this is true, except for the part where fei does absolutely nothing at all since it’s a demonstration of viper’s ultra and therefore you’re completely wrong
otherwise, solid deduction
EDIT: As an aside, Guy’s grab ultra seems to do the same, if not more damage than Cammy’s CQC. Not sure if that’ll translate to Fei’s ultra but I find it funny that a grab ultra from someone that isn’t Gief will do more than Cammy’s counter.
IF they just fix HK CW 3 hit ultra after a FADC’d FK like Fei originally had when the console version of Vanilla SF4 came out to work in Super on most characters, I could really give a crap less what his second ultra is.
As stated before that does 480 dmg
compared to ryu’s hk srk FADC ultra which does about the same damage, yeah I’d like that back Capcom, thanks.
Actually,come to think of it, I just want the old HK CW back before the stealth nerf patch. It’s been awile but I think it had enough invincibility to get through fireballs. That would mean more saving more meter for super and ex and FADC flamekicks. This would improve Fei’s damage potential since he has some good setups for super. AA Cr.mk to super is pretty awesome and I’d like it to be more of a threat.
Either that or more combo potential on the overhead or less recovery on it. I hate getting focus attacked for attempting it. These pretty minor changes would help Fei a lot.
too bad development is complete. I highly doubt Fei got many changes, only one i really wanted was a linkable Ultra and CW that armor breaks on all hits. I was also hoping tenshin could be removed but thats a personal preference, im sure some of you find it useful while its ended up a nightmare for me when i input FK and some BS comes out.
Yeah, but Ultra I is sucky enough as is and I thought the whole point behind giving all the characters the option to choose between two different ultras was to provide them with complementary tools. Ultra II, though looks to have potential in theory, won’t be of any use to Fei Long (and to Cammy for that matter, but her first Ultra doesn’t suck) with such a terrible feature as a long ass pause during the activation.
Fei and cammy ultra would be more effective if they go into the counter pose 1st. Then when the attack hits it does the showy animation. I just don’t see how these counter ultras are going to be effective. Cause once the animation kicks in you know at that point to stop attacking. I wonder what kind of testing capcom has done in regards to these ultras if any at all. u would think they’d have thought of these things.
If you factor in that most normals have VERY tiny active windows, this counter ultra will need to have a VERY short startup period to work against meaties. I’m betting that, like every other ultra, it has startup. Oodles of startup. For reference, you can already do easy safe meaties and easy safe jumps against pretty much every ultra in the game already.
Which in a nutshell means that this Ultra won’t work against meaties. lol. It would have to be virtually instant to work against meaties and safe-jumps. I’m talking less than 3 frames startup here.
You can’t safe-jump Ryu’s 3-frame-startup DP as we all know, because even though you DO attack only during his invincibility window, he in turn attacks you back before your recovery ends, before you can block. The thing is, Fei’s UltraII won’t attack at all!! So even if it DOES have 3-frame startup, they don’t even have to worry about getting attacked during their recovery whatsoever, making it even EASIER.
yes, there are many ways to avoid the counter ultra, but you seem to lack the knowledge of stubborness other players have… no matter what, every player has a pattern or a set of footsies, unless you cannot adapt to another player then sure enough you need to work these kinks… i think this ultra nonetheless is very good… fei is known to be tricky, very gutsy… you need a good set of mindgames in order to screw the other opponent…you need many traps, many set ups…i.e CW-> they block, you have more options… with the 2nd ultra… fei has to work very hard to set these up, but in the end its very rewarding…
Not saying I don’t think it’s possible to telegraph moves. I’m saying that no matter how well you predict, it’s always a guess. All footsies are a guess, ultimately. And given that some footsies (like Fei’s c.MP) can come out within 4 frames, you need to execute the ultra within those 4 frames. One frame too early and the opponent sees the flash, they do nothing, and then they punish you.
Ultimately there is no way to GUARANTEE that the ultra will connect, unless you’re playing a moron who wants to throw obvious jump-ins and full-screen specials. And since I’m reasonably sure that it isn’t going to do upwards of 600 damage given that Cammy’s couldn’t even take off half of Juri’s health (who’s probably sitting at around 900, maybe even 850 total), I think I’ll just stick with the ultra with actual setups, thanks.
Don’t get me wrong – if they removed the flash and kept it until after the counter is activated, we’d be cooking. As it is, it is worthless beyond words and laughable compared to some of the stuff other characters got.
We still need to see everything again, because the final build was just completed like a week ago, and all the videos we’re referencing were older. I’m still waiting to see some new actual SSF4 footage.