Fei Long Q&A: Ask simple questions here!

I’m not sure I’m getting whats going on here, I thought this chained? I’m doing a very clear qcf for the rekka that will work if I just do cr.lp xx rekka, but it doesn’t connect if I combo into it, so I think i’m missing something.

Chaining is repeating the same button over and over. If you mash on jab, jabs just keep coming out. Same for LK. However, you’re canceling jab to a rekka. If it’s not working, it’s probably your timing. If nothing comes out, you’re doing it too early… Too late and it’s blocked

well what about when I do a qcf+lp (in cr.lk, st.lp, cr.lp xx rekka), and still get a jab? Input History shows a very plain input but if i don’t cancel single hit light punch into rekka, it comes out as another standing lp instead

EDIT: I’m trying to do the negative edge trick with it as well, but the same thing applies: Only works if i do it after a lone input. And I’m not sure I get how it’s a 1-frame link

EDIT2: though I’m still not sure why, after a bit more playing around with the negative edge it started coming out, so I guess it was just a timing thing.

Cr LK to Cr LP are both 3 startup, & +3 on hit. So LK to LP can be tricky to get down, and that’s a 1 frame link.

If jab is just coming out, then you’re not doing the :qcf: correctly.

Not entirely sure what the vid is showing. And I found my answer anyway, I didn’t realize that chaining screws up the cancel; that it seems kinda unintuitive :confused:

anyway, I guess I’d usually try to confirm into the st.lp, cr.lp then for the 3-frame link instead of a 1-frame link

The vid is showing how it should look when done correctly. Chaining of course messes up cancel, because you’re not recovery from each jab. You can’t cancel if you’re chaining either. But when you cancel, you’re linking one move to the next. Cr LK to jab is 1, and you’ll have more time if you do jab, but you’re not gonna always have the chance to do st jab to Cr LP.

So you should practice both.

As the good Dr advised. You will only benefit from being able to utilize the cr.LP xx Rekka link.

Not to mention some characters–such as the shotos–can not be hit in most cases by Fei Longs’ st.LP.

To hit people who are crouching with the cl LP you have to chain it. Weird right? If you need to practice that just use Juri in the lab and have her crouch then chain you cr Lk cr LK the cl lp. If it wasn’t a chain it won’t hit but if it was it will…weird. For the most part though I would advise against trying to get it to hit, it’s only asking for trouble imo and you should be learning how to get that elusive 1F link from cr lk to cr lp xx rekka :stuck_out_tongue:

Am I the only one who has a hard time playing risks? Good players can do cr.lp into rekkas, but I feel I’m asking for it unless I can hit-confirm it perfectly. I normally do cr.mp and rekka if it’s a counter hit.

Fei is a difficult character to play and win as. Which is why you don’t see alot of us. You have to take risks sometimes in order for you to win. He does everything right, and has all of the tools to win. But there are some chars where it’s hard to open them up, so you have to take chances. That matters more then knowing the execution and the frame data etc. You just have to know when to go for it.

But you can’t go for it if your execution is NOT where it needs to be. You can do cr. mp x rekkas on counter hit, but you can also do cr. mp, cr. lp x rekkas because cr :mp: is +5 on hit. So knowing the tech is also important if you want to level up.

I stick to cr mp, cr lp xx rekka rather than cr mp xx rekka on counter hit because I haven’t gotten to the point of know exactly when it’s a counter hit. The link is more guaranteed for me

If it is blocked then the push from the mp gets me out of throw range (except command grabs I believe), and in the chance that I follow through with the first rekka the initial blocked part of the combo gives my brain time to register not committing to the full rekka.

I’ll agree with fei having to take risks. I used to play him primarily as counter and punish type. But I’ve found through calculated risks…, and even the odd non sensical risk he becomes more dangerous .

It’s cliche but fei’s like the ocean, a big destructive force that ebbs in relation to the tide, the tide being your opponent who’s movement in and out of your range dictates where you should be and how you react

Good analogy. But you can’t really “see” when the counter hit is going to happen; you just have to react when you see the words on the screen. CH is more dmg, so you got to practice reacting once you see it.

I prepare myself for the CH when I throw out the button. I basically throw it out FOR the counter hit as opposed to looking IF it counter hit. That way I’m already committing myself. I sort of use my peripheral vision to see the flash as opposed to looking/reading the words.

A good way of practicing reacting counter hits for me is with a character like Ryu/E.Ryu/Akuma where you can score a cr.mp counter hit and link it to sweep, that’s quite a large part of the shoto game since it sets up a safe jump straight after and fairly similar to the same scenario. So generally when I play alts for fun I try and do things that would benefit my reactions for other characters.

Highland is a Fei Long guru. Heed his advice.

I wish! I’m just a mid level player who’s spent too much damn time playing this game (but it is fun). You’ve been covering all the questions just as well good as I could :wink:

Also I always thought that a sound on counter hit would be a nice edition to the game. A quick tone , maybe like a ping noise. How the fuck Capcom ever decided that a small sentence at the side was a good idea for the counter hit system I dunno.

Seems dumb to me. I get that things should be difficult but it’s just a strange system. There are many better way’s I can think of for notification. Even a small character flash (like FADC).

That would clue you in more. I think you’re not giving yourself as much credit as you deserve Mr. Nter the Dragon :).

Here’s a question… With the likely distance nerf to light rekka do we ween ourselves off of it?

Do we now condition ourselves to use it at a closer range or is sticking to mid rekka range more viable?

Or do we stick to the strength we have while it’s there?

Edit/ I think both of y’all are humble in your knowledge and skill. Seems to be a trait of good players. Fei Players in general. I mostly just lurk, but y’all’s posts have helped out my knowledge of fei considerably.

The cr mp to sweep is a great idea, as I’ve recently taken ryu as a secondary, seems to cover some of fei’s bad matchups.

As for match ups… Guile and sagar. Good players of these characters are bane to my existence

I think the Lp rekka may actually help some Fei players get better with spacing because I see a lot of Fei’s eat neutral jumps and focus attacks while fishing for hit confirms from too far away. Looking at that LP rekka range now if anyone neutral jumps you should be close enough to AA with a normal or flame kick. Basically you’re going to have to get closer in and closer in means more patience which = good Fei Long play.

As for higher level Fei players it will definitely be a nerf felt but I don’t think there’s a better alternative. Rekka is and always will be his strongest tool no matter how far it travels or how negative it is on block.

There may still be a stealth buff in there somewhere. When Capcom start tinkering with hurt/hit boxes and frame data it doesn’t take long for the community to figure out new tech.

I’ll remain neutral until I can see the final changes.

Guile really suffers from focus attacks (no double hitting normal without meter) and Sagat get’s blown up by a lot of Fei’s pressure if you stay grounded. Check out the match up thread. Both tough matches but not his worst!

Guile to me you have to focus first to get in (he has no 2 for 1s) so you gotta play patient in order for you to get in. It’s hardest hitting him mid screen, so you’ve gotta maximize dmg in the corner. Most of his normals are safe on block. I wouldn’t jump too much against him cuz of his air throw & AA normals.

If you do knockdown,expect flash kicks. Punish with ultras on whiff.

This matchup is more about approach than it us tech.

On Sagat, it’s winnable but the spacing on the shots.If you can get the timing down, you should be able too get in there. You also have ex CW to get thru them. Low shots are -7 so you chit them with light rekkas on recovery.

And Highland knows way more than me :-).