Fei Long Q&A: Ask simple questions here!

Thanks.

is there a more updated matchup thread somewhere?

just look for the matchup threads collected by alphabetical order

Just started playing Fei, does he have any setups/move that kills crouch tech for a counter hit?

You can try cl.LP --> cl.HP xx Rekka

I know this in theory, but haven’t tried in an actual match.

EDIT: Looks like cl.LP --> cr.MP can work too if you want to do counter hit. cr.MP can link to Rekka on counter. At that distance, you can probably link to another cr.MP for additional hit confirm. It’s also much safter than cl.HP if the opponent blocks. In fact, this technique sounds like such a good idea I might try it next time. :stuck_out_tongue:

In the Master guide, I posted a link to a write up on frame trapping. Give that a glance if you’re looking to beat crouch techs. It’s interesting to note that a safer trap isn’t always a better trap.

Sup Nosone, haven’t played you in about a year and some change. Been sticking it out with Fei though.

I find my footisies and reversal game is stronger than ever.

I still have a problem executing combos consistently. I can HK CW XX Rekka or super all day. But that is not a reliable combo.

I’ve been in training mode for quite some time getting down the one I learned from you, (starting with crossup j.mk or otherwise) Crlk x2 , st lp, cr. lp xx rekka.

Any trick to the rhythm. I get it half the times I try it in training, maybe a quarter of that ina match, online or otherwise.

Oh, and I’ve become really accustomed to Fadc on block or connect. Hope to play you again soon.

Good thing you mentioned it, does anyone else do this? i rarely ever spend my super bar on anything else other than flamekick fadcs, and what i do after usually depends on how i’m reading my opponent. i feel that fei long’s close up fear factor, 5 frame dp, airborne overhead and hk cw all combine to give him a really good mix up game after a blocked flamekick fadc, so i just go for it. And it usually pays of.

edit: what is the frame advantage on a blocked mkfk FADC? if i’m understanding eventhubs data right he has 53 recovery (assuming hit on 1st active frame) and is -31 on block. that’s 22 blockstun frames, so if he fadcs with the 17 frame dash, he’s +5 on block?

pretty sure i’ve read this before, but just checking : P

Fei’s +0 on block from Flame Kick FADC. There’s tricky math involved which I won’t get into, but just trust it :razz:

As far as frequency, it’s a good mix-up to pull every now and then, but if you do it every time you get 2 bars it’s a real waste. When people remark about good defense, it usually means having the guts to stick through an assault without mashing on DP> FADC all the time. Get used to doing late crouch techs instead. It lets you keep meter for when you really need it and makes your offense much scarier.

@Raij1n:

Looking forward to see how far you’ve progressed. For the BnB rhythm, you’ve got to find that on your own. Work backwards with the combo–that is to say, start with st.LP > cr.LP xx Rekkas, and then add in the cr.LKs afterward. If you can get that one link down, then everything else will fall into place. Don’t go too fast; Fei should be retracting his hand as you press the cr.LP.

Yeah, try playing as if you don’t want to burn any meter at all if it’s possible.

Meaning that you can’t safely FK your way out of anything. Which then means you’re less likely to be doing it when you haven’t got the meter.

I play pretty much all of my matches like this, though when thinking about it, I guess that because I’d rather have the meter and not need it, than to need the meter and not have it.

Plus then you can get fancy and smash people for big damage when your opportunities come…

Meter is quite good for Fei. EX FKs give you a safe jump afterwards, FK > FADC > CW does decent damage and his super hits hard is is easily comboable into.

ok guy’s , I’ve resisted this question in my quest to get around it myself but I can’t go any longer.

Fire ball spamming Goukins?? I mean spam as in SPAM.

I’m try to focus dash while walking forward, but his sweep or forward palm will catch me off gaurd. I’m having to save EX CW just to get in. I know some of you guy’s find this match up easy but I’m having particular trouble with this one guy (who is a good player buy the way).

They only come one at a time, so just jump them/block. Your goal isn’t to get in on him at mid-screen. Your goal is to subtly walk him backwards thinking that he has the edge on you.

From far away, forward/neutral jump or Focus dash in.

When the fireball comes at you at roughly midscreen, neutral jump, CW. or Rekka poke when he’s not throwing FBs.

Up close, just wreck him with CW/throw/Flame Kick mix-ups.

