I think fei was a pretty solid character in ST(and he was based on bruce lee which is what made me a fan of him in ST) and he remains solid in HDR but imo im thinking that even if his chicken wings were toned down and buffed, hes a better character. OMG i cant do chicken wing combos anymore except in few rare cases, meh go cry to someone who cares, you would have extreme trouble getting inside without the invincibility on lk chicken wing. I think the best thing about fei, is his ability to build super meter easily and in turtling matches i often can use it twice a round. Rekka Kens get blocked, may have only gotten chip damage but built plenty of meter doing so with little risk(Using a safe rekka block string).
Stuff that actually pertains to strategy
Also another what i call secret strength of fei long’s is to be able to go under charge projectiles plus dhalsims(secret is crouching fierce which makes your blue hitbox really low to the ground). Simply using crouching fierce when in range to do so assures you will not be hit by the projectile until Fei raises up from the crouching fierce. In other words if Guile throws a sonic boom and Fei in range for crouching fierce, this move will hit him before i get hit with sonic boom(since your hitbox is smaller during the crouching fierce animation but you hitbox gets bigger when you rise back up. Your move does more damage than the projectile that hits fei as he rises and makes your opponent think twice before throwing another projectile and adds one more option other than jumping at him or chicken wing because if your opponent has good reaction time then you will get knocked down on your ass from using either one of those two options. This one is legit and more practical in a match. Also works against ken or ryu but the only problem is that both of their fireballs are low to the ground and you would have to use it on reaction so its generally not a good idea, unless you are 100% sure it will actually hit them and its pretty difficult to execute against the shotos even if you know that its coming(thats why i personally dont ever use it against the shotos, stable strategy against other characters, worthless once in a lifetime shenanigan versus shotos.
As a prediction move, you NEVER EVER use this on reaction only ANTICIPATION, in other words if you think you opponent is going to throw a projectile then use it because it is difficult to punish if you use it from around jump-in distance.
Also did anyone know about this already because ill be mad, if this was a well-known fact instead of unknown to most. Also fei long is good to me, dont trash talk him or ill be angry lol:mad:
Fei Long’s great BullDancer. The fact that you mentioned is useful in places–especially once you condition them to expect the LK chickenwing. The results are outstanding!
Well luckily there are matches recorded of me having to fight three hondas in a row at the Denjin Tourney! My luck is terrible!
Assuming you haven’t seen them…
The way I generally play against Honda is with st.HP (Duh!) and HK CW.
“HK CW? But he gets free ochio’s everytime!”
Well… not exactly. I would say it’s about 50/50. Ochio has what, a 1 frame window? Either way it’s leaves a little more room for error. It depends on your angle of attack.
CW can either beat headbutt by juggling him out the air with flame kick followup (This basically comes down to guessing. Since you already have it rough in this match, why not take the chance?), or you can use it as a crossup on wakeup. If they reverse with buttslam, they’ll fly the opposite direction giving you a short window to run up and throw them. The second hit of CW is the key to knock Honda out of headbutt.
If your facing a Honda who likes to do reversals on wakeup with headbutt, use flame kick to beat it cleanly.
Buttslams can be beaten by flame kick, but it has to be done pretty late (Pretty much when he’s damn near on top of you).
You can’t spam st.HP. They can get your rhythm down and headbutt you in between your hits, so you have to be pretty random about it. I tend to walk forward and backward doing st.HP to make it more difficult for Hondas to time the headbutt.
For a REALLY defensive Honda you have to rely on Rekkas a little more. Mix it up throwing out 1 or 2, then walk up and throw him to crack that shell.
If your reaction is good enough, you can get use to flame kicking headbutt from across the screen.
Ummm Ive played DGV before why is his reaction time that good, he stops all of my attempts to get in cold no matter what I think of, is there any way to beat HIS Ryu with fei or it is futile?
I’ve played him on PSN, I think part of it is throwing out the pokes, since that probably gives him a chance to buffer srk. So if you think its safe to CW or jump, he can react with an srk.
Coth, I prefer the MK cw over the HK version because the startup time is slightly better and the angle of the move is more advantageous in regards to countering headbutts.
Has anyone noticed how spectacularly fun it is to see a Ryu “work” to charge his super and then simply cw through it? You can just feel their frustration. Normally, enemy supers affect my strategy but not Ryu’s. lol
MK CW is generally more safe against anyone with a command grab since it pushes them out of their grab range most of the time. I made a statement about MK CW a loooooooong time ago!
I sometimes use it to catch Honda out the air if I expect hm to do buttslam. I use HK alot more for the purpose of crossing him up.
And yes, it’s gives me great satisfaction for Ryu to waste his Super.
Alot of the good Ryu players use Super for 2 things.
Chip damage. They really don’t care if it connects or not as long as it does some damage to you since they can easily build meter for another one.
Using the Super up close to lock you in standing or crouching position. In the middle of you blocking the five hits, they will either sweep you if your standing, or do their overhead when your crouching.
There are visual cues that do to let you know a Super is coming. They can’t do their QCF pump motions into Super out in the open because it would be too obvious.
So what they do is use normals to mask the QCF pump motions into Super. So if they throw out a normal like cr.MK and cr.MP you know won’t connect, chances are they are buffering Super. Ryu’s f.HP is a pretty popular command normal to mask their Super with.
So it comes down to your best judgement of when to use LK CW.
This is how I manage to evade DGV’s Supers a good chunk of the time. I’m on to his tricks! Lets just hope he doesn’t read this thread. :wgrin:
That’s a pretty big secret of mine on how I deal with Ryu. I never posted about this because I didn’t want Ryu players to get even more creative. :lol:
I risk this information for the good of all Fei long players out there!
aqua snake thank you for being the only fei long player who doesnt constantly bitch and complain.
instead you do the exact opposite.
we need more players like you who play “bad” characters and don’t act like thier handicapped by it(fei is more than viable in this game, like every other character).
Yet you bitch about honda getting beaten by fireballs. I’m probably gona drop this game anyway. I can’t stand the “balance” in this game when I play someone who actually knows what they are doing against fei.
I hope you’re not giving up that easily. Thelo posted some great tips vs Honda in the tier thread, I suggest all Fei players read it. Are you pianoing your reversal attacks? It helps me a great deal. While the game is not perfectly balanced for all characters (who wants all matchups to be 5-5 anyway?), I’m starting to believe that Fei vs Honda is consistently winnable for Fei. If you haven’t already done so, you can catch some top Japanese Fei players vs top Hondas at streetfighterdojo.com. While there is no Fei section up yet, you can click on Honda, and check out his match vids vs Fei. **4 - Shogatsu (Honda) vs. Noguchi (Fei Long) **is a winning match for Fei. And even though the other matches are losing matches for Fei, you can hopefully still pick up some tips in there. At the very least, it will keep you tied over until zaspacer gets a Fei section up. Keep your head in the game by any means necessary. :nunchuck::karate:
Welp…I was gonna rant on about how Fei being a sandbag again…But since the Op has made it clear that this is “STRATS” only. I don’t know what else to say.
Switch to a Japanese-background fighter, and you’ll have more chance to win.
Well to be honest, I was originally part of the bandwagon during the release of the game. :lol:
It just took a long time for me to see how the changes could intergrate with my playstyle. I underestimated LK CW, and I am not afraid to admit I may have be wrong. :wow:
Sure there may have been things that could have been done better, but creating different ways to catch people out the air with CW combined into flame kick is too good!
Any criticism (If discussed) I have with Fei I tend to keep it over party chat on Live. I don’t think any matchups feel impossible anymore (Honda).