Fei Long Combo Compendium (Updated: SSF4 AE)

LorteBuddingLorteBudding Joined: Posts: 128
So I decided to make this thread helping newcomers wanting to mess with Fei. Hell, I know most of things here are already known, but those informations are spread in various posts.

Note: This is a WIP. Anyone wanting to help is welcome, especially with frame links. If most people think its a useless thread, I will delete it.

Legend:

, : chain
-> :link
(xf) :frame link
xx : cancel
dmg : damage (really??)
stun: stun damage, not frame stun
ST : standing
CL : close
CR : crouching
J.: jump-in
Character specific: work on Ryu, doesn't work on Ryu

Usefull links:

Fei Long SSF4 framedata. Pretty accurate one. Credits to Thirteenthdi for the link.

How to not suck at Fei Long: An Advanced Fei Long Guide by xS A M U R A Ix. Vanilla SF4 based, but still pretty valid.

How you read it:

CR.:lk:, ST.:lp: ->CR.:lp:(4f) xx rekkas

crouching low kick chain into standing low punch, link (4 frames) into crouching low punch special cancelled into rekkas

So here we go...

Links:

ST.:lp: ->CR.:mp: (3f)

ST.:lp: ->CR.:lp: (4f)

ST.:lp: ->ST.:mp: (2f)

ST.:lp: ->CR.:hk: (1f) 130dmg 200stun ---> Note: untechable knockdown

CL.:lp: ->CL.:mp: (2f)

CL.:lp: ->CL.:mk: (3f)

CL.:lp: ->CR.:mk: (2f)

CL.:lp: ->CL.:hp: (3f) 130dmg 250stun

CL.:lk: ->ST.:lp: (2f)

CL.:lk: ->CR.:lp: (1f)

CL.:mp: ->ST.:hp: (1f) 190dmg 300stun ---> Note: high stun

CL.:mp: ->CR.:lp: (5f)

CL.:mp: ->ST.:mp: (3f)

CL.:mp: ->ST.:mk: (1f)

CL.:mp: ->CR.:mp: (4f)

CL.:mp: ->CR.:mk: (3f)

CL.:mp: ->CR.:hk: (2f) 170dmg 250stun ---> Note: untechable knockdown

CR.:mp: ->CR.:lp: (3f)

CR.:mp: ->ST.:lp: (3f)

CR.:mp: ->CR.:mp: (2f)

CR.:mp: ->CR.:mk: (1f)

CR.:mp: ->ST.:lk: (2f)

Rekkukyaku (chicken wing) links:

EX/:hk: CW ->ST/CL.:lp:(2f)

EX/:hk: CW ->CR.:lp:(2f)

EX/:hk: CW ->CL.:lk:(2f)

EX/:hk: CW ->CR.:lk:(2f)

EX/:hk: CW ->CR.:mp:(1f)

EX/:hk: CW ->CL.:hp:(1f)

EX/:hk: CW ->CL.:mk:(1f)

Cancel Combos:

Rekkakens:

CL/ST.:lp: xx rekkas :lp:162dmg :mp:171dmg :hp:180dmg EX196dmg 175stun

CR.:lp: xx rekkas :lp:152dmg :mp:161dmg :hp:170dmg EX186dmg 175stun

CL.:mp: xx rekkas :lp:202dmg :mp:211dmg :hp:220dmg EX236dmg 225stun

CL.:mk: xx rekkas :lp:207dmg :mp:216dmg :hp:225dmg EX241dmg 280stun

CL.:hp: xx rekkas :lp:232dmg :mp:241dmg :hp:250dmg EX266dmg 325stun

Shienkyaku (flamekick):

ST/CL.:lp: xx FK :lk:150dmg :mk:170dmg :hk:190dmg EX230dmg 250stun

CR.:lp: xx FK :lk:140dmg :mk:160dmg :hk:180dmg EX220dmg 250stun

CL.:mp: xx FK :lk:190dmg :mk:210dmg :hk:230dmg EX270dmg 300stun

CL.:mk: xx FK :lk:195dmg :mk:215dmg :hk:295dmg EX275dmg 300stun

CL.:hp: xx FK :lk:220dmg :mk:240dmg :hk:260dmg EX300dmg 400stun

BnB's:

Normals:

CR.:lk:, CR.:lk:, CR.:lk:, CR.:lk:, ST.:lk: 94dmg 205stun ---> Note: Blockstring

CR.:lk:, ST.:lp: ->CR.:mp:(3f) ->CR.:mp:(2f) 148dmg 250stun

CR.:lk:, ST.:lp: ->CR.:mp:(3f) ->CR.:mk:(1f) 158dmg 250stun

CR.:lk:, ST.:lp: ->CR.:hk:(1f) 130dmg 220stun -> Note: untechable knockdown

CR.:lk:, ST.:lp:, , ST.:lp: ->CR.:hk:(1f) 145dmg 244stun -> Note: untechable knockdown

Flamekick:

CR.:lk:, ST.:lp: -> FK(2f) :lk:146dmg :mk:162dmg :hk:178dmg EX210dmg 260stun
>Note: Flamekick additionnal hits can whiff if not cornered

CR.:lk: -> ST.:lp:(1f) xx FK :lk:146dmg :mk:162dmg :hk:178dmg EX210dmg 260stun
>Note: Flamekick additionnal hits can whiff if not cornered

CR.:lk:, ST.:lp: -> ST.:lp:(4f) xx FK :lk:158dmg :mk:172dmg :hk:186dmg EX214dmg 280stun
>Note: Flamekick additionnal hits can whiff if not cornered

CR.:lk:, ST.:lp: -> FK(2f) XX FADC :f::f: :hk:CW 260dmg 365stun

CR.:lk:, ST.:lp: -> ST.:lp:(4f) xx FK XX FADC :f::f: :hk:CW 256dmg 340stun

Rekkukyaku (chicken wing):

CR.:lk:, ST.:lp: -> ST.:lp:(4f) xx :lk:CW 144dmg 245stun ---> Note: Neutral 50/50

Rekkas, standing position:

ST.:lp: ->CR.:lp:(4f) xx rekkas :lp:161dmg :mp:169dmg :hp:176dmg EX190dmg 205stun

ST.:lp:, ST.:lp: ->CR.:lp:(4f) xx rekkas :lp:179dmg :mp:186dmg :hp:192dmg EX204dmg 230stun

