Fei Long Combo Compendium (Updated: SSF4 AE)

Hi guys, I’m trying to make a statistic regarding combos (all characters) and I need a little help. I need 2 combos per character:

  • Best BnB combo
  • Best punish combo
    It doesn’t matter how many bars uses, but it must work midscreen, on at least half the cast, at least standing, and it should be practical. No jump in/counterhit/Ultra/Super.

So what would be the best Bnb and the best punish combo dee jay can do ? (also practical). Thank you

For now I found these:

  • cr Lk- cr Lk- Lp- cr Lp xx H Rekkas = 168 dmg
  • cl Hp xx Ex Flame Kick = 290 dmg

Is there anything stronger ?

Well, if you don’t count HK CW, st.HP xx MP FK FADC HK CW then yes. However you can replace the first one with cl.MP cr.LP xx (EX) HP Rekkas (216 without EX))

- Best BnB combo
cr.LK, s.LP -> delayed cr.LP (4f) xx HP rekka (174dmg) //best bnb damage output, but the s.LP will whiff on some crouching characters. s.LP can be done twice in a row for 4 extra damage, but you have to be really close to the opponent and the 2nd s.LP is even more likely to whiff on some crouching characters.
cr.LK, cr.LP -> delayed cr.LP (1f) xx HP rekka (164 dmg) //works on all crouching characters, but less damage and harder to do. All of his all-crouching combos are 1f

- Best punish combo
no meter - cl.HP xx HP rekka or HK flame kick (both do 250dmg)
no meter - HK CW -> cl.HP (1f) xx HP rekka (326dmg) //slower and does not work after a crumple)

one meter - cl.HP xx EX flamekick (290dmg)

Nice stuff, fohstick, thank you.

i did some experimenting in training mode, and i think this is fei’s best hit-confirm into super
cr.LK, s.LP -> cr.MK xx super (373 dmg)

more damage and range than cr.MP. cr.MK is harder to link, but as a mental cue, you can plink cr.MK as soon as you feel that fei is going to retract his arm during s.LP. Doing two s.LP in a row will result in less damage (~353) being done.

and for those that are having difficulties with cl.HK xx super, you can buffer the QCFx2, hit cl.HK and then HP (causing the super to come out). This is very useful after a crumple. If you want to do a j.HK, cl.HK xx super, just buffer the QCFx2 when you see the j.HK hit, and then input cl.HK > HP

Leaving out cl.HK and cl.HP, best confirm is definitely cl.MP cr.MK xx super (446)

Anyone have any vids of their hands for the clhp xx FK, fadc, hkcw combo? Or slp xx rekka.

I’m working on a video right now. When it’s done, I’ll post.

Here you go. Inputs included.

After CW, you can link s.HP more easily by plinking s.HP and then immediately press s.LP. So practically, you press s.HP, s.MP, and then s.LP really fast in succession

It turns the link from being a 2 frame (with plinking alone) to a 3 framer link (plink with s.LP afterwards). If you mistimed your s.HP plink, you get another frame chance of linking a s.LP that can combo into HP rekka or something

After 5 years I finally found some time to check against which characters s.LP hits (in combos) when they’re crouching.
Made this chart for my own reference:

In the description below A means a single c.LK > s.LP,
B = c.LK > c.LK > s.LP
and
C = c.LK > c.LP > s.LP

Note that B doesn’t exist in USF4.

Top row in the chart: A, B and C always work on hit and block.

Special cases Balrog and Guile: Everything works against them as well except B and C whiff ON HIT if done too fast. Chain with a nice not too fast rhythm and the s.LP will always hit.

Special case Dee Jay: On hit everything works. On block A and B whiff, but C always works. So just use C as BnB.

Special case Bison: On hit everything works. On block usually everything whiffs, but sometimes B and C don’t whiff.

Special case Sakura: On hit everything works, but on block s.LP always whiffs!

Special case Juri: On hit C works more often than not (only whiffs sometimes), but everything else whiffs (incl. C on block).

Honda, Akuma, Dan, Oni, Cody: On hit everything whiffs (though a raw s.LP hits meaning it’s usable for frametraps), but on block everything “hits”.

Special case Rose: On hit with B and C the s.LP connects, but you can’t link into c.LP (it’ll whiff). A whiffs on hit, everything whiffs on block.

