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

Check a couple pages back and look for KAOSPIDER’s post about getting around fireballs. It’s reliable.

Sure you can get around them, but that doesn’t make them a horrible nuisance for fei.

As for Claw. He’s really not that difficult(but he still pretty tough) if you play a little bit more defense to counter his pokes(flame kick), rolling attacks(flame kick), and wall dive(jumping back jabs). Just don’t let him get to close cause his throw range is just as big as Fei’s. From my experiences against Claw is that his slide will get punish easily with cw to throw, flame kicks, j.fwd cross ups. That’s what I expect the most out of him when I fight him. His pokes have a bigger range than Fei’s and his mobility is quicker. His backflips are perfect for your rekkas. Even if he dodges your first rekka you can pause in between can catch him your 2nd and 3rd rekka or your 3rd rekka for a knockdown.

Meat Market and Sausage Links

This is pure theory, but I figured I might as well start somewhere.

Using the information from this thread:
http://www.shoryuken.com/showthread.php?t=212461

And the frame data I’ve been collecting, I figured, I’d try to make a list of meaty attacks and plausible links:

Deep Close Strong/Forward (link) Close Fierce/Close Strong xx Rekkaken
Command Roundhouse (link) Crouching Fierce/Roundhouse.

Meaty Forward CW (link) close/crouching jab xx Rekkaken
(close strong && fierce should also be possible but is tighter. Note that x-up chicken wing might hit meaty with multi-hit.)
Meaty Command Roundhouse (link) Jab Rekkaken
Meaty Crouching Fierce (link) Jab Rekkaken
Meaty Command Overhead (link) Standing Fierce

All of your counter options are fairly risky. I would advise Feis to flame kick judiciously against Vega and not to try to counter most of his pokes with it. When even a LK flame kick is missed, you are essentially handing Vega free damage (usually a sweep or cr.MP).
Against his pokes, you’d be better served going with your cr.HP to either beat or trade. The trade will be significantly in your favor and if you can hit the girly man with a couple of those in succession you can easily dizzy him. At the very least, the Vega player will be more thoughtful about his poking. I’ve also found that you can use st. LK from a distance to hit his pokes cleanly. It doesn’t do much damage but, against a good Vega, damage is at a premium. After you counter poke them, they might try to slide. In this case, you can bait them with the st.LK and alertly go to your stationary overhead to LK flame kick.
Against his rolls, I often just cr.HP, cr.LK, st.HP or st.HK. Against his meaty rolls, the safe bet is to block as Vega has a very strange hitbox during this move (much like Dhalsim during his slides) that cause the flame kicks to completely miss. You can reversal flame kick from time to time but it is unreliable on a consistent basis.
Vega’s throw range is BIGGER than Fei’s so if you sense a throw either flame kick or punish with a MK CW (this puts you in a better position than the LK version). Whenever it comes down to a throw situation, it is always dicey because of Fei’s unsafe on block flame kick.
CWs are risky in this matchup and should ALMOST NEVER be used when a solid Vega is crouching…unless of course you enjoy backflip juggles, slides or throws.
Good Vegas rarely miss backflip kicks because they do them when you are jumping if they do Rekkas are good. (HP to Rekkas is great!)
I love using the skipping front kick in this match because it dizzies easily, especially if you throw in a cr.MP/MK after in connects. If it’s blocked, throw in a LP Rekka for block damage but be ready to finish if you catch him.
As JDM mentioned, jumping away LP is good against dives–watch for spears. Also, neutral j.LP, neutral j.MK and j. away/toward HK can also punish wall dives. If you’re on the ground, you can use MK/HK CW to catch his dive moves but sometimes he can grab you through it. (Yarg!) And just like JDM said, you can catch evasive backflip happy Vegas with Rekkas very often (usually the first hit of the Rekka will miss but finish it).
I’ll have to try out crossing up against his slides, JDM. I hadn’t thought of that! We learn something new everyday–especially if people contribute!!

Rufus, you mention some worthy meaty attacks for Fei…but guess where you can find some more? :smiley:

Incidentally, some of those attacks, especially close forward, don’t have to be meaty for the links you mentioned to work.

Anyhow, you know what to do. :slight_smile:

FAQ if I know.

Though, the section on chicken wings seems a little off.

Yeah, that was noted long ago. Got a little too happy with cut and paste. My new revision, whenever I actually get to put it up there, has the proper corrections.

Good looking out Rufus. Haven’t been in training mode in a while that post just made me go back.

I played Afrolegends Balrog a few nights ago, and I wanted to use this oppertunity to experiment with an idea that I had. So it was a great chance for me to try it out.

