Haha, well since I play Old Honda I can’t use any of that good stuff.
Granted… the match is not THAT easy, because Sim got a damage upgrade in ST so trades don’t always work out the way you’d like them to. But good Sim players are few and far between, and most people who use him are stuck on simple traps that get stuffed by jumping bellyflop.
Even old DJ reversal hyperfist doesn’t stop the slide clean I don’t think. I can’t really remember, but I don’t think it gets you out of the trap. I could be wrong, but it can’t be that easy.
Is hyperfist invulnerable below his knees? Or is it that he can’t hit characters that low? Maybe it’s what you mentioned and Sim can block the special… >shrugs<
Umm. yeah. If he’s doing 3 wrekkas everytime, try to SPD the last one.
I dont think you can SPD the rekkas b/c if you do teh proper ones fierce, fiece, jab… you get pushed to a safe distance. but yeah not knowing if you did it right until its to late is tough. I cant depend on this. But thats the difference between fighting elite players and amatuer ones. you must go on the assumption that the elite player will always do teh correct move and he will never miss them! Where with the amatuer player you can take chances!
This is a little off topic but how do you play Dhaslim close? I have a hard time using him close because people are using like ryu and ken or anyone for that matter and just cornering me, and the only way I win is if I get a lucky tp out of there
Well you jsut said it the tele, is the one way of escape. But Dhalsim has soo may options its not even funny! well basically you have great throw range, if they start to FB you can slide it. Teh controllable limbs help as well. Even though i hate them! There are many poeple on this thread that have a great Sim so they coudl answer this much more thoroughly.
EHonda: I don’t think you understand what i meant. I was talking about SPDing the 3rd wrekka before it even touches you. The screen should say “REVERSAL” and you snatch Fei before the 3rd rekka even connects.
It could be what Goryus mentioned and that my comp is simply mis-timing the last wrekka. I don’t know. I think there is a range where the last jab wrekka might not be air tight regardless of your timing, but I don’t really know.
Either way, if Fei is doing 3 blocked wrekkas EVERY TIME, try to SPD the 3rd one. If there is a hole, you get a SPD. If there is no hole, you block the 3rd wrekka. There’s no reason not to try it really.
It’s not like Fei will be going for blocked wrekkas anyways, but it’s just a trick to try if he does.
not to sure i always thought that the rekkas were totally safe if you start making yoru opponent block them! there is no hole! i know this b/c it combos, so it cant have a hole. But if your not going to get hit trying than yes you might as well try and spd it! not to sure if there are any frames it can be hit out of though! Its like trying to hit a person out of a standing fierce FB with RYu. its like saying that you can hit the Person after the fierce hits and before the FB is released. If that can be hit than so can the last rekka!
To clear things up a bit, NO you cannot SPD fei long before his 3rd Rekka Punch if he’s doing it perfectly. The reason is that Gief will be in block stun the whole time. Now if the fei player DELAYS the last rekka punch in hopes that you will stick out a whiffed move then yes you would be able to SPD him as he rushes in for that last punch but why would a good fei player take that kind of dumb risk when he can safely do all 3 punches and bounce back to safety??
And as far as Feis rekka punches being “air tight” can vary at what distance the fei player launches them. For instance Fei can do the rekka punches on Honda from MAX distance(meaning that the punches are connecting at their max range) and hit the first one but may miss the second or third one because Honda gets pushed out of range. This can happen to Zangief as well, but a good fei player knows what sweet spot to stay in. If I launch the first rekka at max distance I am not gonna go for the whole combo because I know what will happen…its just not worth the risk. Better to dish out 2 hits of damage and then start over. Even if the fei player does a meaty fierce rekka punch he can do the last 2 rekkas using the jab button and still bounce back to safety.
Your theory on doing SPD’s in between rekka punches(in search of that hole you speak of) is not very smart. I have beat several gief players who have tried to do what you are talking about…all I had to do is instead of doing fierce fierce jab sequences I would switch to fierce strong, or fierce jab and stop…they would do the SPD motion and whiff…thus leaving them open for a reset 3 hit rekka combo again. So yeah, you can try to do it but I know you are going for the SPD I would just do one, or 2 rekkas that bounce me JUST outside of SPD range and wait for you to whiff your SPD. You are better off doing different versions the lariat or just jump away body splash.
Another thing that I disagree with is your last statement. I ALWAYS go for rekkas…blocked or landed. Either one is guaranteed damage. A big part of fei longs game is chip damage, especially against fighters like Gief, Guile, Shotos, and Cammy. Blocked Rekkas alone can do 2 jabs worth of damage depending on the opponent.
I couldn’t have worded it better myself. Not my character, so i didnt know exactly how to word any of that stuff! but i knew this, but could in no way describe it!
At a certain range fierce-fierce-jab does not combo. If you do 2 s.MPs against gief you are then at max range to get fierce-fierce-jab to work. It’s just outside of Gief s.MK range.
