Fei Long Q&A: Ask simple questions here!

It beats “reversal” armour breakers. So SRK is one of them.

I have such a hard time anti airing as frei. My reactions are not bad even if I get a dp out someones jumping hk can beat it .

Any tips ?

Beats just about anything that doesnt amour break or are overheads… its a great ultra especially if you option select in IN THE CORNER when you know they well mash a reversal. It beats the hurricane kick to but only in the middle not when it starts up but air hurricane kicks gets U2 all day.

The later you use it the better. and also use a different option like st Hp for those close jump in, and forward and roundhouse for those far jump in. the flamekicks just get you in trouble and they are very situational, its better to use your normals.

I have small problems with Cody because a lot of your Rekka pressure is unsafe on block (LP rekka is -4) since his cr. lk is 3 frames, has very far range, and able to cancel into Criminal Upper.

If you do something like cr. jab xx Rekka and he blocks, he can punish you with cr. lk XX CU or w/e.
But if he gets too used to doing that, you can throw a second rekka out and get a counter hit into third rekka for a good push towards the corner.

Just something to think about.

I was under the impression EX Flame Kick Jump Forward Hard Kick was a 4 frame safe jump. When I do it in training against cammy, mashing uppercut hits it. If I do the uppercut slowly (still reversal), it’ll safe jump it though.

Confused.

Are you jumpimg a soon as you land… holding up forward during the ex flame kick

Yes.

But I’ll try it again tonight.

I was under the impression EX Flame Kick Jump Forward Hard Kick was a 4 frame safe jump. When I do it in training against cammy, mashing uppercut hits it. If I do the uppercut slowly (still reversal), it’ll safe jump it though.

Confused.

Tried again. Definitely still happens. The recording of this will block Dudley’s EX SRK though. Dudley’s SRK = 4 frames; Cammy’s = 5.

Cammys is weird, maybe its because of the angle it goes

either she wakes up faster than we thought or she has a wakeup invincible glitch

I disagree its better to learn how to anti air with his dp, his normals tend to trade or get beaten, st hk is his best anti air however it has a weird hitbox tends to mess up overall in nearly every situation its best to hk dp them, even if it trades you can follow up with chicken wing.

unless you trade with gief jump HP or balrog jump HP, when you get crossed you flame kick may face the wrong way not to mention its not invincible except the MK version. everything has its uses, it depends on the player, even Mago and Fudo rarely flame kick on close jump in.

All versions of flame kick are invincible and i did say most situations it best to dp not all.

okay guys I’m trying to pick up fei and I’m looking for some help. I saw the combo thread and its pretty overwhelming. I have a decent idea about fei’s footsie tools so I’m set there. but here are they questions:

-What is generally considered Fei Long’s bnb combo that is easily hit confirmed?
-What is the best anti-air fei has (normal move)?
-What is the easiest way to combo into ultra, and on which characters do you get 3 hits on?
-What does Fei have as for Oki?
-What is Fei’s best punish combo for whiffed DP/Ultra?
-What safe jump set ups does Fei have?
-Does anyone know frame data for his dash, backdash, and jump?

I am trying to make the switch from Dudley to Fei, so I’m pretty decent with doing normals (because all of Duds are terrible) and I hit my combos pretty consistently. Any help is greatly appreciated. Thanks in advanced!

-What is generally considered Fei Long’s bnb combo that is easily hit confirmed? crlkx2, stlp, crlp-lp rekka
-What is the best anti-air fei has (normal move)? MK Flame kick
-What is the easiest way to combo into ultra, and on which characters do you get 3 hits on? Only like 3/4 characters dont get hit with the 3rd hit from a FK-FADC-Ultra. I know off the top of my head that C.Viper is one of the 3 or 4
-What does Fei have as for Oki? jump forward MP, LK and MK
-What is Fei’s best punish combo for whiffed DP/Ultra? IF you dont have Ultra to punish or Super use CLHP-HP rekka. Push them into the corner
-What safe jump set ups does Fei have? Depends on who you are fighting. Best option is back throw slight step back whiff stLP then jump forward with MP or MK
-Does anyone know frame data for his dash, backdash, and jump?
Jump I believe everyone’s jump to get airborne is 4 frames
Character Dash Back Dash *Level 1 FA Dash *Level 2 FA Dash
Fei Long 17 26 -1 +5

They are but LKFK is only invincible for 4 frames. You can get hit before its active from a jumpin attack as it takes 5 frames to become active

They rarely DP jumpins from up close for 2 reasons I feel. One they focus a lot of attention on Footsies. Best example is when Mago fought Momochi at CEO. You can hear art mention it. 2nd reason is the FK may whiff as the hitbox is his forward leg. So the other characters hurtbox my be small at his back area causing it to whiff.

Thanks dude! Does fei have any decent anti-airs other than flame kick? And what air to air normalsdoes he have that are pretty decent?

Characters with high jumps like Bison, Chun, Gief Honda and such use far HK. Its a 9 frame move so you have to get used to throwing it early. clphp is also a good AA but again it has to be throw early and the other character has to be close for the uppercut to come out. Air to air is HP as it has priority or use LP/LK as they are active after 4 frames, sometimes the quicker move beats out the move with priority