old ST fei long tutorial by Green Tea
[media=youtube]pyVgyNRhQOE[/media]
[media=youtube]aUJCbp_8R0A&feature=related[/media]
Watch youtube vids of Noguchi and Yuubou.
old ST fei long tutorial by Green Tea
[media=youtube]pyVgyNRhQOE[/media]
[media=youtube]aUJCbp_8R0A&feature=related[/media]
Watch youtube vids of Noguchi and Yuubou.
I’ve tried this now against the CPU, and it is just timing and distance (at least for me). I was able to do a rekka chain after a blocked Blanka ball. It’s only the fullscreen version (HP) that I’ve been able to take advantage of.
I’ve tried searching the thread and close fierce is one of the moves I’m working on chaining with. Are there any tips from the advanced players on how to properly 2in1 with this move? I’ve played as a shoto before but usually 2in1 from faster punches/kicks so timing wasn’t that important (and I could slip a button press into that 2in1 … D,MK,DF,F+HP). 2in1s from close fierce into flame kick, or 2in1 into a rekka combo doesn’t seem as intuitive since most of the time I end up doing a crouching fierce instead of the 2in1 move. Any tips? I’ve been pressing *cl.*HP,D,DF,F,P … and that’s how I’ve been starting the 2in1 into rekka, is that the “proper way” to do it? I’m just trying to get the qcf move in as soon as the fierce connects but I’m not sure if this is the practical way to do it.
As for the flame kick 2in1, is it just the same? Just get the reverse dp motion as soon as it connects?
Provided you have proper timing, the first :hp: Rekka Ken (the left straight punch) will miss, but it will slide you close enough so that doing the second :hp: Rekka Ken (the gut punch) will connect. From there…add the third one. In vanilla ST, this was really easy, so with the decreased recovery of the Blanka Ball, it’s going to be harder. Gotta learn reversal special move timing!
I’m glad you said you’ve played with shotos because I was about to tell you…practice 2-in-1’s from their close fierce attacks. If you can do those (and you should if you want to be a deadly shoto player), then you can do it from Fei Long’s close fierce. 2-in-1’s from hard attacks are another one of those foundational skills that you’ll need to get close to doing Touch of Death combos.
am i missing something, because it seems that if you time it just right, an fp rekka immediately after the blanka ball will hit him.
minty: as far as doing the close 2in1 rekka, here’s what i do, it might help:
hit / hold cl.hp
as fei’s uppercut is starting to come out (when his fist is kind of at waist level), start the rekka motion
finish motion, release hp xx mp rekka xx whatever
hope that helps some
:: head into wall ::
ok, tired of losing against honda. things i know:
j.lp stuffs lots of his aerial bs.
c.hp helps deal with footsies.
s.lk can hit a headbutt if you time it well.
anything else?
mini tanks.
You can punish super headbutt on block with FP rekka x 3, sometimes. It helps if you have reversal timing and it seems to be easier when you crouch block it. Standing fierce can also help against hand and headbutt at certain distances.
Recently found out short chicken wing works better. :wgrin:
Is this against a headbutt or handslap? I’ve tried this method but it only works on weaker Honda players. I can see this doing a little damage, but nothing outrageous since Honda can just respond with a normal throw/grab or Ochio … I’ve attempted different ways to connect afterwards and same results. And since most Honda players I’ve faced just turtle and wait for your attack, there’s nothing you can do about it (other than try and get a throw but I’ve lost out too many times).
This is what jumpsuit posted earlier in the thread:
*No offense…
That’s bad advice…never jump in on Honda unless it’s a “safe jump” because his headbutt eats everything Fei can throw out in a jump in. Even if you safe jump you gotta pray that the ochio throw or regular throw doesn’t get you first. Yeah, you can safe jump and go straight into flame kick or super but if he blocks you are SCREWED.
