Fei Long Combos and Glitches

I’m finding that the Tenshin’s narrow frame ad margin gets eaten up when you play off host. I double Tenshin’d a hosting Ken and his EX DP got me when I clearly entered the HP command at the right time. It kind of discourages me with utilizing it online, especially against a Sagat or Gief where you can’t really afford to make mistakes. It’s a shame too cuz it’s supposed to be one of his major tools.

I was disappointed when I learned about the scaling of the damage in SF4, and really feel like they should omit linked normals past the initial 2 hits & begin the scaling once the first special move begins, so that we’re not punished for actually attempting a long & difficult combo that ends with the Ultra. After all, what was the point of them including a tutorial on them in the 5th normal trial stages? It says in the description that superlative timing is the key to mastering them yet you’ll actually do more damage just leaving them out altogether…makes no sense. However, his flashy combos are still a riot to pull off, but Fei is such a combo oriented player who must rely on his kicks & fists to win that it just feels unfair that I have to beat the living crap out of a Gief or Sagat with several combos while they can do full 100% damage single special attacks that inflict the same amount of damage that takes actual work to cause with Fei.

Anyway, just thought I’d start off my very first post on the SRK forums with a rant about my main, Fei Long :wink: I’ve been reading these pages in the background and soaking everything in and really enjoy reading the Fei section. Seeing how dedicated some of you are in finding all of his intricacies has motivated me towards spending countless hours in training mode learning his entire repertoire.

P.S. I am not sure if this was mentioned or not but the highest damage combo I could find for Fei in training mode was a Jump in HP + slightly ranged standing HK (the one that can be canceled out of) + super combo for a dmg score of 540. I find it hard to believe that that’s his most damaging combo as it’s not that hard to pull off so I sure hope I am wrong.

speaking of not being sure if something was mentioned, everyone knows about the double rekka shortcut, right?

^ ya it’s pretty neat. Dunno if I’d use it much though… maybe against blocked blanka ball?

Possibly, but I use it so I don’t accidentally throw out 3 rekkas. Takes some of work out of playing Fei Long, which playing Fei at all is a lot of work.

No! Please tell!

You can use one rekka motion for two rekkas.

Do a quick fb motion and then double-tap the button (or piano to another button). Two rekkas will pop out. Easiest with jab punch for the initial rekka. If you piano too quickly, you’ll plink out an EX rekka, so watch that.

It basically makes sure you do two rekkas as quickly as possible. Only useful situation I can think is after blocked blanka ball… or to cover distance? I dunno. Seems more trouble than it’s worth really. Doesn’t save you any effort, just adding it.

You can also do this with the 2nd and 3rd rekkas.

Definitely. I won’t even need it against Blanka balls since I finally learned dashing+light rekkas against those (still need to change 2nd and 3rd Rekka to HP for more damage though).

Maybe for you, it saves me quite a bit of effort, and I don’t accidentally mash out the third rekka.

Lol I have always preferred punishing Blanka balls with well timed flame kicks, hitting him outta the air like a baseball. Harder for me to punish Vega & Gen but there is a certain method to it as I am able to smack them cleanly here & there. One of these days I’ll hopefully land on a replay doing the feat & see exactly where the FK should hit. Trading FK’s is a no no against Bison during certain ranges of headstomp…so annoying cuz it seems that you timed it perfectly & yet feels like a hit trade but then it wasn’t a trade at all…u suffer even worse damage from the FK slap when it fails I think. Anyway it sure would be nice if we could save replays anytime we wanted like in BlazBlue :confused:

I also prefer stuffing Blanka balls with Spicy Wing, I hate playing Blankas because the best strategy seems to be to turtle and make them do dumb stuff.

About flame kick cancel into super. This works against Sagat most of the time provided you use LP Super. You’ll get two last hits only

Thanks for the tip. Video proof here:

[media=youtube]fhpVrSZ9H5g[/media]

EDIT:
Upon further testing, LP super also works on Abel, Rufus, Honda, Gouken, Guile, and Akuma. I believe that is all, I didn’t test a lot of the smaller characters, but I’m pretty sure it wouldn’t work.

was messing around in training mode and was able to perform

s.hp xx mk flame kick fadc forward, dash forward, ex flamekick

(all midscreen btw)

pretty useless since you get more damage from doing hk cw after the dash cancel and you don’t waste an ex stock but I thought I’d share

Why the dash after the FADC? And nothing personal, but this combo is beyond old. Gen came up with it when he was in his twenties :rofl:

Probably in order to get every hit of the EX flamekick.

After reading that I decided to try it, and every time I dashed twice, I ran right under the target, so I timed it so that the second dash was slower, which left no room to attempt the EX SW. So I figured maybe try it in a corner. The EX SW either hits so low and so fast it misses, or the combo just doesn’t allow that to work. The second dash is both unnecessary and pointless. If this works, I’m going to need to see a video of all hits landing.

Yea johns right its so both hits of the ex land ummm I can get a video done if someone shows me how to record training mode off the pc lol

Download Camstudio and adjust quality accordingly to accommodate frame-rate. Now, without the second dash, you would still land 2 hits of the EXSW, but of course that’s saying the second dash is possible, ALL hits of the EXSW would be 3, which is impossible, which is why the second dash is silly.

ah interesting the first few times I tried it I was wiffing one hit off the ex flamekick, must of been my spacing then

(I have just experienced the ylod :sad:)

I remember seeing that a 65% dmg combo for Fei is HK CW + C. MP + C. MP + Super? I tried it several times but getting the two c. mp’s to chain is too much of a pain to try with confidence in a match. I wanted to complete it so I could see its actual dmg total in training mode but gave up, because wherever I read about that combo didn’t state it…just said 65%. But the 540 dmg combo I found, and am sure others know of, the jump in HP or HK + st. HK that does the side kick…not the swooping oval one + Super. I rarely sit on meter but damn that is a lot of dmg but not much flash. It’s really a damn shame his flashier combos aren’t rewarded with a more fair dmg total…cuz his combos imo are so much tighter than any other character in the game. I still can’t understand why I can do Ryu’s ex cancels into his Ultra so easily yet Fei’s FADC Ultra is a very tightly wound string. I think it’s cuz of the swift timing of HP+HK and the fact that the FK is a reverse DP (yes the FA is the same press for all characters which should clear my finger’s muscle memory to do the last part but it’s still a flow that’s kinda hard to do on a sf4 gamepad’s d pad), then needing to dash FORWARD twice plus another 2 qcf motions inside a tight window for the full 3 hits. I use a sf4 gamepad btw & for me Fei is much easier to control on the pad than the stick but after months of playing him I’m still looking for ways to make his cancels after an HP+FK feel second nature.