*NEW* SRK FeiLong Strategy & Match-ups

Lol Guile turtlers are a pain if you play one who’s a master of spacing. It takes a lot of patience to get in on a Guile, but the basic gameplan is to keep walking him forward until he reaches the corner. Intermittently Focus absorb, neutral jump, and block his Booms so that there is no predictable pattern to your own defense. Once you get him in the corner you limit his backwards movement and can breach his optimal Sonic Boom range. This will force him to either do a downward charge, or go on the offensive against you.

Do NOT move close enough that Guile can cross you up as that will give him the opportunity to hop over you and repeat his turtling game.

In this range, Guile gets a bit antsy about launching booms–he’s looking for the next opportunity to do so as that gives him the ability to safely approach you. If you’re fast, you can EX CW on reaction at this range and hit him (watching his launching patterns usually helps). This is a good way to get in if you spot the Guile doing a back-charge as opposed to a down-back charge, since he can only launch a Boom doing that. If you’re not comfortable with that, look for opportunities to launch free Rekkas. Be sure to always watch your spacing to keep Guile in the corner. Throw in a few low normals and overheads of your own too.

With proper spacing, you can keep this up until one of you gets tired. Jump-ins/cross-ups are a good way to speed this up, though if the Guile is even half-decent at blocking and teching throws, this could allow him to escape the corner as well.

I love using tenshin setups on Guile players…cross up LK/MK, st. LP > Tenshin works pretty good. If they start jumping away to escape your tenshin, just do option select st. HK after the st. LP and you can nail them while they jump away. You can also try doing st. LP > LK CW/MK CW instead of st. LP > HK to hit jumpers out of the air.

[moved]

Fei long has an infinite on only juri so far. Still testing.

Fei can close s.hp->hk chicken wing->close s.hp->hk chicken

and keep repeating it

s.hp->ex chicken works as well.

Only characters like Abel didnt work anymore. Neither s.hp->hk or s.hp->ex chicken comboed anymore.

I’m going to post all my quick and dirty match up info I’ve compiled over the year since I know we’ve got some new people coming in to find out about Fei, and besides, the game is about to end anyway and we’ll all move to the Super Fei Long forum. So here’s my PERSONAL readers digest version of the match ups. Note the match up numbers are my own personal efficiency, not the general consensus. Again this is just my quick notes, there’s a lot more in depth info in this thread and forum, but it’s just what I’ve collected and look at quickly to remind myself if I forget something important.

Good luck to all you Super Fei Longs! I’ll see you out there!

MATCH UPS

Abel(5-5):
-Backdash Wheelkicks and punish with Fierce Rekka.
-Use command throw setups to keep him afraid of grappling.
-He has no direct answer to Forward Chick Wing so use it for a decent amount of chip. It can’t be comboed so beware of instantly following it with anything on block or hit.
-Full screen with life lead you can Rekka most of his options so don’t be afriad to turtle when you have that solid life lead. He really has to work to get in on Fei.

Akuma(5-5):
-Rekka after teleports, bait his teleport when he is in the corner and chase after it with Rekkas.
-Don’t abuse overhead, but his low life makes it great free damage, and will open up his defenses.
-Crouchign Strong beats some of his lows.
-Watch for his air roll when you are far away and intercept it with jumping Fierce or jumping Roundhouse.
-Turtle with a good life lead.

Balrog(4-6):
-Abuse overhead, use the abuse to bait a Headbutt and punish with a Fierce-starting combo.
-Never Rekkax2 on block, his crouching Jab punishes perfectly spaced Rekkas.
-Cross him up a lot if you get a knockdown, if he tries to headbutt off the ground, Rekka after him.
-If he pushes you into the corner stay clam and watch for an opening such as a headbut. When you see it use 3 Fierce Rekkas to bring the fight back to center stage.
-You have to fight Balrog every second of the match, you simply can not turtle at any point in this fight.
-MK Chicken wing is effective chip on Balrog, and on if you have meter to use, FADC a medium kick flamekick right after chicken wing recovers. If he blocks you keep the

pressure, if he tries to jab, you will hit him and can combo into chicken wing for more damage.

