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.
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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.
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.