Fei Long Combos and Glitches

I’ve just find something:

236 LP~LP sometimes do Rekka 2 times !
The input windows is so long in this game that after the 1st rekka, the 236 input is still valid.

Maybe that’s why there are accidental rekkas sometimes.

Trying to learn the cr.lk x(1~3), cr. lp xx rekkas

I’m guessing thats a one frame link? cause that shit is hard compared to cr.lk st.lp cr.lp

Yup, it is a one frame link. But it’s also not practical to use either. You’re better off using cr.lk x(1~3) and variate your string accordingly.

Haven’t seen this posted but Fei’s j.hp and j.hk also link into his Ultra in addition to FA.

The timing is fairly lenient due to long hit recoveries but you have to be buffering the ultra when the j. hits and execute ppp right when he lands.

http://www.wegame.com/watch/Fei_Long_Ultras/

Too bad it’s still too short for hit confirm for the ultra.
I rarely use it unless I know it will connect, like jumping over fireballs.

i got a big problem with
the fierce xx hk flamekick xx FADC xx hk cw
i always miss the input for the cw or it come out mad lately :frowning:

and the second thing is

if i do c.lk c.lk st.lp c.lp xx rekkas
after the c.lp the rekkas dont come out

hope you guys can help me

ramsI do you play with a pad or a stick? I play with the stick so I can’t help you much with pad hints

when you do the HK flame kick xx FADC, make sure you time your motion so that the HK chicken wing comes out right after you finish your dash. in other words, try to finish the chicken wing motion during the dash. once the dash finishes, press HK.

the cr.LP needs to be linked from st.LP in order for the rekkas to come out. if you’re just pressing LP without thinking about the timing / linking, you won’t be able to cancel the cr.LP. so, after you do the st.LP, take a very (very) brief pause. then, hit cr.LP xx rekkas.

lortebudding :
i play on a stick

streak :
i will give it a try

ok ramsI, heres my 2 cents. Remember this is just my way to do it, a lot of people do it differently:

fierce xx hk flamekick xx FADC xx hk cw => let’s change the hk flamekick (100dmg) for the mk one (140)

Basically to train this we cut it in two parts:

  • :l: :hp: xx :qcb: :mk: ,:mp::mk:, :r::r: Train this A LOT. And I mean a fucking lot until you can do it consistently

  • :r::r: get the stick to :db::qcf::uf::hk: in a smooth motion. During the last frames of the dash the chicken wing will be buffered

Now assemble both and let the muscle memory do the rest. Thats why I love the stick, u can basically “feel” Fei! Wataaaaaaaa!!

ok thx you a lot
i will do it and tell you if it works for me

the trick to flame kick > FADC > hk cw is to get out the cw motion as soon as your dash animation ends(before it even).

Do you have any tried-and-true tenshin set-ups? I’m playing around with Fei and I have some theory-crafted ones.

  • blocked cross-up mk > standing jab xx tenshin

  • blocked jump fierce - Fei’s palm at shoulder height - ex tenshin

  • blocked hk chicken wing > cr. jab xx ex tenshin

  • blocked flame kick fadc > standing jab xx tenshin

I want to play Fei with a lot of tenshin cuz I think it’s a cool move. Are there any set-ups I should know about?

Anyone pull Fei’s game freezing bug in a game yet? I’ve managed it a few times… It’s fucking hilarious! :lol:

C’mon guys! Help make Fei the scourge of online play!

Hi,
i can easily do the cr.lp ->rekka but when i star the combo 1 or 2 hits before (lk or lp) it’s very random when the rekka connect the cr.lp…
Can you give me a tip please ?

this will work only if the opponent on blocking mode or moving forward but you have to be like really next to him unless you uses ex tenshin and all of them are a great setup, you can also do an overhead then tenshin and many others

Just curious what is the maximum damage that you can do with fei long? i know a few characters can go beyond 600 damage like sagat, honda, ryu (not with infinite super / ultra bar)

yeah it all depends on each individual, some are more confident doing one compare to the other but here is what i think

2 damage with extra button doesn’t seem to be that much of a difference is correct but in if its done 2 to 3 times that will make it an extra 4 to 6 damage and when the game is close this little damage can turn to be a great advantage especially if one is very consistent nothing wrong with that and also when you do alot of hits sometime it demoralize your opponent (not all but some)

also lesser hits can help too since you are doing less (less chance of messing up) and deals quite a damage

A few questions:

  1. What are the different variations of Fei’s BnB combo?
  2. What characters will c.lkxxc.lkxxs.lp, c.lpxxrekkas hit, and which will it miss on? This is the typical BnB variation I use, but I want to know what other ones there are because this seems to whiff on plenty of crouching character, but is easier to link than his other BnB variation I know (c.lkxxc.lk, c.lp).
  3. One of Fei’s challenges has him linking s.lp, scl.hpxxFlame Kick>FADC>Ultra. Is there and practical application of this, like hitting c.lkxxs.lp… or adding a chicken wing into the combo before ultra? My execution is terrible, and I feel like I can’t do this, but can anyone confirm if this is possible? Or if it’s possible off of a crossup? Maybe a s.lp… off of a chicken wing (would probably kill damage quite a bit, but should be easier to link)?
  4. scl.mp can be FADC’d for frame advantage (enough for s.lp at least). Is there any practical use for this?
  5. scl.mp and scl.mk can combo into different chicken wings on different characters. Does anyone know what characters the best of these combos work on, and if there is any practical use?

If anyone can answer these, that would be great. Until then, I’m practicing my execution on what I know, and what I think might work.

not sure what you meant by scl