SSF4 Tier List Thread REBOOT Super + AE (Updated: 02-01-09)

It works, but the :hcb::p: input is much longer than just st.:hp:, which incidentally also results in more damage caused and less damage taken for Dudley.

Yoooooo fuck that.

I have no problem with Fei Long in Super and especially not in AE with Cody here’s why:

  • Fei Long can’t use any Rekkas unless he’s sure they’re going to hit because my 4f c.LK will punish it, at every range except complete max range (in Super only, in AE he can’t use Rekka at all because of 3f c.LK)
  • Fei Long can’t do random CWs at mid range because my Zonk, c.MK and HK Ruffian all rape it.
  • Fei Long can’t do CWs on wakeup because of OS forward dash, OS c.MK or OS HK Ruffian

Due to the above situations Fei Long is forced to play footsies at every range until he gets Cody in the corner where he has the advantage and the ONLY advantage in that matchup. This is taken from first hand experience so it’s not random theory talk.

@mowr - I understand what you mean by how much damage CW gives Fei for just randomly throwing it out but if you’re letting him land a random CW then he deserves to get all that damage. Tbh it shouldn’t really hit you because at long range you can react, at mid range you can react and unless he mashes through your blockstrings it’s not going to hit you at close range. It can’t be compared to Dudleys EX MGB though. Two very different moves.

fei cant really do random rekkas in most matchups. most people just dont punnish them properly or space themslves so that jab rekka will whiff.

not to mention because fei isnt played as much, people dont have a ton of matchup knowledge. so a lot of stuff that seems really good at first is easier to deal with when you see it more often

I didn’t explain it properly, I meant that fei can’t throw out rekkas in an attempt to catch something because Cody can punish them from all ranges, so it doesn’t matter whether it’s well spaced or not. Also, there may not be a lot of fei players in America but here in Europe there are.

This is not a gimmick or shenanigan that can be overcome over time. It’s a punish, it won’t change unless they change the frame data in another iteration otherwise it’s a legit matchup strategy.

gief can barely even punish feis lp rekka from a distance with his spd so what makes you think that cody can punish his rekkas every single time.

besides he can just cancel into the second rekka. sorta risky, but if momentum is on feis side, it’ll connect.

also a lot of characters can punish feis rekkas but he still rapes them with it.

a perfect example is ryu. he can super all of the rekkas on block and maybe even c.lk, c.mp, c.lp in a lot of situations but it pretty much shuts down ryus ground game. he can’t really fireball because you’ll most likely get tagged by the rekka before the fireball comes out. cant really outfootsie fei either since he can just stay outside of ryu c.mk range and murk you from there with his rekkas.

What makes me think I can punish Fei’s rekkas every single time is the fact that I’ve done it (like I stated). And yes, he can follow up with a second rekka but what’s riskier; me attempting to punish with c.LK into a decent damage combo or him following up and I happen to block it thus being able to punish even more severely? It’s riskier for him to follow up than it is for me to punish it.

There are only a few other characters that have a 4 frame/3 frame normal that allows them to punish a MAX range LP Rekka and Ryu isn’t one of them. Vega has exceptional range on his c.MP and Cody has exceptional range on his c.LK hence the reason he can punish it every time.

So, although Gief can’t punish it or can “barely” punish it Cody can and like I stated, this is from first hand experience. So yes, Cody can punish it EVERY time so can Vega and there’s probably others who can.

Can somebody explain exactly what changes Makoto got that brought her up so far in the tier lists?

http://shoryuken.com/f338/makoto-arcade-dlc-changes-250830/

Essentially, more health, a 3-frame normal, better mixups, improved AAs, less vulnerability to focus fishing.

Plus, the general nerf to zoning characters.

Not to mention fukiyage (sp?) juggles which do like…400 damage 600 stun? lol

Yeah Makoto is pretty fucking ripped right now. I honestly think they went a little overboard.

i just cant wait for the stupid 3DS version to come out so they can say what they are doing as far as a rebalance.

didnt they say that the current AE version was able to patched just like with consoles? or did i dream that up?

A solid yet demanding char, with some clear bad matchups. Might make her B+/A, depending on what counters people will find to her game. As they will have to, unlike Super situation.
Far from the brainlessness that is the dive kick brothers.

I didn’t read about that being confirmed but it should be possible because arcades have an internet link (?!)

Hope so :smiley:

That’s only true for Japanese arcades. Almost every location in the US with AE won’t be hooked up to the net/Capcom’s servers.

technically a lot of characters can punish rekkas as most ranges, most characters have a far range normal that’s < 5 frames - the problem is that doing a 1 or 2 frame punish isn’t viable unless you’ve practiced it a whole bunch or have something you can use as a reversal (IE EX legs, flashkick, whatever)

I think mid-screen chickenwing is overrated too, you can beat it out with like, any anti-air normal or invincible special/super/ultra

that being said fei long is still a beast in super and AE, the best normals of any non-charge character (except maybe rose) and MK flamekick FADC CW just does goofy damage :confused:

also I really hope capcom just leaves SF4 alone, please don’t divide the community again, release the AE update for consoles and leave it alone.:sweat:

the problem is properly spaced rekka is actually -3 and not -4 and puts fei way farther away. He can react to a medium normal whiffing and do another rekka to punish. Or he can just be scrubby and mash.

Apparently there was some talk about Japan kind of hating SSF4AE due to the fact that the twins are too good.

hey that’s how I feel too.

thats only lp and thats with extreme optimal spacing. mago dosent even hit that spacing. rekkas dont have a lot of active frames, so you are leaving yourself more open to whiffs.

but i agree with the point you made. they are really tricky to punnish regularly

isn’t the risk:reward not so good for mp/hp rekkas?

I’m just used to looking at the range and punishing jab if I have the correct spacing.