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

Whining is part of a fei player’s resume. Its just something inherent to the ST fei > HDR fei system.

All I think about is women. :shake: Their smell is intoxicating.

Ah ok, you surprised me there for a second. :lol:

And I don’t even know the throwable frames on CW.

I’ve been thrown out of it sometimes, but it when it comes to locking down chun in the corner with repeated LK CW, she doesn’t seem able to grab at all, and she has a BIG throw range.

Its more like I decide to go for a CW that isn’t on a wakeup, and someone just conviently walks up and throw me while I’m squating down and backing one out.

It’s always one of those, “awesome cause I’d hate for the move to be fast like bruce lee” moments.

It could be worse Coth. Go back and play SF Alpha 3. Fei’s far worse there.
I love Fei–he’s cool, aggressive and requires intelligence to play with. If someone wants it easy, they should go pick up Vega, Balrog, Chun or a Dragon Brother. (You picked up Ken, right Coth? :chat:)

In the here and now, we should focus on what we can do to maximize Fei. After all, if Capcom is too lazy to fix the netcode on PSN, there’s no way in hell that they’ll go back to address balance issues.

Some cool things that I picked up in Chun Li matchups. A well timed neutral jumping HP will totally stuff Chun’s annoying jumping forward LK. Additionally, when I did a deep MK CW on several Chuns last night, I got a couple of hits and the crossup for the surprise factor. Has anyone else toyed with this? It is remarkably effective. I’ll be back later to share my impressions on the Fei vs Chun matchup.

A note on Honda: Is it just me or do mediocre players run to Honda more than even Akuma when you’re obliterating them with Fei. What’s great is when you beat these hack Hondas and they quit to somehow “escape” the glorious beatdown that you laid on them.

Street Fighter 2 HD Remix: $15
Learning to use Fei Long: $0
Making Hondas Ragequit: Priceless

I toyed more with HK CW than MK CW but not too deep to cross up. I did it once if you look at my matchup with DGV at Denjin Ranbats.

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As far as Chun’s j.LK, all you have to do is a late flame kick or LK CW.

Oh absolutely!

First they would play with a shoto, then they would run to Honda when they get tick throwed to death. :lol:

I thought it would be best to talk about the type of mixups against a shoto player.

Normally you can’t get close to any shoto player that knows how to reverse your tick attempts when you knock them to the ground.

I was messing around with ways to do mindgames against Ryu in the corner on wakeup without having to CW. I experimented with few ideas and had pretty good success with it.

Then I decided to look at some ST videos to see if I can pick up any tricks. Granted Fei is very different between ST and HDR, but his ground game has improved in HDR thanks to longer reaching Rekkas, Super, and LK CW.

So I checked out some vids and this one stood out the most to me (That I could find quickly) as far as mixing it up on wakeup against a shoto player (Particularly RYU).

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Notice how the Fei player keeps the Ryu player on his toes on wakeup. The Fei player usually hangs around the edge of Ryu’s cr.MK. At that distance he can react to almost anything Ryu does.

Ryu does Tatsu: Flame Kick. MK Flamekick is ideal since you can potentially juggle him with another flamekick if he hits the wall high enough.

Ryu Does Dragon Punch: Rekkas

Ryu Does regular normals like cr.MK: Rekkas or Flame Kick

**Ryu throws Projectile (Highly Doubt they will do it since it’s too risky): **LK CW or Flame kick

If they have Super: Be prepared to LK CW if you expect it

If they’re scared to do anything at this point: Walk up and throw. It’s what, 13 frames that your unthrowable on wakeup? You want to make sure you throw them as soon as those unthrowable frames finish.

Again this is made easier with improved rekkas, flame kick juggle, LK CW, and Super. Try this out and see if you can add more to it. Go into trainning mode and play against Ryu’s CPU. Get him into the corner and try these mindgames on wakeup. The CPU will throw out random stuff which is what you want to train against.

Aqua, did you ever feel like you’re talking to yourself here? Ha! It’s like you, Coth and I are the only ones posting here. I recently stumbled upon the old whiny Fei thread and it seemed much more popular. I guess some people prefer to piss and moan like wieners insted of thinking practically. Come on in folks, the water’s fine. I ran into at least 4 Fei’s last night and most were horribly off target. Come on in, guys… the water’s fine.
The neutral j. HP is a great option against Chun if you don’t have the reflexes (time) for a Flame Kick/CW or they do a slow fireball to jump in string. The jump allows you to avoid the FB and punish the jump. I see you like the deep CW option too but I only save that risk for last ditch efforts, such as when I know that a blocked jumping attack will lead to an immediate special/super and I’m low on health.
Fei’s not too different from ST. You still have to be very mindful of spacing and control what your opponent thinks. In regard to shotos, the crouching MP is a relatively safe poke against LP Dragon Punches. I love the anticipatory FK from max range on their poke attempts. It is so sweet! Also, as you saw Aqua do, feints are great. You’d be surprised by how many openings some quick LPs or LKs can create–especially when your opponent is excessively eager to land an anti-air. You might walk into the range just outside of your opponents’ sweep , shoot out some quick jabs and then punish the opponents’ mistake.
Also, use Fei’s great st. HP to beat out fireball attempts just out of sweep range.
Finally, the skipping front kick (forward + HK) can stuff FB attempts and maintain pressure on running fireballers.

