Fei Long Q&A: Ask simple questions here!

according to the frame data on the SRK wiki, EX flame kick has six frames of invincibility, and it hits on the 5th frame.


is there any way for fei long to punish teleport when akuma starts the teleport directly next to you? for example, after a knock down, if i jump in with an ambiguous short or strong and he teleports, can i punish him with something?

Just follow him to wherever he goes and rekka him when he comes out of it. There’s a small window to punish and you should be able to get there in time. If you don’t think you’re going to make it, try his EX rekkas, or even an EX CW.

No decent Akuma is going to throw a fireball on wakeup that close, so you know he’s teleporting. Just telegraph where he’ll end up and he’s toast.

I have a question:

Is there any way to safe jump after a forward throw in the corner?

I was in practice mode for a while trying to safe jump ryu, and I got it right a few times, but there’s no way to really time it. I would do one safe jump right to get the timing, then I would go back and try and record a safe jump option select flame kick but I never got it.

I’m wondering if its the move from pad to stick that has me concentrating on the wrong things and losing to lame or scrub tactics.
Could anyone who switched to stick after years of using a pad share thier experiance?. I come from the “dont jump” school of tought but Im now thinking about not jumpimg so much and concentrating on the stick Im falling victim to jump ins instead. I feel like Im concentrating on execution and timing with the stick rather than the basics that used to make up my game.

More than anything I’d truely apreciate advice on how to deal with crossups with Fei. Shien seems to trade with everything, blocking just invites them to try again. Ive had some success with cr.mk as a kind of duck and hit method and dashing forward, Im getting sucked into repeated jump over and block strings. (I think the word is Vortex?)

Edit: Removed the drunken ramblings :confused: (dont drink and internet kids)

If you space it and time it right, shien will NEVER trade. Let’s be clear. You can’t anti-air everything with Fei. Timing is so freaking tight with his AA normals (standing fierce, HK and medium kick mostly) that it is not worthing the risk eating a massive combo. Sad, but true to say you MUST have a better defense basics (TECHing throw attempts, cross ups guessing) that if you were using Ryu for example.

Ive been working on trying to keep them at a distance where I can react better rather than constantly putting myself too close (which is what I was/am doing). Things are getting better :slight_smile: I’m getting more comfortable with the stick (Im dashing right again… woohoo) so instead of worrying about what Im trying to do, I can worry about when to do it .

I think it was the move to stick that messed me up, Im improving tho and can see myself surpassing what I had with Pad easily… just not right away. It was my spacing that was wrong, I wasn’t punishing the crossups because I was putting myself into the posistion where the time to react and then punish was too small for my skill on the stick (I was panicking a lot).

Looking over my last post… there was really nothing that could help me bar what you said, work on my defense basics again :slight_smile: Its like learning a whole new game all over again, but at least I know its buried under my fumbling hands somewhere, I just need to relearn how to get it out.

EDIT: that last line in any other context would be :wtf:

Hey guys. New Fei player here, whose having some trouble with the following combo:

Hard CW + HP + Hard Rekkaken (x3)

My problem is that I just can’t time the HP so that it becomes part of the combo, and it’ll get blocked instead or ill get an srk to the face. Any advice for the timing?

Thanks

-shotgun

Plinking is your friend.

Honestly, it’s probably the hardest link Fei has if only because people are pretty much guaranteed to mash during it, meaning you either hit the link or eat a reversal. You might be better served trying to hit HK CW > cr.lp xx rekkas at first, just to feel out the timing. Once you’ve got that down pat, go for the HK CW > cl.HP xx rekkas like you want.

Thanks Goodpart. Will give that a go.

Another quick question:

In a combo video I saw a guy do Jumping HK into Full Ultra. I suppose I can assume that this combo is impractical, but could someone confirm this?

Yeah, don’t do it. I mean, you’ll catch them one time out of a hundred if you’re lucky. Not to mention, on taller characters you need to hit the HK late or the ultra gets blocked. It’s a setup tons of characters have but it’s never practical. Here are his viable setups:

  • focus crumple xx f.dash into ultra
  • flame kick xx FADC into ultra (can be hit confirmed with something like a cross-up into cl.LP > cl.HP xx flame kick xx FADC into ultra)
  • flame kick xx FADC, HK CW into ultra (as above, only two hits possible, except against small characters with whom it’s impossible, and Honda with whom it’s possible to get all three odd hits)

…And that’s it. There are a lot more setups for his super; try working on these:

  • crossup, cr.LK, cr.LP, st.LP > cr.MP xx super
  • HK/EX CW > cl.HP xx super
  • cr.MP > cr.MP xx super
  • cr.MP > cr.MK xx super
  • crossup, cl.LP > st.MP > cr.MP xx super

etc etc etc. His super’s really good basically, and there are a ton of ways to make it work.

