Fei Long Q&A: Ask simple questions here!

So I’m having problems trying to link combos. I’m doing cr.lk cr.lk cr.lp into rekkas, but I can’t link the cr.lp into the rekkas. Is there a method to reacting in time to cancel the move just right?

that’s his 1-frame bnb. yeah, it’s difficult to do. you’re suppose to delay the 2nd cr.LK a bit before cr.LP for cr.LP to be canceled into rekka. it helps to think cr.LK > cr.LP as a link, that is, execute cr.LP when the cr.LK animation is finish (not sure whether this statement is true or not), or least when the cr.LK active frames are finished

i usually just stick with cr.LK, s.LP > delayed s.LP xx rekka because the link is 4-frames instead of 1-frame. It works on some crouching characters

That wouldn’t do anything for your cr.LP xx Rekka cancel. You’re suppose to delay the cr.LP you plan to cancel a bit after the hit-confirmed cr.LK / cr.LP.

It helps, because it is. Aha. Aha.

It can be somewhat difficult to eyeball the cr.LK > cr.LP link, since there isn’t much to go by in my opinion. Your best bet is to grind it out and get a good feel for the rhythm for the conversion.

An alternative that one of the older posters here mentioned some time ago (Nosone~!) that really helped me get a good feel for it was to perform the close st.LK > cr.LP xx Rekka link in Training Mode.

You could try just doing cr.LK, st.LP, cr.LP xx Rekkas. That’s super easy and you can even do two cr.LK’s then go into the rest if it helps to hit-confirm for you. You might also wanna try negative edging the Rekka, since that’s what helped me get his BnB down really quickly and consistently.

Mid-combo, attempting to cr.lp into Rekkas is REALLY hard for me. Like, I can’t get the timing down because he’ll just do a standing jab when I do the Rekka input.

Like I mentioned in my earlier post:

Go to Training Mode and practice linking Fei Long’s close standing Light Kick into his crouching Light Punch. You can not chain off of his close st.LK, so you will know whenever you get a 2-Hit Combo after the cr.LP that you’re linking it. The rhythm to linking it is identical to linking cr.LK into cr.LP.

I’m sure your Rekka inputs are good, it sounds like you’re chaining your normal instead of linking. Can’t cancel chained normals.

  1. What is the best punishing tool for Fei Long? I once played against a Ken who does HP Hadokens all over the screen, but whenever I’d do a punish move on him right when he lands I eat another HP Hadoken.

  2. What is the best combo to use after his command grab (Tenshin)? I like cl.HP -> Rekka Kens but I am not very good with them. I’d LOVE to do cl.HP > HK FK > FADC > CW but it’s so damn hard. Sigh. (BTW any chance you can teach me how to do these combos easier?)

  3. Whenever I play anybody with Fei Long, I’d get petrified about jumping on them, or get close enough to poke. Is there a good strategy to get close to your opponent without eating a AA or getting swept?

  4. What is the best use of CW outside of combos?

  5. Lastly, any tips on doing Focus Cancel? I have trouble using it against projectiles and as part of combo. Thanks.

1)Ken has a really short amount of recovery frames on his uppercuts (assuming thats what you were talking about) But Fei’s best punish in terms of screen control is doing stand HP>rekka’s. It gets great damage and great corner carry for no meter. You have the option of doing stand HP> HKflame kick for almost no corner carry but a little more damage. And if you have 2 meters you can do stand HP>MK flame kick>FADC> HKchicken wing (and then ultra if you have it) on most of the cast. The characters that can’t be hit with 3 hits of chicken wing are listed above.

  1. you can link stand HP off of tenshin and do any of the combos listed in the previous ^there.

  2. Fei has some of the best grounded normals in the game and Rekka is a great tool for poking. Crouch MP is your best friend as far as footsies. also you can do crouch LP>LPrekka and if you whiff the crouch LP you just get a stand LP so its a pretty easy option select. if the crouch jab hits you cancel straight into the light rekka. Jumping is generally a high risk thing in Street Fighter so if you’re new try not to jump unless you have a safe jump set up.

