SF4 Dash - Fei Long fixes wish list

How would you guys feel if this was his other Ultra?

One Inch Punch
It executes as a command grab. Short range(close enough to jab). After grabbing the opponent, he does the one inch punch. The punch itself does a good amount of damage but it also puts the opponent in a crumple stun similar to focus attack and he can combo afterward.

Interesting I was actually hoping for a flamekick ultra so
flamekick fadc, cw, ultra could do more damage and properly juggle (yes I know the damage output for that move is already decent)

edit: maybe the chest crush? la bruce

I dunno. Somehow I’m not too excited about the fk ultra.
I wish he’d use his nun-chunks though, even just as a taunt.

There is no difference between which kick, there’s only normal and EX. More advantage would be good or make the animation easier to see when you can input your next attack.

If I could beef up one normal, it would be c.MP, more range/damage (only 65?) (maybe less knockback :stuck_out_tongue: ) lol

I also found that his Rekka scales itself, the hits ARE AT MOST (even on a MAX health opponent) are 100%,100% 80%

so just doing HP rekkas nets you 60-60-48. I know it’s only 12 damage missing, but still…WTF?

and as for an Ultra change.

[media=youtube]diArzr74WuE"[/media]
or just change his ultra to do only the last 2 hits, the Uppercut and flying kick, so it can juggle.

I’d give 1-inch punch a shot. Sounds neat and reminds me of Ryo in a sense from KOF. That would mean he could ultra into super tho lol

Sclera:

-Remove CW; Replace Dash Warp a la Yang from 3s

If I had the option to have Dash Warp over CW, I would take it ANYDAY. CW, imo, is not a saving grace for Fei in SFIV at it’s current properties. Maybe you have had more success with it, but the only way I have even begun to try and explore CW more as of late is using it up close vs my throw baits; and it STILL doesn’t punish the throw attempt, but just makes my bait safe if blocked (nice it catches backdash and some jump away though). If Fei had +1 or +2 after MK/RH CW, I would take that. It’s not complete shEEt, but Dash Warp would be ELITE. Imagine Fei being able to cover the screen like that. Rekkaken knockdown (with less recovery on the 3rd hit), dash warp = oki. FADC fireball, dash up, dash warp = punish vs 2nd fireball (a la Sagat). Block string into dash warp that leaves him outside of jab/throw/etc range to where he hits you with a rekka opposite side. :lovin:

He’s wanting it to be somewhat similiar to abel/honda’s command throw. So instead of decreased range for higher damage, you get more frame advantage for decreased range. EX then might have a large range with high frame advantage.

It would be interesting to see this actually implemented

Yup. I want it such that with perfect execution, you can actually land an ultra after the RH tenshin but you would have to be right in the opponents face for it and time it down to 1 frame. What it would mean is that you can really mix people up, especially when they know you can land a free ultra if you get too close (like Gouken or Zangief) - a lot of potential just in terms of mindgames.

I just read some of Fei Long’s frame data and this is how you could set it up

[LIST]
[]Light Kick Tenshin: 14 frame start up, 1.2 range and 5 frame advantage
[
]Medium Kick Tenshin: 14 frame start up, 0.9 range and 7 frame advantage (thats the regular tenshin right now)
[]Hard Kick Tenshin: 14 frame start up, 0.7 range and 10 frame advantage (you have to right in someones face for it, but if you get it off…ULTRA!)
[
]EX Tenshin: 12 frame startup, 1.2 range and 9 frame advantage (huge advantage but not enough to land an ultra…1 super bar for a full ultra seems too overpowered :p)
[/LIST]

What do you guys think ?

I would like that. Bru…er Fei Long starts by grabbing the opponent and kicking him in the face with the back heel ([media=youtube]7nNU4wmJac4[/media]) followed by a heavy kick that slams the opponents face to the ground!

New ultra should be One inch punch that knocks them almost across the screen, then he follow ups with the chest stomp and dramatic facial expression with shaking. See Enter the Dragon, when Bruce kills O’Hara for reference. lol Now if the ultra was to hit an airborne opponent, then it could still be combo’d in the air cause only the one inch punch would need to connect to start the cinematic.

or

His ultra should be, you know in certain Bruce Lee movies were Bruce is fighting someone and the camera switches perspectives to a first person while Bruce is kicking at the camera? They should do something like that and finish it off with his nunchuku routine with the pose in the end of them being held out forward with palms facing outward. I’ll find a clip if i can

ok clip of kicking at 4:30
[media=youtube]TnWO93kOXcw[/media]

and nunchuku pose for finishing at 3:23
[media=youtube]kgCwyHr7Fzs&feature=related[/media]

what do you guys think?

