Fei Long Moveset/Attributes

Nah, I’m not referring to being forced to block the actual FOCUS ATTACK, but rather the FOCUS itself (the actual holding of both MEDIUMS vs the release). The FOCUS itself forces blockstun. If you enter blockstun as a result of an opponent CHARGING FOCUS within a certain range near you, and manage to pull a special immediately out of blockstun, it will classify as a reversal.

Not entirely sure as to how you managed the reversal vs the Ryu player in your latest scenario though…nvm. You jump over fireball, dash towards him with the intention of doing b, d, db + K. He does focus charge. During your input of b, you would have entered blockstun shortly. You’re either extremely lucky, or hitting the verge of mastering the REVERSAL ARMOR BREAK (likely extremely lucky tho, given you had no idea you were going to get a reversal…be glad for that flame kick motion including going to back for input). Too bad the horizontal range sux hawrd.

I sorta like the idea of REVERSAL FLYING KICK tho given the added invinc of the RH version (even if they backdash out of focus, they’ll still likely get clipped…just worry about getting anti-air focused at the worst or trade). I wonder if all 3 hits would classify as armor breaking in this scenario…seems like they should.

I’ll definitely agree with you as I was extremely lucky. I wasn’t hoping for a reversal or expecting a FA at all. What I was really hoping for or expecting was a cr.mk xx Hadoken.

On a side note: I’ve been trying to practice buffering the B, D, DB motion within Fei’s dash in the training room. I’m getting pretty consistent with it but the damn lag after the dash almost kills it. What I’m aiming for is scaring my opponent when they see the forward dash into block but automatically trying to counter it when they see him stop. Yet if they try to dp/poke, by the time they start the motion for the dp/start up frames of the poke, I will have already finished my motion and would be pressing kick by then.

Yes, I’m being a theory fighter right about now.

Edit: I’m going to purchase a recorder this week (hopefully) so I can record some of my matches and post them up.

Holy crap, I never noticed that 1 frame is subtracted from dashing after a Focus attack!

Forward dash:
Lv1 on block/hit is -1 disadvantage.
Lv2 on block is +5 advantage

Back dash:
Lv1 on block/hit is -10 disadvantage.
lv2 on block is -4 disadvantage

I’m thinking I should use lv2 more often for throw set-ups and mind games; +5 going forwards is awesome and -4 going backwards is relatively safe from harm, although I see no reason to go back if you have an advantage going forward.

**On a side note: I’ve been trying to practice buffering the B, D, DB motion within Fei’s dash in the training room. I’m getting pretty consistent with it but the damn lag after the dash almost kills it. What I’m aiming for is scaring my opponent when they see the forward dash into block but automatically trying to counter it when they see him stop. Yet if they try to dp/poke, by the time they start the motion for the dp/start up frames of the poke, I will have already finished my motion and would be pressing kick by then.

Yes, I’m being a theory fighter right about now.**

Well, I found out two things last night while playing with Fei.

I found that the dash up into flame kick is a heck of a setup for either 1)getting flamed up or 2) EX Tenshin setup. Tested it against a Sagat player with 3k bp and it was messing up his flow. He ended up trying to predict everytime I would come in with a lp. rekka, CW or simple forward dash. Unfortunately, he kept whiffing his pokes and giving me huge openings. On his whiffed pokes I’d follow through with (c.lk, c.lk, c.lp xx lp. Rekka). On his blocked Tiger Knee (HP xx Rekka or HP xx lk.FK > Level 1 FADC > lk. CW). So I found that the optimal range against Sagat is right under his St. RH range. His response to my simple forward dash would be a cr.mk xx Low Tigershot but his combo would get stuffed because I’m already doing the motion for the FK. The worst that I would get out is that I would either block the cr.mk and flame kick the tigershot or I would flame kick the cr.mk completely.

This kind of worked perfectly as I started employing Tenshin set ups into the forward dashes and what not.

Edit: He ragequitted on the the 3rd round.

Used mk flame kick a few times tonight and found that it definitely armor breaks a level 1 fa.

Yo Nemesys, ALL reversals armor break bruh.

Since that post I have been messing around with Fierce Punch. One good use I have found with it is to stuff or atleast trade with blanka balls. Works pretty good after a cr. MP to the crotch too.

It can stop/trade blanka balls, and it USED to stop honda headbutts, but I haven’t played many hondas in SF4.

