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

does handshake beat lariate?

I’m not going to say that that’s my ToD combo. I’ll just say that I’ve said that before. :slight_smile:

By the way, if you check my FAQ, you’ll find that it really only works on five characters. In Super SF2, I used to cross-up with j.:hk: and slap that bad boy on a whole lot of characters because there was less push-back on that combo. I really miss being able to do that in ST.

Well, the truth is, any move you do on the ground, including cl.:hp: is cancellable into super. The reason why you rarely see it is because you only get a 7 frame window to cancel into supers off of normal moves. Compare that to the 20 frame window (that includes the 13 frames or so that the game pauses and registers a hit) and you see why one is much easier to do than the other.

You can verify my numbers by checking out the SF2 Data section at http://nki.combovideos.com/

This information is also in my FAQ, by the way, including cancellation methods that’ll get you tacking on supers like no tomorrow if you put them into practice.

As for flashy combos, I have a bunch of combos listed on my FAQ, but if I had to type one here, it’d be…

Cross-up forward, close jab (x2-4), crouch short XX Rekka Shin Ken SC, Roundhouse Rising Dragon Kick

Easy to hit-confirm, leads to a huge amound of damage.

By the way…there’s a 100% damage setup listed on NKI’s page, too. It’s a dizzy combo that leaves you 2 Rekka Kens away from a full meter, so you fill the meter and then combo into super…probably using the combo I listed above. Check out the ToD Combo FAQ he did with Seth Killian (s-kill) and Derek Daniels (omni). I forget how the exact sequence goes, but I know both of the combos in the setup are on my FAQ.

P.S. By the way…I just noticed that the FAQ I have for HDR has a bunch of combos that start with the RekkuKyaku (b.k.a. Chicken Wing). Obviously, that would be incorrect. :slight_smile: Substitute any jump-in attack (preferrably j.:hp: or j.:hk:) and you’re good to go on those combos.

No…that’s what cr.:hp: at max range is for, right?

Perhaps this is the ToD you mentioned?

I’d have to test this but I think xup.mk, st.mk puts you just out of range for cl.hp.
Also, i doubt the recovery on the rekka is early enough to let you land 3 whiffed rekkas before the opp gets up (should probably test this. perhaps lp x3 might work. 2 might be enough for super though).

^^

Well…whether you use CLOSE :mk: (as in…not far standing :mk:…don’t want anyone to get confused) or cl.:mp:, the spacing works out the same and, per my FAQ, it works on five people now. I listed those five people on my FAQ and listed out what parts of the combo whiff on which characters. I’m sure Zangief and T. Hawk eat this combo for lunch. I think I remember Cammy being on that list. I can’t remember the other two, but they’re in the usual “I eat big combos for dinner” bunch. No…not Guile or Blanka, either, thanks to their weird standing hit reels. Might be…Fei Long and Dhalsim? Look up my FAQ and you’ll see.

By the way…that combo is from the FAQ that NKI, s-kill, and Omni worked on. There’s a video that goes with that FAQ. You should go to YouTube and look it up and see how it’s done…because it is possible. You really think those guys would post something that doesn’t work? C’mon now.

[media=youtube]_eaOYqvTQtQ&feature=channel[/media]

In case you wanted to watch it in action… :slight_smile:

^^Correct me if I’m wrong OJ, but aren’t all those TOD combos dizzying only cuz they were done in the 1st 10 secs of the round? They’re not guaranteed to dizzy after the 1st 10 secs.

I’m very sure they’re not dizzying in the first 10 seconds. I’ve done many of those combos (usually without the backwards hitting moves) and other variants of them myself and they have proven to work time and time again regardless of when they’re done in the round. Usually, in every SF2 prior to ST, when you do a combo in the first 10 seconds, it only takes two hard hits to dizzy. It might actually be three hard hits in ST (my memory’s a little fuzzy right now), but it’s definitely no more than that.

As a side note, that easy dizzy usually makes it hard or impossible to ToD someone within the first 10 seconds. I mean…who do you know that can do 50% damage with two hits that dizzy? :slight_smile:

Again, I say…consider the source. This is NKI, s-kill, and omni we’re talking about. They wouldn’t have put this out willy nilly.

I agree completely with your statement. Why can Ken keep his Jab Shoryuken fast recovery and the flame kick get toned down (which is already weaker overall)?

However, I do kind of like how I can punish blocked flame kicks with rekkakens though.

Also, do you think the match up vs Honda has gotten worse because of this? If they bait a flame kick (maybe from the hundred hand slap or a reversal headbutt) and you whiff, they can punish it even easier now.

Check back a few pages to when Sirlin was here. IIRC, Honda is Fei Long’s worst matchup in Vanilla ST and in HDR, that matchup has actually become even worse thanks to the nerfs Fei Long has received. He still has problems when it comes to cracking turtle shells.

Ahh, I see. I know Honda is Fei’s toughest match-up, and it’s sad to see it’s gotten even worse! haha.

Yeah, I’ve read what Sirlin wrote too. Thanks for the tip though. He said something about not complaining about what could be different and to just work with what we have. Something like that (I don’t remember exactly), it still doesn’t solve Fei’s match up against Honda.

I also play ST sometimes on HD remix too, but there’s never anyone to play against. haha.

Hey, sorry to interfere in this thread, but as a very personal opinion as a Honda player, claiming that Fei Long vs Honda is worse than it was in ST is completely bonkers.

  • Fei’s rekkas are way better
  • Fei’s chicken wings are way more damaging (with Flame Kick juggles)
  • Fei can now just spam :hp: to cleanly beat every Honda HHS (and headbutts)
  • Fei’s super is way better
  • Honda can’t throw loop Fei anymore
  • Honda’s ochio doesn’t dizzy for free anymore

Yeah of course Fei vs Honda is really hard, but come on, don’t try to say that ST Fei vs ST Honda was easier, because that was a real rape match.

In Vanilla ST, you could link any move that had 6 or less startup frames after the Chicken Wing, though. That combined with the ol’ 2-in-1 technique equaled way more damage off of connecting a Chicken Wing than you can get in HDR.

Of course…that was the only thing I could find to nitpick from your post, so your reputation is safe. :slight_smile: Like I said before, I was trying to correctly recall what was said about this matchup, so if I’m wrong, then I’m wrong.

Sirlin is full of it when it comes to fei…but whatever a prick is a prick. Anyhow does anyone know of any good jap fei players I can watch for reference?

Noguchi.

Yuubou too. Keep in mind that about half of what is on ST Fei doesn’t apply to HDR Fei.

Yeah which is unfortunate…I just need to see how they deal with Vega lol, thank u very much for getting me into this match-up shari lol.

no prob.

Alright.

After extensive research regarding MK CW against Grabbers like Gief, Honda, and Hawk for the past 2 weeks I’ve determined that it does work at mid distance. Remember the point in MK CW is to bait them into thinking you are in throw range, but you’re just outside it and you Flame Kick them for good damage. They can’t resist attempting to grab you.

However… Only use it when their not moving around and/or if you need to get a Health lead. There was too many cases they would start walking forward and completely screw up the distance causing me to get grabbed.

Basically when they are turtling, I’m gonna try it out to see how it helps me get some range. Oh and guys, can fei super cancel from a c.MK/c.MP or even standing normals?