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.