Eventually started to get even with him, aggression seems to be the way forward. Gouken seems to crumble once you go to town on him. I guess I just have to stay patient and wait for a spot.

I meant it as in don’t mash FK in pressure situations even if you can FADC etc, just so you learn to do without it, which applied to the chap above :slight_smile:

I need more space in the Master Guide for match-ups, so I’m leaving this nugget here and linking to it in the MG.

Fei-Long FAQ

To go to a specific section, copy the code in italics (all of it) and do a search using Ctrl+F. Paste the code and hit Enter. For Mac users… Uhhh…
[LIST]
[]*[TUL]*** Fei’s best tools/punishes/when to use U1 or U2
[
]**[EXE]*** Execution, how to do get combos to work, and who these combos work on
[
]***[FYT]*** Fighting the opponent, tips for beating certain tactics
[/LIST]
___________________________________________________________________________
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[TUL]

What are Fei’s BnB combos?

answer

[details=Spoiler]cr.LK, st.LP, cr.LP xx Rekkas
HK/EX CW, cr.LK, st.LP, cr.LP xx Rekkas
HK/EX CW, cl.HP xx Rekkas/FK
FK, FADC, HK CW

A comprehensive list can be found in LorteBudding’s http://shoryuken.com/f273/fei-longs-links-combos-compendium-ssf4-updated-225691/[/details]

I can’t anti-air consistently with Fei, why?

answer

[details=Spoiler]Anti-airing is an art. There are a few key moves that work well for Fei as an anti-air. For beginners, focus on using st.HK and MK Flame Kick. EX Flame Kick is the best anti-air thanks to its invincibility.

For jump-ins from far away, use st.HK. This needs to be relatively pre-emptive to work properly. Go to training mode to familiarize the timing and range.

For close-up, frontal jump-ins you want to use MK/EX Flame Kick. You need to be certain that the move isn’t going to cross you up and will be in range of the Flame Kick (as it is pretty short-range).[/details]

What is Fei Long’s best meterless punish?

answer

[details=Spoiler]cl.HP xx HK FK
On select characters; cl.MP xx HK CW, cl.HP xx HK FK

There is a list of characters for whom the cl.MP xx HK CW works on in the Master Guide.[/details]

If I have super, what’s the most damaging way to punish people with it?

answer

Spoiler

cl.HK xx Super - 490dmg

*Would it be worth doing FK FADC into Ultra 1? *

answer

[details=Spoiler]If you get all 3 hits, it does 4 more damage than doing FK FADC, HK CW (3 hits), Ultra 1 (2 hits). The longer the combo is before it though, the bigger the damage difference.

Doing cl.HP xx FK, FADC, Ultra 1 (3 hits) does about 30 more damage than cl.HP xx FK, FADC, HK CW, Ultra 1 (2 hits)[/details]

What are the properties of Ultra 2? What can it counter? When Should I use it?

answer

[details=Spoiler]Ultra 2 counters any non-grab/non-projectile move without armor breaking properties. It can counter a range of specials and ultras, and all normals. The move it self comes out in 1 freeze frame, so effectively 0 frames. It expands Fei Long’s hitboxs somewhat, making some moves that would have otherwise missed Fei’s normal hitbox, activate the ultra animation.

You can use this in anticipation of a move, but it is best used as defense against jump-ins and cross-ups. Just having the meter charged also creates a meta-game where opponents are afraid to be aggressive against Fei. Sometimes the best way to use U2 is to just hold it.[/details]

What are the differences between LK/MK/HK/EX versions of Flame Kick, Chicken Wing, Rekkas and Tenshin? Which ones should I use and when?

answer

[details=Spoiler]Flame Kick: Use the MK version for anti-airs and FADC combos (more damage), and HK for straight punishers. HK sometimes whiffs the second hit if you’re not close enough though. MK is the best overall. LK is virtually useless.

Chicken Wing: LK is the most difficult to use, so stick to MK and HK at first. HK gives a combo opportunity on hit and is +0 on block, while MK is relatively safe on both hit and block as well. Note the ranges and never do a max-range CW–it’s easy to get hit out of. CWs will whiff over the opponent if you use too high of a strength.

