Fei Long Q&A: Ask simple questions here!

Question, when i played with Rock Lee, i did a lp shoryuken and Rock did hk cw, my ryu wasn’t right next to him but the srk movement should have made contact since it was pretty close but it didn’t, does hk cw has some kind of invincibility? or just because he moved slightly backwards thus changing the hit box?

shin, cw after the patch has invincible frames on startup i believe

after the patch? i don’t understand, i’m not aware of any patch

The championship mode patch. they slowed down HK CW to remove the infinite, so I guess they gave it some invincibility to compensate.

oh, so it can be used as a bait now then :smiley: cool, but it will work on all mode right?

Yes, the patch covers every mode.

and is it just the hk version or any version of cw?

Just HK. LK, MK and EX remains the same, so if you really want to you can hit HK CW > cl.HP xx EX CW > cl.HP xx EX CW > cl.HP xx EX CW > cl.HP xx EX CW > cl.HP xx rekkas on Abel and Seth. And you should, because it’s fucking hilarious.

edit: all the CWs have invincibility, they just extended the HK version’s to have more. It’s actually pretty useful if you know your opponent’s going to try rush you down.

The question is kind of confusing but if you mean you are doing command throw instead of chicken wing, you are going the wrong way. (I don’t think this is the case you seem like a solid Fei player)

If you mean you are getting command throw instead of your flame kick, the trick to that is always end your flame kick in the corner(Down-back) and you will always get flame kick over command throw. It’s very easy to end the flame kick motion in the away direction(Backwards), that’s what is giving you command throw. It took forever for me to solidify this, I think its one of the biggest things new Fei Long players do. How many people here when first learning Fei did the HP cancel into command throw combo? SO USEFULL! :rolleyes: This is also a useful method of doing all flame kicks if you are having trouble with the quick anti-air flame kick where you are walking forward then go for a quick flame kick and get a command throw instead. To prove this, try doing half circle back 2 times, but take out that final input of the away motion, you’ll get flame kick.

For rekkas, I don’t recommend the piano method at all. If you tap the button instead of “press” the button you won’t get multiple rekkas from the negative edge effect. It may seem easier to get the input in say, certain combos where you don’t NEED to hit confirm the rekka because it will give you all three for sure, but if your doing the piano method so you get SOME punch out… you really should practice more. The first rekka with practice is quite hit-confirmable.

Start practice in training mode with dummy set to random block with with any rekka, then lp rekka, and confirm that second rekka into fierce rekka.

Once your confortable with that, practice hit confirming the first rekka and ALWAYS end rekka string with 2 fierce rekkas. It’s free damage you are losing because of lack of execution, granted not much, say 10-30(depending on what punch comes out in your “piano-ing”), but I’ll take it in any matchup when I’m on Fei, especialy since a lot of matches can come down to you staring at your opponent’s life bar, knowing you are in range for an EX rekka chip win…(49 Damage)

No, I know what he means.

Fei’s dash being as quick as it is can sometimes cross under a FADC’d flame kick. Given that HK CW has such strict timing, it’s possible to hit the command as you’re on the wrong side, only to throw out a tenshin instead of a CW. What’s worse still is that the opponent will “catch up” and fall down on the original side. It’s a pain in the ass.

Best advice I can give is to try not to hit the flame kick point blank, or just not be so rushed with the inputs. Just make sure you’re not so slow that you whiff CW, because that’s just asking for a punish. Either way, you won’t (shouldn’t) cross under and will hit CW reliably. It’s just one of those stupid things Fei’s “capable” of.

Shit happens. :\

PS. This also happens with Gouken, for what it’s worth. You can FADC tatsu into ultra, though the dash will often put you underneath the opponent meaning you have to reverse the input, if you don’t want to throw out a useless EX parry. Again, shit happens.

for what it’s worth, i always do the HK CW after a flame kick, unless it’s in the corner. in the corner i FADC backdash, then light CW into ultra.

about rekkas, if i know the first rekka hits ill do pianoing. if it’s blocked i always do light rekka to make it safe as possible. using the right strength on the first rekka is key of course.

after a knockdown in the corner, ill make sure im slightly more than half screen (just past the clock), and do a fierce rekka on their wakeup. this is really useful after your first knockback into the corner, dashing, and doing a fierce rekka. usually the opponent is trying to get up quick and walk forwards, not expecting another onslaught right away. this makes them scared, and a throw/tenshin is now in order :slight_smile:

Should use MK CW. Extra 10 damage!

I see what you are saying with dash and getting the reverse direction with chicken wing, that’s just personally never happened to me before, I’ll go test in on some various chars, although I always choose random when i go into training so I would think it would have happened to me. I’ll do it hyper-speed and see if I can replicate.:slight_smile:

Pianoing rekkas still though… I have to say there’s just no point to it. First rekka strength is about positioning all Fei’s know that, but confirm the hit and get your fierces in afterwards. It’s always better damage if you confirm that first rekka the x2 fierce rekka, which isn’t difficult after practice.

It’s like being a viper that doesn’t FFF, you can still win, and win well, but your throwing out free damage.

Ah no. MK CW is 110 dmg for 3 hits, HK CW is 140 for 3 hits. Yes, there are some characters who won’t get hit by all 3 HK CW hits after FADC Flame Kick, but for a large number, you’ll get all 3.

Can’t hit a HK CW off a FADC backdash in the corner, though. MK is the best option in that instance.

How do you guys walk forward then flame kick? I keep getting the command grab, this is killin’ me.

I can walk forward -> hado with a shoto easily but I can’t figure this one out :bluu:

If I try to delay in neutral for a second, it’s usually too late and I eat a hk sweep combo all day

any tips?

I think you have to be more precise in your execution of the move, I never seem to have the problem, you can try dashing and buffer the move ?

hmm… I’m trying to do it as precise as possible, not using the DP shortcut.

I’ll keep at it. In the meantime I’ll start using anti-air normals more.

I am going to regress If I didn’t use the shortcut it became a tenshin, but the shortcut it was FK hmmm

Ha… look at that… the shortcut works.

I’ve been trying to avoid using shortcuts since I don’t want to develop bad habits (SF4 is my first fighting game) but in this case it seems like I don’t have a choice.

I feel like an idiot for not figuring that out myself… thanks for the heads up though.