View Full Version : Fei Long Punisher Guide
VR-Raiden
03-24-2009, 04:08 PM
I've seen punishes for specific moves scattered in other topics, figured I would make one to organize them. I feel it's pretty important, knowledge is power as they say. So I'll update each character's punishable moves and what the best punisher is for each as people post them/I get the time to try it in training. Credit for some of these goes to others in match up topics etc.
I was thinking mostly for punishes on block, but there might be some moves worth mentioning another way to punish. Only specifying move strength if it changes what you punish with.
It gets a little redundant, so this is a key for certain punishes that work on a lot of different moves.
Punish 1:
- cl. hp (may need to dash/walk forward to get close enough)
- cl. mp (may need to dash/walk forward to get close enough)
- Super
- Ultra
Punish 2:
- light Rekka
- cr. mk
Punish 3 (punish 3 is pretty much punish 1 when you aren't able to reach for cl. hp):
- heavy Rekka
- cr. mk
- Super
- Ultra
It's understood that cr. mk/cl. hp can combo to super. I just figured I would list super by itself too incase you're feeling lazy and it's going to kill anyway.
For reference,
cr. mk
> super
cl. hp
> super
> heavy Rekka
> heavy/EX Flame Kick
> EX CW (on Seth/Abel)
cl. mp
> EX CW (on Cammy, Chun-li, C. Viper, Rose, Sagat, Vega*, Zangief*)
*On Vega and Zangief, for unknown reasons, they have 2 different hit-stun animations from cl. mp. If they do an animation where they lean over a lot, CW will miss. If they do the other animation, it will hit. Leaning over animation seems less common for Zangief than Vega.
heavy CW
> cl. hp
Post any corrections if you find any.
Abel
Wheel Kick (qcb k)
Light/Medium
- Punish 2
Heavy
- Punish 3
EX
- cr. mk
Change of Direction* (Rekkas, qcf p > etc)
Second Mid
- medium Flame Kick
Finish Mid
- Punish 1
Finish Low
- cr. mk
- Super
- Ultra
*Punish Second Mid with medium Flame Kick because it's free if he stops OR tries for the 3rd hit. Can also medium Flame Kick after Second Low to go through 3rd hit, but it will miss if Abel doesn't continue for 3rd hit.
Heartless (super)
- Punish 1
Soulless (ultra)
- Punish 1
Akuma
cr. hk
- Punish 2
Shoryuken
- Punish 1
Tatsumaki (spin kicks)*
Light/Medium
- cl. hp
EX
- heavy Rekka
Demon Flip
Low
- Punish 1
Super**
- heavy CW
- Flame Kick
- Super
- Ultra
Ultra
- same as Super
*Or crouch, wait until he lands, and heavy Rekka.
**Hit him on his way towards you. Or you can jump and get a combo from an air move if you're spaced properly.
Balrog
Dash Straight
Heavy
- Punish 2 (must standing block)
Dash Low Straight
Light
- light Rekka
Medium/Heavy
- heavy Rekka
- Super
Dash Swing Blow (the overhead one)
Light/EX
- medium Flame kick
Medium/Heavy
- Punish 2
Dash Low Smash
Light
- medium Flame Kick
Medium/Heavy
- Punish 2
Turn Punch
- medium Flame Kick
Buffalo Head
- Punish 1
Crazy Buffalo (super)
- Punish 3
Violent Buffalo (ultra)
- Punish 1
Bison
cr. hk
- Punish 1
Psycho Crusher
Light
- cl. hp
Medium/Heavy/EX
- Punish 1
Double Knee Press (flip kick)
Heavy/EX
- Punish 2
Knee Press Nightmare* (super)
- heavy Rekka
*He will pass through you on block, you have to hit him on the other side after he slides through you.
Nightmare Booster (ultra)
- Punish 1
Blanka
cr. hk
- Punish 2
cr. hp
- Punish 3
df. hp (downforward hp, slide)
- Punish 1
Blanka Balls
- dash > light Rekka (must standing block)
- light rekka > heavy 2nd hit Rekka (must standing block, must reversal light Rekka, 2nd heavy rekka will reach)
Backstep Roll (blackflip, bounces off you)
- Punish 1
Electric Thunder*
- medium Flame Kick
- cr. mk
- cr. hk
- Super
- Ultra
*If they stop immediately, you can't punish it. If they keep going after you block it, or are just doing it far away, you can do those things (hitting at max range) to hit him out of it.
Ground Shave Roll (super)
- Punish 1
Lightning Cannonball (ultra)
- Punish 1
C. Viper
Cammy
cr. hk
- Punish 2
Spiral arrow
Light
- Punish 1 (Cammy lands close)
- Punish 2 (Cammy lands far)
Medium/Heavy/EX
- Punish 1 (Cammy lands close)
Cannon Spike*
- EX CW
- Punish 3
*Blocked close enough, you can also dash > cl. hp.
Spin Drive Smasher (super)
- heavy CW
- Punish 1
Gyro Drive Smasher (ultra)
- heavy CW
- Punish 1
Chun-li
Tenkukyaku* (2nd upper-kick from back mk)
- Punish 1
- Flame kick
Tenshyokyaku (3rd hit from back mk, goes up with 3 kicks)
- Punish 1
- EX CW
*Advisable to punish 2nd hit with Flame kick, because it will hit whether she stops OR continues.
