To be clear, when you think about footsies, you should be thinking about:
- Normals/Specials to keep the opponent out
- Normals/Specials to knock the opponent down
- Normals/Specials to whiff punish
- Normals/Specials to advance you forward for offense
- Safety of those moves
- Can those moves be canceled to something stronger
- Can those moves set up additional offense
Fei’s Rekkas (and EX Rekkas) are strong in #1, 2, 3, 4, 5, and 7. That makes them a really powerful tool all-around. His cr.HP, cr.MP, and cr. MK add some depth by covering other ranges with cr.MK and cr.MP having the bonus of being Super-Cancelable. This presents a strong case for a top-notch footsies game. Only thing I’d say he’s lacking is a solid sweep to round it out. While his sweep isn’t terrible, it’s really really bad.
These are all approximations below of footsies match-ups and not the match-ups themselves – people may have different opinions based on their experiences and it’s certainly not concrete. Everyone can beat everyone given certain circumstances, so theory fighter has limited application:
Rose: Fei should win this. Rose’s cr.MP is strong, but her pokes are slow and easy to catch or whiff punish. Slides can be defended or punished with cr.LP xx Rekka or cr.MK at varying ranges. At the range where cr.MP hits, you know to block. At the point where it won’t hit, she’s just throwing it out there to try and catch your Rekkas. Rekkas still win since this gives Fei a positional advantage. Rose can be tight with her poking wall between fireballs and normals, but once Fei gets maybe 2 Rekka strings on her, it becomes his game.
Vega: Vega’s footsies are better. He has quick 4-frame jabs that outreach LP Rekka and other strong pokes to complement this. His only problem is the inherent risk in his game when he tries to start a rushing offense. Charge moves are slow, blockable, and punishable. His jumping heel attack is his main go-to for starting an on-ground offense, but given it’s a 50-50, it’s not a great one. If he sticks to playing footsies, Vega can outplay Fei.
Bison: This should be even. Bison has a 3-frame cr.LK that can punish bad Rekkas. Good Rekkas give fei a strong position, but Bison can hang tough in the corner (much better than Rose can) and wait for the right moment to pull one of, I dunno, 5 escapes? st.MK and st.HK are also great, fast pokes with excellent range.
Rog: I don’t know much of Rog’s footsies… But that’s probably because he doesn’t rely much on them. He has a great poking game up-close with amazing option selects though; this forces Fei to play carefully to avoid being swept or combo’d into. On a knockdown or combo, Rogs use safe-jumps and a myriad of option selects rather than playing defensively. Rog’s s.LP is probably the only poke he’ll throw out at a neutral range in order to stop random Rekkas from coming through. Sweep is his other big move, but only at a certain range.
Chun: Excellent normals for footsies between cr.HK, jabs, and cr.MK. Her sweep (on contact) is relatively safe, and pushes the opponent outwards on block. Her Jab Fireball is great as an offensive tool as well to shield her approach and gain some forward momentum. The reason why she might lose to Fei (though she can definitely hold her own) is that Fei only needs to get 1-2 Rekka strings to put her in the corner (like Rose). At that point, the dynamic swings to Fei’s favor. Achieving that can be a challenge, however, so I wouldn’t call this Fei’s victory. Chun has many tools to push herself forward if she plays mid-screen and can be downright deadly while there. It’s just the corner game where Fei is stronger.
Ken: I don’t think Ken has as great of a footsies game as the others mentioned, including Rose. His fireball and f+MK are his big tools, with f+MK more of a bridging-the-gap tool. To keep people out, he doesn’t have much else to go on. His cr.MK and cr.HK are slower than most others and have less range. Ken also lacks a good knock down option from a long-range poke which all of the other characters have in this list (his sweep isn’t great for that purpose). Ken is deadliest up close and he recognizes that. At neutral range, Fei wins this clearly. Ken’s advantage is in his rush-down and the threat of a Kara throw at poking range.
Ryu: Fei wins this again, but Ryu’s footsies game is much deeper than Ken’s. His Red Fireball is a sweet knock-down move that sets up his offense. Ryu’s sweep is also significantly faster than Kens, making it a more viable punish option. Though he doesn’t have a f+MK step-kick, he has f+HP which is even better since it nullifies Fei’s neutral-zone Focus attack. At the core of his game, Ryu has a faster fireball which makes for better footsies overall.