Second to last row: Everything whiffs, except on block sometimes B and C don’t whiff (but most of the time they do).

Last row: Everything whiffs all the time.

Looking at this I have to say this behaviour can’t be justified with “balancing reasons”. It’s simply glitched against some characters and it’s just stupid artificial difficulty against many others.
Either s.LP should hit all crouchers or c.LP’s hitstun should be increased by 1 (for at least a 2f BnB against all crouching characters).

EDIT: Seems like this issue has been already solved for USF4. c.LK is +4 on hit now: https://twitter.com/StarNab/status/467744819058855936

I saw CJ Truth on UFGT X stream do lv2 focus crumple hk cw st.hp xx rekkas on Rufus.

So I went to training mode and:
lv2 focus hk cw st.hp xx rekkas 320 damage 485 stun
lv3 focus hk cw st.hp xx rekkas 380 damage 535 stun

For lv2 focus you immediately hk cw after forward dash and for lv3 focus you have to delay hk cw or else you will go flying over Rufus.

Was this combo already a known thing? I’ve never seen it before. And does anyone know if it works on other characters?

Edit: added stun values

Yeah, it is known. And it only works on Rufus.

It’s really good, since Rufus will always end up in the corner and will have to deal with a either a j.lk 50/50 or an unblockable after the rekkas.

Feilong USF4 Close mp to Close hp Combos on: Decapre, Dudley, Seth, Sakura, Dan, Deejay and Cody.

This is on crouching targets.

FEI LONG 2-3 frame link bnb, work on opponent stand or crouching(input timing same/work on hit or block)
(If you can’t reaction when the opponent standing or crouching on hit or on block,this text maybe can help you)
*=more better work on block
#=crouching on block 2 hit

[c.LK>s.LPX2>c.LP>REKKA 3f link][3 hit confirm]
Makoto,Dudley,Seth,Gouken,Gen,Sagat,Hakan,T.Hawk,Hugo,Fei long,Zangief,El Fuerte,Guy

[c.LK>c.LP>s.LP>c.LP>REKKA 3f link][3 hit confirm]
Dee Jay,Guy,Rolento#,M.Bison*

[c.LK>c.LP>c.LK>c.LP>REKKA 2f link][3 hit confirm]
Ryu,Ken,E Hoda,Ibuki,Akuma,Dan,Oni,Elena,Cody,
E.Ryu,Blanka,Adon,Yun,Yang,Chun Li,Dhalsim [Sakura*,Rolento*,Guile*,Balrog*,Vega*]

[c.LK>s.LP>c.LP>REKKA 3f link][2 hit confirm]
Abel,M.Bison,Balrog,Guile,Vega

[[[SPECAIL CASE]]](some input timing different but still work on block or hit/standing or crouching)

[c.LK>s.LPX2>c.LP>REKKA 3f link][3 hit confirm]
Sakura(crouching on block c.LK>s.LPX2 can’t do with chain cancel)

[c.LK>s.LP>c.LP>REKKA 3f link][2 hit confirm]
Rose(crouching c.LK>s.LP can’t do with chain cancel),
Poison(crouching on block c.LK>s.LP can’t do with chain cancel)

[(ST)c.LK>s.LPX3>REKKA 3f link][(CR)c.LK>s.LPX2>c.LP>REKKA 3f link][3 hit confirm]
Abel*

[(ST)c.LK>c.LP>s.LPX2>REKKA 3f link][(CR)c.LK>c.LP>(s.FLP)>c.LP>REKKA 1-2f link?,miss link will whiffs][3 hit confirm]
Juri#

[(ST)c.LK>c.LP>s.LP>c.LP>REKKA 3f link][(CR)c.LK>c.LP>c.LK>c.LP>REKKA 2f link,miss link will whiffs][2 hit confirm]
C.Viper

[(ST)c.LK>c.LP>s.LPX2>REKKA 3f link][(CR)c.LK>c.LP>c.LK>c.LP>REKKA 2f link][2 hit confirm]
Rufus

[(ST)c.LK>s.LPX2>c.LP>REKKA 3f link][(CR)c.LK>c.LP>c.LK>c.LP>REKKA 2f link][only 1 hit confirm](except you do 1frame link bnb)
Decapre,Cammy

I did not realize Fei Long’s combos were so hard until I tried him out! Seems like c. LP is the only crouching normal that can link into special moves! The official USF4 bible says my standard combo should be c. LK, c. MP, c. LP, Rekkas. I can do c. LK to c. MP MOST of the time, lol. c. LK, c. LP, Rekkas seem nearly impossible, though! I want a block string combo I can actually use, nto one that I will drop 90% of the time!