Spinning Bird Kick*
- Punish 1 (Chun-li lands close)
- cr. mk (Chun-li lands far)
- heavy Rekka (Chun-li lands far)
*This is a weird move to punish, it's very distant dependent, and sometimes she goes to your other side. Best method of punishment is block low > wait until she lands > punish accordingly.
Senretsukyaku (super)
- Punish 1
Hosenka (ultra)
- Punish 1
*Little flip kick at the end will not hit you and it does not make Chun-li airborne.
Dan
Dhalsim
E. Honda
Sumo Headbutt
Medium/Heavy
- heavy Rekka
- Super
EX
- EX Rekka
Sumo Splash*
- Flame kick (after first hit blocked)
*He is safe if you block the landing part. To punish, you either have to Flame Kick through when it comes or after you block the first hit up close
Super
- cr. mk
Ultra
- Punish 1
El Fuerte
F. Dash MP: HP Rekka, super (Ultra seems to whiff regularly on second hit)
F. Dash HK: c. LP xx HP Rekka, or HK flame kick
Super: HP xx HP Rekka, super, ultra
Fei Long
cr. hk
- Punish 2
forward mk (overhead)
- cr. lp
- cr. mp
Rekkas*
Light, 2nd
- cr. lp
- cr. mk
Medium, 1st
- cr. lp
- cr. mk
2nd
- Punish 2
Heavy/EX, 1st
- Punish 2
2nd
- Punish 1
Flame Kick
- Punish 1
- heavy CW
CW
Light
- cr. lp/lk
Super
- Punish 1
Ultra
- Punish 1
*If the Fei Long is stupid enough to do the 3rd Rekka, any version, you get Punish 1.
Gen
Gouken
Guile
cr. hk
- block first hit, Flame Kick (close to far range)
- block first hit, overhead (MAX range)
- block first hit, cl. hp (close range)
forward mp(overhead punch)
- cr. lk
Flash Kick
- Punish 1
Super
- Punish 1
Ultra
- Punish 1
Ken
back mk
- medium Flame Kick
Hurricane Kick (except EX)
- cl. hp
Hadoken (except EX)
- light Rekka
- cr. mk
- Super
Shoryuken
- Punish 1
Shoryureppa (super)
- Punish 1
Shinryuken (ultra)
- Punish 1
Rose
Soul Spark (LP only, at point blank): LP Rekka
Soul Spiral (Close range only): HP xx HP Rekka, LP Rekka
Shamwow: HP Rekka, Super, ultra. It's safe against Fei, depending on how far it hits.
Rufus
Ryu
cr. hk
- Punish 3
Hadoken (except EX)
- cr. mk
Shoryuken
- Punish 1
Metsu Hadoken (ultra)
- jump over it > j. hk
Sagat
cr. hk
- medium Flame Kick
Tiger Knee
Light
- Punish 2
Medium
- cl. hp
- super
Heavy
- Punish 1
Tiger Uppercut
- Punish 1
Tiger Genocide
- Punish 1
Tiger Desctruction
- Punish 1
Sakura
Shouoken: HP xx HP Rekka, super, ultra
Super: LP Rekka
Ultra: HP Rekka, super, ultra
Seth
Lightning kick: HP Rekka, super, ultra
Shoryuken: Same as shotos
Super: HP Rekka, super, ultra
Vega
Zangief
cr. hk
- cr. lp/lk
- cr. mk
Long Kick (looks like sweep but goes farther)
- Punish 3
Banishing Flat (green hand)
Light/Medium
- cl. hp
Heavy/EX
- Punish 1 (no Ultra on EX)
Double Lariat
- wait until he spins 3 times (listening helps) > Punish 3
Quick Double Lariat
- Punish 1
----------------To be added-------------------
For console exclusive characters (Those not covered):
Gen's sweep is punishable by fierce rekkas
Rose's is safe,
Seth's sweep is punishable by strong rekkas
Sakura + Cammy can be punished by light rekkas
Akuma
Shoryuken: HP Rekka, super, ultra
Tatsumaki: LP Rekka (Seems unreliable to me, and I'm having difficulty with reversals after lk tatsumaki. Maybe I just suck :p), HK Rekka (Much more reliable, imho)
Demon flip (Low): HP Rekka, super (Requires reversal timing)
Demon flip (Dive kick): HP Rekka
Gen
c. HK (Mantis): HP Rekka
AA kick (Mantis): Whatever you want, just be wary of his extra kicks, and be sure to hit him when he lands.
Weird ass dive kicks (Crane): HK Flame Kick, HP Rekka, Super.
Super/ultra (Mantis): HP Rekka, super, ultra. Be wary of which side Gen ends up on.
Gouken
Demon flip shit is the same as for Akuma.
Tatsumaki: cl.HP xx HP Rekka, super, ultra
Rushing palm thing: HK flame kick, super (Both require reversal timing). For EX version, super still works but MK flame kick works better due to pushback.
EX Hadouken: HP Rekka, super/ultra if you're in range.
Super/Ultra: Whatever the hell you want.
