Fei Long Q&A: Ask simple questions here!

They buffer a rekka behind the light so if the opponent throws out a normal they reversal that into a rekka. Much like you would buffer a fireball behind a cr.mk or say if your playing Cammy you would buffer a spiral arrow behind a cr.mk. If they walk into range the system option selects the special.

The hit boxes on Fei’s lights are very large, you can cr.jab someone from a lot further than you think.

Aha!
Yeah, I noticed how big the hitbox is when practicing links in training. Gonna try to integrate that move into my play.
What sort of normals can you expect to catch with it? How good is the priority of cr.lp?

How the hell am I supposed to deal with Cody? I don’t think I’ve been able to beat a single one online. What works best for me is trying to keep him out, but more often sooner than later he gets in and proceeds to just push me into the corner with that disgusting f.mp which seems absolutely impossible to beat with another normal.
Am I missing something here?

Well I usually just react to everything and keep him at bay using series of cr med and heavy punch.all of his crim.uppers are cr lp rekka punishable and watch out for his gimmicks. i only use U2 so maybe that calms them down or make them slow down for me. i usually win this one all the time against all codys high and low ranked

With “react to everything”, do you mean that you wiff-punish and counter-poke his normals?

I guess its footies. I kinda just learned the concept but i control lp rekka range amount of space with throwing out cr med twice and cr heavy if i get a counter hit.all the codys i play seem to be aggressive so just by doing that i deplete most of their life. and all of codys moves are unsafe on block(well online its unsafe if its not really the case), nuetral jump sometimes when you know a rk is coming. i also use U2 for this and alot of other fights so maybe just try U2 out and see what happens. Dont fall for bait and use it when you see and attack coming its 470 solid damage and it calm people down and they jump at you less.

You can catch a lot , it can be reactionary or just put out in hope like these guy’s are doing. Off the top of my head things like if Akuma whiffs his double kick in front of you or when Bison is throwing (Spamming) his st.hk and st.mk, the cr.lp will catch things like this. Also say Zangiefs green hand whiff, breaking focus attacks etc etc. There are lots of uses for it. Generally something that they try and whiff in front of you or just inside your range when playing footsie battles. A longer ranged normal or special.

I’ll give you some tips on Cody later, I gota bail to see Prometheus at the cinema. The problem with Cody is he can reversal 1 rekka which is a big problem. Cr,Fierce is extremely good at blowing up his momentum from outside range. You have to get him to the corner and take advantage of your knockdowns, his wake up isn’t very good.

Is comboing to rekkas harder to do on pad? Because im having a tough time comboing into them consistantly

Back when the game came out people used to say Fei was easier on pad. Ask Jason, he’s a pad player. He will probably have some techniques for you.

It’s all timing in the end, the actual controller doesn’t really matter although I’ve always been convinced you can learn faster on stick than you can on pad.

I do agree its better to learn on stick as you will be able to play the entire cast a little easier I feel then you would on pad. Reason I say this is because Plinking helps a lot of characters in this game and Fei only has 1 Plink.

Its all timing in the end. I can perform all of Fei’s combos on stick as I would on pad but my comfort level is on pad. Here is the biggest draw back with playing on pad. They break down far to much as they are cheap. Go to training stage enable inputs and see where your messing up at. Thats what I did when I was struggling

Hey i got a cody vid if you want me to upload it …

Im thinking about making the switch to a hitbox does anyone has any ex. using one of these thing or know some input about it

That’d be cool if it isn’t too much trouble. :slight_smile:

Ok ill upload the cody vid on monday.

Hey can someone confirms what should i be using after getting a counter hit cr strong?

Light Rekka should be your standard follow up to a counter-hit cr.MP.

Alternatives if the range allows it could be cr.LP xx Rekka or cr.MK xx Super.

Ive posted the vid in the vid thread . and also watch out for whiff zonk cr hp … a higher ranked cody got me with that one … I forgot to save the vid though so next time ill remember

About Fei punishers:

Is the st.hp - mk.flamekick - FADC - hk.CK really worth it? It does 300 damage and costs 2 meters. I think that a better alternative in many cases would be st.hp - EX.flamekick. It does a little less damage at 290, but only costs one meter. However, the EX.flamekick doesn’t push your opponent as far on the screen as the FADC-combo does. The ex.flamekick pushes your opponent roughly 3 training room boxes while the FADC combo pushes him about 5 boxes.
The FADC - ultra combo is undoubtably the best punisher with 420 damage while pushing your opponent roughly 10 000 boxes.

So what do you guys think? Personally I think that I would want to go for the ex.flamekick combo in most cases. Though if the opponent is at low HP the FADC-combo is agruably better because of the combos making less damage while the pushback don’t suffer from the same kind of diminishing returns, making it a comparativly more significant part of the move.
I’m really uncertain about this. Is the extra pushback and the 10 extra damage worth that extra bar?

EDIT:
On second thought, maybe I should have posted this in the general discussion-thread.

I think its just preference, and what peoples muscle memory is like.

The matches where i do pick U1 i don’t input the chicken wing i just go straight to ultra for the third hit, but the chicken wing is there because your guaranteed two hits, and in a intense battle you might miss - time it, and you might get no hits.

The ex flame kick i don’t see a problem with it due to the fact there’s a safe jump afterward, but if your doing the flame kick someone wise (Highlandfireball) told me to always make it safe with the fadc , and the only follow up afterward is the chicken wing and it become muscle memory to do. Like when you get a Focus crumple and do a combo instead of your blazing ultra lol, but there’s no wrong way to play as long as your not jumping all over the place. For ex. i’m one of the few feis that perfers U2 in most match ups and alot of feis shun it saying its useless well i got tons of vids where it is useful and i get 470 of solid damage and the extra bit of damage when people empty jump or whatever to try and bait it out. U2 shuts down all of gief options its a great ultra you just have to know how to use it.

Personally I punish with st.hp xx rekka from every point on the screen bar the corner. The corner positioning is far more valuable to Fei than damage.

If I’m in the corner I’ll use st.hp xx EX FK if its a raw punish or a crumple.

The only time I would use st.hp xx FK FADC is after a CW on hit and even then I feel thats for styling points more than usefulness. Your meter is best saved for raw FADC when under pressure or wake up in my opinion. Other Fei’s may be different. I’d almost always use the CW after the FADC. It’s in my muscle memory and I get to keep the Ultra for not much difference in change.

Depends your opponent also, if your playing Cammy/Rufus/Ibuki/Seth etc etc , you wouldn’t want to be pissing meter away on combos.

Again I personally use a fair bit of my meter on EX rekka. It’s retarded on block and leads some nasty mind games.

I just U2’d Seth’s DP on reversal. I thought U2 followed regular armor break rules?
What else does U2 beat?