Fei Long Q&A: Ask simple questions here!

  1. +7 after a command grab. Doesn’t matter which version
  2. It is character specific
  3. St.lp, clmp, crmp are the best normals to use for frame traps as they are the only normals to give you “+” frames on block which in turn give you frame traps. So delay each normal on block and take advantage of the “+” frames to set up the frame trap
  4. If could be negative edge that causes the 2nd rekka to come out at times.

Thanks a bunch, jason. You’ve helped me a lot recently.

Anytime

Hey Fei! :slight_smile:

Ive been playing Zangief for a very long time. And always been losing to Sagat rather than the man behind him. So Recently I started learning Fei Long because of his rumor to be very good vs. Sagat. In Addition Fei Long plays much like Zangief, strong footsies, and poking game. Which is my strengths. Anyway…

Are there any special setups vs. Sagat for Fei Long? Unblockables? Safejumps? etc? Anything in particular to look for that can be punished, but doesnt look like it could be? Any like 10.Point matchup guide? more than just generalities? :slight_smile: Thanks!! :smiley:

I gave out a little bit of tips on page 35 of this thread. It’s about half way down with a video. Sagat’s my other main.

If you want to fuck Sagat up pick Akuma or Juri. Juri especially is like 7-3 in her favour.

Sagat can be safe jumped after all throws and hard KD’s. All of Sagats normals are safe on block. If the Tiger knee hits anywhere but with the tip of the Knee it’s punishable. Cr-hp and rekka will blow up the start of Tiger shots and cr-mk can go under the TK for a punish. Sagat has a hard time in the corner so you just have to stay patient and walk him down. Don’t jump forward , he has too many good AA’s. Focus dash/block and neutral jumps are the only play.

Be mindful of Sagat on 2 bars. You really have to respect him, otherwise you can bulldoze your way in. He’s slow, has shit footsie’s compared to Fei and really doesn’t do as much damage as people think.

There’s nothing really that specific for Sagat that is unique to him. We used to be able to do 400 meterless until the bastards took it away.

Hmm… Ive been doing neutraljumps when I see TK patterns, and getting alot of jumpin comboes as punish. Also been whiffpunishing with c.hp and rekka. Id ont know the Safejump setups after anything except for EX-Uppercut(which is just holding U/UF) Any setups for the others? What are the safejump setups after F.Throw B.Throw U1 sweep? Or do you have it in another section of the forum? =) thanks alot.

Does this have any significance? i mean whats 3 extra frames if the person gets knocked down then q-stands or just stays on the ground ?

And also to be clear footies are light attacks used to bait out whiffed attacks to be punished. and poke are normals thrown out when the oppo. is in range for example. cr strong,fierce.

footsies are a concept, not a button. One typical example of footsies is Ryu hitting his low roundhouse to knock someone out after they whiff a button. It’s about controlling that mid range with movement and pokes among other things.

EDIT:

Some games

Spoiler

Daigo vs. Valle (Ryu mirror, SoCal Regionals 2010)
[media=youtube]U7_b1aMJHDA[/media]

Valle vs. Laugh (Ryu mirror, NorCal Regionals 10)
[media=youtube]y1aQ4J6gz7w[/media]

MooiBoy vs. DoomDomainn (Akuma vs. Ryu, DN6)
[media=youtube]CxBT34ryY-4[/media]
[media=youtube]k55YhGpEz6g[/media]

Dakou vs. Fuudo (Ryu vs. Fei, Shadowloo Showdown 2012)
[media=youtube]oUd259cjpAI[/media]
[media=youtube]DX5YKfPkwFw[/media]

Basically what Komatic said. I actually saved some matches of me playing one of our decent Ryu players in a mirror. We are both quite heavily footsie based because we both used to play SF2. I’ll see if I can upload one today. Those Valle/Air video’s should be an even better resource for now though.

On a basic level it’s making your opponent do something that puts them at risk. Footsie’s is a very broad term. Specials/Heavy’s/Focus attacks/back and forward dashes/stick movements are all used in footsie’s. Even the slightest twinge of your character can make your opponent to something.

This game is like 80% footsie’s, 20% everything else. Maybe more. Everyone can do combo’s right?!

EDIT: Just to be clear, lights and mediums are more common in footsie battles for baiting your opponent due to the faster recovery and heavy’s are sometimes used to punish or frame trap. That’s not a rule though, every character has different recovery so some heavy’s could be used instead (Like Chun li or Akuma’s God like sweeps)

You want godlike sweep, see Gouken. -3 on block cries
Of the matches I posted, I think the Dakou-Fuudo ones display footsies better than the Ryu mirrors. The presence of fireballs on both sides feels like it extends footsies a bit into traditional zoning territory. That extended “footsies bubble” is very evident in the MooiBoy/DoomDomainn games I think.

And on footsies percentage, that heavily depends on the character. Someone like Ryu or Fei, certainly. Akuma needs to play to start his bullshit, so yeah again. But there are definitely non-footsie characters in the game too.

Didn’t realise that sweep was that fast, I knew I couldn’t rekka it so I figured it must be at least in line with Chun’s.

Akuma’s walk speed makes him a tough cookie to crack in the footsie war though.

Yeah Gouken’s sweep insane. 6f startup and super safe. Lacks range tho. Yeah, Akuma’s walkspeed is rad, it’s what keeps him in the game against people with better buttons. Was just saying that vortex shenanigans are comparatively a bigger part of Akuma’s game than, say, Ryu’s.

Looking forward to the Ryu vids ^^

Why is it better to do med punch as the third rekka? i know that it recovers faster then fierce but whats so great about that if your oppo. quick stands or stays on the ground… Am i missing something

Anything that recovers faster for the same outcome is generally better for your pressure/mix up game. Hence why Akuma players will opt for the lesser damage sweep after a tatsu rather than a DP. If you recover faster it means your in a better position to run your next play.

With that being said I must admit even playing Fei this long (ahh thank you), I hadn’t considered my last rekka having different frame data.

In the large scheme of things I doubt it’s vital. Just another result of the game maturing.

Yeah I seen the replays and Mago always finished his rekka with a lp/mp. I wouldnt think frames has anythign to do with it as its a knockdown. Isnt the recovery the same after a knockdown from a rekka?

Frame data says lp/mp Rekka 3 recover in 36, HP in 40.

So i went into the lab and apparently ending the third rekka with med punch does the same damage as a heavy punch so i guess the third rekka should always be med because of the faster recovery and it putting out the same amount of damage.

how did you start that rekka, LP/MP/HP?

I did a raw h,h,m and it was 168 for both but
the only time i use lp rekka is if im really close and i tend to do l,h,m it does the same damage also as l,h,h