Fei Long Q&A: Ask simple questions here!

Straight jab to rekka is a cancel

Anything ->link-> cr.jab xx rekka

I just hit confirmed an overhead. (F+MK). What do I do now? I tried following it up with a second one and got DP’d.

Following it up with a Sweep works sometimes, but I still feel like there is a better option to capitalize on the connected F+MK.

I get that sometimes. f+mk comes out slower than most “light” normals or invincible specials.
What I’m trying to do now is to know when to use f+mk, and how to follow up with it.
If it’s deep, use FK since most opponents likes to throw after getting hit by it. Maybe backdash and neutral jump also work.
It’d be safer if it’s outside throw range imo. Usually I’ll block to see what they do, or just do another f+mk if they don’t mash dp.

just backdash, you can only combo on counter hit, and online ppl see you get close and begin mash. save the tricks for more skilled players who understand risk reward

quick question : Is there any way possible that Fei-Long can combo into his Ultra? Sorry, first time here and I probably should go check the Combo thread…

Off a:

  1. jump-in (with high hitstun, such as j.HP/HK)
  2. crumple :lol:
  3. late cross-up j.MK (almost no hit-confirm)
  4. flamekick xx fadc xx ultra, cw > ultra
  5. early, well-placed, anti-air (aa) LK flamekick (usually in the corner) > ultra (a la jab dp > ultra w/ Ryu)
  6. aa cw > ultra (tough)
  7. aa rekka > ultra (rare)
  8. aa flamekick trade, dash up > ultra (corner mostly)

Is this hard to do? Timing strict? Or have just not been taking advantage of my overhead game?

Also, are there advantages to using a fj.mp over fj.HK and fj.HP?

Is it hard to execute? No, not at all. Is it hard to actually land in a real match? Yea, pretty much. On most jump-ins, you either expect to get anti-aired clean, trade with their anti-air, hit them trying to anti-air too late or what have you, have them try to focus you or move away, OR have your jump-in blocked. With this in mind, it’s not even a solid hit-confirm in a match as you’re not expecting your jump-in to land most of the time. You just want to get closer to launch offense. Mostly a reaction vs expectation thing. Fei’s overhead game is based around x-ups and f+MK.

Sure, let me try to display the general hitboxes:

  • : imagine this is Fei’s body
    any attached line : imagine this is the hitbox in a general sense

fj.MP: -- where the bottom, right edge is the hit
fj.HP: -/ where the outer, right side of the line is basically the hit
fj.HK: - 7 where the 7 itself is a depiction of his extended foot

fj.MP is a good air-to-ground as it extends down and forward with decent range beyond Fei’s body. It is also a decent air-2-air IF you have height advantage.

fj.HP is a fat hitbox. It allows you a bit more priority as it covers more space in a smaller area (hope that makes sense). If you are jumping in on someone and you’re fishing for a trade or clean hit vs a poorly timed anti-air, this is usually a decent pick.

fj.HK is usually thrown out when you’re jumping up and into someone. If you look at the 7, however, the / part also allows it to sometimes hit things that are down and under you since it is so wide. This means that if you want to play around with hits vs whiffs you can use this early to hit or late to whiff more than likely (which can be done with others as well if you do them late enough).

Other than that, there is hitstun, damage/stun, and start-up/active frames. For that infoes, just scrummage through the first post of the Fei Match-Up thread for your convenience.

Judge,

That helps a lot.

I think I’m understanding your hit-box representations, but let me ask this to be sure:

If you are representing fj.hk’s hit-box as a 7, then you are also trying to say that if someone has the height advantage on a double-jump in situation and they “land” on your foot in the air, then they will take damage, granted they don’t trade or get you first with a hit of their own?

Thank you judge.

Also, for anyone willing to help, my biggest weakness right now with Fei is long-range spammers. (Hadoukens mainly, but I want to include Blanka’s Hor Ball in the category as well.)

I try focus absorb, then dash, but I usually eat another Hadouken trying to recover from the dash. I try taking two steps forward, neutral jumping the next hadouken, two more steps, repeat, but Shotos have too good of a getaway game, and if they have the life lead, it doesn’t seem very viable.

