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.
- 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.