ST.:lp:, ST.:lp:, ST.:lp: ->CR.:lp:(4f) xx rekkas :lp:177dmg :mp:183dmg :hp:188dmg EX198dmg 250stun

CL.:mp:, ->CR.:lp:(5f) xx rekkas :lp:201dmg :mp:209dmg :hp:216dmg EX230dmg 255stun

Rekkas, crouching position:

CR.:lk:, CR.:lk: ->CR.:lp:(1f) xx rekkas :lp:151dmg :mp:158dmg :hp:164dmg EX176dmg 230stun

CR.:lk:, CR.:lk:, CR.:lk: ->CR.:lp:(1f) xx rekkas :lp:149dmg :mp:155dmg :hp:160dmg EX170dmg 250stun

CR.:lk:, CR.:lk:, CR.:lp: ->CR.:lp:(1f) xx rekkas :lp:149dmg :mp:155dmg :hp:160dmg EX170dmg 250stun

CR.:lk:, CR.:lp:, CR.:lp: ->CR.:lp:(1f) xx rekkas :lp:149dmg :mp:155dmg :hp:160dmg EX170dmg 250stun

CR.:mp:, ->CR.:lp:(3f) xx rekkas :lp:196dmg :mp:204dmg :hp:211dmg EX225dmg 255stun

Rekkas, crouching start, mixed:

CR.:lk:, ST.:lp: ->CR.:lp:(4f) xx rekkas :lp:161dmg :mp:168dmg :hp:174dmg EX186dmg 230stun

CR.:lk:, CR.:lk:, ST.:lp: ->CR.:lp:(4f) xx rekkas :lp:157dmg :mp:163dmg :hp:168dmg EX178dmg 250stun

CR.:lk:, ST.:lp:, ST.:lp: ->CR.:lp:(4f) xx rekkas :lp:167dmg :mp:173dmg :hp:178dmg EX188dmg 250stun

CR.:lk:, CR.:lp:, ST.:lp: ->CR.:lp:(4f) xx rekkas :lp:157dmg :mp:163dmg :hp:168dmg EX178dmg 250stun

CR.:lk:, CL.:lk: ->CR.:lp:(1f) xx rekkas :lp:161dmg :mp:168dmg :hp:174dmg EX186dmg 230stun
>Note: Hits all crouchers

CR.:lk:, CR.:lk:, CL.:lk: ->CR.:lp:(1f) xx rekkas :lp:157dmg :mp:163dmg :hp:168dmg EX178dmg 250stun
>Note: Hits all crouchers

Standing low punch hit and miss list on crouching opponents:

Abel, Adon, Akuma, Balrog(Boxer), Blanka ,C.Viper, Cammy, Chun-li, Cody, Dan, Deejay,Dhalsim, Dudley, E.Honda, Evil Ryu
El Fuerte, Feilong, Gen, Gouken, Guile, Guy, Hakan,
Ibuki, Juri, Ken, M.Bison(Dictator), Makoto, Oni, Rose, Rufus, Ryu, Sagat, Sakura, Seth, T.Hawk, Vega(Claw), Zangief, Yang, Yun

FADC's:

CL.:hp: xx FADC 148dmg 280stun

CL.:hk: xx FADC 168dmg 280stun

:mk: FK xx FADC :f::f: :hk: CW 280dmg 350stun ---> Note: assuming 3 hits :hk:CW

:mk: FK xx FADC :f::f: :hk: FK 200dmg 300stun ---> Note: keeps corner positioning

:mk: FK xx FADC :f::f: EX FK 240dmg 300stun ---> Note: keeps corner positioning

CL.:hp: xx :mk:FK xx FADC :f::f: :hk: CW 352dmg 520stun

Chicken Wing juggle 3 Hits and 2 Hits:

Abel, Adon, Akuma, Balrog(Boxer), Blanka , C.Viper, Cammy, Chun-li, Cody, Dan, Deejay, Dhalsim, Dudley, E.Honda, El Fuerte, Evil Ryu, Feilong, Gen, Gouken, Guile, Guy, Hakan, Ibuki, Juri, Ken, M.Bison(Dictator), Makoto, Oni, Rose, Rufus, Ryu, Sagat, Sakura, Seth, T.Hawk, Vega(Claw), Zangief, Yang, Yun

SUPER:

Raw super 370dmg

Note: thanks to new 6 frames startup, super is now comboable from j.:mk:/:mp: (middle hit) and j.:lk: (has to go very deep)

Super cancel:

ST/CL.:lp: xx :s: 400dmg

CR.:lp: xx :s: 390dmg

CR.:lk: xx :s: 390dmg

CR.:mp: xx :s: 435dmg

CL.:mk: xx :s: 445dmg

CL.:mp: xx :s: 440dmg

ST.:mp: xx :s: 450dmg

CR.:mk: xx :s: 450dmg

CL.:hp: xx :s: 470dmg

CL.:hk: xx :s: 490dmg

Hit confirm super:

Note: those are common ones, I wont post bnb's hit confirm into super since there is so many.

CR.:lk:, ST.:lp: -> CR.:mp:(3f) xx :s: 361dmg

CR.:lk:, ST.:lp: -> CR.:lk:(4f) xx :s: 325dmg

CR.:lk:, ST.:lp: -> CR.:lp:(4f) xx :s: 325dmg

CR.:lk:, CR.:lk:, ST.:lp: -> CR.:mp:(3f) xx :s: 332dmg

CL.:mp: -> :s:(3f) 440dmg
>Note: Fei's new raw hit confirm into super

CL.:mp: -> CR.:lp:(5f) xx :s: 386dmg

CL.:mp: -> CR.:mp:(4f) xx :s: 431dmg

CL.:mp: -> CR.:mk:(3f) xx :s: 470dmg

CR.:mp: -> CR.:mp:(2f) xx :s: 426dmg

CR.:mp: -> CR.:mk:(1f) xx :s: 441dmg

ULTRA:

Raw:

Ultra1 (Rekkashingeki): 363dmg Half meter / 495dmg Full meter

Ultra2 (Gekirinken) : 337dmg Half meter / 470dmg Full meter

Combo:

j.:hk:/:hp: -> Ultra1 394dmg Half meter / 496dmg Full meter

FA Level3 :f::f: Ultra1 398dmg Half meter / 491dmg Full meter

:mk: FK xx FADC :f::f: Ultra1 368dmg
>Note: 3 hits full ultra

:mk: FK xx FADC :f::f: :hk: CW Ultra1 364dmg
>Note: assuming 3 hits :hk:CW, 2 hits full ultra

