SF4 Dash - Fei Long fixes wish list

I’m going with Soak on this. Rekkas breaking armor would be pretty dumb. If CW did its job as a focus breaker, then it wouldn’t even be necessary for rekkas to beat focus attacks (EX Rekka breaking armor would be cute but still stupid). Also pre-patch HK CW >>> post patch CW. Can’t believe I forgot about that, lol I don’t care about the infinite, but having that really helped Fei out when it came to heavy punishment sans ultra. Maybe the stupid infinite could be avoided if cl.HP pushed back enough that only c.LP comboed after the CW? Putting more work on the damn hitboxes in this game would work, too.

It would be cool if ex rekka launched the opponent or made them crumple. Kinda like Sakura’s ex hurricane kick. I think everyone agrees now that the current Ex rekka is a waste besides punishing Honda ex headbutt.

This would remove a lot of damaging combo options which simply should not happen, the problem is more due to abel and seths hitbox I believe.

Anyway I do agree cw should break armour all hits and not take half a second to startup. Hopefully be an overhead as well :smile:

I’m talking about pushback from the cl.HP, not the HK CW. The only combo you’d lose from that is cl.HP xx FK, which would be null and void anyway if we had the old HK CW. imho it’d be easier to change that than it would to screw with the hitboxes more.

yes which means you cannot do the following;
cl.hp xx fk fadc, ultra
cl.hp xx fk fadc, cw
cl.hp xx fk fadc, cw, ultra

HP > FK is one of my favourite punishers, don’t touch it

If this is possible then I’m OK with that. But the second hit would have to come out about as fast as the second hit of Bison’s Knee Press and I can’t see that happening.

How are these not the same? If an attack breaks armor then its the same across the board. It breaks focus armor and super armor, there is no distinction as far as I’ve seen.

How would that be applied in gameplay?

For CW to be a decent armor breaker, it’d need a significant speed buff. Just making CW break armor on all hits(or just first and last) won’t do much. You’ll be safe from poorly-spaced CWs getting absorbed, but they’ll still be absorbing and punishing your rekka though. Thing is, not all armor breaking attacks are for reacting to the opponent doing armor moves.

Maybe if the fire from EX Rekka counted as one extra hit per punch.

Make CW an overhead… the 2nd and 3rd hits at least.

theres really only two things that i want at this point. better ultra. dont care how its better, just better in general. and the other is consistancy on certain moves.

for example, maybe 3 of 10 foward throws gives some wierd throw distance where i cant land meaty ex tenshin. ex tenshin on chun sometimes puts her too far for your “close” normals to activate. wierd hitstun annimation on some characters where cross up mk, to close med p will let me combo to jab rekka only sometimes.

i want consistancy damnit. one distance for foward throw. one distance for tenshin. and the same hitstun animation for the same normal. that is all

Hell if I know, I just thought it would be neat. lol

Right, but you’d at least get cl.HP xx HK CW, cl.LP xx HP Rekka which would do similar damage without throwing away valuable meter.

I’m just one of those guys who uses Rekkas for punishment as opposed to throwing them out and hoping the opponent eats them. EX Rekka breaking armor with extra hits would be nifty, since the move otherwise only has very specific applications.

I already suggested making his c.LP + on block, increasing his walk speed + throw range, and increasing the range of either his c.MK or making his c.HP low so that you can’t just walk backwards to defeat a lot of his mixups.

wait, are you sure that you mean there should be more pushback on cl.hp? not the cw? having more pushback on the cw would make more sense

Are you sure it would need to be that fast? Rekka can beat focus as long as you catch them right at the start of the FA’s frames, so even a minor speed increase might be enough.

I think you misunderstand me. My concern is that having such a fast and relatively safe armor-breaking move would be kinda broken, and possibly create some really bad matchups where there needn’t be any (Fuerte, Abel, etc).

I could live with this.

Actually, it could work both ways. My idea was that HK CW would still combo after cl.HP (Not to mention there wouldn’t be issues with it flying over the heads of certain charaters), but the opponent would be far back enough at that point that only c.LP would reach. Dunno if that makes sense or not. Whatever, just give me a HK CW that reliably combos after cl.HP, and no infinites.

they really need to fix the juggles off a fadc flamekick
so that all 3 hits of the cw land against the whole cast
the same for the ultra as against viper only 2 hits land

Im not quite sure if this has been mentioned before,
havent found it tough…

I hate when i do rekkas on wakeup, and i dont know how far into the motion i am, but then i get grabbed/throwed. Smells like weird priority to me…

I hate when i land EX chicken wing, and go for cr.lp into rekka… and then get a ultra in the face between CW an cr.lp.

I hate when i try to grab, miss, and then get grabbed by the opponent, with the same distance. Longer grab range wanted.

I love that rekka break glass, but yeah i think i agree in that i would want it on CW instead.

I very much agree with you, if they nerf him in any areas, it will be very interesting to see what they`d do…

What do you think?

I dont think he has any moves that can be labeled too good in general…
maybe som moves against certain characters, like for instance Mk CW against Gouken…

The dash.
Fix that full of shit dash.

NO fix for him, or starnab will become godlike. Thanks.

Easy. Sometimes, when you see that you’ve placed badly your 2 first rekkas and you see that you are going to be punished, you delay a little the third rekka and counter hit them, but, if your rival do focus always after your second rekka, it is going to be always a safe option, so, it would be a nice add to the third rekka to make it break focus, and i don`t see it very powerful.*

I would like to see CW having less recovery at the end, so akuma could not punish you when you escape from his mixups with walking+sweep, and this would give too some advantage on block (Or less disadvantage). Also changing it hitboxes, it’s a shame that only ducking you can totally avoid it, and punish it of course. Also, hitting them with the second hit and being at such a disadvantage is unfair too