Tenshin: The only special that doesn’t change between strengths except EX. EX gives more range and is slightly faster. Typically, stick to EX when you can since the range and speed make it less risky to use. If you’re trying to catch your opponent using a meaty though, regular Tenshin works fine.[/details]

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[EXE]

Why can’t I get cr.LP xx Rekka to come out?

answer

[details=Spoiler]This is a 2-in-1 motion and the most essential way to land Rekkas on the opponent. The :d: input begins part of your :qcf:, so you have to be quick. The input goes :d:+:lp::df::f:+:p:. Note that I didn’t specify the strength of which punch that comes out. That’s because you can start the QCF with :lp: but end it with :hp: for HP Rekkas, or you can use another strength, including :lp: again.

The trouble most people have is with getting LP.

Several ways to accomplish this:

  1. Classic quick tap-tap: Using the same finger, cr.LP for one tap, do the :df::f:, 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). [/details]

Which crouching characters will cl.LP or st.LP whiff on, ending my BnB?

answer

[details=Spoiler]The list is here

Midway down the first post.[/details]

Is there a combo to avoid whiffing st.LP on crouchers?

answer

[details=Spoiler]Yes, a few ways;
-cr.LK, cl.LK, cr.LP xx Rekkas (1 frame link between cl.LK, cr.LP, but cl.LK cannot be chained, so you either hit it or miss it, so it always cancels into Rekka.
-cr.LK, cr.LK, cr.LP xx Rekkas (1 frame link, cr.LK can be chained, so if you hit the cr.LP too early, you do a st.LP after it instead of a Rekka)
-cr.LK, cr.LP, cr.LP xx Rekkas (1 frame link, exactly the same as above)

Check this thread for more[/details]

Which characters are hit by all 3 hits of HK CW after FK FADC?

answer

[details=Spoiler]The list is here

Midway down the first post.[/details]

Any tips for getting all three hits on FK, FADC, Ultra 1?

answer

[details=Spoiler]To land the third hit, you have to set off your ultra at the peak of their launch, right as they’re about to start falling. This is different for each character as they all fall at different speeds, and some have odd animations in the air, so takes some getting used to.

Note: FK, FADC, Ultra 1 only gets 2 hits on Viper; this is moot however as it is a predominantly Ultra 2 matchup. The same also happens for Ibuki, however, you can juggle her with HK CW for three hits to get a 2-hit Ultra.[/details]

Which characters are hit by all 3 hits of HK CW after FK FADC, and then hit by all 3 hits of Ultra 1?

answer

[details=Spoiler]Deejay, Dhalsim, Honda and Rufus.

FK, FADC, HK CW (3 hits), Ultra 1 (3 hits) does more damage than FK FADC, Ultra 1 (3 hits) in these fights by a good margin too. The timing is strict for some, however, and it’s not universal.[/details]

Which characters can the combo, cl.MP xx HK CW be performed upon?

answer

[details=Spoiler]Cammy, Chun-li, Dudley, Juri, Makoto, Rose, Sagat, T.Hawk, Zangief

Avoid doing this on T.Hawk and Zangief since they basically need to be standing and doing nothing for it to work. You cannot do this on Sagat during his DP recovery unless you reset him with Tenshin first.

The list is here[/details]

Is there a guide to landing HK CW > cl.HP xx Special Move?

answer

Spoiler

[media=youtube]m2E4PJ09OE8[/media]

I can’t do rekkas consistently, why?

answer

[details=Spoiler]Hitenryu, like all arts, takes time and practice. Go into training mode and push yourself right into the opponent. Now, make sure your inputs are showing through the training mode option, and then clear them on the screen (start, start). Start with HP Rekkas as they’re the slowest to perform. Make your :qcf: clean and press punch at the moment that you hit the :f:. Watch your inputs carefully.

Getting two Rekkas is usually the easy part since the input window for them is large. The third Rekka can mess people up though. If you’re having trouble with this, at the third Rekka, hit :hp: followed by :mp: (you can also opt to press :lp: in there as well, or instead). The last Rekka strength doesn’t really matter since damage only changes on Rekka #1 and #2. Piano-ing the last Rekka isn’t such a bad idea if you’re having trouble with it.[/details]

I can’t do Fei standing BnB, rekkas won’t come out! What am I doing wrong?

answer

[details=Spoiler]This can be difficult for people to do because normals that are chained can’t be canceled. A chained normal is when you press cr.LK/cr.LP/st.LP in rapid-fire succession.

Try this out: cr.LK (pause) st.LP.
Compare to: cr.LK (Rapid-fire) st.LP.

There is a subtle, but noticeable difference in timings and the actual animation. For the BnB, you need to do the following:

cr.LK (RF) st.LP (pause) cr.LP xx Rekkas

There is a rhythm to this combo and once you find it, it’ll be hard to drop.[/details]

I can’t do Fei crouching BnB, rekkas won’t come out! What am I doing wrong?

answer

Spoiler

This is an even more difficult combo than the above. cr.LP (pause) cr.LP gives a much tighter window to combo, so you can easily miss it. The same methodology applies here, however. Pause before pressing the last punch, which is the punch that you want to cancel into Rekkas.

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[FYT]

Is there a list of which matchups are clearly Ultra 1 or Ultra 2 matchups, and those which can be both?

answer

[details=Spoiler]Ultra choice is mainly preferential and can be based on how the other player plays as much as which character he uses. Typically, if you face an opponent who rushes down a lot, choose U2 to curb their aggression.

Something to think about is:

  1. Does the other character need to use a lot of jump-ins to get big damage?
  2. Does the other player like to do rush-down?
  3. Do I have trouble telling the difference between a cross-up hit and a regular hit?
  4. Can I punish the opponent with cl.MP xx HK CW > cl.HP xx FK/Rekka? Can I do it consistently?

If you answered yes to all of the above, U2 is likely the best choice for you. If you’re mossing one, reconsider what you’re more comfortable with and what the other player likes to do.[/details]

Are rekkas safe on block?

answer

[details=Spoiler]LP Rekka is relatively safe, but a few characters have 4 frame or faster moves that can be used as reversals against it successfully. You need to hit with the TIP of LP Rekka for it to be totally safe. The same goes for other Rekkas, however, their safety is not as certain since they end at a greater disadvantage. The 2nd LP Rekka is also relatively safe if it hits on the tip.

A short (non-comprehensive) list to watch out for when using LP Rekkas:
[LIST]
[]Chun’s Super
[
]Ryu’s Super
[]Zangief/THawk/Oiled Hakan’s SPDs (if not done perfectly, it can be grabbed)
[
]Dhalsim’s Super
[*]Cody’s cr.LK xx Special
[/LIST]
[/details]

EX rekkas are useless! Are they really?

answer

[details=Spoiler]In AE, EX Rekkas are totally safe up to the second hit so they can be used for rush-down/chip. You can also use them to punish Honda’s EX Headbutt on stand block or Sagat’s Low Tiger Shot (when close).

Overall, outside of those specific punish situations, you’re probably best not using EX Rekkas though.[/details]

Is Ultra2 really that useless?

answer

Spoiler

No, use it to force the opponent to play less aggressive (works well on Viper, Cammy, Rufus, etc.). Please note the question in the [TUL] section above.

I keep being focus crumpled out of my rekkas/pokes/CW, any help?

answer

Spoiler

There’s nothing you can do to avoid being crumpled from Rekkas if you’re caught, so just drive forward with another Rekka! CW’s can be focused on reaction if you use them from far away, so avoid abuse of this move altogether. Either use them closer or when your opponent can’t move (i.e. while they’re doing an attack).

Should I keep meter for Super or EX moves?

answer

[details=Spoiler]There is no set answer as the usefulness of EX vs. Super can be very situation-dependent. General rule of thumb is that if you don’t need to use EX or Flame Kick> FADC, then don’t. No sense in burning meter when you can save it and be more deadly later on. To save meter, you need strong defense and the patience to ride out sticky situations instead of trying to force your way out with Flame Kick> FADC.

Typically if you have Super starting in round 2/3, feel free to burn the first 1-2 bars on EX as you’ll be able to build that meter back quickly. Otherwise, watch your opponent for the opportunity to use EX or Super.[/details]

My opponents keeps spamming fireballs, what can I do?

answer

Spoiler

EX CW is usually your best bet from mid-long range since you get a nice combo if you link cr.LP or cl.HP on hit. Most of the time though, you’ll want to be patient in closing in. Walk/dash forward, jump straight up/jump forward, focus absorb, and block the plasma as you move your way in. Mix up these approaches so your opponent can’t guess how to respond. At some point or another, they’ll be forced into the corner where you can start pressuring with Rekkas or EX CW more effectively. Getting them to the corner is your main goal in most matches.

