Fei Long Q&A: Ask simple questions here!

You’re right we just need to adapt new combos, we can also do c.lk > c.lp > c.lk , c.lp xx rekka | c.lk > c.lp , c.lp xx rekka. The nerf does’nt seem as bad as I initialy thought. :S

If 4fr c.lk sticks Fei also loses the 2f link from Chicken wing (Chicken wing>c. lk>s. lp>c. lp> rekka).

I’ve already tried to adjust by using c. lp instead, but I find that it’s easier to double-tap the c. lk.

Just do the HK CW , c.LP - 2f link.

Don’t know if you can chain into c.LK anymore, so the 1st might not work, but c.LK > c.LP > c.LP , c.LP xx Rekkas works definitely.

Best BnB against standing and against all characters that s.LP hits when they’re crouching (like Guile for example) probably always was:

c.LK > s.LP > s.LP , s.LP xx Rekkas

Fuudo does this a lot. Time to finally learn the c.LK > s.LP | LP Rekka OS which I was too lazy for until now.

EDIT: Checked the damages:

c.LK > c.LK > s.LP , c.LP xx HP Rekkas 168dmg/250stun (not possible in USF4)

c.LK > c.LP > s.LP , c.LP xx HP Rekkas 168dmg/250stun (c.LK > c.LP must be chained or else the c.LP after s.LP will whiff)
c.LK > s.LP , c.LP xx HP Rekkas 174dmg/230stun
c.LK > s.LP , s.LP xx HP Rekkas 182dmg/230stun
c.LK > s.LP > s.LP , c.LP xx HP Rekkas 178dmg/250stun (most reliable due to c.LP having more reach than s.LP)
c.LK > s.LP > s.LP , s.LP xx HP Rekkas 185dmg/250stun

It’s not about adjusting to new combo’s, that’s simple. The fact is cr.lk is his main blocksting/frame trapper up close. It keeps the pressure on.

You can still chain out of it to cr.lp just not in into itself.

There’s no way Fei is stronger, that’s laughable. He’s weaker and more importantly - more boring.

Buffs to the charge characters - nerfs to Fei. He’s going to need too much work, it’ll be like playing chess on weed. I play this game occasionally at a tournemant but first and foremost because it’s enjoyable.

The new Fei design probably puts him up there with the most boring character in the game.

what’s the reason for adding 1 pt of damage to tenshin? does it affect damage scaling for the followup?

Yup, same as when they changed Goukens back throw because his U1 did too much. It scales the combo.

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For Chicken Wings you don’t need to start the motion from back. Just do a half circle starting with down/back and ending with up/forward+kick. It’s a lot easier and less error-prone this way.

For hit-confirming I suggest:

c.LK > s.LP > s.LP , c.LP xx Rekkas (against standing opponents, also works on some crouching)
c.LK > c.LP > c.LP , c.LP xx Rekkas (against crouching opponents)

(both combos will work in USF4)

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This is a change that I can appreciate for Tenshin – any damage reduction will help reduce the “cheap” factor overall. I guess losing EX Tenshin canceling isn’t such a bad thing if Normal Tenshin can still do that, although we lose some set-ups that make use of EX’s better range.

I’d ask for at least +1/+4 on cr.LK (or +2/+5 as a stretch) if they’re going to make it a 4-frame move. I think historically (in SF4) Capcom has given the slower light-attacks more frame advantage to compensate, especially if the move is not chainable. I think this would be a fair trade. Generally speaking though, I don’t think this breaks Fei, but definitely puts pressure on defense which is something that should make him more balanced overall. As evidenced above, there aren’t a whole lot of combos that start with cr.LK that we can’t substitute with something else.

Overall, on offense, I think Fei could be the same in this incarnation. +10 Damage on cr.MP isn’t a lot though it certainly helps, and the Rekka nerf sounds like it’s hardly an issue. Maybe there are more punishment opportunities that will arise from the range nerf, but it’s still a -4 move (so it seems). Time will tell on this.

