Fei Long Q&A: Ask simple questions here!

Hmmmmm interesting.

Against bad giefs just abuse HK CW after anything gief does (it counters everything as long as you do it after they execute their moves). Then jump back as soon as you land. If they don’t do anything and just advance by walking then just poke them cr. hp.

What’s the frame advantage for MK Flame Kick FADC dash forward?

does fei longs command grab have invincibility or can grab people out of their dp like in this video >[media=youtube]0jQ-_dxxuBE[/media]
like that gief did?

No chance in hell. Normal Tenshin is 14 frame start-up, with EX being 12, while Zangief’s SPD is 2 frame start-up. Do the math :).

I was just wondering if it was possible if you really knew the dp was coming on wake up or something I knew the start up frames I read the move attributes sticky

s.lp>ex tenshin can be screwed by mashed srk during that one frame, right?
if so, then no, tenshin cannot grab srk.

Hey there, old Fei mainer here. I picked up him the other day and noticed that he did “feel” a little better than he did in Vanilla, so seeing as this is a basic Q&A thread, what are some of the major differences that I should pick up on as opposed to Vanilla? I would love to start playing as Fei Long again.

My mk flame kick FADC HK Chicken wing is getting less consistent. When I first started, I consistently got 3 hits, but its been getting less and less consistent to the point where I can only net two hits.

Is there anything that I’ve changed through my time messing around with fei?

You are most likely doing the CW to early, so slow down the input of the CW after the FADC and see what happens. ^^b

So I can do Fei’s basic links pretty easily, but when it comes time to cancel it into the rekkas I’m fucking up bad. I can get it like one out of eight times. Am I just terrible (yes) or is this harder than canceling into a doken/GT? What stick position do you guys use during the links before the cancel? I main Bison so I always keep the stick down back or back but where’s best for a non charge?

What useful frametraps does Fei have for people who consistently mash cr.lp?

i like doin crlk stlp like in our bnb but if i see the block i hit crmp a lil late instead of crlp, its a nice trap cuz u can link into rekkas if u catch a move with it, crlkx2 to crmp has worked for me aswell.

I typically do :d:+:lk:, :r:+:lp:, :d:+:lp:, :df:, :r:+(Punch). It’s unnecessary to move your stick forward for the standing LP, but I do it to help get the rhythm and to keep my hands moving. I’m not sure, but you may be able to squeeze out a little bit of range by tilting forward too. The cancel is difficult for the timing since you have to have a certain rhythm to get it to work. Once you learn that rhythm though, it’s like riding a bike. Trying humming or singing out the rhythm to help you.

Generally speaking, for non-charge characters though, you want to try to buffer motions rather than staying static. Instead of just blocking or crouch blocking, buffer flame kick; instead of just walking forward and backward cautiously, try buffering Rekka to put pressure on your opponent when you can. You don’t need to actually launch the move, and you obviously shouldn’t do this all the time, but it definitely improves your reaction time to have the motions prepared in case you see an opening for an attack.

cr.MP x2 leaves a 2-frame gap on block to catch jab mashers.

When you hit with cr.LK or cr.LP you can also use cr.MP to trap if you haven’t already confirmed a combo.

st.LP xx Tenshin will leave 4 frames which is tight enough for slower jabbers, while st.LP xx EX Tenshin will leave a 2-frame gap which will beat most attacks (non-invincible, ground-based, etc.).

Hi, I’m new to these forums (Not unfamiliar with the game though, been playing since January this year) and recently tried out Fei Long and he seems really fun to play with.

Now to my question: from what I understand, the BnB c.lk, s.lp -> c.lp xx rekkas didn’t work on most crouching opponents in Vanilla(s.lp wiffs), have this been changed in Super? I know it doesn’t work on Cammy, and works on Ryu, but thats as far as I’ve come :slight_smile:

Looking forward to (hopefully) spending much time in the Fei Long forums in the future.

No it was not fixed, it doesn’t work on ken, cammy, ryu, akuma, chun-li, and some more that I’m forgetting atm, I’m almost positive that there is a list of chars it works and does not work on floating around here somewhere. If you can’t find it, lemme know I’ll see if I can. Also, it’s harder to learn but try to cr.lk>cr.lk>cr.lp >> rekka in the instances that the st.lp would whiff, but if i recall correctly its a one frame link, so it takes some practice, and I will usually do, cr.lk>cr.lk.>cr.lp>cr.mp >> lp. rekka and then mix up from there, but be careful!!! cause if they are trying to reversal you it will happen between the cr.lp>cr.mp. so use cr.lk>cr.lk>cr.lp for bait and see if they take it, and if not continue with the prior mentioned block string.

Aside from after an FADC, what are some good uses for the chicken wing? I’m assuming he doesn’t have any fun loops w/ it like ST Fei did, so what are some good strategic uses for it? Thanks :slight_smile:

Not sure if this is common knowledge but Ultra 1 stuffs Blanka’s U2 if you mash it out just after he starts his.

If you dont have ultra jump the first thump you can throw him out of the ultra. Sorry if this is simple stuff but ya never know.

Any tips on fighting solid Ryu’s? I thought I had this match down until I came across some wizard Ryu player last night. I think he knew the match up well. I just couldnt get in.

Was’nt even sure what Ultra to choose he was that good. I usually neutral jump and stay on the deck in general and use my CW to get close but his defense was rock solid. Worse than Guile. I can usually beat players above my skill but this guy had me made.

I actually ended up counter picking Guile bows head in shame*

Walk forward, focus dash fireballs, etc. and take him to the corner. Use LP rekka as your main poke (make sure you do it so it’s safe), so you can chip away while closing in. It is also excellent when Ryu doesn’t connect with a cr.mk since you can punish him with all 3 hits. It will make him very wary of poking. If you space your LP rekka right you can even do the 2nd one and be out of cr.HK range (which can punish that), which means the only thing he would have to punish you is Super. Capitalize on knockdowns with safe crosses (that make shoryuken whiff otherside) and being beastly on wake-up. Once you have Ryu in the corner he’ll be crying big time, this is where you don’t want Fei to put you, so if he’s using projectiles and zoning by moving back, he’s doing half your work for you, which is to be trapped in the corner.