But :db::qcf::uf: worked for me in Vanilla already. Probably due to the general input leniency. Thus changing it “officially” now to that motion didn’t really change anything.

Yeah, I was just messing with this in training mode, at first I was like late cancel wtf?? But I managed it a few times. It also works on Abel. But as you say, it doesn’t matter because no one will ever pull it off in a match, and if they do they deserve that shit.

Likely so, but I guess shortening the input would also reduce the frames needed to launch CW (if 1 input=1 frame?) plus now, maybe we can Tiger Knee the CW (:d::df::r::uf:), though I don’t know what the benefit to that may be… If we get +1 frame on jab, that’s an easier combo into LK CW for a reset I guess.

Lol, Daigo would. He regularly pulls off jabs into a sweep with Ryu which is a 1-framer in itself. I’m sure something as fixed as HK CW> HP> EX CW> etc. in vanilla (and all HK CW in super) would be easy shit for him.

They said the same thing about akuma’s roundhouse loop. If it were given time (and they wont; CW will get it’s old molasses start-up time again) people would be hitting this shit all the time.

I never had much of a problem with Guile in regular SF4 but now in Super…it really is painful.

BTW it’s not that Fei gained anything really at all. Ultra and normal damage has been toned down for the most part besides like a few crazy combos for all of the cast but Fei already had lower damage so I feel this actually helped him since he feels to do a bit more consistent damage than the rest of the cast. HKCW cl.FP is so much easier now that you really don’t have to worry about reversals, and everyones DP got nerfed except Fei’s! A well-timed jump in will trade or beat just about anyone elses DP in the game making Fei’s pressure game that much more scary. The HKCW is the key here though, and I’m really worried they’re going to take it away from us again.

any of you that played the game can confirm if Counter Ultra works on Guiles 2nd cr.RH on block? or Shoto Tatsu and Akuma RH and ButtSlam/Blanka Ball?

Oh no doubt the infinite on juri would be easy enough to pull off consistently, not just for top players but people with decent execution. Because that just requires and straight cancel from HP, HK CW repeat. The infinites bubblan was talking about on sagat, hawk and abel require you to late cancel the HK CW, cancelling it normally doesn’t work, it requires ridiculous timing, it’s far more difficult than hitting a 1 frame link or any combo in the game for that matter. Now try imagining hitting that late cancel immediately after a 1 frame link.

@Simplekiss

I don’t think it’s comparable to the akuma loop. No exagerration its 100x harder to do. But i guess you could be right, there may be execution freaks out there that could get it down, but as you say we’ll never know because it will be patched out quickly.

Um… What makes you think these moves CAN’T be countered (except for Ryu/Ken/Gouken Tatsu and horizontal Blanka ball)?

The conditions for a counter have already been set:

  1. Non-projectiles
  2. Non armor breaking moves, including reversals (since they’re given armor breaking properties)
  3. Moves that hit within the Counter window

Actaully the input in vanilla SF4 is the top notation and the short cut motion is simply down/back, up/forward+kick. I’m really underwhelmed by the apparent Fei changes. Capcom seemed to ingore this character in SSF4, I probably will too.

-wes

Is it? I don’t have the game in front of me for reference, but I could’ve sworn by multiple sources that it’s HCF, UF+K…

I also don’t recall that shortcut as being a viable one… You’d get UF+K (Jump kick) in that instance if you don’t roll the command forward first.

I dunno, maybe I haven’t experimented enough. Someone please check this.

trust me. removal or reduction of trade into whatever makes fei tons more fun. now you dont have to worry about losing half life nearly as much. its much less likely for you to lose a round because of a forced jump in due to projectiles. sagat does as much as 60 less damage for anti airing you, and you are more likely to force a trade in your favor when you jump at ryu. those two alone make things more fun.

no doubt! The trade to ultra was honestly one of the dumbest things i’ve ever seen in a fighting game. That along with the srk nerfs should make Fei much more fun.