Sonichuman
03-24-2009, 04:12 PM
what are the punishes for Balrog (Boxer) and Bison (Dictator)? I'm having trouble with those matchups currently since that's the main characters who i'm fighting against.
Trekend
03-24-2009, 04:42 PM
Nice list for Blanka, he's been giving me trouble :P
But you might wanna put up a punish strategy for his regular electric special. That one seems to give people the most problems.
judge_rl
03-24-2009, 05:21 PM
cool start. same idea, different format for how i was going to do it. good lookin
Dullyanna
03-26-2009, 12:31 PM
For Cammy: Not as much as I expected (And her Spiral arrows seem surprisingly safe in some situations).
Spiral Arrows: LK flame kick seems to be the best option, since the other options are rather iffy and depend on what range and what type of spiral arrow is blocked. It usually has to be a reversal for it to be guaranteed.
Cannon Spike: HP rekka (You have to wait until she lands or else the first hit will hit her in the air). Super can punish too, but it also takes timing. Ultra works on the HK version.
Super/Ultra: HP Rekka. A super can connect, but the timing is strange and not all hits will connect. Ultra whiffs on one of the hits, regardless of whether you hit her in the air or on the ground.
VR-Raiden
03-26-2009, 01:51 PM
For Cammy: Not as much as I expected (And her Spiral arrows seem surprisingly safe in some situations).
Spiral Arrows: LK flame kick seems to be the best option, since the other options are rather iffy and depend on what range and what type of spiral arrow is blocked. It usually has to be a reversal for it to be guaranteed.
Cannon Spike: HP rekka (You have to wait until she lands or else the first hit will hit her in the air). Super can punish too, but it also takes timing. Ultra works on the HK version.
Super/Ultra: HP Rekka. A super can connect, but the timing is strange and not all hits will connect. Ultra whiffs on one of the hits, regardless of whether you hit her in the air or on the ground.
Thanks, I'll try these and update later tonight hopefully.
judge_rl
03-26-2009, 02:06 PM
cr.short, cr.jab xx rekka might be a decent punish for a blocked cspike from cam (given how she spaces it)
i played quite a bit vs a good Cammy yesterday offline and i think i might have even punished the cspike with straight up rekka
also, i think it's focus bait outside of EX
Dullyanna
03-26-2009, 03:35 PM
Yeah, cannon spikes have widely varying frames on block depending on which one she does, and how to space it, ranging from being punishable by hp rekka to safe against c.lp... Which reminds me, I need to test her EX specials and her cannon strike. Can't do it right now, though.
Edit: Cammy's sweep is punishable by lp rekkas. Her EX spiral arrow and EX cannon spike are the same old ish in terms of punishment. I've come to the conclusion that it's best to play it safe when punishing spiral arrows that hit at the end. Also, her cannon spikes seem to be safe, regardless of how they're blocked.
ChromeX
03-26-2009, 09:30 PM
once i understand this a lil better and read it a few more times, this will be a great contribution. ty.
Dullyanna
03-27-2009, 04:39 PM
There'll be more to come, just give me time. Note that this is all punishment from block.
Honda
MP/HP Headbutt: HP Rekka
Ultra: HP Rekka, super, ultra.
Chun
Tenkukyaku: cl.HP xx HP Rekka, super, ultra
Tenshyokyaku: HP Rekka, super, ultra
Spinning Bird Kick: If blocked, an HK flame kick should interrupt it.
Super: HP Rekka, super, ultra
Ultra: Same as above. Note that the flip that she does if it's blocked doesn't mean she's in the air, and isn't an actual attack, so she won't be juggled and you won't get smacked like an idiot.
Guile
Flashkicks: HP Rekka, super, ultra
Super/ultra: Same as above
El Fuerte
F. Dash MP: HP Rekka, super (Ultra seems to whiff regularly on second hit)
F. Dash HK: c. LP xx HP Rekka, or HK flame kick
Super: cl.HP xx HP Rekka, super, ultra
Rose
Soul Spark (LP only, at point blank): LP Rekka
Soul Spiral (Close range only): HP xx HP Rekka, LP Rekka
Shamwow: HP Rekka, Super, ultra. It's safe against Fei, depending on how far it hits.
Seth
Lightning kick: HP Rekka, super, ultra
Shoryuken: Same as shotos
Super: HP Rekka, super, ultra
Sakura
Shouoken: cl.HP xx HP Rekka, super, ultra
Super: LP Rekka
Ultra: HP Rekka, super, ultra
Rufus
c. HP: HP Rekka
*Messiah kick -> LK: cl.HP xx HP Rekka, super, ultra
*Note that his other options are safe, but all of them can be beaten by HK flame kick if you block the messiah kick.
Super: lp Rekka, HK flame kick, super, ultra
Ultra: HP Rekka, super, ultra.
VR-Raiden
03-27-2009, 05:52 PM
Thanks for the contributions Dullyanna, I'll do some testing myself and tidy the list up in a bit :smile:
Dullyanna
03-27-2009, 06:01 PM
Yeah, I just realized I spent four hours testing all this, and I really don't feel like doing it for Gen and Dhalsim right now. Anyway, I tried to account for all of this stuff based on range, but I still could've made some mistakes, so it'd be great for other people to do their own testing.
judge_rl
03-27-2009, 06:49 PM
:u: Hey man, no need to drain yourself and do it all in one sitting. Hit up a character at a time or per day or what not and keep it fun. Good stuff tho. Also, if someone wants to check the number of - frames for certain characters after specific specials or moves from other threads, that saves time as well. Of course, there is nothing like physical testing in training mode but you get my point...hopefully.
