How to not suck at Fei Long: An Advanced Fei Long Guide

Go into training mode and set Vega to spam his flips. When I did this I found it easiest to time cr.mp when he is landing from his flips, or if he does the back hand spring I would try and line up a rekka with when he landed.

All I can really say is practice, if he is in the corner spamming it - just throw him. Many Vegas like to come out of the flips with his flash kick (Scarlett Terror) so watch out for that because it is pretty quick and does a lot of damage. However; it does not have any invincibilty so if you predict it you can stuff it with cr.mk or anything really.

can anyone give some tips how you do rekkas consistently
i play on a stick for a month now
and i can get the feeling to do rekkas consistenly
i lost a lot of matches because this crap

is there any easier input for the rekkas ??

@Vol: Thanks.

The Chicken Wing-motion (of course with punch instead of kick) isn’t exactly an “easier input” - but I’ve read it helped some stick-users to get the Rekkas out on a square-gate.

I’m still mad Capcom didn’t simplify the input for cw. It’s a most complicated one as an armor breaking move (and only first hit breaks armor?!) and an escape tool for wake up game.
I tend not to use it so often unless I need to get through fireball traps.

john4p

do you mean the whole chickenmotion :hcf::uf::p:

or do you mean this on

:l::r::uf::p:

The whole chicken wing motion. But that doesn’t start at :l:, it starts at :db:.

So that’d be :db::d::df::r::uf:+:p:

Or simpler - in the case of your square gate:

move from :db: to :df: to :uf: + :p:

If you mean his invincible wannabe escape option, you can just walk forward and st.HP if you catch it fast. Otherwise you can HP rekka as he finishes the flip.

Nope. It doesn’t come down to luck. It’s altogether different. Three words for you…

Don’t Think…Feel.

Don’t stop to stare at the stars. Don’t stop to count each hair on Gief’s chest. Stop looking at the alligators. Take what you know and learned with Fei and move with it. Seriously, Move!

[media=youtube]XdWHdkobdGc&feature=related#t=1m48s"[/media] I swear this happens once the opponent has picked Gief. Extra fitting since Toki in HnK is possibly the best character ever of any fighter.

lol Feel

Of course you must take the clip out of context:rofl:

Yes, that’s what I meant - thanks!

cr.mk as anti air

What are all your thoughts on cr.mk as a late anti air?

Fei just melts into the floor, pretty much everything whiffs and you’ve got a ton of time to do it on reaction if you’ve already missed the window to do other anti-airs. Makes mk flame kick the goto option since it you mess the execution, you usually end up with cr. mk.

On the rare occasion that I have full meter cr.mk>super is a really really fun anti air to bust out.

@replacementhero.

Sure, if you’re online… we try not to put in online strats though as they mess-up real tournament play.

Ducking low doesn’t work well offline, it only whiffs online because of input lag and internet latency. Offline, the window is huge, I can close my eyes and hit someone with a jump kick offline (long as the jump kick properties include hitting ducking opponenets, some like Abel’s, don’t).

An example of this was I was at a anime convention in Montreal where they had a tournament for SF4. I didn’t enter (didn’t know about it but was dragged by a friend to go to the show when I wanted to walk around Montreal and look at the purdy girls) but it consisted of people who practiced exclusively online.

Let’s just say I could have probably won the tournament (judging from the exhibition matches I played before the tournament started) purely using random pick.

People were doing multiple jab shoryukens thinking it was safe, ducking low to avoid jump kicks which turned into easy combos for me, people using generally “safe” blockstrings online which are are completely punishable offline on reaction.

Basically nobody knew how to play offline and I can already tell you I was nowhere near par. Not only was I using random pick, I was playing with the 360 controller (never used 360 controller for SF or any fighting game before, it was just terrible, dunno how you 360 players that do use it can play).

In any case, don’t mix-up online strats with offline. It’s an entirely different beast. Nobody in a real life tournament is gonna miss the jump kick.

I dont know if you’re aware rpgr, but the use of some crouching attacks (such as cr. mk, or cr. hp with fei long) are actually viable choices for anti air attacks whether online OR offline. The smaller hitbox when you perform a cr. mk makes your opponent whiff the jump in and fall on your kick.

It seems like you flipped what hero said as just ducking a jump in because of input lag when thats not the case at all.

Sorry Regal but it has NEVER EVER worked for me offline in any competitive play, only online. Nor has it ever worked against me offline unless the guy isn’t doing deep jump-in attacks. If that is the case then it is always preferable to just block and reverse with a HK FK for much more damage.

Have to agree with Rpger. It’s never ever worked for me as well.

Then again, I’m always to busy CW’ing all over the place to even notice. :rofl:

There are a lot of better options than using c.mk/c.hp as an aa however to say it never works? not really sure about that.
With correct spacing it can be used however it is not reliable and as rpgr has said against a deep jump in you should not even attempt it

I personally have had some success with c.mk as an anti air offline. Timing and spacing for it is kinda tricky, and of course it does depend on exactly what your opponent is using to jump in with you with. There is something to be said about doing c.mk xx super for 50% of their life for anti-air. I use this sparingly though. Get your opponent to eat anti airs such as your cl.hp, hk, flame kick, etc. And they’ll most of the time try to hit you a bit earlier to hit you out of your anti air. Then you can pretty much safely use c.mk into super. I’ve been pretty consistent hitting with then when the opportunity arises this way. And yes, I know even this won’t work all the time, as some character just have jumpins that will clearly beat c.mk no matter what you do. I’m just saying it’s possible, and useful when you can deal like 50% with it.

Fei is too complicated online,
its all about charge char online :lol:

i only use him in person now

I’m actually having fun with Sim, makes you wonder about these supposed “mind games” Fei was supposed to be good at. I might pick up bison as my charge.

I’m afraid you’ve got it backwards rpgr. It will of course be character specfic to an extent but against say, shoto jumping HK, a c.MK isnt some random way to punish badly timed early jumpins - if you time the c.MK properly it will beat out shoto j.HK at any depth with any positioning.

The c.MK appears to have some sort of magical hitbox that goes right under some jumpins. Rather than being some scrappy online only tactic i actually find it harder to do this online than offline, because the c.MK itself takes some timing, while the timing of the shoto jumpin is irrelevant - you stuff it regardless.

Try this, go training mode with fei and ryu. Record and playback the deepest j.HK you can, and then use c.MK against it. You’ll find you can consistantly stuff it, ryu lands on the leg, it isnt blockable and leaves him on the ground meaning free super.

I wish i could land this as consistantly online as i can offline.

Edit: As is said before it is very character specific - quick testing now i can see it loses to sagat j.HK and j.MP, but beats gief splash and j.HP clean.