Of course I could just use s. HP into Rekkas, but I want a good block string combo. c. MP and s. MP are supposed to be really good pressure tools too.

I keep getting unwanted supers when I try c. LK, c. LP, Rekkas, and I almost never complete that combo.

EDIT

OK went back into practice mode for awhile. I main Sagat, but as we all know, Street Fighter is a game of matchups, and I want to learn Fei Long. Sagat’s standard block string is c. LK, c. LK, c. LP, Low Tiger Shot. I tried this same combo with Fei Long to try to link c. LK, c. LK, c. LP, QCF+LP. But, the QCF+LP at the end of it just does not want to ever come out! I can do regular c. LP, QCF+LP every single time, but because I am doing c. LK, c. LK, c. LP, QCF+LP with Fei Long, is seems to change the properties on QCF+LP. I think c. LK, c. LK, c. LP, QCF+LP would be a great block string for me since I use that for my Sagat. Or at least I thought c. LK, c. LK, c. LP would be.

Can someone explain the reason why the QCF+LP is not coming out after c. LK, c. LK, c. LP?

Edit 2

Never mind, I think I figured out why from the post above this one. The c. LP, QCF+LP link part of that c. LK, c. LK, c. LP, QCF+LP combo is a 3-frame link, am I right? So I have to time it well? That sucks. I think the official USF4 bible suggested the c. LK, c. MP, c. LP, Rekkas combo is just because c. MP does more damage than c. LK and is also +3 frames on block, am I right?

Edit 3

I got it down! I have a few visual tips for other people who might want to learn the timing on c. LK, c. MP, c. LP, Rekkas:

You only need to plink the c. LK with c. LP, no need to plink the c. MP.

Press the button for c. MP when Fei Long’s leg is almost fully retracted from the c. LK, but not quite fully retracted back into his regular crouching state’s animation.

Press the first QCF+P when his elbow is fully extended in his c. LP.

I find that by using visual cues like when his leg is almost fully retracted from the c. LK or when his arm is fully extended in c. LP makes it easier to hit combos. Just look at where Fei Long is in his animation for your button press timing.

I am still having trouble with HK Chicken Wing into s. HP. I mash the hell out of s. HP but it still does not work! I can do HK Chicken Wing into c. LP pretty much every time, though.

Here is a cool combo if you get them dizzy with lots of meter:

Level 3 Focus > s. HK > Red Focus > Ultra 1

Edit 4

Last edit for this post I promise! I got the timing down on my staple combo, but I have decided not to use c. LK, c. MP, c. LP, Rekkas because of how you need to be nose to nose with the opponent for that combo to hit. The c. MP has way too much pushback to allow the third hit, the c. LP, to hit most of the time besides the times you are nose to nose with them.

So, c. LK, c. LP, Rekkas is my combo of choice. Pretty crappy damage, yes, but, it will hit every time I will expect it to, and it will allow grab mixups.

The timing on the QCF+P after the c. LK, c. LP is really FAST! Like, you need to start the QCF motion while the c. LP starts its animation, holding the forward in the QCF, then pressing the punch for the Rekka. I suggest using a different finger for the button press for the QCF+P, even if you want to use QCF+LP version of the Rekka. But, at least I know that now, and the combo will be easier.

Thanks alot forest31. Im starting to learn fei aswell, and the bnb combos are giving me some trouble. It helps alot that you describe your learning of these combos and these little visual cues that helps you getting the timing down. I’m also coming from sagat lol.

On ps4 after mk uppercut fadc hcf,uf+mk, if i do ultra 1 at the correct time, the game delays and the ultra comes out way after it should have. Very frustrating as i have lost many matches after opponents just get mega punishes after they rise and block. It isn’t me i know the timing! Thoughts?