The second kick seems to push Ryu too far to link anything, so I’m guessing this link only works on larger characters. I think the advantage/disadvantage frames on this move were adjusted so that you can now do it against characters like Zangief without worrying about being grabbed by a normal 360 even on block. Aside from that purpose, I don’t know what the point is in having +3 at the end… Maybe more frames to run away
My guess is frame trap. Seems like a pretty good idea to follow it up with a cr.MP option select into Rekka. It’s just a guess, of course. I haven’t really tried that in any match yet.
It’s not really a frame trap if blocked, but certainly if it hits you could frame trap with one of his medium pokes. See the new combo thread for my post on who the forward HK to crouch jab combo works on, it’s more characters than you expect.
im not sure if any of u have checked the hitboxes thread thats been posted on the ssf4 main area, but ex-rekkas has an amazing hitbox, all of the rekkas have its hit box extending just beyond feis fist down to about his waste, with a vulnerable box extending just past his hitbox going up to his head and down to his knee thats why u can get poked out of it so easily, but his ex rekka hitbox is the same as his normal rekka box, but the vulnerable box is pushed all the way back to about the middle of his bicep ( they all should b like this imo but watever), so ex rekka will beat out anything thrown out high thats not invincible, his crmp actually has almost the same kinda hitbox, where the vulnerable box outlines the hitbox making it look like a terrible poke…
That’s good to know, and thanks for the link. It certainly explains why EX Rekka can punish Blanka’s electricity. :wgrin: It might work on other similar things. Who knows? Thousand palm, thousand hand, thousand thigh may all fall victim to it.
That’s some proper technology there. One for the bank.
ya thirteen, ex rekkas will cleanly punish all blanka electricity, even ex, it might punish chuns legs too, but her box move around all over the place wen shes doing them so it wont be as sure thing as blanka, like i said itll stuff pretty much anything u throw it into that doenst lower an opponents hitbox below feis waste as he dashes in
That is an awesome find, j_case! Seems like EX Rekkas is Fei’s safest poke at Max range… Might be a good idea to start throwing those more often. Question though…
**WILL IT BEAT BISON AND ADON’S STANDING HK??? **
looks like it will beat bisons hk clean aslong as u hit no deeper than his knee with fei’s fist, itll beat adons clean aswell same story, no deeper than about halfway up his calf, ill post the links so u guys can see the comparisons between the hit boxes, ex rekkas is the best long range poke in the game it seems.
all credit goes to blackadde for these screens/ links ( heres the entire post if u wanna check it out http://shoryuken.com/showthread.php?t=234787&page=3 ) anyway heres how the hitboxes work http://otersi.com/00_interesting_frames/Hitbox_Explanation.jpg, heres crazy ex rekkas http://otersi.com/00_interesting_frames/fei_exrekka.png, heres bisons hk http://otersi.com/00_interesting_frames/bison_stand_hk.png, also heres a nice jab comparison http://otersi.com/00_interesting_frames/jabcomparison.jpg fei isnt on there but hes got just under codys range but move his vulnerable box up to about halfway up the hitbox. i feel like they inadvertanly moved his vulnerable box farther back in ssf4 so it would eat projectiles easier or something, and ended up making a super high priority move lol
after i looked at the hitbox for his standing jab i just had to shake my head in disbelief, it literally only misses ryus hit box by like 3-4 pixels vertically… and for some reason his close jab where he does his little eye poke move, makes his hitbox even smaller, no lower than his wrist during the anim, all it would have taken was to extend that hitbox down just a little bit and all of our bnb wiff problems would have been gone, i really cant figure out a reason why they would do that…
What about the hitbox for his overhead? I actually have these vids at home but I’m not there right now and I forgot to look.
Also, I wouldn’t say c.mp is terrible just because of the supposedly bad hitbox. It’s still fast as hell, has great reach and gives good frame advantage on hit and block. No one’s gonna be stuffing a four-frame move on reaction, so it’s still his go-to poke imo.
Ask and ye shall receive.
EX Chicken Wing:
1st frame through 12th frame: Completely Invulnerable.
13th frame through ~50ish frame: Invulnerable to projectiles only.
