Fei Long AE2012 changes

I mean the whole ssfiv input leniency is ass because of it this you can easily by accident get the 2nd rekkas to come out

Yeah, also you have to be much closer if you wanna get all 3 hits of chicken wing, ive notice the ex flame kick as anti air seems worse.

Today i was able to expose scrubs who called me out in AE online had a FT10 with a balrog who challenged me ft10 and lost and said he would body me once 2012 comes he lost 10-3 was very satisfying lol, now waiting on the Makoto player who sent me a message saying AE2012 soon when i beat him, after this im switching to kof13 but ill still be around the boards.

Umm I dont know if its me, but Im having trouble against Cody. Everything i did was stuffed by a crouching jab. everything.

I also noticed the flaming kick being weird. It traded a lot for me,

Finding it very hard in matches where a comeback is needed. Played a decent Akuma who can vortex and such. He would play defensive/runaway (neutral jumps, jump away ex fireballs) with the occasional spamming sweep or standing HK which would always lead to vortex.

The think is when he is at a life lead it is very hard to open him up. I find that I have to setup even more frame traps to capitalize on his either jump away or attempt to poke. Of course there is the risk of eating a mashed Shoryuken.

I can only imagine what its like to face a Guile now.

It’s been like that since AE.

I agree that fei as a whole is the same, the cheap stuff that people complained about is now gone. The things that have affected me have been the CW changes, where it usually would cross up now sails over leading to a full punish (gotta train not to do that)and the HK CW dropping opponents in the corner during a juggle is bad. I feel the match-ups he had a hard time in are now going to be worse due to the dmg nerfs. Sure it isn’t that much but when you factor in his very linear design it’s hard to make that comeback when your options have been narrowed.

One thing I did notice before I ran out the door, is the possibility of his cl.mp having less push back, allowing for a cl.mp>tenshin. I didn’t test this on anyone other than T.Hawk but it worked on him. Has anyone tried cl.mp> EX CW on characters that the old cl.mp>HK CW worked on? Sure the dmg has been nerfed and it would now cost 1 meter but that isn’t to bad for 350 dmg. It will be interesting to see if there is something we are all missing to allow for new combos or mix ups.

I dunno why but it feels like st mp starts up faster.

No one panic yet, as I didn’t have time to test it out in the lab…but do rekkas cover less distance now? I was having trouble punishing Honda headbutt online. Even if the first rekka hit …the second would whiff. Could have just been online lag or something though.

Other than that, Fei feels fine…although the really should have kept the damage on HK CW. I was fine with all the other changes but this move has just gone through the ringer when it comes to nerfs and buffs…

I definitely agree on matches being much closer. The damage just isn’t there for comebacks.

I rushed back to try him. It feels okay really. In corners after a
Fadc from FK, you can juggle three Hits with ex-CW at a cost of 1 stock it’s not too bad knowing you need to finish someone off. Overhead feels faster and that 1 frame st.hp link to rekka/fk feels easier. That HK super is too easy lol

I don’t know if this was in AE or not but:

Opponent in corner: jump hp/hk (blocked)>cl.mp(blocked)> ex. tenshin works on just about everyone I’ve tried it on. I would assume (have not tested), all of the skinny chars like vega and viper this won’t work.

*This is not a cancel

I find it hilarious people still cant punish 2nd rekka

C. Viper is hurting it looks like. I just played what I previously had considered a good online Viper, bodied him badly. I had heard she got neutered but it wasn’t pretty to see. The player was obviously trying to adjust, but things were just missing in the match up. Played a Yun player who looked like he had a decent knowledge of the character and combos, he was fumbling badly too. That I haven’t seen this or heard it reported for Fei Long reinforces by belief Fei has come out ahead of these other characters regarding the current round of nerfs.

Viper isn’t hurting, just by playing random people online you can’t gauge the strength of character, Fei Long is a decent character hes not a strong character otherwise all the top Fei’s wouldn’t jump ship hes just not a viable character now that he doesn’t have a decent comeback potential, sure you can beat people online thats about it.

Viper is not hurting. Go to Wolfkrones YouTube and see the hidden buffs she got. Bison is a far harder matchup now the damage the DaMAGE is gone and it’s far harder now

Haven’t had a chance to play it yet which makes me really sad. Sounds like 2nd Rekka has been changed as far as blockstun, but not in actual recovery, else those of you using it wouldn’t be getting away with it so much. That’s just a matter of conditioning though–a habit of not pressing buttons that people will have to break after 3 versions of unpunishable 2nd Rekka. As a Fei player, that 2nd Rekka is really easy to see on block.

f+hk not being FADCable is disappointing, although not a deal breaker. CW sounds terrible though. I’m not sure what to make of your impressions thus far, but it makes me sad to think that our one unpredictable approach has become more easily punishable and harder to land. That really pushes Fei towards being that linear character that Higgs was talking about. His design was never meant to confuse or fool anyone-- he just played solidly. Now, anyone with a good keepaway game or a solid footsies game will become even harder for Fei to beat.

This is disheartening, surely. But I’m still on this boat and forever will be. Tomorrow I’ll try my hand at this nonsense and see what I can find.

LOL yeah it happened to me today. I hit 2nd rekka too fast and it was a HP one. I was like “shii!!!t” and the other guy jumped away. Its like they dont read up on anything. Man its so stupid that capcom listens to ppl like that and look what happens to us. But hey we’re all adapting and helping each other. And Im sure everyone here says WAAAAAAAAATTSAAAAA after finishing someone with U1 dont deny it. So nerf us all you want we’ll still win.

Made an earlier post about 2nd lp rekka on block still being safe on the extreme tip, can someone confirmed this for us? Hakan hit the jackpot of gold and we are still digging for more, so I won’t be using fei now.

Ya, reading the cl.mp comments, I thought something was different too. I’ve got a all day today, I’ll see if I can find anything.

I think saving for Super is realistic. Unless your under real pressure and need to FADC to safety, there’s no other decent meter usage. HP xx EX Flame kick if you want the damage, that’s about it.

Hitting with the tip only made Rekka x2 safe in older versions as other characters didn’t have moves that could reach far enough to punish. As a matter of frame disadvantage, at most you’d be granted an additional frame of hitstun if you hit with the second frame of Rekka so that -8 becomes -7 instead. That’s punishable barring you have a long enough range move to do so. Ryu’s sweep for one should be able to do that easily.

I would doubt that the devs would add another active frame or two to Rekka x2 if their purpose was to nerf it entirely, though that may be pessimism at work… If anyone can prove that wrong, it would make us all happy.

This is spot on. Keep away characters and solid footsies characters making life very difficult for Fei now.

His core gameplay is the same and he still resembles Bruce Lee. That’s enough reason to still use him.