Lab Findings

This ultra 2 option select after meaty cr short Im not getting working. Spent a while in training and I really dont see how it can. 8 frame recovery (srk wiki lists as +9) + the 1 (at best) off your meaty cr.lk means the reversals would have to have no active frames until the you’ve recovered ie 9 frames. I only tried messiah kick and scissor kick but I cant imagine many of the others take that long either though buffalo is 11 i think?. It does work on bisons ex stomp as this takes hours to hit.
I tested by selecting bison player 1, fei player 2. Recording fei doing meaty cr.lk (and cr.lp) then immediate ultra 2. Comes out as st.lk if it hits and ultra 2 if it doesnt. Got stuffed everytime aside from the stomp as I say.
Be nice to get a list of safe jump scenarios where it works.

On another note I’m working on a CW thread atm. There is some very slick shit with it. eg on ryu front throw, forward dash, very slight pause, hk CW will cross up stand or crouch and stuff (or make whiff ultra/super/ex dp) everything except dash and some normals I think. Makes him feel like Makoto :slight_smile: And in the corner it combos. Works similarly doing sweep cr.lp (slight pause) hk.cw. You can backthrow cr.lp x2 then do it but he can duck it from this wake up position and it whiffs, still good option. The only working counter from the front throw/sweep is to block the correct (ie opposite) way or dash and I think you’re stilll ok if he does.
So I’m going through all the characters with this and a couple of other things and if anyone wants to help it would be much appreciated. Just PM me.

Would be nice to just make it a Fei technique thread (including option selects/tenshin stuff/safe jumps/trade combos/cross ups etc) as there isnt really one atm.

Why is the name of the thread important?

It does work, you’re talking shite.

It works on most slow startup, grounded, invincible reversals that don’t have armour break. Got my iphone now, so I suppose I’ll have to record it for those that can’t wrap their heads round it. And regarding ‘a list of safe jump scenarios’, thought about doing it yourself at any point instead of waiting for someone else to do it for you? You know, that thing called training?

There is already a safe jump thread so its more a matter of copy and paste. I didnt mean this thread, I was looking for help with the one I’m working on rather than yours, its hours and hours in training.
Dont think you even read what I said. Those that can’t wrap their heads around it is a bit confrontational. Its not an attack, just saying you’re wrong. Will look forward to the ex messiah/ ex scissor vid.

neville u come in sharing info then get mad when someone asks you a question about it? thats some confuseing shit lol

I’m not asking a question I’m saying it doesnt work on half the moves he posted.

Sorry if how I phrased it seemed confrontational, but I’m afraid you’re wrong still. After going back to this, I realised that if you time the cr.short as a proper meaty (hitting on it’s last active frame), it’ll eat up EX Stomp (as well as EX Scissors) for free as well as the other reversals that were posted. I’ll update with a video once I get round to it.

Problem some might be having with it is that each character gets up differently, meaning you have to time your meaty for specific characters. Setting the dummy up for doing a meaty cr.short/OS Gekirinken on Bison will not transfer over to Rufus as Rufus has a quicker getup, meaning you have to time the meaty differently for the dummy but still doable.

You can also do the meaty at a little further away than pointblank which, for moves like EX Buffalo Headbutt and EX Messiah Kick, make it easier to time the OS because it’s not hitting with it’s first active frames, although they can both be OS’d from pointblank on wakeup as previously stated. This is also preferred against Chun Li, as EX Hazanshu gets caught by it but requires it to be done from just outside throw range, otherwise she lands on the other side harmlessly.

yes I must be. Looked up frame data and they both have startups over the 9 frames required. My execution must have been late doing the ultra or the meaty. Will try it again tonight when I’m home.

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Any questions?

GOOOOD shit neville, imma go try it online right now

crlkx2 will also work im guessing?

No. The Ultra is buffered, so the cl.short comes out because you’re pressing KKK and the only chainable kick after the cr.short is another short. You’d be finishing the motion with Towards, so that the Ultra comes out. The game won’t let Fei Long do two qcf’s then downback and KKK (so that you would get two cr.shorts), the Ultra doesn’t come out. Other characters can abuse the input leniency for this, such as Gouken, but Fei Long cannot.

Again, very good shit. Compilation on what it will work on:

Boxer

  • EX Headbutt
  • EX Punches (except for Rush Punch)

C. Viper

  • EX Burning Kick (extremely strict timing - must hit the meaty with last active frame).

Dictator

  • EX Headstomp
  • EX Scissors Kick

E. Honda

  • EX Buttslam

Rufus

  • EX Messiah Kick

Sakura

  • EX Shoouken

Zangief

  • EX Hand

And that’s it. Keep in mind a back dash on wake up will beat this option select. Dic also has the extra option of Teleporting out. It’s mostly useful against Rufus, Dic and Rog, three very common characters in competitive play making this quite a valuable tool in any Fei’s arsenal.

ohhh ok thanks for clearin that up neville, completely slipped my mind

It doesn’t work on Zonk Knuckle, armour breaking.

Works on short, forward and roundhouse Buttslam from a certain range. Works on short, forward and roundhouse Burn Kicks from a certain range also.

To give people ideas, a safe j.strong OS’d with Gekirinken will eat up all non armour breaking, 7-frame reversals.

To clear up a few things about this OS - it pretty much covers anything a cr.short OS Rekkashingeki doesn’t cover.

Oops, my bad. In my defense, Zonk isn’t labelled as armour breaking on the wiki (matter of fact, none of the new character’s move are).

Neville, you made your way overseas. Saw your video today on the biggest fighting games portal from Brazil, if that means anything. No credits given, though =).

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thanks a ton for these neville, your work is very much appreciated.

Probably not new and quite obvious to anyone with a simple grasp of the game mechanics, but to point it out: Fei has a nice kara-throw out of his s.HK, which moves him forward quite a bit. Considering he has one of the worst throw ranges in the game, this is a nice addition I’ll try to implement. The input should look like
:lp::lk::hk:
:hk:

dosent work tho. it actually will only kara him foward if you are out of throw range. it stops him from moving foward when you get into range where it should work.

i know it sounds stupid, but its true.

go to training mode and repeatedly kara throw until you get into hitting range. his feet stop inching foward lol. it works for other characters, but i think fei’s kara gives negative throw range :confused:

It’s not that, or more specifically it’s not just kara’ing with Roundhouse that gives him extra throw range.

St.roundhouse, when used as part of a kara throw, does give more range and can land outside of his usual throw range. Cl.roundhouse however, cannot be used to extend his throw range and is why it seems like it doesn’t do anything once in close proximity. A cl.short from pointblank used to set up the exact range for a karathrow, but not tested it because it’s not that useful or reliable. You can be in range of performing close ground normals and your karathrow will whiff, take a slight step back out to far standing normals range and your karathrow will land.

In short, his karathrow does work but doesn’t offer much extra range and is hard to set up the positioning for it.