My opponents keeps blocking and tech’ing throw, what can I do?

answer

Spoiler

To beat throw techs, you’ll need to learn frame trapping. Read the frame trapping guide in the Master Guide. For a simple answer, try doing cl.LP xx EX Tenshin to open them up or j.HK/MP> Tenshin.

My opponents keeps running away, what can I do?

answer

Spoiler

This is the most annoying type to fight for any character. To deal with this, walk towards your opponent slowly and watch his/her movement patterns. Once you approach the corner, your opponent will feel pressured to escape by some means–either they’ll go on the offensive or use some move to fly out of the corner. If you stand underneath the clock when your opponent is pressed to the corner, you’ll be ready for either option that they choose.

My opponents keeps jumping back into the corner, what can I do?

answer

Spoiler

Carefully approach the opponent and st.HK or Flame Kick them as they try to do this. If they always come down with j.HK (as many shoto-types do), Ultra 2 may also be a wise choice to catch them.

How can I, with Fei, condition my opponent to not SRK out of everything I do? Sadly I’m still at this stage of learning this (frustrating) game.

With Fei there’s a few good ways, for example, if you get a knockdown:

-You can backdash as they wake up so that if they DP they whiff it and can’t cancel, leaving you free to punish;

-You can do the overhead (forward and MK) and it’ll make you go over them just before they wakeup, though the timing for this is strict and for the opponents you’re describing, I guess they’d just mash like crazy regardless;

-You can jump in as they wake up using j.MP as it really contorts Fei’s vulnerable hitbox so that if you do it properly, they get hit by the j.MP (they can still block) if they don’t DP, but if they do do the DP, then they just fly under you as you land on the other side (you can practice this in training mode really easily, just record the dummy mashing DP, then back throw them or sweep them once they whiff a DP and then practice the angle for your jumping over and over) It’s also really hard to block in the first place because j.MP can cross up and hit on the other side as well;

-If you wait for them to wake up, walk right up to they bodies, and just after they are going to have woken up (1 or 2 frames after them), do a Flame Kick. Your Flame Kick and their Shoryuken both have X amount of invincibility, because you did yours second, most of the time your invinvibility will last longer than their’s and you will beat out their DP. However, if you’re still new and aren’t comfortable with FADCing moves yet (Focus Attack Dash Cancelling), then I suggest you get practicing that so that if they don’t do the DP and you do, then you’re safe regardless because you cancelled it. You can practice this using the exact same method as above though, so that’s handy.

If you’re doing combo or block string:

-If they’re constantly mashing DP and you know this, you can leave large intentional gaps in your poke strings whilst they’re blocking. I suppose if you’re new this might be hard, I remember starting playing SF and when up close all I did was cr.LK x10 lol, but that’s one thing to learn, a good block/poke string that you can rely upon at first. By leaving a large gap, if they DP, you’re safe, if they don’t, you can carry on regardless;

-If you’re doing a combo and you’re not sure of your execution, you can just stop the combo and watch them fly into the air fist first. One thing that seems to make people (bad, bad people) mash like crazy against Fei is landing a Chicken Wing (Reykakyu), and then just stopping there.

In time you’ll gather a few more ways to get around this problem, but for right now, there’s a start, and plenty of things for you to practice (plus, my brain doesn’t seem to want to think of any more ways to prevent people mashing DP). But yeah, doing some of those will condition your opponent (unless they really don’t know how to do anything else) into doing less DPs.

[EDIT] That’s bit of a large read lol, but I just hope I don’t sound patronising in that too much, just wanted to make sure you knew what I was describing just in case…

Thanks Spartan_Throne that was a great read! I’m not sure where the stigma of “wall-o-text = bad!” started, but I don’t agree with it. As far as my execution goes it’s not the best but I can FADC and all that fancy stuff. I can land CW combos about 95% of the time. My main problem with this game is understanding the way a match flows (if that makes any sense), and my ground game.

Thanks again for the info. Now if you’ll excuse me I have a date with a training dummy.

Is there any way to consistently get c.lk x slp -> cl.hp xx Rekka/Shienkyaku? I can only get it once in a blue moon as the s.lp pushes me too far back to get the cl.hp. Is there a trick to this?