Fei Long Moveset/Attributes

Yes, the setups i use are constant offense and using block jabs for my setup :smiley:

More like a high risk high reward type of option. Take the risk, if succeed, harsh punishment. If fail, receive the harsh punishment.

Okay but I’d say you’re seriously limiting your offense game without it. Knowing the range of each rekka ken and how to pin your opponent down with them is what’s important. I’m just really curious to know how you play Fei Long Bubblan…you say that Rekka’s and Chicken Wing’s are useless so um, how do you even pressure your opponents?

Training Room Dummies don’t count as opponents. :rofl:

Jk, Bubblan.

QFT. Rekkas are essential really…it’s half of Fei’s game.

I’m just interested in seeing what Bubblan’s gameplay is really like now. No reliance upon Rekka nor CW. Interesting, really.

lol i wrote that stuffed because I am pissed off at this game’s defensive nature. I never really thought much of SFIV but at least I had fun with Fei but I just can’t enjoy myself anymore. Not only are throws, high/low mixups and pressure worse than ever. No rapid cancelling, invulnerable backdash, the fucking ultras and better than ever shoryukens with FADC->ultra is what really makes this game awful. Blocking for 30 seconds just to get a Bison to drop his charge is what ultimately made me drop SFIV but really if you’re holding db for 30 seconds because it’s your best option that usually means it’s a terrible game.

Ill get back to SFIV when it’s patched beyond recognition but until then I’ll be playing 3s and hopefully BB

ps lk, mk and hk CW suck
ps#2 SFIV is dead in Sweden:encore:

Playing like a turtle will always suck. If you start using Rekkas and CW as suggested, you might actually develop something of a pressure game. I’ve never had to turtle for 30 seconds to find an opening–I make my openings with pressure. But that’s all moot, you’ve already given up on the game.

It’s this kind of thinking that gets you stuck in a rut. I’ll admit that I may have underestimated Tenshin in the past; I’ve started experimenting with it more and found it to be somewhat workable.

By counting out a move based on sheer logic you leave very little room for cake. Tenshin, by my logic, is horrible despite the opening it creates for damage (slow–can be thrown out of/jabbed via option select, SRK’d, etc., and also HIGHLY punishable on whiff). Nevertheless, I’m willing to give it a try and put my points on the line on XBL just to see if it works. If it doesn’t, my gameplan doesn’t change, for better or for worse. If it does, then that’s freaking awesome and I’ve got a new tool to play with.

Some reasons/opportunities to use LK CW:

–Max range (land out of throw range) against anyone with a 4-frame jab, and no special counter </= 4 frames (Viper, Abel, Gouken, for instance)
–More likely to keep you in front of a crouching opponent than MK or HK, so it may be the preferred tool if you can land it.
–Short-range travel to catch up to turtles while building meter.
–Can catch some back-dashers with the tail end of the move.
–An easy (delay-able) follow-up to Flame Kick> FADC.
–Quick counter. Launches faster than any other CW, and gives you the same aerial status (avoid throws and ground-based combos).
–Cross-up on a downed opponent for mind games and messing with charge characters (does not have to be at point-blank like f+MK).

MK CW:
–Abel/Gouken spam to dodge throws and break Hyper Armor.
–Cross-ups on large crouching characters at throw range (2 of which are listed above).
–Another easy follow-up to Flame Kick> FADC.
–Catches back-dashers; if you anticipate a back dash, use this for 3 free hits.
–Safe on block (-2 is virtually the same as +0, except against Zangief); the negative frame advantage might also help if you’re aiming at a Flame Kick follow-up, since an SRK reversal will have already expended some invincibility frames.
–Medium-range travel while building meter.
–Best speed/damage output of all the CWs (considering HK is so slow now). No, MK did not get “better” in terms of actual physics, but it is the best now.

HK CW:
–Started fooling around with this, and it’s brilliant for approaching Seth/Dhalsim. Launch as soon as you see the stretchy arms and you get a free hit with a +4 advantage (I believe Tsua was talking baout this before, so credit to him). Works for dodging Fuerte’s attacks easily as well. (Still experimenting with this move.)
–Same aerial status as the other CWs means you can use it for Abel/Gouken spam if you’ve set them up in a turtle position.
–Safe on block (except against Zangief’s Super/Ultra).

