Fei Long Q&A: Ask simple questions here!

did Rufus’ EX Messiah get tweaked or something? Today some Rufus player used EX. Messiah on my countless times with me blocking it and attempting the FK follow up to beat/trade with him and for some odd reason it completely lost to it or whiffed when i EX’d. Was it always like this?

if you mean the somersault kick/overhead afterwards, then i’m pretty sure it has quite long invincibility start up even in SF4. But there shouyld still be even time for a mashed flame kick if you blocked the first hit.

yeah thats what im confused about, i was expecting at least a trade since its going to be in my favor, dont understand why i flat out lost to it. EX FK whiffing i can see why due to invincibility stacking but the FK losing to it is kinda BS.

There are a number of moves that I keep running into during my plays that I can’t figure out how to deal with. Can anyone help or point to relevent topics already posted?

Zangief: Ultras/SPD on wakeup
Vega: Izuna Drop
Abel: Breathless
M Bison and El Fuerte: Ultra 2

Zangief Ultra and SPD on wakeup can be either mash DP’d or Back dashed. Whenever i get knocked down though, i usually opt for the dashing foward or backwards since its safer.

Vega Izuna if he can do it consistently can be a problem but ive yet to run into any Vega that can do that. If you mean the dives, i opt to do focus into free knockdown/combo, you just have to be alert of which side to dash cancel out of. If your really concerned of being 100% safe you can always jump back fierce his dives.

Abel Breathless: If your already in the air than your screwed because its a free ultra for him. If not, the safest method is to just walk back and jump as soon as you see him release. If your in range to CW, you can always attempt to armor break but i dont know how reliable that is.

MBison Ultra 2 is a joke imo, you can jump back fierce it almost everytime unless hes getting it off a combo, so try to avoid jumps and im not 100% sure on this but i think if he reads your cross up he can Ultra you. (dont take my word on this one) You can also dash out of his utlra but its kinda random as far as im concerned.

Fuerte Ultra 2: Just jump it, nowhere near is threatening as Abels. I doubt you can really do anything about it on the ground with the speed it starts up.

a question im very new to fei started this week

how many frames after tensin do i have to attack it seems you have to do the attack almost instantly after the grab for them not to be able to block?

I don’t know the exact number but it’s enough to land a cl.HK, which is somewhat slow. Your best bet is cl.HP rekkas or cl.HK super. If that is throwing you off on timing, try cl.MP cr.MP super.

The best way to time it visually is to attack a second after Fei has rolled off their back… he can attack a lot sooner than what it looks like. Practice a lot and it’ll be easy eventually.

If your having trouble just HK Flame kick as you land, its by far the easiest/safest move if you land a tenshin, or if your feeling lucky HP cancelled into FK.

If I land Tenshin I’d rather punish the opponent for sure than risk a combo, Tenshin is’nt really in my Fei game

a naked super lands off tenshin now doesnt it?

Yes. Naked super lands off tenshin so techinically you can use tenshin as a reset into super after hitting a crumple FA

Tenshin after crumple keeps the combo going actually. Give it a try in training mode. The damage shouldn’t be any greater than FA crumple> Super directly. I guess you can use Tenshin if you’re shy a small amount of meter and need to build it, or to reset your command input window (in case you dash late and miss your combo opportunity).

7 frames

Oh man I thought it was fewer than that. Thats like 3 frames more than after HK CW.

Going to have to work tenshin into my game now.

Aaaanyway. Is there a distance you can jump from where mk will hit behind them and mp (or something else) will hit in front of them. i.e is there a true mixup possible? I’m not sure sometimes it seems like it but I can’t work out how to check.

make a training dummy recording of fei do blocked jabs shorts, or different combinations of jabs and shorts, then make him jump in with either mp or mk

ex. cr.lk, cr.lk, jump in mp or mk

then crlk, crlp, jump in mk or mp

you can check to see how easy it is to block for you. if you can trick yourself, you can trick your opponent

also if you can dodge a wrench, you can dodge a ball

Few questions. Sorry if this sounds lazy, but I imagine the purpose of a Q&A thread is making stupid questions here instead of opening a new thread. Also it’s kinda hard (time consuming, actually) to find information here.:

  1. Is there a compreensive list on who has poor reversal options, making meaties extremely viable? I got a Balrog about 5-6 times with the c.lk do BnB while the poor fella tried either to throw or headbutt me. Unfortunately meaties rarely work online…since people are so wake-up reversal happy, making it better to play safe.

