But why melee her knives when you can FK them to knock em away and gain super meter (I mean super meter is the most important thing for Fei now that you can hit it after tenshin or just about anywhere, my game now involves trying to build super meter as fast as possible) and hit her if it’s x-up? I mean technically she’ll use knives when she is far and it’s slow coming out (she has to jump) so you should be able to react with focus or FK or dash (if you are close).
As for auto correct FK, that just happens when you do a FK at last possible moment (that’s why they call it auto correct) of a x-up (just before they pass your midpoint after inputting the command). Technically you are just doing a flame kick as you would normally but when you hit the kick button portion of the command the other character has just past your midpoint.
Standing Cl. fierce does not make a good anti air because it has to be done close. It’s easier to hit neutral HK (more leniency in timing) if they are going to be close to being on top of you or FK for more damage. At any range Cl. HP would be effective, FK would be more effective.
In vanilla (and to a lesser extent Super) you have 3 anti-airs depending on jump arc and spacing. FK for on top of you (in vanilla, non x-ups only), St. HK for anything a FK would hit but trade in (it would hit clean as opposed to trade with FK) and st. mk for so called “safe jumps” or shallow jumps which has this weird high hit box on the kick and low hittable box (for jumps that FK would whiff).
Ibuki has a really fast falling jump so you have to think fast. If she throws it at the top of her arc you can focus dash but you better be prepared for safe target combo followup or a slide.
Imperie, try not to become overwhelmed when facing charge characters, Bison is not that difficult, neither is Blanka once you understand the mechanics of the fight.
Against a bison player who is aware of the games mechanics, I usually want to take advantage of the middle of the screen. Bison can teleport around the place if I start adding pressure and strings, staying in the middle gives me fair ground to move with him and try to stay ontop of his attacks. Charge characters such as Bison can be a pain at first, watching his attempts at scissor kicks eat whatever fei gets can get annoying but it’s all trial and error, Crouching fierce has alot of recovery, flame kicks if blocked can be punished, rekka pressure is a risk. Try Foward, Foward. The overhead stops bisons scissor kick, also moves fei’s hitbox a bit in the air. This can set you up for pressure pokes, I don’t follow up with a c. strong because of the frame recovery unless on counter hit for a rekka chain. What I have done to keep pressure is after the hop kick,
c. lk, c, lk, Throw.
s, lp, command grab.
s lp, c. lk, s. lk, rekka x1, or throw.
As for the ultra, I stay with Ultra 2, but ultras are personal preference. I didn’t like Ultra 2 at first but realizing how important this is to gain momentum once the other player sees how you can counter well gives you a bit of momentum in a match. For instance the BnB combo with bisons c. lk, lk, lk, scissor, with practice and alot of focus you can bust ultra 2 before the scissor kick. Samething with Guile’s c. RH, second hit, or his jab strings, crouching strings. As for his sonic booms, your rekkas can outbeat them, countering them before guile has a chance to whiff one out. It’s very important to stay in the middle of the screen, you do not want to give guile or bison freedom to move around.
Bisons i don’t particularly mind anymore, i’ve grown with his match up pace and general strategy / movement.
But Blankas…They’re now the bane of my existance. You can’t pressure too much on wake up without facing electricity or reversal ex ball. Approaching them isn’t easy due to the fact Blanka is made for charging and running away / hopping back in your face at speed. That’s not to say they’re unbeatable, it’s just seriously hard to approach and take advantage of the situation.
Ultra 2 > Blanka Ultra 1 though It’s nice to bait it out on wake up.
To be honest the majority of blanka’s I face will wake up Ultra every day of the week. If they select U2 you can fw jump - then Ultra 1 will catch it, or if your even closer you can jump the first hit and throw them out of the second part (you’d be surprised how far you can walk forward in this gap)
Never jump, Cr-mk for electricity and rekka for balls, if you get him in the corner it’s all over.
i am having extreme trouble with Dhalsim , i certifiably believe this match is 6.5-3.5 …there is no way to get in on a good dhalsim safely and reliably …focusing through his limbs is kinda viable if the dhalsim is using st.fierce to zone you out but you can’t focus if he spams those shorts because you will be constantly hit out of your dash …can’t jump …can’t move forward …ex chicken through fireball is ok but if timed incorrectly you will eat a back roundhouse . Maybe you can take some damage to get in and back him into the corner but still if the dhalsim is smart he will know that eating a flame kick or St fierce is worth it after using teleport to escape as long as it gets him out of the corner . Just have to hope that dhalsim slips up then get in and stay in which is harder than it sounds .
Specifically for Chun; How do you guys go about this match, because for me it seems like I’m least effective with Fei against Chun, when I’m in Fei’s most effective range.
It’s like every poke I make, every footsie I apply, every punish I attempt or any pressure I apply ends up getting stuffed by a leg or a fireball or a back dash or something that ends up dealing 20% damage to me.
Any suggestions on where Fei should ideally be and what sort of game he should be playing in this one?
First things first, stay outside of her cr.hk range, aka mp rekka range. This is a match up where EX Cw and focus attack comes very handy:
-A lot of Chuns love to fireball then quick dash forward to apply some pressure; go threw it with EX CW and punish hard.
-She has no walking forward armor breaker; so, at mp rekka range, you can either rekka her, cr.hp, st.hp, neutral jump hk, focus attack. DONT PLAY close combat, she’s much better than fei.
-If you feel jumping at her, jumping mp will stuff most of her poke, especially her cr.hk, but will loose to ex spinning bird.
-If you score a crumple, or manage to land tenshin, go for close mp xx hk CW, and hit her hard.
-Don’t let her jump at you freely, mk flamekick will trade in your favor, crouching EX flamekick will beat her clean.
-Stay aware of tick throws and forward dash to throw, she’s very good at it.
-Backdash on wake up is a good option if you have some space behind you, some chuns love to instant air overhead you on wake up.
-Ultra 2 can be usefull if you can predict or react to her hazanshu, or command overhead