I just try to bait head butts, block, and punish with rekkekans. I’ve only played a couple of Honda’s too, but I have rarely seen them use LP Headbutt.

Uh…my bad. lol.

whats up with flame kick losing to ryu j.HK ALL the time? Even when I time it right, it still gets straight up beat from certain distances. It’s stupid.

Fuck that flame kick. but, are you talking about online or off? I noticed his j.FP straight beats the flame kick offline. One of the things i noticed from that jp player’s fei vids, is that he almost never used the flame kick. he went with a stFP, and im guessing its cuz he saw it(FlameK) get beat more than he liked

First off, shoto uf/ub j.RH is like a frickin anvil lol. The hitbox is definitely fat and has a decent number of active frames it seems.

The “why does Hien lose/trade vs so much stuff” doesn’t have to be much of a question/complaint at this point though. We’ve had plenty of that already. I think it is time to just start focusing on understanding its number of invincible frames, hittable frames, and hitbox.

vs a jump-in, if they are approaching you at a 45 angle, then Hien might not be so good of an idea as it is more vertical…if you do decide to Hien, you might see yourself getting hit in the body more than likely. That 45 angle is perfect for focus (since they aren’t exactly on top of you for a throw) or s.RH

so, |__

0 to 45: s.RH, (far) s.Forward, Focus, *EX Hien, *CW
just short of x-up: Hien, *CW
close to 90 and pretty much a possible x-up: s.Fierce

of course, you could always meet them in the air with a Nj normal…and other options

just mho

kinda finding uses for that f+HK. good long range poke. startup is kinda slow, so throwing it out slightly before getting in the first kicks range can catch a foward walking opponent off gaurd( first kick whiff, second hits). no risk involved, leaves you at a range where you cant be counter attacked, and also generally enough time where you can still AA a jump in(barring a phsycic jump from half screen away) really good tool in footsies IMO

secondly, you can use it to safely try and punish gief PPP lariat. if you arent close enough for cr.HP, and dont feel like you have proper time/spacing for rekkas(blocked rekka=SPD)

EDIT: most online players have no idea how to deal with a strong footsies game. the more i focus on normals outside of combos, and AA all jump ins, the more im winning

got a theory i need some help with.

you know how we can land ultra on a juggled CW. if we didnt have ultra, could you FADC a flame kick, to CW, and then land some rekkas, or will they not juggle?

the rekkas wont land.

The Rekkas (even the EX version) won’t juggle. Was trying the exact same combo last night in the training room. Was also trying another ridiculously difficult (and most likely unnecessary) combo.

Was trying to do a FK > FADC > Dash again >EX FK.

The whole point of the combo is to get all three hits of the EX FK to land. It’s basically getting Fei to dash twice off of the initially connected FK. The dash twice makes Fei run under the opponent to the other side. Or instead of using EX FK, we can use lk. CW.

Hmm…thinking that there’s more to Fei’s FK > FADC than just juggling CW off of it.

Did that work?

I’m inclined to believe that only “pursuit property” hits on a special will land after launching the opponent off the ground (the 2nd/3rd kicks on HK/EX flame kick, or all three CW hits).

The EX FK has too much of a startup unless I’m doing it too slow. There’s also times where the Tenshin inadvertantly comes out as well (ugh!) I’ll run more tests later on tonight and see what I can find.

EDIT:Off of the regular FK>FADC>lk.CW

However, I can get all 3 hits of the lk.CW to connect. When I was practicing the regular FK>FADC>CW, I noticed that in order to get all 3 hits to connect, I had to delay the start up of the CW by half a second. Basically wait til the character is floating right at Fei’s head level. It almost looks like Fei is picking up the character from the waist and juggles all 3 hits right through (100% of the time). I’ll say 100% only because I did it pretty much twenty times in a row and succeeded each and every time consecutively.

On another note (which I forgot to add) pretty much found backdashing/FADC back as a very good tool against jump ins and certain specials/Ultras. Played against a Ken last night who tried to chip me to death using his Ultra while I was down. Instead of doing a wake up FK, decided to do a backdash instead (while I was inside of Ken’s Ultra start up). Ended up flying out of Ken’s Ultra completely unscathed. On certain occasions, I was also able to backdash out of poke strings and reversal Rekka (Only when they jump in attack).