CL.:hp: xx :mk:FK xx FADC :f::f: Ultra1 440dmg
>Note: 3 hits full ultra

CL.:hp: xx :mk:FK xx FADC :f::f: :hk: CW Ultra1 424dmg
>Note: assuming 3 hits :hk:CW, 2 hits full ultra

CR.:lk:, ST.:lp: -> FK(2f) XX FADC :f::f: :hk:CW U1 320dmg

CR.:lk: -> ST.:lp:(1f) xx FK XX FADC :f::f: :hk:CW U1 320dmg

CR.:lk:, ST.:lp: -> FK(2f) XX FADC :f::f: U1 333dmg

CR.:lk: -> ST.:lp:(1f) xx FK XX FADC :f::f: U1 333dmg

CR.:lk:, ST.:lp: -> ST.:lp:(4f) xx FK U1 315dmg

CR.:lk:, ST.:lp: -> ST.:lp:(4f) xx FK FADC :f::f: :hk:CW U1 304dmg
«134

Comments

  • LorteBuddingLorteBudding Joined: Posts: 128
    Advanced Combos:

    Chicken Wing:

    Into BnB:

    :hk:CW -> CR.:lp:(2f) xx rekkas :lp:271dmg :mp:279dmg :hp:286dmg EX300dmg 305stun

    :hk:CW -> CR.:lk:(2f), ST.:lp: -> CR.:lp:(3f) xx rekkas :lp:277dmg :mp:283dmg :hp:288dmg EX298dmg 350stun

    :hk:CW -> ST.:lp:(2f), ST.:lp: -> CR.:lp:(3f) xx rekkas :lp:287dmg :mp:293dmg :hp:298dmg EX308dmg 350stun

    Into Untechable knockdown:

    :hk:CW -> ST.:lp:(2f) -> CR.:hk:(1f) 250dmg 320stun

    :hk:CW -> CR.:lk:(2f), ST.:lp: -> CR.:hk:(1f) 254dmg 345stun

    Into Close Hard Punch:

    :hk:CW -> CL.:hp:(1f) xx rekkas :lp:351dmg :mp:359dmg :hp:366dmg EX380dmg 455stun

    :hk:CW -> CL.:hp:(1f) xx flamekick :lk:336dmg :mk:352dmg :hk:368dmg EX400dmg 510stun

    Flamekick FADC:

    :hk:CW -> CL.:lp:(2f) xx :mk:Fk FADC :f::f: Ultra1 453dmg ---> Note: Easier link, assuming 3 hits full ultra

    :hk:CW -> CL.:hp:(1f) xx :mk:Fk FADC :f::f: Ultra1 523dmg ---> Note: assuming 3 hits full ultra

    :hk:CW -> CL.:hp:(1f) xx :mk:Fk FADC :f::f: :hk:CW 450dmg 615stun

    :hk:CW -> CL.:hp:(1f) xx :mk:Fk FADC :f::f: :hk:CW Ultra1 2 hits 508dmg , 3 hits 587dmg

    3 hits Ultra1 chicken wing juggle:

    Dhalsim, Deejay, E.Honda, Rufus


    Counter hit:

    CR.:mp: -> :lp: rekkas(3f) 214dmg 250stun

    :f:+:mk: -> CR.:lp:(2f) xx rekkas :lp:206dmg :mp:214dmg :hp:221dmg EX235dmg 280stun

    :f:+:mk: -> CL.:hp:(1f) xx rekkas :lp:253dmg :mp:294dmg :hp:301dmg EX315dmg 355stun

    :f:+:mk: -> CL.:hp:(1f) xx FK :lk:271dmg :mk:287dmg :hk:303dmg EX335dmg 485stun --->Note: FK additional hits can whiff if not cornered

    :f:+:mk: -> CL.:hp:(1f) xx FK XX FADC :f::f: :hk:CW 385dmg 590stun

    :f:+:mk: -> CL.:hp:(1f) xx FK XX FADC :f::f: :hk:CW -> U1 445dmg 590stun

    :f:+:mk: -> CL.:hp:(1f) xx FK XX FADC :f::f: ->U1 458dmg

    EX Rekka x1 -> Cr.:lp:(2f) xx rekkas :lp:213dmg :mp:221dmg :hp:228dmg EX242dmg 218stun

    CL.:mp: -> U1(2f) 484dmg


    Character specific:

    BnB's:

    CR.:lk:, ST.:lp: -> CR.:mp:(3f) -> CR.:lp:(4f) xx rekkas :lp:195dmg :mp:201dmg :hp:206dmg EX216dmg 290stun

    Akuma, Cammy, Dhalsim, El Fuerte, Gouken, Guy, Juri, Oni, Makoto, Rufus, Sagat, Seth, T.Hawk, Yun, Yang, Zangief
    ---> Note: Tested with, j.:mp:, Can whiff if character is not standing


    Close medium punch into HK CW special cancel:

    CL.:mp: xx :hk:CW -> CL.:hp:(1f) xx rekkas :lp:385dmg :mp:392dmg :hp:398dmg EX410dmg 500stun

    CL.:mp: xx :hk:CW -> CL.:hp:(1f) xx flamekick :lk:374dmg :mk:388dmg :hk:402dmg EX430dmg 550stun --->Note: FK additional hits can whiff if not cornered

    CL.:mp: xx :hk:CW -> CL.:hp:(1f) xx :mk:FK FADC :f::f: :hk:CW 472dmg 640stun

    Cammy, Chun-li, Dudley, Juri, Makoto, Rose, Sagat, T.Hawk, Zangief

    Notes: No combo nor Tenshin into CL:mp: xx :hk:CW for T.Hawk and Zangief, due to strange stun frames.


    Others:

    :f:+:hk: -> CR.:lp:(1f) xx rekkas :lp:281dmg :mp:289dmg :hp:296dmg EX310dmg 355stun
    ---> Note: 1rst hit must go deep, focus break will give you +6 frames adv., making it easier

    Akuma, Bison(Dictator), Blanka, Cammy, Cody, Dhalsim, Dee Jay, Dudley, E.Honda, El Fuerte, FeiLong, Gen, Gouken, Guile, Guy, Hakan, Ibuki, Makoto, Oni, Rufus, Sakura, Seth, T.Hawk, Vega(Claw), Yang, Yun, Zangief


    Tenshin:

    Both normal and EX tenshin gives you +7 frame advantage. Ex version is faster and has a bit more range.