There are lurkers in these waters.

Careful, there are lurkers in these waters.

As a preface, I still don’t have a whole lot of time to play.

Since j.mk st.hp rekkas is hard for me to time especially online, I’ve gotten use to replacing cr.lp in place of st.hp, small damage and stun reduction, but much easier to do. NE the rekka off cr.lp is almost impossible NOT TO DO. Furthemore, st.hp rekkas is nice just for walk up punishes.

For shoto mixups aqua’s pretty much right, the only problem is ken’s tatsu, that shit is hard as f*(& to react to, IE: impossible to react to at that range. I also like punishing ryu ground tatsu crossovers with a rekka.

Kao, I originally mained guile on pad then switched to ken on stick. I only changed to fei from watching and fighting rice.

yeah kens a little more difficult to react with a flame kick. even if you tried to reverse it when ken is finishing is tatsu he will just hit you with a jab srk or knee bash. with ryu you can react with a roundhouse flame kick while youre blocking his tatsu. but with ken i dont even try it but it is possible but only the very beginning of the tatsu but you should do a short flame kick. idk thats how i serve justice to the shotos.

can you cw to c.jab or s.jab? you could on st but i dont think it works in hdr idk maybe they took that away and gave us cw to flame kick…i done a roundhouse cw cross up to close s.fierce but i wasnt aware that was possible cause i wanted to throw but you can probably finished it off with a flame kick or rekkas x3. it works on foward and roundhouse cw depending on spacing of course.

the CW to st.hp is now only possible on certain characters if they are crouching when the last CW hit lands. Even then I’m not sure its that reliable. I don’t know if anything is linkable after a CW except in some kind of rare instance.

All the time. :lol:

I know there are a few other Fei players that have accounts here, but they probably lurk the majority of the time.

Hopefully not out of shame.

I might play on GGPO more often, to try to tighten up my execution.

Are we not playing high quality guiles? Jumpsuit thinks guile beats fei at around 7-3? Do we just suck?

Make sure to do the chicken wing motion fast to get it to come out. Oh yeah and master the cl. standing hp, cancel into chicken wing, its very good. Sadly as far as I know I suck at this:( Maybe you can do better but I felt like I had arthritis after doing this a couple of times.

@AquaSnake I dont really think HDR is a better fei long just a different fei long due to the nerfs.

@Coth X, I doubt the Guile v. Fei matchup is that bad but Fei is definitely at somewhat of a disadvantage and since I dont like to use decimals I’d say 6-4.

Yeah, I saw that and I was like “WHA?!?!”

LK CW alone makes that matchup a whole lot easier.

It seems to come down to:

Keep Fei out: Guile Wins

Fei gets in: Fei wins

And it’s easier to get in now.

Oh yeah, I agree. But in that particular situation of putting the pressure on wakeup in the corner, I feel he has improved because the tools required to do so received some improvements. No need to CW in that situation.

I could see where he claims that Guile has an advantage. Most Guiles are fairly easy but I’m sure that he’s referring to the creme de la creme of Guiles. You know: endless barrage of booms, sitting on (baiting with cr. MK) even the LK CW to punish with flash kick, crossup combos, good use of normals besides simply cr. MK.

Think of HBK/Marsflash and how he uses his Guile. It is a total chore to get in on an elite Guile and when you get in, Guile’s underrated normals can beat Fei’s attacks. Plus, his crossup is very funky.

With that said, Guile’s advantage isn’t as dominating as Jumpsuit claims. The improved Rekkas really wreak havoc on Guile as I can punish missed cr. MKs consistently. I would say 6-4 or 5.5-4.5 in Guile’s favor.

I feel like guile is limited in the corner, I don’t spend my time getting on guiles. I prefer to stand outside of his cr.mk range, if he booms I can jump or maybe lk CW. If he booms then jumps/walks then at that range aren’t as safe, especially jumps since you can flame reverse. Draw out one flashkick and that’s at least a third of his health.

Where I lose to mars is his crossup into combo, but that’s because I let him throw me unteched or got knocked down.

I really feel fei controls guile in the corner and limits his boom options. The trick is pressuring into the corner, although guile loves to back himself right up to the corner.

I just now realized for some reason that I never just stand there at the moment a fight starts. I do something whether defensive or offensive. I need to start being patient right at the start. See what they do.

I still feel its just plain even. Until I see a guile beat me by zoning me, I just don’t believe it. Tecmo got better at running away, but it didn’t completely keep me from winning at least half of our fights.