I don’t know if this was already mentioned in this thread, but I never knew how effective f.HK was against Balrog. I usually don’t use f.HK at all since I figure I’ll get hit before I could do something.

In this case with Balrog who loves to jump away and turtle heavily, I found f.HK to be a great tool.

Out of the 7-8 games I’ve played against afrolegends, I managed to pull off a win against his Balrog! I’ve never beaten his Balrog before so I was pretty thrilled. :smiley:

A few of the other matches were pretty close as well. So I knew I was on the right track.

The key with f.HK is to use it like a defensive wall as you use it to slowly inch your way closer and closer. You want to restrict yourself from walking towards him to prevent his rush punches from knocking you down.

f.HK recovers immediately, so you can protect yourself with cr.MP or cr.HP so Balrog can’t time his rush punches in between you doing f.HK. You can also go into a single rekka after f.HK if you want to mix it up. The rekka will generally stuff rush punches and will advance you further, in which you can throw out more cr.MP and cr.HP to keep your wall of defense up.

If everything is going well, you should have Balrog’s back against the wall. He should have a difficult time hitting you. If he does a rush punch and your f.HK manages to hit deep enough, you may be able to combo a st.HP or st.HK for a three hit combo possibly scoring a dizzy.

If you manage to knock Balrog down, safe jump him TO DEATH. If he does a reversal headbutt, block it then combo into rekkas or throw him again. If he doesn’t, mix it up between throw and sweep (Use sweep if you anticipate a throw). Rinse and repeat.

[media=youtube]ekvPpZO_V1E#t=4m47s[/media]

Scroll to 4:47 and you will see what I’m talking about regarding the safe jumps.

He didn’t smack you with st.hp?

I think he did once, but I stuffed it with cr.HP :smiley:

I suppose if you got close enough, but I’ve never fought a boxer that just turtled up, they come at me knowing they have the superior offense. And trade taps.

After seeing Aqua Snake’s match vs. Genei Jin(I think), I wanted to pick up Fei again(fooling around with charge characters, DeeJay specifically, so I have counter picks for bad matches)…

Didnt know f.hk was that useful in this match, only tools I knew about were standing&crouching hp and cheap ass throws loops. Crossing Boxer up always led to getting caught in a grab because his hitbox is quite awkward when he blocks… to hit him while he’s blocking with a crossup, you have to hit it early which means you cannot follow it up with a combo…

This match sucks…

Nice. f.rh does recover quick. That boxer took the bait and ate a plate of rekkas.

It was hilarious how that guy didn’t know what to do about those jumps. I started doing this nifty trick seen at 3:38. After a knockdown, give them a bit of hesitation and then jump over them as they do the rising headbutt. I get a free knockdown (I use rekkas where he used the skipping front kick) and you are free to continue get up mind games. You can test Rog to see if he’ll be fooled again. When he inevitably becomes wary of missing rising headbutts, that’s when I go for safe jumps, throws, ticks to sweep (you catch him blocking st.LP high and then immediately cr.HK).
Rog is so ridiculous that I prefer gadgetry instead of fighting him “straight up.” Also, I like creating false openings to bait dashes so that I can MK flame kick. I might perch slightly outside of midrange and st.LK or LP while walking forward and backward ever so slightly and sit all over the dash attempt. This is much easier offline–but then again I’m on PSN where everything is faster due to dropped frames.

So…

Something caught my attention. Noguchi did a reversal Super off Ryu’s Sweep into fireball with Fei.

[media=youtube]j1lhv9CTtzo&#t=2m45s[/media]

Now with Fei’s increased range on his super in HDR, he should have an even easier time getting in all the hits.

Does reversal super off sweep into fireball work only if your swept at max range, or is it possible to do it no matter how deep it hits?

Dealing with Fireballs

I was watching some ST videos of Noguchi’s Fei to see what I can do with navagating through fireballs against Ryu.

This video taught me how to deal with fireballs a little better.

[media=youtube]0KTnANgis-Q&#t=3m20s[/media]

Notice how Noguchi hardly jumps. To me Noguchi seems to wait for the Ryu player to stop throwing fireballs expecting him to jump so he can sweep, or DP Noguchi’s jump in.

I think this is the best approach because eventually the Ryu player will stop throwing fireballs in anticipation of the jump, and that’s your window to attack with the increased rekkas. Just like in the video, you will have to take a good amount of chip damage from blocking alot of fireballs. But compared to getting swept or DP for even more damage and having to navigate through fireballs again, it’s not such a bad tradeoff. :slight_smile:

I know what you’ll probably say. “He has fake fireball now!” And it is definately a pain in the ass. :arazz:

Something occured to me though, if he throws out a fake fireball and you didn’t fall for it, he just gave you a slight window to close the distance whether you use fierce rekka or simply walk up to get closer. I absolutely hate it when I play against a Ryu (When you are within Fierce rekka distance), and when he throws out a fake fireball after I blocked a fireball; I would guess correctly and smack him with fierce rekka before he can throw out another one, but I hesitate thinking that first fierce rekka wouldn’t connect, or would hit too deep.