Good stuff kobra we gotta rematch soon lol CW spam again!!! since i cant trap u in tenshin nemore T.T

Answering Nosone

The reason I was turtling in the first place was because I had life advantage so I forced bison to find an opening without the ability to use charged moves.

lk cw: Is there even a reason not to be using lp rekka instead of lk cw? Maybe it jumps over a low but the frames are not worth it.

mk cw: Definitely better than lk cw simply because of the frames on block/hit. Did anyone use this before hk cw was nerfed and should it really be used for that reason? This move is easy to counter from a distance, if blocked it’s -2 and there’s no damage potential in this move(unless you score a CH off the last hit but that’s just not gonna happen unless they screw up a counter). Also Nosone you use mk cw way to much.

hk cw: It does not work for approaching Dhalsim if the Dhalsim is any good. It only works as an anti-throw on the taller characters (not including Gief after SPD)

Did I ever say that rekkas suck? I just said that tenshin rules and I get all sorts of reactions. About the rekkas for chip damage I really thought he was joking but maybe he wasn’t.

Edit: Got a bit sidetracked there but whatever. This is not about Fei or my Fei. I wrote that tenshin rules because I was sick of SFIV defensive and tenshin can actually force out damage/actions. Again to make it clear I really though that Hotdawg_SKA was joking how did people interpret that as me hating on rekkas (i do hate on non EX CWs so that’s ok). I just don’t like SFIV and in Sweden no one (not random) plays SFIV so there’s absolutely no point in even bothering.

Sure, if you’re going to judge a game based on the instance where you have a life advantage and your opponent doesn’t have a good approach strategy, that’s your take. I would scratch that up to your opponent not knowing how to close distance using normals only.

-Invincibility frames always screw with your opponent; this not only applies to low attacks (which it dodges completely), but standing attacks as well. You won’t get in on Sagat’s standing HK with Rekkas (you’ll get hit with two kicks on the ground), but you may with CW if you time it right (hit with one kick if you miss the counter opportunity). The fact that it dodges lows is also extremely important. How do you think Ryu sets up fireballs at close-range, and how does Bison start his scissor-kick combo? Random lows are common in SF4 since they create such great openings.

-Dodges/counters random fireballs and a random ultra by Ryu/Rose mid-close range.

-Catches jumping opponents for 2-3 hits; if your opponent jumps or uses a move that makes them airborne, Rekka will only get you 1 hit in the case of a counter.

You’re using logic here that doesn’t match up with your belief that Tenshin is the best. Start-up frames are longer than Rekkas, yes, but it’s still not easy to predict/counter if you’re not looking for it.

[edit] I’ll give you the argument on the bottom that you only wrote that bit about Tenshin in anger. Still, excluding techniques from a game is crippling IMO.

If you’re using MK CW at a distance when your opponent is ready to block or counter, you’re not using it right. First, you’re not maximizing chip potential. Second, you’re allowing your opponent the time to respond not only the start-up frames, but the attack frames as well, giving them much more time to prepare. Third, you use up invincibility frames at a distance where you couldn’t possibly be hit. If you’re using MK CW at that range, you deserve to be countered.

And I don’t use it that much. You’re basing that statement off a couple bad videos of me. Throwing MK CW at the wrong time or distance is a bad habit of mine when I panic–it’s still a viable tactic against Abel/Gouken. The Gouken and Chun-Li vids that you see of me are only a couple out of dozens upon dozens of sets in which I win about 80-90%. These guys had the chance to adapt to my game, which forced me to change mine–in these vids you’re only getting that awkward period in between when I realize that they’re starting to do something new and I need to change my own tactics.

I’m not advocating throwing out random HK CWs to catch Dhalsim as he’s running away. What I suggested was to use the invincibility frames to dodge a stretch punch (jumping or crouch) to get in a free hit/advantage. A counter/approach if you will; it’s purpose is to catch Dhalsim during his recovery, not just to be thrown out there for movement’s sake. To be fair, if the Dhalsim is “any good” (by which I’m sure you mean really good), you’d be hard-pressed to find any viable tactic against him. In any case, I only offered HK CW as a possible tool to help Fei’s in this match-up, not to be pompous.

Cool. :smokin:

[edit] This internal “SFIV sucks” or “Fei-Long sucks” thing really isn’t cool though. We know where he’s good and where he fails, but we love the character and we’re trying to make him work for us. Just putting it out there–try not to kill our fun.

