SFHD - Fei Long: Strategy only, ONLY POST STRATS, STRATS ONLY

I think it has two startup frames too, yeah that thing is gay.

Coth, couldn’t help but notice your coming-and-leaving of HDR. Dude, get a 360. I can GUARANTEE you’ll have 50+ friends in days and will be playing the best HDR of your life. Imagine my delight when I play with the best of the best every time I log on lol.

Hey now! Don’t undercut the comp PSN has! The problem is lag, school, work, and uh school. Did I mention the lag? My execution as well. Don’t worry I’ll eventually get an xbox. Ahem, that reminds me, got a birthday coming up. . .

I was thinking about practicing that walk under st.MK meaty crossup into st.HP -> Rekkas dizzy combo. Someone mentioned to me one why I don’t do it.

Anyone have some good setups on how to accomplish that?

It looks like a powerful tool that I don’t take advantage of!

Maybe someone can get a private room with me, and set it to best of five rounds and no time limit. Then we just practice doing it until we get it down.

Won’t reversal throw beat that every time?

Hey, Coth, I befriended Optima SF and he is indeed a good Sim. We had a friendly set and that went 3-2 in my favor.

I am not saying that playing a good Sim is easy but it is winnable. It’s not as if he’s Vega or Honda, right? As far as jump in options go, mix it up MK, HK and LP (which I only really use for control’s sake as you have to be fairly close to hit a Sim with it). MK Flying Kicks and Flame Kicks are what I have found to be the most relied upon versions of those moves.

Oh, I finally figured out that hack throw looping Honda called vudoodaddie. I just out turtle him! I block every headbutt attempt because he’s one of those Hondas that looks for knockdowns so that he can initiate his throw loop (cr. LP, bear hug, cr. LP, bear hug etc.). Once you eliminate that, while peppering in st. LK and HP, vudoodaddie really has no other options. He’s not a smart Honda at all–he’ll start walking at you desperately trying to throw you. It was really quite pathetic, really. Like watching a beached whale. Ha!

It can, BUT they would have to take a risk doing it. They may land on two cr.HP giving you a possible dizzy for big damage, or anything else for that matter.

If you make them scared enough you may be able to pull it off.

Er, but won’t meaty cr.hp be in range for a reversal throw too, if you are looking at getting two to land?

You have to understand my experience, i almost always get reversed even If its the only meaty I do that round. Personally I prefer crossups (even though I can’t land them consistently in lag) just because they are much harder to get out of.

Our mixup styles may be different?

If I’m aware my opponent is good at throw reversals, then I tend to bait doing a meaty then do flame kick on wakeup to keep them in check, or just back away and immediately do rekkas.

Gotta make them scared to do anything!

I’m starting to think its my connection more than anything. I’m wireless, and to get wired I need 70 feet of cable :wow: :sad:

I can’t even rekka properly half the time.

Hmm, you can buy a roll of Cat 5 cable, some RJ-45 connectors, a crimper and make the cable yourself. It’s very easy!

Yeah i’ve made cable before, but how much would that cost?

The Cat5 is the only pricey item of the bunch ranging from $30 - $50 bucks for like 500 - 1000 Feet. You can find some good deals if you shop online.

The rest is only several dollars.

I haven’t done that since high school, but it wasn’t hard. 500 feet though is a little much.

It just occured to me why Ramza does cr.HP -> cr.MP rather than cr.HP x2 on wakeup.

That shit dizzies pretty damn well! I think cr.MP has a higher stun percentage.

Man I wish there was a list of each normals dizzy percentage.

And j.LK doesn’t get much use from me so I started messing around with it a little more and it seems to be an ok trip guard normal. I was able to save myself from dhalsims normals a couple of times, plus your whole hitbox shrinks alot.

Plus the timing is MUCH easier with the cr.HP to MP. Plus, you can often follow the cr. MP with yet another cr. MP for easy dizzies. Ha! I use jumping LK to tick throw or feint tick to overhead/flame kick/flying kick. No one ever sees it coming because players are so accustomed to seeing j. LP to tick throw. They don’t know what to do.

I always follow up meaty crouching hp, with a light rekka,medium rekka, light rekka especially in the corner(easier to do there). I love this 4 hit combo to death but in order to get it to work I have to hit the meaty crouching hp at the earliest possible moment.

Also recently I became a Sagat player but I’m not sure if I’m going to rebound back to Fei Long… the temptation is always there for some odd reason.

EDIT: light rekka doesnt necessarily have to be the first one you start with but easier to start with it though… also bullying E. Honda with Sagat is funshrugs

We need to talk about akuma, even if he won’t be at tourneys he is still online. Aside from the fact he’s a shoto, there is also the air hado, which CW does nothing for. Any particular ideas on how to approach an akuma that uses hado + air hado for zoning. When they do jsu.air hado, you can walk under and behind him and nail him with a flamekick. However, if he jumps straight up and falls down with hk, well that just sucks.

Oh and although its COMPLETELY USELESS, akuma can cancel a jumping punch into air hado. I thought it was interesting at the very least.

HEH! NO IT’S NOT!!! You get somebody to jump in with that on you and you’re in for a world of pain. I know because when a blue moon is out and I happen to see a four-leaf clover on the ground, I use Akuma and land that jump in…especially in the corner. Otherwise, when I’m bored, I do that with Akuma in practice mode.

It only adds to Akuma’s brokenly good offensive potential.

And oh yeah…did I mention that I have at least one combo involving what you mentioned in my FAQ? :slight_smile: Yeah…it’s in there. :slight_smile: So you should…possibly…read my FAQ…again. :wink: (I just couldn’t avoid saying those three words this time, huh?)

So, yeah, as far as Fei Long is concerned, don’t get cornered and anti-air everything that isn’t an aerial Hadouken! Much easier said than done, of course, but no whining is allowed in this thread. Ever! The end. :slight_smile:

I found when using it, that it only correctly worked on tall characters, and because of the air hado hop, the characters actually recovered before akuma landed. Unless I was missing some awesome potential, he doesn’t actually get anything when the air hado hits them that close to ground.