SF4 Biweekly TACV 10: Fei Long / Gen

As Street Fighter’s resident kung fu experts, Gen and Fei Long are both capable of racking up piles of hits in a hurry. However, most of their combo options have been fully explored already. Since they can’t throw projectiles, the only hope for finding anything new lies in nuances.

(By the way, i just want say thanks to everyone who subscribed to my u2b channel and helped me reach over 2,000 subscribers. I appreciate your support very much and i hope to continue producing entertaining videos for you guys for a long time. I’m not exactly sure what i’ll do for SSF4 when it comes out, but i’ll try to make it special.)

0:11 For whatever reason, Fei Long’s close s.MP causes longer hit stun than his hard attacks. Combined with his quick dash, he’s one of the few characters who can FADC a normal move and still combo afterwards. Connecting HK Shienkyaku from far away delays the impact of the second hit, which elevates the opponent higher along with shortening Fei Long’s remaining recovery time, thus allowing him to juggle two hits of Rekkashingeki. It’s slightly easier to accomplish this using EX Shienkyaku because it moves forward gradually while rising. Since the HK version goes straight up, this combo requires a spcial opponent whose hitbox becomes wider at the apex of their air reel. Gouken’s not the only one but he’s the biggest one. This combo causes 369 damage and 570 stun.

0:25 Rose’s far s.LK trades with Fei Long’s lvl2 Focus Attack. He proceeds with a deep j.HP followed by Rekkashingeki ultra, which is interrupted by her LP Soul Spark. That second hit causes an abnormal amount of hit stun because normally he takes a while to connect the cinematic followup. The trade gives him plenty of time to charge up a lvl2 Focus Attack. Performing HK Tenshin against a cornered opponent leaves a much smaller gap than it would midscreen – enough to add an extra s.LP in front of the following combo. Close s.MP causes Rose’s hitbox to twist a certain way which allows the c.LK to connect meaty, which makes the c.MP link possible. HP Rekkashinken finishes off the combo, totaling 357 damage and 458 stun. By the way, i have no idea why Fei Long gets a counterhit bonus at the beginning of this sequence. Normally it isn’t given when attacks trade, but Rose’s far s.LK is special somehow.

0:42 For anyone unfamiliar with Fei Long’s Rekkukyaku flying kicks, the HK and EX versions both create +4 frame advantage but the HK version has too much startup to combo from any normal move except s.HP on counterhit. HK Rekkukyaku can be used to start combos as it does after the lvl2 Focus Attack trade here, but can’t be used to continue them. Furthermore, these combos only work against tall characters such as Seth, Abel, and Sagat. Seth happens to be the most convenient target because the dizzy numbers work out better against him; also because Fei Long can follow up HK/EX Rekkukyaku with close s.LP plus another close attack only against him. The lvl2 Focus Attack and the placement of s.MP’s and s.HP’s serve to extend the combo as long as possible before dizzying Seth with that last LK Rekkukyaku. The ending is relatively basic, but it’s the most number of hits Fei Long can do without super meter. This combo deals 545 damage.

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1:10 Gen has a unique Focus Attack for each stance, but they have identical frame data so appearance is the only difference. This combo starts with Dhalsim’s vertical j.LP trading with Gen’s lvl3 Focus Attack in PPP Mantis Style, which creates a free juggle state and provides his HK Oga: Far Kick enough time to go off the wall. Unfortunately, Gen’s Oga dives don’t recreate free juggle states when they hit an air reeling opponent. Since it acts as standard knockdown here, only something with inherent juggle potential will connect, leaving two options: Gen’s Jyakoha super and his Ryukoha ultra. For style, i switched to PPP mode in the air, then waited until Gen landed to switch back to KKK Crane Style before completing the Ryukoha command.

1:21 Swapping charge directions in the air isn’t necessary for this combo because Gen’s tremendous KKK:j.MK crossup range permits him to pass over Dhalsim early in his jump arc. You can simply hold Left the entire time. For anyone unfamiliar with Gen, he can’t cancel an attack into any move in another style. The stance change doesn’t register until he reaches neutral state. Cancels aside, there’s a stance change between every attack in this combo: crossup KKK:j.MK, PPP:c.LP, KKK:c.LP xx HP Jyasen (Yoga Catastrophe interrupt), PPP:s.MP, KKK:c.LK xx LP Jyasen (one hit) xx HK Jyakoha. The trick to landing the last hit of LP Jyasen instead of the first is delaying the command to cancel KKK:c.LK later than usual. This combo inflicts 433 damage and 470 stun.

