Lab Findings

There’s no risk if you know that it’s a 4-frame safe jump, and they option select your wakeup.

Just showing what’s possible.

Better Meterless Punish

[media=youtube]qO34eeWna7Y[/media]

Toward + Roundhouse > cr.jab xx Rekkaken

Works on:

Yun
Guile
Blanka
Zangief
Dhalsim
Honda
Ibuki
Makoto
El Fuerte
Dictator
Dudley
Seth
Fei Long
Cammy
Gouken
Akuma
Deejay
T.Hawk
Cody
Guy
Hakan
Oni

A derivative of it is:

Toward + Roundhouse > st.jab xx Rekkaken

Works on most of the above, plus:

Abel
Sagat
Gen

The one shown in the video only works on Yang in the corner. Link becomes easier on some characters (Dictator, Sagat, some others) as the second hit always hits on the second active frame if the first part hits from point-blank, giving you +4 instead of +3.

For the character’s the CW combo works on, do that instead. Otherwise, always punish with this if you haven’t got meter.

I was about to start mucking around trying to find who this works on. Thanks for this Nev.

I’m sort of surprised that it works on Yun and Cammy, I was thinking they would be to small for it / not have a reel that extended their hitbox enough.

Kinda risky to punish whiffed shoryukens if you ask me. Maybe it just needs a little bit of training on the timing of towards+HK.

i think i spoke about this earlier in a different thread. but anyway ryu players punish shit all the time with f+hp. that move has 17 start up frames. compared to fei’s f+hk which has 15 startup frames

of course they have an easier link if they just mash dp after, and f+hp moves them forward quite a bit. but if youre just thinking speed, we have enough

Yea but Ryu’s F+HP puts you automatically at the optimal range to follow up with anything. I’m not too sure about Fei’s F+HK. Don’t you have to walk forward a bit right after blocking the shoryuken, in order to follow up with crLP?

The link is getting a damage nerf in AE 2012 so i dont think it will be worth learning.

yeah sometimes you do. im just pointing out that it may have a use if youre looking to punish with it

what if its still higher than close fierce rekkas tho?

there is value to the simplicity of our other punishes tho

It doesn’t work on Ryu so it’s a moot point. Lol.

Regarding it not being ‘worth learning’ - Fei Long’s Flame Kick, all normal versions, are receiving a damage nerf comparable to the toward + roundhouse. The above combo will still do more damage, more stun, build more meter and give better positioning than his other universal punish of cl.fierce xx FK. It’s universally the best meterless punish sans the character specific CW combo.

Yeah forgot that was comparing him to his current damage sorry x.x. lol.

wtf that is sooo broken ridiculous damage, hope capcom sees this.

From 260 to 290? Don’t think that warrants broken damage at all

Fei Long - VS. Chun Li

[media=youtube]SOkHzhSqG7U[/media]

Fei Long - VS. Zangief

[media=youtube]lE3y920zPVw[/media]

Stuffs EX SPD and EX Bear Grab, also.

Found a glitch on Cody, if he’s wearing his Alt 1 the following hit confirm works cr lk st lp cr mp cr lp rekka. :rofl:

Just wanted to share something while messing around in training mode trying to find good cw crossup setups, came across something interesting.
If this has already been discovered I apologise.
so the setup is:
cl.s.lp, c.lp xx lk cw (vs an opponent who is crouching and blocking, only works midscreen, lk cw will hit twice if successful giving 70 in damage)
now this only works on the following (for 2 hit cw):
Akuma
Oni
Sakura
Dhalsim*
Viper*
Bison
Vega
Adon (setup is cl.c.lp xx lk cw as cl.s.lp whiffs while adon is in a crouching state)

Now to the interesting part, when this setup is performed on Dhalsim or Viper the cw will crossup however fei will not end up on the other side like normal.

Edit:
[media=youtube]0WzpUsKEIKs[/media]

I’ve been trying to expand on this setup from a jump in however you have to be point blank when doing the s.lp for the crossup to work

VS. Juri

Engekishu (Toward + HK) Option Select

On her wakeup:

Meaty Engekishu ~ Ultra 1

Do the motion during the move, and hit the PPP just as the second hit would end if blocked. Second hit beats backdash and EX Up Parry/Teleport into full Ultra or autocorrect full Ultra, or juggle (3-Hit) Ultra if timing is a little off. Substitute Ultra for cl.MK if no Ultra available; cl.HP has a habit of trading with Juri’s nj.HK.

Meaty timing in the corner

After a full Rekka combo in the corner:

Whiff cr.MK > any three frame normal

Timed correctly, the normal of choice will hit on it’s 2nd active frame. Works only if they quick rise.

Keeping Advantage with Fuzzy Guard

[media=youtube]DGm_7paqphU[/media]

Plinking Ultras

[media=youtube]cHymh0y5pIQ[/media]

This can be done with everyone as it is a system feature.

Annotations are embedded in the videos. Please turn them on if you wish for the video to be explained.

**

**

After testing this more, you are actually at +5 if you time the cr.MK perfectly after the 3rd Rekka recovers. This means a guaranteed meaty cl.MP, a cr.MP that hits on it’s 2nd active frame which will make cr.MP > cr.HK a natural combo, and a cr.LK that will hit on it’s last active frame. This is then +2 on block, and +5 on hit, comboing naturally into cl.MP and also being a frame trap with cl.MP. If they have a 3-frame low to crouch tech with, you’ll trade at worst and then be at even greater advantage to follow with whatever you want.

Does anyone know how many frames does it take to go from standing to crouching? It seems 3 but I am not sure…

It’s 1 frame for the transition. If it was any more than that then you would be considered standing on wakeup for more than 1 frame automatically when you wakeup holding down/down back, which you aren’t.

However, the hurtboxes on your character will be different during that transition than their standing hurtbox and their crouching hurtbox. That’s why Fei Long’s j.strong on their wakeup can still get them if they try to crouch it, but are then in a crouching hitstun state as that was the last input the game recorded and will have to abide by it by having them shown as crouching.