Sorry if there is another thread with this, but if Capcom does decide to work on a Street Fighter 4 Dash, what fixes/balancing changes does Fei Long deserve to have? I don’t mean changes that are needed to make him a top tier character, but tweaks that at least should have made it in the console version in the first place.
These changes wouldn’t necessarily move him in the character rankings but make playing Fei Long much more fun and less of a chore in execution.
Here is my list:
Larger input window for Rekkaken punches. I mean come on, you basically have to commit to a second Rekkaken punch before you get a hit confirm for the first one.
Give his crouching lp a +5 instead of +3 frame advantage. Why is Fei Long’s c.lp linking so strict? He needs to link and not chain these in order to cancel into Rekkakens. This change is related to the above, I would settle for either if I wasn’t allowed to have both.
Fix his Ultra - if the first hit connects, the rest of it should connect and not whiff.
Chicken wing input needs DP motion, not the classic SF2 tiger knee motion. Sagat got the DP motion, why not Fei Long?
Edit 1: Adding to my list, after reading responses:
The CW really should armor break on all hits. Just as bgf pointed out, tatsu, tiger knee, and spin knuckle all break on all hits, Fei’s should as well.
I can see why Tenshin is the way it is and not applicable like other characters’ command throws since unlike other command throws you can combo after it (potentially more damage). But a 14 frame startup time (12 for EX) is just way too long for how short the range is. A regular throw always becomes the better option.
I’m not sure about fixing his Super so that if the first hit connects, all the hits connect since many characters’ super behaves this way too (ie. Sagat).
I agree with the bolded parts. If capcom are going to fix his ultra though, they need to fix his super too, which actually has the same problem.
CW’s input is total BS. It’s one of the longest and most complicated command as a special move in the game. To make tings worse, if someone FA at a distance (you won’t have time to walk in and throw), you have to rely on cw, and I sill often mess up the command. And why in the hell only does the first hit breaks armor? Tatsu and tiger knee has armor breaking on every hit, as well as cammy’s spining knuckle. Even the ex cw suffer the same problem!
And they need to fix Tenshin, the one which has the longest start up time, shortest range, and most useless command throw in the game. It’s simply a useless move unless you ex it. Even so, it’s next to impossible to use it effectively online with the straight timing.
What’s worse is it tends to come out when you don’t want it to. I’ve got screwed by it by trying to walk up close and punish a whiffed DP with cl.HP>FK, but cl.HP>Tenshin comes out instead. Now if it actually connects, it won’t be as big of a problem.
So, either fix it, or just get rid of it.
I actually kinda like the CW motion the way it is, since I can do it directly from a defensive position more easily. The EX CW can be a good way to punish shotos spamming c.mk, fireball this way. I don’t quite have the reaction time to do it consistently, but I’m getting there.
We can probably all agree with making his full ultra connect on the first hit. It makes zero sense that Bison’s entire ultra can connect on a floating opponent but Fei’s can’t.
Also:
All three hits of chickenwing should break armor.
More damage on rekkas. Not a huge increase, but enough to make the opponent respect them.
Make the normal tenshin useful somehow. Perhaps give the normal tenshin and EX tenshin the same start-up, but have EX tenshin reach farther and grant a larger window. Just a suggestion off the top of my head, feel free to pick it apart.
c.mk and c.mp should be cancelable into rekkas. I honestly don’t think this is essential, but it would be really nice to have.
That’s about all I can think of right now. I think if even just a couple of the above were implemented, Fei would be a really solid character. Right now, I’d say he’s just decent if you’re willing to put the time in. But hell, I’ll probably still main him even if they don’t change him at all.
*Make flame kick non FADCable. Shoryu FADC is BS.
*Increase walking speed by at least 50%
*Make his dash 10 frames or less so that it’ll be as fast as it looks.
*Increase rekka stun to 200 and EX to 300. The damage on rekkas can be fixed with a better scaling system. Also rekka should ne FADCable for cool combos.
*Increase blockstun on all moves by 3 (not su. The rapid jab/short cancel restriction should just be removed.
