The thread for fei is opened on capcom utility. I cannot believe there are still so many inexperienced players that are still crying for more or less the same nerfs he already got. Please guys just go on there and voice your opinion. Someone even mentioned to change his flame kick input to a regular forward dp input instead of what it is now lol…
Glad to see that most of the posters there (so far) seem to acknowledge that Fei Long isn’t overpowered, just very solid that could be adjusted in one or two areas.
Not much reason to post there in my opinion. Just about every suggestion made is in line with what many of us were looking at.
For whatever reason, I’ve found myself disagreeing more on the buffs people are suggesting than the nerfs.
Things like st.LP being universal on the cast along with the the return of st.LP +5 on hit.
Also seeing people suggesting + damage to Heavy Rekkukyaku and for it to be +5 on hit has made me shake my head several times.
^ I was surprised too at the initial argument that he shouldn’t be changed but now there are a bunch of nerf suggestions, a lot of them don’t even state why so I’m not even gonna bother. They can do what they want to him, I’m still gonna play him because my hero is Bruce so what ever.
Lots of demands for either crouching short or jab to have 4f startup. I can see that happening. Let’s hope not…
Now this is up for debate, but what are you guys thoughts on possibly getting his Ultra 2 buffed? I mean, there is no doubt that it is among the worst in the entire game, and has practically only 1 good use.
But at the same time, Fei is an incredibly solid character, who doesn’t really need his Ultras to win.
Yet I’m a player who enjoys a good variety, and swapping Ultras is something I enjoy to do every now and then. Do you think they should finally buff this Ultra to allow it to block armor breaking abilities? Or do you guys think it is fine the way it is, and that it should remain a novelty?
I stuck my 5 cents on , if only to back up what others are saying about him being fine bar a few minor nerfs. I think the larger posts with lots of minor changes are a bit overkill. I mean we are not baking the finest tasting cake on planet earth here, more like just fixing glaring issue’s which to be honest, Fei Long doesn’t really have. There will alway’s be room for character specific tech and hit box anomaly’s in my book. That’s what makes the game a bit exciting and worth investigating.
U2 buff is pointless. If you were to buff it, make it recover faster or no flash animation. He can’t be safe jumped with it loaded so it’s still a powerful Ultra that does a shit ton of damage - if not a little “gimmicky”
I suppose that’s reasonable enough. While it is incredibly hard to actually land it, the factor of preventing safe jumps is something I did not necessarily think about.
Cant be bothered making a capcom unity account but wanted to reply about you saying Fei didn’t have crossup chicken wing in ST, which you are wrong he could crossup anywhere on the screen it was spacing specific, also any version of chicken could lead into st hp
Yea your right, I was discussing about this in the capcom forums (akuma’s thread) where I said it does cross-up and remembered I stated it wrong on srk. Long story short I was comparing 3S akuma to SF4 akuma and ST fei to SF4 fei and was stating my argument why capcom follow character design’s builds on them in the following iterations.
Posted my “No change for Fei here” sign on Capcom Unity’s wall. woot
My ideas for changes:
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Lower his stun from 1050 to 1000 or 950. He is not designed to take many hits like a grappler or a heavy hitting character. If you lower his stun, his invincibility on LK and MK chicken wings will not need to be nerfed as it is basically his only escape option, which is not that reliable as it goes already upon many crouching normals.
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Give a meaning to his LK flamekick which is currently unused. Make it 3f maybe but not FADCable? Leave the damage as it is for all the other flamekicks. To add variety my idea is: 3f for LK FK (not cancellable), 4f for MK FK (not cancellable), HK untouched with a damage redistribution, EX untouched.
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8f startup to his LP rekka would be a slight change with a quite big impact. I personally like the idea of having LP 8f, MP 9f and HP 10f, with EX being the most powerful at 7f. A 7f punisher with no bars is really big. I would not change the other parameters of this move.
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I agree with making jabs not cancellable into Tenshin, but then Tenshin startup should be slightly reduced.
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crLK should be 4f startup. He can still have a big punisher with stLP or crLP rekka but his crouchtech should be less strong and on par with most of the cast.
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clMP should combo into EX CW on all cast. It would be a flashy 5f (close) punisher with 1 EX bar and it would made him more fun to play. clMP startup can be increased if this is too strong. The nerf to clMP not comboable to CW was unneeded because of the damage reduction on CW AND Flamekick.
A 3F Special for Fei Long would be pretty silly in my opinion. He already has a wide range of options he can look to use in almost any given situation. Even if it could not be FADCancelled, just having a special move to give majority of safe jumps the finger would be big for him. Making Medium Shienkyaku 4F at the cost of not being able to FADC would be silly, too.
You’d be giving him a slight stun nerf and a 4F cr.LK, in exchange for keeping L+M Rekkukyaku invulnerability frames, and now access to a 3F and 4F reversal. Those are are some mad options Fei Long players would get to play with.
A 3F Special for Fei Long would be pretty silly in my opinion. He already has a wide range of options he can look to use in almost any given situation. Even if it could not be FADCancelled, just having a special move to give majority of safe jumps the finger would be big for him. Making Medium Shienkyaku 4F at the cost of not being able to FADC would be silly, too.
You’d be giving him a slight stun nerf and a 4F cr.LK, in exchange for keeping L+M Rekkukyaku invulnerability frames, and now access to a 3F and 4F reversal. Those are are some mad options Fei Long players would get to play with.
