I’ve recently discovered that you can combo cl.MP, c.LP, Rekka x3 so I’ve switched my jump-in combo to:
j.HP, cl.MP, c.LP, Hard Rekka x3 (302 dmg) (As bfg mentioned, not valid for crossups)
High Damage, safe on block, and it has an easier input and timing than the other Fei Long hit confirm combos into Rekka x3
cl.MP to c.LP is a 4 frame link, and it gives enough time to prepare for c.LP to Rekka as if it was an independent combo…
You should have noticed by now (and I’m pretty sure you all have) Fei Long close medium punch has one of the best frame data moves of the game (+3 on block | +7 on hit)
Am I the only one around using this? I’ve noticed everyone is using c.LK, c.LP, Rekka x3 but I find this timing quite more difficult than this one and it has only the advantage that c.LK hit low (I mean, it can’t be blocked by a standing character) , while cl.MP doesn’t (it can be blocked by a standing character, but hits on every crouching character of the game), but cl.MP has the advantage what also hits on crouching characters, including Cammy who whas a very small hitbox while she’s crouching.
Plus, and this is why it is a hit confirm combo, cl.MP and c.LP are safe on block, and there’s aswell enough time to notice if your opponent is blocking and stopping the combo on cl.MP, or trying a c.LP, Medium/Hard Chicken Wing, also safe on block, or after cl.MP walk slightly foward and go for a tick throw, or try F+MK (overhead) and start mindgames, or attempt to crossup with j.MK…