Fei Long's Hardest Character to beat

Probably so too, but the thing is not all of us get to fight alot of guile or abel.

but fei has pretty good chance to win against guile (we are talking about the same level), i know nemesys syndrome has a good xp against guile. he will be able to give more advices

are you guys serious about abel?

Yeah, abel’s prolly the easiest guy for fei to beat, even the tiers illustrate it.

For me it’s Zangief. That fucker has an Anti-Air for everything Fei does, and if you fuck up in close, it’s over. It’s too dangerous up close, I can’t CW, I just have to play super careful and catch him with a standing jab or a crouching jab or even flaming kick.

Problem is, larait is too easy to pull out on reaction. When they see a far rekka, good players can larait on reaction.
Jump in is too dangerous, and cw is just a big no no, unless you’re 100% sure it connects.
FK can be tricked by safe jump in too.

If capcom made the input for larait to be the same as cw, i’ll laugh my ass off.

I wouldn’t have a problem if capcom made that spammy crap punishable with focus attack but nope, 1 button > focus. Same shit with mash blanka. Incentives to play like a scrub as if gief wasn’t strong enough.

I learned that Fei’s far st. MP beats Gief’s lariat similar to Abel’s st. MP. St. MK works as well but it does less damage although has more range.

you can actually beat Zangief’s lariat with rekka after his third spin, Zangief’s lariat is easy to do and it has good priority on the start up.

if your distance is kinda far away from gief and gief did a jump in you can beat most of his air attack including his mk by c.mk if you timed it properly the only thing that i never get to beat is his jump in hp it has such a long distance and his body is like superman, if you have problem getting the idea how it looks like you can see the video that … shoot i can’t find the link, it was a video that shows you an advance guide how to play fei long :frowning:

against gief you have to kinda play the opposite way like against most others, you have to space out and be patient, you can’t rush in and keeps on attacking

I know but sometimes the timing can be tricky especially if the Gief mixes up his lariats…I hate it when he does it from too far or too close…I usually punish with jab rekkas but when he’s far, I try for a Fierce rekka but since it has longer startup, it screws up my timing and I get hit. Then when he does it close, the fierce rekka timing screws up my jab rekka timing and ugh damn lol. But yeah, St. MP has pretty good priority and will beat Lariat if he’s close…for some reason, cr. MK and cr. HP aren’t working as great as I thought…sometimes it will go right THROUGH lariat and I get hit from the recovery frames. LAME!

If I was to ever fight myself…I’d bet my Fei would win my Guile over:

I used to fight aggressive Guiles more frequently than the others. A defensive Guile is almost difficult to break through with Fei. Especially cuz he has to get close.

I’d say the matchup is 5:5.

I don’t think it’s that close. 6:4 for Fei. Guile has a mean Flash Kick, but Fei has an overhead which can cover a large distance to thwart that charge, and spontaneous Rekkas for chip-pressure.

If Guile just sits there waiting for you, you can walk right up to him and bait a move–any special will force his charge to drop. At that point, it’s rush-down mode for Fei. If the Guile is the retreat-jump type, you’re going to need some timing and patience, but you can EX CW him between Booms and time a Rekka to catch him from a jump. These types are mostly harmless since all they do is Boom (which is easy as hell to avoid).

Aggressive ones are a bit more spastic, but you can turtle those types pretty well if you need to. Flame Kick> FADC to break strings, and then add your own pressure. Cross-ups and mix-ups out of jump-ins usually work well.

I might disagree with you regarding the defensive guile, a defensive guile won’t just be sitting there, he will mix the booms and pokes such as c.mk and it has long range and good guile players won’t just boom and lose charge, they are recharging just before the booms come out fei’s overhead is quick on the starts but the actuall hitting is not as fast as it seems

Hmm…from what I’ve experienced…notes…

EX CW over lp Sonic Boom = counterhit :lp: or st. Fierce Punch/crossover or whiff (Yeah, it does knock out an EX CW when it enters it’s projectile invulnerability state).

Jumping over sonic booms = a big no no. Unless you’re really close up and going for a crossup which is bonus points.

cr.lp > overhead usually thwarts them off their downback charge as they’re usually accustomed to blocking two hit chains before reversal Flashkicking the third hit. At times, depending on range, the overhead also cleared over sonic booms as well. Bonus points.

