Whining about Fei Long and Fei Long Players thread with some Hawk mixed in

A 2-in-1 is a cancel. “XX” indicates special move cancellation or…a 2-in-1. The key is practice.

I could swear someone told me they were different… I thought 2-in-1s were just stringing them together.
Either way, I usually do it with cl.hp followed by qcf.hp x3 for a 4-hit combo which works in training… what’s the proper way to do it?
Thanks.

WikiWikiWiki! You must read the Wiki!!! Read the Super Turbo Wiki and Glossary, and then the Fei Long section. You’ll see all of your questions answered there.

That’s exactly it! You got it, man! Now, in looking at my FAQ, you can actually link the Rekka Ken from close fierce. Close fierce is just…amazing, y’all. Quick startup and quick recovery and it hits hard. But, what we’re talking about is 2-in-1’ing or cancelling the close fierce into the Rekka Ken. For that definition…read that Wiki, man…or you can YouTube David Sirlin’s SSF2T Tutorial Videos from Capcom Classics Collection Volume 2.

No…he doesn’t. A 2-in-1 is a special move cancellation. He lists it in the intermediate tutorial. I’ve not only watched that tutorial several times, but I’ve been using those definitions long before that video. I’ll list the definitions side by side for you to compare and contrast. You can also check out my SNES SSF2 Link FAQ on GameFAQs.com, where I start out by defining what a link is. I’m actually rewriting that FAQ to include crossups and combos, so when I finish that, it’ll actually have everything you’re looking for in there.

Ok…after all that…lemme copy and paste from the draft of my re-written FAQ.

A link combo is a combo in which you hit the opponent with a move and then hit them another move as soon as the first one ends and before they recover from hit-stun.

A 2-in-1, also called a ?cancel? or ?interrupt?, is a normal move interrupted into a special move input. The normal move hits, the command for the special move is performed, and the recovery of the normal move is replaced by the special move.

Yeah, sorry, I was editing when you posted. I caught that. Anyway, to answer the input question, the input is, simply, :hp:, and then input :qcf:+:hp: right after the hit-stun pause to have the Rekka Ken come out immediately. Then proceed to do two more Rekka Kens to complete the combo.

If you’re familiar with chain combos, think of chain combos as “2-in-1’ed normal attacks”…'cause that’s basically what they are.

Excellent. That’s what I’m looking for. I guess I’m just doing the qcf.hp too late. I blame the d-pad.

I don’t have a video of it but it does work. It’s very hard to combo consistently because you have to do the cl. fierce right after the cr. lk animation finishes.

As what Higher-Jin mentioned, meaty cr. fierce into rekkas is easier to do. I opt to do the cr. lk + cl. fierce + rekkas because I can throw in a tick throw with that cr. lk.

Exactly…my only thing about cr.:lk: is that it’s not as quick to come out as cr.:lp:. It must be about the range. Nevertheless, that link has worked since Super.

Heh heh heh…this is the one time where I’m going to actually say that a pad doesn’t keep you from doing this.

My SNES SSF2 FAQ, the first I knew of cr.:lk:, cl.:hp: being a combo, was all done on that pad. Granted, the SNES pad is one of the best pads of all time, but all you’re doing is pressing :d:+:lk: and then, right when the kick finishes recovering, simultaneously let go of the pad and push :hp:. It’s very easy to do…once you learn the timing.

okeedokee: i know this is giving away a great tactic about how i win, but i have to say, i cant hold this in. the tactic is basically tactical whiffing when metered. it goes like this:

WHIFF SHIT -> SUPER.

I know I’ve talked about fei’s super before, but i must say. this tactic is nice because i’ve caught good players with it quite a few times. it requires knowledge of what your opponent can do to counter things. I will go more into detail later, have to run now.

Yea, whiffing something early on someone’s wakeup, that what you mean? I do that :slight_smile:

I have some new questions and haven’t seen this one answered in either Fei Threads (original super turbo thread).

When I’ve been practicing pauses between rekkas, I sometimes notice that Fei does a rekka in a “slow motion” way sometimes. What am I doing that causes this? Is this because I missed the timing on it? It’s easily punished because it takes so long to complete. I wanted to know the reasoning behind it’s slow motion if anyones knows since I can’t reproduce it very often.

The other question is about being in certain throw loops. I’ve read other threads about it and the main answer is, “don’t be in a situation where you’re in one in the first place”. While that is the goal, there will be times where you whiff and land into this predicament, so what can you do?

While they aren’t throw loops, what can be done about the bodysplashes done by Zangief and T. Hawk? Once you’re in block stun, what’s the best approach for this other than trying to do the flame kick? Standing fierce doesn’t seem to work I think.

And what about Dhalsim’s noogie? Ken’s kneebash.

Cammy is just tough in general, she recovers too quickly and has an assortment of mixups. I’m thrown/tossed at least 4-5 times a round. :rofl:

The “slow” motion rekka that you’re talkin about is prolly you missing the timing and end up delaying the last rekka hit. The delayed rekka is very punishable if your opponent is expecting it but it’s also pretty good to use when your opponent is being rekka pressured.

About throw loops, the best option would be the short flame kick. The only time to ever try a reversal throw is when they’re baiting you into flame kick reversal. Though reversal throws is not really a good idea against command grabs.

