Fei Long Q&A: Ask simple questions here!

I didn’t even know you can FADC normals…

My feedback…

@John4p,

Really? There’s very few moves that you can’t FADC with Fei Long…which is kind of bringing up some ideas for me. I’ll do more testing and see if I can get some big reset combos going.

was messing with fei and found that his taunt (the one he lay’s down) avoids sonic booms. Haven’t tested fireballs… anyone try this?

Yea taunt 5 I think avoids all fireballs (except sagat?). I’ll go training room. Should be fun to get first hit and then run away and lay down when they want to play fireball fighter.

That’s very interesting. I’m pretty sure someone will figure out quite a few very effective mixups by FADCing normals. Glad I can just wait for them to be posted here and then try to incorporate them into my game… :wink:

When the opponent crosses up, what is the input required to do a flame kick? I know, it’s a really simple question, but this messes me up all the time on wakeup, and it would really help to know what inputs I should be pressing.

I either do the typical motion and end up flame kicking in the direction the opponent just jumped in from and eat a crossup, or I don’t get the kick up, and a high meaty or just a cross-up on wake-up hits me.

Again, this would help me a lot, seeing as how my stupid ass can’t seem to quick-recover on knock-down anymore, or tech any throws for that matter…

Last time I tried to chicken wing to safety resulted in a successful flamekick reversal instead…

So maybe you could try to do a HK or EX chicken wing (in the direction you were facing before the crossup) and either chicken wing to safety or reversal flamekick.

Note: I guess you have to start the chicken wing motion with :l: in order to have a chance of getting the reversal flamekick out.

Here’s what I do. I try to get the opponent to jump by intentionally throwing out lp rekkas. Only the first rekka. When they do jump over, I’ll do the motion for the flame kick in reverse. Here’s a somewhat lengthy visualization. :rofl: .

Fei is on the one player side (facing right). Ryu is facing left.

Ryu jumps towards Fei and does (j.:mk:>:cr.:lp:,cr:lp:)

Fei blocks above combo.

Ryu jumps over again and is now attempting crossup with j.:mk:.

Now if you’re fast enough or you know Ryu is going to try to jump over and cross up, you can do the regular or early :bdp: + :mk: before he even reaches over you. (What I usually do).

Or if he reaches over (be careful here now because your flame kick can be stuffed easily by Ryu’s j.:mk:) you do the motion for the flame kick :dp: this way. The best way I’ve found is by doing a lp. rekka (Only the first rekka) and buffer a :dp: motion to kick right through. Fei will move fast enough to avoid the crossup kick and you’ll land a meaty flame kick on top of that to which you can FADC and combo a CW right into. Your motion input from lp rekka to flame kick would look something like this:

:qcf:+:lp: > :dp:+:mk:

Although I’ve been finding as of late that doing a regular standing :hp: (late actually) seems to successfully go right through Ryu’s j.:mk: and grounds him quickly. To which you can cancel right into Rekka’s quick.

Oh and if it’s on wakeup, I’ll just CW out of there as fast as I can. Just to get to safe ground.
EDIT: Here’s something else to do that’s kind of unorthodox but works. You can use the (really short invincibility) of the forward dash to avoid the j.:mk: altogether and Fei’s fast enough to get out. Just have to get used to forward dashing on crossup attempts from wake up as opposed to :dp:ing on wake up.

When you have them dizzy: Jump rh, tenshin.

It will work. But only once. :slight_smile:

:rofl: True. A pity it doesn’t work on mashers, though. Was thinking something along the lines of Akuma’s or Abel’s reset options. They seem to have a plethora of them.

I’ve been trying to get some of Fei Longs link combos down, I can pull off c.lk >c.lp>rekka fairly easy and the normal links in the trials that lead to super also but I need to learn more practical links to further my game. Could someone provide an extensive list of his link combos for me to practise or is the only other practical one c.lk>s.lp>c.lp>rekka?

Also being this is the first game I’m trying to learn a game in order to get link combos down would it be wiser to mess around with a more link heavy character like Ryu or Balrog to help me get my head around them/ practise timing?

CW Combos, EX can be canceled from close s.MP/HP on certain characters:

HK/EX CW> HP> Rekkas
HK/EX CW> HP> Flame Kick

HK/EX CW> cr.LP> Rekkas (highly recommended to practice since it gives you high damage output against fireballers)
HK/EX CW> cr.LP/s.LP> Flame Kick (whiffs on some characters–test it first; MK is best)

BnB variations (all can be performed out of a deep HK/EX CW):

cr.LKx2> s.LP> cr.LP> Rekkas
cr.LK> s.LP> cr.MP> Super
cr.LK> cr.LP> cr.LP> Rekkas (Hits low)

I’m gonna be makin’ a bit of effort to get these down, Thanks a lot.

hi friends, new fei long player here.

im having some trouble doing his c.lp into rekkaken.

i know this is suppose to be an easy combo but i can’t seem to do it consistently. this should be similar to ryu’s c.mk into haduken right? i can do that one easily but having a lot of problems with this. can someone help me out? thanks!

crlp into rekkas is NOT like mk into hadoken.

it requires special timing wich you can only get trough hours of playing with feilong.

the more you do it and miss the the the timing is gonna be registered into your muscle memory.

i can now do it almost 35 percent of the time but cant do all 3 rekka kens

The timing is QUICK on this, I suggest in one motion doing a :d::df::lp::r::lp:
hit those punches QUICK, you should be able to do it.

wait this actually works? consistantly?

thanks guys, it seems like i just needed to speed it up. i can do it pretty consistently now.

Yea, playing on a keyboard you learn a lot of shortcuts like that. Also, :qcf::qcf::mk::hp: works for a MK to super link, but don’t hold forward otherwise you do the overhead. You can also replace :mk: with anything else that links to super, except a punch of course, because you’ll just do the super. And for the trials if you’re having trouble for whatever reason to do a crouching MK to super you would do :qcf::d::df::mk::r::hp:

keyboard??? how well can you play on a keyboard compared to a pad or stick?