Well it’s probably nothing too special. You probably already know many techniques yourself! :lol:
As a Fei player, we already know to abuse throw using all possible tick attempts like:
cl.LK and throw
cl.LP x1, x2, or x3 and throw
If the Guile player softens the throw, have them land on cr.HP (Use it as a tick) and throw (If blocked).
If your dealing with a Guile who knows how to Reverse Throw/Flash Kick, you can also use feints to have those Guiles throw out those reversals and punish accordingly. For example, you throw Guile (He softens the throw) and you do a feint tick to get him to do a reversal when he’s about to land. Then you immediately back up and now he’s a sitting duck since he just did a flash kick. Do whatever big damage combo you like to punish.
That’s just one method. I normally go to training mode and start to make shit up. I find one thing that looks good, then test it out against competition.
Senario:
You fight someone who has a massive throw range like a Dhalsim player and he’s well aware of your tick throw shenanigans, so he reverse throws you every attempt. Now that you trained him to do that, you go again and tick him with something cancelable like cl.LP, cr.LP, cl.MP, or cl.LK. He sees this and attempts to reverse throw. Then you immediately do rekkas and he’s eating big damage. You could do CW and see how that works for you. You could also do flame kick, but keep in mind it’s a 50/50 chance you will hit.
can they stand up between a string though? For example if you condition with cr.lp tick, what if they block the tick and then revesal throw, if you string, will they just continue blocking?
I think I should have clarified. You want to do the rekkas (Slight delay) as soon as you see them coming out of blockstun to give them a chance to reverse throw you. The reason I mentioned cancelable moves like I specified above is because those moves recover very quickly. Plus it’s a safeguard in case you don’t time it properly which you can then go into rekka mixups.
I haven’t tested this out out on all characters, but cl.LK into the first light rekka doesn’t seem to combo, but the other two versions of the first rekka does. I wonder why that is? It probably has to do with the hitboxes of the characters perhaps? Anyway you could use that since your opponent is given a very small window of oppertunity to do something.
Again, don’t forget you can also use CW and don’t have to worry about delaying it since the startup is big anyway.
Yes, the opponent can stand or crouch during a blocked combo. If they try to reversal throw during a combo string that hits low, they will get hit (Ryu’s cr Strong, cr RH). If it’s not a combo string (Ryu’s cr Jab, cr RH), you will either get thrown or the opponent will get hit, depending on the throw range. I hope I understood your question correctly. = J
And, after having erroneously stated several times that you could cancel cr.:lk:, I have the immediate comeback ready for you.
…but you can do cr.:lk:, cl.:hp: XX :hp: Rekka Ken (x3) for big damage!
Guess where you can find that combo?
This would be your low hitting tick option…or you could just link to the Rekka Ken. Remember that if you can link from cr.:lk: to cl.:hp:, cr.:lk: is giving you at least +5 frame advantage. How many startup frames does the Rekka Ken have? (Somebody with access to the frame data can answer that for me. I can’t get to it right now.)
I’ve tried that but found linking it inconsistent(i think its a 1 frame link), not to mention how wonky some hitboxes are after cl hp or rekkas hit them. I prefer just cr.lp to rekkas.
if i’m correct, not being able to cancel kicks into punches was a nerf for HDR fei. i believe this was mentioned somewhere. you can cancel it into super though.
Super fei could cancel cr.mk and cr.mp into rekkas, but ST fei could not. The trade off between them being ST fei got CW move that comboed into cl.hp rekkas.
Lol at sirlin comparing fei long cr.mk rekkas to 3S chun cr.mk super.
Hell no Fei’s crouching mk was never ever that good, the only use I could think of for it is meaty crouching mk, standing hp, cancel into rekkas(corner combo only I think) and even that didnt happen very often.
i like super fei better than st fei. idk why but s.fierce(not close) to rekkas was my favorite. and i think c.strong to rekkas worked as well. c.fwd to flame kick was also a good 3 hit combo if you close enough. super fei has combos for days…
Who has the advantage in the Fei vs Ken match and why? According to streetfighterdojo, the matchup difficulty is 4.5/10 for Fei. Is that still accurate? (Assuming that it ever was.)