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I assume that this still works in HDR, right?
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I assume that this still works in HDR, right?
Yep, still works. =)
It was mentioned one page back.
[whine]Has anyone made a list of just how punishable new flame kick is?
I lost hard to a rog, and sagat tonight. I think bison’s scissors have caught me too.
I’m not even point fucking blank either.[/whine]
sure, here you go:
ryu: hk tatsu, reversal super
honda: hp headbutt, super
blank: hp roll
guile: reversal hk flash kick
rog: anything
ken: hk tatsu
chun: prolly nothing, maybe throw?
gief: green hand, walk forward st.mk
sim: any small startup long limb
sagat: knees, super, maybe low tiger shot?
vega: poke
hawk: st.hk
fei: hp rekka
dj: fb or double kick, slide depending on distance
cammy: maybe hooligan, maybe walk forward st.mk
bison: scissors kick, st.hk, super, and i think torpedo.
have fun.
So everybody.
damn is Fei THAT pop now?
This thread should be stickied.
Idt its left the first page since it came out.
Its because i made Fei cool to play with(lol plus just kidding hes based on Bruce Lee my favorite martial artist for goodness sake who wouldnt play with him?), and i when i started trying to contribute to a thread, a whole bunch of people thankfully gave better advice than what i had. Also fei is slightly more accessible because of all the buffs he got. Although i do miss the corner traps where all it took was one standing fierce into chicken wing to keep some characters locked in a corner for an eternity(literally IMO as close to an infinite as there will ever be in Super Turbo.) I
think like 5 frames were added to the recovery time of the chicken wing gives the opponent plenty of time to get out, but this gives fei more trouble with the command throw characters, especially e. honda who grapples better than the grapplers, and destroys fei long for free. Damn you e honda, why arent you banned yet??? Unsafe on the block flame kick sucks too, but fireball invincibility for lk chicken , plus extended range on the rekka kens helps alot too.
Well at least i dont have to go through such an extensive motion to use chicken wings, versus ST, which also make this move a bit more practical. Some of the special moves were difficulty enough to cause professionals to have execution errors. I saw a famous Zangief player mess up on the execution of Zangief’s 360 spd and he jumped away instead lol. Because he knew when and when not to go for them, it was really obvious that he wanted one if i find it ill post it here.
I’ve been noticing lately that rekkas/cw lose to alot of stuff too.
His saving grace is his nice walk speed. Of course his throw range is shit though. What he can’t be like claw?
Chicken Wings beat lariat but due to extra recovery time its pretty much useless unless you like spds, and they beat out plenty of attacks except for the typical OTG(off the ground) reversal such as chun-li and dee-jays up kicks, shoryuken, blanka roll(but not all the time), tiger uppercut, flash kicks, yeah you get the point. Also Thelo told me this and it turned out to be true, but it beats E.Honda’s headbutt if you dont get hit in your startup frames. Improved Rekkas= better mid-range poke among other things, avoids forcing you to use a jump in plus good for chip damage. Punishes some attacks heavily now, Blanka roll blocked or if it hits you and cammy’s super(if blocked) if you use :hp: rekkas for both of these instances. i think it has to be a reversal :hp: rekka reversal for Cammy’s super(in other words used on the first active frame you can use rekkas after you blocked Cammy’s super). Too bad a smart Cammy player uses her super against Fei for finishing chip damage. Good Corner lockdown against Dicatator, and Chun-Li both of which dont have reliable reversals. Chicken Wing juggle equals free fierce flame kick and does about as much damage as the chicken wing super juggle where the super hits anywhere from i believe 1-3 or 1-2 times not sure, only used this for fun since the chicken into flame kick is much better and more reliable.
I know it’s been said before, but since Sirlin said it, it’s worth repeating. Remember that you can escape being thrown upon hitting with the Chicken Wing if you immediately start another Chicken Wing. I’m sure that you have to hit with the last kick in order to even think about having frame advantage and that the resulting frame advantage on a standing opponent is quite small, but the option is there. It’s like Sirlin said, he designed Fei Long to be more “yomi”-dependant when the Chicken Wing hits. So, if you think a throw is coming, start another Chicken Wing. If you think they’ll attack, Flame Kick. If you think they’ll reversal special move…block. If you think they’ll block low, overhead. If you think they’ll block high, cr.:lk:, st.:lp:/:hp: XX :hp: Rekka Ken. If you think they’ll block at all…throw.
The options are there. It’s up to you to make them practical. Not saying it’s easy, though!
yea… because it’s really easy to read an opponent to see if he’s going to throw, reversal special, or just super my ass after a chicken wing when all they do is stand block or eat it. yomi my ass, current fei lost most of what he was good for. i would love to play ST fei vs HDR fei. that’d be easy to prove.
as for doing a CW after the CW, that crap only works on chun… and even SHE can get out of it if they’re smart about it.
ryu: dp, maybe tatsu, but i think the tatsu startup might kill it
honda: headbutt, ochio, buttslam
blanka: vert ball trades if timed right
guile: flash kick
rog: headbutt
ken: dp
chun: j.lk, has to be really really early and it trades. st.hk might work too
gief: spd, rbg, kick lariat, maybe punch lariat
sim: teleport, lk slide -> throw/noogie, headbutt (st.mp?)
sagat: dp
claw: flip kick
hawk: totem, rising hawk
dj: st.hk, upkicks, m.gun might also work/trade
cammy: dp
bison: torpedo will, at least, trade
note that the above is merely an option using normals/specials. every opp can still throw/super (save some) and kick fei’s ass.
seems like most people just don’t understand how limited fei is.