1:33 Gen’s KKK lvl3 Focus Attack trades with Abel’s s.LK and the rest is fairly obvious. Abel, Dhalsim, Balrog, and possibly Seth seem to be the best dummy characters for Hyakurenko combos. Generally there’s no reason ever to use LP or MP versions because the HP version’s increased attack rate minimizes pushback between hits. Gen can’t connect three consecutive reps against anyone without spending meter to FADC, but he can get more hits out of each repetition against the above characters. The HP Zan’ei, HK Gekiro, Ryuhoka ender is common knowledge, so my goal was to add as many hits in front as possible. This combo clocks in at 485 damage and 591 stun.

1:52 Starting with a single EX Hyakurenko hit provides no benefit over using the HP version. They have the same recovery time and cause the same amount of pushback per hit. There’s just no other use for the meter because that first PPP:s.MK xx HP Hyakurenko is too valuable for rebuilding meter before the second FADC. Every link in this combo is basically airtight from beginning to end. Every bit of extra frame advantage has to be spent walking forward in order to connect that last PPP:s.MK at the end of the combo. Normally the final HP Hyakurenko hits only once and there’s nothing Gen can do afterwards to continue the combo. It connects one more time after killing Abel because there’s no pushback on KO. The first 33 hits of this combo deal 341 damage and 446 stun.

This is a tool-assisted combo video recorded with two ASCII PAD V Pro programmable controllers. Absolutely no cheats, hacks, or game-altering devices were used in the making of.

50 thoughts on “SF4 Biweekly TACV 10: Fei Long / Gen

  1. Maj Post author

    Well, i’m basically done with Fei Long, but Gen could definitely use another day. He has some cool links, but they’re mostly character-specific so it’s taking longer than usual to optimize his combos. At any rate, the video will be done sometime tomorrow so please check back then.

    Fair warning: Most of Gen’s combos aren’t very long so hopefully nobody’s expecting a bunch of fifty hit combos. But hit-count aside, he’s got a fair share of cool tricks up his sleeve.

    Random factoid: Did you guys know you can cancel Dhalsim’s LP Yoga Flame into FADC/super without the flame part even coming out? Totally useless but it does make Sim rock out a little bit. It’s pretty easy to do if you buffer Yoga Flame into backdash. But yeah, it still has a hitbox even though there’s no flame, so you can’t whiff cancel it at point blank range.

  2. EXC355UM

    No problem, thank you for uploading all those crazy vids of yours. Congrats on the 2k Subs.
    Looking forward to the TACV 10 and to whatever you come up with in Super.

  3. Maj Post author

    Thank you sir. So here’s my current dilemma with Gen. One of the solutions to the 700 Class challenge was a 722 damage Gen combo posted by pitlordy. If you add counterhit to that KKK-stance c.HP, the damage jumps up to 775 against Seth. You can test this in Training Mode by turning on the Counter Hit option and hitting Seth with KKK:c.HP to dizzy him in one shot. Do it kinda slowly so that his lifebar recovers inbetween each hit, to start the dizzy hit from 100% vitality so that the damage scaling is accurate.

    But here’s the problem. Creating a counterhit trade setup for that move is not trivial. I actually managed to set up a meaty counterhit KKK:c.HP, but it causes too much pushback to link into HP super. Turns out the only thing Gen can do is counterhit meaty KKK:c.HP, s.MK xx HP super, PPP ultra for 727 damage. But i can’t really decide if it’s worth recording since it’s only 5 more damage than the existing record and obviously doesn’t kill Seth.

  4. CPS2

    Can you get hit from behind with a FB while trading with something in front, then move forward? Just a random guess.

  5. jamheald

    Well if the opponent were to focus attack the second hit on them gets counter hit. So couldn’t you jab (or something) then cr.hp? I mean I know this would mean it wouldn’t demonstrate full health but you know. My first comment is a bit messed up as I was thinking of the wrong move.

