Fei Long Moveset/Attributes

**new tenshin setup **for all.

regular fowar throw. f+mk overhead immediately while opponent is grounded. ex tenshin.

perfect meaty timing for the ex tenshin. beats jabs, throws, and anything non invincible. overhead after foward throw leaves youat a deceptive range where your opponent probrablly wakes up blocking.

try that shit out asap

found a sweet spot when fighting sagat. i spoke on this a while back when random rj had posted the vid of him fighting a sagat in a tourney match. so i already knew that from about half screen, you could punnish high tiger shots with crouching fierce. so i went into training mode to get some practice dodging fireballs. i found that if you crouch at the farthest point where sagat extends his hitbox so you can punnish the high tiger shots, he has zero attack options.

for example:

high tiger shot-countered by low fierce.

low tiger shot-if you jump right when you hear him, or right when you see the fireball leave his hands, you get a jump in combo. low tiger shots have a longer ecovery than high

lk tiger knee-at this range the lk tiger knee, which is the only non ex version which is safe, whiffs completely. free combo.

ex tiger knee-you can see this one coming from a mile away at this range. flame kick.

this is also a tad too far for most decent players to think about jumping in. but if he did, you would have a flame kick waiting.

but heres what makes you really untouchable from this range. the roundhouse CW. both high and low tiger shots move so fast that they pass right thru the RH CW invulnerability frames. so you dont have to worry about jumping thru the small window an worry about being tiger uppered. at this range he will not recover in time

combine that spacing knowledge with the ex cw, and sagat shouldnt be that much of a problem any more;)

This strategy fails at the punishing low tiger shots on reaction with jumps. EX CW is the way to go and vs Sagat hk is the best anti air as flame kick will trade or lose a lot especially against j.mp

bub, i know you dont have the console version, but if you right when he throws a low shot, you can jump it free of punishment. low tiger recovers in 44 frames, fei jumps and lands in 38 frames. i’ll put the link in when i find it for jump data. anyway, my point was that you can totally avoid having to jump in that 16 frame window(if you include start up) by using a hk cw to go thru the fireball

dont try to discredit things that you havent tested

low tiger shot is 44 frames total. i’m only discrediting because i’m right.

teohtime showed me this setup a few weeks ago so some might already know this (main reason why we should have a thread dedicated just to tenshin setups)

anyway I think it should be noted that few characters have slightly different wakeup times

which is more 44 or 38? just want to know is the math the same across the water. if the jump is 38 and the move is 44, that would leave a 6 frame hole by my american math.lol

this is also really easy to test. go to training mode, have sagat throw a low tiger and then mash upper, or hold block. see if your jump in hits on reaction.

EDIT: you are right about it being 44 total frames however, i misread things on first glance. but it dosent change the fact that you can jump over the low shots. im not saying he throws one random shot and you jump it. im saying you are in a crouched position and you catch the rythm of the high shots, see the low shot start, and then jump. 6 frames is a pretty small window to react thru, and you are bound to be smacked down if he throws 1 random from a stand still, and you try to react to just that 1.

high shot on the other hand is impossible to jump. you get a 1 frame window, which may as well be a guess. but still, this is besides the point of my post earlier. RH CW+EX CW+ cr.FP=win

I was wondering about Fei’s jump in medium kick. Was doing a pretty deep jump in on ryu and he threw out a super fireball. Just before it seemed i was about to sit on end part of the fireball i threw out a medium kick that connected and i barely avoided it somehow. Not sure if its just me but was playin with a friend and we were both almos certain i was about to sit on it. Anyone have any suggestions or experience with this situation?

I think it’s the way that Ryu’s super comes out, there’s a kinda “space” between his hands and where the fire ball starts, that and the Fierce version movoes pretty fast, so that space gets bigger fast.

He probably just threw it too early.

So they think we are jumping in to attack but we trip them up ? Does it beat a DP ? cause Ken/Ryu/Sagat all wake up and do a DP out of reflex it seems.

no. anything with invulnerability will beat it, or neutral jumping. scrub opponents will mash out dp at the slightest hint of movement, but this setup is for someone who thinks before mindlessly mashing.

the beauty of it is that the foward throw leaves your opponent face down, and when you do the overhead you finish the move standing at a range where it dosent look like a dp will hit at first glance, and they probrablly wont be sure if you are open to attack, and not just baiting them into a dp by whiffing normals. so they hesitate, and dont get reversal timing.

if you time it properly, and as tight as possible, the tenshin will hit on the first or second standing frame of their wakeup. as long as you arent repeating the same setup predictably, this is a very good way to land it

Played a solid Ryu last night whom I was using Tenshins on. The player started at first to dp every single jump in attacks I was doing until I started doing empty jump ins > Tenshin. Which stopped his reversal dp’s. Then mixed up with bnb combo’s which conditioned him for j.mp xx Ex Tenshin. To which he started doing neutral jumps to avoid my jump in tenshin setups/bnb combos altogether. I also threw in once or twice as a punisher for a whiffed dp…st.hp > FADC > Tenshin or mp rekka to lp rekka > tenshin > reset.