    Tenshin cancels:

    CL.:lp: xx Tenshin

    CR.:lp: xx Tenshin

    Note: Both CL.:mp: and CL.:hp: are tenshin cancelable but unusable for now since it pushes your opponent too far and/or still in a frame stun state, making the tenshin to whiff.

    Tenshin setups:

    Standing:

    On hit:

    MP/HP Rekkas x2 > EX Tenshin

    CL.:hp: xx :lp: Rekka x1 > EX Tenshin

    Blocked:

    Blocked CL.:lp: xx Tenshin

    Blocked CR.:lp: xx Tenshin (on certain characters only)

    Blocked CL.:mp:, pause, EX Tenshin

    Jump-in:

    Blocked j.:mp:/j.:mk: > Tenshin/ EX Tenshin

    Blocked j.:hp:/j.:hk: > Tenshin/ EX Tenshin

    Blocked neutral j.:hp:/j.:hk: > Tenshin/ EX Tenshin

    Blocked cross-up j.:mk:, CL.:lp: xx Tenshin/ EX Tenshin

    Throws:

    Forward throw, :f:+:mk:, Tenshin/ EX Tenshin

    Backthrow, jumpin cross-up, Tenshin/ EX Tenshin

    FADC:

    CL.:hp: xx FADC :f::f: Tenshin

    Experimental/blockstring/hit confirm:

    Hit confirm :mk: CW> ST.:lp: XX EX Tenshin

    Jump-in (hit or blocked)> ST.:lp:> Pause > ST.:lp: xx EX Tenshin
    or
    Jump-in (hit or blocked)> CR.:lk:> Pause > ST.:lp: xx EX Tenshin

    Frame traps:
    What it is: Canceling from a normal into HK CW for...

    1) Frame trapping.
    2) Cross-up combos.
    3) Anti-throw teching.

    Where you can use it: In the corner, with the opponent's back pressed to it or with a slight gap before the wall (situation dependent on the character, but most characters can be hit in both situations).

    Why you'll use it:

    -- It's safe in many situations since HKCW is +0 on block.
    -- Gives you an option select against many scenarios INCLUDING MASHED REVERSAL DPs WHICH IT CAN BEAT CLEAN. Some restrictions apply.
    -- It's essentially freebie damage if the opponent is trying to block or throw tech.
    -- You can combo into cr.LP/cl.HP xx Special from a hit, giving it a Tenshin-esque appeal.
    -- It will beat certain offensive tactics (as mentioned above).
    -- Crosses up, giving you a secret weapon against uber-turtles that leaves you less open than naked Tenshin and will not require EX to make worthwhile.

    Risks:

    -- Opponent blocks the X-up and gets out of the corner.
    -- You drop your combo following it and the opponent gets out of the corner.
    -- The opponent has a normal/special which can stuff this on reversal and gets out of the corner.
    -- Unlucky timing (but lucky for your opponent).
    -- Mashed Ultra.
    -- You use cl.MP and it hits while your opponent is crouching, causing your opponent's stun animation to force a whiff... Untested property. Please check this, otherwise stick to cr.LP (easiest to sneak in) or cl.HP (possible force stand with less whiff potential since the opponent will not be in stun when the HK CW begins its hits).

    Full list of comboable situations:
    Green Shows characters this crosses up on reliably if the opponent is in the corner or a little off from it (3-4 small squares in training).
    Blue Shows characters this crosses up on if there is a space between the wall and the opponent for Fei to squeeze into. May hit in front and cross over to the other side if opponent is at wall.
    Orange Shows characters this will only hit/cross-up on in one reliable situation.
    Red Shows characters this does not work on reliably.

    Akuma
    C. Viper
    Dan
    Dee Jay
    Dhalsim
    Fei (X-up with a gap b/w opponent and wall. If standing, hits X-up but stays on same side)
    Ken
    Ryu
    M. Bison
    Makoto
    Rose
    T.Hawk
    Zangief

    Cody
    Gen
    Guy
    Vega
    Rufus

    El Fuerte (corner X-up only)
    Guile (corner X-up only)
    Hakan (corner X-up only)
    Seth (corner X-up only)

    Adon (X-up with a gap b/w opponent and wall)
    Blanka (X-up with a gap b/w opponent and wall)
    Cammy (X-up with a gap b/w opponent and wall)
    Chun (X-up with a gap b/w opponent and wall)
    E. Honda (X-up with a gap b/w opponent and wall)
    Sagat (X-up with a gap b/w opponent and wall)
    Sakura (X-up with a gap b/w opponent and wall)

    Abel
    Balrog
    Gouken


    [edit] Ugh, typed this long paragraph on beating the SRK and testing data only to lose it due to pressing ctrl+c instead of ctrl+v on this message text.... In a nutshell, it was tested on crouch blocking opponents only. Against standing opponents, use cl.MP as it's un-interruptible once it has been canceled into HK CW. Messiah Kick is one move that will hit Fei once but doesn't give Rufus any real advantage. cl.MP xx HK CW is the clear winner if you're gambling to avoid an attack, but cr.LP has some situations and cl.HP gives the force-stand property which can work in your favor even though it won't combo. This property works because Fei moves to the backside of the opponent while the opponent is still in block stun. Obviously this movement is best shielded by a high-stun move like cl.MP, but if cl.MP hits... That needs testing.

    Could use a hand with testing this one--there's a lot more to run through than just comboability like above.

    [edit2] Here was the original thread on it started by Pasqual, although I did my own testing for this one:

    http://shoryuken.com/f273/cw-crossups-196642/

    He provides mainly X-up situations from mid-screen as opposed to the corner, which is different from what I'm prescribing (mine is a simpler rendition, updated for SSF4 hitboxes). Mine is also combo-oriented, made for maximum damage potential in mind. The good thing about Pasqual's is that it details standing cross-up situations and cross-ups with LK/MK CW as well which I haven't tested yet (and am not going to).
  • nosonenosone Joined: Posts: 1,319
    This is an important one that I like to use:

    cr.LK> s.LK> cr.LP> Rekka. the s.LK>cr.LP is a 1-frame link, but as far as timing goes, its got the same rhythm as the regular BnB, so its very easy to pick up--plus it hits all crouchers.
  • LorteBuddingLorteBudding Joined: Posts: 128
    Thanks Kobrakoun, thread updated
  • IronMcHardSteelIronMcHardSteel Achachachacha! Joined: Posts: 23
    I really appreciate this because I'm too lazy to dig through all the other threads.
  • PeterIvoryKingPeterIvoryKing Joined: Posts: 61
    Hit confirm super:


    Note: those are common ones, I wont post bnb's hit confirm into super since there is so many.