Dano: cr.mk is amazing for aa (just remember: as the opponents legs extent you do cr.mk)

  • hk cw invincible frames will help you get out too,
  • back dash also helps
  • st. rh (from my experience you have to hit it early; if there leg is extended it will negate your st. rh; i believe startup is 9 for the far one and 6 for close)

hope this helps.

Ok recently Ive been having a huge problem. Opponents will just run away the whole match, leaving me with little to no options. My biggest problems are chun-li with that crazy long invic. frame back dash, and akuma. I try to keep my cool, but its just so frustrating having no way to counter this play style, and once someone gets a health lead I’m left frustrated and no real way to do damage even if I catch them. I know this is a very easy question, keep your cool and counter when you get the opportunity, but does anyone have any other pointers, or ways they handle opponents that do this non stop?
Any and all help is greatly appreciated as this is my bane, and for some reason I’m running into more and more people that do this.

I just cant wait until super when the dash is fixed… but practice makes perfect and id rather buff up my defensive play and strategies on sf4 so ill be prepared for ssf4.

Ok bro, this is how it is, and it will get worse as you get higher in the ranks, personally I have fallen prey a few times of chaser, this is when tic throwing comes in your favor, also I have been trying to use all my +frame moves so I don’t eat reversals and try to stun them, and just mix up don’t get to crazy also Tenshin becomes your friend you should learn to use vs Turtle runaways.

I know all of the things you’ve mentioned, and yes I know that the main strategy against fei is to keep away, but still you can’t tenshin akuma while he is teleporting non stop, not to mention that damn huricane kick escape. Also the ability to walk up on someone, or jump in on to set them up for a tenshin is just to much of a risk to me, and the options on wake up tenshin for the two chars i mentioned is suicide. I use it for more of a mix up then anything (mixups are great, but you have to be able to get to the opponent), and I’m ok with people turtle’n, its the fact that I have to chase non stop that gets me. I think i found the problem though, its me trying to have fun and not exactly playing to my best, and the opponent running away non-stop to the point where im either neutral jumping for 30 seconds or trying to set them up to just have them run away and im stuck again trying to work my way back in, just gets on my nerves and sucks ALL the fun out of it. I’m more or less just trying to talk out the problems I’m having with certain play styles, it usually allows me to be able to have a more even head about things next time this happens.

thanks for the input though.

Any help is greatly apreciated dude, thanks :slight_smile:
Ill try get the cr.Mk down more often.
I’ve been working on my HK/Ex cw to standing HP xx (whatever) and Im happy to say Im getting better with it (I’m closs too 100% with cr.LP xx rekkas instead). I’ve also got the FA - st.HP xx Flame kick, FADC, HK cw - Ultra down, which Im shocked at as I could NEVER do that with a pad.

Problems that still plauge my game:
1:Im relying on CWs to get close waaaaay too much, to the point where I can tell Im being predictable, but Im working on this.
2:The crossup problems I was having are getting better at last (^_^)
3:I’m struggling with fei’s bnb (cr.LK, st.LP, cr.LP xx rekkas) its not an execution thing, more of a spacing thing. Other than landing a deep jump in MK or HP I never seem to land the cr.lp as I’ve pushed myself away with the cr.LK and st.lp. I’ve been using cr.LP xx rekkas instead, but its hard to hit confirm so I end up either having the the first two rekkas blocked and being safe(ish), or landing the first two and messing up the final rekka timing.

My question is, if its a bad habit to be relying on cr.LP xx rekkas so much rather than his bnb. I tend to panic and hit cr.LP more often than cr.LK too. should I start forcing myself to hit cr.LK and follow through with his bnb (I guess thats whats called a block string :/) as it will give me time to think?
Or is ‘forcing’ the use of any move a bad choice?

I apologise for the long winded (and badly spelled) post (~_~#)

Higgin5:

Fighting these kinds of characters with easy escapes is going to be a tough battle with Fei, no matter what. Some tips for closing in on an Akuma:

  1. Use EX CW against an air fireball to knock him down. This will let you get closer to him as he’s getting up, narrowing the gap.