Anyways, much thanks for any help offered, I know you have better uses of your time than explaining basics to new SFIV players.

Thanks for the tips. I really want to start playing with Fei but my friend was having a conversation about how Fei can’t combo into his ultra or not.

If you have meter EX CW right up to them or timed right you can hit them if you don’t have meter you have to crawl up blocking or jumping along the way, but its not recommended to jump into them when you get close, or you will eat a uppercut.

it is a popular poke that you just have to work around in SF :slight_smile:

neutral jump - throw off the rhythm, avoid the chip…if a fb is on-screen, a 2nd can’t be thrown until it leaves

forward jump - usually a bad idea, but the gamble is yours…if you do forward jump, space it to avoid getting anti-aired for free

walk up, block - :tup: this is strong as it forces them to either recorrect their fb spacing or take action with another strat (low forward xx fb, etc)

focus, dash up - you already noted the risk here…some fb users recover in time to punish your dash up…it also depends on where you focused the fb…if you do it pointblank in reaction to the fb, that was usually a good focus

focus absorb, rip lvl1, backdash - you scored a hit…with luck, a crumple

focus absorb, hold til lvl2/3 - option

rekka - you can hit an fb user during their start-up, but it is also possible to get dp’ed, low forward xx fb etc etc

ex rekka - :lol: good luck with this psychic tool

ex cw - the only cw you’re reacting with

super - reactionary punish (use hp version basically)

As should know you can plink hp~mp after a cw to get hp to be active for 2 frames

now if you piano hp mp lp so it comes out as

:hp:
:mp::hp:
:lp:

does lp become active for the 3rd frame or is there a larger difference?
(I think I might of worded the question wrong?)

mazaa !!! i accidently removed you and aks216 and a few others from my friend’s list on psn, i will resend another one toady please accept

lol no worries I havn’t been online for awhile, I can’t believe I havn’t faced you yet what times are you normally on?

about 3 to 4 hours from now, but i’m soo bad :frowning: i suck big time :frowning: even Nem beat me up with 16 hits combo, i’m a total scrub !!! i want to improve !!! buhuhuhuuuu…

add me up please, and train me so i can take my vengeance to Nemesys :smiley:

never!!! You will forever be plagued with my handling of your ryu’s arse as i layed 16 consecutive fists into his butt that night.

see what i’m saying maaza and i got dizzied too, so please don’t beat me up that bad, its not an encouragement to scrub like me… or is it? :smiley:

Judge, my thoughts from the video:

  1. JW’s goal was to not always move forward on those hadoukens… often times he moved back. Sometime I get in the mindset that since I’m Fei and a pressure player, I should always be moving forward on the opponent. It looks like instead he is trying to find some exact mid range sweet spot.

  2. The link from EX/Fierce CW should be relaxed one frame. If Justin Wong missed it more often than not, what hope is there for a beginner like me to hit it consistently?

  3. I have not been using c.fierce enough. The commentators said that it is one of the fastest pokes in the game… I also didn’t realize its potential trapping someone in the corner. I think that should be one of the first things I do next time I go to training mode.

Other thoughts:

I am so tired of seeing SRK to Ultra. Every match, every time. Ryu’s ultra’s are just too free and easy. Take away that ability, or add a shienkyaku to ultra juggle, and I think the match may have gone differently.

I am also tired of hadouken’s chip damage. Daigo won a lot of Justin’s stamina in almost every round on sheer chip damage… and at the right distance, it’s safe for Ryu. Add the long distance free chip damage kill on wakeup, and it’s just another trick in the bag that shotos have.

It just seems like the risk vs. reward in the Ryu match-up is always against you.

I see what you mean but just do hp lp instead. it’s basically the same but the execution is a lot easier and you get a lp instead of a potential mp if you fail the plinking.

to JDH

  1. To punish hadoukens with EX CW it’s best to be at about half screen distance and Fei isn’t a pressure character he’s more of a poking character in this game. Except for the obvious misses Justin does he’s probably playing the most “correct” Fei

  2. The link is kinda easy if you use plinking. I have no idea why Justin don’t do this a player of his skill level must know of this but judging from his videos it really seems that he doesn’t know.