The "Make Fei Long competitive" thread

My biggest issue, is that I’ll do a focus crumple. Then I’ll dash forward and try to do St.Fierce -> Flame Kick. I get a St. Fierce cancelled into tenshin. it rages me.

Even in training mode, the notation in the input display looks:

:r:
:mp::mk:
:r: :hp:
:l:
:d:
:db:
:hk:

Yet somehow, that nets tenshin rather than flame kick.

Same here. I hate that.

You’re right, but tick throwing is just as dangerous

This should work better (and it’s also easier to do because you don’t have to input the complete flamekick-motion after the punch):

:r:
:mp::mk:
:r:
:l: :hp:
:d:
:db: :hk:

I just want NO shortcuts for tenshin. Whiffing that move = death. Trying to flame kick someone as an anti air and getting tenshin just makes you look like an asshole. It is kinda funny when they empty jump and land on your command grab though. I know they’re thinking AHHH THAT GUY IS PSYCHIC!

Or on wake up when you get tenshin instead of flame kick and it somehow catches them anyway. But still, I really hate that shit. Tenshin appears out of no where more than any of Fei’s specials.

^ Co-Sign This. This needs mega fixing.

Anyways, here’s what I want (most has probably been said already but if it is just consider it reinforcement)

  • Faster Walk Speed. Fei-Long has always had really good walking speed and I don’t see why he should be as slow as he is in this of all games. Give him footspeed that is at least as fast as Akuma’s.

  • 1st and 2nd hit of Rekka’s should give better frames on block. Not +, just slightly less negative.

  • Aside from serious shortcut fixing, CT needs to get sped up so it can actually catch people. I don’t care for it’s ability to cancel out of normals, Id much rather have a traditionally functional CT or have it taken out all together.

  • Functionality on flame kicks as a reliable AA needs to be improved. I find it pointlessly difficult to establish a good footsie game with someone when your constantly worried about a random jump in you can only really punish with a fast reacting j.back+roundhouse. Improved flame kicks will let Fei be a little more liberal on the ground and he can save. j.back+roundhouse for times when he really needs to use it.

That’s how his flamekick has always been.

What, is there something wrong with improving it?

All I want for Fei Long are better dash recovery and faster startup on Chickenwing. Is that too much to ask?

Yeah a faster chicken wing would be nice. It’s too slow to really use it for what it’s intended purpose was AKA anti fireballs. Most good players can see it and uppercut you. Especially in the sagat matchup, you can’t actually use the chicken wing to go through tiger shots because if you do, he can uppercut you after they recover. You have to do it in anticipation, which is no better than jumping.

Also I’d like it to have a lower hitbox…it goes over way too much stuff it shouldn’t like Geif’s SPD whiff animation, Honda’s Ochio whiff, etc etc.

Just saying. There’s nothing wrong with improving, just saying its always been like it, so they may not change it.

Its generally been more for counter poking. Its an ok AA, but not when they are deep and you need a reversal.

But it’s obvious fei’s DP IS meant for anti air. It’s just less functional than the other existing DPs. We’re not asking for them to break it, just make it on par with other DPs. Or if they wanna leave it weak-ish, make the LK version somewhat safer like it was in ST and keep it as shitty as it is now. Right now the LK version is damn near useless. You can’t even AA with it, it’ll just LOSE to meaty jump ins. Atleast with HK I can hope to beat it if I time it perfectly or atleast trade and get a chicken wing hopefully.

Oh I’m with you guys, just playing devil’s advocate.

What was nice about it in ST was it had the same recovery has ken’s srks. So fei could afford to throw it out to build meter or to try and catch pokes or jumps.

Its never been a great reversal. Although it should at least be able to AA people if fei is already standing when they jump.

It was a way better AA in ST than it is in IV, this much is true. It’s not quite as invincible in ST as some of the other AA’s but I have had far less instances of having it stuffed or seeing it trade in ST than in IV, so no Ii wouldn’t quite say it was always quite as it was in IV. To improve it to at least that level of functionality it has in ST is probably a good idea.

I was going to suggest this but I figured it would be a moot point if Fei’s footspeed was as good or better than Akuma’s footspeed. What is everyone’s opinion on Fei’s dash?

I couldn’t have said it better, i can’t even count how many times that tenshin comes and i don’t mean for it to. Take the shortcuts out, i go back to play 3s and my execution is off.

FK is worst in SF4 than any other incarnation. I’ve been stuffed with a cr. jab…

Also, everyone on the Fei board is in agreement that the pause at the end has to go…

my only other fix for Fei’s dash is keep the pause but allow us to back dash during that pause allowing for some good mix-up potential.

That shit happens to me too, I thought I was the only one.

Why can’t the move just come out faster, something on par with like E. Honda’s HCB+Punch throw…

Aye, I’d rather see it with a short start-up and a long recovery if you whiff.

Seriously, like what kinda backwards throw logic was Capcom thinking on that one?