Official SSF2T: HD Remix General Discussion Thread

offtopic - Fatboy I was quite confused about your AV, but I’ve justed your sig :rofl:

I completely agree with this. Low cancellable move or not, the increased range on his rekkas and super and invincible chicken wing start up should help him a ton when fighting fireball characters (and playing footsie with all characters). The increased range on the rekkas alone could help turn the tide in matches against Honda and Sagat where the 2nd rekka misses all the time from max range.
I know that the recovery on the chicken wing is slower in ST:HD so he can’t combo a normal move off of it, but I wonder if the dragon kick is fast enough that it can still combo? I can’t remember, does Fei have a slight advantage on recovery after a connected chicken wing in ST:HD?

-wes

wes: from what i played. the chicken wing recovery was very noticeable. it looks like, off block, theres no advantage for either character. fei didnt seem disadvantaged at all. it still seemed like s.fierce cw loops kinda stil lworked, obviously, just not as safe and reliable. but it’s still kinda there. there’s still lots of benefits for doing it up close.

agreed as well, increased rekka range is a big deal, gaining c.strong/forward just seems like too much, like i said in an earlier post. the added range clearly helps fei out vs guile’s low forward, for example, which was always one if his big problems when he is in position. invincible startup on CW is so valuable. its the only new way to get around fb zoning. he will still lose for free on a jumpin to a sweep. But invincible startup gets the job done! plus far s.fierce still beats the crap out of shoto fireballs when in range =)

i think fei will be alright

If I’m not mistaken, ther Flame Kick actually starts up SLOWER than Stand Fierce, doesn’t it? Does the Flame Kick Combo after Chicken Wing in regular ST? I didn’t think it did… I could be totally wrong, though.

As for the connected Chicken Wing, I think the delay is bad enough so that it pretty much becomes a suicide move against Zangief and T.Hawk, whereas before it was actually good pressure against them. Now, it pretty much means a free SPD for those guys because their SPDs are 0-frame. Most other characters can’t punish Fei because they don’t have 0-frame moves AND Fei Long can land slightly too far for things to hit him with that ARE 1-frame (like the first hit of Ken’s Fierce DP). And because of that, it’s still scary to try and hit Fei Long back, because he can easily Flame Kick or Super your counter-attack, so the mind games are still there even without Frame Advantage. So it’s still effective against everyone else. But against Gief and Hawk, I think the move basically has become much more or less useless without SUPER precise distancing.

  • James

I’m not quite as optimistic as you are, but I need to play it more before I can make a final conclusion. My main worries about Fei Long are similar to my worries about Cammy: he becomes a little more one-note. The Rekkas are better now but to the extent that other things, like the Chicken Wing, are nerfed a bit. So he just kinda becomes a “Rekka Kenning” machine. The Short Chicken Wing going through fireballs helps a bit, but not as much as you’d think, IMO (it’s one of those changes that is WAY better on paper than it is in implementation, just like Honda being able to erase Fireballs with the Jab Headbutt).

But again, the interesting thing about ST is that so much subtlety is always discovered much late after the the obvious stuff has been found. So all these subtle changes could result in a HUGELY fun Fei Long. After all, even if he is more one-note, doesn’t winning more often and not dying to bullshit automatically make him more fun? :slight_smile:

  • James

P.S. The loss of the Chicken Wing to Stand Fierce combo is a bit tempered by the new Chicken Wing Anti-Air into Roundhouse Flame Kick Combo, since that thing Juggles now I believe (if that’s still in there since I last played it). So… you lose one fun Combo and get another fun Combo in its place. :slight_smile:

james: i hear you on that. I’m not sure about the one dimensional part yet tho. i mean, fei long was already a rekka ken whore to being with =) granted, he will be a little more whore-ish now with it. you could be right about the whole invincibility thing sounding better on paper. That I am not sure, as I rarely used it in a match to see how effective it was. Now that I think about it, I do wonder if its really gonna be that good, say vs a shoto, at mid to close range. is the invincibility window large enough to take advantage of to close the remaining gap, safely? or should you just use s.fierce(or a nicely timed c.fierce) to beat out fireballs or just force a block with rekka, which is now better at closing the gap?

it’s gonna be interesting to see how this unfolds.

