Its because of all these jackasses whining for shit they dont understand. Everyone has an excuse when they lose, blame this, blame that, now all the idiots got together and cried so incessantly that these nerfs occured. Fei did not need touched, one iota, he was hardly changed from Vanilla to begin with. Now every person who used a character and was shit with them, are going to now have their main buffed and they will suddenly start walking around with their chest puffed out.
It wasnt as bad as it could have been though, atleast Capcom ignored much of the stupid shit.
The reason the majority of players on these forums lose to Fei has nothing to do with the character, it is simply because they suck. Just like I do.
Well I’m hoping feedback from players at the “Test Locations” can give valuable insights/feedback of the Fei Long changes to the staff members of Capcom. This certainly not the final build, so I am not too worried about it.
I am more interested in what Mago, Fuudo/Huudo, and KOK thinks about the changes and hopefully attend these “Test Locations”. I guess time will tell, and for the meantime we should embrace the achievements of what Fei Long players was able to accomplish. This was certainly the year of the Dragon (Fei Long)!!!
Nerfs seem fair, they could have taken away the 0 frames on hk and ex CW. DP damage was expected, overall I don’t mind all the changes. Could have been more worse nerfs, but we’ll see what the final changes will be.
Single rekka now, that now can be focused, because the second one on block can be ultra punished by many characters, it’s a hardcore nerf (for rekka spammers ofc, that thought they were safe from focus and punishes.)
LOL… sorry Jason… maybe it’s cause i play Vega but i STILL just do not see the justification on why fei is at the top… I know you said it’s because his bad matchups got nerfed but, it just doesnt seem enough to boost him up there to the top. I’ve always seen fei being a solid B tier never moving up or down.
I really don’t think he should have been nerfed… especially with all the buffs to everyone else.
I can only imagine the Yun forums tomorrow though.
Then again as a vega main… hopefully someone can talk some sense into the devs at the loctests.
Things I’m moderately sad about (not in any order):
Close and standing LP nerf
The CW cross up business, that was really useful in certain situations, I know I used it to full effect in the corner
Rekka nerfing, because they had problems to begin with, it’s like they could have either reduced the pushback on the 2nd ones or made them more negative, but did both just so terrible players (aka 90% of people complaining about anything any strong character has like their life depends on it) have a better chance to punish it.
FK FADC being negative just because I hate when I’m using some other characters with slow dashes and always get done in after FADCs lol This will mean there’s no FADCing forward against Gief/Hawk/Hakan etc.
Dudley loop was so stylish
Things I like:
Outside of the CW hitbox change, no vital hitboxes got touched
Damage nerfs were minimal
Overhead is a litter beefier, pissing more people off
Tier-whores can stop their crying
Even though we’re negative at best after FK FADC, it makes a second FK afterwards a better option. If we’re -1/-2 and do a flame kick, it means they have 6 or 7 frames to press a button or reversal DP themselves or go for throw, which FK will beat out in most cases.
Regardless of its nerf, delayed 2nd rekkas are a big gamble now, and if you’re going to take it, it would probably be worth going for a delayed 3rd Rekka as well. Seeing at LP and MP Rekkas do half of the chip it used to, it would probably be better only using HP 2nd Rekka for this purpose, it will also make you deeper and they will be more likely to try to punish - basically, I like the dynamics of this change, even if it is a nerf
In other news, Gen and Dan sound sick.
Edit:
I like that he’ll have some bad matchups now. In AE I honestly feel his worst matchups are even. Then again, I’m only psuedo godlike, so what do I know about matchups?
I texted Inthul last night about these changes. I haven’t heard back from Starnab or Evans. PR Balrog was happy about Fei gettin nerfed but truth is he always had a hard time beating Fei. Even when the matchup was in his favor he said to me “I just hate Fei” I laughed when he said Balrog is far harder to play then Fei. “yeah hold downback and press LP”
If you FADC a Flame Kick (any version) after the first hit, on block it is now -1.
Hard Kick Chicken Wing’s damage has been revised. It is now 35+35+30 for a total of 100.
