The logic of Fei Long’s Short Fame Kick nerf was that Sirlin was afraid that if it was still safe that Fei Long, with the improved motion and the invincibiltiy of the Short Chicken Wing, would basically follow up a Chicken Wing with a Short Flame Kick 100% of the time… there would be no mind games nor guessing game, making the Chicken Wing too effective.
It’s the same logic that he used to choose to make Cammy’s Cannon Spike more punishable. Had it remained how it was in VST, Short Cannon Drill into Cannon Spike would also almost be a guaranteed 100% tactic against the large chunk of the cast that could NOT counter the Short Flame Kick nor the Cannon Spike.
I agree with the logic. It’s also why Balrog’s Jab Headbutt was nerfed. Giving people safe DP-like moves in 50/50 situations basically reduces the safe DP owner’s risk. Why not DP every time?
In Cammy’s case, I’d’ve actually traded Cammy’s super safe Drill for the safe DP. To me, Cammy’s safe DP was, like with Honda’s defensive nature, her “flavor”. Make her Cannon Drill only slightly safer, but not as spammable as it is now.
With Fei Long, I’m not sure. To me, the Short Chicken Wing is an amazing move now, and allowing Fei that Short Chicken Wing and a safe Short Flame Kick would be a harsh one to deal with. But given that the safe Flame Kick “resets” the match and doesn’t give Fei Long really a maintained offensive advantage, I actually think most Fei players would actually use the threat of the Short Flame Kick’s safety as a way to sneak in other things, to keep the offense going. Fei Long’s biggest weakness is his ability to get in, so doing a Short Flame Kick as a “safety net” might actually be a disadvantage for him… it forces him to try and get in again. So I actually think the mind games would remain after a Short Chicken Wing because Fei’s would rather keep poking and staying in your grill rather than Short Flame Kicking and pushing himself out a bit again.
I would also make the Short Chicken Wing have shorter invincibility. Instead of pure invincibility, I’ve give it Spin Knuckle / Lariat type invincibility… allow it to go through Fireballs, but let it get hit by other moves high or low after a few frames of total invincibility. Also, since the Roundhouse and Forward Chicken Wings are so hard to land, just as hard as the previous game despite easier motions, it would have been okay to leave their delays the same. I would have preferred to reduce the Chicken Wing’s ability to hit below it (raise the bottom of the hit box higher), so guys like Gief can Lariat it easier so as not to get locked down by Fei Long’s Fierce into Chicken Wing loop as easily now that the motion is so easy.
- James