    CR.:lk:, ST.:lp: -> CR.:mp:(1f) xx :s: 392dmg
    That's a 2 frame link. The third hit confirm super is a 5(!) frame link. Fourth is a 4 frame link. 5th one is a 3 frame link. 7th is a 1 frame link. I'm using the frame data here:
    http://www.eventhubs.com/guides/2009/apr/17/fei-longs-frame-data-street-fighter-4/
  • LorteBuddingLorteBudding Joined: Posts: 128
    That's a 2 frame link. The third hit confirm super is a 5(!) frame link. Fourth is a 4 frame link. 5th one is a 3 frame link. 7th is a 1 frame link. I'm using the frame data here:
    http://www.eventhubs.com/guides/2009/apr/17/fei-longs-frame-data-street-fighter-4/

    Thanks for the help! thread updated
  • CarbiniCarbini Joined: Posts: 171
    I don't know if you want to include it, but you can "link" his crouch jabs and end with rekkas. You just can't chain them
  • PeterIvoryKingPeterIvoryKing Joined: Posts: 61
    Well, you can chain at least 2 I think, but yeah, the last jab has to be linked. It's a 1 frame link, but sometimes you can't do st. lp so it has some use.

    He already has it up there in the BnB section though.
  • coldstoneaddictcoldstoneaddict Joined: Posts: 288
    thing about Fei's BNB's are i have my off days with them. There are days when i have the Rhythm and can hit it 7-9/10 tries and theres those days where im lucky to hit it once or twice.
  • ATi7500ATi7500 Feimitsu Danwa Joined: Posts: 461
    I haven't seen crMP crLP rekka listed within the Rekka or BNB combos..why?
    Improvise, adapt, overcome.
  • x_Rock_Lee_xx_Rock_Lee_x The God of Thunder Joined: Posts: 632
    I haven't seen crMP crLP rekka listed within the Rekka or BNB combos..why?

    I don't think you can ATi , only on CH can you link an cr.mp with rekka.

    You can do a cl.mp>cr.lp>Rekka
    'The Way of the Intercepting Fist.'
  • nosonenosone Joined: Posts: 1,319
    Lol, he said cr. MP> cr.LP> Rekkas. It's definitely possible, but best done from a jump-in since its not much of a hit-confirm on its own--especially since you kinda have to be close. The better option is still the cl.MP IMO since it gives more damage and more stun.
  • Nemesys_SyndromeNemesys_Syndrome What the?! Where?! Joined: Posts: 2,412
    Will you be doing a section on "conditioning" and Tenshin setups?
  • ATi7500ATi7500 Feimitsu Danwa Joined: Posts: 461
    Lol, he said cr. MP> cr.LP> Rekkas. It's definitely possible, but best done from a jump-in since its not much of a hit-confirm on its own--especially since you kinda have to be close. The better option is still the cl.MP IMO since it gives more damage and more stun.

    Exactly. Anyway yesterday I began to try the BnB, as I got my stick recently (was with keyboard before). First step was to master crLP rekka, then I tried with the classic crLK, stLP, crLP rekka. Believe it or not, crLK x2 crLP rekka feels MUCH easier to me. Tried also to introduce the stLK in the combo but that just mess up my timing for some reasons lol
    Improvise, adapt, overcome.
  • nosonenosone Joined: Posts: 1,319
    Will you be doing a section on "conditioning" and Tenshin setups?

    Conditioning's kinda free-form I think. People react differently to certain tactics and such. There are no guaranteed ways to land a Tenshin so how and when you use it is going to be up to you.

    Some ways I land it:

    MP/HP Rekkas x2> EX Tenshin
    Blocked LP XX Tenshin
    Blocked cr.LP XX EX Tenshin (on certain characters only)
    Blocked j.MP/j.MK> Tenshin

    Lol that's really about it. I guess punishing DP mashers is the first order of business. Afterward, setting a rhythm with jump-in to BnB/Throw gets them to block/Option Select more. It can be a real guess since a jab that HITS will not allow you to grab them from a canceled Tenshin (even if you use regular Tenshin). That means free combo for your opponent. One setup that also works for me is:

    Blocked jump-in> cr.LK>> delay>> St.LP XX EX Tenshin

    The delay should be small, as if you're trying to do a link instead of a cancel; the larger the delay, the more opportunity your opponent has to option select (and get hit by your jab).

    Just notes on safety: EX Tenshin is safer since the cancel from st.LP gives only a 2-frame window for reversals, whereas regular Tenshin leaves 4 frames. 2 extra frames is enough for the opponent to pull an invincible reversal if they're mashing, or to catch a lucky option select. It's too small to catch with the eye though.
  • Nemesys_SyndromeNemesys_Syndrome What the?! Where?! Joined: Posts: 2,412
    I've also used j.mk crossup > st.hp > FADC > tenshin as well. I find alot of people freeze for some reason when they get hit by a st.hp for some odd reason. And I can almost swear that Fei's awkward pause from his dash disappears when you do a FADC > Tenshin. It comes out almost fluently. Just thought I'd add this on to the combo as well.
  • x_Rock_Lee_xx_Rock_Lee_x The God of Thunder Joined: Posts: 632
    Lol, he said cr. MP> cr.LP> Rekkas. It's definitely possible, but best done from a jump-in since its not much of a hit-confirm on its own--especially since you kinda have to be close. The better option is still the cl.MP IMO since it gives more damage and more stun.

    Is cr.mp not crouching Medium punch ?
    'The Way of the Intercepting Fist.'
  • LorteBuddingLorteBudding Joined: Posts: 128
    I'm gonna update this thread very soon, with new damage, specific character and counter hit combos.

    Here's a nice tenshin setup: backthrow, cross jump, tenshin
  • x_Rock_Lee_xx_Rock_Lee_x The God of Thunder Joined: Posts: 632
    I'm gonna update this thread very soon, with new damage, specific character and counter hit combos.

    Here's a nice tenshin setup: backthrow, cross jump, tenshin

    Be carefull vs onliners with reversal everything :(
    'The Way of the Intercepting Fist.'
  • nosonenosone Joined: Posts: 1,319
    Is cr.mp not crouching Medium punch ?

