Fei Long Moveset/Attributes

check my double posting skillz.

anywho, what do you guys think about using a jumping fierce as an AA. the hitbox on that is almost just like hondas neutral jhp. it works well as an air to air if you see somebody jump at you and you go up to hit’em pre emptively

Straight up jump or angled?

I’m assuming he’s saying straight up. Used it quite extensively during my CE Mode Marathon over the weekend. Found it very reliable.

as basic anti air, i was talking neutral.

air to air, i was talking angled. i like to use Hp air to air, as opposed to Hk, because you can dash under your opponent.(hk hits them too far out, but is still good to catch a retreat jump RH shoto scrub when he gets trapped in the corner)

you guys have got to start using the dash under on air to air hits into flame kick, on a side note

The differences between Fei and Honda’s neutral j.HP besides the obvious ability to move after it, is that Honda’s alters his hitbox so that it’s harder to hit his fat arse. I don’t believe Fei’s can do that, though I’d be happy to be proven wrong. The more (Quality) tools a character has, the better.

Edit: Nevermind, my reading comprehension is ass, lol.

i should try fk, i always try to do a c.hp > rekka but the newbs always spam punch trying to shoryu and end up punching me into double hit.

I’ll do some T-mode stuff for air2airs > dash unders and CH stuff in a bit. Trying to get some XBL matches right now, so if anyone is online hit me up.

so i did some tests in training on the jump ins to block strings vs mash out dp’s and found some pretty interesting stuff.

jump ins to light attacks (blocked)can not be interrupted unless you hit your opponent on the top of his head

jumpins to medium attacks(blocked) get interrupted almost every time unless you land deep(chest level), or your jump in is a HP or HK, and even those can be interupted if you hit on the top of your opponents head

if you are like me and your jump in combo of choice is lk, lk, stlp, crlp, rekka, stop after the light kicks are blocked. they are even on block, and if you are doing the timing for a link, you will be dp’ed by mashers. alternatively you could just cancell into two more light attacks if you see your attacks have been blocked

crlp is +2 on block, and feis throw range sucks, so the safest tic throw setup i can think of is jump in, cr.lp, throw

Won’t you still get DP’d if they mash SRK after cr.LP?

I typically go for jump-in> throw or jump-in> cr.LK> Throw. Never tried cr.LP, but I find that it pushes too much in combos so I avoid it like the plague.

yeah, you could get dped, but you can with any setup. lk is even on blk, so you get srked easier

Eh. It’s a gamble either way I’d say. It takes zero frames to block so you still have that opportunity–if a mashed DP gets in at frame 3 (+0 on LK) or frame 5 (+2 on LP), would it matter if you had that +2 advantage to begin with?

All I can think of doing in that +2 is:

  1. Backdash. This may or may not get caught by a DP late.
  2. CW. You get to delay the start of the invincibility frames a bit, though it’s tight. You may or may not be able to dodge a DP with this (not bothering with checking the frame data).
  3. Mashing FADC to absorb a poorly timed reversal. If it’s a perfect reversal your armor will break though.

Not trying to shoot this one down, I’m just looking for some justification for using this versus cr.LK against a mashed DP.

Tried out the above scenarios during CE Mode last night.
1)Found that the backdash avoids a late DP. Basically making the DP whiff and leaving your opponent open for punishment.
2)CW gets slammed by the DP or rides completely over the opponent.
3)FADC was getting slammed perfectly by a reversal DP every single time.

[quote=“Nemesys_Syndrome, post:192, topic:55239”]

Tried out the above scenarios during CE Mode last night.
1)Found that the backdash avoids a late DP. Basically making the DP whiff and leaving your opponent open for punishment.
[/qUOTE]

I meant against a perfect reversal, you may get hit late in the backdash. Does that happen? And can you do that with cr.LK as well? I think that might be worth noting.

[edit] A scenario I forgot is if the other person tries pokes or slower specials (though it’s pretty ridiculous to try when a DP is the typical response and works pretty often). In this scenario, the +2 helps to get a grab off before you get hit, especially if you aren’t being tight with the grab (maybe a frame or 2 off). Again though, this scenario is eclipsed by the more obvious choice of doing a DP reversal.

Not against a perfect reversal DP. I don’t think the range is far enough to reach you. Need to get a better understanding as to how many frames invincibility Fei’s backdash has. I know there’s definitely something there. I’ve backdashed out of Ken’s Ultra before. The guy was literally standing on top of me when he knocked me down and saw me tech recover. He launched his Ultra and cried “BS!” when he saw me backdash out of it. I’ve also backdashed out of sweeps, cr.mk attempts and throw attempts before.

Not too sure with cr.lk though. Personally have a habit of hitting cr.lk one time too many. Heh heh.

Just out of curiosity, how many frames is Fei’s forward dash?

http://shoryuken.com/wiki/index.php/Street_Fighter_IV

Thanks!

what do you guys think of a dedicated anti air thread? fei has several options ranging from flame kick to st.fp, to st.mk, and st.rh.

personally, i think it would be benificial to test which AA works best against which characters, and at what range; considering different characters have different jump arcs, and angled attacks that either stuff or trade versus your different options

Sounds like a good idea.

I’ve been working a lot on Anti Airing with Flame kick and I found it did not trade that much. Just like DP, you need to perform it quite late while crouching to be effective.

I still need to work on performing CW after traded Flame kick though but Flame kick as anti air is ok for me…