Back to topic, I’d like these changes:
-Tenshin=12 frames with 1.0 range. EX becomes 10 frames with 1.25. Or option below.
-Or, Tenshin becomes the back throw. Throw range=.9 regardless of this.
-CW=overhead on last hit and/or EX=+5/+1, HK=+4/+0, MK=+3/-1, LK= +2/-2. Return the old HK CW speed, but change recoil properties on hit so that the Abel/Seth infinite doesn’t work. Increase EX CW invincibility to 1st hit.
-Rekka #1=cancellable, with a +4 frame advantage after perfect dash (on hit) [HP> Rekka> FADC> HP> EX Flame Kick ~~ roughly 400 damage combo for 3 bars, good alternative to Super]. Rekkas do 5 more damage each (155, 165, 175)
-Flame Kick=4 frames to execute, maintain Invul frames; EX=7 frames Invul.
-Overhead=+2/-2
-cr.LP=+5/+2, or s.LK/cl.LK=+5/+2; we only need one reliable way to BnB on low-crouchers.
-Ultra on 1st hit; juggle to 4 hits (change floating properties/attack speed) [This one isn’t necessary if most of the other changes are made]
The main idea here is to open up combo opportunities for Fei by providing more frame traps and openings. Tenshin will still be difficult to pull unless it becomes the back throw (in which case we have a deadly in-fighting tool like Gouken).
With Rekka #1 cancelable, we’re given a better punishment tool since the potential for damage is increased. Combined with improved CW frames, this can really make Fei a deadly in-fighter, with only a long-range weakness. Only reason why I don’t want Rekka #2 to be cancelable is because it would emphasize pot-shots over punishment (2 rekkas confirmed> FADC> 300 damage combo? Too much I think).
By dropping flame kick frames but maintaining/improving invincibility, we get a much higher priority attack which is more easily combo’d into. Without regard to arcs, I think this will help us to better time our AAs and increase the number of opportunities to use Flame kick in a combo.
With the frame improvements on CW (and possible overhead use), the complaints about it’s start-up will be nullified by the sheer advantage given on hit/block. Having a long-range and medium range CW comboable also increases Fei’s deadliness at those ranges by a reasonable amount, without going overboard. By keeping the speeds the same, Fei can still be punished at long range, on whiff, or on anticipation.