Blanka(5-5):
-Very defensive match, creep in and react to everything.
-Punish Blanka Ball with reversal MP rekkax2(3) or Fierce Super, must be a standing block.
-Low short stuffs electricity, so does max range low Fierce and low Forward.
-Fei easily shuts down all aspects of Blanka’s full screen game, but don’t let him push you to the corner. Zone him and keep the fight center stage.
-If you block the first hit of his ultra you can cleanly flame kick counter when he bounces up in the air to stop the rest before he hits you with the chip.

C. Vper(5-5):
-Stay standing, burn EX chicken wing to get up if under too much pressure.
-Beat her in the air with late jumping Fierce.
-Rekka beats Strong Thunder Knuckle.
-Use focus sparingly, as Strong Thunder Knuckle is possibly the best armor breaker in game.
-Flame Kick is not a good tool to beat her Burning Kicks unless you use the EX Version.
-If she is playing the full screen game with Seismo, you can Focus through them and then use Fierce Rekkas to either punish her if she does not high jump or tries double seismo.

If she does high jump you will be sent under her and simply trade places with her.
-Keep your eyes open and stay on your toes. For Fei especially this is a very reaction-based fight. Watch her crossup Burning Kicks and block as best you can.

Cammy(5-5):
-Stop cannon strike pressure with flamekick, you have to take chances or she will dominate with the mixup.
-Burn meter to dash cancel a flamekick backwards if you need to stop momentum.
-Bait and punish blocked Cannon Spike with Rekkas, do not walk up for a Fierce-starting combo.

Chun Li(5-5):
-Focus through Hasanshu, punish hard to stop the Hasanshu mixup game.
-Catch her sweep with your superior Focus Attack range and punish with anything.
-Her floaty jump makes standing Roundhouse an easy anti air, but beware of the trade from her jumping Roundhouse.

Dan(6-4):
-Stay safe and calm, punish everything.
-As soon as you have life lead hang back or zone him. If he taunts, taunt back.

Dhalsim(5-5):
-Chase him down with rekkas relentlessly.
-Focus through limbs to get in.
-Anticipate his jumping fierce and hit his limbs on the tip with medium flame kick.
-Abuse overhead, especialy when he has no ultra or super, this will also sway him from abusing slide/throw mixup.
-Push him in the corner, once there, the match slides in your favor drastically.

E. Honda(4-6):
-Jumping in with Strong beats headbutt in most situations.
-Punish Fierce and Strong Headbutts with Strong Rekkas, or all Headbutts with EX Rekkas, but it must be a standing block.
-Pay attention to his Flying Slam. If you see an opening to punish, go for a quick Flame Kick.

El Fuerte(5-5):
-Dance in and out with focus dashes and Fierce Rekka his run from mid/far screen.
-Burn EX chickenwing to stay on your feet, but splash can stuff wakeup Chickenwing.

Fei Long(5-5):
-Essential footsies win the match, very defensive fight on both sides.
-Use overhead to open up his defenses, but watch for it against you as well.
-Know your character. When you see the opening take it.

Gen(4-6):
-Be quick with standing roundhouse for anti air, the trade will always be worth it.

Gouken(5-5):
-Stay grounded and in his face, don’t jump in from distance
-Command throw mixup is key to make him afraid of parrying.
-Use Fierce Rekkas to get close when you asee an air fireball.

Guile(5-5):
-Focus through booms, stay grounded.
-Standing Roundhouse beats all jumpins at close range.
-Punish blocked flashkicks with Fierce punch starting combos.
-Flame Kick in between his sweep Forward is best but Roundhouse will hit twice if close. You do not need to reversal frame flamekick here.
-Flame Kicks in general won’t always hit for all hits due to his hitbox, so use Forward flamekicks for the maxiumum safe damage.

Ken(5-5):
-Beware of jumping Roundhouse, EX flamekick will beat it, but your standing Roundhouse trades unreliably.
-Dont overuse focus or you will be open to obvious Tatsu counter.
-Read Fireballs and use EX Chickenwing to get in over them, with the possibility of ending with a Jab to Rekka combo.

M. Bison(4-6):
-Meet his Stomps in the air with jumping Fierce or nuetral jump Roundhouse, but beware of EX stomp.
-Poke with standing Fierce to catch his Roundhouse for an even trade.