VR-Raiden, are you playing in the SF4 3v3 tomorrow at C3?
EDIT: I'll be playing tonight on 360 for a good while, so I may have time to actually add some other Fei players and get some mirrors in. I'll run to the Live Thread and see who is up whenever tonight if I feel like it and remember to. Would be cool to see if I can pick some stuff up from you guys who play Fei more often.
VR-Raiden
03-27-2009, 07:12 PM
VR-Raiden, are you playing in the SF4 3v3 tomorrow at C3?
o.o
why yes I am, you gonna be there too?
VR-Raiden
03-27-2009, 11:17 PM
Added Cammy, thanks again Dullyanna.
I made just a few slight additions/corrections. As you say, punishing Spiral Arrow is definitely iffy. But I think it's realistic to be able to tell how close she lands to you and punish accordingly, so I went ahead and listed that. I'm not sure if punishing with Flame kick is worth putting, I can't really tell if when it works, the other punishing options wouldn't. But feel free to argue with me on that, it seems like such a small difference in spacing whether or not the Flame kick works.
Also figured I would add heavy CW as a punisher for Cannon Spikes/super/ultra. Works no matter how far you block it, and if you're confident in the link after that it would be best anyway. I was able to punish all versions of Cannon Spike the same, got ultra to work on all versions.
HNIC Mike
03-27-2009, 11:55 PM
Added Cammy, thanks again Dullyanna.
I made just a few slight additions/corrections. As you say, punishing Spiral Arrow is definitely iffy. But I think it's realistic to be able to tell how close she lands to you and punish accordingly, so I went ahead and listed that. I'm not sure if punishing with Flame kick is worth putting, I can't really tell if when it works, the other punishing options wouldn't. But feel free to argue with me on that, it seems like such a small difference in spacing whether or not the Flame kick works.
Also figured I would add heavy CW as a punisher for Cannon Spikes/super/ultra. Works no matter how far you block it, and if you're confident in the link after that it would be best anyway. I was able to punish all versions of Cannon Spike the same, got ultra to work on all versions.
what is the fuckin deal with that link anyway, i always get it after exCW, but other times i get interupted, i test in training, and it almost seems to not give at random times
VR-Raiden
03-28-2009, 12:32 AM
what is the fuckin deal with that link anyway, i always get it after exCW, but other times i get interupted, i test in training, and it almost seems to not give at random times
It just takes really precise timing :I
I'm not fully confident in landing it either, sometimes I'm reluctant to try it cause people I've fought know it's a hard link so they go for reversals in case I mess up, lol. I guess it just takes practice.
Dullyanna
03-28-2009, 04:41 AM
Added Cammy, thanks again Dullyanna.
I made just a few slight additions/corrections. As you say, punishing Spiral Arrow is definitely iffy. But I think it's realistic to be able to tell how close she lands to you and punish accordingly, so I went ahead and listed that. I'm not sure if punishing with Flame kick is worth putting, I can't really tell if when it works, the other punishing options wouldn't. But feel free to argue with me on that, it seems like such a small difference in spacing whether or not the Flame kick works.
Also figured I would add heavy CW as a punisher for Cannon Spikes/super/ultra. Works no matter how far you block it, and if you're confident in the link after that it would be best anyway. I was able to punish all versions of Cannon Spike the same, got ultra to work on all versions.
lol, I ain't arguing something that comes down to personal preference like that. Whatever works best for each individual player, ya know?
Also, punishing with HK CW is effing pro if you can maximize damage from it. Hell, I'd argue that learning to link off of that should be a priority for all Fei mainers, since it does relatively high damage for him.
Anyway, I'll try to get Gouken, Akuma, and Gen done today. The first two should be no brainers, but Gen's going to be a bitch since I know jack squat about the frames on his specials.
Edit: Forgot to do it today, since I was busy being SPD'd. I'll work on them today for sure (Assuming nothing comes up).
Dullyanna
03-29-2009, 06:12 PM
Akuma
Shoryuken: HP Rekka, super, ultra
Tatsumaki: LP Rekka (Seems unreliable to me, and I'm having difficulty with reversals after lk tatsumaki. Maybe I just suck :p), HK Rekka (Much more reliable, imho)
Demon flip (Low): HP Rekka, super (Requires reversal timing)
Demon flip (Dive kick): HP Rekka
Gen
c. HK (Mantis): HP Rekka
AA kick (Mantis): Whatever you want, just be wary of his extra kicks, and be sure to hit him when he lands.
Weird ass dive kicks (Crane): HK Flame Kick, HP Rekka, Super.
Super/ultra (Mantis): HP Rekka, super, ultra. Be wary of which side Gen ends up on.
Gouken
Demon flip shit is the same as for Akuma.
Tatsumaki: cl.HP xx HP Rekka, super, ultra
Rushing palm thing: HK flame kick, super (Both require reversal timing). For EX version, super still works but MK flame kick works better due to pushback.
