AE rebalancing- Death of Fei Long?

well this is just my theory, but if it took them a month to finish development after the last loc test, +a few weeks to get a patch certified, that would put it mid to late october. matches a “fall” release date.

also whatever changes they made only took about 1-2 weeks, and its free. that tells me it’ll be out sooner rather than later, and what jason said about only small changes being made is true

cool i was thinking the same thing, thanks for the info :smiley:

On the subject of rebalancing Fei, I’ll leave my two cents before disappearing into the darkness again:

1) Rekkas:

LP (40-45-50)= 125 damage after scaling.
MP (45-50-50)= 130
HP (50-50-50)= 140
EX (60-60-60)= 168

Less reward for random safe Rekka x1 and less hit-confirmable damage (23 less for LP, 28 less for MP, 28 less for HP, 15 less for EX).

2) Flame Kick damage:

LK (120)
MK (110)
HK (80+50)
EX (180)

This makes it more difficult for Fei to get huge damage from anti-airing/mashing that exists with the current damage tier of 120, 140, 160, 200. This also gives LK some use in combos as a damage dealer (for FADC use) while preserving MK’s usefulness as a single-hit FK due to its better invincibility and damage output for AA’s and occasional mashing. HK becomes more useful since it does much more damage as a naked AA, though it will still be hard to use effectively because of its damage split, will whiff on certain characters as it does now, and will still require the opponent to do a bad jump to get both hits cleanly.

3) CW stats:

LK: (40-40-50)= 110
------12-frames, 6 frames invincibility, (-4b, +0h)

MK: (30-30-50)= 100
------16-frames,10 frames invincible, (-2b, +2h)

HK: (45, 45)= 45/hit
------18-frames, 0 invincibility, 2-hits armor break, non-comboing (+0b, +4h)

EX: (45-45)= 90 (combos, two-hit change is only aesthetic)
------18-frames, no full invin (only projectiles), 2-hits armor break (+0b, +4h)

This de-emphasizes randomness with CWs for comebacks, providing limited gain on the CWs that DO have invincibility and adding combo value to LK CW by making it faster. HK CW becomes two non-comboing hits to give the opponent another chance to block even if the first hit connects (quick hits, so you must block quickly). 2-hits armor break is a buff which will ultimately help Fei’s ground game since it shies the opponent away from charging a random long-distance focus attack (to catch Rekkas), but it comes at the price of invincibility that Feis have long relied on for cross-up escapes and throw evasion. This does help make HK CW more useful in some way as it no longer becomes focus food at long-range.

With a faster start, LK CW will be more consistent as a BnB-ender (st.LP is the only light attack with enough hitstun to combo into it currently). This gives Fei the opportunity to choose: A) Rekka knockdown into the corner, B) Flame Kick knockdown up close with FADC opportunity, or C) LK CW ender with a +0 mix-up at the end.

  1. Normals/Super:

cr.HP: (90)
st.HP: (90)
cl.HP: (80)
cr.MK: (70)
cl.HK: (110)
st.LP: (20)
j.HK: (90)

Super: (350)

Combos:

cr.LK, st.LP, cr.LP xx Rekkas (HP)
— AE: (174) [w/j.MP = 228]
— '12: (151) [w/j.MP = 205]

cl.HP xx Flame Kick (max dmg) xx FADC > CW (max dmg)
— AE: (352) [w/j.HP = 410]
— '12: (288) [w/j.HP = 353]

EX CW > cl.HP xx Flame Kick xx FADC > CW (max dmg) > Ultra
— AE: (470) (sub in HK CW: 510)
— '12: (403) (sub in HK CW: 358)


The damage reduction, while small in any one area, is widespread enough to target most of Fei’s combos and change his tactics. LK CW changes can give Ken-like mix-ups following a BnB which may seemingly encourage randomness, however, Flame Kick nerfs make that aspect less appealing unless you have some meter advantage. HK CW’s appeal grows as a compliment to Rekkas by stopping Focus abuse (perhaps more on a meta-game level), while overall becoming less useful as an approach due to its non-comboing hits. Similarly, EX CW also becomes useless as a comeback tool, while becoming more useful as an approach tool vs characters without a good DP.

I think this places greater emphasis on Fei’s ground game while improving his chance to get in on opponents without an invincible AA to counter HK/EX CW. This also reduces the number of chances to get the CW > cl.HP combo on opponents which makes everyone happy. Aside from all of this, Fei shouldn’t need much else to place him in high-mid or just plain mid-tier. Once his damage comes into line with the other characters, there will be much less room for mistake and Fei’s “perfect” fundamentals-based game will see more human error come into play. That’s really the major issue here.

sooooo about that fei long nerf ? :rofl:

I’d say that Fuudo needs nerfed instead.

Yeah I agree. Then again there were 15 Fei Longs in Gods Garden. It’s crazy how Mago was the best Fei player in Super and in AE he can’t win any tournaments. So much for buffs helping the player.

Just curious, Yun, Yang, Fei are considered best. People say that it’s Character>Player. How many Yangs made it to top 32 of EVO? Just Curious. People need to stop their complaining. Mago was/possibly still is considered best Fei. Best I seen him do lately is 2nd at Revelations. Don’t get me wrong Mago is fuckin beast, but to be complaining about Fei while some other good players fly under the radar is ridicoulous. Now I think I’ll lurk some forums of the “top tiers” to see if they are getting as much grief and BS as the Fei forums.

Pretty good. I hoped this is what would’ve been done instead of them taking away stuff.

Just leave MK Flame Kick at 140 damage. Make it two hits, split it 80+60, or 100+40; DP fadc HK CW damage lowered without directly lowering it overall.