Any further out and it doesn’t combo. From this 2 MP range it won’t combo against Hawk unless you delay the 2nd hit a bit. Oustide of Shoto sweep range it doesn’t combo either… But that’s a different story.
So I guess from these ranges there is a hole if you end with jab wrekka. If it doesn’t combo, there must be a hole right?
Notice “every time” is in capitals. I never said it was smart tactic that lets Gief own Fei. It’s just a trick that looks cool.
Fierce-jab-jab doesn’t combo either from any range i don’t think.
I also checked the DJ thing from a bit back…
Old or new DJ, Slide beats Hyperfist clean. It doesn’t have enough invincibilty that low that lasts long enough to cover the startup.
Another thing, Sim’s noogie range is HUGE compared to DJ’s throw range… and meaty MK slide sets up perfect range. Maybe a pixel outside, but you still have time to walk forwrard a step and DJ still can’t jump out of the throw.
So let’s looks at the options for Old DJ… After noogie, you can’t beat the slide. (except for throw I guess?) you can avoid with short dread, but then get hit. After the slide you can’t throw Sim. You can’t beat the throw either. Hyperfist gets grabbed, dreads get hit. You can’t jump out either. Even if you get hit out of dread I think Sim can set up meaty slide again. Bleh.
Why would I want to do fierce fierce jab if I am hitting you? The key is this:
A. If the oppenent is blocking then you do fierce fierce jab rekkas and bounce to safety.
B. Obviously if the opponent is getting hit you do all fierce rekkas.
I understand what you are saying about using the different punches and being outside the range of Giefs attacks but thats something that the Gief player is going to have to guess. A good Fei player can just do one rekka and use pokes all day to mix up his attack against Gief. Standing RH can stuff Giefs standing forward from max range. Don’t know if you know this or not but Fei’s rekka punches are so fast that you can connect off of a whiffed strong or fwd attack. So Gief has alot to risk just to land one medium strenght attack. This hole that you are talkin about is something that the Fei player has to be willing to give you. Its not something you can really exploit or use as a weapon against him.
Oh, and Fierce Fierce Jab does combo if you are a bit closer than max fierce rekka distance.
you wouldn’t… But if it’s not a combo from a certain range, there is a hole there right? So if it is blocked from that particular range, there is a hole to take advantage of.
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Yes you do. But if you do it from a certain range, I think there is a hole between fierce -> jab
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Definitely. If there is indeed a hole at a particular range, Fei doesn’t have to give it to you. It’s just a trick you can do to stop him from using the jab wrekka to bounce out to safety. Fei can just mix it up and not jab wrekka like you said, and you might get baited and whiff a SPD. But that’s why it’s just a trick.
I just used 2 MPs and gief’s MK as an example on the distance. After point blank s.MP x2 with Fei you are at the max distance (and a few pixels more) where fierce-fierce-jab will combo on Gief. Any further, and I can’t get it to combo at all. So I am assuming from this range there is a hole before the jab connects.
You know whats the sweet part of your logic? The fact that Zangief can just swoop Fei Long in with an SPD as he is rushing in for that first rekkaken. One of those can really make a good fei player think twice about using them at all against Gief.
hah yeah! Screw lariats if you’re trying to anticipate a wrekka. Just SPD him! Seriously though, that’s crazy. Has nothing to do with my logic.
I really appreciate the critical opposition though. You guys have made me learn more about it. I now know the range at which to try it… with other characters as well. I just thought it was something to try, but I’m gonna look into it more and figure it out.
Grabbing Fei out of his first rekka, had me experimenting on Honda more and his stored Ochio. and i realized something. I never used it against Balrog. So i tried to use it and it seems to work wonders on all of his dashes! Making Honda dash proof. the best part is that you can even do it after the dash connects, IF your timing is perfect, and still get the ochio. Hmm i wish i had tried this earlier but i was so psyched out by Seths Rog. now i don’t fear him at all! The other quirky honda feature is the inability to be thrown by regular grabs and throws. By simply :rolleyes: storing the ochio. release it just as your getting grabbed and you will reverse the grab. :eek: The timing on this however is insane and i can only get this out maybe 10% of the time! remember though you have to wait until you are already in their throw animation before releasing your stored ochio ( i guess) its so hard to do, i’m usually shocked to see it, :eek: that when it happens i cant really remember the timing! Let me know if anyone else has seen this?
Try storing the Ochio throw and mashing all 3 punches SIMULTANEOUSLY. I do this with all reversal moves and I have alot of success because pressing and releasing all 3 punches you get 6 individual inputs…compare that to 2 inputs from pressing one button. So with 6 inputs per press you get more inputs to cover that one vital frame of animation. By mashing all 3 buttons in unison you double, triple, and even quadruple your chances of catching them because you have so many inputs being entered in less than a split second. Try it
Jeez forgot about that theory again! i read a post about Daigo doing that somewhere. He gets like every reversal that way! ill have to try it that way! Dhalsim don’t worry me. Free win for Honda! 1 knockdown = autodeath! Yo Jesse are you going to chicago?