Fei Long Q&A: Ask simple questions here!

Hi guys, I’m starting to pick up Fei Long, and i’m practising my execution on SF4PC with a hrap and i was wondering, sometimes in videos i see the fei player land a rekka chain midscreen, dash foward once and immediately rekka again which usually catches the opponent pressing a button after his quickstand. As hard as i try i can’t recreate this effect in the vanilla training room: it goes like this rekka rekka lp rekka–> dash foward->hp rekka
I always whiff the rekka, i’m trying to look for a video where i see someone do this. Meanwhile, can anyone shed some light on this?

Am i doing it wrong or did rekka/dash have some property changes going into ssf4?

It works best on characters with average-to-large size hurtboxes (Ryu and bigger). When I do it, I finish with HP Rekkas for the first three, then I dash forward and HP Rekka again. It’s possible that using LP Rekkas doesn’t move you forward enough during the last hit which is why you’re whiffing. That, or you may be trying this on smaller characters.

When I get this, I normally counter-hit the opponent as they go for some move. That may contribute to the success of it as well. Overall it’s something not many people have gone into depth about… Good question :razz:

It does work in Super, however.

It works more in the corner for me personally. I figure because they’re trying to get away from the wall, they get hit because either they’re walking towards you and blatantly not expecting you to be able to reach them, or they’re getting hit on their very first wake-up frames and they’re trying to jump for reasons x, y, and z. (I suppose there are also people who like to just use normals ALL of the time as well as part of their footsies? Even at full screen…)

Don’t seem to get many counter-hits on mine though, I’d prefer it :slight_smile:

does anyone have any advice in particular on feilong’s okizeme game? i’m pretty clueless, especially after throwing someone, i keep trying to land crossup j.mk or j.mp and eat autocorrected DPs bleh

Mine consists of:

- Ambiguous cross-ups into either a block string, a tick throw or a cancel into Tenshin (which is where you get them to block cl.LP xx Tenshin, and it acts like a tick throw), you can also do the cross-up and then go for overhead right away, seeing as people always block high and then start blocking low afterwards.

- Throw; Either an immediate throw or a tick throw, if it’s just a naked throw then I’ll sometimes sit right on top of them doing cr.LK or cr.LP a few times to make them question what I’m gonna do, then just throw on wake-up.

- Overhead; Overhead is really good because on hit or block you can throw (recommended IMO) or you can Flame Kick FADC to CW/Ultra 1 which both lead to more mixups, or you can poke afterwards, but I think on block the overheads leaves you at like -2, so poking isn’t really all that great there because you can get counterhit out of your normals.

- Naked Tenshin; Not worth going for unless you’ve got your opponent a bit rattled, it can be thrown quite easily if you miss-time it, and if they DP it’s pretty darn bad for you. Use rarely.

- Tenshin cancels; like the blocked cl.LP xx Tenshin I mentioned before. Just wait for them to wake-up, and stand and hit them with the cl.LP and then follow it with the Tenshin motion.

- Good old low blockstrings/hitconfirm

**- Late Flame Kick FADC
**
Basically these are the fundamentals of Fei’s mixups, whilst it’s not as dangerous as say, El Fuerte’s, it can be pretty devestating if they keep guessing wrong. For example, on Dhalsim, you score a knockdown and perform a mixup into Tenshin whilst you’ve got ultra stocked, you do cl.HP xx MK FK > HK CW > 3 hit Ultra, with full ultra this is 523 damage and 520 stun from one mixup and Dhalsim’s only got like 850 health and 900 stun, and then he has to guess again afterwards.

That’s the thing though, his mixups are really dangerous when your opponent has to guess multiple times, for example; ambiguous cross-up > overhead > throw; or cr.LK into a block-string > overhead > FK FADC to CW; or even something like ambiguous cross-up > blockstring > overhead > overhead > throw… and so on, you have a lot of freedom with Fei’s mixup game to put your own flare into it.

Hope that helped and wasn’t too patronising! :slight_smile:

Edit:
There are also a whole assortment of corner mixups Fei has available such as the way when you jumpin on an opponents wake-up in the corner, j.lk hits them like a cross-up but you get pushed out of the corner to the front of them.

  • Another good one is to do blocked cl.HP xx HK CW, as this can cross them up in the corner and you can usually combo into cr.LP or cl.HP xx Rekkas/FK etc.

  • Also, one that I’m playing around with now is; in the corner only, you can FK FADC backwards, MK CW and land 2 hits of Ultra 1. It’s just a little over 300 damage, but as a late round tool is great especially if you’re both low on life; you’re safe if they block because you’ve FADC’d backwards, you’ve got tonnes of time to confirm you hit them, it beats other reversals if you leave the FK late, and if they block, you can Rekka or CW or back off or whatever you want.

  • If you use cl.HP xx MK FK FADC, you’re going to be hit by reversals if they do one with invicibility, but if you do use this, and it lands you have to use LK CW and Ultra ASAP afterwards. You can’t land Ultra without the LK CW this way because the cl.HP means you get pushed back too much and the Ultra whiffs, but with the first way I mentioned can also be done without the MK CW, and on some characters, like Gief, the Ultra will hit 3 times.

***[Okay, the above combos from the mixup were being tested on Dhalsim, and that’s how all of them worked. Having now tested them on Gief as well, the MK CW and the LK CW in their respective combos only get 2 hits, so you can’t ultra. But the FK FADC back wards into Ultra gets 3 hits on him anyway for 368 damage. However, due to his size you can FADC backwards and still hit him with HK CW into Ultra.

What I really mean to say is, it’s very character and hitbox dependant.