    Yes, but the point is, he said to do cr.LP XX Rekkas. I think you're confusing doing cr.MP to (LP) Rekkas with the cancel from cr.LP XX (LP) Rekkas
  • RPGv2RPGv2 Joined: Posts: 740
    just testing shit out quickly

    close standing mp is a hit confirm into super with the jab button. it feels like chun li's 3s SAII hit confirm.

    only tested it on juri so far

    also fp after cw does seem lots easier now.
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  • HNIC MikeHNIC Mike Joined: Posts: 9,938
    im gonna say its easier now too. first time i went to training mode vs juri i got 46 hits on my 3rd or fourth try
  • j_casej_case Joined: Posts: 216
    rpg do u mean it links from close mp straight to super? and about that cw link thing, ex cw is definatly easier to link from, hkcw on the other hand feels the same
  • RPGv2RPGv2 Joined: Posts: 740
    rpg do u mean it links from close mp straight to super? and about that cw link thing, ex cw is definatly easier to link from, hkcw on the other hand feels the same

    Yes it links from close MP straight to super, it's like the s.mp x d.lp link.
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  • nosonenosone Joined: Posts: 1,319
    I thought up a quick Tenshin set-up that may work on most medium-sized/large-size characters. It's a variation of the standard st.LP> Tenshin.

    Hit confirm MK CW> st.LP XX EX Tenshin

    Or,

    Jump-in (hit or blocked)> st.LP> Pause> st.LP> EX Tenshin

    You might ask: why do a Tenshin when I confirmed a jump-in? Well there's little time to actually confirm the jump-in before the combo opportunity is too late (unless you're punishing a move), and most people will go straight for the (nerfed) BnB rather than a damaging combo, just to extend the confirmation time. For one meter, you buy yourself a confirmation window for the cl.MP> HK CW combo or other moves easily. This is hit or miss, as a jump-in to BnB is about equal to cl.HP> Rekkas, though you can see the benefit if your opponent is exceptional at keeping his/her guard. At worst, you lose the combo opportunity when you had the opening, possibly eating a spammed SRK in the process :rofl: But that's just the thing with Tenshin.

    The +2 (+5 on hit jab) should give us some wiggle to beat the opponent's jabs/throws and if they're Option Selecting correctly, they'll wait an additional fraction before spamming the LP+LK. This should confirm a blocked jab for Tenshin. Now, if they're constant back dashers, your two-in-one will whiff and Tenshin won't come out. Depending on what kicks you press, you could get a st.LK to come out or nothing at all if you do it fast enough. Either way, you should be able to recover before your opponent. Works well in the corner, but you definitely need to condition the opponent not to spam SRK.

    It won't work on small characters that are crouch blocking, so use this with caution. What do yall think?
  • LorteBuddingLorteBudding Joined: Posts: 128
    Thread updated, thanks for the help guys. Took some tenshin setups here and there, hope you don't bother. Still need help with frame data!
  • nosonenosone Joined: Posts: 1,319
    Just some interesting notes on Fei's combo damage:


    j.MP> cl.MP> cr.LP XX HP Rekkas = 274dmg 330stun

    j.MP> cr.LK> st.LP> cr.LP XX HP Rekkas = 228dmg 300stun

    j.MP> st.LP> cl.MP> cr.HK = 236dmg 335stun (Untechable)

    j.MP> cl.MP> cr.HK = 230dmg 320stun (Untechable)


    j.MP> st.LP> cr.MPx2 = 208 dmg

    j.MP> st.LPx3> st.MP = 203 dmg

    j.MP> cr.LK> st.LPx2> st.MP = 193 dmg

    As you can see, the damage gap for the BnB and normal combos/links has been greatly reduced.
  • CarbiniCarbini Joined: Posts: 171
    Heads up everyone:

    Forward Standing roundhouse at point blank range combos into cr. lp then rekkas on certain characters. I'm going through them all now I'll drop the list as an edit. It's a 1 frame link and 296 damage(Fierce Rekkas). This can't be done from a jump-in.

    Possible frame trap as well... however if blocked it pushes you out of crouch jab range, so you would need to catch a normal. You're at -1 so it isn't REALLY a frame trap, but the move looks awkward enough that you are unlikely to be reversaled after it, giving you at least 1-2 more frames for jab to take priority.

    Edit: Turns out list of characters it DOESN'T work on is shorter...

    Doesn't work on:Ryu Ken Gen Dan Sakura Juri Chun Abel Viper Sagat Guile Balrog Adon Rose

    Remember that forward roundhouse hops you forward a bit. so you don't have to BE point blank when you press the button.

    Edit 2: lol testing combos after midnight is a bad idea, good eyes nosone. Wierd thing is I did it at the end of the post but not the start hah.
  • nosonenosone Joined: Posts: 1,319
    Carbini, best to edit your first line which says "Close Standing Roundhouse" that's confusing since cl. HK will give you Fei's super cancelable move. I get that you're trying to say f+HK though.
  • LorteBuddingLorteBudding Joined: Posts: 128
    Did some tests on the training room; super is definately 5 frames startup: you can 1 frame link it after crouching medium punch (which gives +5)
  • nevillebamshewnevillebamshew Joined: Posts: 728
    Right, so it's a hitbox anomaly when doing reversal Super on Dudley fierce MGB?
  • LorteBuddingLorteBudding Joined: Posts: 128
    Maybe this is an hitbox problem, or framedata could be wrong
  • nosonenosone Joined: Posts: 1,319
    Lorte, some more combos that I cooked up for you:

    j.HK> st.LP> cl.HP XX EX Flame Kick: 350 dmg/550 stun.... MK gives 308 dmg, HK gives 322 (same stun)

    I find this to be an excellent corner hit-confirm off of a jump in since you have that extra st.LP thrown in there to force you to wait and try to plink the cl.HP rather than straight canceling from HP. I find this pretty easy to do, and it's probably the most damaging hit-confirm combo you can do off of a jump in with only 1 meter stocked. Sometimes my Plink'd HP will fail and give me cl.MP or another LP, but this still cancels into EX Flame Kick, and plinking an LP only does 8 less damage than jump-in cl.MP> cr.LP XX EX Rekkas.

    Of course, if you get a rapid fire cancel on LP due to poor link timing the Flame Kick won't come out. Thankfully though, you can just hold back to block (since your stick/pad position should already be there), or use the advantage to continue into LPx3> (cr.LP on some characters can be added here) XX Rekkas.

