*NEW* SRK FeiLong Strategy & Match-ups

to use HAV’s phrase, I am about to hit up each character with a drop of juice…take it with a grain of salt, but this is the basic sense of SF4:

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a) characters that have to move forward to deal chip:

Abel ? do your chip, keep him out and you?re good?watch for roll; punish bad wheel kicks
Balrog (Boxer) ? do your chip, keep your ground with low forward, or go full-screen and build meter?neutral jump dash punches
Blanka ? do your chip, keep your ground and build meter?punish blanka balls
Cammy ? take advantage of focus and your easier ability to chip?punish spiral arrow
Dan ? keep him out and you?re good
El Fuerte ? do your chip, keep him out and you?re good?watch for ex run (cw) and jump away to avoid guessing tostada or slide
E. Honda ? hold your ground, do your chip, keep him out and you?re good?punish torpedoes; focus butt slam
Fei Long ? get the lead and keep him out and you?re good?low forward and neutral jump for rekkas and have an anti-cw ready
Gen - keep him out and you?re good?punish wall-dive
M. Bison (Dictator) ? get your chip, go full-screen and remove his ability to walk back and make you guess lk scissors?punish stomps
Rufus ? keep him out and you?re good?or rush him down pre-messiah
Zangief ? keep him out and you?re good?punish green hand

b) characters that have to charge to deal chip:

Balrog (Boxer)
*E. Honda (w/o hands)
Guile
M. Bison (Dictator)
Vega (Claw)

*these characters are either operating from back or down and back?when going offensive make use of low shorts and sweep vs back and f+mk vs down and back

The Projectile Gang:

Akuma
Chun Li
Crimson Viper - seismo gets my vote…tho it is rather weak, it is an option; although, you typically won’t see defensive Vipers of this sort
Dhalsim
Gouken
Guile
Ken
Rose
Ryu
Sagat
Sakura
Seth

Now, jumping at most of these characters is bad. We all agree on that, so that is clear. The ones that aren?t AS bad are the ones that don?t leave you knocked-down after being anti-aired. They are:

Chun ? unless she meets you in the air or manages to sweep your sorry butt =P
Dhalsim
Gouken ? if you?re going to jump, jump empty; j.strong is a KND option as well
Guile ? unless you get flash-kicked (but that was a VERY bad jump anyway); or air thrown
Rose ? unless she soul throws you :slight_smile:
Sakura

Alright, now that that is out of the way we are presented with the real issue.

If we were Cammy, we could just go full-screen and focus absorb fbs for our really good ultra and tk spikes very quickly to build meter for our really good ex spiral arrow?but we?re not. As Fei, our ultra sucks dooky as anti-projectile and we don?t have the leisure of quickly building meter without leaving ourselves wide open to attack (by the very thing you are trying to get around more than likely). Now, a very common fact is that most characters that shoot projectiles are in negative frames right after shooting. This is good news to us, because we can do reversal rekka and get our chip in this way. As we continue the fight, we then gain EX CW and eventually super (which is REALLY good for us).

Exceptions: Gouken and characters with slow fbs that they can walk behind (Chun, Dhalsim, Guile, and Seth to an extent)

*which means, other characters will do this as well: throw slow fbs up-close to thwart your reversal rekka strat?counter to slow fbs? Rh and ex cw

If they are moving away, they are giving up ground and cornering themselves. Let them do so. The ones you want to be ESPECIALLY mindful of when you have them cornered would be Akuma, C. Viper, Dhalsim, Ken, Ryu, Sakura, and Seth. Be aware of how they try to get out of the corner outside of normal means.

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Other than that, the rest is really up to your decision-making, execution and reaction time. Anti-air when given the opportunity! Improve your poking and middle game! Take advantage of oki and baiting there-in! Improve your inside game and be mindful of reversals and windows in your strings where they are possible.

*if you want a stronger window to pull of your rekkas on-block, try these:
**needs more CW =)

  1. chain low shorts, link low jab xx jab rekka (your low jab can get reversaled)
  2. cl.s.jab, low strong, low jab xx jab rekka (pretty tight)

Outside of those, if your opponent is trigger-happy, implement ‘the pause’ or the back-dash into your game…or we will just keep shooting given the opportunity :slight_smile:

Drop of juice

edit: 1st post was also updated with a bit of info…now back to Tekken 6 :party:

Did some testing today on cr.MK as an anti air. Seems to beat out all jump ins that I tested it on (all of Ryu’s stuff, something with a strong downwards hitbox might beat it). Basically here’s my findings:

  1. works against any jump in, as long as they press a button, they eat cr.MK and you can combo into super.
  2. Works against cross ups. I was actually trying to figure out how to do auto correct DP and got this today.
  3. They can just jump in > block and this won’t work.
  4. If they empty jump and reversal timing DP, it beats this out clean so be careful.