Rose(5-5):
-Use overhead to push her away from abusing her slide/throw mixup.
-Rose likes to run away. Rekka combos are usualy better than flamekick combos due to ending her up in the corner regardless of the damage reduction.

Rufus(5-5):
-Nuetral jump Roundhouse beats just about every move he has.
-Messiah kick beats wakeup Chicken wing.
-Use Flamekick to stop close range Dive Kick mixup, you have to take chances or he will dominate.
-Burn meter to dash-cancel a Flamekick backwards if you need to stop momentum.
-Use Flamekick to stop the follow up from a blocked messiah kick.

Ryu(4-6):
-Keep footsies active all the time, don’t let him get momentum.
-Read Fireballs and use EX Chickenwing to get in over them.

Sagat(3-7):
-Standing Roundhouse beats his jumping elbow, always be ready at close range.
-Don’t stay full screen for long, gathering an ultra won’t do much against him.
-Flamekick beats Tiger knee so read him well and throw out the counter if you see him developing a pattern.

Sakura(6-4):
-If you arent in her mixup game you are winning, stay on the ground and stop her jumpins with standing Roundhouse and Flame kick.

Seth(4-6):
-Creep in and watch for the wall dive, try to catch it with jumping Fierce.
-Catch his jump back fierce punch with medium flame kick, the damage is devastating and will force him to stray from his full screen game.
-Use overhead given the chance, his low health makes it more devastating here than any other matchup.

Vega(5-5):
-Stay back and meet him in the air with jumping Fierce or nuetral jumping Roundhouse.
-Rekka his forward roll.
-Chase his backflip dodge with Fierce Rekkas.

Zangief(4-6):
-Defensive fight, but must stay forward, best position is just inside greenhand range.
-Always end combos with rekkas over even EX flamekicks, having stage room to fight him is more valuable.
-Punish a wiffed Lariat with Fierce Rekkas or standing Roundhouse
-Do not Rekka unless it is in a combo or a punish.
-Take Chickenwing out of the game, only exception is on wiffed green hand, Chickenwing will get you airborn and counter SPD if read correctly.
-The fight is heavily in your favor UNTILL you make a mistake so stay calm, counter everythign correctly, and do not give him space.

Fei SSF4 matchups prediction:

Ryu - 4.5:5.5
Ken - 5:5
Chun-Li - 4.5:5.5
Guile - 4:6
Honda - 5:5
Blanka - 6:4
Zangief - 4:6
Dhalsim - 4:6
Cammy - 6:4
Dee Jay - 5:5
T-Hawk - 5:5
Balrog - 5:5
Vega - 5:5
Sagat - 4.5:5.5
Bison - 5:5
Akuma - 6:4
Gouken - 6:4
Dan - 6:4
Sakura - 6:4
Gen - 6:4
Guy - 6:4
Cody - 6:4
Adon - 6:4
Rose - 6:4
Dudley - 5:5
Ibuki - 5:5
Makoto - 6:4
Abel - 6:4
Viper - 5:5
Rufus - 5:5
Fuerte - 5:5
Juri - 9:1
Hakan - 7:3
Seth - 4:6

=> raw total score: 183.5:156.5 (average would be 170:170)

That’d be A or B tier.

Of course some matchups (e.g. Sagat) are more important than others (e.g. Dan) so that score is optimistic.

Updated with the input of the following posts.
Let’s see how this’ll develop…

I agree with almost all of your predictions except a few. The Sagat matchup is still in Sagat’s favor but Rog is even…I dunno why so many people think that match is difficult it just takes patience, baiting, and good CW timing with some tenshin setups. Also I think the Honda matchup is in Fei’s favor now that we can punish everything he has with super. Also, even without the infinite…Fei rapes Juri for free. Actually…he beats most of the new characters except Dudley.

A lot of people complain that Fei’s specials are so unsfae but Juri’s specials make Fei’s feel like a fortress.

Also… Guile/ Fei is 7-3 Guile. Yes, it’s THAT hard.

