But can he be cr.Mk xx fireballed out of the air everytime?That’s just how I test trip guard.
I didn’t know that characters actually had different jump recovery speeds, that’s very interesting.
But can he be cr.Mk xx fireballed out of the air everytime?That’s just how I test trip guard.
I didn’t know that characters actually had different jump recovery speeds, that’s very interesting.
Footsy Bebop - Daigo said his favorite game now is probably ST.
KabukiMono - I won’t be home until Friday evening, but I’ll look it up then. If anyone else with the book (Graham, Shinji Gohan, etc) can look it up before then, please do.
Also, “trip guard” means that you can’t be hit low as you are landing. If I remember correctly, Alpha 2 has trip guard. In ST, because you can use cr.RH (or cr.Forward, or whatever) as an anti-air, we say ST has no trip guard.
I remember looking at this in the book, though I can’t confirm it right now. If I recall correctly, Fei Long’s DPs has about 8 or 9 frames of true invincibility at start and overlaps the hitting frames, making it an effective DP. And the Chicken Wing (is that what people call that move? ^_^) has true invincibility for only a few frames, but not long enough to go through a lot of things. I know you can use it to go through Roundhouse Low Tiger Shots, though. But since its invincibility ends before the move actually hits, the invincibility really isn’t that significant nor useful.
Just to confirm, according to YBH:
All versions of Fei’s flamekicks have 8 frames of invincibility with the first hitting frame being frame 7.
His short and forward chicken wing has 12 frames of invincibility whilst the roundhouse has 13. However, as James said, the first hitting frame is frame 21 for short/forward and frame 22 for roundhouse.
P.S. His Super is invincible for 82 frames! All the way up until the fifth punch finishes.
OH SHIT SON!
thanks for the info, thats crazy 82 frames of full invinciblity. wowwwwwww.
cool thanks all for the help.
NKI - is there some trick to getting the super combo more effectively? Is it an actual cancel or a link?
chaosflare - Thank you very much!
KabukiMono - It’s a cancel, and the motion is done like this:
Jab, Jab, D, D/F, F, D+Jab, D/F, F+punch
It’s awkward at first, but really not a hard combo if you practice it.
What’s up with Fei-Long’s super? I noticed that whenever someone uses it as a late anti-air, instead of juggling me, I get hit by the full super.
Awesome thanks nki, you are always so very helpful. I’m gonna hella practice fei long all year long… (umm that sounded stupid) and come next year and hopefully rep him well in real ST!
if you want some tips, not trying to be mean but i did the same, and unfortunately he is a very hard character to win with. You might wanna consider a power char for backup. I know its fun to play lower tier chars but its good to have a higher char to back up your lower tier.
Nah, just stick with fei, the last thing we wanna see is another rog. You’ll find it much more rewarding anyway.
yeah, I know a little ryu already, plus he’s relatively simple to pick up I guess I could use him…
but I’m still spending more time learning fei, thanks for the advice though graham it is much appreciated.
Recently I have been playing this game more than before. It is a great upgrade. The only character I have been able to pass it with is Ryu. I am still learning more about this game and getting the hang of it.
Oh wow, I’m finally feeling worthy to post in your thread Nick. Haha. Actually I’m not here to contribute any strats or combos or anything.
Everyone look at this petition for getting Super Turbo on Xbox 360 Live…
http://www.petitiononline.com/SSF2T/petition.html
like every super…
Can’t be every other super. I’ve gotten nailed with stuff like Deejay’s in the air before and it didn’t suck me on to the ground the way his did.
No tripguard means that you can’t block on the first landing frame. So if you land into a super you are grounded but you can’t block.
All the supers can have this “effect” (yes, even deejay’s),thogh some definitely more easly than others. I think both startup and hitboxes are the factors, Yoga Book Hyper would help.
That makes sense.
I’m not entirely sure that I actually landed though, because it surprised my opponent too.
That’s why Yoga Book Hyper would help.
My guess is that the super has a relatively long startup so it gives the opponent the time to land even after the shadows appear (this is a somewhat similar effect to Q’s SA1 in 3s); or maybe the move doesn’t hit very high and so you get caught only when grounded at certain angles; or a combination of both.
Fei is hands down my best character. He can deal damage very very quickly, and has some nasty block stun traps and good combos that are safe if blocked. Ducking MP is a great poke, rekkas are easy to put the brakes on if not connecting and still be somewhat safe if you switch them to lighter buttons at the end. Great super, and of course, the chicken wing turns him into a character that can get safe chip damage, if not for the end of a round where you’d even be happy trading hits. I’ve not seen a hell of a lot that can hit you out of it cleanly.
It depends on the jumping character and the jump. Test it out by throwing a slow fireball and having the opponent land on it. Some opponents get hit in the air, some land and get hit on the ground. For example, LP Sonic Boom will hit Dhalsim’s vertical jump in the air, knocking him down. However, LP Sonic Boom can’t hit Dhalsim’s backward jump in the air, so Dhalsim lands and then gets hit. In this case the LP Sonic Boom is unblockable because as Hol Horse mentioned, there’s no blocking on the first landing frame.
The deciding factor is the character’s last airborne frame. Some characters have a large hitbox during this frame while other characters are still quite high in the air during this frame. Attacks with low hitboxes like Cammy’s super will do full damage against most jumping opponents whereas attacks with mid-level hitboxes like DeeJay’s super will only do full damage against a select few characters.