Actually, I think the invincible Chicken Wing is better close-up than it is far away. It’s fast enough to peg Ryu when he throws a Fireball pretty closely if you predict it well. However, Fei Long has more problems with the Fireball from a screen away. He still has to jump straight up over Fireballs to close the gap now, and can’t just use Short Chicken Wings (I wish there was a better name for the move… it sounds so ridiculous) to get half screen, because it’s easy to follow the Fireball and sweep him on recovery.

That’s what a lot of people are probably hoping for: a free ticket to get halfway across the screen to get close. And that’s the part that’s not going to happen. But up close, it’s actually pretty good.

  • James

Rekkuu Kyaku? lol

DAK(Dragon Arc Kick).

imo I dont think it will change the match up drastically. Will probably still be in Feis favour (those are his best match ups afaik accord. to old japan tier list.)

Like if you were to take out handslaps from honda, he would still have advantage on Gief.

chun_li1

I’ve always none it as the Beating Flash Kick until I came on to SRK

:rofl:

http://blog.capcom.com/archives/1105#more-1105

[media=youtube]fwgVIrbWlu4&fmt=18[/media]
[media=youtube]_3TzrhrjmqI&fmt=18[/media]

“All version of Flame Kicks always knock down and can juggle. They can still juggle after you juggle with Flying Kicks, so have fun, combo-maniacs.” The update also says that only short kick goes through fb’s on startup so when he says it has 14 invulnerable frames he’s talking about short wing only right?

In the first vid was dream trying to combo flame after wing at 1:18? and it looks like not being able to fierce into wing is a significant loss and he was already a low tier character =/ So the easier motions, short kick invincible on startup, and farther rekkas/super MUST be enough to over-compensate at least a little. With the 5 frames of recovery will wing into walkup throw be as effective? that seemed like a big help for dream in those 2 matches. Against wong dream rarely did the third hit of rekka which I assume is because it’s punishable on block so do you think that will be the case even though it now travels farther?

But why did sirlin give all wings worse air to air priority if he already gave it 5 additional frames of recovery? that sounds like a bit too much of a nerf but who knows maybe he’ll be great in sthd.

I’m more hype to use fei as my new main sounds like a lot of fun and his super will probably endup being called balrog jr.

Fei’s Flame Kick can indeed combo after a Chicken Wing; I’ve done it before. I don’t know what the conditions are for it though (like if it’s something stupid like the Chicken Wing only hitting once/twice instead of all three or certain spacing, etc).

And Fei’s Chicken Wing already has poor air to air priority in my opinion. It loses to a lot of stuff, as well as trading with a lot of stuff. And the trades are poor, as the first hit tends to do weak damage, and even though it knocks down, you tend to get hit too far away to capitalize.

if you’re talking about vanilla ST, then you’re smoking some fucked-up blunts.

Flame Kicks in vanilla ST don’t have the juggling property like the Chicken Wing itself.

BTW, your posts suck. :slight_smile:

^^he said combo not juggle.

I never said it could juggle, lol. But I can understand how one might get confused when there were discussions about both comboing (is that even a word?) and juggling going on.

Yeah, well, not much I can do about that haha

fei, in the last build i got to play, has an interesting juggle glitch, that we found. Dunno if sirlin is removing it, but it’s definitely interesting, especially if reliable setups are found. =) I hope it actually stays in the game, it wasn’t game breaking, but it could possibly add a little flavor to him.

orochi: you can safely do the 3rd hit of the rekka on block if you make the 3rd hit with the jab version, i was telling dream about that during that tourney, but he chose not to do it. but this can also put you a little further out of range. but in HD, due to increased range on the fierce rekka, now its an even stronger option since you will still be in excellent range.

But if you’re expecting the third rekka to be a jab, can’t you reversal it, since it wont combo? Or is there a range you can do it from where fierce/fierce/jab rekkas will still combo (or any other combination jab/strong/fierce rekkas)?

ive never been reversaled out of it, unless i delayed it too long. if your range is good, you dont have to put much of a delay on it at all and they will still be in block stun. Either that, or I have been getting really lucky over the years by never getting reversed lol

You can combo into a jab rekka, just not out of it. The first two don’t cause enough hit stun.

EDIT: Oh well not really. But you can combo into the third jab rekka off of other rekkas. The interactions of jab rekkas in the chain is a little more complicated than I thought.