Fei Long Q&A: Ask simple questions here!

I tried with with HK, MP, MK with little success… there are some characters (like Guy) that if they crouch j.HK misses if I do it too deep.

Would anyone be interested in a punishment guide/thread, this is something I’m working on for personal use (which was going to lead to notes on specific matchups) but thought this might be helpful for any newcomers to fei or anyone who maybe interested.
The basic layout (which may change) would be the following with every character;

Opponent character:
[Move name / frames on block]
[LIST]
[]Punish with
[LIST]
[
]Any specific notes
[/LIST]
[/LIST]

Ryu:
Cr.Hk (-14)
[LIST]
[][FONT=Arial][SIZE=15px]HP Rekka / HP Super[/SIZE][/FONT]
[LIST]
[
][FONT=Arial][SIZE=15px](If C.HK is blocked point blank) Cr.HK / Cr.MK xx Super / Ultra[/SIZE][/FONT]
[/LIST]
[/LIST]
Hadouken (-6)
[LIST]
[LIST]
[][FONT=Arial][SIZE=15px](If blocked point blank) Cr.LP xx Rekka / Cr.HK / C.MK xx Super[/SIZE][/FONT]
[
][FONT=Arial][SIZE=15px](If blocked point blank cancelled from a singular normal) HP Super[/SIZE][/FONT]
[/LIST]
[/LIST]
Shoryuken (-17/-34/-37/-39)
[LIST]
[][FONT=Arial][SIZE=15px]Cl.HP xx Rekka or (ex)FlameKick / Cl.HK xx Super / Ultra[/SIZE][/FONT]
[LIST]
[
][FONT=Arial][SIZE=15px]Note: If you can recognise a HP/EX Shoryuken when blocking you are able to hit your opponent with a neutral jump HP/HK into your chosen combo for a max damage punish[/SIZE][/FONT]
[/LIST]
[/LIST]
Ultra 1 (-25)
[LIST]
[][FONT=Arial][SIZE=15px]HP Rekka / Ultra[/SIZE][/FONT]
[/LIST]
Ultra 2 (-84)
[LIST]
[
][FONT=Arial][SIZE=15px]Setup: (whiff St.MP) Neutral Jump HP/HK into the combo of your choice[/SIZE][/FONT]
[/LIST]

As I’ve only just started it will be a work in progress.

for U1 why not jump over and hit a max combo or after block point blank dash sHP rekka, or EX chicken wing HP rekka

At the moment I was thinking of making the information on block only but thinking about it I could add that as notes as it would be useful.

The dash punish and chicken wing just didn’t cross my mind when testing so thanks for pointing that out. Obviously community feedback/input would be very helpful for completing the guide to its full potential

Looks good. I’m sure we would all learn something from it. Especially some of the more obscure characters like Hakan or Gen.

I’d just hide the info in spoiler tags so the post is small.

You left out the hurricane kick. On wiff you can punish with crHP,

Also the hadoken super punish is on reversal only

No problem Highland I’ll make sure to use the spoiler tag layout as it does looks better on forums and watching the mago vs xian matches was pretty much the reason I wanted to start this.

@Ugo As I mentioned the current example was based on block only so I’ll add other moves when I start the new thread

ok cool.

The punish guide would be great.

You mean the entire line? Ha ha, no that’s 3 separate frame traps although looking at it, it would might work in the corner as one giant frame trap on a fat character… :smiley:

If you just mean the second part - st.jab, cl.fierce… I’ll look out a video if you want?

How to deal with ryu who low forward to stuff pokes and low jab to counter my overhead?
I could only risk jump-in to score hits, what are the solutions in terms of ground game?

You have patience problems. Ryu is a clear advantage match.

Your obviously not using your rekka pressure or footsie’s to good effect if your getting counter hit with low forward. Put a video up and we can have a look. Ryu can’t afford to push many buttons against Fei Long. He has turtle it out.

Where is the best place to get ae 2012 frame data for all characters? Looking at the SRK wiki at the moment is that up to date for 2012, it just says AE? There are some match ups where I just have no idea where to punish or where I’m being set up for tick throws/frame traps. I’ll be happy to add whatever I come up with to the punisher guide if ye want.

Not sure how relevant that stuff is now in 2012 but there might be some stuff that can be copied.

Also what’s a good regime for training execution. I’ve been without an xbox for about a year and only played the game on the odd occasion, my inputs have gone to crap completely. I looked at some of my matches and the amount of damage I missed out on from dropped rekkas is crazy. On top of that there is stupid things like doing one rekka missing the next one and then burning a super because of the bad inputs :frowning: that’s probably the most annoying thing.

I’m probably going to post here a lot more from now on because I’m getting really pissed off with my performance at local tournaments and now that I’ve got my xbox back I can put in some work and get better.

It was my friend that I played against and I did not record any footage :frowning: I’ll see what I can do with training mode…

[media=youtube]lxumTI-69e0[/media]

EDIT: I tried my best to make that happen in training mode. At this range what can I do ? That is if he have the life lead. Apart from maximum rekka poke range what else is essential for a “good pressure”?

Thank you for help

i just started playing around with fei and i cant seem to get cr.lp to rekka lol(<<<scrub xP) i keep getting st.lp instead…do i just need to practice or is theres some trick to it. i can cancel say…st.hp or cl.mk to rekka but im having trouble with cr.lp o.0. and another question…i naturally have horrible reactions, is fei impossible to play with bad reactions or grinding it out with random block in training mode going to make him playable. thx!

Ok lol. The cr lk-cl mp. That’s not a frame trap is it?

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Work on spacing when Ryu tries to do that. You can also try overhead mk to surprise them. Or just focus and move forward to try and throw them. If Ryu is doing that, it’s probably cuz he wants to cancel to fireball or srk.

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Here’s a video to help. Slow down your input on the stick or dpad and you should eventually get it.

[media=youtube]wMrgcP2w7pI[/media]

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Well I guess its not a framp trap in the common sense. There are people that only use the term frame trap or true frame trap if they are at certain frames and use the start up of the next move to counter the opponents options but I’ve always considered a frame trap to be anything where I can leave a deliberate gap and use it to my advantage to create an opening.

I good example of this I guess would be when you stand up quickly then crouch back down into a cr.mp (or other normal) to score a CH or move forward or back a fraction before hitting your next button to create a reaction.

Frame trapping is an interesting subject and one that gets a lot of different answers. Having played the game for so long now I think it’s one of the most important parts of the game that separates great players from good ones - The ability to use your counter hits and traps to take full advantage.