Fei Long Master Guide

am all hands in, already have a request to continue the video tutorals i have on youtube. but if we do a collab it will be awesome.

just posted my last Fei tut on youtube

[media=youtube]w01XsdOYBxc[/media]

You really only have to post it once… There isn’t enough activity on the Fei forums to justify posting the same text/link in 4 different threads one after another. Still, good work on making another video. I do have some criticism to offer which should help you make it better though.

–> While you do give a brief text explanation of frame traps, the safe-jump section really doesn’t explain much. I think since it loops the same sequence over and over, you’re going to baffle newbies more than help them understand the concept. The safe-jumps used are also manually timed, which, though not a bad thing, makes it more difficult to perform consistently–I have a running list of safe-jumps/meaty set-ups on this page in the thread if you wanted to check it out and use that for your video.

–> The information is also dated as far as the “character specific” section. The cl.HP xx CW loop no longer works in Super or AE. In Super/AE, only cl.MP xx HK CW > cl.HP works, and it won’t loop into itself.

For those two reasons (and they’re pretty big considering they make up the bulk of the video), I’m hesitant to post it “officially” in the front page of this thread.

I am sorry about the misleading info, I dont have access to machinery to record from consoles. pls forgive me guys. I didnt mean to mislead anyone on the character specific section.

@nosone
Thanks for pointing it out to me.

Nor problem man. I really appreciate the effort to make the videos though; your first two sure beat any text guides we could post up since most people prefer watching videos anyway. Good job :tup:

Thanks, I wasnt feeling too well when I started the third and rushed it, lol (have a roll of tissue by my side right now, lol!) I had more time on the first two.

A lot of links broke with the forum software integration. Update them please!

Sigh yea, I’ll ask a mod real quick to see if they’ll allow or incorporate some of the old forum code. I don’t want to go around fiddling with all of it until that’s confirmed. Sorry but until word comes back (which should be soon) you’ll have to copy and paste the links from the first page instead of clicking them.

See! Good thing I waited :smiley: Links and spoilers are all fixed now, no editing required.

:sunglasses: Awesome like my shades!

Guys, my controller is finally dead, here is the fallen warrior http://i839.photobucket.com/albums/zz313/ugo_2u/Image0545.jpg

I think it deserves a proper viking burial!

yeah, it fought well.

the start is worn out so is all the buttons
stick is broken
digital direction is broken

may it rest with other fallen pad compadres.

AE Frame data is up now. Link is in the Frame Trapping section. One thing that we didn’t hear about before is that cl.MK is now -3 on hit instead of -1 (in addition to being a frame faster). Not a big deal at all though.

Interesting, not that it’s a move you’d use without cancelling (or at all for me so far…). st.LP/cl.LP has more hitstun instead of quicker recovery so it’s not +3 on block; I was looking forward to badgering characters with that :’(

Also, has Super changed? It says 1+6 for SSFIV and 1+5 for AE. In fact, looking at it now, cr.MP is +5 and in my mind you can link super from that, so wouldn’t it already be 1+4? I’m confused aren’t I…

There are some few errors which are to be fixed by the Gilley (the guy who’s doing all the editing). The Super is an error on the part of the AE data I believe, but I can’t be sure. You could message him if you have a way to test it and have found it to be wrong. I’ll wait till I get training room time with the game though.

As far as being able to link Super from cr.MP in SSF4, you can, however it’s a special case. You either have to do the cr.MP as a meaty or hit with the tip of the move to get the third active frame (1st active gives you +5, 2nd active gives you +6, and 3rd active gives you +7). That gives you 2 more frames of advantage and lets you do a 1-frame link to Super.

Looking at it now in training mode, Super in SSFIV seems to actually be 6 frames (1+5) and so the AE figure should be correct. Tested it on cr.HP one Fei which is -5, and Super couldn’t punish. Then tested it on 1x MP Rekka which is -6 and it punished every time. Both the EventHubs and SRK Wiki’s frames are out.

And about the frame thing on cr.MP, I seem to be able to link to Super consistently now from point blank cr.MP, combos into cr.MP and max range cr.MPs on Fei, Seth and T.Hawk (the three dummies I’ve been testing on just now). This frame business is pesky…

Yep, good catch. It is a 6 frame Super–tested by punishing Balrog’s cr.HK and Dudley’s cr.MK. Makes sense since it’s not too difficult from a Tenshin and it does happen to connect as a link from cr.MP more often than not. That means you only need to hit with the 2nd active frame on cr.MP for it to work, and if you hit on the 3rd active frame, it just got a lot easier.

It’s still confusing though, because how would the cr.MP hit on the 2nd active frame from point blank range or at any close range?

Its possible that you may also be late-canceling instead of linking. It may be the case that cr.MP has an abnormally long cancel-window compared to Fei’s other moves, probably attributable to its long active frames. That’s theorizing somewhat though. Some other factors may be coming into play here, such as the hitbox of the other character in question. Maybe it causes the 1st active frame of cr.MP to whiff no matter how close you are for those characters if you hit them from neutral. Lol, I dunno.