Fei Long Q&A: Ask simple questions here!

Can someone please tell me the correct way to link lp into rekka? I’ve been trying for the past 2 months and I STILL can’t consistently do it. Honestly, it’s frustrating to constantly have my combos dropped and me looking like a jerk.

Obviously if I haven’t mastered it by now it’s something I’m messing up on.

Yea I saw that post too. It’s the turn-around thing right? That’ll work, but just generally speaking, it’ll be a 2-hitter anywhere else on the screen (for those wondering).

Ultra is only two hits off of a CW juggle and is worth only 120 damage. Best to save it if you’re towards the end of a match unless you feel that’s the only way you’ll get it in on your opponent.

Fei’s best cross up is his j.MK, followed by j.LK. MK obviously affords more stun and is more consistent to combo into. LK’s hitbox is active for longer I believe, and some say it’s wider. You can Super combo straight out of j.MK which is a plus (and a hint to how many frames you get on hit).

Fei’s BnB: cr.LK> st.LP> (Link) cr.LP xx Rekkas. Variations extend the rapid-fire portion using more light attacks (everything before the cr.LP), but just about everyone ends with cr.LP to cancel into Rekkas. Watch for small->mid sizes characters as they can duck under the s.LP. Try a crouching variant on the combo page for those.

If you’re doing cr.LK> st.LP> cr.LP xx Rekkas as your BnB, slow down. The st.LP> cr.LP is a link so you can’t tap jab like a madman. Take your time and try a rhythm. Slow that portion down progressively until you can get it. Alternatively, try cr.LK> st.LP> cr.MP to understand link timing.

Cancelling cr.lp with mp or hp rekka is way easier than lp rekka (press down, lp with forefinger, downforward, forward, mp or hp with any other finger), but unsafe on block is you miss your link

I always had an easier time linking lp rekka >.<. I’ll try this today and see how it works.

there are some characters that MP> HK chicken wing doesnt hit anymore (due to patch maybe?) my question, can you do MP FADC into HK( or ex) chicken wing on those characters? does the MP stun enough?or is that a waste of meter :sweat:

The only thing changed in the patch for Fei was the hitstun off of cl.HP. Nothing changed as far as cl.MP xx HK CW. This was always character specific; please try it again on the characters that it used to work on.

cl.MP> FADC is pretty useless since the window of opportunity that you’re given is extremely small. Take the block/hitstun of the move, subtract dashing frames, and then subtract 3 – this will give you an idea of how much advantage or disadvantage that you get from FADC’ing a normal. The fact that cl.MP is 5-frames means that there are few ways to combo into it as well. Lastly, throwing FADC into a combo scales the combo even further, reducing overall damage that you get from adding the extra attack.

Check the SRK Wiki (google it) for this information.

They should fix FeiLong’s ultra while they’re at it. Simply increase hit stun for first hit until the third one comes out will do.

Recently tried SF4 on the PC again. Ultra I is definitely improved in SSF4. When you used it in SF4 to go through projectiles the opponent could block the 2nd hit most of the time. Now the 2nd hit hits most of the time (larger hitbox).

Ok I’ve got a really simple and kinda stupid question, I’ve recently come across several people who counter pick geif/t-hawk when I play with fei, and looking at the replay and inputs these aren’t the skilled type of player ie. mashing SPD. I’ll throw out a hk. CW to set them up for a wasted ultra, or whiffed throw, and on back dash, I get SPD/ultra, try to use the I-frames of flame kick when I have meter so I can do it safely and guess what, I get SPD/ultra before the flame kick comes out, I know the simple solution is not to use CW or neutral jump, but I feel that since hk. CW leaves both me and gief @ zero on block, and if it does hit, allows me to do one of fei’s most damaging combos I shouldn’t have to change my game play. I mean unless I’m not understanding something, or doing something wrong here.

Just wondering if anyone else is having the same problem, is this an online thing, or am I doing something wrong?
Thanks

I believe it may have to do with the startup frames:
fei’s flamekick is 5 frames

gief 360+p is 2 frames
gief 360+k is 1 frame
hawk 360 is 2 frames
hawk ex360 is 4 frames

I only ever attempt the BNB after the CW against bad Giefs. Infact I don’t even use CW until I’ve felt them out a bit.

If I do take a gamble and miss, I just jump back.

The frames may be fewer but Fei’s Flame Kick is totally invincible on start-up so it can’t be grabbed until he’s recovering from the attack (active animation is also airborne so he can’t be grabbed). It’s likely that they’re mashing reversal (easy) while he’s missing the frame-perfect execution off of a HK CW (more difficult).

Higgs: People pick Hawk/Gief since Fei’s style relies him to get in close and these characters can be pretty dangerous at that range. You generally won’t want to use MK or LK CW, but there is a way to use HK/EX CW and get away with it. After you make contact with the last hit, spam the backdash motion or just hold :u: or :ub:. You can’t be grabbed either way, even by their respective Ultras; you only risk getting hit by an attack though they need to choose the correct response to each escape (Jump: T-Buster or Lariat, Backdash: Condor spire[not sure] or Green Hand).

quick question. Where are all the Super Match up Threads? I am getting owned by Ibuki and Juri.

i agree. i havent fought a single juri in a serious match. before the patch, all my juri matches devolved into hk cw infinite attempts

I’ve messed around with that a bit myself, I don’t recall it landing, though I’m not the best at execution (yet :P). Either way, in a real match, it would be a waste of meter in my opinion.

you can super cancel a flame kick?!

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Yeah, you can mash it out in training, Ive done it a few times by accident. Totaly pointless though, or the ones I did were. Looks cool though.

Yea i NEVER use lk. or mk. CW vs a geif, but thanks kobra, I just wanted to hear someone else’s opinion about getting away with hk. CW, BUT I did notice something on the frame data on eventhubs, it says that frame 1-5 on flame kick are I-frames, while the 6th is unthrowable, I thought the same as you, the first 1-5 frames being i-frames, you shouldn’t be able to get thrown while the 6th frame fei is technically air born and can’t be thrown, but apparently not? anyone know?

Being invincible doesn’t mean you can’t be thrown :slight_smile:

The notation used in the SRK Wiki distinguishes being “invincible” from being “hit invincible” (Abel’s EX TT) and “cannot be thrown” (Abel’s regular TT, and other airborne moves). Granted it’s a wiki, but I believe it’s accurate. Try HK CW (hit)~ Flame Kick on Gief and see if he can spam Ultra in between. If you buffer correctly, there will be a 1-frame gap in between which is enough to grab someone with the Ultra. During this time, Fei will be designated as “invincible” under MK, HK and EX Flame Kicks, and not “cannot be thrown”. Should work.

[edit] Just tested this and it does work, though I guess it’s possible that Fei is airborne much sooner than the 6th frame. In any case, you can buffer the flame kick using the +4 from HK CW as an error-shield and beat both Gief’s Super and Ultra on reversal.