    The beauty of this is when you have 2 bars and can FADC cancel a normal flame Kick. With some timing, you should be able to juggle U1 even though this is in the corner. Beware that some characters have weird floating animations that can cause a second/third Flame Kick to whiff. I'll have to test the roster to see where this happens. So far, Shotos and Cody are good, but Abel is not (you don't get the 2nd kick on HK, or EX, though you DO get the 3rd).


    cr.LK> st.LP> cr.LP XX MK Flame Kick: 164 dmg/280 stun (Do not use EX or HK as the other hits whiff)

    This works best off of j.MP as that can get you deep inside (you don't have to be THAT close though so any jump-in will work). It's a variant of the BnB that ends in a MK Flame Kick. Surprisingly, it's only about 10 damage less than the HP Rekkas version, and does 50 more stun! It took me awhile to get it down since it feels weird not ending with Rekkas, but the rhythm is the same as the usual BnB. Using the db, db+K "shortcut" helps when doing the flame kick, though its possible to do it with the regular motion as well.

    What's great about this is, again, when you have 2 bars of meter it's essentially a hit-confirm into an Ultra juggle or HK CW juggle. I found that it works on medium sized to large size characters very consistently. It's easier to do this off of j.MK cross up on larger characters as opposed to medium sized ones for obvious reasons, but the j.MP version works just fine. I officially tested the Shotos, Abel, Cody, and Cammy with this--a good variation of hitboxes I'd say. While it DOES work on Cammy, it's nowhere near consistent as you have to be much deeper to hit it.
  • JayGeeJayGee 15 - Wash Your Hands Joined: Posts: 353
    Bumping this thread to thank the OP immensely. Copy pasted this all to Word and printed it out.
  • delrizodelrizo Joined: Posts: 34
    In regards to fei's j.MP: if you can knockdown your opponent at tthe corner and attempt to cross him with j.MP, you will get an ambigous cross. Sometimes it happens and sometimes it doesnt. You can then cr. lk to st. lp xx BnB. Its hard to explain how to do it but i seen mago, who supposedly goes by mago2dgod, does it on a boxer. I cant find the link anymore either. But try it in training mode, i use on my friends they can't tell which side to block.
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  • pumakendopumakendo Joined: Posts: 49
    i know this is asking for a lot, but if you didn't notice, the list of all the bnbs is quite intimidating. as a result, i'm not sure which ones to really practice because in games you tend to stick to one high punish combo, one bnb that starts from a quick move, and a few variations that have super cancels, fadcs, etc. i'm finding the list really troubling.

    if someone doesn't mind, can someone list what they see as:

    Best hit confirming BnB to practice for starters? Then which one to eventually move up to (a harder link)?

    Best combo to do off of a cross up and jump in?

    Best punish combo for big whiffed move or crumple stun off of lvl 2 focus or off of a tenshin? I'm thinking cl.hpxx hp rekkas x3 for meterless punishes to push them to corner.

    Your favorite link after chicken wing (i'm looking at s.lp into one of the bnbs listed, for starters, before moving up to cl.hp)?

    Any other combos worth mentioning for starters with fei long?


    Thank you everyone!
  • CarbiniCarbini Joined: Posts: 171
    Your most damaging punish for the money is close fierce punch to EX flame kick, Ultra 1 or close fierce punch to Super if you have the meter. You can opt to use rekkas instead of flame kick also. You do less damage with rekkas but gain corner positioning.

    The most "hit confirm-able" BnB is crouching short kick, crouching short kick, link to crouching jab punch and cancel that to rekkas. I suppose this would be the same one you would use after a cross-up. Standing jab punch isn't useful in a "hit confirm BnB" as it misses some/most characters while crouching.

    After a chicken wing? Learn the fierce punch link. You are throwing pure damage potential out the window if you can't do that link. If you must, use crouching short, standing jab, crouching jab, rekkas. Don't get comfortable with that combo though, it's a silver medal combo that does less damage in exchange for an easier link, practice fierce punch. This is especially important on the 8 characters that are vulnerable to Fei's "400 damage meter-less punish."

    That combo is as follows:
    Standing Strong Punch, Roundhouse Chicken Wing, Close Fierce Punch, Rekkas (398 Damage)
    Combo works on: Dudley, Juri, Sagat, Thawk, Makoto, Chun, Cammy, Rose,

    Also remember, Fei's pokes are amazing. You can do "pretend" BnB's (instead of hit confirming a real combo) then follow with crouching mp or a single light punch rekka for pressure. Don't get stuck in the mindset of "Get in, hit opponent with standard combo, keep fighting." Fei Long can stay all over the opponent doing plenty of damage with single pokes like crouching forward or strong. I personally love far standing fierce punch. Especially when it trades on a normal with someone who has less health than Fei, like Chun Li. It's a bit slow but has decent priority.

    As far as other combos worth mentioning. Remember Fei has an advantage in that if you cancel a flame kick and it is blocked, you have the standard dash in and are safe like any shoto canceling a SRK. If it hits though, you can follow with roundhouse chicken wing now on just about any character, but it has a different timing than vanilla street fighter 4. This makes things like gambling 2 meters to cancel a flame kick you did directly following a blocked chicken wing worth the 2 meters, as if it hits, you've got another free chicken wing. (Remember to use medium flame kick in this instance)

    One more combo worth mentioning is after counter hit Forward+Roundhouse (The double kick). This happens sometimes when you crack your opponents focus attack with Fei's Forward+Roundhouse. You can combo crouching medium punch off this, and even cancel OR link Super after it. It looks pretty sexy when you pull it off. You'll find this effective on focus happy characters. Most Sagat's I face tend to think they can focus Fei for free. This kick makes them think differently.
  • BayamBayam Joined: Posts: 67
    "Best punish combo for big whiffed move or crumple stun off of lvl 2 focus or off of a tenshin?"

    One thing: against some character you can do: st.MP xx HK Chicken wing, st.HP xx Flame kick. (Boxer, Chun, Dudley, and I'm not sure for the other, probably Sagat, Seth...).
  • pumakendopumakendo Joined: Posts: 49
    thank you, you are my hero. i'll practice the cl.hp link for sure. also very nice info on the canceled mk. flame kick. helps alot for a fei noob like myself.
  • nosonenosone Joined: Posts: 1,319
    Your most damaging punish for the money is close fierce punch to EX flame kick, Ultra 1 or close fierce punch to Super if you have the meter. You can opt to use rekkas instead of flame kick also. You do less damage with rekkas but gain corner positioning.

    cl.HK xx Super does more damage than the cl.HP xx Super. It's 7 frames to start, but in some instances you could/should opt for that. Lv2 Focus> cl.HK xx Super is one.
    The most "hit confirm-able" BnB is crouching short kick, crouching short kick, link to crouching jab punch and cancel that to rekkas. I suppose this would be the same one you would use after a cross-up. Standing jab punch isn't useful in a "hit confirm BnB" as it misses some/most characters while crouching.