Dunno if this has been mentioned, you can easily do c.lp into rekkas after meaty t+RH (only hit with last kick).

Maybe it works with both kick against big guys? Against focus attacks?

I tried to get a c.MP after it and I couldn’t, only c.lp into rekkas.

[media=youtube]Tgsk0yQL3Zk&feature=PlayList&p=9BC007F1D64356A5&playnext_from=PL&index=0[/media]

Not a Fei video, but here you get to see how little Sagat’s combo into Tiger Destruction does compared to its vanilla damage (yes it’s half-ultra, but still that’s what we got slammed with in vanilla and it did a lot). Note that Guile has 1000 life opposed to Fei’s 1050. Even though we haven’t seen Sagat’s full potential yet in terms of comboability, if we note the damage scaling on strings longer than the ones shown here, here’s one of his higher damage combos doing very average Ultra juggle-damage.

Also note how fast Sagat’s health goes down from Guile’s attacks. I think this game will be lot more fair than before.

I played the game for the first time last night, here’s what I noticed. This was all live match stuff, I didn’t have the opportunity to go into training mode…

The game is slightly sped up. It was throwing off my combos, but I only got 6 matches again, and no time to do training mode, so everything was done live and had to adjust on the fly… Trying DP FADC CW got messed up everytime for me, so I’ll have to practice the new timing. The CW wouldn’t come out, so I must have been doing the input too fast, thinking I needed to be faster than I had to probably. I was playing on a different TV than I was accustomed to as well, but I didn’t notice any lag whatsoever so it doesn’t seem to factor in. You just gotta learn the new feeling of the game.

Fei’s dash does seem improved, but I was still mainly using rekka pressure to move forward, so I didn’t use the dash too much.

RH CW is much much faster now, as it was in vanilla SFIV. Maybe faster? It’s been so long since the patch, but I was very happy with the speed. I didn’t try to go through fireballs with it, I just used EX out of habit. CWs were always easy for me to do, so I didn’t notice if teh controls changed. At least you can keep doing them the old way if you want to.

F+RH is indeed quick as hell. No one’s going to focus you out of it if the first hit connects. I’m sure there’s new things we can think up to do with this. I didn’t try linking cr.lp after like someone mentioned.

Wakeup DP seems to have better auto-correct now, I was nailing crossups quite a bit more often with it. Even CWs were turning into them, but I know this was kind of the thing to do in SFIV (do a CW and you might get a DP, or escape with CW). But trying to DP would result in a auto-corrected DP on cross-ups. DP can still be stuffed by some jump-ins from what I experienced.

With the new speed, it was again a little bit harder to land that 3rd or 2nd rekka, you’re going to have to speed up your inputs. Practice will help you adjust to this.

I read somewhere his normals were adjusted, made fractionally faster. Felt that way, but coulda been the adjusted game speed. As I said earlier, timing on combos/links is changed (not sure about frames, but definitely real world speed), and if you want to do a cl.HP to rekkas, you better do it faster than you’re used to.

I like to do backthrow, fake or empty crossup into Tenshin, and let the controller be neutral. I was doing more flame kicks on landing than I liked, and they whiffed since I was punished. When a tenshin did come out, it landed successfully, but read below…

Had some difficulty pulling off cl.HP/MP xx rekkas after Tenshin. I normally plink HP and MP together and then do rekkas, but this wasn’t rekka cancelling for me for more than half the time. Again, must get used to timing again.

Gief’s jump is higher, so him doing his belly flop crossups on wakeup isn’t as successful. My DPs seemed to auto-correct a lot more which of course helps a ton, no more getting hit on the useless backside of the DP. I beat my friend’s Gief, though while not his main, he is good at pretty much everyone so I was quite happy. Gief’s lariat will whiff after the first hit when you’re ducking. In fact, my friend did the lariat just outside of first-hit range, and the move whiffed entirely. Lariat is so begging for cr.mp > super after the first hit is blocked or whiffed :slight_smile:

I may be too confident, but I feel this is a worthy Fei. I think he has a lot more potential to win in this version, because he’s better than he used to be and other characters were adjusted to be not as strong in some cases. I didn’t play a Guile yet, but tomorrow I probably will, and this one is very good (aegis neglector/flexo), so I’m sure I’ll get my ass kicked. If I was on Starnabs level, it’d be a fair fight.