Meh, Fei had an abusable trick and he lost it just like any other character. How about this, old fei versus old e.honda with ochio corner trap loop, e honda was one of those characters that could break out of chicken wing loop btw unless i tried this against someone and timed it wrong. Chicken Wing into Safe on the block flame kick is a mindless strategy thats too good, wouldnt you go for it everytime since i put in these terms. Its like going for Chun-Li’s crossup in the Vanilla ST everytime you got a knockdown because it was TOO GOOD. Have you tried beating Ryu on Vanilla ST yet, itll change your mind:smile:, be happy for extra invincibility on lk chicken wings. If he was buffed up and had all the stuff he had in ST, he would be broken, heres my fei long wishlist.
**
(Fei Long Christmas Wish List(I can I have this Sirlin please?)**
1.Fei Long gets more distance on rekka kens than was already added so i can punish more stuff other than Cammy’s super and Blanka’s rolling ball for free.
Chicken Wings with same amount of recovery as ST so I can combo Zangief’s ass all day since chicken wings cleanly beats Gief’s lariat, which allows me to land close standing :hp: plus :hp: rekkas for free.
Fireball Invincibility on all versions of chicken wings+plus less recovery time equals free asswhoopin on all characters especially ken and ryu.
Got the corner loop covered.
Safe on the block flame kick plus flame kick chicken wing juggles. Since chicken wing recovery is short i think it is possible to combo super after flame kick juggle.
Super into juggle?, think this worked in ST only found out about it year ago when still playing Vanilla ST forgot what i juggled with though. Super bounces opponent further than it used to?, again i think
Whenever I do use Fei, I very rarely use the CW. Rekka’s are just straight up AWESOME for pressure. I only use the CW when it “feels right”. If I predict a fireball and I’m far I just RH CW and close all the distance and get some damage in.
I’ll admit I do feel the CW was narfed, but its still a good tool when used wisely.
A great trick that I have used when cornering those without escape anti-air type moves (Blanka, Chun, Bison, Dhalsim, Dee Jay, even Guile) is integrating the standing HP in lieu of a jump in to prevent them from escaping. I noticed that a jump can give them a chance for a quick jumping counterattack such as Bison’s j. MP, for example.
A great sample of attacks is Rekka, Chickenwing, standing HP, overhead, Chickenwing, throw, Rekka, etc. If executed to perfection, the corner should be inescapable.
Of course, I might be stating the obvious: as a Fei player, your main goal is to corner your opponent.
Tricks? Honda didn’t lose his glitch, bison gets out of fireball traps for free, rog still has ridiculous hitboxes and pressure.
Fei got stripped bad, and no CW > CW is not viable, you can still be grabbed during its startup, and it becomes vulnerable before it can hit them anyway.
Any good jump attack shoto j.mp/j.hp for example tends to beat or trade CW, and rarely loses.
After a blocked CW, for chars with a dp (except for cammy), there is little reason not to try a reversal dp. If fei tick throws he loses to dp, if he CW/flamekicks he loses/trades not in his favor, he blocks dp the opponent is mostly safe.
Oh I forgot, if P2 fei flamekicks after P1 fei’s CW, then he either loses to P1’s flamekick or trades, and if P1 blocks flame kick he gets free rekkas.
Fei is fun, but he’s gimped.
New Honda Phenomenon
Just when I was beginning to think that I had learned to deal with Hondas more effectively, I encountered something that really frustrated me.
I was playing against vudoodaddie, a particularly challenging turtle Honda, when he scored a knockdown. He proceeded to throw a meaty cr. MP, which I blocked. However, he used the opportunity to tick bearhug me. When I broke the hold, he simply walked forward as I was in the recovery animation and threw another cr. MP into throw. He simply repeated this until victory was achieved. It doesn’t seem to matter whether or not the MP connects or is blocked–the throw is key.
When I attempted reversals, he would simply hold back and perform Honda’s forward + HK to knock me down and continue the mind game/throw trap.
Has anyone encountered this? If so, what are effective ways of dealing with it?
Thanks!
I’ve encountered honda’s that use the command throw range that bearhug has. The problem is that ken can do a jab dp reversal which is extremely hard. However, I don’t know if fei’s flamekick has enough reach and reversal throw won’t work since fei isn’t in range to throw.
Tick throws like this are bullshit, blanka can do it too. The only thing you can do is reversal flamekick, except I don’t know how well that will work.
In a situation like that, your best bet is Reverse Throw if their in range.
If not do reversal CW. You may or may not get hit during the move but the goal is to get out of the mixup. Works well versus Blanka’s j.LK into bite/combo shenanigans.
Reversal throw won’t work if the honda knows what he’s doing.