Fei Long Q&A: Ask simple questions here!

Damn shame. If you can and are willing, please post vids of your match when you have them :slight_smile: I gotta learn this somehow.

Yeah. Iā€™ve seen Magoā€™s Fei Long matches and that was awesome. But never fought it. Some one here could just record our matches. Or you just watch our vids

:tup:
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Iā€™ve done a little training and discovered that going from C. LP + S. LP + C. LP xx 3x Rekka Ā§ is hard to pull off, but even impossible if you mash the second light punch (the last one before the Rekkas ; crouching L.P) into the Rekkas. So, in order to flawlessly pull this off, delay the last punch as if you were linking the standing punch to the crouching punch, and then you can mash or input the Rekka motion. Just thought Iā€™d share this if some people were having trouble with that combo. :wink:

i use negative edge, no reason not to considering its there and makes links so much easier

do u use negative edge after a hit confirm aswell ?, because the timing on cr lk , st lp , cr lp into rekkas is hit and miss for me and i was wondering if that is cause my execution sucks or that im using negative edge .

negative edge only works for specials, u cant negative edge a normal move, hold lp and release it, see no 2nd lp comes out. i always try and hit downlp then hit lp on the forward command, that why i get 2 inputs on the forward motion so if im off a little bit the negative edge will help me out maybe.

Hey guys. I am looking to replace a character (DeeJay, or Ken maybe) with either Fei Long, or Bison.

What I wanted to know is:

Can you pass fireballs with Chicken Wing?

and the last thing: is Tenshin good? I noticed that not many good fei players use it? I see it can be hella good for resets. Why do people not use it?

You can pass fireballs with normal HK chicken wing, but timing is very off and not reliable, and largely depends on speed of the fireball coming at you, as well as shape. EX chicken wing though is the best option, as well as focus dash in due to feiā€™s excellent dash.

Tenshin has its uses, but if you get too predictable with it expect to eat a big punish. Itā€™s nice to trick once in a while, but never rely on it.

I was playing around in training mode, practicing the flamekick, FADC to 3-hit chicken wing, and I noticed that when in the corner, if you dash forward and do the chicken wing for 3 hits, the last hit crosses over the opponent and he will be flying out of the corner instead of into it. This is probably not useful but itā€™s pretty funny and if you dont want to end up in the corner you should be wary of this. This was done on ryu.

Edit: If you dash forward right after you land and do a forward jump mk it crosses up just as if you were doing the combo midscreen. This trades with most wakeup moves tho.

Ok, while trying above things against adon, I cant seem to get three hits of the CW on him, is this possible?

Hi,

I just started picking up Fei, because he reminds me a lot of my main (Bison).

I literally am unable to do cs.hp xx super for Fei on the P1 side, but I can practically do it with my eyes closed on the P2 side. I donā€™t have trouble doing any or Ryuā€™s fierce xx super cancels, so I was wondering if the timing on this is particularly strict, and if anybody else had trouble doing this.

Chicken wing -> cs. hp xx super does disgusting damage.

i have trouble doing hp xx super too on the p1 side i usually buffer the motion before i do the cl.hp helps me out otherwise u can always go for cr.mp or cr.mk xx super instead

Getting 2 or 3 hits off chicken wing is character specific.

Super cancel windows on Feiā€™s normals are very small, itā€™s one of the things among others which makes him an hard execution character.

My Fei has greatly improved with Inthuls help. I dont want to bother the man all the time so I ask you guys. What are good option selects for Fei. I seen a few videos on youtube and it doesnt really explain them. I am trying to step up my option select game. So any help would be great.

Yep. If you do the last Jab too fast you chain it, making it unable to be Special canceled. Unfortunately, despite me knowing this, I always either:

a)Input too fast, chaining it.
b)Input too slow, dropping the combo entirely.

Itā€™s almost upsetting to watch Fei Long matches, where the player does them so consistent, and almost appears to have all the time in the world to do it. Iā€™ve had to replace the Rekka cancels with a cr.Strong, since I STILL can not seem to pull his BnB off consistent enough in Training Mode, let alone in a real match.

As LorteBudding mentioned a bit above me, his Super cancel window is fairly tight. Personally, unless Iā€™m going for the Rekkukyaku > cl.Fierce xx Super, I opt to use cl.Roundhouse xx Super since (for me at least) it seems to have a larger window to Super cancel.

i typically go for crmp super after a close mp/ chickenwing, crmk is also fairly easy. ive never been able to do clhpxsuper unless its by accident, my fingers never seem to move fast enough wen i want em to.

Try doing :hp:(hold), :qcf::qcf:, :hp:(release)~:mp:~:lp:.

Thatā€™ll net you the negative edge on the HP plus two more inputs with MP/LP (which you can plink actually). Only tough part with this method is doing the double qcf fast enough, but that should come with practice.

ya nosone, its the double qcf that messes with me, im terrible with the double input, i always end up missing the second down input.

If it helps, the shortcut for double QCF motions is :d::df::qcf: (missing the :r: on the first QCF) as opposed to 3rd Strikeā€™s, which was the other way around. This is awesome and has helped me in reaction Ultras and not getting no EX DP shit ever.

Still, I canā€™t cancel standing normals into super.

Hm. If you use a square gate stick what you can do to alleviate that is :qcf:,:df:,:r:+:Punch. You donā€™t actually need to hit down a second time due to the shortcuts in the game. After you hit :r: the first time, just ride the gate to the :df: corner and then hit :r: again + Punch.

That works too. :lol:

Standing normal xx Super is tough but it can be consistent.
Try :qcf::qcf:+HK~P to get a standing close HK to cancel into a Super. Remember to return to neutral before hitting the Kick button or youā€™ll get f+HK.

For standing close HP xx Super, you have to be much faster. You have to negative edge it to be consistent, otherwise youā€™ll get Rekkas (since the first :qcf: input and the release of the HP will lead to a cancel if you donā€™t).