wait WHAT?! Blanka’s ULTRA is used for tick kills all the time. It does ridiculous damage even blocked.
Not sure about other characters, but with FeiLong, you can at least ex flame kick his ass even before he can start doing chip when coming down from his hop. If a crappy move like flame kick can do the trick, I’m sure most other characters can do it also.
Overhead chicken wing would be usefull as hell yes but what I would ask for is light kick chicken wing be safe enough on block (it’s -4 atm) to throw out for pressure. I use it a lot to “eat” throw techs, but if it gets blocked and the opponent is paying attention… ouch. I don’t think it needs to be combo-able, that would be a little too good, although I don’t thing it would overpower him too far.
And in response to the cross up effect of chicken wing currently, sometimes, and USUALLY that isn’t a good effect, especially when the second hit is the one that crosses, then fei is stuck in the animation while the opponent recovers and punishes.
i think making the flying kick an overhead would do bruce… erm… fei long some good… it’d balance him out… make him more threatening and fair
Actually, I do throw out Cammy’s ultra when I can tick an opponenet to death too. Same with Blanka. If a match is close, sometimes tick damage is all you need.
Besides, for ultras like Fei’s ultra, wouldn’t it make sense to give it very good tick damage properties? Say about 80 damage? I mean considering the crap range on the thing.
Why is everyone calling it tick damage, it’s chip damage, surely.
I think it’s really easy to make him noticably better:
-Slightly safer rekkas for more reliable, safe chip damage
-An ultra that more consistently connects (hopefully the full ultra on an airborn opponent) so Fei can comeback
-Ability to combo afer all chicken wings (but slow enough that you can’t combo stand strong). I’d settle for 1 more frame of hitstun after a connected chicken wing
-More range on his close standing strong and fierce
-The ability to cancel low short kick so people respect his low game
The rest is window dressing. He could use an improved flame kick (both range and hitbox).
-wes
I want Command throw -> ultra.
Seth promised me it in SF4. now he needs to deliver. lol
They’re apparently lowering the chip damage on Blanka’s Ultra.
Fei’s flying kick looks lower in the NYC vids. so lets hope that gets it better recovery. I wonder whats gonna happen to the loop.
What if Feis’ new ‘counter’ ultra was somehow usable after the tenshin? As in, if you activate it whilst the opponent is still vulnerable, it will automatically activate?
How about we extend that? What if his new ultra activates whenever the opponent isn’t blocking (i.e. in recovery, or just isn’t blocking) provided you are close enough? That way it can also be used to punish. Though, since it doesn’t travel, you would have to be in quite close.
Lol make it a command throw that turns into counter ultra if it doesn’t connect? LOVE IT!
Ah, no, not exactly. If the opponent is blocking then they won’t get hit, though there will be no visible ‘block’. The ultra simply activates if you aren’t blocking and if Fei is close enough to you for it to activate. This way you can use this ultra to counter and also to punish.
If would be nice if the chicken wing hit lower so close stand mp xx chicken wing would hit all opponents rather then flying over their head. A few extra frames of hitstun, and longer range close normals would help too. This could create a ex chicken wing infinite but Balrog has one and it really doesn’t break him hit due to damage scaling. Being able to reliably combo after any connected chicken wing would be huge for Fei, imagine what one more frame of hit stun would do?
-wes
Tenshin --> Ultra I would by default, make his command throw mix-up 10x scarier. I’d put 50 bucks down right now that says that won’t happen, though.
You can do some “good” damage, but if you’re not spending meter, I believe it’s difficult to do more damage than hp pile driver (240), although you can do quite a bit more stun.
My totally uneducated suggestion would be to make normal tenshin a bit easier to land (range seems to be the primary issue), make EX actually harder to land, (although not harder than normal tenshin currently is) and allow it to combo into Ultra 1.
i agree. + for m.k should be able to link with reki
If they improved the tenshin such that the regular version had the speed and range of the ex version, and improved the hit stun on the ex version such that you could combo the ultra after it (without meter), I would be a very happy man.
I think it’s reasonable to ask a command grab to have a bit more range then a regular grab.
Another angle could be improve the speed and range of the regular tenshin and make the ex version even faster (no extra range or stun) so you can’t get jabbed out of it. That may be a bit too good.
-wes
I want them to reduce the frames on his forward dash so you can do Makoto esque dash in, command grab, combos.
I dunno how you can theorize that a counter ultra can be used offensively in any way. You can walk up and throw him out of it, and if you can do that, then I’m pretty sure ultra 2 ain’t gonna activate if they are “not blocking”.
funny, the only characters in any fighting game to have counter supers of any kind were the SNK characters…now Fei, and Cammy ( and Ingrid :bluu:) for Capcom.
Um… Remy, remember?