Can we safejump Dudley if he makes Cross Counter?
Johnca I think it might still hit him and trigger the counter but I’m not sure of the hitbox… he looks pretty… rectangular hehe. You can mix in close range chicken wings to get him away from doing that though. It doesn’t grab armor breakers. (A theme of counter moves:))
The way safejump works, you have an attack on top of them as they get up. If they do nothing, you make contact with their hitbox and can continue offense. If they DP, you simply land and recover in time to block. Assuming cross counter goes active frame 1, you still have a hitbox to make contact with as DPs don’t have a hittable box, and are still triggering the counter. It’s the same as to why you can’t safejump Fei’s counter ultra.
Samurai is right. I tested this out against a Dudley online during his wakeup and pulled a safejump. Or at least tried to. I was caught by the Cross Counter.
I believe Dudley’s cross counter has a 3-frame start-up, meaning it can’t be pulled instantaneously (and can be hit before it comes out).
So I have no idea how to fight a really good Guile… if the Guile is on point it just feels hopeless. Why did they have to make him good? =(
FA counter hits(Or Lv 2) are my friend. I usually walk forward and block to get into range of my FA and wait for a Sonic Boom, Cr.MK, Standing HK or Standing FP. If I see the Guile player back dashing, I rekka to close the gap. Chicken Wings are very useful if timed correctly against Sonic Booms. If the Guile player likes to run that ducking FP. Take it out with a good jumping MP or LK. I play Guile as well, if you want to spar, hit me up via the PSN.
Sure, the more Guile training the better. When are you usually on? I’ll add you on PSN.
The guile I was fighting was hitting me out of CW with st.FP when I tried to go through booms. I basically had to psychic guess the booms and if I guessed wrong he tagged me. Couldn’t jump because he was either st.MKing me which seemed to beat out my j.MP or he would just meet me air to air with air throw or j.HK.
I was ok if I got in but I seirously couldn’t get in at all vs him.
That’s what i do, I try to psychic the booms. I figure 1 well executed combo (CW>cl.HP > rekka) is worth eating 3-4 booms.
Against Guile, be patient and slowly close him in. Most of his jump in combos have gaps. A good Guile will never throw cr.lp, cr.mp in his jump in combos unless it’s on hit. If he uses that combo on block, you can actually flamekick the cr.mp out. Guile’s cr.lp, cr.mp is a one frame link. In mid to close range, Guile’s will use far st.hk or back+hp to push you out. His st.mk is godlike in the fact it stops pretty much anytime of far jump in. The fact that he can charge faster now makes him really difficult to take out. Mainly cuz he can charge while he’s getting hit and throw out a flashkick in the middle of your gaps. Also, I do know it’s pretty tight but Fei’s cr.mk goes under sonic booms as well.
Some input to the guile match up, as nemesys said slowly close him in thats the way to play against Guile an be patient. One thing i do is always stay in front of him at my max focus range an start my focus an dash back to see his reaction, with that u get alot of baited flash kicks atlease two or three in the match. The other good aspect about it is if Guile sonic boom Fei focus is fast enough to get crumple or hit, an his focus range is right out of flash kick’s range which i think is his furthest reaching move. if he jumps u can just dash back, if he pokes, sweep it won’t reach. Just some help in that area. I have had some success with this an being patient.
I have a feeling this Guile was on a higher level than the ones you guys have probably seen. The average Guile is no problem but the one I fight is a tournament winner and has a lot of previous vs Fei experience.
Focusing the booms didn’t work because he would just spinning backfist me. He also walked backwards / turtled THE ENTIRE time. He never moved in for offense.
I wish I still had the replays but they got buried in my matches with ShinobiFist. I beat his Guile so he said “I don’t see your problem” and so I had him play Fei and tried to emulate the style that this guy was using with Guile and he was having a lot of trouble with it too.
Yup, I wasn’t sure what type of Guile style you encounter but when you told me the dude was a super turtler, and you mimic his style, I was trying so hard to close the gap. Sonic Booms and jumping back with HK was a killer setup vs Fei Long in order to stop the CW, it hurt my brain, lol. There was so many times I was close. But when that happen, You had a full EX bar chilling already. I like to take a stab at this match up again(Now that I’ve rested)Because that Guile has to be cracked. I know I had him chilled out a few times with the LK CW, but even getting to that point was a headache. BTW folks. xSAMURAIx Fei Long is really solid, not once he missed on important opportunity’s and such through out are matches while he was using Fei Long, I’ve learned a lot from his Fei. And on top of that, we were both tired and he still did his thing.
We should enjoy this tourney-worthy Fei while we can. I have a terrible feeling that when the patch comes out on June 15h, we will be back to SF4 HKCW…sigh
What were the changes in regular sf4 chicken wing?
Thanks man I appreciate the Fei love. I’ll probably be on in a few hours if you want to play the matchup more then.
Biggest thing for your Fei is just try to CW less. Maybe it’s just the Guile matchup but you should try to vary the timing and don’t use it when I’m definitely out of range. Aiming for that final kick to hit usually gets it punished if you are at that range so it’s better a bit closer than that. Although, in close, you can go to town with it. I don’t think guile has much of an answer for it other than flash kick so just keep in mind he’s looking to flash and be ready to bait.
I think we really might just have to not press buttons till we get Guile in the corner… it seems like anything else just gets Fei killed in that matchup.
Very slow startup on HK CW with more invincibility frames on startup
I’m hoping Capcom decreases the hit stun on close HP. I can’t see any reason why it wouldn’t be a better fix. Crossing fingers
I don’t know if this has been mention yet but using cr. mk at its max range lp rekkas first hit will always be safe,
i use the cr.mk as a first poke to hit confirm my first rekka. And it’s in Fei favor bec no shoto etc is going to mash dp
at that range an if they do just watch an punish, if they don’t dp an do something else the rekkas will stuff it (haven’t tried shoto’s cr. mk yet).
even though most of you probably already kno this ill post anyway
u can punish T Hawks condor dive with rekkas or stuff it with st.mk