Flashkick, I can usually stuff with an early or well placed j.mp > Tenshin/grab/cr.lp > overhead/blockstring

Crossup attempts on Guile nowadays are more thwarted by a FADC forward or forward dash. But usually ends with them in a defensive state anyways as they’ve lost charge completely so I can continue pressuring regardless.

Guile’s low forward follow up from sonic boom, I usually counter by blocking the sb and throwing a lk/mk CW reversal land on Guile or cross him up. Or I’ll throw a quick overhead to hop over his low forward and counterhit.

One thing I forgot to mention about Guile’s lp sonic boom follow ups is where he’s standing (behind the boom, inside the boom or way behind the boom).

We all know the tricks to Guile’s cr.hk so I’m not even going to bother mentioning that. lol

Yeah, I guess you’re right, Nosone. :rofl:

Edit: A hint of a good guile player is when they’re charge buffering off of normal attacks (whiffing back + mk, whiffing back + lk or random excessive jabbing). These are the types that move across the stage not by walking but using their normals to cover ground while buffering their charges at the same time so they’re almost always locked and loaded.

Most of my friends whom use Guile are aggressive types. They seem spastic but they’ve got great zoning and control throughout the stage.

Ok :lol: I may have oversimplified for brevity, but I’m standing by 6:4 here. I guess where they tie up is in damage output and reliance on mix-ups when up close, but I just feel that Fei does better in terms of pressure.

There’s a point where Guile can be pretty scary: right outside of FK range. Here, the tendency is to mentally paralyze yourself from stepping into the box while Guile does his Boom setups. With a little courage and the understanding that Guile can’t combo beyond a FK, this habit is broken.

Inside this range, I see Fei having the advantage with faster normals and the threat of Tenshin while Guile looks for an obvious opening to unleash an FK (punishment op, or in a combo). Outside of this range could be said to be Guile’s, but only if Guile has the life lead and is a beast at keep-away tactics.

Still simplifying–just expressing an opinion here.

How did Guile get into this thread? Guile’s pokes are among the worst in the game so just poke him and he’ll be almost completely shut down. FK is pretty neat for punishing blocked rekkas so be careful of that. To get around booms just walk forward and block or neutral jump if Guile can’t punish you in the air.

I seriously think you haven’t met good Guiles.
On zoning, he is a big pain to deal with. He has good normals with good priorities and range and getting through the wall of sonic booms becomes a real challenge. And if he manages to get away, you’re good for an other run.

I’ll say the match-up is in his favor for 4.5-5.5 at least

i agree with starnab. the 2 characters with slow fireball walk ins are pretty tough

nods and doing cw to go beyong the boom is kinda hard unless you are close enough, most of the time guile can block or counter hit the cw with fa (this is when done to far away that causes only the last hit of cw to actually reach guile)

jumpin also kinda dangerous too as guile can do an air throw but i’m also curious about guile’s down forward + hk, does this work as anti air? if so which fei’s air attack can beat it besides the lp?

The only time Guile is going to hit you with his df+RH as anti-air is if you did a REALLY ,REEEALLY poorly spaced jump-in. It has to be the most obvious jump ever from all day reaction range. It is more of an up and forward move, so if you’re jumping on TOP of Guile, that is not what he wants to use. C.Fierce is still tops though =P

Personally I rate Guile as a 3.5-6.5 in Guiles favor. There are just certain characters that totally shut down Feis rekka game and Guiles one of them. Your’re mostly reliant on other moves in this matchup. Jumping in from a distance is bad but if you plan to bait Guile to take to the air use jumping HP (well, in general Feis jumping HP is his go to move if you plan to meet an opponent in the air).

CW is similarly useless on Guile unfortunately. Only way to win is bait and guess. You’ll want to play mindgames and try to get Guile to waste/release charge in a way you can defend against. Sticking to basic attacks and tenshin (! yes, one of the few matchups tenshin is useful becuase Guile will probably be option selecting tech throw where the pause after a tech throw allows Guile to charge).

In any case one thing I like to do when fighting Guile is always keep a mental count of when a possible charge is occurring and just count to 2.