4)CW is your focus breaker but its got slow start up. EX has some invincibility and can be used to get over fireballs if you guess right. You can’t react to most characters fireballs with it (at least I can’t) It can be used as a corner escape, but a lot of characters and players can option select it and blow you up for it. So be careful with that, it could be a really bad idea. It’s also just good in certain match ups for really specific situations- viper, dhalsim, some people say abel

5)Not sure if you mean focus cancel or focus attack. Focus canceling is used to make your flame kicks safe if you use them as wake up or to get more damage if you do them mid-combo. His focus attack is great in general because it has great start up and great range. Try to use it if you think your opponent is going to hit a heavy button. Level 2 focus is +2 on block (I think) so even if they block it and you dash forward you’re still in a great position.

So I faced a Sakura player and DOMINATED him Round 1 until he had 1% life left. He makes a DAZZLING comeback with random Shoryukens, neutral jump HPs, and finishes me with a Shinkuu Hadoken at the end and a Flower Kick overhead. Most of Sakura’s game consists of overheads from afar, mid-range link starters, and LOTS of blocking while spacing with Hadoken. How does Fei Long beat the Sakura matchup?

I also need help on the Bison matchup. I try to get him to play my game and bait Psycho Crushers, Slides, and Scissor Kicks, but I’m not getting anywhere. I played extreme defense and poke game and did whatever damage with Rekkas I could. The Bison I played needed only two s.hk attacks to beat my Rekkas/Normals and punish me with just as much health. It seemed incredibly easy for this player to match damage with me the moment I did anything. Punishing Bison’s specials is incredibly hard, if not impossible given his frame advantages, and I can’t knock him out of the air with a Flame Kick unless I time it VERY early; his jumping kick that angles low beats the priority easy.

Looks like I’ll be needing the Adon matchup as well. All of his normals seems to outpoke and outprioritize all of my cr.hp, cr.mp, and st.mp attempts, as well as all of my Rekkas. In short, he has range from hell and is very hard to punish. Getting him into the corner is no easy feat, either.

Bison is tough for sure, but honestly all of your problems can probably be solved with more patience and better spacing. Know your ranges and they’re ranges, don’t take fat risks, and pick your moment to go in.

Bison - use cr,fierce, st,fierce to shut down scissors and slides. Cr.lp xx rekka OS will catch his limbs when he’s spamming the HK. Cr.mk is probably one of our better buttons since it lowers our hit box and reaches quite far.

Basically you’ve got to get Bison to the corner before he builds meter. Cr.lk meaty is free on wake up against both EX PC and EX scissors which will net you either pressure or a full punish.

St.mk will negate the return on devils reverse.

Basically you’ve got to turtle whilst pushing him away from you (he’s a charge character remember) and whiff punish everything you can. I tend to sit quite close to him at about lp rekka range. Also St.Hk is a good AA against Bison since it’s easily done on reaction.

I do, but they still manage to outprioritize me. And Blanka seems to be the worst one of all. I just played a person who turtled and back-walked from me, getting in free slides, counter balls which are free on block, shocks on my wakeups, and I’m positive he wasn’t even trying. I can’t reach him when he walks to the corner, and I can’t punish his cannonballs.

Seth is also tough because his command grab beats everything, including my cr.mp. Come to think of it, it seems people tend to tick-in to grab me while I try to use cr.mp and they still get me.

Blocked Blanka ball is reversal punish with mp rekka (whiff first hit second) or dash up lp rekka.

Cr.mk stops electricity. Blanka has no game against Fei without meter. Slide not safe on block if hit deep.

When you tech hit cr.lp, cr.lk and cr.mp at the same time , you’ll tech the throw or hit. Won’t work against command grabs though.

Sounds like you need to explore your options more.

oops. my bad. you’re right

Would respectfully like to add Gen to this list.

Fei as well in those mirror matches.

What’s the deal with CW juggle in the corner? I’ve got the timing mid screen but always whiffs about a tenth of a screen into the corner. I see fuudo and mago miss this sometimes as well.

I think you should just play both chars lame then. And for Seth, anti air him cuz he’s all setups. If Blanka is getting free slides on you, then you weren’t ready/looking for it. It’s not safe on block, so rekka those. Same for his cr :hp:. You can focus the vertical balls (except on his wake up cuz that’s a reversal & will break glass), electricity is not safe, you can hit him low out of it, so you might be getting caught pressing buttons.

If that Blanka played you in your opinion lame, you have to have patience to do the same. Watch out for hop, cuz they love doing that, and you will be fine.

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[quote=“DoctorPfromNYC, post:2299, topic:62227”]

Good seeing ppl helping out.