Yes something else I’d like to get fixed is the hitbox on the CW.
On flame kick FADC HKcw, I just can’t figure out why the 3rd hit whiffs on some characters while you clearly see them being hit by the animation (on Balrog for example).

I really like this idea. That would be a cool ultra combo. One thing I wish they would add to Fei is that he could cancel his specials with a super like the the majority of the characters. I know you can cancel flamekick but that is just worthless, maybe the first rekka or something. Atleast we can hit with Tenshin.

lol, I forgot that there were two SSF4 threads. Anyway, might as well copypasta my post in the other one:

  1. Don’t make his rekkas safer on block. Properly spaced LP Rekka is good enough, so leave the long range torpedo chipping to Boxer, Dictator and shitty random Blankas/Hondas.

If they don’t do that, they should have more damage.

  1. Keep his damage output the way it is. He’s never been a heavy hitter.
    then fix his dash and make him a quick hitter right !

He is quick. His footsies are good. 150 damage (From raw LP Rekkas) is more than the vast majority of normals in the game, and around the same as most torpedo specials (Except for Boxer’s non-OH/ EX RU Dash Punches, which pretty much do less lol). HP Rekka does 168, and EX Rekka does 186. His basic BnBs do 160 damage at the very least (That’s just c.LP xx Rekka). If you want to RTSD all day with an easy to connect ultra, you’ve got Rufus, Viper and Abel. If you want a fairly well-rounded character with a serviceable normals + AAs, a relatively good overhead + answers to loljabspam, one of the best supers and worst ultras, an alright way to punish poorly spaced fireballs, and a fantastic punishment game, then Fei isn’t too bad a choice.

Also, you seem to have missed how I said that his walk speed should be buffed before his dash speed, since the latter could potentially make his FA a stupid RTSD tool with it being + on block at lvl 1 (All it’d take is for two frames to be taken off his dash).

Personally about his dash speed; it’s not the speed or range but that weird pause at the end that irks us the most i think. They could fix that by shortening the dash length (and with it frames) or lengthen the dash range. It’s just that weird pause when it looks like you should be able to do something but you really can’t.

I agree for the most part but his CW should be a overhead, it was in turbo it only makes sense it should be now.

-First hit of Rekka should break glass.
On paper it sounds like you can just get to the second hit to beat out focus, but the second hit comes out too slow. The opponent can take the first hit then let go to hit with the focus before the second hit of rekka can even start up. This also carries over to his super and ultra(should not lose to Balrog’s EX Overhead).

-First hit of EX Rekka should have super armor.
Banishing Flat style doesn’t cut it.

-Bring back the ST f+HK or just speed up the second hit of the SF4 version.

-Last hit of Rekka should be FA cancelable.
I don’t see any worth-while combos being possible with this. This is just for pressure purposes.

-HK and EX CW should be +frames on block.
It’s not like it’d really be the return on the ST loop anyway. What with roundhouse version being slow to start up, the EX needing meter and reversals being so easy. Just bring back a bit more of that close range pressure that Fei was supposed to be known for.

That’s a problem with the game in general. Same reason why crouching jabs and shorts sometimes whiff after cross ups.

instead of first hit of rekka breaks glass, I’d rather have cw breaks glass on all hits, and at least 2nd or 3rd hit is an overhead.
Super and ultra should both break glass. Who else’s ultra doesn’t? Yea, may Dan’s, but at least it doesn’t lose to the freaking larait!
Fk is actually fine as it is imo. It’s not like it has insane priority in SSF2T anyway.
And yea, buff ex rekka.

If they nerf FeiLong in any areas, I’d really be interested to see what they’ll do.

I’m not sure I like the idea of rekka being able to armor break. Increasing the speed of the second hit so that it won’t lose to focus would be good enough for me. Having it beat focus AND super-armor moves would be a little too much. Not to mention that Capcom might nerf it some other way if that happened, like making it less safe.

Also, I think it would be really neat if Fei could somehow get his pre-patch HK chickenwing back. Maybe they could have it push back enough on hit so that Abel and Seth would be just out of cl.hp range, but still close enough to land the BnB afterwards, or at least cr.lp into rekkas. It’s a little dicier once they get into the corner, though. Maybe make it so that Fei moves back instead of the opponent when it lands in the corner, if that’s possible.

I say have the 3rd Rekka break armor and have the first EX rekka have Armor.

otherwise the rekkas are okay.