**THE GO-TO-GUIDE ** for Fei Long matchup analysis! (Work in progress)
***Comments (Update 2/13/13 8:54 PM EST)***: Started giving the Abel matchup some shine. It’s a brief read, adding stuff as you read! Gonna leave the links to Fei’s hitboxes on the top of the thread (was going to just put the images in the spoilers but they aren’t loading, probably too big) so you guys can access it easier and help you freestyle ideas and hopefully apply them in case some things are overlooked!
Fei Long’s Hitboxes:
~ Normals :[details=Spoiler] http://www.eventhubs.com/images/2011/sep/30/fei-longs-hit-box-information-super-street-fighter-4-arcade-edition-image-1[/details]
~ Command Normals/Specials : [details=Spoiler] http://www.eventhubs.com/images/2011/sep/30/fei-longs-hit-box-information-super-street-fighter-4-arcade-edition-image-2 [/details]
~ Specials/Super/Ultra : [details=Spoiler]http://www.eventhubs.com/images/2011/sep/30/fei-longs-hit-box-information-super-street-fighter-4-arcade-edition-image-3
[/details]
Contributors (Updated 2/06/13) :
JimmyRiddle
Highlandfireball
**Shinosha **
ShinyMcShine
**thegame4ever **
ZBones23
Abel
Spoiler
-Mindset/Approach
Abel- Generally characters want to hover outside of either their opponents most effective range, their own character’s most effective range (Fwd. MK {Step Kick}) or dance back and forth in between both, baiting normals to whiff and then punishing. In this matchup, Abel wants to stay just outside of Fei Long’s LP Rekka range, and get a knockdown by either using Cr.MK to crouch underneath Fei’s rekka, or sweep, both giving him setup opportunities to put you into his deadly 50/50 game. When Abel lands a Step Kick, even on block, and cancels it into a forward dash, he’s got you lured into a “50/50” game, the main focus of his core gameplay. Once knocked down, Abel wants to force your opponent into situations where there’s a sense of hopelessness based off of reads to punish their bad tendencies or maybe lack there of. (Never hurts to Wakeup DP once in a while, ask Diago) His meter will more than likely persuade him to go a certain route within a given situation, so pay attention to it as much as possible.
Fei Long - Fei Long can maul Abel down when Abel has no meter so as always, get the opponent to the corner as fast as possible (or as efficiently as you can). His only reversal attempts that are of any use against such tremendous pressure require a use of an EX meter. (EX Roll, EX Tornado Throw are the primary ways for him to escape) From here, use a combination of Fwd. MK (Overhead), LP Rekka, Far St./Cr. HP, **MK CW **(Chickenwing) > LK CW blockstrings and jump-in OS > throw on his wake up to keep him honest. When the Abel player DOES have meter, Fei wants to keep Abel’s neutral game in check as soon as possible. To do that he has to minimize any possibility of an Abel getting withing TT (Tornado Throw) range, whether that be by:
A) Dashing forward
B) Instant Focus dashing forward
C) Using Roll to close distance
D) Throwing out a random Wheel kick
Any attempts to dash up and start his 50/50 gameplan should first recognizing based off of the opponents habits and then punishing them as a result of being predictable. Abel can get lamed out in this matchup fairly easy since Fei’s plethora of normals and footsie tools can tame him. Just don’t get knocked down.
-Best Normals
**Abel **
***Hitboxes*** :
~ Normals : [details=Spoiler]http://www.eventhubs.com/images/2011/sep/29/abels-hit-box-information-super-street-fighter-4-arcade-edition-image-1/[/details]
~ Command Normals/Specials : [details=Spoiler]http://www.eventhubs.com/images/2011/sep/29/abels-hit-box-information-super-street-fighter-4-arcade-edition-image-1/[/details]
~ Specials/Super/Ultra : [details=Spoiler]http://www.eventhubs.com/images/2011/sep/29/abels-hit-box-information-super-street-fighter-4-arcade-edition-image-3/[/details]
**Far St. LK **
**5f/3a/8r {+3 hit, 0 block) **- {Under “Normals” Link, 4th row down, 1st Box from left} : Slightly slower compared to most LK in the game, decent range, can whiff punish almost all of Fei’s slower recovering normals, can be irritating to deal with, LP Rekka if you’re quick enough to potentially catch Abel pressing another button afterwards.
**Far St. MP **
5f/6a/11r {0 hit, -3 block} - {Under “Normals” Link, 2nd row down, 2nd Box from the left} : Attack vector is high so it can lose to normals with lower vectors like Cr. MP, Cr. MK, & Cr. HP
**Cr. Mk **
8f/5a/13r {+1 hit, -4 block}- {Under “Normals” Link, 5th row down, 3rd box from the left} : Abels will use this to whiff punish rekkas if you get too careless, can be whiff punished consistently if you expect it, **can be canceled
**Cr. HK **
11f/3a/25r {KD, -10 block} - {Under “Normals” Link, 6th row down, 3rd box from the left} : Slow normal, recovery is REAL SLOW(25 frames) can be canceled, Abel’s will cancel into roll if you are focusing, so look out for it, or grab if you block and expect the roll
**Fwd. MK (Step Kick) **
7f/2a/16r {+3 hit, +4 dash in hit} {0 Block, +1 Dash in block}
- {Under “Command Normals/Specials” Link, Upper left column, first 2 boxes} : Abel’s go to normal/footsie tool. If you block, expect the Abel to dash in 9 times out of 10 (still be wary of the fact they might not dash). Opens up damaging combos on hit, leads to 50/50 scenarios on block. High attack vector, can lose to normals with lower vectors such as Cr. MP, Cr. MK, Cr. HP when it whiffs.
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