    Gotta beg to differ. If you know who it works on and who it doesn't, the st.LP version is 10x's easier and more reliable since it's not a 1-frame link. There's also cr.LK> close st.LK> cr.LP xx Rekkas which forces you to link the cr.LP since you can't rapid fire after the st.LK (means you can't fuck up with a rapid fire). The timing is also surprisingly similar to the cr.LK> st.LP> cr.LP xx Rekkas bnb.
    One more combo worth mentioning is after counter hit Forward+Roundhouse (The double kick). This happens sometimes when you crack your opponents focus attack with Fei's Forward+Roundhouse. You can combo crouching medium punch off this, and even cancel OR link Super after it. It looks pretty sexy when you pull it off. You'll find this effective on focus happy characters. Most Sagat's I face tend to think they can focus Fei for free. This kick makes them think differently.

    :r:+HK doesn't let you link a crouching MP. It's only a 3-frame advantage, so at best you can do a cr.LP xx Rekkas. The spacing is also tight; you have to be in your opponent's face when you do this if you ever hope to reach with that cr.LP, making the combo totally impractical as you don't want to be in your opponent's face trying to launch a 15-frame, blockable, non invincible, non airborne, non-anything move. That'll get you killed.

    Yes, you can try a frame trap after the :r:+HK, but the typical range where you'd hit this would push you out too far to connect with cr.MP. You can try other things like Rekkas or CW, but none of these are guaranteed.
  • CarbiniCarbini Joined: Posts: 171
    Close HK to super is true, 20 more damage I believe. I'm always doing fierce punch to flame kick It's just habit to use it for super too, but good call nosone. You can do it after a Tenshin as well but it's a one frame link.

    One frame link or not, cr. lk, cr. lk, cr. lp, rekkas is still solid because even if you slip the combo you are at a safe enough distance from your rekka push back with the exception as maybe Balrog. He was asking as a new player so I figured he didn't want to learn the list of tiny crouchers.

    As for Forward+Roundhouse, I said on counter hit specifically, as the case happens a lot when you break focus with it. Counter hit gives you 5 frames, not 3. Giving you just enough freedom to link crouching medium punch to super. Pop in training and set the dummy to full focus and try it. The distance is way more lenient as well with crouching medium punch.
  • nosonenosone Joined: Posts: 1,319
    Would counter-hit apply to the second hit of f+HK if you score the first as counter-hit? Aside from focus I mean; you're not gonna catch focus that often with f+HK.

    I'm inclined to think not, since a counter-hit CW only gives counter-hit status to the first hit. And if not, then you'd have to counter-hit with hit #2, which is very difficult connect by itself and still be in cr.MP range.

    If it does, however, the range factor still makes it incredibly difficult to land the attack (the f+HK) up close, and thus the link is difficult to capitalize on.
  • LorteBuddingLorteBudding Joined: Posts: 128
    Thread updated:

    -Added close medium kick special cancels
    -Corrected chicken wing links
    -Added counter hit section
    -Started character specific combos section
    -Added new tenshin setup (blocked close medium punch, EX tenshin)

    Still a lot of work to do:

    -Chicken wing combos (into bnb, close hard punch etc..)
    -Develop character specific combos (close medium punch xx HK CW)
    -Add Kobrakoun's combos and any valuable information gathered in Fei's threads

    Maybe?:

    -Re-do moveset list
    -Frame traps section
    -Shortcuts section
  • nosonenosone Joined: Posts: 1,319
    Lorte: FYI I also posted in the other Combo thread: http://shoryuken.com/showthread.php?t=174966&page=22

    Page 22 and 23 for more info on the Flame Kick BnB (into HK CW/Ultra). I had to stop testing due to moving to NYC where I currently have no TV to hook up my Xbox to, but it seems to work just fine on the majority of the cast. Only exception I've found thus far is Cammy.
  • CarbiniCarbini Joined: Posts: 171
    Yea nosone the only time you are going to hit that second hit counter hit is on a focus break, but that's what I'm saying. I get people to focus me a lot with my pokes, and eventually I use that move to make them think twice. You should be aware of the option to at the very least follow up with crouching medium punch. The range factor isn't as bad with crouching strong as it is with a jab like I mentioned a few posts earlier.

    It's just one of those things you should know, and that seems to come up a lot for me as it's common for me to break focus with that attack after expecting a focus from poking with crouch fierce. Too many crouch fierce pokes will get your opponent looking to focus the next one, overhead has the same effect. Then you bring in Forward+Roundhouse to crack them and they don't know what to think.

    A free medium punch is a free medium punch. And if you've got full meter... ouch.
  • j_casej_case Joined: Posts: 216
    lorte i dont mean to be pushy or anything but i think it would also help to have an updated list of all the characters who can crouch the standing lp after being hit.
  • PolybiusPolybius Joined: Posts: 274
    To get all 3 hits of ultra from shien fadc ultra does the ultra need to be delayed or executed immediately? I keep getting 2 hits.
  • nosonenosone Joined: Posts: 1,319
    Delay it. The opponent should be coming down from the Flame Kick a bit before you launch. If you do it right away, they'll still be reaching the apex of the attack and you'll whiff all hits. If you delay too much, you get 2 hits, and if delay WAY too much, you get 0 hits.
  • ATi7500ATi7500 Feimitsu Danwa Joined: Posts: 461
    After a chicken wing? Learn the fierce punch link. You are throwing pure damage potential out the window if you can't do that link. If you must, use crouching short, standing jab, crouching jab, rekkas.

    When playing online, i'd say you may opt for crLP xx MK/HK/EX flamekick, it's more reliable overall. Also, depending on the spacing of the CW, you may not always hit a clHP afterwards. Instead, crLP extends in all situations in which the third hit of the CW connected.

    I'm not sure about the damage difference but it should be similar to the standard BnB, with more stun.
    Improvise, adapt, overcome.
  • InTheLightBlueInTheLightBlue Joined: Posts: 454
    Why are Fei Long's combos so dam hard compared to everyone else?

    Challenge #19 seems impossible for me.
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