I’m very open to the 10-frame EX Tenshin actually, since it does give Fei more variable frame-trapping. Fei can now use +5 or +7 advantage to shield Tenshin, much like the Twins do. I think that’s deadly for him. These are some scenarios that I imagine would play better with the faster Tenshin:

  1. Focus L2 meaty (Block) > Dash Forward > EX Tenshin [5-frame gap with good execution]
  2. j.HK > cr.LK > st.LP, EX Tenshin for the damage reset [5-frame gap]
  3. cr.LK, cl.MP (Frame Trap), EX Tenshin (this might be out of range though) [3-frame gap]
  4. j.MP (Hit or block) > Ex Tenshin – This one should be fairly big considering the frame advantage on hit/block for j.MP gives near 6-11 frames. If you use an ambiguous jump-in, you can count on something closer to 7-frames on hit. The advantage comes from the fact that you don’t need to hit-confirm to open the opponent up, making Fei scarier when he’s close.
  5. FTW: Rekka x2, Stop, EX Tenshin LOL much faster

They did something weird with the “ambiguous jump ins”, because every time I tried them I almost always landed in front. A few times I landed behind, but the j.mp whiffed.

Trust me, the 4f cr LK and non chainability/linkability of it is makes him very hard to hit confirm with, let alone create a true pressure string. Not only that, the cr LP pushes very far back on block. Overall it’s a horrible nerf.

The cr.mp is very very nice. Especially since another Fei at the test was messing around and he said if you do two cr.mps you’re left at the perfect range to LP Rekka (with the distance). It adds up, and fairly quickly since the changes kinda forced me to play in a different style compared to AE Fei. Not entirely different, but the small adjustments were made to abuse cr. mp more.

Most people don’t take damage into consideration when talking “cheap” though. It’ll still be viewed as a gimmic.

I’m holding out that he get’s something done with his normals. With the DWU making cross up’s much more difficult and the buffs to zoners it’s going to be hard to break open turtle’s, much harder than it is now. I don’t know if I can be bothered with it.

The game is turning into a defensive monster. I wouldn’t have a problem with that if the attacking options were strong.

In other news both Akuma’s sweep Ultra and jump back FB getting nerfed that match should be back to even If not possibly in Fei’s favour. Those were two MAJOR factors in that match up.

Man why is he getting nerfed. I’ve always felt the player beat me and not the character against fei…seems like a very solid character with few gimmicks, I hope it’s not hard to have good Block strings and combo into rekkas…I’m learning fei as my alt to ken…

Because ppl aren’t mentally strong enough to just play the character straight up. So the easy thing to do is make him nerfed. He’s sort of like Guile in the sense that 1 tweak makes or breaks the character.

But he’ll be ok. Cuz all of us will still make him look godlike.

nice. cr.MP has always been my most reliable poke. 4F startup and counter hit > LP rekka is great

Is there a good video tutorial for Fei Long for ver. 2012?

Are you looking for one yourself or looking to make one? As far as I know, there isn’t one.

Besides, I don’t really think an AE2012-specific tutorial on Fei Long is needed at this point. There is very few things that you’d need to omit from any older tutorials that might be floating around.

The more notable things would be things like the removal of cross up CW (save for a few special cases), cl.MP xx CW “death combo,” Heavy CW no long having strike+throw invulnerability and st.jab no longer links into sweep if you’re watching an AE tutorial.

Also EX Rekka being abusable… and f+HK is able to Super Cancel

Everything else is either negligible or can just be looked up on the SRK wiki or something.

If you’re looking to make one, better to wait for Ultra.

I was going to make one for AE with lots of the little things you don’t see in standard tutorials, I had some of it filmed but with Ultra having such drastic changes though I’ll hold off to see if it’s even worth doing.

Fei seriously needs some stealth buffs to maintain my interest in playing him.

I was looking for one for a friend who is interested in picking him up. He’s new to fighting games, so I thought I’d try to learn Fei Long with him.