I’d agree with most of those, but I’m not sure about these two. There’s quite a few other characters with unsafe cl.HPs. That seems fairly intentional. I would agree with jabs connecting after his overhead, if his overhead wasn’t so fast. Guess that’s kind of the trade.
Personally, I only care about improving the ultra a bit (Just the connection issues, though juggling into the full version would be cute), safe first hit for Rekka (Except for perhaps HP Rekka, depending on spacing), and maybe making his c.mk special cancel…able (Doing both that and an overhead that can be linked into c.jab might be a bit much, even though Boxer can do that with his).
-Roundhouse and EX CW’s block stun increased to +4.
-Tenshin start up reduced to 4-5.
-f+Roundhouse changed to a quicker two hit to beat FA’s.
ok here’s some adjustments I would like
Rekkaken-
Slight increase in damage
Safe on the first blocked rekka (I would not even mind if it was just for the lp rekka)
Frame advantage on hit (I noticed many times that when a fei player looks to pressure with the rekka, gets lucky and hits they don’t or are not able to followup to finish the sequence)
Flame Kick-
fix the trading issue
Chicken Wing-
I’m not a fan of the new motion at all, I would prefer the original overhead (the input I have no problem with however I read that some do)
f+hk-
I’m not too sure about this move, I barely use it at all. The only time I might use it is against the boxer and even then I favor c.hp when the boxer has no meter.
It would of been nice to see the hop kick from previous games.
Tenshin-
A great idea for a move however poorly executed in the game. It’s just too slow, I would like the start up frames of this move to be on par with the other characters of the game (abel and honda).
Dash-
Is it just me who feels that the dash is just not what you expected. When they were talking about the characters before the release they placed a lot of emphasis on the speed of fei long’s dash.
I have to admit it looks fast however the fact is fei long’s dash is the 5th fastest in the game (also the same as the dictator) after chun, abel, fuerte and gouken.
I would like to see his dash a frame or 2 faster so when you perform a level 1 fadc you are on neutral (or advantage if its 2 frames faster) instead of the current disadvantage of -1.
Ultra-
The more I play, the more irritated I get by it.
Theres been countless times where I’ve hit the opponent with the first hit only to see them be lauched far back enough for them to recover for the 2nd hit resulting in them punishing me with their ultra.
I would either like to see a new ultra or have a vacuum property la dictator
just my 2 cents :lol:
See, now you make a daring and ignorant statement.
Firstly the entire “premise” and “inticement” to most people who were waiting for SF4 was that it was closer to SSFT than the SF3 series, basically going back to what made the game huge to start with.
Now then, to point out how IGNORANT saying that it would make him unbalanced or make any huge difference to charging characters.
Old CW hit overhead, and to stop it Guile could stand block it. While blocking and standing up, it’s very easy to charge down, so that once the CW ends, he can easily FlashKick Fei in the face. Similairy, he could simply charge back, and SonicBoom him in the face. Hell in the old one he could easily throw you.
New CW, you can crouch block OR stand block (dear god) allowing you to still charge either way and do the same thing as a result. You can also throw at the end of it, or vertical jump.
IF it became overhead, Guile would AGAIN have to stand block it, and HOLYSHIT, he could still charge down OR back with the SAME result. Or he could ultra/super.
Wait…so…his options are the same?..damn poor Guile.
Blanka? He’s not even worth mentioning here as he’s the fucking great white shark of street fighter.
Boxer’s Headbutt would easily stop the CW, just like…it…currently…does?
Bison? Same options as guile, expect if he’s already charging before the CW occurs, he can easily crusher through/under it.
Vega? I really don’t care about Vega, but like bison is he’s charging before the CW occurs Vega DOES jump off the wall behind him, so unless he’s cornered he’ll escape. (but if he’s cornered at all he’s fucked…so no change huh?)
In summary:
Any DECENT player using a charged character won’t be left “without” options just because of a new overhead being introduced, especially since they all basically have a reversal to it.
Remaking it an overhead would do one thing. Allow Fei to be more aggressive than he already is, which is simply what Fei is made for…aggression.
The only thing that adding an overhead to the CW does, is give Fei a weapon that’s missed, and give him a better shot in the pressure game.