My whole goal during the matches was to land tenshin as much as possible. Basically to get my opponent to be afraid of being within sweeping distance of me.

hey nemesys. try out the new setup mixed with the old one that we had from rekkas 2x stop, ex tenshin.

start your bnb, rekkas 2x, foward throw, overhead, ex tenshin.

i messed around with it yesterday with some good success. i figured i had more of a chance to land a naked foward grab than naked tenshin considering the long startup without cancelling it from jab, and i was right

EDIT: upon further review of the frame data, crouch jab and stand jab have the same amount of blockstun. meaning crouch jabs are equally as good for setups from a data standpoint. execution wise, stand jab seems to be easier. gonna take maza’s advice and get a new tenshin setup thread going

How accurate is the frame data on the wiki supposed to be ?
Arent’t those “2 active frames” for every rekkas questionnable ?

This looks like it’s going to be fun. I’m definitely going to have to get this embedded into my skull. lol. Mixup games are fun but Tenshin makes it so much more exhilarating. :rofl:

Also, if we’re going to get a new Tenshin setup thread going, is it possible to ask the mods to delete the old thread? To avoid confusion?

Was thinking the same thing there, StarNab.

bnb, rekkas 2x, forward throw? now fei’s throw has small range, unless you use hp rekkas on the second part (or maybe medium) you won’t be close enough to throw cause of the bnb, and even if the second one hits, those who mash lp can actually beat fei’s attempt on throw

but i’m not saying that this is useless, this is a good mix up for fei, as we all know, sometimes we when we did combos and ends with 2 rekkas (when hits) people will tend to do something like mashing out lp but we can always beat that with flame kick.

once they get caught several times they will start to think not to mash lp and the setup that Mike mention will work smoothly … well at least until the throw part, second part is different story :smiley:

i main ryu and fei is my second best charater i would say and playing against fei, i definitely do not want to mash dp or doing it to often on the ground game, cause fei can backdash after a blocked rekka and will make dp whiff completely and free rekka combo.

another tenshin setups that you similar to this is that if you do not land close enough after second rekka you can do lk/mk cw this i know beats alot of lp masher or sweeps after landing the cw you can backdash if they like to mash counter or you can do ex tenshin

also another trick that is not tenshin related, probably some of you already know this if you have your opponent on the ground, and your distance is close but not next to each other, i can’t tell exactly how far by words, on their wakeup, you can actually do a lk/mk cw that will beat those who block down, yes those who blocked down as fei goes to the other direction.

now damage is not much probably around 30 if someone can confirm but its kinda free and if it fails / get blocked you are safe as you are on the other side and you did chip damage, sometimes you can get 2 hits (when hits, i never get 2 hits when its blocked) and you will land next to them but backdash will take you to safety unless against certain counters like ryu’s super and you can also follow up with ex tenshin

:tup:

yeah, i know after 2 rekkas, basically anything will beat the foward throw, but if you are balls out enough to try naked tenshin, you may as well make yourself safer in that situation and try a foward throw, allowing you to set up another mixup. and yeah, thats fierce rekkas. personally all my rekkas are fierce during a bnb.

i thought it is for all characters? lol but yes you are right and we also know who likes to mash or not, if against a masher it will make it super easy for fei and freebies of bnb combo / super or fa or even ultra :smiley:

the best tenshin setups that caught alot of people i believe is after a blocked jumpin attacks but i could be wrong as i barely uses tenshin lol

oh and did you guys know that fei’s overhead goes through fireball when it hits? it happened to nem and i when we were playing back then :smiley:

and also wanted to ask a question, you know when fei does a flame kick and it trades, can fei follow up with cw? i know if you dash quick enough you can follow up with hk/ex flame kick (it works in the corner but not sure about other spots) i tried rekkas and ex version, they don’t connect as i believe you will need an attack that causes 2 hits or with juggling properties

Chicken Wing has pursuit properties. Yes you can chase after a traded flamekick with a CW.