Oh the Rekka CW lock down is simple. to perform this you execute a CW, what matters here is the strength of the CW. For example if you do the Short CW, you will end up close but push back because of the block stun, performing a rekka will leave you open for a counter attack which isn’t worth it. Perfmroing the foward and RH rekka’s allow you to do standing fierces safely but they come with a window of opportunity of being countered.
RH CW- Quick, and when opponent is cornered it hits for twice depending on the hitbox of the character. Their is an open window to counter fei, it begins right after the second hit from the CW, at this point you can be countered accordingly if you do not recognize the timeing of the Fierce. It’s really simple and done like this.
Opponent in corner- RH CW, First hit blocked, Second hit blocked, Fei long whiffs the third hit, and at this moment is when you want to input the fierce punch. It is at these frames when Fei will land on the ground and is vulnerable to attack, it’s not a good idea to do a rekka since the startup is slow and is easily deviated.
Opponent in corner- Foward CH- All hits of the Chicken Wing connect, the third counts as the overhead, this is simple since reading the third hit gives you a great sense of intuition of hitting fierce. After fei lands you can simply end this chain with standing jab, and short flame kick, or standing jab jab to allow push back and fierce rekka, strong rekka, strong rekka. Or option three, you can simply sweep to counter a throw. Here is a huge window for fei to do some variations of offensive/defensive attacks. after the foward CW is blocked, you can do crouching jab, into standing Fierce and execute rekka, tick throw, defensive sweep to counter a throw or simply block to counter any AA with a fierce rekka chain.
It’s not difficult :wgrin: I’d had problems adjusting towards mame online play and doing it.
performing it is simple, you can lay in the B/D motion of it for how long as you want. the whole HCF/UF part is really easy, executing it is somewhat difficult. Sometimes the move itself won’t come out, or Fei will Jump, or do a standing or foward RH. Execute the motion and the RH around the time the rotation comes toward the U/F part of the move. The Tiger Knee is almost identical, but the CW is strict, pulling them off consistantly requires a certain pace. Performing it moderately and not at eccentric motions will give you CW’s nearly all the time.
Doing this without a standing fierce blocked takes practice, doing this with the standing fierce blocked is easy, just setting the rythm and pace takes time getting attuned.
If your having problems with it, set the dummy and block and trying performing the Standing Fierce, CW Block string.
Im getting better at the CW kicks, thanks for the help guys.
Whats my best bet of getting out of N. Kens Knee bash trap, i could be dominating a match and if i get caught in this i really turns the tides the other way. Should i try and Flame Kick as i land or try and throw him?
Hey WD, I wanted to send you the transcript of some of the match ups, it’s roughly seven pages of reading. I have not been able to start the video.
Noob-NJ, If your getting caught in ken’s knee bash trap, your not spacing yourself safely, or holding down on foward to often. It’s not difficult to reverse it, just like Fei after a CW stun sometimes walking foward can get Fei in trouble to be thrown. A quick short Flame Kick will train the Ken to avoid getting close, but will also leave you open for a S. RH.
N. Fei is infinitely better. O. Fei is just scary up close. O. Fei can cancel his c.lk and c.mk, along with s.fp (far), s.mk, and c.mp which is really helpful, whick allows for j.rh, s.mp, c.mk xx rekkas. After a meaty attack, low mk or lk into rekkas hit people trying to throw, which gets them scared to throw allowing for more throw from you. O. Fei also had a better j.rh which is his chicken wing animation and crosses up (hard to do though). C.fp/s.fp, c.mk xx rekkas on someones wake-up hurts like hell. But N. Fei has chicken wing, super, command overhead, WAAAAY better cross-up, which lets him get in and fight easier. I only use O. Fei though, I like to make things hard on myself lol.
I noticed fei’s st. fp is very effective vs honda it stuffs alot of honda’s normals and the hand slaps… so if he swings he gets popped and also stops alot of headbutts… it comes out fast and recovers fast but not fast enough as there are times were I got popped by a headbutt… but its his main poke vs honda… works on blanka too
The Handshake is a risk because of the amount of time frame is left vulernable after the 10-11 Frames of not being able to recover.
Standing Short’s stuff headbutts, blankaball, and Psycho crushers.
Crouching Foward stops a psycho cruser.
Short flame kick also stops, but it needs to be done as a counter and not so early, Fei will get countered if done way too early.
Crouching Fierce also stuffs bisons S Kicks and Psycho crusher. Really strange hit box on that.
I’ll confirm that - as Honda I’ve headbutted Fei after a whiffed standing FP a few times. It’s pretty hard to do from a distance though, most of the time my headbutts get hit or blocked anyway, so if you have a sudden urge to FP it’s not that risky.
Ok, I’ve been getting alot of questions just how to combo in Fei Long’s CW, into Fierce, or Crouching jab through Rekka or into Shin Rekka. I’ll answer them here since it’s easier and a great reference.
----------------CW, any strength Close up----------------
Comobing in a Chicken Wing into rekka isn’t as hard as it looks. The key is distance and position. In order to execute this combo it is likely and much more accurate performing the CW up close. Doing so, will alllow all three hits, or if blocked at least the overhead to start the combo.
If opponent is knocked down, and you would like to pressure with a meaty Chicken Wing, start off close, the strength varies from short, foward, and roundhouse. Using a short will allow for a overhead on the third hit breaking a crouching opponents guard, using the foward results in a neutral state if blocked allowing Fei Long to build a pressure string. Using the Roundhouse will launch Fei over the opponent, having the final hit of the Chicken Wing hitting from the opposite direction as Fei travles around the opponent, Fei will be behind the opponent allowing for a quick crossover to gain some edge and momentum for pressuring your rival into the corner or in another direction.
The combo isn’t difficult, nor does it require STRICT input or time. If done to slow, the Chicken Wing will combo, but the Crouching jab or Standing Fierce will be seperate and possibly miss the whole combo all together.
The distance while performing the Chicken wing is important, in order to get that 7/6 hit Fei must be in SWEEPING DISTANCe, or CLOSE UP. If Fei has to travel further than he has to, only the last two hits or the third hit will end up connecting with the opponent, in some situations Fei’s standing Feirce will connect, but performing the rekka at long distances will result in an open or lose chain, leaving an open hole for the second rekka to whiff and the third hit of the Rekka to hit, performing this combo in this situation requires quick action for fei to have enough speed on connecting the third hit, the end result will be a 5 hit combo. If done close though, the secret is watching when Fei lands and recovers from the Chicken Wing.
After Fei touches base on ground, pay close attention how fei is not in neutral, but in a crouching state, this allows the user to input a crouching jab at that very moment. Than executing the rekka chain combo. Here are basic combos.
Close CW any strength- (fei touches the ground, input) Crouching Jab, Rekka x3/Standing Fierce, Rekka x3/Crouching Jab, standing Fierce Rekka x3/ Standing Jab, Short Flame Kick/ Standing Jabx2, crouching jabx1, Rekka Ken x3/ Standing Fierce, xx into Super.
The result. Performing the Chicken Wing closer, or in sweep distance allows for better openings and starters for comboing in the larger hits. Doing so from a distance will limit Fei Long’s combo ability.