You guys have any ideas on dealing with Abel’s tornado throw? Mainly when they use it as a tick throw. That’s been killing me lately.
yeah, they have to be really fast, but its do-able. you cold use crouch jab too if it makes it easier. its the same concept as gief whiffing st.lk or cr.lp with buffered GH (which also has to be done really fast). you just have to make sure you hit fierce inside your lps annimation. if you are worried about a negative edge rekka coming out after the fact, you could just hold the HP button down a bit longer
Just have to recognize the set-ups for tick throw. Usually it’s off of a cr.LK, but anytime that Abel manages to get that close you you you really just have to guess. That’s what makes him a scary character to face (and one that many people complain about in terms of design). The point of the match is mainly to avoid those situations by making use of Fei’s range.
If anything, backdash in those 50/50 situations. At worst I guess you’ll be swept and be forced to play another 50/50. If you mix-up your escape options, it also becomes equally dangerous for Abel though. Just watch for Rolls which will force Flame Kick/CW whiffs. Neutral jumping is also an option, but it’s a HUGE gamble since it leaves you vulnerable to attacks for 4 grounded frames. This isn’t recommended as your main escape option, though the payoff is huge too.
I’d like to hear more about the Akuma match up. What are other Fei players’ general thoughts about it?
tougher than most other matchups, but still even at worst. just try not to get knocked down
I’m having a lot of trouble in the Adon matchup. It seems like footsie game will not work with his st. hk beating most of Fei’s option. Maybe except cr. mk and cr. hp. When Adon starts spamming jaguar tooth and jaguar kicks, other then flame kicks on reaction, or neutral jump hk. I’m not sure other options. I think i’m very vulnerable whenever i block a jaguar kick or tooth, i know fei should have frame advantage, but it seems that i’m the one that always get thrown :S
Any in depth write ups on strategy in this match, thanks for the info.
I think patience is the key here. You don’t want to get knockdown and let Akuma starts his vortex. Akuma has tools at any range of the field. And he has a teleport to get out of corner. You will need to play solid defensively, try to push him in the corner but just keep it at your lp rekka range so if he teleports out you can punish him. Cr. mk is your friend in this matchup as it goes under his st.HK. Cr. hp as a counter poke works well also if his footsie is not at the right distance. Don’t blindly throw rekka or cw to pressure, st. HK beats them clean most of the time. I usually wait for counter pokes more then poking akuma myself, but that’s just my style. Trade with his air fireball if he jumps forward, I think any moves can make the trade favorable to you.
After you score a knockdown, your mixup game will not be as effective vs Akuma cuz of his teleport, but there are few OS that can help. I mainly use two of them
1- cr. lk+lb qcf+lk+hp: 2 cr lk will come out if he blocks, if your timing is a bit off, u can tech throws, but dp beats it, if he teleports backward, your hp rekka will chase it and u can hit him with the next rekka. Rarely see a teleport forward, but i assume cr. hp will come out and lp rekka right after can probably chase the teleport down.
2 - cross up j.mk buffer CW motion: if the crossup hits or blocks, CW won’t come out, if he teleports CW will chase him down, auto correct DP still beats it
Anyways, i think Fei doesn’t have the tool to rush Akuma down unless the Akuma player is bad It’s a matchup where you have to outpoke him and take trades in your favor to win. You have to inch forward to pressure him, don’t take too many risks, although ex CW into combo can take the round for u, a good Akuma will not give you much opening for that to happen.
I’m not sure which Ultra is the best here, U1 can actually be OS against his teleport, can go through fireball and combo into. U2 helps defend against his vortex, which is mainly how Akuma scores his damage.
This may sound like a stupid question but regarding the Balrog info
*Meaty cr.HK. Here are the situations:
- Headbutt/Regular dashing punches: Untechable knockdown
- EX Headbutt: Dodge and punish (not sure how large the window is, but I normally just do cr.LP xx Rekkas, needs more testing)
- EX Uppercut (blowback version): Dodge and Flame Kick/cr.LP xx Rekkas or block [[Please re-test]]
- EX Upper (combo version): Dodge and block only
5) EX Straight/ground straight: No good–Fei gets hit
6) EX Overhead: No good–Fei gets hit*
Are you guys saying that, on block, this is what you counter with? Just want to make sure I am reading this right.
They are saying that those last 2 options will beat your meaty. Basically Balrog HAS to do one of those 2 options on wake up. (aside from blocking of course)
Ok I just played around with it in training and see what you guys are talking about. Thanks Highland.
It fails if Blanka does a safe-ball. Blanka’s rectangular hurtbox rotates, so the pushback distance depends on which rotation he is in when it collides. Fei Long can definitely be safe-balled if he doesn’t have super. Don’t quote me on this since it’s been a while, but I think Blanka can safe-ball him with cr.mk, cr.lk xx lp ball.
Wow, thanks for the insight dude.