EX Hadouken: HP Rekka, super/ultra if you're in range.
Super/Ultra: Whatever the hell you want.
halfstrike
03-31-2009, 04:25 PM
what can you use to punish guiles cr.roundhouse(doublekicks)
VR-Raiden
03-31-2009, 08:57 PM
what can you use to punish guiles cr.roundhouse(doublekicks)
Lot's of things, I tried these a while back, just haven't added Guile's punishes yet.
Block first hit > medium Flame Kick/super/ultra 2nd hit
you can also forward mk over the 2nd hit if you're too far out for Flame Kick. I'll try CW too, I'm pretty sure that's airborne from frame 1 so that should work too.
I'll update stuff soon, I've been pretty busy :I
judge_rl
04-01-2009, 03:01 AM
CH Focus is also a good option vs Guile's low RH (2nd hit)
edit: speaking of CH, I wonder if Fei's overhead would go over the 2nd sweep and land a CH allowing you to combo after? i would rather CH Focus, but it would still be pretty cool to do
VR-Raiden
04-01-2009, 12:05 PM
CH Focus is also a good option vs Guile's low RH (2nd hit)
edit: speaking of CH, I wonder if Fei's overhead would go over the 2nd sweep and land a CH allowing you to combo after? i would rather CH Focus, but it would still be pretty cool to do
It doesn't give a CH when you focus the 2nd hit. I specifically remember doing it in matches and saying it wasn't worth risking not recovering the chunk of damage because it didn't CH. I don't know about the overhead.
Or did you actually try it in training? I'm unable to try it again atm because I left my SF4 copy elsewhere -_-
FuumaMonou
04-01-2009, 03:11 PM
Zangief...
The u+HK (That is neutral jumping, right? I always get that appreviation confused) punishes...
Lariat, Green Hand, all of his special throws. If you have your timing right, you can also combo off of it. I usually just do cr.HK, though.
Also, with good timing, your j+HK will take priority over the Lariat.
There are also some of the obvious ones.
With Gouki...
The one thing that I've noticed is that when he lands after he launches a fireball in the air, he is open for attack if you get him right away (either that or no one blocks when hitting the ground right away, which I doubt because I've fought some good Goukis). Usually I am dashing kind of close and then heavy Rekka them and it hasn't failed me once thus far.
I've also noticed with Cammy that I am pretty sure her Cannon Spike is safe. However, her Super and Ultra can be punished (which is how I usually punish them) with heavy Rekka.
There is a lot more but those were just a few that I thought of that are pretty important in those match-ups. Oh, that and his FA is brutal (range and speed) and wtfpwns anyone jumping at you save for the character or two that have two hit air moves. That'd be a long list though of what it punishes.
VR-Raiden
04-01-2009, 04:15 PM
Zangief...
The u+HK (That is neutral jumping, right? I always get that appreviation confused) punishes...
Lariat, Green Hand, all of his special throws. If you have your timing right, you can also combo off of it. I usually just do cr.HK, though.
Also, with good timing, your j+HK will take priority over the Lariat.
There are also some of the obvious ones.
With Gouki...
The one thing that I've noticed is that when he lands after he launches a fireball in the air, he is open for attack if you get him right away (either that or no one blocks when hitting the ground right away, which I doubt because I've fought some good Goukis). Usually I am dashing kind of close and then heavy Rekka them and it hasn't failed me once thus far.
Thanks, I'll try these once I get my game back.
I've also noticed with Cammy that I am pretty sure her Cannon Spike is safe. However, her Super and Ultra can be punished (which is how I usually punish them) with heavy Rekka.
See the Cammy section ^^^
Cannon Spike is not as safe as it appears :tup:
judge_rl
04-02-2009, 12:34 AM
It doesn't give a CH when you focus the 2nd hit. I specifically remember doing it in matches and saying it wasn't worth risking not recovering the chunk of damage because it didn't CH. I don't know about the overhead.
Or did you actually try it in training? I'm unable to try it again atm because I left my SF4 copy elsewhere -_-
Ah, if you say it doesn't then let that stand. Your memory may be better than my own in regards to this and I haven't played the Guile match-up in almost a week or so.
VR-Raiden
04-05-2009, 09:29 PM
I will fix this up and add cl. mp punishes soon, thanks to the discovery of cl. mp > CW combo.
SFrichy
04-08-2009, 08:33 PM
Add this as it will help greatly to separate you from the pack:
Blanka: Rolling Attack on Block -> Second Hit of HP REKKA KEN gets to him
Blanka: Rolling Attack: Shienkyaku thrashes if timed properly (obvious)
VR-Raiden
04-08-2009, 09:51 PM
Fixed up Chun-li. Dullyanna, it was the same for the most part. just made a few adjustments, see if those work better for you too. Thanks :smile:
Added cl. mp to Punish 1.
Currently testing for myself what characters cl. mp > CW works on, so I'll list that in the reference at the top once that's done.
Blanka: Rolling Attack on Block -> Second Hit of HP REKKA KEN gets to him
I couldn't get this to work, but it's not as strong as the punish listed anyway.