They’ve modified the hitboxes of all Chicken Wings in a way that they’re less likely to cross-up (Translator’s note: but still possible). Apparently previously you could perform “half a loop combo” against certain characters by doing close standing MP -> EX Chicken Wing. That won’t be possible anymore.
For both close standing and far standing LP, hitstun has been decreased by 1 frame. On hit it is now +5, so you can’t combo into certain moves now.
Crouching MP’s damage has been reduced from 65 to 55.
Damage for his overhead (Torward + MK) has been increased from 60 to 70.
=== My comments ===
No more rekkas 2 on block will be allowed, and the risk/reward of the delayed rekka 2 is damn worse. I’ll personally don’t use rekka 2 on block, fortunetly the first one is hit confirmable
Just confirm the fact that we’ll must not use it on block anymore
lol, seems like they really don’t like the second hit of rekka kens xD but we don’t care about this point 'cause we can’t use it anymore on block so…
It’s okey
Totally normal, he was the only char who were at 0 after srk fadc
Okey
Okey for the hitbox nerf, it’s totally normal (even if fei is at -7 after a cross-up mk cw lol)
About the cl.mp into chicken wing combo : They talk about the loop doable against dudley i guess which is cl.mp, ex cw, st.lp, cl.mp, ex cw, etc… so maybe the combo cl.mp, cw hk is still doable, i hope so
bye bye st.lp into sweep :’(
if they want… I think it’s to satisfy cryers lol
we-don’t-care
=== My thoughts ===
I think i don’t need to say that Fei got nerfed for real, but he is still totally a competitive character and one of the bests.
Fei players will need to be more carefull on their rekka use (spacing, confirm), that is the most significant change on his gameplay, and it’s not terrible because the the first rekka can be hit confirmed easily. If you don’t want to doubt on your whiff punishes and else, use EX Rekkas.
Don’t worry, if you know Fei well, you will be competitive with him in ae2k12
I guess its time to start learning hit confirm rekka’s…
But it’s its not nearly as bad as i was expecting it to be, guess capcom has finally seen the light when it comes to balancing this game though.
Hello there Fei players, sorry for the nerfs. I used him from time to time and I think some of the changes were overdone. Fei is still solid though. Just wanted to ask about Fei’s changes. It would seem that eventhubs and shoryuken.com have different interpretations of his changes.
For example:
In eventhubs it was stated that his hk chickenwing was down from 404060 to 353530 (wtf 40 damage nerf) whereas in this website it is mk chickenwing being nerfed from 303050 to 353530 (10 isn’t that bad). So which is it?
Funny how whenever I fought against a Fei I always thought that he needs a damage buff but when I used him I think he is perfectly fine.
Btw, if anyone of you guys enter the test locations that malcova mentioned, see if you guys can get the devs to extand Fei’s st.lp hitbox a little lower so that it can hit all crouching opponents. Maybe even 1 extra frame advantage on hit chickenwings. Fair buffs to compensate for some of the nerfs.
I’m just glad they didn’t touch his j.MP and j.MK, it’s one of his more effective offensive tools.
LP nerf? So I guess our BnB is slightly harder to do now, and goodbye sweep combo.
The whole 2nd Rekka nerf is more of a matchup balance, kind of like the blanka ball nerfs but less extreme. Most character can already punish blocked rekka 2 effectively before, but I guess this nerf is to compensate for the characters that couldn’t.
FADC flame kick nerf? Unnecessary, it used to be an amazing frame trap, but it still costed 2 full bars. Now we have even fewer options when the opponent and holds down back and mash crouch tech, still we’ve got that awesome cl.MP so I guess it’s alright.
The buff to the overhead is quite beneficial to lower level players since nobody reacts to that shit online
All in all, a slightly higher learning curve with the rekka 2 nerf and harder BnB, requires even more patience to play effectively with reduced damage. Will have even more trouble against defensive characters with the loss of sweep combo and all the buffs the charge characters are getting. But the game plan hasn’t change, so I guess Capcom is finally getting the hang of this.
focus against feilong is gonna be a very strong tool now, it was already a good answer, now it will be the main tactic against him, lot of fei will not go for two blocked rekka since now a lot of chars can ultra punish it, and it doesn’t matter if u delay the the third any reversal will defeat that, and u ll just eat it on counter hit lol.
