Fei Long Q&A: Ask simple questions here!

Thing with Bison is that if you knock him down it’s free pressure, with or without meter. I think at mid range our cr.fierce/cr.mp actually trumps his st.fierce/st.mk (which are also considered two of the best pokes in the game). The box on his st.hk isn’t that great against those move’s from the right ranges, you can even catch him with cr.lp xx rekka sometimes. He’s also somewhat free to jump ins at the right ranges.

With cr.fierce countering the startup or whiff animation of scissors, it really comes down to who can space properly. I feel like Fei’s a better character than Bison and both characters are trying to do the same thing in the match therefore it’s at least even for me maybe slight advantage Fei.

It’d definitely debatable though, either way there’s not much in it.

The gameplan should be, from the start, let Bison be the aggressor and not the other way around. Trying to rush him from the get go is an unnecessary risky strategy, you’ll likely end up eating a bunch of small hits here and there (e.g. a few st.hks, lk sisscors, maybe a throw, etc.) in your attempt and hence handing him a life lead.

I’ll explain: Bison first needs a life lead before he can feel comfortable enough to just stay back and play lame; he can not just turtle forever if you’re both at even health (such as at the start of a match), if you don’t actively go after him he WILL get antsy and try to make something happen sooner or later. When Bison feels the need to come after you then this situation is favored towards Fei: 1) Bison mostly deals crap damage, and in a situation where you trade hits Fei comes out on top, and 2) Bison is quite linear, he doesn’t have many ways to approach offensively, which makes him predictable and you can narrow down and anticipate what his approach options are depending on where you both are in relation to each other.

Also, apart from wakeup situations after a knockdown he should never get any free jump-ins on you, his jump is so floaty that anytime he tries to create offensive pressure through a jump-in should mean free damage for Fei.

Apart from Bison’s general weak damage output and floaty jump-in, he’s also somewhat free to jump-ins from close range (around Fei’s cr.mp range) and he only has an easy anti-air if you’re careless enough to try to jump-in while in range of his st.hk.

For choice of Ultra I don’t think Ultra2 helps at all, he’ll just try to mess with you and get around the Ultra by empty jump throw and empty Devil’s Reverse and throw. At least with Ultra1 you have the chance of maximizing damage and for any needed comebacks, assuming you have meter any anti-air flamekick and any command throw nets you good damage with Ultra 1 – and Bison really doesn’t want to be the one losing the life lead (which ties into his lack of damage/comeback factor).

I’m in Tokyo, and after playing at Shinjuku Game Station a few days I can say:

The Bison match still sucks (especially against Japanese players)

I need to learn the Poison MU lol

Chun is even

Seth is much less scary

Hugo is weird with his size and all

Rufus is much easier to deal with

No EVO for me this year :frowning:

Unfortunately, I just don’t seem to have the patience to learn to play Fei properly. Think I’m gonna play one of the twins or E.Ryu as my secondary character now. Isn’t Yang supposed to be a “baby fei”? With E. Ryu, or my main Ken, I hit you with a low forward, and 90% of the time, that’s getting linked to a special or combo. With Fei, I just hate that little pause. When I get a standing opponent and can do lk s.lp lp-rekka the linking is a lot easier, but i just hate hitting crouching opponents with a c.lk c.lp c.lp only to end it with NOTHING. Then many times online scrubs are mashing…ughhh…I just wish rekka was a 2-3 frame link like shotos.

Anyway, this is one of the better character forums on here. very informative, and I appreciate all the help. Maybe one day when I get an actual fighting stick my link problem with Fei won’t exist anymore.

Take care fellas…

Dude, the rekka is a two frame link lol.

Just try cr.lk - cr.lp - cr.lk - cr.lp xx rekka (or miss out the middle cr.lk). If the double tap is the part giving you problems then just Piano into mp rekka (this is actually advisable on some characters due to the hurt boxes).

I wouldn’t play Yang if you struggle with Fei, he has way more execution requirements to get access to his damage and worse mid range footsies. You will get mashed out on way more with Yang than you will with Fei.

Yun is auto pilot, so yeah he wouldn’t be a bad choice.

ok…i’ll give it a shot…just seems like I’ll never get it…i think it’s because I play on pad though and not stick.

I’ll practice a lot before i call it quits with Fei, I really love the character.

Bear with the grind, at some point that light bulb will flick on and things will fall into place.

In Ultra crouching cr.LK > cr.LP xx Rekka is now a 2 frame link from cr.LK being +4 on hit.

Fei Long is a character that compliments pad play quite well, in my opinion. There is nothing that he can do that you should feel like you’re locked out of just because of pad. The only awkward things to Fei Long I feel are the 1F cr.LP xx Rekka link and sometimes the Arc Kick > cl.HP, but that more has to do with the input timing of those than the input motion.

