Fei Long Q&A: Ask simple questions here!

im thinking a mk flamekick would b best, just buffer cw after it incase it trades.

It’s a one frame link.

Your going to want to be buffering during the close. mp and hit your three punches on the first possible frame.

Honestly, I think this isn’t worth wasting time on.

meh your right that it’s not worth wasting time on , but it would look so cool if i actually landed it once and i would feel like SUCH a PRO . So i will keep practicing it and nice to know that i have to hit on first active frame thanks .

honestly , this game gives me the shits. How the F do i get past a poking, random as shit Sakura. I’m seriously thinking of rage quiting here!

Edit; Did it eventually, disaster avoided…

I think sometimes it’s hard to take when a players just better than you, your looking for match up excuses.

If you do it at the right times (read: not expecting it), Chicken Wing and its related shenanigans can really blow up Sakura.

Have to be unpredictable though.

Sakura players tend to whore neutral jump and focus attack… if you know this, play accordingly.

Yeah problem is she’s so hard hitting for someone supposedly at the lower tiers. She links pretty much every normal into an upperut/tatsu combo. I saw a competent Akuma eat 3 EX uppercuts (that she can cancel out of on the last hit, hows that for safety…!?!) and it pretty much killed him.

Combinable Ultra (both), insane pokes, cr-hp as an anti air or DP with fairly good range. If I knew nothing about match up odds, I’d say she was a beast.

Of course there’s the play time to consider, you’ll fight a decent Sakura like 1 every 2 weeks.

I think the best advice for sakura, is watch your crouch teching, she can really blow you up with her tatsu approach. Be careful with the CW use though, from personal experience you will fly right over the top of her, and for me at least it is crazy hard to cross her up with it too. Cr.mk is your friend, and once you get that knock-down try to safe jump her with mp. Also for some reason the small amount of sakuras that ive played have all been either nuetral jump happy, or focus happy, so watch for that, you can catch the back dash cancel from the FA with rekkas, and the nuetral jumps with fk.

After any blocked Tatsu, there’s no need to stick around to play her mix-up game. You can try back dashing or reversal CW to the last hit of Tatsu. If the Sakura you’re playing is on autopilot with her routine, chances are that the next hit may be a st.LK or cr.MK as her jabs won’t reach following most Tatsu push-back. Her pokes are pretty beastly, I’ll agree. But keep her a safe distance away (max focus range or LP Rekka range), and you won’t have to deal with that, save for a lucky counter-hit.

looking for fei long frame traps to punish crouch teckers

cr.Lk>Cl.Mp

cr.lk>Cl.Hp

there may be more but i’m not aware of them .

Is there a way to reduce fk trading while antiairing other than manually delaying it?(delaying it without getting hit is hard when fighting characters who can change their jump arc significantly like bison or dudley)

Nah, best way is to wait as long as possible. I understood this the moment I saw the hitbox videos for it; there’s only one active frame overlapping an invincible frame, but that’s enough.

Sorry… noobish question, i’ve been using feilong for just 2 days

What would be the point of using 2nd and 3rd rekka with MP or LP version?

  • if the first one is blocked, i just stop
  • if the first one hits, i hit confirm with 2 HP rekkas

Well actually, 2nd and 3rd LP version could be used to try and get a CH if they blocked

But what about the MP version? useless?

And last thing, all hit-confirms from cLK/cLP against crouchers need to go through that 1 frame link right?

Oh very last… invincibility and hitboxes on MK and HK firekick are the same or what?

Wouldnt frame traps start with cr.mp, cl.mp and st.lp? Those 3 give you plus frames on a block and from what I remember that is a frame trap, then again I may be wrong.

Your a little all over the place but I will try to answer a few or your questions. I always go for 2 rekkas even on block. If I start off with a HP Rekka and its blocked I then use lp for the 2nd rekka as it doesnt push you in as far in so your still a little safe. I also now delay my 3rd rekka even after the first 2 were blocked to try and catch the other player going for the counter after the 2nd rekka.

