Fei Long Q&A: Ask simple questions here!

We’re not talking about tier lists. There’s no doubt Fei is a better character than Ryu. We are talking about ease of playing and Ryu is almost at the bottom of the pile.

Yep.

Then think of Fei rekka the same way. They use the same principle and timing.

Am i still able to do cw 3 hits on fei at corner after fadc ? Any help on the timing for it ?

Hi guy’s, I understand the theory behind option select rekka from a cr.lk but I just can’t pull it off. Every time I go for the qcf on the second cr.lk I can never get the rekka to come out. I’ve looked in the OS thread but there was no directional inputs. Cheers for the help.

practice

Depending on the character you’re facing you should be doing one of the two following;
:d:+:lk: :df: :f:+:lp:
:d:+:lk: :df: :f:+:lk:+:hp:

other than the most important advise that ugo has already mentioned you might want to very slightly slow down the inputs.

Just record the dummy doing a standing jab, pause and then mash on back dash as hard as you can. ( I think originally sendmaster or Spartan suggest this technique)

When you play it back, once the computer jabs, sweep him then on wake up he will back dash. It’s not perfect but it’s something. I find it easier to do it this way since I can adjust the timing as opposed to using the computer for the OS.

It’s actually amazing that Capcom have not included these options in training mode. For a game that’s heavily reliant on frame data and advanced techniques, the training room is shocking. All it would need is an option to select a move/special/input upon being knocked down.

Wither that or just make the recording window longer. 10 seconds? Seriously!!!?!

Cheers guys I’ll work on that. I’ve been practising my frame traps too. The ones I’m using are cl.st.mp after 1 cr.lk. Also sometimes cr.mk and if I see it connect go into super but it’s really hard timing. Does Fei have any counter hit combos because I couldn’t find any in training mode.

From my experience lights and medium strength require you to do it slow where as fierce and round house require a faster input. So yea do it slowly for a rekka os

cMP > cHP
cMP > light rekka
that is basically it

and stand cl st mp into ultra, cr mp also goes into ex rekka.

Not a counter hit but you’ve also got a fairly easy link from a st.jb into fierce for bigger damage. You have to be on top of them though like from a j.mp. Not sure if it works on everyone. Does on the shoto’s and Sagat though.

I noticed while fucking around in the training room, If you Focus crumple in the corner, dash up cl.mp, your still in range to grab them EX Tenshin for the reset. WIth the unusual stun of cl.mp I think better players would fall for that. Has that been mentioned on here before, maybe it’s just me being a retard?

EDIT: I think it only works on a crouching opponent. Probably no use. Either that or you have to hold forward for just a fraction of a second.

its good to know, but for me a blocked lv2 focus dash cLP cancel into ex tenshin is my genie in the bottle works 120% I am thinking of ways to make tenshin a strong part of my game any ideas.

I just use the basic 3. That one you mention, meaty on wake up/after a dash and also straight after a blocked jump in with either hk or mp.

The problem with the latter one is sometime’s you’ll connect your jumping attack then you look like a right idiot for dropping a basic combo in favour of a whiffed Tenshin (so a st.jab cancel after the blocked attack might give you more time). Happened to me the other day against a cody player for the win. Spewin.

yeah I’ve noticed Fuudo doing that, a jump in that’s blocked st.jab then tenshin. My usual set up is 2 cr.lk and if it’s blocked go for EX tenshin (regular won’t reach). Be wary you have to condition them to block because cr.teching will blow this strat up

Any tips for landing Fei’s safe jumps off throws? I was barely able to do them against Guy/Cammy/Dudley (I think their reversals are 5-4 frames) but had easier time timing it on Sagat.

I was trying to do:

Back Throw step and a half back jump forward with a normal
Forward throw slight step forward jump forward with a normal.

I didn’t try doing the corner setups yet.

I need help with super cancels and transitions with combos.

Can anyone point me in the right direction?

Sent from my EVO using Tapatalk 2

Hey guys what do you feel like is the most important thing for a new Fei to learn? I’m picking him up after like a couple years on and off of Ryu and Cammy

Also I’m confused about what to do on my opponent’s wakeup a little? So like, he’s great at corner pressure and has great normals, so am I pretty much doing a meaty or a throw every time, since i don’t want to switch sides with a crossup or something?

Rekka hit confirms. Rekka bnb combo’s, Rekka pressure. Anything and everything to do with that move. He has built in footsie’s already so that side of the game come natural to most people.

You have to mix it up. From a throw you would really want to safe jump or cross up centre of screen. His j.mp is ambiguous enough to land combo’s from. You also have overhead, tenshin set ups , baits and frame traps. So just some different options off the top of my head…

  1. Cancel a blocked jab into tenshin, meaty tenshin is an option also but works better after a dash up.
  2. cr.lk - cl.mp, st.jab cl.fierce xx EX rekka, cr.mp x 2 (frame traps)
  3. Cross up j.mp - hit it later in the jump
  4. Walk in and out of range for a whiff punish option, (people generally shit themselves around Fei on a KD)
  5. Overhead - counter hit leads to cr.jab rekka.
  6. Blocked over head Flame kick FADC CW - Gimmicky but 70% of players find the need to push something after a blocked overhead for some reason. If they block both you can try the usual grab, cr.lk shenannigans.

If there in the corner just keep them at arms length. AA a jump, hit confirm Rekka a whiffed normal or start up of a normal.

What do you mean, as in input advice???

Are you using HK?? There’s a slight delay before you jump.