AE rebalancing- Death of Fei Long?

It’s not that Fei is OP, its just that he is INCREDIBLY safe. He has to take almost no risk for the damage he gets. He has a ridiculously fast and safe on block move that also moves him forward and presses his opponent to the corner, a fireball invincible move that again has him gain tremendous ground on the stage.

Idk, since Vanilla Ive said rekkas being 100% safe on block was retarded and it isnt until now that people think they need to be changed. Go figure

If they accomplish their goal, Fei will be fine…they aren’t trying to nerf him into the ground so far below everyone else as if they want the rest of the cast to get revenge on him, they are trying to nerf him to be in line with everyone else…back down here on planet Earth, where sometimes you have to take risks for big damage.

Rekka is not 100% safe…It’s like Bison’s scissor kick, you eat a big punish if you don’t space it right. The only “safe” one is lp.rekka hitting at the tip, any closer and most characters in the game can punish. I think people really need to learn to counter Fei before saying anything about balance.

its not even like scissors tho really. those are 0 on block and 100% safe. rekkas are -3 at the very best spacing and strength

Actually, from what I’ve seen ClxJames is a very good player, I doubt that he doesn’t know what’s going on when punishing Fei’s moves.

Just to look at Fei’s specials in general:
LP Rekka
x1 = -4
x2 = -6

MP Rekka
x1 = -6
x2 = -8

HP Rekka
x1 = -8
x2 = -10

LK CW = -4
MK CW = -2
HK/EX = 0

For Rekkas, the push back is what makes them safe on block, but only if they’re hit near the tip. Most characters can punish slightly mis-spaced LP Rekka pokes, and any deep Rekka can be punished well by almost everyone. In theory, it *can *be punished, but the second rekka complicates things as you can be punished for attempting to punish yourself, even on a very deep and poorlu spaced Rekka.

On top of that, unless you have a special which is 4 frames and can punish Rekkas with reversal timing, of which obviously there aren’t many, then you have to time a normal properly to punish. With 3 frame normals not normally reaching far enough to hit Fei unless he’s super deep, and 4 frame moves leaving you with only 1 frame to time a normal with reversal timing, it’s very difficult to handily punish Fei, because he’s quick and can vary his timing and add a second Rekka and what not.

Making the timing window for the second Rekka much shorter, meaning that delayed Rekkas weren’t possible, would be a start, but reducing the push back on block wouldn’t be a bad idea either. Still, as it is Fei is -4 at best after a Rekka, thus any momentum he has gained is lost, because now it just like you’ve done a move on him which was +4. If people thought of it that way it can help them get in the right gear a bit more.

As for CW, Fei’s not at any sort of advantage after one, so I don’t really see it as a bad thing in the first place, personally.

If anything about fei long should be nerfed is his damage and maybe give his chicken wing more recovery by like 1 or 2 frames…Yun is the super Guile of AE and Fei is the Super Honda imo both really good and received nerfs so Im thinking if he is gonna get nerfed its gonna be just like how honda got it…

After reading this, i agree that good spaced lp rekka is hard to punish, with the push back and only -4 on block. However, I think if Capcom takes out delay rekkas, Fei’s poking game will really suffer. I think most rekkas are now “safe” because of the threat of delay reakks, or else, you can really only use the lp version, hp and mp becomes very apparent to punish.

The rekka is his whole game though. It’s like saying we should make Sagats TS even slower than it is now.

If you make Rekka any less safe on block, why on earth would you throw them out? You’ll be reduced to walking up with our shit walk speed. Seriously, rekka less safe against Chun? I don’t even want to think about it.

If they change anything about the rekka frames I’m dropping him straight up for Sagat. I said I wouldn’t but the more I think about these changes, the more I think Fei Long will be completely destroyed with anything but damage nerfs. Nerf the CW as much as you like, just don’t touch the rekka.

i agree, rekka nerfs would kill him.