Q) invincibility and hitboxes on MK and HK firekick are the same or what?
A) FK & mk and hk have the same data 1~5f invincible, 6f cannot be thrown

Q) And last thing, all hit-confirms from cLK/cLP against crouchers need to go through that 1 frame link right?
A) crlk/crlp on hit give you both +3 and lp Rekka is 7 active. I may be wrong as I am trying to understand but that a 4 frame difference. Maybe someone can clear this up

oh thank you for answering

i didnt know about the 6th frame being immune to throws, thanks

for rekkas, yeah i noticed the Lp version is the one which leaves you further and “safer” if you want to go again after they blocked

and also i’ve seen starnab going for a throw after 2 rekkas on hit, and since fei’s throw range sucks i guess the second one was HP, which leaves you closer both on hit and on block

for the frame stuff… i’ll try to clarify, since you said you’re trying to understand :slight_smile:

you shouldnt care about active frames, if you want to know if you can link a move after another (like fei’s cl.MP to his cHK) you need to know if the cHK’s startup is smaller than cl.MP’s advantage on hit, or at least the same

cl.MP leaves you at +7 on hit, cHK has 6 frames startup, so you have enough time… you do 7-6**+1**=2 … and thats a 2 frames link

sLP to cLP… 5-3**+1**= 3 frames link

[remember to always do the +1 thing, its due to the fact that startup frames include the first active frame in them… cHK has 6 startup frames, which is 5 frames of harmless animation + 1 where it starts to hit…]

if you want to link cHP, you cant, because it has a 8 frames startup, which is more than 7 … 7-8**+1**=0 frames window

BUT, with the first rekka (which is a special move) you dont do a link, you do a cancel from a normal move… there are no frame issues, you just need to know if that normal move is special-cancelable or not

take a look here, under "cancel ability"
http://shoryuken.com/wiki/index.php/Fei_Long_(SSFIV)#Frame_Data

anyway i’ve seen that against crouchers there a character specific list of characters which donw get hit by sLP if theyre crouching, forcing you to go for the 1 frame link… that sucks :L

@Jason

Frame traps are typically any two consecutive attacks designed to catch an opponent’s attack in between. You can have a safe frame trap where there’s only a 2-frame gap in between or an unsafe one with 3 or more frames in between. How good it is depends on whether or not it’ll do what is intended. Demented’s traps are designed to catch crouch-teching. Although the frame data works against them in a technical sense, humans will typically fall for them due to a developed late crouch-teching rhythm–that’s really the only reason why it works. You also do not need to start with a move that gives you frame advantage. It’s beneficial to start with one, but even cr.LK> delayed cr.LK works to trap most moves.

Using 2 Rekkas on block is also pretty unsafe, especially against characters that have good low pokes or jab-cancelable moves. I wouldn’t say always go for it. You need to really space it well in order to stay out of harm’s way.

I also know that Inthul does the 3rd Rekka a lot, but IMO it’s really a horrible risk-reward decision. In our mirrors, he’ll do it to me a couple of times successfully, then he’ll do it again and I’ll block and punish really hard. The 50 damage and knock back is a meager reward compared to the additional 150 damage and knock back that I can get on a full punishment. If the opponent blocks it they literally have enough time to walk up to you and do whatever, including reversal Ultra. It takes a serious amount of yomi to be able to do that confidently since you’re basically turning a potentially safe move (Rekka x1) into a 50-50 for less than 2 jabs worth of damage and positioning (whether that makes the difference or not depends on the character you face and your ability to capitalize on a Rekka knockdown).

@Trapy

Crouching BnB is that 1-framer, yes. On many characters, however, just go for the regular BnB. There’s a short list of small-profile characters where the st.LP will whiff.

Aside from nearly identical frame data, MK and HK Flame Kicks also share the same hitbox size and shape.

2nd/3rd Rekka should be HP if you can confirm it. Only time you would go for 2nd MP Rekka would be to punish Blanka balls on reversal. On block, the 3rd Rekka has increasing disadvantage depending on the strength used, but in all cases it’s enough of a disadvantage to be punished hard.

thx nosone

so its really as i thought, you have to go through that 1 frame link on those characters if they’re crouching

at the moment i have no problems with 1 frames link where you have more hitstun, but from light hits i cant even figure out if i was linking or chaining D:

i’ve been maining only Gen for a year and a half, i think i want to start maining Fei too (wanted to start doing it in vanilla actually)

as a gen player i was already used to have such a nice FA, but applying pressure with those 3-frame-startup sLP/cLP/cLK is getting addicting only after a couple days… awesome _

Usually for characters that st.lp will whiff on you can start your combos with st.mp or cr.mp instead of cr.lk to avoid the one frame link. Problem is you still have to be able to take advantage if they walk into your crouch tech (though you could crouch tech with cr.mp instead if you wanted, it’s only a frame slower).

Try doing cr.LK> st.LK> cr.LP xx Rekkas for the BnB. You can’t chain from the close standing LK, so the following cr.LP will always be a link. This also hits all crouchers, but you have to be careful since the range is much shorter since you need the close st.LK.