I’d fix some bullshit with Fei Long.
cr.lp > rekka against honda will whiff the first rekka if honda’s pain animation is the one where he bends over. possibly it doesn’t work at all? cr.lk, cr.lk, st.lp, cr.lp works it seems.
ultra in a front of a shoto while they throw a fireball, the first rekka hits and knocks them back, but the 2nd hit whiffs and the rest will be blocked or reversed.
super (maybe ultra too) in front of honda while he’s doing a hundred hands, and the first will hit but the 2nd will whiff.
rekkas after blocking honda’s headbutts result in random hits or misses it seems. i’d need to analyze this more, but the first will likely hit, but there’s a high chance that the 2nd will whiff, even if you do hp.rekka.
and what someone else stated in this thread, make all his chicken wing hits armor breaking.
Focus cancel wrekkas.
That’s it. Maybe juggling Ultra.
maybe at least the first 1 should cancell. hes got 1 move worth cancelling. id be happy with the ultra if the first hit gave me the animation. lots of ultras dont juggle, but i hate baiting FB’s to get that 1 hit then block then fail
Oh yeah and I totally forgot about the damage on rekkas. Its sooooooooo weak. Especially in a combo. If you do rekkas after like cr.LK cr.LP cr.LP it does virtually no damage. Even unprorated its really really weak. Considering the risk since they’re unsafe, I think they deserve more reward.
Some small things I’d like to see changed which I think are entirely possible:
–More block/hit stun on CW.
LK: -2 block, +2 hit
MK: +0 block, +3 hit
EX/HK: +2 block, +5 hit
This would give the EX/HK version more combo potential and make it easier to link into a Super/c+LP> Rekkas. The improved block/hit stun would make for better mind games out of the CW, like blocked HK CW> Throw. It would also give me a reason to use LK CW on a Shoto, whereas before I would get DP’d on reversal. Considering it’s pretty easy to jab out of a CW or DP it on reaction, I think this advantage on hit/block would be fair.
–Faster dash.
–Reduce Flame Kick from 5-frames to 4-frames (for the hell of it) and make it trade less.
–Improved meter gain on Rekkas (rather than improved damage, more meter means more EX which is somewhat the same as more damage)
-------Make EX Rekkas safe on Rekka 1 & 2 on block or hit.
Give Rekka armor breaking, not CW.
Make CW go through fireballs non EX.
Hmm well here it goes…
-Tenshin range should be more also it should come out like Honda or Abel comand grabs
-Ex tenshin should give u the option of combing the full Ultra
-flame kick lk should have more srk properties (Aka it should be invicible)
-rekkas could do more dmg or produce more stun
-CW should be an overhead
-Ultra should combo fully if oponent is on the air
-Ultra when used a max range should connect fully because it has vacum properties
Or his ultra could consist of him beating his opponent senselessly with a flaming, Hoover vacuum cleaner.
On a serious note, I think that opponents shouldn’t be able to tech roll after being knocked down with rekkekan.
Give HK CW the same startup as before. decrease cl.hp hitstun by like 2-3 frames to make the infinite impossible. Make CW hit lower. Hitting as an overhead would be nice too but not necessary.
Remove extra scaling on rekkas and increase stun to at least 200.
Man I LOVE the new startup on the HK CW. I wouldn’t want it reverted back at all.
Sarcasm
do you speak it?!
If he does it’s the most subtle sarcasm ever.
No actually, I’m dead serious. I make so much more use out of his new startup than before.
No one ever complained about CW before the update when I played them. Now they all do. I get out of so much stuff with it, I’m no longer scared shitless when I land a HK CW on block, using it for mad mixups. It really seems a lot better to me, even if that wasn’t their intention.
Mixups like trying to counter a throw and when CW finally comes out they are already blocking it? Or dodging two cr.jabs only to get hit by the third? The only uses seem to be countering Chuns and Fuertes special crossup. I’ve actually started to use the mk version instead and by comparison it seems that mk and lk have 0 startup.
Maybe you only play online? Or players in Sweden aren’t up to snuff yet? I dunno, I’m asking, cause you can do it to avoid throws and hit them if timed right. You can do it to get over a couple jabs too. Yeah of course, you can’t always toss it and they -could- be waiting for it, they could be mashing, hence mixup. I find it much scarier to toss MK and of course LK. They’re the ones that get stuffed more in close quarters and leave you in a less favorable position on block.
HK CW crosses up a lot getting you to safety when in harry situations. Toss HK CW on block, then do another. See what happens. They upper, you’re out safe, they block standing, you can do it again, they block crouching, you crossup (though some chars -can- wait for this to punish as certain characters though), there’s too many choices for them to reliable handle it. Just having this as one more (viable, legit, good) option is beneficial to his overall game. The more they have to think rather than just stick to a set of nitakus or three choices, the better.
And the big perk, if it hits, you can, y’know, combo off it. For hefty damage and meter (“hefty” in relation to Fei’s actual damage :/)