I wasn’t gonna bash on SFIV but all the negative comments following my tenshin/rekka chip comment (which is -4 ie not for pressuring) just made me feel like ranting. I should’ve bashed on some people as well.

Nosone:
Sure, if you’re going to judge a game based on the instance where you have a life advantage and your opponent doesn’t have a good approach strategy, that’s your take. I would scratch that up to your opponent not knowing how to close distance using normals only.

hk cw stuff

This internal “SFIV sucks” or “Fei-Long sucks” thing really isn’t cool though. We know where he’s good and where he fails, but we love the character and we’re trying to make him work for us. Just putting it out there–try not to kill our fun.

#1 What I mean is that because of strong defense I’m better off blocking and waiting for something to counter than to pressure the opponent.

#2 It just doesn’t work that way even if you dodge the limb you’re usually not gonna counter anyway or even worse sim punishes the hk cw. hk cw is just that slow.

#3 Fei Long is the reason why I played SFIV so he’s still GOD

Hey Bubblan, I’m sorry about what I said earlier. Didn’t mean to sound negative. Heck, I’ve been in such slumps on certain days where nothing will connect and I’m gettting countered for the craziest stuff. Times like that, I’ll just put the game down and cool off for abit, pick it back up later.

Learn the matchups, know what your opponent can do, build your reaction time to be faster than your opponents. Start the match with the mentaility of tearing your opponent down. Shoot, sometimes I scare my opponents when I corner them straight up against the wall and then I stand right there in their face hitting them with pokes. Once you invade your opponent’s personal space, they freak out big time. :rofl:

“No guts no glory” type of mentality = Me! :rofl:

:lovin:

I like to go with the believing approach. I believe that my random ultra will hit, unfortunately they rarely do:lol:

Better than believing and having guts is to be patient and alert at all times, don’t attack when you don’t need to and wait for something to work on. I may go to super vs battle in England and I BELIEVE that if I play like that I’ll perform a lot better. Just too bad I can’t keep that kind of focus for long.

lol sry Guts n Glory is kinda my style especially being in your face play lol since using tenshin traps of getting my opponent to open their tight guard is my forte. while using rekkas to get in or ex rekkas to throw off the fireball to get in closer XD constantly attacking and blocking wisely and counter with flame kicks is my offensive style with fei.

I liked Nemesys’s no guts no glory better :lol:

Nuff said. Rush him, anticipate and punish. I know one thing: it’s so satisfying to dizzy your opponent and doing Taunt 9.

Now I gotta know this. Is fei’s overhead really punishable when it hits?

Still don’t have taunt 9. How the heck do I get that? Want it so bad.

Then again, I can’t taunt anyways. lol.

Played a Blanka user earlier. I’ve gotten better at punishing blocked balls (dash :forward: Rekka) which was a plus. At one point in the match, I was standing a little inside Blanka’s sweep range. I kept poking him (and getting counter hits on him too) with crouching medium kick and only the first rekka. Funny part about it was he kept trying to electricute and not do anything else. This went on for a good twenty seconds before Blanka decided to switch to doing something different. :rofl:

My son: Dad, what’s wrong with that Blanka? He’s just sitting there getting poked to death.

Tenshin setups

i went to training mode to test out some different tenshin traps. found out that jump in RH followed by a normal tenshin on hit is **air tight **against jab mashers, or anyone that dosent have an inv reversal to mash out.

the ex version is air tight on block and hit, vs mashed jabs after a jump in RH. in fact if the rh hits too deep, the extenshin will wiff. the normal tenshin is almost air tight on a blocked RH, but 3 frame jabs squeek out every now and then.

id use EX every time, in theory, just to be safe.

i found this to be quite interesting as certain characters who turtle have almost no way out of getting hit with the tenshin:tup:

Been using tenshin setups in 2 different ways. The first 1 is to gauge how good my opponent blocks crossups. If they know how to block crossups, then it’s time to add tenshin into the crossup:
Crossup :mk:, st.:lp: xx Ex Tenshin. (Use the mk to hit confirm).

The 2nd method:

When they block your BnB:
Cr.:lk:, st.:lp:, cr.:lp: xx Rekka (1st rekka only) > Ex Tenshin. (use lp or mp rekka only as the hp version goes too far). This one works awesome on Guile/Blanka/Balrog users. I’ve gotten it to work on some Abels, a few Bisons and it never seems to work on Ryu/Ken/Sagat. :rofl: