Fei Long Q&A: Ask simple questions here!

I used EX Tenshin and HK Flame Kick, midscreen both times. Also,

that’s really interesting, I did not know that. Which one puts you closer?

I’m not sure why it is but the EX pushes further back. And the HK CW will whiff if you don’t cancel early enough. This is true for characters like Rose, Viper, and Sagat…apparently Fuerte as well. I can’t say I know all the characters that this happens on but it seems like it happens to characters with smaller hit boxes(Cammy/Chun) or awkward ones (Sagat/Fuerte).

I’m not sure why it is but the EX pushes further back. And the HK CW will whiff if you don’t cancel early enough. This is true for characters like Rose, Viper, and Sagat…apparently Fuerte as well. I can’t say I know all the characters that this happens on but it seems like it happens to characters with smaller hit boxes(Cammy/Chun) or awkward ones (Sagat/Fuerte).

What are you guys doing vs. Bison and Cody? I’m really bad at fighting those two characters. Also is a matchup thread going to go up any time soon?

I think Vega from memory. Also Dee Jay maybe I’ve seen the st.fierce come out instead of the close from a focus crumple so he might have some hit box issues too.

Bison is a straight up footsie battle. You can go nuts when he has no meter though so I try and lock him down to the corner early. Neutral jumps to keep his scissor game honest. Both st-fierce and cr-fierce will counter scissors from mid/close if timed well. Cr-mk to go under the devils reverse or you can AA the return with St.hk.

I find Bison players tend to push a lot of buttons up close so I will usually always spend my meter on something like cr.lk x 2 slightest of pauses flame kick FADC CW for some nice damage and a decent life lead. Meaty cr.lk on Bisons wake up to bait PC and you can delay rekka the recovery on the other side for 3 hits. If he’s spamming head stomps you can jump back fierce or dash under. If he’s spamming them at the other side of the screen, move forward when he does each one and get some ground back. If you have a decent life lead against bison I’d suggest just defending it depending on the meter situation. Although it seems hard for Fei to get in on Bison, it’s actually also quite hard to break down a defensive Fei, since all of his moves are designed to punish mistakes.

I personally would pick U2 in the Bison match every day. It can catch you a break from his ambiguous cross ups and counter the head stomps. Also it’s very hard to crumple Bison with his good armour breaking moves and a crumple is the only sure way to maximize U1.

Cody is hard because he can cr.lk XX special blocked rekka’s quite easily so you spacing must be perfect. I don’t really see enough Fei players using delay rekka’s. Against characters that can counter the rekka if you use the delay rekka it serves as a very good scare tactic. They are less inclined to try and push buttons if you catch them. Cody has a really bad wake up so I would again try and footsie him until you get that KD. In the corner especially Cody can find it hard to get out. The cr-fierce is again really good at stopping an advancing Cody player.

If your in the grinder with his frame traps you can throw it the odd LK CW to blow him up. It’ll come out if he try’s anything, if he doesn’t you’ll continue to block. Bait his EX zonk on wake up for a punish - It’s a fairly slow move and Cody players like to use it to ease pressure.

Both of these characters I would play a more defensive style UNLESS you have them cornered or knocked down with no meter. Also both of these characters the st.hk is a good AA option as opposed to flame kick.

Dee Jay I know for sure you will get a far HP if your timing is bad. I play that matchup a lot here in NorCal (Kurokiba, Willpower, Revive) so I have a lot of Dee Jay tech lol.

For Cody I play Harrison and he’s pretty good by most standards so I think I have a little matchup knowledge there: Highland is right Cody will punish you for the badly spaced Rekka so you gotta be on point with the spacing, no jumping unless you’re sure that he can’t back MP you cuz that thing is a great AA. By that same token your own j.MP is great cuz a safe jump with it will stuff a button presser, and can be used to bait out an EX zonk as long as you aren’t pressing buttons when you hit the ground.

IMO it’s better to stay defensive until you feel comfortable with what Cody is spacing you with, don’t be afraid to do a cl.LP tenshin setup if you feel Cody is being block happy cuz it’ll deter him from blocking so much. Throw in the overhead sparingly cuz Zonk/Focus can and will blow you up.

Hope this helps :slight_smile:

The USF Don
"We’ll meet again, someday soon"

There’s a certain range and timing where our j.mp will actually beat his back mp. It’s quite hard to get the distance, I think it’s just about 1.5 character lengths and timed slightly late, It’s like the animation of the j.mp somehow moves Fei’s hurt box out of the way. Hard to get it consistent though but sweet if you land it.

It could possibly be a bad match for Fei at high level. They say Bison is even but I always feel it’s slightly in his favor as I have to be the instigator in the Bison match, he can turtle better than we can and his walk speed is amazing in the footsie battle.

It’s like the first person to flinch usually loses.

Hey guys im new to fei long and I am just wondering how I can combo after a focus crumple because wheneve i hit them they always fly up and I cant combo from it.

Dash forward and you can combo. Dash after the crumple. Then you can do your super/ultra, close fierce x rekkas etc.

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I think he might mean he’s putting them into the juggle animation where they spin round.

This usually happens if the have a special or normal that makes them airborn and you release the focus when the opponent is in the air or on a counter hit. It’s the same question that Sagat newbs ask when trying to learn the FADC Ultra.

You can’t combo from the juggle state (spinning round). You have a few options though -

  1. Flame kick
  2. Sweep (sometimes distant dependent)
  3. Reset them in the air with a normal

You can only combo from a focus crumple when your opponent falls to their knee’s at which point you can combo anything you like or throw only after you dash in though - like Doc says.

Is that what you mean??

Well Doctor answered my question but thanks for the info, I had another question when you guys throw out light punch are you buffering hard rekkas?

Highland did a better job of explaining if the opponent is in some kind of juggle state. I just answered as far as the opponent being in a neutral state. Then you can dash forward and go from there.

You can buffer rekka, but I usually go with light rekka to start. It’s safe on block (dependent on spacing of course), and then if it connects, I’ll continue.

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Alright, wondering about buffering does the move come out even if the jab is blocked?? Because sometimes I have a hard time hit confirming combos outside of whif punishes and cross ups, I think it is just my Poor foodies and lack of fundamentals, from my understanding buffering helps take out the psychic aspects of something’s or I could be completely wrng

It’s supposed to make easier for you. Same for the hit confirms. If you got a jab or two in, you should have enough time to get the rekkas in. Just to go the lab, and practice on those rekkas.

IMO, Fei is all about spacing your characters and punishing your opponents mistakes. And with time you’ll get better at landing rekkas. Just practice for like an hour or when you have free time with your schedule, and you’ll get it.

And post replays of your matches and people on here can help if you need it.

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Just to clarify, none of your Rekkas are safe on block (one EX Rekka is safe), they all leave you at negative frames.

The way they are made “safe” is by SPACING them so that the tip of your fist is the only thing blocked. If your body or forearm are “blocked” you are likely to be punished because it was badly spaced.

Other than that DoctorP is right, go into the lab and practice doing the rekkas for a set time a day. I set the dummy to random block, in the corner, and stand at the “safe” rekka distance and just rekka. Do this for ALL versions: LP, MP, HP, and EX (goes MP distance, comes out as fast as LP).

Happy Rekka-ing!

The USF Don
"We’ll meet again, someday soon"

Sounds like your trying to run before you can walk. Your talking about option selects which are an advanced tactic. Yes the move does come out if the jab is blocked that’s why you buffer the jab from a further distance. Your aim (at least for what your talking about) when buffering something is to catch the limb/move of your opponents attack and cancel that into a higher punish situation.

If the opponent sticks out a bad normal, you can catch it with the jab and since you buffered the rekka the system accepts the cancel and you continue with your combo. If you hit fresh air, the rekka does not come out - keeping you safe. If your close enough to hit them and they do block, your rekka still comes out but as USF explained your potentially not safe. Depending your spacing and opponent.

I recommend going through all of Vesper Arcade’s video’s. He pretty much covers everything in the game. [media=youtube]1_nS5Jj3pHY[/media]

He has about 8 or 9 chapters I think and covers everything from Techs to Option selects.

Yeah that’s what I meant. If spaced correctly, your rekka can’t be punished. And on 2 ex rekkas, they’re safe as well on block. Thanks for clearing that up.

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I hate to nitpick, but you’re -2 after the second EX Rekka, so anyone with a 2 frame command grab can get you…Uh huh Gief can reversal ultra you :open_mouth: !

The USF Don
"We’ll meet again, someday soon"

You’re actually -1, unless the SRK wiki is wrong, which i don’t think it is, 'cause I don’t think I’ve ever been SPD’ed after an EX Rekka. But he can reversal ultra you, since that’s a 1f startup.

I stand corrected, that’s what the forums are for! Either way, Gief can reversal ultra you so keep that knowledge in mind when fighting dat Red Cyclone

The USF Don
"We’ll meet again, someday soon"