Fei Long Q&A: Ask simple questions here!

standing HK standing MK, close HK, close HP, far LP. jmp MK

thanks dude, the HK shouldn’t be a problem, dud’s anti-airs are 6 and 8 frames. I’m gonna get in the lab and get some practice in. Does anyone play on xbox?

Can someone explain to me why the corner is so important to Fei? (Other than obvious footsie reasons etc.) I’m assuming its something specific to him?

I think it’s important to get your opponent in the corner because their options are severely limited when put there,and Fei is most dangerous.

The opponent will have to deal with frame traps, tick throws, and pressure, pressure, pressure. The tricky part when first playing with Fei is how to get them there, but when they are, game over.

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You ask why? ok I tell you why

[LIST=1]
[]its much easier to space your rekka because you opponent cant walk out
[
]any attempt to jump out is easily snuffed when the opponent is cornered
[]you can basically walk in and out and have complete control of the spacing because you can walk back they cant.
[
]being cornered most people are attempted to jump in neutral to bait fei rekka and cHP can deal with this
[]Tick throws are a nightmare in the corner and even if they tech fei can perform a safe jab rekka in the corner
[
]fei has a quickdash that can really mind fuck a cornered opponent. focus attack charge - opponent jumps - dash into flame kick
[*]at this range fei can easily poke-out poke and counterpoke most of the cast
[/LIST]
So those are the reasons why Fei is a dangerous corner murder fucker. Kapiche?

Should I use St.Hp-Hk Flamekick or St.Hp-Rekkas for punishing?

Rekka’s anywhere on screen. Flame kick for corner. Rekka’s series creates space and corners your opponent.

Yeah, what he said lol.

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Thanks

Can you do rekkas too fast?

I’ve been having issues trying to poke with rekkas and getting standing jab/heavy punch.

When I look at the replay (or the inputs in training mode), the motions are perfect Down, Down Forward, Forward, Punch.

There are many answers to this queston. First off the quickest rekka is 7frames and thats the LP. Next you have to factor in spacing when you throw your rekkas. If you become to predicable with your rekkas then yes you will have your rekka stuffed by many normals that are faster then 7 frames and have higher priority.

Learn teh distance on your rekkas. If you face a character who walks back and forth a lot they can get hit more with rekkas as you can guess when they will hit forward. I find it hard to hit someone with a rekka when they are standing still. Its as if they know i want to throw if so I will get myself into range to throw it and they will jab me out of the rekka. So knowing the distance of your rekka is very important.

But most important of all is confirming your rekkas when they do hit. Its pointless if you land only 1 rekka. goving for 2 now will get you punished for sure. So master hitconfirm or just get really good at it. Even the best Fei Long players wont confirm every rekka but they do when it counts

That’s not quite what I meant.

When I’m trying to rekka, sometimes it doesn’t come out. I just get stand jab/strong/fierce. But when I look at my replay it shows I hit down, df, f, punch. I play on a hitbox; I can just roll my fingers, so I doubt I’m doing them too slow. But it happens a lot.

Edit: I do not mean in combos.

No. If your inputs are clean you get a rekka.

Are you talking about 2nd and 3rd rekka’s? Because yes, that’s a whole different ball game.

I’m currently learning fei. The main issues I have are the second and third rekka’s . I can hit confirm fei’s light attack or standing HP into the first rekka but then I either do it too late, too early or if I mash I get the super. so is there any tips I should know before i go practise in training mode.

Just a quick question, what’s the best combo to land after a succesfull cross up? Would it be a hit confirm one into rekkas? Or something else, also, if it is cr.lk st.lp cr.lp xx Rekkas and im up against say…Ryu what would be the optimum combo/hit-confirm into rekkas/whatever?

Finish your motion at up forward. A common mistake is to finish down forward or press punch before completion - up forward will ensure the shortcuts/system knows you have all directions input. Also if you play stick double tapping will ensure better accuracy. It’s easier to have a rhythm. - Like 1…2…3 as opposed to 1…2…3 or 1.2…3 (if you understand what I’m saying here). So still complete your motion in rhythm for the second rekka but then make the choice to continue (on hit) or to not press punch (on block). You can also START your rekka at down back. Go into training and study your inputs. It will be a timing issue between your motion and button press.

It will depend. On standing opponent the easiest will be your standard bnb (cr.lk, st.lp x 2, cr.lp xx rekka) into rekka but on crouching you will need to use the 1-frame couching bnb (cr.lk x 2, cr.lp xx rekka) . For bigger damage you can cross up confirm into standing HP xx EX rekka which will still be safe on block but will cost one bar (worth it IMO). Mago uses this sometimes.

Other than that you can cross up into cl.mp which on hit you can cr.lp xx rekka or sweep. On block it provides a nice frame trap.

Like all things Street Fighter a mixture of the above is better than using the same pattern and there is no right answer ;). More often than not your standard Bnb will be the go to option though.

A general interest question and a practical question:

a) Why is Fei Long’s “chicken wing” called the “chicken wing”? I’ve always wondered that (since WAAAAY back in SFII days).

b) What is the best use of the chicken wing? I’ve started to play with Fei Long a bit and was wondering what exactly it is used for. I can’t seem to use it to any great effect. It seem, to me at least, a random move that I can’t find an effective use for.

Thanks!

I can’t remember the exact origins but I remember back in the day it was just easier to say! I think some people may have thought it looked like a CW for some reason?! (in SF2 it was a different animation).

As for best uses , well, there are lots but they are best used tactically as opposed to abused.

  1. EX Chicken wing will go through any projectile including Ultra’s making it a great tool against fireball characters.
  2. It’s a great focus breaker (from closer range only as the last hit can be absorbed)
  3. HK and EX can both combo into Hp and Lp cancels for maximum damage.
  4. It blows up throws and grabs - meaning against heavy pressure characters it can be used as a pressure release
  5. You can use it on wake up to escape throw set ups and high/low pressure.
  6. LOTS of characters have no answers to CW pressure - (abel for example)
  7. LK/MK also have invincibility and can be used as counters.
  8. EX can escape most cross ups and mind games - use it as a get out of jail card (Ibuki, Seth, Viper etc etc )
  9. You can land it from an FADC Flame kick for bigger damage.
  10. You can OS it in certain scenario’s and against some teleports.

That’s just some and I’m sure if people had a think you could come up with others. On a basic level it’s good for a surprise attack and is best used sparingly. Used from long range and spammed you will eat DP’s and Ultra’s all week. Throw it into your game when your opponent least expects it and also to ease a bit of pressure.

How difficult is it to get on a decent skill lvl with Fei long compared to characters like Ken or Guile?
I play with the PS3 pad.

Edit: I have trouble to get 3 rekkas on a consistent basis. How fast do I have to make the input for the second rekka and the third 1? I mean I can input the circle motion 2 times btw the rekkas like I would do for a super, but then the super comes out sometimes. Is there a trick behind this?
Sry for asking, but I am kinda confused and that might be a noob question. Never played this character before.

Its a whole lot easier. Learn your rekka spacing and hit your BnB and soon u will become a kung fu movie star.