One piece of advice that helped me long ago came from the member Nosone (Gone (?) but not forgotten):

Practice the timing by linking cl.LK into cr.LP. The timing is identical to cr.LP > cr.LP, but you won’t get the chained cr.LP.

I found this alternative invaluable in drilling the rhythm. The chained cr.LP was sort of throwing me off mentally, this way when I see cr.LP I know I’m at least doing it post-recovery of the close LK. I still use this method during general practice runs.

And if it brings any reinvigoration, I too was a pad player when this advice came along.

Nosone isn’t gone

So what’s the general consensus on how we should be fighting Poison? I got destroyed by a high BP one and had no idea what I was doing lol

I’ve been fighting her like I fight guile. Sans her dp sucking they feel similar to me. Her fb game is disgusting.

I haven’t fought any really good ones yet so I can’t honestly say.

I had a chance to play an extended set against a Decapre player and wanted to know how you guys feel about the match up.

I chose W ultra and didn’t feel like out really benefited me too much, although there were a few times where I got to use it.

Against scramble I tried a variety of options to deal with the gimmicky stuff and I found out stand Mk was actually pretty reliable. If she chose to feint I recovered fast enough to not worry about any type of punish, and if she did five kick I beat her clean 90% of the time.

I did have trouble with her doing the ex scramble that lands directly in front of you with no recovery and couldn’t find an option to cover her corner escape options.

Opinions, thoughts, anything you guys have found particularly useful?

Hmm she’s a weird one for sure

Here in the arcade (I’m Tokyo) I’ve played against a few scrubby Decapres and a few good ones so I think I’ve gotten a bit of MU XP, here’s what I’ve gathered so far.

I didn’t have anything I saw that would merit Ultra W so I stuck with U1 and it worked, so long as I could crumple her. Usually it came from me focusing her RH. I can’t remember if I got 3 hits on CW but either way I still feel like I didn’t need U2

I didn’t have an answer to her corner escape either, but I’m guessing a jump back HP or HK preemptively might work. If you feel like she’s going for it that is.

Good find on the MK, I’ll be sure to try that one and see how it goes for me.

I treated her like a pseudo Cammy and it didn’t work out too badly for me. Definitely can’t rekka when she has charge though. I ate a few too many reversal uppercuts from her :frowning:

I wish I had her frame data for her moves, that would be really helpful (her as well as the other new char)

Yeah, I got the brady games app and the frame data on it seemed pretty unreliable. Apparently her rush punches (hundred hand slap input) is punishable depending on the version. I think only LP and EX are safe. Try to hit the lab to see how many hits each version does. I think identifying each one mid match is going to be a key part of the match up.

I also did some extensive testing on CW in this version and we can now get 3 hits on every character. If you couldn’t get 3 with HK try MK and it should get you there.

Adon, Viper, Cammy, Chun, Decapre (HK works but its very tight), Gen, Juri, Poison, Rose, Sakura (again HK was very tight), were the characters I found MK worked best on. Everyone else is free game. (maybe retest the mirror match?)

Edit: The Rapid dagger LP is -3 so if its spaced poorly we have a 1 frame punish.

I see, well good stuff. Unfortunately all I have is the arcade and no setup here (had to travel light) so I have no way of testing stuff. I guess I COULD but it would have to be on the fly while playing :confused:

I think you can add Balrog to that CW list as well, at least with MK version

Posted this in tech talk, but thought I’d share here

http://i1281.photobucket.com/albums/a503/royallmatthew/Mobile%20Uploads/image_zps4097031b.jpg

Love my buttons!

http://i1281.photobucket.com/albums/a503/royallmatthew/Mobile%20Uploads/image_zpse73b238a.jpg

Focusattack sticker came in handy on a paint blemish.

http://i1281.photobucket.com/albums/a503/royallmatthew/Mobile%20Uploads/image_zpsb358670b.jpg

Great stick. Who did those buttons? Or where’d you get them because I want them?

Anyone try replacing H.CW with M.CK in their FADC combos? It does 10 more damage, and gets the third hit now. However, I noticed it’s harder to land ultra than H.CW.

I bought the sanwa obsc-30 and put them underneath.

Took the A3 fei sprites and reduced them to the a solid color. Printed them and put the cutouts under the top layer of the button and on the spacer on top of the plunger.

I have a file with the buttons saved. Pm me your email address and I’ll send it when I’m not mobile.

Should I be crouch teching with cr.mp? same startup as cr.lk now but better hitbox and better on block/hit?