  6. Maj Post author

    CPS2: Yeah i was thinking of setting up something kinda elaborate to continue the combo off the trade, but trading with a projectile won’t allow you to combo directly into super regardless of range. There’s probably enough time to combo into a 4-frame move but nothing slower. The counterhit meaty setup would work because it creates more frame advantage than trading with a projectile, but there’s no way to close that pushback gap – at least not against Seth.

    jamheald: Yeah, it’s more complicated than it seems. SF4 doesn’t make counterhit trades easy.

  7. Maj Post author

    Damn it, i’ve got this one pretty cool combo that ends in KKK ultra except Gen flies toward the corner, so his ending pose is totally off camera. It’s annoying the hell out of me but i’ve tried everything i could think of and no luck. There isn’t enough time to walk under the opponent, mostly because the opponent has to come down to your level before the game recognizes that you’ve snuck into the corner and need to be turned around. Ah well, guess this one’s gonna end ugly.

  8. Maj Post author

    Just to confirm that i’m not making a huge mistake here, Gen can only FADC/supercancel the first hit of hands, right?

  9. ShaXan

    Yeah, I’m pretty sure you can only super cancel the first hit of hands, but I don’t know if he can only FADC out of the first hit. Hope that helps!

  10. error1

    fadc has the same frames as super cancel, except for akuma. I bet under the perfect conditions you can link hands into super. It’s a +9 move and super is 6 frames. Hands kara super?

  11. Maj Post author

    I tried HP hands, whiff s.MK kara HP hands but it didn’t solve anything. It’s a huge range boost but i think you’re generally better off just using s.MK instead. He’d be pretty badass if he could kara cancel s.MK into s.MK though.

    Btw i’m like one and a half combos away from being done, so i’ll either get it uploaded very late tonight or early tomorow.

  12. Maj Post author

    Wow, i can’t believe there’s no dummy character in the game who can get hit by Gen’s KKK:j.HK->j.HK on the way up. He can put a lot of delay that followup too, but i haven’t gotten it to work once. Either it has the worst vertical range ever, or they somehow straight up disabled it from being used in that way. I doubt it’s the latter, because i’ve gotten both hits against Sagat but only with counterhit on the first one.

  13. Maj Post author

    Rufus: Um, not sure if this makes me sound dumb, but i don’t have a clue what i’m supposed to do with that.

    This last Gen combo is taking forever! Optimizing trial and error bullshit is waaay too time-consuming. I’m not looking forward to repeating this with Honda and Chun Li at all.

  14. Maj Post author

    Well, i gotta test two or three more situations, but it doesn’t look like i can do much more with this thing, so i just gotta record it then edit, encode, and upload. Probably 4-5 hours. I’ll post up today’s screenshots in the meantime.

  15. Maj Post author

    I gotta apologize, this thing is taking longer than expected. I’ve been repeating the same combo for the last five hours straight. Jeez, i must’ve ran it back 200+ times by now. There’s one part that doesn’t want to work for whatever reason and it would take even longer to figure out why. Anyway i’ll start editing as soon as i manage to get it recorded, but some days luck just isn’t on my side.

  16. Snoooootch

    yeah, like when I tried to get c viper’s last trial. Took me forever till I got the correct fire kick. Of course I missed the ultra 4 times till I finally got it. I think it took me around 4 hours to do it. You can do it Maj.

  17. Maj Post author

    Dude you’re not even gonna believe this when you see it. Finally got it recorded 11+ hours later, and literally one pointless hit made the difference between one hour and eleven. And the saddest thing is, we’re talking about probably the least interesting combo in the whole video. But what can you do? That’s how it goes with trial-and-error mashfest combos.

    Anyway i’ma get this thing edited and uploaded before i go to sleep so give it maybe 2-3 hours, realistically this time. Haha i can’t believe neither Fei Long nor Gen have an SF4 remixed theme. Guess i’ll have to use the Crowded Downtown stage background music.

  18. Maj Post author

    Alright, it’s been encoding for a while now so however long that takes. I’m guessing about an hour. For some reason my computer always slows down to a crawl during this step.

  19. CPS2

    Looking forward to it, sounds like these are some tough characters to find new shit for, esp. with no projectiles.

