Fei Long Q&A: Ask simple questions here!

when you fadc a flame kick and go into a CW juggle I cant work out how to consistently get 3 hits out of the CW? sometime i just get two, then cant tag on the ultra?

wait a sec before you CW. youre doing it too fast. unless its one of the characters who dosent get juggled for 3 hits. ever.

someone else will have to pull out the list, i dont know it off hand, except most of the women, and boxer

3 hits don’t work on Chinese characters, Gen, Gouken, Fei.

just started messing around with fei the other day and I noticed that low jab to jab rekka is a really hard cancel. to compensate i started double tapping the jab to get it to come out (or pianoing to another button) and I noticed that i’ve been getting 2 rekkas from only 1 qcf.

It’s really freaking me out. I’ll either get low jab into whatever strength rekka i push or ill just get straight 2 rekkas, all from 1 qcf and a double tap.

whats going on here

By Nosone, this is actually on page 44 lol

cr.LP xx Rekka is a simple two in one motion. Several ways to accomplish this:

  1. Classic quick tap-tap: Using the same finger, cr.LP for one tap, do the , then tap punch again for the Rekka. Works best when using the same strength Rekka as the punch.

  2. Negative edge: cr.LP and hold the punch, do the motion, then release punch. Works best for OS’ing a Rekka from a cr.LP poke, though the OS itself is pretty pathetic. Works best for cr.LP to a LP Rekka specifically.

  3. Double Tap: cr.LP, motion, and LP for the LP Rekka. Faster than a normal tap-tap (sounds more like a “brppp”) since you use two fingers in quick succession. Works only for Rekkas using the same-strength punch as the normal punch.

  4. Piano method: You can use this with cr.LP and any strength of Rekka. On a stick, hit cr.LP with your index finger and use your other fingers to hit the other punch buttons as you complete the motion. Each press is like a quick strum–fingers should be dancing. Alternatively, limit your piano-ing to two strengths of Rekkas to be more accurate with which Rekka comes out. By doing LP and HP for my piano, I normally get HP Rekkas both due to rhythm and input priority (in the case of pressing both buttons by accident).

trust me though, fellow fei newbie, learning to do jab->jab rekka will be the least of your troubles once you jump online.

oops double post

edit: what the fuck i hate finding out U2 doesn’t work against stuff. demonflip knockdown > U2

edit 2: someone did a really funky setup on me today in a mirror match.

focus crumple->wait->c.lk-> dash under airborne body->cl.mp->cr.mp->super

I only ever go for that after a stun from like a 4+ hit combo, because each character resets differently and so you’re not sure if you’re gonna land on the back or front yourself :confused:

Do other Fei players just mash out the last two rekkas or do you do cold calculated quarter circles?

I used to mash it (a slowish kinda mash, but a mash none the less), but I stopped when I realised it was hurting me by preventing the third Rekka coming out. Basically, my mash rythym was just outside of the necessary input rythym. :frowning:

Anyway, now I really have to focus on doing each one, with a single :qcf:+:p: for each one, which has also prevented me from missing a BnB link and ending up doing Super by accident because of it, which used to happen a lot in training mode and a good few times in matches.

None of this explains why 1 QCF produces 2 Rekkas.

That is what I’m asking.

What’s the easiest input method for:

  • Doing TK from a crouch position.
  • Doing auto-correct TK’s from a crouch position (without leaving crouch)
  1. The large input window
  2. Negative edge

If you do QCF> Punch (hold) and never release the punch, you’ll never get 2 Rekkas from one motion. Blame the game for this, though it is possible to train muscle memory to avoid it.

TK as in the Chicken Wing motion? Just do :db::qcf::uf:. Dunno how else to explain it… The input states that you must start with :l: but that’s not true. You can start with :db: just fine.

I really don’t see the point in an auto-correct TK for Fei… If your opponent crosses you up, getting an auto-correct flame kick is better. I suppose if Abel rolls FAR behind you it would be good but… Really there’s probably no way to do it other than delaying the :k: press for the very last second since the :db::df::db: motion is shared with Flame Kick. Inputs will override. I’d forget about it.

I meant FK (Flame Kick) not TK. Not sure why I said TK.

But okay. So it seems to do an auto-correct you just hit :k: at the last second but keep the motion the same as if it was a regular jump in.

For the Flame Kick then, do a HCF motion OR :db::df::db:and hit the Kick button as your opponent moves from directly above you to just a little behind you. You can literally just wiggle back and forth from :db: to :df: until the last second when you need to press the Kick.

This usually happens when you do a slow CW motion; the motion option-selects either CW or Flame Kick depending on whether the opponent has crossed you up or not. This also happens with Ultra 2. If you read a jump-in attack but aren’t sure if it’s coming from the front or as a cross-up (think ambiguous jump-ins or Viper’s Burning Kick), the Ultra 2 motion option-selects with Flame Kick for you.

What’s the best way to deal with Jotos… I mean… Shotos who all they do is run away by jumping backwards with Hk and spamming fireballs from the other end of the screen, and when you get close to them, they manage to run away again with tatsu hurricane kick in the air. This last Ryu player I fought was annoying as hell. I know already that patience is a good tool in this cases, but is there any other way to deal with this type of players?