For a reference, his first kick hits on the 18th frame, second part(where his shoulder hits the enemy) starts on the 25th, and the last hit starts on the ~31st frame.
oh, thats not what i meant soakrates, crmp is definatly one of our best pokes because of the range and speed it has, i mean the hitboxes arent the only thing that makes certain moves better, look at bisons hk, it has the same kinda “problem” as crmp but its clearly one of the best pokes in the game. i was just very surprised wen i saw the hitbox for that move especially because of how much priority it seems to have.
Ultra 1 is a lot better then Counter ultra.
It has priority
some range
some juggle
damage is close
Counter only means more fireballs, grabs or focus breaker attacks or baiting without using a move.
From every direction except that one.
Ah, gotcha. Sorry for the misread.
Also, did you get a chance to look at the hitbox for his overhead?
dble post…
ya, it only hits on the way down, and the hitbox is like the entire bottom half of his leg going down to the white part of his shoes, and the vulnerable box surrounds his leg, the priority isnt great on it according to the hitbox, but he does jump extremely high lol, not really much shown in the hitbox data that we didnt already know it did.
oh another interesting thing about the hitboxes in general, the vulnerable box has a default size and shape when your just moving around, its like 2 boxes stacked almost like a snowman a hitbox for the body and for the head, but after youve initiated an attack and are in recovery frames of the move the hitboxes completely change, it completely breaks up and each limb section has its own hitbox, feis front part of the hitbox extends vertically from his elbow joint down, so wen a hitbox hits anyway forward of that the move wiffs, thats why u cant hit his leg wen hes just standing there, but in the recovery frames the hitboxes change to his limbsections separatly so his hitbox essentially gets larger during recovery of every move
Does anyone feel like cr. jab might have a few more frames of advantage on hit now? It feels like cr. lk, cr. lp, cr. lp xx rekka is really easy to pull off now. However, I also just switched from a PC to an xbox too so maybe that has something to do with it.
i think i may have been over estimating the usefulness of the ex rekka’s apparent priorities, i went back to vanilla to see if it had the same kind of priority and it seems like it does because a well spaced exrekka stuffs blanks electricity in vanilla too, they may have made the priority better in ssf4 or kept it the same as in vanilla which would make it about as useful as its always been. we may have been underestimating it in vanilla since it really feels like a regular rekka, maybe the knowledge of the apparent priority will make it more useful, we will see. ( i cant really check the difference between the hitboxes in vanilla and ssf4 right now since i dont have ssf4 yet but i was testing it vs hp blanka electricity and unless its spaced very well itll get beat outright)
Super Duper Fei Long
His first ultra isn’t extremely fast as it should be.
The counter ultra is worthless, look at Rufus ultra 2 to see just how terrible it is.
The chicken wing does not hit overhead and if your too close it would jump over them.
There is a small chance to hit with the chicken wing while going behind them.
For god’s sake, look at Abel, Ibuki, Chun Li, Ken, Guy.
The dragon kick goes directly up but does not hit when someone is above them crossing up.
No juggle options at all, the dragon kick to chicken wing is now only two hits for minimum to an already very low combo.
Even if you manage to pull off a Strong Chicken Wing to hard punch to three full Rekke punches, that only around 300 damage.
This character is only rank B because of an overhead kick and a weak srk with moderate combo damage.
The main thing that hurts EX rekka is also that you can’t do anything but EX rekkas in the chain. This makes it so you can only hit confirm off the first rekka, and you can’t do the double tap rekka with lp that is much safer (distance wise, not frames) in this game. After all my time with Fei Long the only time I really bring out EX rekkas is for that chip finish, as EX gives rekkas just a tiny bit more chip. The only mid round use I could see would be the benefit of ending a combo with EX rekkas to get both the enemy in the corner AND maximum damage. The down side is that you end up spending 1 bar of meter for EX rekkas when you could gain meter with fierce rekkas, get the same positioning, and do only slightly less damage (20 or less depending on how many hits you have when you end your combo). Based on how good Fei’s Super combo is and how many times you punish with Fierce punch to EX flame kick… you want meter…
I’ve been trying to implement the “fireball punching” property at the PERFECT distance on characters like Guile and Chun who are hard to get in on… but you have to be so on the spot to hit it at a close distance. As of yet I can’t get them to hit in a useful position.