And I'm trying to keep this to punishes on block, if I started listing all the moves you can Flame Kick, it'd be a whole 'nother list :sweat:
Think that's better kept to the match up threads (granted, those are a mess :P).
Thanks though, feel free to suggest any other punishes you find.
SFrichy
04-08-2009, 10:24 PM
yeah man you got Im sorry i made an error. I meant to say that 2nd MP rekka reaches him in time. Im sorry Im looking for what other ways to counter the rolling attack but i do not see it, how exactly can i make him pay after i block block blankas rolling attack?
VR-Raiden
04-08-2009, 10:33 PM
yeah man you got Im sorry i made an error. I meant to say that 2nd MP rekka reaches him in time. Im sorry Im looking for what other ways to counter the rolling attack but i do not see it, how exactly can i make him pay after i block block blankas rolling attack?
Hey no need to apologize so much haha. As for punishing the Rolling Attack (aka Blanka Ball), if you look under the Blanka section, you can see that to punish Blanka balls you need to standing block > dash > light Rekkas.
It's by no means an easy punish, definitely one of the harder ones to get consistently at first. Just keep trying, try to dash the instant you're out of block-stun, then light Rekka the instant you finish your dash.
HNIC Mike
04-09-2009, 12:15 AM
^^^ or if you dont dash well you can light rekka(reversal timing), Hp rekka, Hp rekka
SFrichy
04-09-2009, 01:39 AM
Ah right! I wanna post too that both fei longs super and ultra will beat Akuma super/ultra (either combination) far away to even close range except when is point blank in front of you. Of course this is not on block but do with it what you will.
VR-Raiden
04-12-2009, 10:00 PM
Fixed up E. Honda and Akuma. Added that other Blanka ball punish.
Ah right! I wanna post too that both fei longs super and ultra will beat Akuma super/ultra (either combination) far away to even close range except when is point blank in front of you. Of course this is not on block but do with it what you will.
Yeah, I think it's worth mentioning cause you can't even block the move in the first place. I put heavy CW as well, cause he's airborne at frame one from that.
ALilSumpmSumpm
04-13-2009, 08:47 AM
I think it's worth adding Focus attacks as punishes also. You can definitely time a focus attack after some ultras and hp shoryukens and flame kicks to make them crumple, which is pretty valuable.
Dullyanna
04-13-2009, 01:47 PM
I don't have reliable access to a comp right now, so I haven't been able to do too much work on this. I did find out a few nights ago that Seths' S.HP is punishable by fierce rekkas at the right range (at least, it seems to be. If somebody could double check this, that'd be lovely).
HNIC Mike
04-13-2009, 03:52 PM
I don't have reliable access to a comp right now, so I haven't been able to do too much work on this. I did find out a few nights ago that Seths' S.HP is punishable by fierce rekkas at the right range (at least, it seems to be. If somebody could double check this, that'd be lovely).
if you are talking about the dhalsim arms, then yeah. I saw his(seth's) arms punnished by balrogs ultra at full screen, so im guessing that if you're in rekka range, you can get'em
john4p
04-15-2009, 05:54 AM
What's the best punish for a blocked Guile sweep (c.HK)?
nosone
04-15-2009, 06:03 AM
What's the best punish for a blocked Guile sweep (c.HK)?
Buffer the flame kick and launch during the wind-up for the 2nd sweep. You can also try Rekkas after the 2nd sweep, but I'm not sure if that's guaranteed.
john4p
04-15-2009, 06:17 AM
Excellent.
ChromeX
04-15-2009, 07:15 AM
What's the best punish for a blocked Guile sweep (c.HK)?
depends on range, if your close enough do cl.fp>flame kick between legs if not just a mk flamekick will do.
VR-Raiden
04-15-2009, 10:01 AM
What's the best punish for a blocked Guile sweep (c.HK)?
Please, try to read previous posts. This same question was asked and answered on page 1.
I will update Guile next.
KrsJin
04-15-2009, 12:20 PM
Probably my favorite thread in the Fei section. Keep up the great work.
john4p
04-15-2009, 12:23 PM
Please, try to read previous posts. This same question was asked and answered on page 1.
Okay - I've only read your initial post...
VR-Raiden
04-15-2009, 12:34 PM
Yeah, sorry I'm kind of slow at updating it lately :sweat:
Probably my favorite thread in the Fei section. Keep up the great work.
Will do.
oh, and after looking over frame data while doing this, I noticed cr. mp (4 frames) is 1 frame faster than cr. mk. So I will probably eventually add that, cause it can also cancel to super and has close to the same range. I think there was one move where cr. mp punished and cr. mk didn't.
Nemesys_Syndrome
04-15-2009, 12:38 PM
What's the best punish for a blocked Guile sweep (c.HK)?
Be careful of trying to Rekka Ken after blocking the 2nd sweep. I would highly suggest against it. What usually follows if you even slightly move out of block is the FK/EX FK. And that move is pretty much instantaneous. Here are some scenarios that can play into Guile's crouching HK.
A good Guile player will:
1. 1st leg sweep FADC>backdash to safety or...
2. 1st leg sweep and follow with a FA then backdash (if the first sweep is blocked) or...