  2. List on who CW and juggle Ultra will hit 3 times?

  3. In that “Fei Long’s links and combos compedium” it’s said that cl.hp, shien, FADC, Ultra does more damage than cl.hp, shien, FADC, CW, Ultra. I tried this in training and it seems not to be the case (SFIV for PC still). I noticed it counts 3 hits of Ultra, but I couldn’t get the last one to connect. Is it a timing problem or a character specific feature?

CL. xx FK xx FADC Ultra1 440dmg ----->Note: 3 hits full ultra
CL. xx FK xx FADC CW Ultra1 424dmg ----->Note: assuming 3 hits CW, 2 hits full ultra

  1. Watching that Godsgarden Mago x Mochi, the Dhalsim player had many ambiguous crossup Ultra setups, which Mago fell for a few times. Wouldn’t EX Chicken Wing on wake-up avoid this mix up?

  2. Against jab mashing happy opponents, what’s Fei’s best frame trap? I’m worried specifically with 3-frame jabbers. cl. HP isn’t an option, since it’s free punishable on block. I think cl.MP might be could, due the ridiculous block stun, but range would often cause the BnB to miss. Also, delaying the second hit of the Rekka after a block gets beaten by the jab most of the time.

So I’ve been working with fei in the lab and I noticed as I’m sure we all have, that in some instances while in a corner, after a FK > FADC > hk. Cw the opponent will be turned around in mid air by the hk. CW forcing them to be pushed to the opposite side. Now if your like me and use this combo to land U1, you can actually still do U1 in this circumstance by buffering the ultra in the opposite direction and then hitting all three punches. There is one thing I would like to point out though, in the corner under these circumstances some characters that would normally get hit by only two hits of the hk. Cw, will now get hit by three! which can lead into a juggle U1, I haven’t had any time to look any further into this, but was wondering if anyone has collected any sort of data on this? If not let me know so i can sit down and make a list.

Currently I know it works on fei long.
Lemme know!

first off, if you notice an opponent jabbing out, that would be a good cue to just throw the next time you get close. he cant mash jab and tech throw at the same time.

anyway, this is actually something ive been testing out lately, but i found- cr.lk, cl.mp works really well. mixes well with cr.lk, throw

more risky but you can fadc w/meter-cr.lk, cr.lk, mk flamekick. beats everything if you are sure they are pressing buttons

then also, you can jabxxex tenshin

Something that could be done, but is best left to your own judgement. Characters without DP are generally easier to do meaties on. No list on the boards that I know of. Maybe you could start your own?

Females typically won’t be hit 3 times. This excludes Makoto and Rose I believe. Also Fei, Gen, and Balrog will only be hit twice.

cl.HP xx FK xx FADC Ultra can get three hits, but the timing is specific. You need to hit Ultra as the opponent is coming down somewhat, but not too late. If you get two hits, generally speaking you hit too late. If you get 0 hits, you either hit too early or too late. In many instances where you can get the 3-hit CW on the other character I’d suggest going for it since you can just buffer Ultra during the hitting animation. This greatly reduces your fuckupability in exchange for what is equivalent to chip damage.

Just a FYI, Fei will be hit three times in the corner if done at the proper time allowing you to juggle U1

I’ve been using Fei a lot more recently and really enjoying him, I’ve read through the combo list but I’m at a loss for what is actually useful. The Fk FADC to CW is amazing, and you can land an ultra off this too? I just wanted to ask what his BNB are that I should burn into my mind as well as his best way to cross up.