  2. Stay at a medium distance once you push him to the corner and don’t commit to an attack. Akuma can try to close the distance here with his s.HK, demon flip, and Tatsu, but his escape options become more limited. Here, you can also reversal a Hadouken to force him to block or possibly score a combo if he’s not being careful. If Akuma teleports, dash towards the teleport and then Rekka; if he Tatsus over you, do the same thing.

  3. Give him an “opening”. At medium distance again, you can throw out a CW as he tries to close the gap with s.HK. This should give you a safe reset when you’re knocked out of the air. Not the most gracious way, but it works too.

As for a backdashing Chun, you shouldn’t be doing any moves from afar that she can backdash, firstly. Given a close, neutral position (i.e. after an EX CW), go for another MK CW instead of a throw or flame kick. This should catch her in the tail end of the attack for free damage and a small advantage.

Danonino:

cr.LP xx Rekkas isn’t a bad combo by any means, though given the opportunity to BnB, that’s free damage right there. cr.LP is best used for an opponent who is almost out of your reach, since it has more range than the BnB. Also, it can be used more spontaneously and more reliably as a punish since you don’t have to consider if the opponent is in a standing or crouching position.

Whenever you do use the BnB though, go for a cr.LK to start. cr.LP has no advantages over the LK, so it’s best that you start low to add that extra element to your offense.

Thanks, At the tail end of the match i had with that akuma yesterday i was staying at about 1/4 screen away from him so id have enough space and time to react! also ive been throwing out rekkas on chuns backdash instead of using CW as I usually get stuffed by one of her normals if i use cw, I also think a lot of these frustrations are online based. But thanks again for all your input!

Many thanks for the advice :slight_smile:
(also thanks for the advice you gave H1gg1n5 :smiley: helped me a bit too)

Ive been using cr.lp xx rekkas as a punish if I have to react quick, if I see it coming I’m getting better at getting the s.HP in there instead. A little uppercut to start their trip across the screen or up in flames is always nice :smiley:

Glad you reminded me that cr.lp hits mid /o\ I’d forgotten that, looks like my low hitting pokes has been made of almost nothing but cr.mk. Oh dear.

Danonino:
No worries, glad i could help. Here is my take on a few things:
1: rekka zoning with a back dash bait. Mixing different rekka strengths along with normals really works well to trap someone.

  • (mk.cw is -4 on block and hw.cw is 0) The only time i like to use mk/hk CW is to take advantage of the invincible frames, during block-strings and mixups

3: for fei’s bnb try jumping in with mp or lk. to hit confirm try:
jump mp > (immidiately) cr. lk > (hit confirm) st.lp > st.lp (try to not hurry here)> x3 rekka
I too mess up the spacing using jump-in mk, so mp and lk help.
-from my experience cr.lp to 1st rekka is good for pressure poking, if you can hone to not buffer the 2nd rekka from block stun.

-yes, i believe using cr.lk to his bnb is really good. Like you could hit confirm: cr.lk > cr.lk > st.lp > cr.lp > xx rekkas.
I use to do cr.lk > st.lp > st. lp (hit confirm) then follow up with rekka but due to the 2nd st.lp whiffing i find it that the 1st option is safer. /sigh now have to break the habit and reprogram.

Higg1n5: Hi! as for chun i like to stay in overhead to lp. rekka range i believe the overhead gets her on back-dash. Overhead with lp. rekka pokes to mixups could help /shrug
as for akuma (i feel ya on that), its risky but i guess you gotta play like combofiend’s abel.

Send: Heya! thanks for the help! and yea i feel ya on the whole combofiend mentality… but I’m really trying to change my play style, chun-li im afraid will always be my bastard match up, i dont know what it is, but ill figure it out!!!

Nosone: yes i do agree that any fei player shouldnt be doing any move that can be escaped from afar…and truthfully im not doing such attacks, It mainly effects me on my block stirings which arent really block strings if inputs are dropped equaling ina CCCCCCCC-OOOOMMMBOOOOOO BREAAKKKKERRRRRRRR! its the HK CW set up and me knowing that they are going to back dash, me throwing a rekka and chun’s I-frames allowing her to not get hit by anything, but results in a block, and then i get punished… its non-stop lol there is nothing i can do, but like i said a lot of this is online frustrations (i dont play offline)… also wouldnt a lp rekka be better in the instance in which any char back dashes? there is a small chance that the opponent will be caught by all the rekkas and if you only hit one it results in a knock down. Like i said before a lot of this frustration is me trying to play more strategically, so my thinking is getting in the way on a lot of these issues.