SFHD - Fei Long: Strategy only, ONLY POST STRATS, STRATS ONLY

No no no, I don’t need any credit:sweat:. I’m just happy to help others out.

And one more thing, I mean close medium kick only on Cammy. It whiffs on crouching Blanka:looney: if he blocks low! He has to be hit from the cross up or standing.

EDIT: I was wrong about Guile; he has to be standing for the TOD to work, and cl. mk does not work on him (the Rekka ends up whiffing after the close fierce while he is in hit stun).
Sorry, I haven’t really experimented all that much, I just tried to help with what’s worked for me.

Also, it’s VERY situational, but you can TOD everyone (not sure with Deejay). They just have to be crouching, and you might need to walk up after the medium punch/kick though. Haha, just saying…

Is it possible to get over DJ’s MOs and hit his slide?

Has anyone explored HP rekka under higher jumps, in order to tag the opponent on their backside? I’m not that great at reacting to jumps.

EDIT: Recorded about 45 mins of footage tonight. Used fei almost exclusively, except for a few fights. Also, got rice’s fei on camera, so you can see the vast disparity in our styles and approaches.

Where can we see the vids, Coth? It’s always fun to watch Rice play. It makes me want to invest in one of those fightpads. The PS3 controller will have to do for now though.
For DJ, I mix up neutral jumps with LK. CW. He’s certainly a pain with all of his options.
Rekkas are great for Anticipators (people who like to anticipate a jump in on your part), Fierce Dragon Puncher (people that spam HP DPs from a distance thinking that they’re safe from punishment) and Random Air Tornado Kicker. You can use the Rekkas to close distance AND hit them before they land.
Do that a couple of times and they’ll be far more discerning about these attacks. I’m sure that there are other ground to air uses for the Rekkas but these are my staples.

I’ll post it once the dgv vs daigo calms down. No one will want to see ours while those flames are still burning. :sweat:

Well I’m less concerned with tagging them at a distance and prefer to see if there are any benefits to dashing under them. It can punish tatsu crossovers too, once they clear you, you can knock them out of the air. (ground tatsu hk/mk)

Oooh, oooh, I wanna see them! LOL I hope you didn’t edit out Str8crazy’s loss Coth. But yeah, post them bro, screw the DGV/Daigo hype.

I should have a link within a day or so. Dude it was wierd, he said he was trying, but he wasn’t really giving me any problems.

EDIT: We need to reassess the st.hp beats blanka slide.

I can’t beat it consistently, it either beats me or I trade.

St.hp is very effective against blanka’s slide, but it doesn’t mean you should spam it. You should mainly be doing it when you are just out of the range of his normals. It’s almost impossible for slide to beat it clean at that range. Also, at this range, blankas are inclined to slide because jump ins are 100% unsafe and their only other sensible options would be to either walk/jump/hop backwards(if not cornered), neutral jump, walk up, foward hop, or whiff jab blanka ball mixup. Since St.HP can remove all of the offensive options blanka is forced to either backup further into the corner (good for fei) or take a risk getting inside(also good, unless you don’t react quick enough).

Well I’m not spamming it, and at that range it doesn’t seem to work. I’ll keep trying.

There was something I’ve been testing out for quite a long time. After thoroughly testing this out to ensure it happens consistently, I think it’s now time to release this information. :china:

I’m certain everyone is aware of the anti crossup motion that was discussed a long time ago.

Now I have discovered an anti crossup perk that’s even easier to do, more consistent, and MUCH more effective than the first one! Think of this as the LV2 Anti-Crossup Technique. :looney:

This is possibly the greatest tool you can use in your arsenal since it will get you out of those ambiguous crossups such as Zangief’s splash crossup, Blanka’s j.LK crossup, Deejay’s j.MK crossup, and the Shoto crossups including his jumping Tatsu crossup.

The old Anti-crossup motion was as follows if you were on the first player side as you were getting crossed up:

:bdp::l:

This version increased your chance of CW coming out and it would generally fly in the direction of your opponent, but the flame kick would come out if it was unsuccessful which is better than nothing of course.

Now the new motion of the Anti-Crossup perk is: Drumroll

:qcf:

Your probably saying, “That’s just a regular CW motion, you moron!”

And that may be the case. BUT this is where the secret lies. Chuckles

As your getting crossed up on 1st players side by lets say, Deejay’s j.MK you will CW away from them to safety. Anyone who plays Fei Long in SF4 and uses the CW to get out of crossups will be no stranger to this.

