hate to say it, I’m past my prime in fighting games and looking at how I do now (in execution and reflexes) I am much worst than I was as a teen. Still I’m more than happy to help play theory fighter to hopefully see a few more competitive Fei’s for tournaments at some point even though I admit online is quite a bit different than offline.
Alright guys, the guide is mostly complete. I hope you all don’t mind the huge wall of text, it’s a lot of info. Hopefully there’s something useful in there for everyone.
edit: I dunno at the range I would use st.MK, I see flame kick as being more useful as it does more damage and nets a knockdown, allowing for even better pressure. I’ll try it in the future but I have no personal experience with it yet so I don’t want to put up incorrect information just yet.
edit edit: phew got done proof reading. So many typos, lol.
HK / EX Chicken Wing > cr.LP > Rekkas
A difficult link at first, this is key for Fei’s game. It adds extra damage to successful chicken wings and results in a knock down. While the cr.LP variation is less damaging than the st.HP one, it is much more reliable. If you’re an execution demon, you can go for st.HP, but I don’t suggest it. Very difficult to land reliably as it takes perfect spacing on the chicken wing and excellent 1-2 frame timing.
I suppose this is best for the player on pads but with stick there’s no reason not to go for HK CW, HP, rekkas/flame kick. With the double HP input method pressing first HP and right after LP you should actually land the HP combo more often than the LP combo and if you fail the input chances are that a LP will come out instead so you’ll still combo.
You know, I tested that and it didn’t work that often. Not to mention HP was out of range a lot of the time. Maybe I should go practice it more. But overall it just seemed unreliable.
Perhaps you’ve become adjusted with the link timing after the initial CW. Most likely the reason why you’re not hitting the c.lp.
I’m trying to get CW > cr.lk, st.lp, cr.lp xx Rekka Ken in one go. Or a shorter variation…(in case I’m a tad bit too far). Find that cr.lp reaches further than it actually looks.
CW > cr.lk, cr.lp xx Rekka Ken.
I haven’t had this problem but also I never use (land:rofl:) HK CW from a distance. you should write up HK/EX CW, cr.lk, c.lp, c.lp, cr.lp, super. I know that the combo is a huge waste of meter but damn it looks cool and that’s what Fei’s all about.
Well I did put cr.lk st.LP cr.MP which is practically the same thing, lol.
I was trying to only include useful combos though. I don’t like wasting meter x_x
Sick Sick Sick guide.
“The highest technique is to have no technique. My technique is a result of your technique; my movement is a result of your movement.
A good JKD man does not oppose force or give way completely. He is pliable as a spring; he is the complement and not the opposition to his opponent?s strength. He has no technique; he makes his opponent’s technique his technique. He has no design; he makes opportunity his design.
One should not respond to circumstance with artificial and “wooden” prearrangement. Your action should be like the immediacy of a shadow adapting to its moving object. Your task is simply to complete the other half of the oneness spontaneously.
In combat, spontaneity rules; rote performance of technique perishes.”
That is the truth right there.
Chun Li
Focus is great in this fight at mid range where chun likes to use her excellent pokes. Meet her in the air with j.HK, out poke her, and get on top of her. She has very few answers to cl.MP which allows you to work your pressure game. Use it on wake up but be careful of EX spinning bird kick. Bait it and neutral jump to punish it, or block and punish with rekkas. Overall, a pretty easy fight for Fei once you learn it.
The bold letters represent lies!
This really isn’t an easy fight. Chun can keep Fei out if she knows how to play footsies. When she has super and she often will during this matchup (EX kikouken sucks vs Fei) she can punish any rekka on block. Chun has poor stamina so any lucky focus or super combo will do huge damage. Tenshin, HK, super takes off nearly 60% of her life. cr.mk hit confirm into super does more than 50%.
If both players know what they’re doing, I’d say this matchup is 6-4 in Chun’s favour.
How does meeting her in the air with j.HK not work? Her jump is so floaty that if you’re coming from under her, it’s not difficult. Just don’t come directly from the sides. Out poking her is definitely possible. At the range where you can poke her and she can fight back, she has to use her slower single hitting pokes. You have focus for this range where as she does not. Your overhead can go over low kicks and if she has meter then you’re not playing the match right, as you should be forcing her to try and reversal. If they want to sit on meter to do a super then RUSH THEM DOWN. What does she have to stop you? I’ve NEVER been super punished for blocked rekkas. So if the option is there, then that’s cool, but I rarely see it.
Generally the right range is just outside of her lightning legs. Flame kick is also really useful against her, shuts down a lot of options.