I’m gonna add this to the combo compendium thread I think and start a little list of what works on who, just as a personal task. However, the FADC back into Ultra works on everyone, just for varying amounts of hits, so that’s the one to use if you don’t know the specifics.]***

thanks spartan i love you!

gonna be referring to that post a lot in the future

Hi guys, had been trying to get started with fei and now that cammy is losing tkcs I think now is the time to start taking him seriously. Couple of reasons I’m liking him: 1. he gives me a lot of trouble when I play a good fei as cammy (I got into cammy cause she gave my ryu trouble) and 2. He seems like a good way to continue levelling my execution. But anyway, three questions:

A. Are there any specific timing setups for feis safe jumps (such as whiffing normals after a throw then jumping)?

B. What is feis best anti air normal?

C. Is there any point to mixing rekka strengths? I know in st it was helpful to mix strengths to manipulate pushback and avoid certain punishes.

A. sorry can’t really answer this question might want to check here http://shoryuken.com/f273/lab-findings-243075/

B. st.hk is the best AA

C. I would say only mix rekka strength if u connected from a either a lp or mp rekka say a cr.lp > lp rekka > hp rekka > hp rekka
or the other reason is if you know ur going to try and counter hit the opponent with ur third rekka punch

he doesnt have a best aa normal, it all depends on the ranges they jump in on, far is sthk, close is clhp

is there a reliable way to get the 2nd hit in a blocked rekka chain to frametrap the opponent? i’m having trouble with it

If I’m understanding you correctly, only “reliable” way is to delay your 2nd Rekka input as late as possible, and hope they push something.

okay nevermind it’s a dumb question. just a timing i’m going to have to get used to. and yeah i mean timing it so that they have like a frame or two to press a normal

I’m sure this has been covered here. And sorry for posting it again.

its a 4 hit combo, I think cr lp, cr lk, cr lp, st lp xx rekka…

how do I get the rekka out. I can do anything starting with cl.mk and cl.hp to come out, even when FADC is involved, but this combo I can’t do for the life of me.

I’m great with Fei’s footises and rekkas as pressure. But I’m laking in this combo. Any insight to my failing would be great. I’ve tried plinking it. I’ve tried negative edging the rekka (which works in most combos I try with makoto… but for some reason, this combo and me aren’t seeing eye to eye.

Just wondering why you are trying to do this combo to begin with (trial maybe?), the usual is cr.lk x2 st.lp cr.lp >rekka. In both your and the one I put down, you have to link the last lp. Lets take what I wrote down as an example. the cr.lk x2 st.lp can all be chained together, but the last cr.lp has to be linked from the standing one to allow you to cancel the rekka from the cr.lp. So “How do I do this?” you’re more then likely asking yourself… Well i’ll tell ya :P. Slow down the last input, from the st.lp transitioning to the cr.lp there should be a slight delay, thus linking the st.lp to the cr.lp and allowing you to cancel. Another way to look at this is… you hit st.lp wait for the st.lp to retract fully then hit the cr.lp. It will take alittle practice but you have to link the last lp to allow for a cancel. This concept aplies to all BnB rekka combo’s. The st.lp cr.lp >rekka is a three frame link, while the cr.lp cr.lp >rekka is a 1 frame link. Start with the easier links then work your way to harder ones. Hope this helps.

Also a better way to look at this and will probably be easier to see visually is, go to the training room, you’ll see on the dummy you can get right up on, and mash on lp, and oddly it all combos (chaining). next take your time with hitting the lp, and count, 1,2,3… they should still combo (linking), the slower the better, and linking also allows for a cancel.

how long did you guys play fei before you got better and started winning consistently? I played this guy in endless 30 times in a row and lost all of them. He was pretty versatile and played a lot of characters and i got blown up by all of them. Most of the games i just sat around eating crossup jump ins. especially sakura’s j.hp. when i did manage to escape his oki game, i did alright and took rounds with some of the stuff i learnt here. then i get knocked down and it’s back to getting vortexed like i’m playing against ibuki. **edit: Ignore this, salty at losing 30 straight
**
tldr: can’t defend to save my life. i feel like makoto

ahem what are our AA wakeup options? i know it’s a dumb question but i keep getting destroyed by anything that crosses me up.

also on jump in what is a safe blockstring? i keep eating reversal DPs whenever i try:
crossup j.mp/j.mk (gets blocked) --> land, press cl.mp, get reversal shoryu-ed

Sounds like your problem is more weak general defense than Fei Long.

Wake up options are Flame Kick…besides the throw, dash, or just block. (EX)Rekkukyaku can also be a good wakeup/escape option for some situations. If crossups are killing you so much, might be a good idea to mess around with auto-correction Flame Kicks.

If you’re getting DP’d on reversal after a j.MP or j.MK, you’re likely pushing the button too early. Try go for as meaty of an attack as you can. If I feel I didn’t go meaty, or didn’t hit confirm for a cl.HP, I typically go for cr.LK.

do u guys use the flame kick shortcut (b,f,b) or do u do the normal reverse srk motion for every type of flame kick scenario?

im using the reverse srk input atm and am doing ok with it but was just wondering what some of the regular feis do?

cheers

usually i do the regular motion for it, but sometimes playing footsies the shortcut can be advantgeous when walking back and forth while anticpating your opponent to do something, can’t tell you how many cannon drills or step kick ken’s i’ve been able to punish on reaction with this b,f,b motion. Just be careful as it can screw you over at times.

yeah sure. is it true the shortcut is taken away in AE? or was that a rumour.

also does anyone know when feis s-tier alt is arriving?

What is the best method would you guys recommend to practice that cr. jab jab rekka? I can’t seen to get it out consistently. it just does st. lp 80% of the time.