However due to the adjustment of the CW motion to QCF, combined with the bigger input window, Flame Kick mysteriously comes out! And best of all, it flame kicks in the correct direction!

The character who is the most prone to crossups has the best tool to deal with it.

There has been a few cases where it would flame kick in the opposite direction, but I think it has to do with the angle the crossup is coming, or some other weird property. It has correctly flame kick in the right direction more often than not though.

To compare what comes out more often when done correctly on the reversal frame, the CW comes out more often than the Flame Kick. Certainly not a bad thing when the chances of the flame kick of the old motion coming out was greater and would never hit the right direction.

If you were to mess up the reversal, you will generally be blocking in the correct direction since most crossups tend for you to block in the opposite direction in which :qcf: ends with anyway.

Your chances will be better if you do the piano method (All three Kick Buttons) if you play on Stick.

For the Fei players already on my XBL friends list, we can start a Training Room with rounds Maxed out and no time limit if you want to try it out for yourself (Which is very easy). Or you can try it out in Player lobbies and experiment on anyone that tries to cross you up.

Good luck!

Every character in the game with a dragon punch command has a crossup command that can get you out of trouble. For characters with a regular dragon punch motion (:dp: eg Ryu, Ken, Cammy, Sagat, Hawk, etc), the motion is :r::df::d::db:when you’re being crossed up while facing right. For Fei it’s the opposite: :l::db::d::df:. 100% Flame Kick, no Flying Kicks to worry about unless you end the motion in :r: instead of :df:.

Hmm…

Aren’t you still punishable if you do their DPs? Or does the DP correct itself and connects the DP in the proper direction (Which is what your may be refering to)?

I’ve only seen DP’s come out in the opposite direction which is easily punishable.

How consistent is it?

Two of Fei’s Reversals (The CW and Flame Kick) has some invulerability at startup so it works very well no matter which one comes out. I know some of the other DPs have invulnerability, but what about the other moves that overlap the motion?

Does that motion prevent Ryu or Ken’s Tatsu from coming out (Which I don’t think has any invulnerability)?

Nevertheless it sounds interesting. Do you mind explaining it a little more?

Aqua Snake, that’s brilliant! I’d nominate you for the Nobel Prize if I could.
I haven’t tried it but it sounds…err…sound. If this works even half of the time, I might take it to a Whole 'Nother Le-vel. No game pad just ye but no matter: watch out shoto clowns. There’s a new sheriff in town. LOLZ
Be back with results of the experiment.

I’m talking about doing Fei’s Flame Kick motion modified for crossups. For Fei it’s :l::db::d::df: while facing right (1P side). The motion is the opposite for everybody else with a dragon punch.

Very consistent. The only time it may not come out is during ambiguous crossups such as Dictator’s j Forward or Ken’s j Forward. If you were already crossed up at the time you did the motion, a Flame Kick will come out in the right direction 100%. If you were not crossed up (eg ambiguous), but you did this motion:l::db::d::df::r:, a Flying Kick (CW) will come out instead. It depends on if you think the crossup will be ambiguous or not. Whenever I’m facing Dictator, Ken or Dee Jay I always end in :r: instead of :df:, just in case. I’d rather have *something *come out than nothing.

Unless you have an attack that is performed by :d::df: or :db::d:, there is no move that will overlap.

No Tatsus. But Ryu or Ken will hit punch for the crossup Shoryuken command anyway, so even if they end in f or b, no Tatsu will come out, unless they piano both punch and kick.

It’s the same principle as a crossup Shoryuken on wakeup while being crossed up, except it’s done backwards for Fei since he has the only backwards dragon punch motion in the game. The crossup command is documented in the Wiki for Ken, but not for any other character (I don’t think). But as soon as I 1st heard of it, I tried it with all DP characters, and it worked like a charm. Plus for Fei, you can option select Flying Kick if you think the crossup is ambiguous. It’s great. :smile:

Facepalm regarding Tatsu coming out

LOL, like you said I would have to push kick button as well. :lol:

I should have said Projectile instead.

I’ll definately have to experiment with this. Good info!

From the look of it, this is a perk where you can’t afford to mess up since the last motion doesn’t put you in block.

Risky!

