Fei Long Q&A: Ask simple questions here!

Yeah, that works. It just isn’t practical at all. I wish it was and option after any cl.MP, then there’d be style points coming out my nostrils.

Yeah, I’ve never hit that even in training, in saying that, if he could combo off the Ultra the rest of SRK would have more kittens than they already have at the moment with Fei.

I wonder what will be nerfed on Fei with the next patch.

I wouldn’t mind or be surprised to see st.lp be reverted back to +5. I’ve found myself using the st.LP > cr.HK much more than I had thought prior to getting my hands on AE, it gives me a ‘ghetto vortex’ vibe. I feel having access to something like that is a little much.

Maybe reduce Heavy Rekkukyaku damage output of 140 to 120. It never really sat well with me how Heavy Rekkukyaku jumps up by 30 points from Mediums 110.

I’m not really sure what else could be reduced in the damage department without hurting Fei Long too terribly. Not sure what moves they could tweak in the hit box & frames department either… Perhaps Rekkaken series doing 10~13 or so less damage? Much more than that could be pushing it.

I just really hope Ono / Capcom don’t try to ‘spice’ things up again and make a good, diligent effort at accomplishing a strong sense of balance. The attempt to shake up the community spirit and going by the notion of “balace is boring” seems to have sort of backfired from where I’m looking. I think it really comes down to how well they buff / restore those that got the short end of the stick in AE…and some (small) tweaks on Yun. Maybe very minor changes to Yang.

I honestly think Fei will just get left alone this time. The twins will get nerfs, to Palm and Super in particular.

They will probably bring Guile, Honda, Sim, Rose and T-hawk in to line, maybe Blanka.

Like you say there’s not much apart from nerfing Mk-Flame kick, and maybe a 10-20 reduction on Heavy’s, anything more than that and you risk blowing him up back down to shit Tier.

What shit’s me the most, is the constant whining from the little bitches that can’t learn the match up’s, actually looks like it might work, and a hell of a lot quicker than I would have liked.

I totally agree. Fei hasn’t have too many big changes since Vanilla, and I think it’s the nerfs on charge characters that make Fei high on tier list. I would like to see them revert most nerfs from AE back to Super, and keep the buffs. Yun only needs slight nerf or else he ll be pretty bad character.

I don’t think yun could ever be bad, but I agree, slight nerfs are the way to go.

I’d stop his meter gain and make the up kick more punishable. That’d about do it. It’s retarded that he can burn meter and get the same meter back in the combo he just used it for! :eek:

It is quite amusing watching people lay into Fei though - “Make rekka’s less safe” , “Make Chicken wing -3 on block”

If only they knew…

^^^^^^^^^^^^^^^^^^^^^THIIIIIIIIIIIIS THIIIIIIIIIIIIIS.Go to Peaceful Jay’s stream. Half the time you’ll hear people bitch about Fei, A quarter bitching about Yun/Yang/Viper, and the last Quarter Trolling around. Regardless, stream is fun chatting lol

Agreed, make rekka any less safe and it’ll be the new blanka ball, and aren’t light and medium chicken wing already minus on block? Seriously, HK chicken wing is so slow there’s no way you can throw that out without getting DP on reaction.

I think nerfing his flaming kick damage is reasonable, making it the same damage as a shoto DP is fine. Maaaaybe nerf his close MP a little? I can understand it might be a bit too good. They can also lower the hit stun on the cr.MP a little so it doesn’t combo into itself I guess…

This is pretty much all the nerf I can think of, anything else will severely hinder Fei’s overall strategy like Ryu’s cr.MK nerf did. I personally stand by buffing the bad characters instead of nerfing good ones, taking away options is sort of a dick move to players dedicated to a single character.