*Remove EX tenshin and give him 3 different normal versions from slow and far to fast and short like 3s karakusa.
*All versions of CW should be +2/3 on block and +4 on hit. Maybe remove some invul for compensation.
*Also remove ultra all they do is making the pace even slower.
Make the flame kick not able to FADC? What does this fix? Every special move in the game is is FADC though - just like every move as an EX version (so they wouldn’t remove the EX tenshin).
Increasing blockstun by 3 on all his moves would be pretty generous, though I agree his frame data deserves some tweaking.
-Add his CW from HD Remix and call it flying kick and give it SRK priority for anti-air (hell seems like everybody has a decent anti-air in this game)
-Give his EX-Rekkas armor breaking property and add a fourth hit to them so they add something different other than igniting opponent into flames, also make them absorb one attack. (like Balrog, Zangif etc…)
-Give the current CW armor breaking property on first two hits and on last hit make it register as an overhead because it looks like an overhead kick.
-Fix the Tenshin command grab, it should have priority like all other command throws in this game or… make it a counter attack, it opponent sticks a limb out fei can counter and actually grab the leg, arm, etc… with this throw… if its a counter then free hit when he flips over ultra, super, whatever, if its just a regular tenshin grab then only strict timing on the cl.Hp.
-Make rekka kens FADC and do a little more damage.
-Fei should be one of those characters that has excellent recovery because of his speed and play style, recovery now kinda sucks.
-Maybe give him another command grab, the famous Bruce-Lee Fireman’s carry throw or headlock rear heel kick.
Seems like Capcom purposely makes all the rest of cast of this game lacking so you are veered to Ryu, Ken, Sagat, etc… their poster characters.
Make Ultra connect on 1st hit.
Increase the window you have after a successful Tenshin. If that means including enough time for Ultra I wouldn’t mind, but that’s not really necessary.
Considering all the suggestions being posted. It really puts in perspective how the most minimal of changes can really turn a character around. Considering how damaga can be done with the little we have
Fei Long deserves:
At least one more crouching attack that combos in rekka ken, 1 is not enough when like everyone else has at least two
Flame kick = 4 frames (5 aint that bad tho…about average)
+5 on HK or EX chickenwing (currently it is +4 on hit, there is virtually no room for error)
faster tenshin (10 frames or less for crying out loud)
theres more but with just 2 of those improvements…it would be…stellar
Another one… fix tenshin motion or flame kick motion. When I wanna flame kick I don’t wanna tenshin just because of the shortcuts of tenshin.
Flame kick > ultra. Or better yet kill all juggle > ultra BS. This should not have ever been in the game w/o air blocking.
Give Fei a couple of better pokes. This whole game is now poke fighter > juggle > ultra. If your gonna leave all these stupid high priority pokes in and allow juggle to ultra, anyone w/o juggle > ultra should have better priority pokes.
f+hk to be changed to the hop kick as in its current state its useless
ex-rekka needs to be adjusted so theres an actual point in using it
more range on throw and on tenshin, don’t really mind the amount of frames it takes to start up since it’s supposed to be set up from a lp cancel. However it would be interesting to see normal tenshin with a 12 frame start up and ex with 7.
Fei’s ultra has already been mentioned
maybe 1st/2nd hit of rekka to be cancellable?
Just wondering what are your guys thoughts on having the ability to cancel c.mk or c.mp into a special?
c.mp -> rekka would definitely help with his pressuring game. He really could use need another cancelable crouching attach besides c.lp, which has no room for error (0 frames) if you want to link them and not chain them in order to cancel into Rekkakens.
-EX Rekkaken should go through fireballs
-chickenwing should have armor break on all hits
-Light CW should not be unsafe on block. So retarded.
-forward dash should recover way faster
-ultra need fix (worst ultra in game)
-tenshin needs either longer range or faster (all you have to do is mindlessly mash jab or throw to stop it, so gay)
-Not really needed but opponents shouldn’t be able to tech roll after knock downed from rekkaken.