I’ve read something similar in another thread that wasn’t about Fei but the poster ran into the exact situation as I did. I was playing a few matches on PS3 with a random player and was doing pretty well with Fei.

After about 10 matches, the only character, out of the 5 he used, that beat me was his Ken with 2 wins. And the only way he was able to beat me was by doing jab DP over and over in the corner. He would pause, jab dp jab dp and wait without moving so he could either do that or do a fierce dp for my wing or a jumpin. Rekkas would be knocked back if I attempted to rekka in from the fierce rekka rannge because the recovery on the jab dp is so fast with the lag (it could have been strong dp, but I’m almost positive it was jab dp).

While people say this isn’t cheap, it’s an annoying tactic to play against just to win a casual match (lots of time wasting like this youtube link but at least this was a tournament: [media=youtube]KZCFL3LJOys#t=2m38s"[/media], and Honda finally budges unlike the Ken I played against). I eventually just waited it out and threw rekka pokes, but is there a better plan of attack against players like this? (other than leaving the room and finding a new challenger which I eventually did)

Use c. mp and try to hit them before they even reach the ground after a DP. If they are too far away then walk up and c. mp. If you don’t think you’ll make it there in time then let it go, they’ll probably do another one immediately afterward anyway. Ken’s jab dp is the hardest to punish with a rekka. Do NOT EVER JUMP IN after one. You’re obviously a beginner, but ken’s jab DP is the least of your worries in that match up when you’re fighting against good kens.

This is something that all ppl can learn from. Lots of times, when your opponent is spamming attacks, you might want to just jump in and see if you can hit them out of their loop, etc. Resist this urge! You can do things at the point too:

  1. Build meter - highly recommended
  2. Wait it out - not so recommended
  3. Try to psych your opp. out: that is, do moves that whiff well outside of the spam on the other side. Wait-and-see situations are decided by who makes the first error. If your opponent is in a loop of some sort, all you need to do is get them to overcorrect or break slightly.

How do these things apply to your noob-Ken you were fighting?

  1. You can s.flame kick all day in the corner. If Ken gets snarky with some fireballs, s.chicken wing from a full screen is relatively safe, or you can just jump straight up over them.

  2. Meh, but if you want to, this is great… defensive training, i guess. :rolleyes:

  3. AH! The fun of yomi, or whatever it’s called. This is where knowing the range of Fei’s moves is important. Is Ken j.DP’ing from a full screen? GREAT! That means you can:

  • s.chicken wing
  • f.chicken wing
  • st.rekka
  • j.rekka
  • f+rh

Now, some of these are better recoveries than others, but, you can see that you have many options that place you safely outside of DP spam. Usually, more novice players will break their pattern, hoping for an easy in. If they don’t break the pattern, this is where sweeping, etc. come in.

Further note: these ideas can be applied to other chars, too.

Hope this helps somewhat.

Beginner right here :sweat: I’ve faced them and got chicken

wing swept and kneebashed by the ones I’ve faced, but I’d rather have those matches than that Ken encounter I mentioned above. I did try the crouching MP but still got knocked back, timing I guess.

Thanks for this post! (same to Higher-Jin) … it may have been my timing but I was trying everything just to see what would break the jab dp. Crouching MP, f+HK, nothing was getting through. :looney:

[1/3] After playing better Ken’s, I figured the roundhouse chickenwing would get me swept if the opponent was playing some mindgames with me (most Ken’s would just walk forward a little and sweep me) but I’ll work on building up meter when these instances happen.

Here’s some helpful videos for you guys:

3 japanese Fei vs. Guile matches.
[media=youtube]Fy-9k97Ub9k&feature=related[/media]

Noguchi again, beating a Dhalsim and a Ryu
[media=youtube]j1lhv9CTtzo[/media]

Fei vs. CE Guile
[media=youtube]LlQJ9M0EXDg[/media]

Fei Owning
[media=youtube]bli-KgTQ9Mc[/media]

Green Tea’s Fei Long Tutorial
[media=youtube]pyVgyNRhQOE[/media]

Some Fei Long players you should Youtube:
Yuubou
Noguchi
Tsumura
Green Tea

I’m having a lot of trouble with Dhalsim lately, even more than I’m having with Honda almost. So yeah if anyone wants to start pooling together ideas on this matchup I think we’d all benefit.

Cool. I posted links to these as well recently :stuck_out_tongue: These are really great vids!

Random side note:

If you’re having problems with c.fp -> rekkas, try using mp for rekkas. Don’t know why, but it seems to work smoothly, every time.

/random away

So last night, I was playing random characters against a guy/gal using DeeJay. He wasn’t bad, but I’m not quite up to par with all my other characters. Anyway, after 4-5 straight losses I whip out Fei and beat him 4 times in a row. Then he whips out Boxer and the fun began. He essentially did a tick throw repeatedly for 10-15 rounds straight… J.HP -> Headbutt, or TAP -> Headbutt… ANYTHING -> Headbutt. The wierd thing is, I WAS doing reversal sk. flame kicks… even the Reversal messages were printed on screen, but I never got him to fall. Tried the same with Ken’s reversal j.DP to no avail. Someone please tell me I was lagging…? This can’t be a glitch can it?