3. Go through with the 2nd sweep > l. FK > FADC > backdash to safety.
A scrubby Guile player will either:
1. Flash kick automatically (watch for this...lol) (just punish them when they land)or...
2. Throw a sonic boom right afterwards to prevent your Rekka Kens from coming in. (EX Chicken Wing if you're fast enough or just jump over. You're at the right distance to connect easily with a jump in).
Here's the key thing, if they backdashed, they lost their charge and you can actually jump in without having to worry about getting FK/Ex Flash kicked out. Stuff their HP with a j.mp and punish accordingly.
orochi1017
04-15-2009, 02:48 PM
Add this as it will help greatly to separate you from the pack:
Blanka: Rolling Attack on Block -> Second Hit of HP REKKA KEN gets to him
Blanka: Rolling Attack: Shienkyaku thrashes if timed properly (obvious)
In addition Chicken Wing beats it straight up.
Dullyanna
04-15-2009, 06:33 PM
I found out that Honda's EX Headbutt is punishable by EX Rekkas. Since I use him as well as Fei, that's not really good news for me.
Nemesys_Syndrome
04-15-2009, 07:09 PM
Punishable on startup or after Honda's taken flight?
Dullyanna
04-15-2009, 07:18 PM
On block, lol. Headbutts > Super Armor.
VR-Raiden
04-15-2009, 07:22 PM
I found out that Honda's EX Headbutt is punishable by EX Rekkas. Since I use him as well as Fei, that's not really good news for me.
That's cool, so EX works cause they reach where light Rekka doesn't I assume? I will add that.
Dullyanna
04-15-2009, 07:44 PM
That's cool, so EX works cause they reach where light Rekka doesn't I assume? I will add that.
That and the startup frames, of course. Now I gotta remember other moves that are normally safe because of pushback, and try EX Rekka on them.
ChromeX
04-15-2009, 09:26 PM
ill tell you now the only good reason to use ex cw at a distance for punishment, considering the cw will only get 1-2 hits and your probably not close enough to go into fp>flame kick, is cr.lp (or fp if in range)>rekka1>rekka2>(ex) command grab>fp>flamekick. well to put it another way i wouldnt be caught spending a bar of super meter for 1 ex cw hit>cr.lp>rekka, the damage isnt worthwhile imo. granted id definitely use it if i felt the need.
VR-Raiden
04-15-2009, 09:58 PM
ill tell you now the only good reason to use ex cw at a distance for punishment, considering the cw will only get 1-2 hits and your probably not close enough to go into fp>flame kick, is cr.lp (or fp if in range)>rekka1>rekka2>(ex) command grab>fp>flamekick. well to put it another way i wouldnt be caught spending a bar of super meter for 1 ex cw hit>cr.lp>rekka, the damage isnt worthwhile imo. granted id definitely use it if i felt the need.
If you are confused, we're talking about punishing with EX Rekka, not EX CW :sweat:
and as I'm sure you know, heavy CW and EX CW have the same start up, so there would be zero reason to ever use EX CW in a punishment situation.
That and the startup frames, of course. Now I gotta remember other moves that are normally safe because of pushback, and try EX Rekka on them.
Yeah, I was thinking this is another punisher (along with cr. mp) that will have to be checked with previously labeled safe moves.
Easiest way of doing that would probably be looking at a character's frame data, and if a move that's -7 on block is not listed currently, check and see if EX Rekka can reach. (because EX Rekka is 7 frame start up)
I think it's worth adding Focus attacks as punishes also. You can definitely time a focus attack after some ultras and hp shoryukens and flame kicks to make them crumple, which is pretty valuable.
I'll start checking/adding this too.
Along with cr. lk/cr. lp.
halfstrike
04-17-2009, 09:52 AM
so you cant punish dictator flip kick lk or mk versions?. because i cant seem to do it. btw this thread should be stickied
VR-Raiden
04-17-2009, 10:50 AM
so you cant punish dictator flip kick lk or mk versions?. because i cant seem to do it. btw this thread should be stickied
Nope...as far as I could tell they are completely safe.
btw this thread should be stickied
Agreed.
ChromeX
04-17-2009, 12:44 PM
oic, kinda nice...
halfstrike
04-19-2009, 04:09 PM
wondeirng if punishing blocked hadokens with rekkas is an actually punish or is it jsut the player not blocking fast enough. when i block a point blank range or when a shoto dose cr.mk>hadoken it seems you can punsih with rekkas. someone confirm please or disprove.
VR-Raiden
04-19-2009, 05:48 PM
wondeirng if punishing blocked hadokens with rekkas is an actually punish or is it jsut the player not blocking fast enough. when i block a point blank range or when a shoto dose cr.mk>hadoken it seems you can punsih with rekkas. someone confirm please or disprove.
Depends on who you're talking about. Ken's are punishable by rekkas, while Ryu and Akuma's aren't.
All these punishes listed are tested with them blocking as soon as possible, done with the record feature in training.
ChromeX
04-19-2009, 06:54 PM
Depends on who you're talking about. Ken's are punishable by rekkas, while Ryu and Akuma's aren't.