Zero. People just want to complain for the hell of it anyway. They’ll only argue when the chips are in their favor. And citing tournament results is kind of bullshit anyway. You’ll never fit all the characters in top 32 still, so there’s always that blanket excuse of this and this is useless and sucks.

Looking at youtube videos of Fuudo all I see in the comments are trolls crying about Fei being “OP” or Fuudo was a “nobody and hence proves that Fei is OP” That said I played some Vanilla this past weekend and Fei was OP in that game for sure. Having improved with my Fei and trying his Vanilla status I was loving it. He dealt so much more damage in that version. It was harder to hit CW after a fk but still his normals damage output was so much more better in vanilla. cl.hp>super = 500 dmamge!!! I did noticed that you cant link hk.cw after a cl.mp. You could on a ex.cw but damage is only 100.

I thik his kw.cw may go back to vanilla status so that link wont be as affective. Metter would have to be used in order for that link to hit which in turn will drop the dmage by 40 points. But who knows what they have in stroe for our OP character. With all the crying by players who just cant spend time trying to get better or figure out Fei’s weakness he will take a hit somehow. Which in turn means we wil have to work as hard as always to win.

everyone was strong in vanilla. fei was actually pretty weak in comparison to the others

I was beastin with him this weekend he felt stronger then AE.

guessing you didnt play a decent sagat(700dmg practical combo,+frame tiger knee traps) akuma(guess wrong 2 times and stunned) ryu(super traps and 550dmg trade ultra from anything) or cammy(super cammy with more damage)

I’ve never really felt too threatened by Feilong while using Bison. But 150 counter hit roundhouses did discourage a lot of Feilongs from moving forward back then.

Did CW have different properties before?

HK got nerfed after a patch to remove an infinite. it had like 30 startup frames or something stupid. it was useless outside of dp fadc

Fei was at a good place in super and if anything needed a small nerf. Buffing him in AE was mind boggling bad decision that I can’t see any reasoning behind. It’s scary too because now we don’t know where he’ll wind up.

I’m not really enough of an expert to seriously discuss balancing but I think it’d be nice if the first hit of rekka had more recovery so you’re not rewarded for fishing with it at random.

The whole point of rekkas is to fish at random. Any more recovery on rekka would ruin the whole point of it outside combos.

However, as someone who doesn’t play Fei Long personally, I don’t think it’s really practical to say that you can make him whiff and then punish. Moves in this game (and other SFs) force you to stop walking backwards in startup. This is why people get hit by level 2/3 focus attacks: they hold back but they don’t move backwards because of proximity blocking. You have to jump or backdash or something to get out of it.

Saying “you can hit Fei out of it” misses the point. Yes, if you do a move at the same time as Fei, you’ll win. But if he delays his rekka he’ll punish your recovery. Added to this is how good his cr.mp, cr.mk and other pokes are. Basically, rekka is one of the longest-range poke in the game that’s ‘safe on block.’

Game theory thingy:
[list][]Opponent pokes to beat predicted rekka. One of 4 things happens:[list][]Counterpoke works, Fei probably gets knocked down[]Fei hits player out of counterpoke startup[]Poke whiffs and opponent gets punished by rekka, Fei gets corner knockdown[*]Poke whiffs and Fei doesn’t punish[/list]

This should all be obvious of course, especially on the Fei boards. Not trying to say I know your character better than you. Just wanted to point out the obvious - that rekka is very very good in a footsies situation. The minus on block thing doesn’t even really matter in terms of momentum since Fei gets pushed to a distance he’s already dominant at already. If Fei can stay at rekka distance in a lot of matchups he will just gradually win the game. Of course against fireball characters they can just do the same with a fireball. But you don’t get jump-in combos on Fei if you guess that he’s going to rekka.

I think CW, rekka, and flame kick damage should be nerfed slightly (like 10-20 damage), and probably the damage on some of his normals. The hitboxes are fine, he’s supposed to be a retarded footsie character like Chun. The only weaknesses Fei really has as far as I know is a weakness to focus fishing, no high-damage reversal fadc combo, and he doesn’t have a fireball.[/list]

the yellow boxes that force blocking in this game dont stick out very far on rekkas. seth in particular dosent move fast enough to walk back, but most characters do

Fei’s damage doesn’t need to be nerfed at all. He’s at a sweet spot IMO. He’s between vanilla’s high damage and Super’s damage normalization. Everyone else is just at normalization levels and slightly lower. This should be a standard for most characters that don’t employ projectiles or have command grab(s) that deal damage.

Fei’s doing a lot of damage–incrementally with his safe moves. It’s hard for a lot of characters to deal the same load of damage over time in the same zones. Charge moves and projectiles don’t deal as much damage since there is timing associated with it, and it’s avoidable easily by spacing. Punishment damage is good, full rekka strings, or just whatever you can think of that you feel is high damage from Fei. Most Bnb’s are pretty standard in 140 to 180 damage overall from scaling. Most punishes range from 250 to 500 damage (ultras/supers). It’s values like this that should be on most characters.

I’m still on the side of the fence that Fei doesn’t deserve any changes. If anything, you can change some combos like I listed somewhere. 2 hit MK Flame kick, first initial hit will be less, but both hits should equal the same amount of damage. It’s essentially about the same treatment as Ryu’s HP SRK FADC Ultra 1, where the initial hit of HP SRK deals less now. Chickenwing is fine. Rekka is fine. If people are staring Feilong down in that range, they deserve to be chipped and pressured in footsie range. No questions asked.

Still waiting for the nerfs

Makes no difference to me ultimately. I am terrible. Even if they let me carry a pistol I woulds till lose.