What does everyone say is the best Rekka string to use on a turtling/storing Honda? Is it a good idea to be in a range where you could flamekick a headbutt/buttslam on reaction? Or would that leave you so close that the risks would outweigh the benefits?
Also, general Sirlin praise here but: I love HDR Fei, I would’ve liked a cancellable low normal, and for the first few months of the game I was bitching about how terrible HDR Fei was. But as I’ve played more and learned some more of Fei’s matchups, and how to properly utitlize LK CW + longer Rekka’s and the beastliness of his juggles, I think he’s a pretty well balanced character. Still seems like he would have some tough matchups, but nothing where he gets killed for free or anything.
Crouching jab is interruptable. Oh wait…you meant one that has to be blocked low.
Yeah, in that sense, the only real option he has that can be blocked low is linking from crouching :lk: to close :hp:. Outside of a Chicken Wing that starts a juggle, he has to be very close to his opponents in order to start a devastating combo, but I think that’s probably good balance wise, given how much damage and stun the Rekka Ken does. Otherwise, we might be tempted to turn him into Second Impact Yang.
There isn’t a “good” rekka string against honda since all he would need to do is reverse jab headbutt. A complete turtle honda WILL destroy Fei. If you want to rekka, either just do one or two rekkas, completing the third rekka will invite a headbutt but it can be used to bait and punish with a flame kick.
Fei doesn’t need a cancellable low normal since he can already link cr. lk + cl. fierce + rekka punches and can also do meaty cr. fierce + rekka punches. The only matchup that you have to worry about when it comes to connecting these low variations is Boxer. For some reason, Boxer can block fei’s cr. lk and cr. fierce while standing on wakeup. The cr. jab + cl. fierce + rekka punches link only works with a meaty cr. jab, in which case I recommend the cr. lk + cl. fierce + rekka punches. It doesn’t need to be meaty at all.
Fei has many options in his ground/rekka game but at the same time you need to put a lot more effort and work into winning a match.
The answer? Jumping jab punch to stop their jumping game. While it may not beat all of Blanka’s normals cleanly, it’s still a way to stop it. If they’re in range, you can try a standing HK. I find that a cr. fierce will still get beat by Blanka’s netural jump normals.
It’s actually practically impossible to jab headbutt that first rekka on reaction, and as long as Honda is in block stun, he won’t be able to reversal anything. I’ve heard that :hp::mp::lp: rekka string works well a lot of the time, not sure though.
I know I’m not the best matchup guy, but I know combos.
Cr.jab, cl.fierce links whether it’s meaty or not. (Just tested it on a non-cornered Vanilla ST Ken on CCC2, since I had it on.) I very often use that link when I connect a close jumping fierce or roundhouse to equal this lovely combo…
Jumping roundhouse, crouching jab, close fierce XX Rekka Ken (x3).
In Super (yes…I know…that game), it equaled a dizzy every time. I’m not positive on how often it dizzies in ST, but…c’mon now…that many hits at a time? If it didn’t dizzy, that would have to put you, like, a jab away from dizzy. This combo, however, is not a ToD. It does just shy of 50%.
Incidentally, that’s one of the deadly combos in my FAQ that connects on everybody. No one is immune to it.
Ugh… I have regular ST stuck in my head. I’ve forgotten all 3 strengths of rekka punches all connect in HD remix. My bad, yes you are right, all 3 hits connect and Honda cannot interrupt with jab headbutt.
It’s all in the timing. The key to linking from crouching to standing is letting go of the joystick and pressing the button at the exact same time that you recover from the crouching jab. You have to interrupt the crouching to standing animation for it to work.
Truthfully, if you say that you can link from crouching short to close fierce more reliably, I’m thoroughly shocked that you can’t link from crouching jab. According to T. Akiba’s Frame Data, they both have the same number of hitting and recovery frames…4. The difference? Cr. jab has 3 startup frames while cr.short has 5. That little difference throws me off when linking from the short.
Give it a try and you’ll get it to work. You’re welcome.
Um… what? Why… what… why would having more throws have anything to do with the timing of a reversal throw?
hahaha. yeah, we’re better off without something useful because it’s hard to do. I think fei became very stale in HD remix because your mixup after a chicken wing is basically “do i flame kick or do i not flame kick?”
Because with more throw buttons, you can piano your reversal throw, making it easier to get it. Try pianoing a reversal throw with one-throw-button Blanka and you’ll understand right away.
Exactly. Reversal throws are considered especially risky because you can’t negative edge a throw. So, whereas you always have an error margin of five frames with any special moves (3 presses + 3 neg edges = 6 frames; reversal is a 1 frame window), your error margin for reversal throws depends entirely on how many throw buttons your character has. Fei has the highest possible number of throw buttons with four, though the fact that he has the shortest throw range in the game can sometimes make this risky in spite of having an error margin of three frames.
I try to get to the range where I can land his stading FP using the rekkas and movement, then try to utilize Fei’s superior priority. Fei’s Flame Kick beats any incoming attack. His FP and crouching MP beats out Bison’s regulars (either through speed or priority). The main key is not to let him keep you outside of sweep range because his quick attacks outrange Fei’s.
Since bison doesn’t have an anti-air, going for fei’s overhead hop kick and cr. lk + cl. fierce + rekka punches is what I do. Mixing up high and lows and occasional tick throws. I usually throw with the HK button and followup with crossups if the opponent “techs” the throw.
I pressure with rekka punches when in range and ocassionally bait flame kick + super.
Since fei can no longer pressure with his CW like his ST counterpart, I hardly use it in this match up but will use it to either close the distance gap or throw off my opponent.
I just got through playing a bunch of matches against a solid blanks player who was whooping my ass for a good amount of matches. I can’t believe cr.MP causes all CW’s to whiff! :arazz:
I accidently discovered spamming st.HP against him. It rapes nearly all his ground moves! If you trade, it’s generally in your favor! For the most part he has to jump in to close the gap in which he can do no problem with j.LK.
Where are my Blanka tips that I asked for? :annoy: