Fei Long Q&A: Ask simple questions here!

Hi I just started playing SSF4 a few weeks ago. I’ve decided to pick Fei Long as my main character, and I’m having some trouble. In training mode I can pull off his combos, but when I go online I find myself playing really defensively. I find myself mostly blocking and poking a lot. Does anybody have any advice on how to be more offensive and getting in on the opponent? Also, I’d like to implement the Rekkas into my playstyle. Right now I don’t know how to use them in a match. Thanks in advance.

It happens to everyone, deep down you think that the opponent will murder you if you move forward and that he will punish all your rekkas, just play Arcade mode and get used to attacking with everything you have then online play only endless and go nuts wether you lose or not, sooner or later you will get used to it

I like to play Fei as passive aggressive. What i mean is, i will try to slowly walk my opponent to the corner and just be outside of his poke range. Counter his anti air and pressure with lp rekkas. Once I score a knockdown, then comes the mixups or going nuts depends on how i think my opponent will react.

As for Rekkas, lp rekka is your best poking tool. it’s quick and it reaches quite far. The other rekkas r used mostly for punishing whiffs or punishing people walking forward :stuck_out_tongue: Make sure you poke with the tip of rekka, and train to hit confirm them into x3 rekkas.

I never thought of asking this until now.

What is up with getting Tenshin every odd time during a FADC Rekkukyaku attempt?

For the longest time it has baffled me. Going for Rekkukyaku too fast after the FADC does seem to influence it, so the dash in (forward input) must be getting stored, but I can’t seem to figure out the rest of where in the inputs the game is thinking you want Tenshin. My Rekkukyaku inputs are clean, and Tenshin inputs don’t even go Back to Forward like Rekkukyaku…

wutup-wit-dat?

i have a few questions about fei long. btw i play on pad.
is there any simple ways i can combo into super?
is there a shortcut way to do chicken wing special ?
is it considered hard to play fei long on pad?

thanks in advance to any replies :slight_smile:

Only efficient hit confirms into super i uses are

st.mp, cr. mp > super
cr. mp, cr.mp > super

There’s no shortcut for chicken wing, but the motion is easy enough.
If you can do fireball motion and dp motion to fadc, and able to hit links on pad, then ur fine.
Fei Long is not a high execution character.

cr lk cr lk cr lp rekka.
Was this combo possible before with chaining the cr lks? I’ve never seen it done in Super and I thought not being able to do this type of combo was the reason why we have the cr lk st lp cr lp rekka combo. I cant get this consistently and the timing seems different from cr lk st lp cr lp rekka combo when canceling into rekka. Does the chaining still affect canceling? I need help with this combo.

It’s a one frame link from cr lk to cr lp. If you chain it, you won’t able to rekka, that’s why most people use cr lk st lp cr lp for hit confirm. The timing is about the “same”, but st lp to cr lp is a 3 frames link instead of 1, so much easier to pull off, and you can’t plink lp :frowning: I find cw to hp easier then this link.

You could try going: cr.lk cr.lp > cr.lp xx Rekka.

Though it doesn’t change the frame link, I personally find it easier to hit confirm, link and cancel into than cr.lk x2 >cr.lp xx Rekka.

how exactly is that ambiguous jump strong corner cross up set up work? I’ve seen mago do it so many times. Is it unblockable?

Depending on when you press MP you’ll either cross over or the hitbox will have you stay in front of them when they get up in the corner. It’s not unblockable, they just have to make a guess.

For whatever reason, it seems to be easiest (or only possible?) on the left (1P) side of the screen. Specifically if you’re standing right next to them. On the 2P side, it seems you’ll have to take a step back or two, otherwise you’ll always cross up.

The thing I’m still confused about, is I’ve seen Mago and a few other Fei players jump in while they were laying down, and still land in front of them long before they got up. No idea how that little trick works.

Ok, Im just getting started with Fei Long and I seem to get stuffed clean fairly often on AA Flaming Kicks.
My first thought was that maybe there was an Ideal strength of Flaming Kick to use, do to some difference in properties, but According to Eventhubs frame data there really isnt much diffence besides throw invincibility and I less frame of invincibility for the L version.

Im I missing something here or what…
Is there an ideal version of Flaming Kick to AA with?
Shot If could I would take a trade for meter-free CW follow up.

The ideal AA Flame Kicks are MK and EX. MK Flame is also the basis for FADC combos as it does more dmg off the one burst where as HK does dmg off two hits and you have to FADC off the first. Didn’t know if you knew that, sorry if you did and i sound like an asshole for telligng you lol

It also depends what your trying to AA. Use of the Flame kick as an Anti Air comes with match up experience.

Try using Standing Hk , it’s a better choice sometime’s, for dive kicks in particular. Also learning to Auto correct FK will avoid sticky cross up situations.

EX will beat most counter attempts though, it’s the best version if you want to spend your meter.

The reason is that you are hitting diagonal down/forward in your fadc and then you hit diagonal down / back then kick (the game registers down forward and down back as tenshin input) that is why you get the tenshin instead, go to training mode and put inputs on so you can perfect your fadc and it shouldnt happen again.

the only easy way to combo into super is s.LP cMP xx Super because sLP is +6 on hit now and MP is 4 frame startup which makes it a 3 frame link which is pretty easy and also sMP (+7 on hit) and cMP (+4 startup) into super is a 4 frame link.so its very easy to hit confirm.

2.The only shortcut for chicken wing is to start from down back instead of back.

  1. Fei Long is not hard when you get used to him on pad, but the learning curve is very frustrating (took me 2 months of practice to perfect flame kick fadc chicken wing, and chicken wing HP into rekka. but he has the EASIEST hit confirm combos and BNB combos. I play only pad by the way

from midrange your best AA is sHK and from close is either sHP or sHK, for crossups the best is change of direction flame kick

can anyone give me a list of ultras that fei longs u2 cannot counter ?

There’s too many, any projectile, any grab and any armour breaker, which covers pretty much every Ultra in the game.

There’s very few situations you’ll use Ultra 2 to counter another Ultra. Blanka’s Ultra ball is the only one I can think of I would pick specifically for that reason.

Can cancel Dan U1, Cody U2, E.Ryu U2, Fei ultra 1, bLanka U1, these will get countered

I see, thanks for clearing that up. Though I don’t see any Down-Forward input in my FADC when I’m practicing in Training Room. Suppose I’ll review a replay match next time it happens. Thanks again.

You can UC2 Dan’s UC1? I never realised that. Ha. I’ll have to try and bait one out and use it next time I see a Dan with UC1.

Bison U1 just to add for anyone else to know