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 Enter the Dragon

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raij1n

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PSN : feiinweltall
Posts : 522
Location : San Antonio

PostSubject: Enter the Dragon   Wed Nov 10, 2010 3:42 pm

Some with more consistency than others.

HP xx Rekka x 3

HP xx FK (Ex FK for highest damage)

HP/Mk xx FK FADC CW

HP xx Lk.Cw

^(can follow with cr.Lp/Mp xx super, cr.Lp xx rekka x3, cl.Hp xx rekka x3, and in some instances for a super tight link, cl.Hp xx CW)

J.Mk > Mk xx FK

J.HK > Rekka x3

J.Hk > Lp xx Rekka x3

J.Mp > Mp xx Rekka x3

J.Mk/Mp xx FK (Can add FADC Cw)

J.Hk / Hp > Ultra 1

Cross up combos

J.Mk > Mk xx FK (Can add FADC Cw)

J.Mk > Hp xx FK (Can add FADC Cw)

Counter Hit

F.Mk >Mk xx FK


Last edited by raij1n on Wed Nov 10, 2010 4:49 pm; edited 2 times in total
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raij1n

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PSN : feiinweltall
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Location : San Antonio

PostSubject: Re: Enter the Dragon   Wed Nov 10, 2010 4:29 pm

Normals and uses for footsies and poking.

St. Lp - Throw it out to test the waters, or if you feel a throw coming on. Easily combos into rekka or super. Can link into Mp then Hp (1 frame links, strict timing)

St. Lk - Can interrupt grabs. haven't found any other use besides trolling or beating slower meaty pokes being used against Fei.

Cr.Lp - Can chain up three times to create distance on block or contact. Back dash afterwards if your opponent will likely follow up with a good ranged normal or other attack (srk mashing). Can use last chain as St. Lp to combo into rekka.

Cr. Lk - For the most part, read the above.

St. Mp - Quick, decent range decent interrupt.

St. Mk - Quick decent range poke at a distance can AA unreliably

Cr. Mp - Cannot stress how awesome this is as a poke. Quick, great range, can combo off of itself twice, goes into super... yummy poke.

Cr. Mk - Super distance. Great if you condition the opponent to stand block by use of your overhead. Can duck high punches and Sagat's high fireball.

(Forward) Mk - Super overhead, can be used to confuse and create pressure.

(Far) St. Hp - Meh. Don't really use it.

(Close) St. Hp - AAs if the jumper is close enough. Works into a great number of combos, super cancels, oustanding poke. Can be difficult to land due to its proximity and startup.

Cr. Hp - Excellent distance. Use this to zone.

St. Hk - AA, combos into FK, on block leave you open for quick pokes or a throw if the opponent has good throw range.

(Forward) Hk - Breaks armor if first hit connects to an FA. Good for keep away.
St Mk - Quick, decent range, cancels into FK.

Cr. Hk - Slow standard sweep. Not very useful. Good to use if dash is forgotten after a succesful FA.
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raij1n

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PSN : feiinweltall
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Location : San Antonio

PostSubject: Re: Enter the Dragon   Wed Nov 10, 2010 4:47 pm

Specials.

Shienkyaku (FK) - Use as an AA when opponent is near the end of the downward arc of a jump, or on the downward return of a neutral jump. Can be beat out by aerial attacks with good range.

Lk - great startup and recovery, not entirely safe on whiff or block but safer than the other three versions). Decent AA.

Mk - Go to version typically. Great startup, decent recovery (will be punished on block and whiff)

Hk - Longest startup, longest recovery, most damage. If you know it will AA, use it. Otherwise, reserve it for combos.

EX - Quickest startup (I believe) Good for interrupts, punishing, and comboing.

FK can be FADC'd out of on block, or used to combo into CW



Rekkakyaku (CW) - Covers distance, I use it as an AA, though its not the best answer for AA, just a fun one that can position one well. High damage combos can spring from landing this move successfully.

LK - Short distance, good recovery, if its blocked, mash throw, best case scenario you'll get a tech.

Mk - I only use it after a CW FADC, more to come on this one.

HK - Farthest distance, timing right will hop all fireballs except Sagat's high tiger shot. And Juri's medium and high FBs.

EX - Lovely. Goes through fireballs, traverses the screen quickly and can be combo'd off of.



Rekkaken - Covers distance. All combos for Fei that aren't blockstring'd normals or end in CW will end with rekka. High damage and knockdowns from this special if all three hits connect. If the first hit is blocked, stop the rekka immediately, or upon the second. The third hit on block leaves Fei open for the combo buffet. Meaning he eats all you can dish out.

Lp - Short distance, quick startup good for when an opponent gets whiff happy in close range footsies.

Mp - Little farther that Lp. Same uses as Lp.

Hp - Great distance. Good for faking out a match beginning (Ie using it rd 1, but not rd 2), or applying early pressure against keep away opponents.

EX - Don't. Save your meter.



Tenshin. A command grab where Fei hops over the opponent, good as an interrupt or in the middle of a blockstring that leaves you in close range to the opponent. Hard to land, and don't rely on it. The game loves to give it to you through shortcuts right when you don't need it. When it lands, your opponent is open to combo or FK. The best Tenshin combos start with HP.

Lk - fast startup, minimal range.

Mk - Slower start up, mid range

Hk - Slowest startup, greatest range. (see the patternt)

EX - Fast startup, mid range, the one that will net you the most success.
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