Fei Long Combos and Glitches

Toward + Forward. But yeah, I agree, for simplicity I like the way you have it. I even like numerical notations more but oldschool seems reluctant to use it lol.

lol THAT’S DISCRIMINATION!!

y not f + forward? y make it the full forward when applying it to the hit forward only?

again tho, to each his own. understanding is the key :rofl:

I wasn’t entirely serious… :wink:

“Jab/Strong/Fierce/Short/Forward/Roundhouse” sound cooler, the other notation is simpler.

But it’s all fine (incl. numeric notation).

Again I’m not sure if this has been posted before but, I was playing some xbl last night and found you can cancel flame kick into super and juggle up to 2 - 3 hits. Pretty cool to end matches with but I prefer c.mk into super for the damage.

yeah that looks cool, but a plain waste of super and meter altogether (also it’s really not reliable outside of punish as a hit confirm…and if you’re punishing and have super, y not just go straight combo into super or super to get the full)

definitely used in one of the Fei Long Hollywood videos tho for sure :stuck_out_tongue:

I have started playing with fei long and I like him alot. What are his bread and butter combinations I should practice alot in order to be decent with him?

any\every mix of lk and lp x2, x3 and x4. x2 is for fakeouts like throw\command grab,3 you should be really good with cus it happens all the time and leasds to easy rekkas but 4 is alot rarer ougher and is a lil flashy but if you can do it consistently …its more dmg…so do it. “x2”= lk>lk or lp>lk “x3” lk>lk>lk or lk>lk>lp or lk>lp>lp…so on so on. you should also know the mixes for standing and crouching but note that you really wanna start these combos with cr.lk most the time just in case their not blocking down.

You can’t combo into ultra without jumping in or getting a crumple, anyway. It’s gone at the end of a match, so if you can land a juggle with it might as well use it.

His FA is pretty good though. LV 1 counterhits cause crumple, so if you can bait out something to counterhit with a blockstring or whatnot, there’s that.

Just wanted to share for those that don’t know.

The best way to learn the timing on his links(all of em) is to practice links off his close stand short.

I personally find it annoying to learn links off normals that chain.

Stand jab,cr jab is lenient (not a 1 frame link)

Basically to learn the timing cr. short x 2, cr. jab rekka

Just keep practicing cr. short, stand short, cr. jab xx rekka

stand short does NOT chain into cr. jab. It’s a link only. Has the same on hit frame adv as cr. short also.

Plus it tightens your timing on stand jab, cr. jab so you can do it more consistently.

Edit: If all 3 hits combo and you miss the rekka, its your rekka timing. Another tip: I practice the timing with cr. jab, strong rekka. The 2 in 1 off the jab is fast timing so I have a tendency to mess it up after a few hours, my finger gets tired. I practice doing only 1 rekka. The less time between iterations = faster muscle memory storage.

Here’s a neat little easy-mode trick for getting the cross-up j. forward > cl. fierce x rh flame kick and forward > super.

Take advantage of the game’s lenient timing on special commands and reverse srk as you input fierce, then immediately input roundhouse.

FP > RH Flame Kick should look like: :bdp: + :hp: + :hk:

RH > Super should look like: :qcf: :qcf: + :mk: + :hp:

Edit: tweaked

Wouldn’t doing QCFx2, RH kick sometimes cause Fei to do his F, RH double kick?

:u: that would suck. already there is the issue of getting f + RH for massive fail CW attempts :stuck_out_tongue:

Hey, anyone find any way to let Fei into the kara club?

i know s.RH (far) moves him forward slightly - kara throw?

Yeah, that happened a few times in training. Forward is probably better to avoid execution error.

kara tenshin would kick ass…it would make up for most bad points. gl pulling it off though.

well… going by that logic… (and it often does…)the overhead comes out instead.

im pretty sure the overhead karas idk how it does for range though.

:u: hey, Chrome, have you done it before and checked out its usefulness? i would try but, you know…

Has anyone else noticed that fp flamekick doesn’t work properly on sagat? I always seem to only get the first hit if i do fierce or EX flamekick so I started doing rekkas instead. It happened like 5 times in a row the other night.

Yo, not sure if you got the memo, but Flame Kick is initiated by a directional and a K input :stuck_out_tongue: j/k I get your point

How far away from Sagat were you when you hit him with Shienkyaku? What did you combo it from if at all or was it a reversal? Maybe you weren’t deep enough for the other rising hits to connect? You have the PS3 version of SF4, so go into training mode and test it out.

Well, as for me, my Fei Long got dusted off by a Boxer user today. I failed to punish whiffed/blocked dash punches with low jab into rekkas; I want a stronger punish for blocked/whiffed headbutts; i totally ate too many dash punches because I wasn’t thinking straight; and my SF4 footwork is still not up to par with Fei. Also, I hate canceling cl. s.fierce into flame kick. I swear, this cancel feels so strict. Standing forward feels way more lenient.

It was in matches online, after sagat did a uppercut that i blocked or whatever, even after a FA and a forward dash, so basically a free combo, and i did fierce punch then fierce flamekick, only the first flamekick hit hit. I tried it numerous times, and tried the EX version too, only the first hit hit. It worked against all other characters.

Maybe it was just a horrendous run of bad luck, i’ll check it out in training mode later, but the combo connects against everyone else.