At least with Fei’s Crossup perk that I pointed out he’s mostly safe if he messes up. :china:

I want to thank Rightupuralley for the tutorial on Fei Long the other day. :pray:

:rofl: No problem man. Always happy to help. Look forward to playing you and Antagonist soon, and hopefully getting destroyed by your Fei Long! haha. Oh yeah, congratulations on winning “Evo” a couple nights ago:wgrin:.

Awesome man, Thanks

Thank God for recorded video, its Marsgatti’s channel,

The Bruce Long Crossup Perk returns in this video, although I dont know which characters can be walked under but I do know three ways to land this combo(used to be two now its three thanks to this).
[media=youtube]tsNjom0-1Y8"[/media]

Look around 1:40 for the crossup perk/shenanigan

Theres two fights on this vid Blanka vs. Guile and Fei vs. Guile btw
**
1)Walking under an opponent after he/she techs a throw**

Only seen it used on Dhalsim not sure how many others this can be used on

2)Walking under an opponent after using a close standing :hp: to knock opponent out of the air

E.Honda can be knocked out of a buttslam if done on reaction and walked under, tried to use it for a ToD but screwed up once I actually got under him and instead of keeping the stick neutral I held it in the direction I was walking and did a hopping kick instead, I was mad:devil: Only use I found for it thus far though.
**
3) After the opponent jumps during crossup attempt(shown in the video at 1:40)
**
Anyone who missed this info, its done like this

Using any of the 3 methods above to walk under opponent once you are behind your opponent then use

Neutral standing :mk:, close standing :hp:, cancel into rekkas or flame kick

Although flame kick is a dumb idea to try if it gets blocked you WILL be punished by those who actually pay attention to recovery times on moves in a match like all players should/will do. I mean even another Fei will show you how gimped it is with a set of free rekka kens… blah blah useless rambling:zzz:

Edit: Also thanks AquaSnake, Fei has yet one more tool, he actually flame kicks in the right direction but safe crossups like Zangief’s are a problem oh well I think any blocked reversal or a knockdown is good enough for Zangief to destroy you but sometimes Zangief does get pushed too far away for an spd.

Cant complain when I can beat crossups for once and it only takes one move to win vs Zangief anyway(standing :hp:) and two specials(flame kick antiair and the rekka ken block string-:hp: rekka from max distance, :mp: rekka, :lp: rekka ALWAYS pushes Zangief away too far for an spd and maybe a super to punish a lariat or green hand or to throw out without any sort of reason)

Good Stuff Bulldancer

I have used the first technique (walking below after tech) on just about every character in the game. The thing that I’ve noticed about HDR as compared to the old SF games is how, when you walk under and then attack oftentimes the game makes you face the other way when you press the attack button. Thus, you may have an easy opening and you even press the d-pad in the direction that you want to attack but the game makes you attack a place where your opponent is not–giving your opponents an undeserved opening of their own. It seems to happen at random. Has anyone noticed this? Is there something that you do to avoid it?

Walking under after the st. HP is useful against overzealous rising move users: shotos, Sagat, DJ, Chun, Blanka, Cammy, Fei and Guile. I haven’t been able to do it on Gief, Hawk, Vega, and Balrog consistently (if ever) due to the funky nature of their jumps. Also, I have found it to be a dangerous technique against Kens. He can do dragon punches seemingly without even toughing the ground. A Ken will often just spam a DP (breaking news, right?) after you HP/walk under and punish you because of the HP DP’s nonexistent startup. It’s just something to keep in mind.

The third option is intriguing. It might be something that we’ve all seen on accident but I didn’t think to follow up because it happens so infrequently to me. How do you practice this technique, Bulldancer?

Also, I field tested Aqua’s anticrossup motion and it works for me around 80-90 percent of the time for me except with Honda, Gief and Hawk. Usually, I end up doing a chicken wing away from the incoming attack which I like–escaping the trap is my first priority.
I will say that, if the “piano” method input is used, you might end up doing a stronger CW than you had anticipated away from the crossup attempt. An alert opponent will be able to capitalize on the CW’s recovery and punish you. This didn’t happen very often because of the “WTF was that?” reaction most enemies have but it is possible with top flight players (Est 1991 comes to mind). This is something that I’ve tried to avoid by using LK only but that gives me less chances to do the move. It’s always something with Fei–I suppose you just have to do what’s least risky for you.
All in all, it is a welcome addition and has helped me deflate a few Dragon Brothers. Thanks for the tip, Aqua.