Fei Long Moveset/Attributes

Do Fei’s Rekka Scale for each hit?

I was in training mode and I noticed the % going down on each hit, even with rekkas by themself. WTF?

Hits scale down at less than 50% or so health (opponent’s), so you’ll see major scaling there.

At 100% health (opponent’s health), Rekkas should do 100%-100%-90% or something to that effect.

fei’s cr.mp, and mk are such good moves. my new ground approach is filled with zoning from just these 2 normals. mp in particular comes out and recovers so fast that you can throw it out almost completely at random to fish for counterhit rekka lead ins. both also come out quick enough to effectively AA jumpins even if you are whiffing when they jump

im also thinking of making some sort of rekka guide. to let people know what normals they can whiff punnish on reaction per character. shit with like 15+ recovery frames. i can also include my personal eye training program to help others learn to hit confirm from that first one. what do you guys think?

@HNIC, Fei’s cr mp and mk are only good when not faced against most top tiers.

Ryu and Balrog still have better crouches (mk and lp to be precise), Rufus has a very surprising cr. hp.

Still, Fei’s is pretty good when matched up against other mid tiers and a few low high tiers.

On your rekka punish guide, didn’t we already have one somewhere (well a, punishment guide in general)? It’s still valid minus the HK CW stuff (that nerf made me sad).

mike, i’m sure we’d all benefit greatly from what you could write. the tenshin setup guide sounds great, gonna go see if you started it already.

no doubt ryu has a better cr.mk, in terms of leading to a safe fb, and having a faster execution speed. usually against him i go with the overhead to beat it.

but the point i was making was if you can learn to whiff punnish normals with those 2 moves, it makes life a lot easier for you. you have to know your spacing. keeping outside of his cr.mk range, and hitting his extended hitbox while in recovery. and yeah, rogs jabs are hella nice, but i wouldnt even be that close without having him in a blockstring. i tend to fight him outside his sweep range, which brings me to my other point.

im not talking about punnished on block moves, im talking about looking for a specific attack, seeing it whiff, and rekka punnishing. rogs sweep for instance has 22 frames of recovery. so if you have your spacing down, making that whiff, and punnishing it with lp rekkas should be easy.

The only thing cr.mk is better is it hits low. (damn useful)
cr.mk can link into rekka or super, or just another cr.mp. It also comes out a bit faster, or is it just me?

I was watching my friend, DBC, mess around with trying to hit Rog’s low roundhouses’ recovery frames on reaction when I began to think of Fei’s low strong. As someone mentioned, vs the tops, their pokes are either more ranged or do more damage at mediocre range. Even more reason why Fei should probably be a counter-poker when outside of low short/jab range. Let them stick something out FIRST, then tag it with low strong xx jab rekkas. I’m going to start using this myself. As usual, this is easier offline than online given that extra reaction time constraint plus lag.

I also want to see what f+mk is able to go over at this max low strong range. Applicable vs Rog/Chun/Shoto low forward; not sure about Sagat’s low fierce. When out of low forward range though, and after training you not to jump at every opportunity, good shotos will just straight up throw a fierce fb at you. With that in mind, I wouldn’t try it vs Ryu + EX + Ultra as your airborne status might give him a free Ultra set-up midscreen.

[media=youtube]e97CBTbxoUY[/media]

Looking up some videos of Justin Long, at about 2:00, Jwong uses the overhead to hop over a fireball and take the win. I didn’t know the overhead went over fireballs, anyone else use this? Is it reliable and worth working into ones game?

Edit:
I’ve been toying around with this, and the only reliable way I see to not get hit with the fireball is to be right in the face of the person. Maybe when you hit the active frames prolong, keeping you in the air more, but as I see it, it doesn’t work for getting through fireball spam. I’m kind of sad about this, I was hoping Fei had another way to deal with fireballs.

Like you said, from my experience it doesn’t work too well.

I don’t see that working anywhere else than point blank range, the fireball is practically behind fei when it is released

This.

Only works when you’re at point blank range. Works best against Sagat when you’re putting the pressure up close.

No Sagat would throw tiger shots at point range though. Those shots come out from the fist which sticks out from his body so much.

just made a **new meaty tenshin **setup working from low rh. ill put it in the tenshin thread too

hit confirm to sweep from close mp. whiff mp rekka x1, normal tenshin. it grabs before any throws or jabs come out. loses to back dash jumps and invincibles

Fei Long apparently got some new move vs the female characters…
down left picture:rock:

www.hadoken.net/?p=875

Not sure this is character specific, but Ken can avoid the first hit of FeiLong’s super if he does cr.mk at the same time, giving him time to block the second hit.
It happened to me once online and twice when fighting against cpu.
Not sure about ultra and for other characters yet.

Yes Ryu,Ken,Gouki can do that. This applies also on Ultra.

hey im an Abel user i got a quick question
during any CW, does he have any hit invincibility? i know he has fireball but i know that sometimes i do move and they completely whiff in his face on the start up of CW

http://www.shoryuken.com/wiki/index.php/Fei_Long_%28SFIV%29#Frame_Data

im not the best at reading frame data so i got another question

1~10f invincible, pursuit property, 1st hit armor break
thats wats it says for MK Flying Kick

does that mean 10 frames of invincibility? the squibbly line throws me off