The main thing I got out of that was reinforcement that DP now has better auto correct and start-up for f+HK may make it usable for once. Some of the things you’ve seen/experienced seem to still be contested by other people who’ve played Super here… Regardless, I think with better auto correct I’ll end up using regular DP more often instead of waiting to confirm a blocked jump-in.

I like the fact that Gief’s lariat doesn’t hit low anymore. If he’s not careful, that’s free combos for us now :rock:

I did it today against a focus attack, and you can definitely link c.lp rekkas afterward. I think it got a counter-hit, and I landed a c.mp into super once? Not sure.

Man, you guys are making me excited. I’m glad most of the BS is out and Fei has a proper auto-correct DP. That was the one thing that killed me in SF4, x-ups. I’m ok blocking them offline but near 0% online. My first character wass Ryu so I was used to just DPing them online. When I switched to Fei, well his FK screwed me up.

I guess CW 1st hit armor breaker doesn’t need to be in anymore thanks to the not so useless F+HK.

I just want a solid and balanced mid-tier character. Those are the most fun for me. Vanilla Fighter 4 really didn’t have any and neither did SF3.

The last proper SF game i played that i really liked was Alpha 2 without the CC BS.

Played Super for about 6 hrs yesterday. These are the biggest things I noticed with fei, and most of which have already been discussed. For some reason hk cw >>> cl. hp >>> rekka/flame seemed a lot easier to do, I was hitting it a lot more frequently then I’m used to. On some characters FK >>> FADC >>> mk cw will whiff on third hit, where hk won’t. Dash seemed the same to me, I was hit after back dashing and holding block, so this leads me to believe the pause is still there, unfortunately. Auto correct FK is the bee’s knees lol, was able to effectively counter cross up attempts on wake up. For some reason the super was coming out a lot easier then what I’m used to (may have something to do with just getting a new TE http://www.facebook.com/#!/photo.php?pid=205734&id=100000291891220 (sexy!!!) , and not being used to it compared to my hori-ex2). I-frames on HK CW have been toned down, usually on a blocked cr.mk >>> fireball I’m able to hk cw through the fireball, I was unable to do that on several attempts. Game speed seems the same to me. f.hk is totally viable now as a move, I didn’t even think about trying f.hk >>> anything, ill have to try that sometime this weekend. There was some more stuff that I’m forgetting, but a lot of the time played was with the new cast, and doing trials for my friend. If there is something you want me to try please let me know should get my hands on it again in a day or two.
-Color 12 is just a filter effect, for lack of better words. It is very hard to look at and makes my eyes melt…
-I have to add, while me and several others were playing, we all said at some point, “something just feels different” couldn’t put our fingers on it though… but who knows maybe it was just us trying to find something different…

Lol @ “something feels different, don’t know what.” I’m sure it’s the game speed is slightly faster, all my friends say it is too.

I meant the forward-dash is much better now, it had that ridiculous pause at the end and you couldn’t do a move when you expected to, this now seems fixed.

About links, I hear across the board that timings got adjusted so links are easier to do. My friend’s commented that you can get a hard ass link with Chun for free now (one is a Chun player).

The color 12 effect seems inspired by the game’s intro movie, the heavily animated brush-y ones. Color 11 is pretty much the “extra ink” effect from SFIV PC.

Oh, I noticed as well that effects were tweaked. They are bigger now, or updated. Like the blocked hit effect now has this disc/ring explode effect. Fireballs that are blocked or hit have more animated explodey plasma. Vipers TK has an eletrical trail from her fist now. Lighting got better on levels. Overall the game looks better in several areas.