*
I don’t consider the short wing a jump-in since they don’t see it coming until it’s too late, but I don’t see it as a safe move either. You’re in the thick of things once the move is completed and you’re still in recovery. If you’ve got any moves that follow after the wing, I’d really like to know since I think I’ve tried them all. Even attempting to push myself out of range by throwing out some cr. HP got me into Occhios. I’ve even seen me get grabbed as I was going through my flame kick (but that could be latency).
I beat his HHS with s.lk consistently in one round… as well has headbutt by just mashing s.lk then unleashing all my fury once he gave up… my general strategy with honda is to j.hk/mk->s.hp then repeat mixing up with tick throws and flame kicks. I just don’t give them a chance to use their charge (most of the hondas I play are scrubs anyway).
On a slightly related unrelated note, I had my first WTF moment when I was playing against Cammy one night. Near the end of the around we were both really low on health, she begins her super, and just as she finished her drill and was about to start the spike, I accidentally let out a mk.flame kick and won the round… yes, during her super. Got an insta-quit after that :3
\first post, be gentle please
Oh no. I’m refering to characters with 360 throws that whiff. Aka Zangief and T. Hawk.
Opponents tend to do a meaty jab or short, and they would do a 360 throw. Tough to get out of but not impossible. Chicken wing is one option. It’s the same as Akuma’s Raging Demon not being able to grab you while performing Chicken Wing.
He can certainly grab you when you do it late and land though. :arazz:
I would kill for a recording function for training mode. Hopefully SF4 has this feature.
Uh i definitely grabbed chemistren87 (i think that was his name, he was a good fei) out of the start up of a chicken wing. i use to think you couldnt do that but it definitely did. i walked up and 360’d as he started the chicken wing and it grabbed him and boooom
Yeah it can definitely be thrown. I myself have been thrown quite a few times out of it. The only option you have is reversal timing flame kick, and MAYBE F+RH since it’s supposed to be an airborne move. (I haven’t tested out f+rh or the overhead, but it’s worth a shot)
Edit:
Did you know if you were able to grab him from all the different levels of the Chicken wing?
It may or may not work depending on which one you use. I’ll find someone and ask them to do meaty jab/short into 360 throw. I wanna make sure.
Might have discovered a somewhat decent combo for Fei. Crossup MK to c.LK c.LP into Fierce Rekkas. Been using it against Gief and Blanka and seems to work but not entirely sure if i’m getting lucky comboing it. Anyone want to test?
What’re you guys using for anti-air at the angle where flaming kicks whiff? I want to experiment with s.RH, but the hitbox for the kick seems pretty small and I’m not sure how good the priority is.
I’ve had good success with s.RH. One of the better players here recommended s.mk. Maybe a jump up MK or jump back MK?
i cant be too sure. if anything id guess it was the mk or short version just from the distance we were both at when i started walking up. i didnt tick into it you know, i just walked up and did it as the CW started. that shouldnt make a difference though
Check a few pages back for some better combos. By the way, is that close :lk: or crouching :lk:? I’m guessing you’re doing both of those moves crouching and…it does work, but take heed of the words of one legendary Fei Long player by the name of Jumpsuit Jesse. ALWAYS link into close :hp: before comboing into the Rekka Ken. It’s just as fast as any weak attack, yet it hits mid, so it can’t be ducked, and…hello…it’s a hard attack, so it does more damage.
By the way, cr.:lp:, cl.:hp: is a great link to do…from the front! If you ever land a crossup, you better go for his most powerful link combo of cl.:mp:, cl:hp: XX Rekka Ken (x3).
Check a few pages back and you’ll see it.
I tried this and was trading each and every time, and taking more damage than Honda of course.
Is there any other weapons against a HHS besides psychic flame kick? Would a psychic flame kick work in all cases or would I need to do a RH because it goes towards him a little farther?
You were doing it from too close. You can do standing hard punch, but if you want to beat it out you have to hit him with the very tip. Even then you’ll mostly trade, and it will still likely be in his favor, but it’s still better than standing lks. I recommend going into hitbox mode and look at standing fierce to see exactly how it works.