Fei Long Master Guide

Hi. I’m relatively new to the competitive fighting game scene.
I’m a beginner (Averaging 1500PP) even though I’ve been playing since SF4 came out and I still can’t decide on a main but from what I’ve seen I would definitely want to use Fei.
Just wanted to see if anyone had some hands-on advice with playing Fei online they were willing to train a noob with.

If your on PSN i can help

So now that they nerfed fei’s rekkas are you only supposed to do one if blocked now

Not completely. You will certainly want to use it a bit more sparingly, though.

It still has its time and place, but the the risk you’re putting yourself into if your opponent presses nothing is greater.

Does fei require alot of double tapping and plinking… I’ve been playing the game for a long time but now i wanna play kinda professionally now . and with his rekkas i find it hard to get the last hit sometimes should i double tap when doing it…

No not really. Only plink is HP after hkcw. Double tap would be for lp>rekka. I play and all my inputs are single inputs aside from the 1 plink.

Thanks for the reassurance because that would be alot to kinda learn imo. and the med flame kick is used as the anti air right or is it a normal i should be using

Situational really. As Flame kick goes straight up, st.Hk is the better option for further jumps and attacks that will beat or trade the Flame kick.

Off the top off my head , Honda jump ins, Guy elbows, some dive kicks etc etc but there are lots. You can also use St.Fierce if they are directly above your head for things like cross up tatsu, empty cross ups etc etc.

EX flame kick will generally not trade and is big damage. This is all very basic stuff though, have you read through the master guide? There’s a heap of information in there.

Edit: Didn’t actually answer your question! But yes MK is generally better. It has higher damage in the FADC combo although if it’s more comfortable to use HK then I wouldn’t worry about it. LK flame kick has no use.

In what matchups i should use ultrA 2

Well ideal would be against:
Rufus
Akuma
Cammy
Blanka
Ken
And maybe a few other non-fireball characters. But I changed that thinking as better players are smarter then that and will bait out U2. I use U1 almost all the time except for Cammy. Her vortex requires U2 to slow her up somewhat. U1 is your best option as you can FADC into it or get a FA crumple. It works well against Akuma if he is in the corner and throwing air fireballs. You can throw U1 as he is doing it and catch him on his way down. I got that idea after seeing Fuudo use it against Akuma and it did good damage.

Thanks. i’ve tried out U2 today and i notice that people dont jump in as much. With that said i’m at a loss i cant get a standing round house to anti air for shit or i cant get the standing fierce to cleanly hit without trading. it seems that the flame kicks get hit out of and i’m thinking what am i doing wrong.

That will come with time. The roundhouse is a little specific, I have my matches where I know that I should be using it before the fight begins (Chun-Li, Honda, Guy, Bison, Yang, Rufus plus more) so you will just have to experiment and see what works for you.

Neutral jump HK is also very good as are Fei’s Air to Air heavy normal’s. Both Hp and Hk are amazing tools in the air to pre-empt a jumping attack.

It’s all about distances and remember , if your not sure just block. Fei’s footsie’s and defence are top class so a jump in is not going to be as devastating to Fei as someone like Sagat who can lose a whole round with a missed uppercut.

For DP’s the later the better.

I would use U2 against Viper and Sim only, in my opinion, because it keeps Viper from auto piloting burn kicks in the air. Against Sim it can be a good tool to use against his limbs, as they love poking.

The FK is a little trickier as the correct timing for it to not trade is screwy. You have to let them drop into your body, which seem weird, but to put that into perspective I’m sure theres been times where you’ve FK and you trade but their body goes into the air as if you’ve FADC’d the FK. If that’s what you’re getting you’re getting the timing down, only you either waited too long to FK or you did it too fast.

A good way to figure out how to FK is to have someone jump in on you, hold down-back, which should keep you stationary, now slide the stick (or dpad) up the back of the gate to down again. So it will be, DB to back to DB again, which should make Fei crouch then stand then crouch while blocking (looks silly), but this is what you want. Where you want the FK to come out at is in between the Back to DB, or rather you want to press MK in this window.

Granted this is only a learning tool. Doing it consistently takes practice and an eye to spot when to do it lol. This coming from a tournament player who lets people jump in on him cuz I’m scrubby like that :smiley:

Don’t let people jump fo fray, FK em!

I no longer use U2 for Viper. cr.mk makes burnkick whiff and the Vipers I face like Wolfkrone and Latiff almost never fall for it. Well I landed it on Wolf a few times. I never use it against Sim. Sim is one of the few characters after FK>FADC>HKCW>U1 where the U1 gets 3 hits. thats close to 500dmg I would not give up from a corner tenshin or FA crumple.

I agree the FK is tricky and reason is the Mk version is only inv for 5 frames. If thrown early you will trade to characters who have high priority jumpins normals, like Sakura HP for eaxample. It will not trade with most jump hk as they normally have no priority at all. Again its all timing and its good to know hit boxes to know which characters you will have to throw a real deep fK against.

I agree about U1 on Sim, I was merely stipulating when it might be a good call to use U2. I never use it lol

The USF Don
"We’ll meet again, someday soon"

Didn’t know where to put this but I updated the 2012 frame data based off the mook. Some of the updates were already made (jab frame advantage, dp and cw damage), but I finished up the remaining changes.

http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Fei_Long#Frame_Data

One thing I noticed was that the blockstun on dp was stealth nerfed by 1 frame. So Fei is -1 now after dp fadc forward. I tested Gief ultra and it punishes it on block.

Ya, we knew. It was mentioned here when AE hit. Probably justified since he was one of the few characters who had that.

What are the best frame traps to blow up crouch tech mashers? Just want to see what other people find effective.

Depends on the opponents’ tendency and how early / late they crouch tech…

cr.LK, cr.LP xx Rekka if they tend to tech early, are just straight up mashing jab or think they might stand tech instead.

st.LP or cr.LK, cl.HP xx Rekka if they tend to tech later, tech with medium / heavy buttons (LP+LK+MP for example) or if the opponents’ character of choice doesn’t have a 3 frame crouching normal.

Those 2 are pretty much the standard, go-to traps. Damage, corner carry, and is low risk with EX Rekka.
I’ll do slight variations using cl.MP / cr.MP / cr.MK / far st.HP or Flame Kick every now and then but the above 2 are the most oft-used.

Has anybody noticed that if you have your back closer to the corner and throw an opponent midscreen that they get hurled further away than if you were to just throw neutral at midscreen? Interesting