All these punishes listed are tested with them blocking as soon as possible, done with the record feature in training.
to add to this is does also depend on range, ie you'll never reversal a fire ball from +half screen away. but if your close enough you might be able to cr.jab>rekka a ryu or akuma fireball, although thats probably only if your in the corner and they shoot one on top of you in a moment of sheer retardation, good players know not to hadou you that close.
VR-Raiden
04-24-2009, 12:48 PM
I'll have to check all the hk CW punishes again. Tried hk CW to punish Cannon Spike and it fails now :sad:
Also the mp > hk CW combo. I'll just have to make it EX CW.
nosone
04-29-2009, 06:25 AM
Whoa, wait. Ryu and Akuma's cr.MK> Hadouken are punishable by MP Rekkas as a reversal (and consequently LP and EX). I'm pretty sure of this as I rely on it in a match. The full combo should connect too; it just looks like MP only grazes the opponent, but the 2nd Rekka will get them in time.
nosone
04-29-2009, 06:29 AM
BTW, VR-Raiden, would you mind if I grabbed a copy of this guide for my own FAQ? I'll probably make some edits so that there's less back-and-forth with the punishment chart (essentially just writing out the punishments for each character), but the information looks solid thus far.
VR-Raiden
04-29-2009, 08:03 AM
BTW, VR-Raiden, would you mind if I grabbed a copy of this guide for my own FAQ? I'll probably make some edits so that there's less back-and-forth with the punishment chart (essentially just writing out the punishments for each character), but the information looks solid thus far.
Yeah I'm sure there's a better way to organize it. But sure, go ahead :tup:
Whoa, wait. Ryu and Akuma's cr.MK> Hadouken are punishable by MP Rekkas as a reversal (and consequently LP and EX). I'm pretty sure of this as I rely on it in a match. The full combo should connect too; it just looks like MP only grazes the opponent, but the 2nd Rekka will get them in time.
Pretty sure this doesn't work. I remember testing and the only thing you could really punish their hadokens with was a cr. mk, and it's rare you would be that close anyway.
Ryu's hadoken is -6 on block
Akuma's hadoken is -4 on block
MP Rekka (1) is 9 frame start up. LP/EX is 7 frame.
I'll try it again later, but frame data doesn't lie (except HK CW atm, that still hasn't been updated)
nosone
04-29-2009, 09:35 AM
Pretty sure this doesn't work. I remember testing and the only thing you could really punish their hadokens with was a cr. mk, and it's rare you would be that close anyway.
Ryu's hadoken is -6 on block
Akuma's hadoken is -4 on block
MP Rekka (1) is 9 frame start up. LP/EX is 7 frame.
I'll try it again later, but frame data doesn't lie (except HK CW atm, that still hasn't been updated)
Ah don't bother testing it-- I just did and it seems I lose :pray:
Dullyanna
05-03-2009, 07:04 AM
I just learned that Gen's Crane c.LK is -8 on block, so that should be a free lp Rekka. His crance c.HK is really really unsafe, but that'll never be used in a situation where you can block it.
Rioting Soul
05-12-2009, 10:19 PM
If you are on Bison and he does EX Psycho to pass through you, you can punish with fierce Rekka.
so you cant punish dictator flip kick lk or mk versions?. because i cant seem to do it. btw this thread should be stickied
LK Knee Press is 0 frames on block.
MK Knee Press is -5. So you can punish this version with Flame Kick or cr.jabxxsomething. This all depends the range you block MK Knee Press. If only one hit is blocked then you will not be in range to punish.
G.O.T
05-16-2009, 03:01 PM
This might be extremely old but st. Roundhouse beats Lariat straight off the bat. Actually it beats most of Zangief's priority moves except ex green hand and of course the grabs. I'll even record it to prove it if need be. Test it yourself.
HNIC Mike
05-19-2009, 10:46 AM
This might be extremely old but st. Roundhouse beats Lariat straight off the bat. Actually it beats most of Zangief's priority moves except ex green hand and of course the grabs. I'll even record it to prove it if need be. Test it yourself.
you talking about the far rh, where he kinda windmills his foot, or the close one, where fei spins
Dullyanna
05-19-2009, 03:43 PM
I tried both HKs, and neither work reliably against lariat. That move is a bitch for Fei to punish on block (He can use c.HP on whiff, but a decent Gief won't do that). Both HKs seem to do a damn good job as AA against Gief, though.
HNIC Mike
05-19-2009, 03:51 PM
Hk's do a good job against everyone. the hitbox on the far one is waaaaaayy above your hitable box. much more safe than non ex flame kicks(which trade a damn lot), and more reliable than clFp(cuz for whatever reason, my fei likes the far version more).
Was reading in another unnamed forum, and a gief was saying he couldnt get around fei's stMk. think ima check it versus lariats and such to see what he meant
judge_rl
09-11-2009, 05:51 PM
bump
Hotdawg_SKA
09-11-2009, 06:34 PM
If you are on Bison and he does EX Psycho to pass through you, you can punish with fierce Rekka.
LK Knee Press is 0 frames on block.
MK Knee Press is -5. So you can punish this version with Flame Kick or cr.jabxxsomething. This all depends the range you block MK Knee Press. If only one hit is blocked then you will not be in range to punish.
Wait flame kick somes out in 5 frames so that means you can't punish MK knee press right? I say cr. LP > rekkas is the best way to punish.
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