Ken already has the DP various startup stuff and he has less bad matchups than Fei. And he can even FADC it into ultra. Giving Fei only his HK FK to be cancelled on the first hit would be a severe limitation to his safe defense/to his damage in such situations. Invincibility on LK, MK CW…is it really a problem nowadays? We cannot combo off it and many characters have crouching normals that make it whiff completely. It is punishable on whiff so how do you see it broken?
The idea about giving a use to LK flamekick was the only one that came to my mind, what would you guys do to make that move useful?
Only thing I can think that would be worth while would be a juggle from a peak jump if you made the recovery faster.
Some move’s are just meant to be useless. There are tons of moves that have next to no use because of the strength. Even some EX moves are pointless. It’s just the way Street Fighter is designed. The fact that our DP has a backward motion is a huge buff over forward moving dp’s.
A fairly notable nerf would be to reduce the hit boxes on both cr.lp and st.lp. Right now Fei has a fairly beastly OS with rekka that beats out a hell of a lot of shit. I hope they don’t change it though!
Ken already has the DP various startup stuff and he has less bad matchups than Fei. And he can even FADC it into ultra. Giving Fei only his HK FK to be cancelled on the first hit would be a severe limitation to his safe defense/to his damage in such situations. Invincibility on LK, MK CW…is it really a problem nowadays? We cannot combo off it and many characters have crouching normals that make it whiff completely. It is punishable on whiff so how do you see it broken?
The idea about giving a use to LK flamekick was the only one that came to my mind, what would you guys do to make that move useful?
I don’t know where you got the impression of me thinking Rekkukyaku is ‘broken’ but you’re off on that. I think people feel Fei Long has too many options for too many situations that either allows him to attempt escape or punish, and would like to see those options reduced, if only slightly. The more I think on it, the more I find myself agreeing with the idea.
I think I am completely missing what you’re trying to get at with the comparison of Ken to Fei. He wouldn’t get much off of it, but Fei Long would still have a 3F and 4F reversal at his disposal, and I don’t think it’s his FADC Ultras that are giving people trouble. For a character as soundly solid in both offense and defense as Fei Long is now, to then get that into his utility belt would be a bit much. I don’t believe Heavy Shien FADC would be a “severe limitation” on his defense, it’d be no different than using it now: same pressure / momentum break than Medium, with difference in damage / chip. Depending on the kind of redistribution in damage that you suggested as well, that difference would be more or less negligible.
I don’t know what I would do if I were to want a change to LK Shien.
- Reduce recovery (low-to-mid 20s?), reduce invulnerability frames to 3 and disable FADC . . . ?
Ha. It would probably still get about as much (or less) use as it does now. Might get a no meter light rekkukyaku if it catches them at max height and are close enough. Probably only get 1 hit or something though, I don’t think we’d get more than that.
Honestly though, as Highland said, some moves just are “there” with no real use.
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Increase CL stmp start up will severely weaken Fei Long frame trap game he already has a 3frame gap off his st lp st mp frame trap and full 5 frame gap for a frame trap of a low.
I posted my changed to the Capcom Unity. I asked for more of a buff I guess if anything, if he can have more dmg cuz his dmg took such a hit from Super to now. It probably won’t happen lol, but I figured why not.
At the very least, let the CW and St jab hit crouch opponents, cuz I hate that cross up with CW and jab in the corner is annoying.
We’ll see.
Man, ppl askin to buff fei’s cr. lk. Get out of here with that crap.
My one generic adjustment would be to give his f. hk’s second hit slightly more range. I get some weird stuff happening at far range where the first hit lands against the focus attack but the second whiffs which completely negates the purpose of this move!
Generic Creative Change:
I’d like to see the animation of Fei’s SFII hopping kick appear again in this game. I know his current f. hk was meant to “replace” that move, but I think that move looks too cool to get rid of.
Super Creative Change:
I’d like 1-inch punch incorporated somehow more into fei rather than just getting to see it off of his counter ultra. If it was a special move, I’d make it some extremely negative on block special move that is either crumples or knocks back on hit depending on the strength used.
Possible nerf areas:
Cr. hp comes out pretty damn fast for the range and priority it has, maybe make it a frame or two slower.
Forward jump medium punch is really strong. Fei literally doesn’t have to worry about how deep or shallow he does it because it’s so strong.
Maybe 950 health and stun. Bruce Lee never had the most vitality and when he took a punch it hurt.
Imo Fei is overall fine as it is. I just want three things fixed :
- No more whiff on the cancel after MK cross-up -> st.HP xx FK and such.
- 2nd hit of rekkas/Ultra 1 shoudn’t whiff if first rekka hits. But you can’t just move deeper the animation because we would lose juggle U1 and as for rekkas we would never get to do the 2nd on block so…It’s a bit tricky.
- More invincibility for FK ! I’m tired of getting beaten by Adon’s DP. Oh and make LK FK useful.
Only nerf I see is no more invincibility on MK CW startup. That really hurts characters like Abel. But again I feel this should be a buff on their side somehow. Maybe lower stun as well.
I’m not really conviced on light flame kick being 3 frame. It would make safe jumping on him impossible, or at least much more risky, adding a whole new layer of options to a character who is already fine reversal-wise.
And let’s face it: we shouldn’t expect any buffs for him from Capcom. We should be thankful if he stayed as he is, really.
Nerfs I’m totally expecting:
- remove invincibility on light / medium CW
- cr.lp: bigger hurtbox, slightly reduced range
- rekkas one frame slower on all versions
- cr.mp: one frame slower
- cr.HP: one frame slower