I’ve been having trouble lately with people that have long quick backdashes. specifically rose and chun. I feel i can’t really catch up with their backdash. even if i do an option select cr short/rekka. the backdash comes out way too fast and they can just mash it and in 2 secs their full screen. and for that matter its fairly hard to land a knockdown on them anyhow. what is your guy’s take on this situation? thanks

I wish to know how to do cr lk and option select Ultra 2? Just like what Fuudo did against Latif.
I am no good in option select, also what kind of scenario i can apply this. Can someone enlighten me? Thanks

If you option select cr.lp into hp rekka , you will able to catch their backdash. But knockdown is pretty rare vs chun li, i think it’s actually great that they run away, you want chun to be in the corner, she has no good wake up options and she can’t play her footsie game there. As for Rose, i haven’t met too many good ones but usually neutral jumping them is pretty good. She doesn’t really have an answer for that, and once she hesitates, u can pressure with rekka, and i dont think she can punish rekkas well. Again, you want her in the corner, she has no escape tools and you can safe jump Rose and Chun if ever u cscore a knockdown.

I think cr.lk option select U2 is only used against Viper and other dive kick characters. I never used it in real match but i think u just do cr.lk and buffer the U2 as fast as possible, so on hit/block, you get cr.lk st.lk, on miss, you get U2.

That’s not quite how you input it.

  • First you pick a normal to start with, in most cases with Fei it’s cr.LK.

  • Second you find out how long it takes to finish on whiff. eg. If you mash it out it will be chain, and whilst you mash it you can press HK (or any other button), but only cr.LK will come out because only LK can be chained from cr.LK.

  • Once you’ve found out how long it takes for cr.LK to finish, that’s when you add the move you want to option select with to it.

  • EG, you find timing for cr.LK to finish and then you add it to your input. So you’re doing cr.LK, cr.LK + cr.HP to option select cr.HP with it.

  • The reason you worked out the timing on whiff, is because if the cr.LK does hit, there is a momentary pause upon contact which means the timing you’ve used means that the first cr.LK is still recovering.

  • Because it is still recovering, out of cr.LK and cr.HP only the LK can cancel the remaining recovery frames, and cr.HP wont come out.

  • On whiff, the cr.LK recovers fully and either the cr.LK and the cr.HP could come out. But in this case, because the HP is a higher priority normal than LK the cr.HP comes out.

  • For option selecting Rekka, Flame Kick or Chicken Wing, it’s the exact same timing as OSing the cr.HP, because it’s all about having a second input right when the cr.LK would end on whiff.

  • And again, it’s the exact same timing for cr.LK~U1 or U2, it’s just there’s a lot more inputs behind it.

As a note, you can option select off any move, it just has to have the timing so that when the move hits the OS’d move doesn’t come out, and when the move whiffs the OS’d move does come out. It’s that simple :slight_smile:

Thanks Spartan for the explanation! Thumbs up :tup:

Now is there a list of good option selects that most Fei should use? Personally, i only option select cr. lk into rekka or cr. hp. I see people option select their jumps in with chicken wings against dhalsim and bison teleports. Are there any startups other then cr.lk that are useful to option select?

Yeah sometimes I can be able to hit them this way, but when I do I can only get 1 hit of rekkas since I hit them out of their backdash and they’re considered airborne. Can I get all 3 hits possibly?

With LP or MP Rekka you hit them while they’re airbourne (LP more often), HP Rekkas is the slowest so it catches them more often when they’re grounded but still recovering from the back-dash.

Ohhhh that makes a lot of sense thanks!

Sent from my HTC EVO 4G using Tapatalk Pro

Thanks for the explanation on Option Select Spartan_Throne. Now I have a much clearer picture of how to execute it now. :slight_smile:

Hi everyone, one question. Is there a way to setup meatie cr.lk after opponent’s knockdown (after my sweep, or throw), i mean can if whiff some normal to time meatie strictly? Thanks.

wondering whats common method of inputs for cr.lp xx lp rekka? ive tried negative edge, but it feels awkard

nvm, just started pressing the lp for the rekka a lot faster.