And yes, focus IS good in this fight. Like I said previously on my focus section, the trick is recognizing their tendencies to throw out pokes and using it there. At the range where she likes to use her sweep or punch, your focus will win, with nothing she can do to counter it. If she doesn’t poke into it, back dash and resume your regular game. Or if it looks like she’ll sit there, make her block a level two, dash in and make her eat mix ups.
Meeting her with j.hk is bad because her air priority is a lot better than Fei’s. Of course poking is possible but once again Chun has the priority. From a distance Chun is the one in control and she can easily evade/counter most focus attempts. Also Chun’s pokes are so fast that you’ll rarely get a lvl2 focus even if you absorb a hit. Her ultra eats focus for free.
Chun is faster, has higher priority and reach on her normals, kikouken is like a mini-sonic boom, her combos with EX legs does lots of damage and her super would be way better than Fei’s if it wasn’t for the charge command and better EX.
Only thing Fei got on Chun is a better closeup game (barely without super), damage advantage (I’d say about 20% better overall) and the super. With the super his footsies become so much better from the fear of the super itself.
Edit: Chun has the best backdash in the game
Agreed here.
Focus isn’t just for random shots; use it to catch poor tendencies like cr. HK, j+HK, or Hazanshu. I would never suggest using focus at a range where Chun can use cr.LK or other fast attacks. There is a safety zone where she must move in first in order to be that fast. Stay out of that bubble and you won’t have to worry about losing your Hyper Armor to jabs.
As for getting caught by the Ultra during a Focus charge, just wait a second and then back dash. If she catches you in the air (the second half of the back dash), she won’t get you in the full ultra–and I know you know that the ultra won’t juggle properly on Fei. There’s only 1-2 frames of vulnerability in between invincible and airborne frames during the back dash during which she can catch you with a full ultra; just learn the timing.
Agreed here.
Fei’s frame traps (cr.MP)/Rekka pressure still work on Chun. Jump-ins are viable, even if she has EX SBK to worry about since 50% of the time she’ll only catch you with one hit for that GTFO effect.
I just think there’s a lot of emphasis on the Super here, and a bit of understatement on the Focus. Focus isn’t as big of a gamble as you make it out to be; you just have to work your spacing more. cr.HP, cr.MP, cr.MK, and Rekkas work great for keeping Chun at bay and force her to be more clever about her approach. Adding in wake-up games–which Chun has a tough time defending against–and you’ve already got a solid plan moving forward. Flame Kick> FADC> mix-ups are fantastic on a Chun who has no SRK; EX SBK still loses to EX Flame Kick more often than not with decent timing and can also be baited/punished with Rekkas. Not to mention there’s a soft spot right at her vagina, perfect for j.MP if you space correctly.
Knock her down with anything and keep her from building much meter using frame traps and mix-ups on wake-up (Back throw> Lv2 Focus? Sounds like a plan). Stay out of close poking range unless you’re on the offense with a lv.2 Focus or jump-in approach. Keep her wary of walking forward by throwing out LP Rekkas and an occasional MK CW/EX CW> Throw/Flame Kick> FADC> mix-up.
If she jumps straight up, wait for her to come down. If she jumps in, back off or remove her ground combos from the equation (trade AAs, take to the air via jumps or CW, retreating aerials, etc.). The latter is something that many people don’t take into consideration–if you avoid getting pinned on the ground, you can completely throw off your opponent’s approach.
Chun’s most used aerial approach is her double HP target combo; in the case that she doesn’t do this, you can focus her jump kick to return the pressure. The double HP is usually done deep to get 2 hits in so a Flame Kick may be able to interrupt it
I liked the guide, useful!
I agree with nosone on all of his points. I’m still hit plenty of success anti airing her by meeting her in the air though, just have to catch her as she’s going up, or at the peak of her jump. Just doesn’t work if she’s doing a neutral jump straight up right next to you, as her neutral j.HK does stuff your attacks at that range.
But yeah bubblan I think you’re letting her get into your head too much. You do have the tools to fight her at range and in close. And her “mini sonic boom” is a mini target for EX chicken wing, so keep that in mind. You can definitely back dash her ultra too, I’ve done it on occasion. Rekkas are so useful in this fight for fighting outside her cr.LK range. If you’re not rushing, I usually try to stay out of up close, since cr.LK and lightning legs can be pretty annoying.
So:
…C
F
(Anti air works)
…C
F
(No such luck)
Right?
Do you do a simultaneous jump and HK for an early HK release or do you time it specifically?
you guys should just smack her out of the air with a standing roundhouse
Yeah basically on that little chart. The way I use it is sort of like a rising j.HK, I do it right off the ground. Works as an awesome anti air as long as they don’t already have a hitbox extended. Most chuns aren’t gonna attack that high in the air anyway, which is why catching them on the way up or at the peak is a good idea.