oro: The rekkas have different distances, and whether they are blocked or hit.
Unless you’re right on top of someone, you can start with strong or fierce rekka. If it’s blocked, you’re going to need to reduce the strengths on successive hits depending on how far you’ve sunk in. If you’re right on top of them, use jab, otherwise try strong or fierce if they aren’t already in the corner, and you need to push them further. The last hit should be jab or strong depending on how far you sunk in on the 2nd hit. You want to be out of sweep range.
Sometimes there isn’t much you can do even if your last hit is a jab and you’re as far out as you can be. Honda might be able to fierce headbutt or guile might be able to roundhouse flashkick.
In the cases where you expect retaliation after the 3rd hit and you’re far out, throw out a flame kick. Back in old Super days, I’d almost always catch my brother’s Bison Scissor Kick. It probably still works in ST, but I haven’t tested.
I read somewhere that roundhouse CW is the best option when people are in the corner, as it usually connects with all 3 hits. Something I’ll have to play with.
Also, if you plan on only using 2 hits that you’re sure are blocked, make sure the last is a jab or medium. You can then flame kick, block, or do another late timed rekka to catch the person off guard.
Now, if you’re first or second rekka does connect, your next successive hits can be fierce. Strong might be risky if you connected far away.
Throw in normals, don’t always rekka. Try ->+RH, ->+MK, c.MP, c.FP, s.FP.
Fei’s rekkas can be comboed from punches only now I think. Even a s.LK won’t combo, I think.
I learned Fei back in Super before he even had CW, and I could great corner traps with him. The CW frame delay doesn’t really factor in to my game, but I see it’s affected players who used it a lot.