I was under the impression this was situational but it’s not. Seriously destroys shoto jump ins. Use this if you’re unsure if you have time to DP or if it’s at weird ranges where DP will miss.

Note: does not work vs Sagat elbow of death.

What does?

cr.MK as an anti air.

I had a chat with a bison player the other day. Apparently Sagat’s j.mp beats even bison’s ex head stomp.
I’m kinda looking forward how capcom is going to balance that bastard out in ssf4. Though there si a great chance that i might be disappointed given their history.

Yes, I know you where talking about cr.MK. I just wonder if there is any move which does beat Sagat’s elbow of death?

Like Brian said it seems to stuff (almost) anything. It’s kinda Sagat’s “dive-kick”. :wink:

A late flamekick will usually stuff it 95% of the time and if it trades hits, quickly dash and do CW to win the trade.

anytime I see that comming I try to FK to the moon, If I miss I am sure its me cause I can hit most of the times.

Okay, I’ll try to do the flamekick later.

I never do dash > CW after a trade. Definitely need to incorporate this in my play. I’m going to put a note on the wall now: “dash > CW after flamekick trade”. :wink:

Hahha, yah I always forget in the heat of battle.

How about a Rufus in depth discussion

Neutral jump HK go go.

No really that move owns rufus. Fei’s got better pokes than him and an anti air as well so, this matchup is pretty easy to me. Just don’t let him run his dive kick shenanigans.

pretty random versus rufus info. found out close standing short stuffed some dive kick attempts after he started looping them. happened once when i guessed a throw tech, and missed my jab input. checked it a second time to be sure, and it worked. lol

Anyone in this thread wanna give me some sakura matchup help? I didnt really think I needed to work on that matchup till I got but raped by citiofbrass by her =P

http://streetfighterdojo.com/sf4/matchups/sakura_vs_feilong.html

ummm… either those videos are outdated so sakuras are way better now, or citiofbrass’s sakura just plays differently from them. Here look at the way he plays and tell me what I couldve done in those situations.

[media=youtube]TtCZs1zL6C4[/media]

Copied from the Video Thread where you posted the matchup:

–Vs. citiofbrass

I’ve played him quite a few times online before-he’s a real beast not only with Sakura but with Honda and Cammy as well. Surprisingly, most of my wins against him were against his Sakura, although I can’t say I won very often. In the vid of you fighting him, I noticed he was spamming jab to keep you from CW’ing in. In that situation, really all you can do is either be good at timing a (EX) Rekka or walk forward. You don’t want to jump in since it’s easy to see coming and easy to react to.

What sucks about Sakura is that she has so many great block strings involving Shunpukyaku–whenever possible, stay out of jab range with her and use your pokes (cr. MK, cr. HP, cr. MP, Rekka x1, etc.) to just stab her to death. With a sizable life lead, run away! She’ll try to build meter, but there isn’t much she can do to catch you. If you manage to knock her down and she doesn’t have meter, go for a throw–you can grab SRK and Shunpukyaku before they’re launched, forcing her to jump. You can try to FK this jump if it comes late enough, or fool around with Neutral Jump HK/Daigo option shenanigans.

In the beginning though, you obviously want to be in range to actually HIT Sakura, so no backing off :razz: Other than that, I see that you really only got caught by Sakura’s mix-up routines (which if you learn them, they’re easy to block). After EX Shunpukyaku, watch how Sakura moves–if she dashes in, he’s going for the reset, meaning you should block the opposite way that you were facing. If the movement is subtle, then continue blocking normally. Watch for cross-over attempts and such which can confuse you as to which way to block. Lastly, Option Select is your friend in this match, so get used to it!

Yep, Nosone nailed it…don’t be misleaded by Sakura. She may be a small highschool girl but upclose, she can wreck Fei Long lol. You actually want to distance yourself from her…all she can really do is walk up and poke w/ st. HK which you can CW through or focus attack…be ready to counter any jump ins with flame kick. Her fireball game and zoning game isn’t very threatening…you can simply focus to gain ultra meter, EX CW to counter or neutral jump and dodge it all day. Just keep her at bay with safe rekkas and occasional CW’s. I’ve had some matches w/ Citiofbrass a while back and I think I got the better of our matches…at first I lost pretty bad against his sakura b/c I didn’t know the matchup but once I learned it, it wasn’t so bad. I haven’t played him for a long time though so dunno how it’ll go down if we fought again. Been pretty rusty lately…

thanks guys that was much more useful info then those dojo vids =P

Any advice on a rock solid turtling Guile?