Fei Long Q&A: Ask simple questions here!

you mean lp sumo headbutt i suppose?

just rekka it with FP as soon as he bounces off. this is much easier to punish than blanka balls.

Don’t think the Fierce Punch Rekkas can reach off of lp Sumo Headbutt. I know the Rekkas definitely don’t reach the EX version on time.

EX rekka does=) Only use for that attack IMO

I know that doing any rekka on a blocked combo is a bad idea (jump in, st.HP xx rekka is punishable by everyone on block), but is there a range where I can be throwing out jab rekkas, trying to hit-confirm into the rest of the combo, but still be safe on block? It looks like jab rekka is safe if you do it from max-ish range, or are people just not capitalizing on their opportunities?

For example, can Ryu reversal shoryuken a perfectly spaced jab rekka on block? Can Gief jab SPD it?

I think I’m going to try to pick up Fei and I don’t want to start getting into bad habits which will be eaten alive by good players later. It seems to me like it’s mostly safe to be throwing out jab rekkas from near max range, though. Is this also true of higher strength rekkas from their max ranges too?

yeah you can do hp rekka’s at max range safely

the tricky part is a lot of times you want to only do 1 rekka because 2 is dangerous, but sometimes you hit on that rekka and cant hit confirm fast enough to followup. It’s a little bit of a guessing game if you think they’ll block or not and just “go for it.”

jab rekka is the only one that is completely safe on block from max range as it leaves you at (-4), and out of spd range. srks have 3 frame startup, but that dosent take into account the time it takes for it to reach you horizontaly. if you can condition your opponent to not counter after the first blocked rekka, you can use the other strengths. MP and HP are relatively safe, but they leave you at (-6) and (-8) respectively, and depend largely on how well your opponent knows the matchup

You just have to learn how to block it correctly…doing so allows you to punish him when he lands. However best thing to do is to focus aborb the angled ball and then dash backwards so that you’ll end up right in front of him again and his back is to the corner still…now push him back to the corner again which shouldn’t be very far away.

quick question if you do a hk cw and only the third strike hits the opponent do you still get +4 advantage?

You should, yes.

Has anybody done a post on crossup CWs on the opponent’s wakeup? As in, who you can cross up, who you will cross over but they will always block to the origin side, and who it’s impossible against? Plus good setups? I searched and didn’t see any writeups on it.

An answer for this kplzthx, before I go through the effort of writing it all up (including blockstring crossups) in a new thread.

going through the combo thread there is a distinct lack of fadc combos with the exception of the flame kick juggles, are there any others?

I was doing dans hard trial 4 where he can do ex gadouken, level 2 fadc to crumple the player before they are out of hitstun.

I thought maybe this could be applied to fei’s cl.mp but when I tried it in training mode the opponent would recover before level 2 fa could be charged.

Could someone explain the math behind cancelling a normal?

So for cl.mp you have 24 frames of hitstun and its 18 frames for a level 2 fa

so whats missing out of the equation or wrong?

http://shoryuken.com/wiki/index.php/Fei_Long_(SFIV)#Frame_Data

It says 18+11, which would be 29 frames. I can’t remember why it’s written this way off the top of my head.

Most FADC combos come off of specials because they have more hitstun/put the opponent airborne/you can FADC out of a fireball before it hits the opponent. There are probably very few if any normals in the entire game you can cancel into FA2 and have it combo.

ah ok thanks pasqual, makes much more sense now.

Can Ultra juggle for 3 hits after CW juggle ?

I’ve been able to land 2 hits only so far. Am I too slow ?

no your not slow; fei long can only have 2 hits on his ultra after the CW juggle of the HK. but the thing is this move is only usefull when your opponent has a sliver of health lol. so they dun have a chance of coming back. btw if you time it correctly for honda he is the only one by far that i know of that can get wit 3 hits after the HK CW, since he floats up on the juggle

Dang… there’s SO much stupid stuff about Fei Long

i know but thats why u gotta work with wat you got, and using his invulnerability to his fullest advantage

Mm, that yummy invulnerability, just starting to eke out reactions with Fei’s backdash so I can rekka punish, tried it with other characters… No chance, the only other character I could pull out back dashing punishers as easy as Fei was with Cammy and her cartwheel.

But back on topic, I’m just seeing if I can pull out the CW > fp > rekka/shien a little more consistently than I have been doing as I don’t want to waste the frame advantage when it does hit. However despite being able to cancel fp into either all day if I want (which is great on crumple) I can’t seem to get that cancel to work as consistantly after CW. That I can sort out, however its the fp thats the problem as I’m still not quite hitting the link after CW.

What I mean to ask is, is there any easier way to get that fp link in right so I can better put it to muscle memory? Any hints or tips? I swear if anything needs buffing to Fei Longs game its just a slightly bigger window of opportunity to uppercut after CW. After all, Ryu gets an easy to mash combo of death.

correct if I am wrong but I believe plinking technique is the best way since it is a 1 frame link

so that would be hp~mp

I agree the link should be alittle easier especially since
online + 1 frame link = lol little chance

if you cant do it fp well, u can use standing lp and do rekkas from there since i do that with small characters