  20. Maj Post author

    Okay, video’s finally up. Aaand i need a nap. I’ll have the customary full combo transcript written up sometime this weekend. Until then, please feel free to ask any questions or discuss anything in the video.

    supersonic1453: Really? I couldn’t find it on the OST. Either way it’s too late now, but i’d still like to check it out. Where can i find it?

  21. EXC355UM

    Cheers for the vid Maj. Always look forward to these just to see what this game is really capable of. Also love how it’s always Seth who cops it hard. =P

  22. ShaXan

    Hey Maj, just a question, you use a PS3 with programmable controllers right and record with a Capture Card right?

  23. Maj Post author

    EXC355UM: Haha yeah, 750 stun and one of the biggest standing hitboxes in the game. You could see that shit coming a mile away. In fact Seth shows up so often, he’s the only dummy character whose colors i vary.

    ShaXan: Yup. Still haven’t figured out how to make them work on my Xbox360. Someone mentioned a converter a little while ago but i never got around to trying it.

    Mienaikage: Weird, i didn’t know that. Although i probably wouldn’t have used it even if i did. I think the stage theme worked out alright.

  24. Numsigmernen

    Wow, you never cease to impress me, Maj. Those combos were sick.
    As I’ve been focusing on Gen for quite a couple months, I believe this time I might have identified every single nuance involved, but the transcript could once again prove me wrong.

  25. Kareeem

    awesome work like always, sounded like a real mission to get it done too from the comment section. kudos dude.

  26. ShaXan

    Hey Maj, I’ve been trying to do Focus Attack lvl 3 trades with the dummy spamming crouching jab, but whenever I get the trade, my character gets pushed back (this isn’t done in the corner) to far to combo into anything without walking up, but by then the crumple is already in it’s airborne phase. Is there a better way to get Focus lv3 trades without another person controlling the other character?

  27. Maj Post author

    Which characters are you using? You can usually trade at point blank range which leaves you pretty close. You can even dash afterwards and still have more frame advantage than you would if you dash-canceled a lvl3 Focus Attack normally. Also you should check the attacks you’re using. If you walk up to point blank range and push all four of any character’s light attacks (s.LP, s.LK, c.LP, c.LK) there’s usually one that causes significantly more/less pushback than the others.

    Another thing you can try is put your character in the corner and put the opponent right next to you, then trade a Focus Attack with the opponent’s fireball. The fireball won’t cause any pushback because you’re already cornered, but the Focus Attack will still cause a little bit of wobbly pushback.

  28. ShaXan

    Thanks a ton Maj, that helps a lot, but one more question, is there a way to increase trade chances when spamming a move?

  29. Maj Post author

    Um, can’t think of anything universal, but you should check out Smileymike101’s combovid because he has some clever timing setups. For instance if you look at the Sagat/Gen combo at 1:51, he’s got Gen doing low jab followed by super so that when Sagat does reversal DP after getting hit by that jab, he runs right into Gen’s super interrupt.

    If you want to capture something cleaner, what you can do is record the dummy waiting a couple of seconds before doing an attack. Then pause the game on a certain standing animation frame and count how many cycles he goes through before he does the action. That’s how i timed all the two-player stuff in Fun With SF4.

    But yeah, it’s a pain in the neck no matter how you do it.

  30. Maj Post author

    Okay transcript’s fully written up. If anything’s missing, don’t be afraid to ask.

    Btw while i was trying to set up the final combo, i found that if the last hit of Gen’s hands KOs someone, he can add on KKK:c.LK xx EX Focus Attack and the Focus Attack will connect. This is strange because normally KKK:c.LK doesn’t provide an extra juggle state if the opponent is in air reel. I mean, you certainly can’t get that Focus Attack to connect if you put a wall kick in front of that combo.

    But it was late so i didn’t have time to incorporate it into the video. Guess i’ll have to think of a new combo for it and put it on the DVD or something. Gotta be a new combo because he’s gotta do something cool with only two bars so he has enough meter left over for that EX Focus Attack after KO, but i already have a couple ideas to try out.

  31. onreload

    Thanks for the transcript.

    I like how you always use “for whatever reason” when something is in a dumb way (like Fei Long’s close Strong hit stun.)

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