Sounds plausible. I still suck at the Balrog-matchup so I overrated that. And yes, Sagat still probably has the upper hand. Updated the list…

Ehh I dunno about Guile. It’s easily Fei’s worst match up but I play one of the best Guiles frequently and I can do some damage. On top of that I count every mistake I make and if I were playing better I’d probably take a few more. 3:7 is a stretch but it’s certainly 4:6

Seth isn’t 6-4 anymore just due to the pure damage Fei can do, just don’t get annoyed and you’ll be fine.

Zangief is deeeeefinitely not 6:4 anymore, just have to play it smart.

Chun is not 5:5 if you think Guile is 3:7. She’s just as hard to get in on, if not harder with her superior normals. The saving grace on Chun is that she can’t Hasanshu when you have Ultra 2 if you have good reactions.

Sagat is closer to 5:5 than 4:6 strongly due to the 400 damage no-meter BnB Fei has against Sagat and 7 others. One Tenshin in this fight means you get 400 damage and GAIN 1 bar of Super meter. It’s still a pain to get through the fireball barrage, but once you do, it’s a fair fight.

Honda in Fei’s favor? Not sure about that yet.:slight_smile: Haven’t played enough Hondas but it still doesn’t seem like a GOOD matchup.

Blanka is 5:5 I think. It’s not in Fei’s favor, but it’s a solid match both ways. Counter Ultra kills Blankas 50/50 Ultra on wakeup. Ball is easier to punish as well.

T Hawk… lol I honestly think that match is 7:3 in Fei’s favor. So far I haven’t seen anyone “wow” me with T Hawk.

Vega is… harder now. 5:5 maybe but it’s definitely a fight Fei players need to re-learn… don’t underestimate him anymore.

Rose 6:4? Nah 5:5 for sure. There aren’t too many good Rose players out there, but when you find one you’ll see how she can lock Fei down. So many of her normals stop Rekkas dead in their tracks.

Juri freaking 8:2 until that infinite is fixed. It’s not even a hard infinite to do lol. Even outside of that she has less health and the 400 damage BnB works on her. So again, one Tenshin and you do 400 damage and GAIN 1 bar of super meter… time will tell though, all the Juris out there are still discovering her uses.

Cammy I agree, 6:4 in Fei’s favor. It’s also the only fight I currently use ultra 1 for. 400 BnB works on her too. (Wierd)

So yea Fei is a freaking contender. Just get DAMN good at your Guile/Chun/Deejay matches cause they hurt.

Last note: The characters that the 400 damage BnB works on are the following:
Dudley, Juri, Sagat, Thawk, Makoto, Chun, Cammy, Rose

It does NOT work on Zangief. If you try it in training mode it will work but if you do it after any kind of setup, IE focus or jump in, he has TWO “getting hit” animations off your close MP and it won’t work. Strange but I tested it on every setup I could think of that would be viable on Zangief. (Greenhand punish, Focus Attack, Jump in)

I’m not convinced Guile or Deejay or Chun are still all that bad though. Time will tell, I guess. I need to fight a really good player of each and decide.

I don’t get why Guile would be a bad matchup. Just rekka the startup of boom, if you failed you take 5% damage and lose some space but if you hit it’s 180 damage and knockdown on Guile. FK on blocked rekka is annoying but still Guile loses to Fei in every aspect except for the sonic boom. Save up for a super and booms are completely shut down.

Fei - Juri is 9-1. I’d like to say it’s 10-0 but it’s possible that she gets a perfect or just never gets hit by a cl.hp, focus, tenshin, jumpin, blocked jumpin st.lp x EX tenshin, EX or HK CW, cl.lp link cl.hp and not ever missing a dive kick or doing pin wheel too close. I’ve played this matchup a bit and all you gotta do is 4 reps of the infinite for 600+ damage and 935 stun then interrupt the combo with a throw, overhead, whatever, into stun stun and KO Juri in the next combo. Lot easier than doing 20 reps.

I think that Bison is gonna be the hardest matchup in this game. Bison still owns Fei footsies for free. 3.5-6.5 at absolute worst but it’s just Bison, a middish character in a cast of 35.