Why would u add a stand jab to sweep if u remove it at the next version? I really don’t care of that nerf, but i just don’t get capcom, actually if they could make that stupid stand jab hit all crouchers and not only big chars, i wouldn’t care about that nerf, but still offensive character should have the ability to do untechable knockdown, so even if i don’t care about it, it just doesn’t make sense.
the damage nerf was obvious, but lot of chars could do fei damage in super and AE, and he had nly two options to land that damage(unlike others he has no ultra set up, not a lof of cancel possibilities which mean his combos are very limited)clse fierce or chiken wing and to land big damage from chicken wing, u had to get at least 3 hit, or two, only worked on standin opponents, so it wasn’t that broken, lot of crouchin characters avoid it and the invincibility of roundhounse was already removed so it was much harder to land it in AE.
also that 3 hit chicken wing juggle on all chars would be nice too, but i know that won’t happen.
medium punch damage nerf, no comment, that move is not even special cancelable, well u had to do something to satisfy cryers.
Lets not forget the 2nd rekka was also done to help the cry babies. All of us used the 2nd LP rekka for corner pressure or to push them into the corner or to gain ground. Looking over the frame data if we use 2nd LP rekka we will eat a untechable knockdown to a vortex or a 200-500max damage combo. Bison can sissor kick pressure as he is “00” on block, Adon is -3 for Jaguar Kick and its hard to punish at max distance as well, Balrog is safe at max distance with Dash Straight lp, C. Viper is safe with Burn Kicks, Chun Li is safe with Lightning Kicks and Hazanshu, Dan is safe Dankukyaku and with new buffs 400 damage is waiting, Dudley is safe with Machinegun Blow and Short Swing blow, E. Honda is safe with HHS and Butt drop, Gen is safe on his chip moves, you guys get my point. Every one has a pressure tool to use. Even if the move is at -6 like Rose slide, players learned how to use it at max distanceTt make it safe and we did the same but because a lot of players cried he got nerfed on his rekka. Now for corner pressure I will throw more mk.cw as its -2 on block.
Now if some look at this as me being salty then yes I am. Im 32, 2 jobs, 2 kids and a wifey. How in the world am I going to get better to place high at tournaments if I have to relearn everything all over again? Fei may have been “S” tier but guess what I didnt win EVO. Since AE came out this is how i placed at Majors. CEO 0-2, ECT3 Losers Semi, EVO Losers Finals (my pool). At best I am about 3500 pp. Oh well it is what it is Gears 3 is out soon and so is MW3. I guess I will go pro on those games instead.
I wonder how CW juggles will change with the hitbox changes. Would be pretty funny if stopped doing 3 hits on more characters.
I’d rather have Fei’s Super version than the current 2012 Fei. I mean wasn’t this the problem going from Super to AE…players don’t like their characters losing tools?
As a Yang main, I feel some of the nerfs were undeserved. Fei in AE is undoubtedly a beast, capable of punishing ANYTHING, but to master him you need extremely good reactions and have proper fundamentals. The 2nd rekka nerf has the potential to make Fei a completely turtle character, scavenging for whiffed moves while turtling due to the risk of hit-confirming the first rekka. Anyways, it still remains to be seen how the 2nd rekka will develop but based on current data, I must say it looks bad. I hope Fei doesn’t turn into the AE Cammy, meaning having to change the play style.
Thats what is going to happen. He will change and even if we turtle we lost damage on our FK so characters wont mind jumping in. Taking that pressure away from Fei’s game is serious. 2nd hit rekka was used by every Fei player. I seen about 25 videos where they used it for constant corner pressure. Rufus can spam dive kicks and tornados for chip as its safe on block. We have to mash a DP to keep him honest. This will make characters with a life lead turle us hard. They will be waiting for a 2nd rekka on block to unleash holy hell on us.