Because they’re running away, they only have so far to run until they’re in the corner, which is what Fei Long wants. Once they’re there either sit right on top of em and mix them up (which considering the tactics they’re employing will usually end up in them mashing SRK), or sit about half screen away, blocking them in with the odd Rekka, and just wait for them to either jump right at you and hit em with EX/HK FK, or wait for the escape tatsu.

When you see it, immediately dash backwards and do HP Rekka to catch them, and they’ll be back in the other corner after being hit, and they’ll stop doing it as much (I wont say they’ll stop, they don’t usually have any sort of real solid play to fall back on when runaway crap doesn’t work). Runaway is good against Fei, because it’s usually accompanied by random reversals and ultras which set you back, you just have to pick your chances and make the most of damage opportunities when they arrise.

Dunno if this has been answered. What’s his recovery on his forward dash? What if I cancel with a special at the end?
I was trying to do this: FA for a split second, forward dash without letting it come out, tenshin>cr.mk>super. The opponent might be waiting for the FA or preparing for a glass break move, but might hesitate when they see you cancel the FA.

i think most people would react in this situation by pressing crouch tech, which would stuff what you’re trying to do. empty foward dashing also means throw mixup to most people, and since you haven’t put them in any sort of hitstun you’re liable to get thrown yourself. We’re talking about 14 startup frames that aren’t invulnerable.

If you really want to learn tenshin setups, just treat it as a tick throw and go from there. blocked st.lp -> tenshin is a really good setup but even then i wouldn’t use it unless my opponent’s mindfucked

Ok let me give this a try as I have had problems in the past with people who like to run the whole time. Also let me say that the way Arturo plays SIM is well… the way he is ment to be played, SIM’s game revolves around him being able to zone you, thus forcing you to try and make your way in. So in the effort of you trying to make your way in, you are forced to take some sizable risks. however once your in this match-up becomes easier, as long as you dont let him get away again. So in effect SIM is supposed to be played very defensivly and from a distance, and for me and I’m sure a lot of other people it can be somewhat frustraighting, but that is the beauty of SIM, if people crumble mentally the SIM player has already won 90% of the match.
Ok well that being said let me give you the answers to your questions. Belive it or not being able to play people like this is a must when playing online, I’m sorry to say it, BUT overall having a game plan for everything in your mental roledex will certainly make your game stronger as a whole. Let me answer your questions one by one.

Akuma: The time out win I’m sure was due to him either teleporting out, or air-tatsu escape. So the easiest thing I can say for the teleports is… know it coming. If this person is non-stop doing it, punish them for it. Spacing and CW are great for this. If you space it properly teleport is supper easy to hit. There is a recovery on the tail end of it. The air-tatsu is a bitch to deal with, and this is extreamly hard to deal with… Spacing will certainly help you recover when this happens. Also STAY CALM! try your best not to be rushing around in a red faced frenzy. Think calculated movements then once you see that he is constantly teleporting hit him hard with a CW combo, rekkas, ect.

Ryu: Fireball jump back rinse/repeat sucks… but the best thing to do is follow him and once he gets to the corner he tatsu;s out. Well it sounds as though you are punishing the tatsu, but as far as the jump back fireball stuff, don’t blindly jump in to chase, Let them throw and jump back, neutral jump the ball, WALK forward and see where it goes from there. Mainly the person that does this is looking for you to jump in non-stop and then you get mid-aired DP’d > ultra. So again the same goes, for this situation, STAY CALM, think about how to get in. Watch for a pattern and punish.

Ken: I have a close friend that does this… and will actually intentially corner himself to jump back non-stop in the corner… It is the most frustrating thing EVER lol… The best part is fei’s air-2-airs are actually pretty good. Some timing is needed, but pretty much what your looking for is a rythm. This should be pretty easy to see, and once you do, jump in and hit Hp early in the jump arc. If you find this to hard/risky to do, then same as before get the timing down and use your FA. If you time it right you can easily hit him out of the air which can lead into a dash forward flamekick(if it hits them mid-air), or ultra if you get lucky by hitting them while they are on the ground. With ken you have to be careful though, with the amount of i-frames on his DP once he lands its easy for him to DP you FA and if your not quick enough be CH out of it, which sux. The Air-2-air way is the best in my experience and opinion, it does very good dmg, and will make him stay grounded very fast. That being said, allow the ken to restablish the jumps again before you blindly jump in again for another air-2-air, if you don’t you will easily get hit by ultra, or a DP. Again stay calm, play safe, and think before you move.

I’m sure you’re able to see the common thread here, stay calm and THINK about the options. As I think you are somewhat new to the forum, i’m only assuming that you are new to fei. That being said feel free to experiment! who cares if you lose some points here and there, if you just started with fei now is the time to get a hold of things like this, as long as your learning good habits. Getting upset or angry when people play like this is super easy to do, but when that happens I at least tend to rush in and get killed by stupid tactics. Also when I get like that I tend not to learn anything either. Well I hope this helps!

Oh also I did want to say that whenever AE comes out you won’t have to worry about air-tatsu escape anymore.

just to add my two cents in here…

Jump back and neutral jumping ken, you want to be just outside of his sweep range if he does this and your standing far RH is a good choice in attempting to punish this also far st.Mk is good as well however you have to be on point with your spacing and timing with this one but they work. I’ve found the “step kick” Kens far worst in dealing with, shit is so easy to abuse online.

As H1gg1n5 said you have to keep your cool and patience with this type of online abusive shit.