@ Carbini

I generally agree with what you’re saying, but 7 - 3 against hawk? No way. I’d be surprised if this matchup ends up even. Played a really good hawk player and it felt in hawks favour. Can’t jump in. Can’t pressure with lp rekka x2, thats a free spd. So you have to be good at hit confirming the first rekka. Hawks stand roundhouse is an excellent poke, it shuts alot of shit down at the range you want to be. Fei’s cr. fierce seems key in this matchup. Just wait till you play a good hawk. Time will tell, but i think this is in hawks favour.

And I agree the honda matchup is not a good matchup, but remember that if you pick ultra 1, MK FK FADC rh CW, Ultra will get 3 ultra hits after the CW only on honda for 480 damage. So against honda, fei has the most damaging FADC ultra combo in the game so this evens it up a bit. For this reason, I would always pick U1 for this matchup, even if U2 is nice for shutting down buttslams.

Why would you only use u1 for this matchup? u2 seems like an easy punish against dive kicks and it’s not like you need u1 to punish Cammy hard. I’m not saying that u2 is better here, just curious why you use it all the time but not in the matchup where it’s almost useable.

Shin_Alucard: Maybe you have something there I just haven’t yet seen a problem with THawk and even get some messages asking how they are supposed to beat me. I’ve very good at confirming rekkas so that hasn’t been a proplem, and his condor dive is useless as it leads to free rekkas. I seem to win the footsies war when I play him. It’s still very very early so you could be dead on, I’ll have to find more Thawk players

Bubblam: Hehe I actually ALWAYS use ultra 2 I’m in love with it. I like to go back to the classics sometimes and Cammy is someone I usually get to use ultra 1 on. I’m not worries about the damage dealing because the 400 dmg BnB works on her. Dive kick is stopped by EX flame kick if it’s obvious enough for a counter ultra. It seems like I’m able to bait out cannon spikes pretty well against her, and I’f I’ve got U1 stocked that’s free damage against the normal 3x rekkas I would use. I guess that so far It’s the only matchup I can warrant loosing the threat of counter ultra for a free sure-thing punish. U2 is just as useful.

Chun just takes patience. I really don’t see this match being any worse than 5-5.

I also don’t understand how Deejay is bad. He doesn’t have Guile charge speed nor guile’s solid normals. I usually just outpoke him and wait for the inevitable fireball for the free combo or pressure string.

Also Bison can be tough but once you learn to stand just outside of his roundhouse, the match is cake. N.Jump HK and cr.mk pokes are your friend in that match.

I went by the Japanese Wiki’s matchup table (http://www5.atwiki.jp/koko100/pages/160.html) where Zangief was a 3:7-matchup. It’s better now, thus 4:6…

Updated the list with all of your input. Guile 4-6, Honda 5-5 again and Juri 9-1.

Ryu, Chun and Sagat are all 4-6 matchups on the SF4 Wiki. Changed them to 4.5-5.5 as they still don’t seem to be 5-5 quite yet.

Not convinced that Bison is that bad - it’s 5-5 on the Japanese Wiki and both Bison&Fei got buffed for SSF4…

Chicken wing and cross ups after knock down into mix ups >>>>>>>> Bison.

What is giving you guys trouble vs him? In close you’re better than him, at range you have CW to beat his pokes. Don’t deal with stomp mix ups, just jump back and j.HK his ass. After scissors, cr.LP rekkas stuffs whatever he tries usually. Rekkas can punish EX psycho crusher… focus shuts down his mid range game. Bison is nothing to be afraid of.

you are absolutely insane at worst it’s MAYBE a 7-3 even with the infinite i’m still saying 6-4. She can zone you out all day and her pokes are just as good as chuns.

IT’s def. in Fei’s favor but not anywhere close to 9-1. People put too much stock in the infinite.

Her pokes are not anywhere near as good as Chuns.

BTW played some more Guile matches today and it takes a bit of adjustments but the matchup is probably 6-4 at worst. However, I’m starting to see why everyone feels Chun is a bad matchup now. Unless Fei gets the life-lead and turtles I’m really not sure how to approach her. Those chun pokes are godlike.

i beg to differ sir. her st.mk and st.lk are godlike. she has st.hk which hops over lows(and it hits from a little over 1/3rd of the screen away. cr.mp is the new rufus cr.mp cr.hk beats cross ups and she’s got 3 fireballs for zoning. to say Juris pokes aren’t as good as chun’s is simply incorrect.