Rekkas are bullshit. Way too safe on block from most distances. I think if a move as good as rekkas gets blocked you should get punished. Here’s a solution don’t do random rekkas. Name one risky thing fei needs to maintain space right now. Footsies don’t work vs him because rekkas are too safe. That negative frame data is bullshit I can’t lp spd the second hit of rekkas to punish when I play cj or tsua. I don’t know which version they are using but not being able to spd the second hit is bullshit.

Bp amoco , your not thinking from our point of view mate. We don’t have a 1-2 frame command grab, we don’t have projectiles, we don’t have viable Ultra’s… we don’t have a dive kick, our DP can be safe jumped…

If you take rekka away, what are we supposed to do? Stand jab? As if your not already churning 360 butter as it is, but now you want it even less safe?

People need to learn the match, it’s as simple as that. Rekka can be stuffed by so many moves, I feel like making the damn flow chart myself.

I don’t know about the pros, but a scrub like me gets raped when I get out footsies. Chun, Bison, Vega, and Guile give me a really hard time.

I don’t know use the best set of normals in the game. Didn’t they make rekkas safer in ae or am I crazy. Starnab kicked my ass with fei in vanilla before the buffs with just solid footsies and zoning. Fei was top tier before the ae buffs now he just allows people to play lazy and boring.

Rekkas are the same as always:
LP Rekka
x1 = -4
x2 = -6

MP Rekka
x1 = -6
x2 = -8

HP Rekka
x1 = -8
x2 = -10

Rekkas are too safe. Fei Long is bullying all character types because of this 1 move. It need less pushback or something. People know the matchup. If you stick your hand out, Rekka punishes you. If you don’t press a button and block, he still rekka you and he is safe. Repeat and rinse until he get a hit confirm.
Think about it. 3 hit rekka and knockdown>a poke. If you make a flow chart, it won’t help support your debate

That doesn’t mean much. How about the space?

What about the space? It’s all described a little ways above in post 125.

You can walk back an forth and mess with the Rekka spacing. You can beat Rekkas with pokes really easily, unless your pokes have disgustingly bad hit and hurt boxes. You can neutral jump them or focus fish them. You can beat them with good lows, thinking of Deejay I know I’ve been hit with his slide a good few times and beat by his Sobats.

Provided you’re not afraid of them, Rekkas aren’t as bad as people make them out to be. They’re good, but that’s because he was designed to have a great ground game. His normals are good, but his walk speed isn’t, so it’s down to Rekkas to make up for it.

So while I wouldn’t really mind it (mind it, not like it) if they nerfed Rekkas in certain ways, they’re not nearly as bad as some people make out.

Deejay slide and sobat kick gets punished. Rekkas are safe. All of the options you posted are unsafe risk with little reward. Fei Long demolishes DJ. Fei is giving zone and grapple characters alot of problems.

You’re saying:
Messing with Fei’s Rekka spacing is unsafe and leads to little benefit? Making them whiff to be punished, or land too deep to be punished is little reward?
Keeping Fei at bay with strong pokes and beating Rekkas isn’t a good thing?
Neutral jumping or Focus fishing here and there isn’t going to lead to your most damaging combos?
Using selected lows is a bad idea?

Rekkas aren’t safe. There are lots of ways to counter them. Don’t shit around, slide is almost completely safe at near max range because it hits late and it gets lots of push back. That range is also a good range to do a LP Rekka, which slide beats.

At the same time, LK Sobat is -5 with good push back, which is made safe when hit near the tip. Sounds familiar.

You’ve gotta stop being so negative. How are you supposed to progress when all you’re saying at the moment is “Fei is bullshit.” “He ruins my character.” etc etc

we could play that game too. dj’s fireballs need more recovery. just walking back spamming air slash until something hits. if they jump, air to air fierce or slide. if they dont, just more air slasher. its too damn safe. no risk at all.

you might be crazy. rekkas are exactly the same. you need to bang the drum for ex hand to knock down again. thats whats killing the match for you