Fei Long AE2012 changes

I would have to strongly agree on this one. Simple fact is that Fei needed his Super or Original AE damage output. From the design build (simple yet godly footsies, well rounded defense/offense) and no comeback factor Ultra (e.g. FADC to Full Ultra Combo, or Balrog Headbutt to Ultra). I can only see things going downhill from here. Still mid-tier but no where to the days of AE. At best, I hope to keep the Super version of Fei with some minor tweaks. But the way Ono and the team approached Fei in AE2012 makes me sad.

For the past few days, I even played Vanilla Fei on my PC for a bit. Found it very hard to play against characters with the comeback Ultra due to the fact that his damage in that game was very low. Oh well :frowning:

dammit jason. its cool. keepin the high level stuff for your personal collection

on a serious note, we are going to have to re evaluate the way we play fei. rekkas are the only piece that is really in tact still.

have to think along the lines of not just doing max dmg all the time.

Yeah but what else can we do really? Cl.mp into sweep? even then our only option will be j.mp.

I was thinking about the push back on block, that might apply to on hit as well. Even then it’d still be a gimmick whatever we come up with.

I’m hoping there’s a stealth buff to HK CW (this just seems wrong at the moment) or Sweep. Otherwise we are going to have to save Super once a match.

Go back to what people used to do and use Super as the Ultra. That Hk xx looks like it’ll do beefy damage, guessing around 410-440 if you get both hits.

Vanilla Fei - EX rekka was very punishable, Slow startup on HK CW
Super Fei - EX rekka still very punishable, good HK CW
AE 2012 Fei - EX rekka safe, good HK CW, F+HK FADC combo’s (possibility)

So, judging from a vanilla perspective we got a safe EX rekka, good CW, F+HK fadc combo’s / tenshin setups.

Which is still good and trust me vanilla was much harder than what ae2012 seems.

ForwardHK>super will net 500 damage if done early in health.

Damn I can’t find it. I was looking at Toponga but the archive doesn’t show it.

Vanilla rekkas are same as super rather have that than ex rekkas and has he had his damage, hk cwing had invincibility so good get out of corner move.
Vanilla Fei was better.

and forward hk into super seems real gimmicky to me, there’s not many situation where Fei has full stock of super especially now since hes going to spend more meter on ex rekkas and landing that foward hk into super is very situational.

I disagree. Rekka’s are still the same, you just have to hit confirm. The nerf was to negate the delayed counter-hit that fei got. Also, he would win every 3rd rekka counter-hit if delayed properly. People didn’t value hit-confirming and just did his 2nd to 3rd rekka knowing that they would win the counter hit.

Using hk-cw to get out of the corner was never a good idea as anyone can OS your cw escape. It wasn’t a safe option, thus didn’t play in a large part in his game. In fact, the removal of inv. frames to his hk cw was valid, it was a low risk move for fei at lp rekka range, where you could just do a hk cw for huge damage or be placed in another 50-50 without risk.

As mentioned before any move that can be super cancelable can be FADC’ed, so in essence you have combo possibilities and setups.

I don’t expect to see much of any reasonable combos or setups that will justify burning 2 stocks for FADC off a F+HK. Between EX Rekka / Rekkukyaku, and the potentially further increased importance on our Super, I just don’t feel F+HK will provide anything meaningful to our arsenal in the long run.

It will remain about as useful as it has always been…

With old rekkas you wouldn’t be able to get punished hard with an ultra, you can easily make a mistake with the 2nd rekka coming out by acciden thanks to the sf4 engine.

Having an option to get out is at least an option there are really no options that are truly safe anyways.

Also you can’t fadc foward hk o.O

Anyways found something bad for Fei as that he can’t do flame kick fadc cwing in the corner they drop out after the first hit and they can punish you lol.

Yeah, I just tried out fei long, couldn’t do the f.hk to fadc. So far I feel like he gain nth but nerfs comebacks are harder. As for rekkas, the distance is really strict now most of the time I only throw the 1st light version just to be safe and I think there was one time i got dp from a very deep 1st heavy rekka. Even though I won all my matches with fei trying out the new balances. I don’t enjoy playing him as much in 2012.

They shrunk the hitbox on HKCW for sure. It is pointless to fk>fadc>mkcw as it 308 damage. My Tenshin setups have to consist of just hp>rekka and save that meter for something else. Fk>fadc now is no longer a 50/50. After trying it a few times I realized any character with a 3 frame move will beat out and LP I throw. This one nerf I completely forgot about. Damage from fw.hk>super is 500 like I figured it would be. He feels the same but it’s the damage from fk and cw that are very noticeable.

What gets me is how could the dev team overlook mk.cw inflicting more damage then hk.cw how silly is that? Well here’s to no more “S” hatemail

I miss the sweep combo… :frowning:

I stopped using this months ago. I’m only going to miss the damage. Sometimes I get impatient and play a little reckless but I could take those risks.

Don’t think i’ll be taking any risks now!

they nefred hk cw so that you wouldnt get such absurd dmg landing raw CW close fierce combos

I never used it. I guess my timing was off but I rather push the character into the corner. Plus my safe jump setups are ass LOL

Ok, First 6 games against 3000 PP range players, 6 straight wins and 2 perfects.

Fei’s gona be fine boys, Fei’s gona be juuuust fine!!! :wink:

Hmmm MK DP fadc HK CW Ultra 1 damage isn’t that great. Sufficient to finish someone off. Does MK DP Fadc Ultra 1 land all 3 clean hits on evreyone or it still misses a third? This is probably a better solution for the HK CW nerf.

I fail to understand the use of LK CW and LK FK now…they have been nearly useless before, but now?
They could have given a shorter recovery on LK FK, ala Ken…and LK CW doing the same damage of HK and EX AND being unsafe on block sounds just wrong.

^It still misses the third. If 304 damage is worth 2 bars and an ultra then its up to you. Due to the change in chickenwing hitbox, he can no longer flame kick fadc into ultra 1 when opponents are in corner since they won’t get hit when they are pushed to the other side, out of the corner. Dunno if this has been there before but in training mode, an all block opponent won’t get hit by the first hit of chickenwing. The first hit practically whiffs and isn’t there, not sure if that is the case for bigger characters.

One good news which I hope is not due to me goofing up is that Fei’s 2nd hit lp rekka on block is safe against Ryu’s cr.mk only at the extreme tip. It has to be the tip or else he will get hit. So anything within the range of Ryu’s cr mk may whiff if you are lucky or that accurate.