So for the second rekka I would do jab/strong rekka; realize it whiffed, and get punished for it. :sad:

It’s a bad habit of mine which I’ll work on. From now on, if I’m within fierce rekka distance, and I connect the first one (whether it hits or he blocks it) I’m throwing out a second fierce rekka. The way I see it, compared to my bad habits this alternative offers better reward since I may not get punished too badly for it.

In addition, if the Ryu player does block the two fierce rekkas, I always have the third rekka for added protection in case I do hit too deeply.

I’m also going to stop jumping so much and take the fireball chip damage until a window opens up for me.

It should be noticed that from long range the fake fireball should not be a concern. Fei must never react to the motion from there, he should pay attention to the projectile itself and identify the speed, in a similar way to Ryu vs Ryu in HF at mid range. However, in this situation, it is the slow fireball that demands an action: Noguchi jumped such that he landed somewhat close to the projectile, out of reach for a sweep or standing punch. Tomo did not keep control of the distance (or went auto-pilot) and got nailed there. Shogatsu O.Honda is a master in this technique and jumping straight up when it is a bit closer. His videos against shotos have great content in terms of exploiting mistakes and predictive behavior.

Hehe, that’s so Boxer of you!

There is a range for it to work: from max sweep range until somewhat this distance Fei can use super.

Edit: here is the pic

http://img686.imageshack.us/img686/389/feisupersweep.jpg

Uploaded with ImageShack.us

Well said, Aqua. The waves of fireballs can really test your patience. I notice the very same thing when I lose to projectile throwers: jumping before the opponent is cornered often leads to disaster.

The thing that we have to try to remember is that eventually the projectile thrower will:
a) Wind up in the corner where he becomes (relatively) easy pickings for Fei
b) Pause giving Fei the rope to hang himself with an ill-advised jump in attempt
c) Throw an anticipatory anti-air attack (e.g. Ryu DP, Sim st. HK etc.). This gives Fei time to advance with either Rekkas, f. HK or by simply walking forward
d) Perform some sort of surprise attack meant to catch the Fei off balance (e.g. Tornado Kick, jump in attempt, DJ’s sweep etc.). This option is often employed when the Fei refuses to jump in and the projectile thrower is nearing the corner. The key is to be aware of this–be ready to flame kick/block/duck and then punish accordingly.

It isn’t that we can never jump in, it’s simply that jumping in should be a mixup in itself. For instance, I have gone entire rounds without once jumping at a projectile thrower. The fireballer, complacent with the perception that I am not a threat to jump, will relax a bit. He’ll let down his guard for the jumps while shifting his primary focus to his fireball game. Seize this moment when you do decide to jump! I can’t count how many times ONE well timed jump in Rekka combo has saved my tail.

I’m glad you mentioned this point of emphasis for all Feis or would-be Feis. Not everyone has to scramble to learn Ryu!

Damn, all this time on SRK and I didn’t realize Fei strats were here! lol. I hope these weren’t already covered but I am sick and too lazy to go back 20 pages lol.

The reversal super will work but from Ryu’s max sweep range you will probably get only 1 or 2 hits. They will be able to block the rest.
If you can avoid jumping at Ryu, do it. Especially over the fireballs. If you block 3 fireballs (i think), from the middle of the screen, you should have Ryu in the corner. Most of them will jump back after a blocked fireball. When you get them in the corner, good shoto’s will still be a pain. Try to stay a little farther than sweep range. If they throw a fireball, lk cw or standing hp. If you think you can time it, super when they throw a fireball. It’s a pain in the ass online but doable offline. If you want to be up in their grill, I like to do this, alternate with f mk and cr. hp. When they figure that out, f mk to throw (if they get hit) or lk cw (if they block) to throw.
If you like to throw Rekkas: If they block the first 2, use lp as the 3rd Rekka. If you use hp, mp, then the lp, it should get you a little farther than sweep range.

I like Aqua’s “safe jump” against Boxer. I’ve never seen that before. I usually go for the cross up. If you jump over and hit mk as you reach the apex of your jump, you will cross him up and then still have time for the hp + 3 rekka combo or cr mp then super.

Now…what do you guys do about a good Honda? I don’t know if it’s the online lag or my old age but I can’t time the standing hp to beat the torpedo to save my life. I can’t jump on a turtle Honda. And I can’t figure out how to cross up Honda.