The "Make Fei Long competitive" thread

I just started playing Fei and I just want 3 things.

  1. Better throw range
  2. Change the rekkas motion to the same as Abels change of direction.
  3. Faster startup to chicken wing, I mean its ok against fireball spammers but its like you have to know the fireball is coming.

Remember I am noob with Fei but this is what I saw from my short time of playing him.

:confused: :confused:

lol at the thread title–

Hes already competitive - :chainsaw:

All i ask is to make EX Rekka Armor breaking on the first hit.

EEH-Im going to have to make road trips soon…

Anyone going to final round this year??

:rock: full support… make Ryu/Sagat cry for the lols

So yeah, was playing a bunch of matches tonight, and you guys were talking about the hits after the initial chicken wing not busting the FA armor, and I totally see why its annoying. Kept getting thrashed by that, I’d love to see it fixed =P

You should trust us on these things more. :lol:

No I believed you, I just don’t remember if ever effecting me that much, but it happened quite a lot last night hehe.

Yep CW FA armor break on any hit would be nice

not to mention if it hit as an overhead.:pray:

If either or, which would you rather have?

-personally I’d rather see the armor break on all hits

  1. make chicken wing completely FA breaker
  2. command throw 2 frames faster and longer range. might be too good.
  3. connecting full ultra. make it so it sucks (no pun intended) in also so it won’t hit an opponent and let them block after the hit.

I’d actually prefer it overhead. Would prevent people from sitting in Fei’s face ducking all the time. Would make his low game stronger as well. It’s annoying to have it not break armor but just don’t use it from so far away you only get 1 hit if you know they like to focus, if it doesn’t get fixed.

Can you even imagine Sagat with a 3 frame Tiger Uppercut? Or Viper with 3 frame thunder knuckle? Damn…

the problem is that CW startup is so slow that even a blind man would stand up and block it. I’d say that it’d be better if it broke armour with all hits

Eurgh… Viper would decimate ALL.

  1. It would be nice to see the hitbox of the cheicken wing lowered a bit to hit all characters. I find it annoying how you fly over the head of some smaller characters.
  2. A standing jab that hit all characters when ducking would be wonderful. Just lower the hitbox a bit.
  3. A bit more range on his uppercut style close standing fierce.

-wes

Yeah that’s true but if they lowered the hit box it wouldn’t be a huge issue. LK CW and medium aren’t that slow. And it’d stop people from ducking it at point blank because they might see it and react to it by blocking, just what we want.

Also yeah, standing jab hitting all crouching opponents would be amazing. It’s so useful for pressure but it doesn’t work on the smaller characters sadly.

read the whole thread… this one stands out. PLEASE LISTEN TO HIM CAPCOM

Agreed with most of what Samurai said but I’ll make a few amendments. If we’re assuming that the bar is at or around Ryu’s capabilities I don’t see any reason why any of the following is broken – I’d like to hear any arguments against if there are any:

Chickenwing: -2 for LK on hit, +0 for MK and HK on hit. Drastically decrease the distance the LK version travels, but give it HDR projectile immunity. MK version unchanged. HK version retains the startup properties from post-patch. Make the last hit overhead. Make sure that LK and MK CWs can’t be incorporated into an infinite loop on Abel/Seth (though I think HK would be the only one that possibly COULD hit so whatever).

I would also make it so that it doesn’t fly over the heads of smaller characters – in some ways this is a nerf as well as a buff. On some characters you can launch LK CW and score a crossup on either the last or last two hits which is really nice for Fei. You can even catch some people with the tail end of HK.CW and go into a combo from there. If CW doesn’t fly over the head of the opponent they have ample opportunity to block, but they can’t block low. So Fei doesn’t have to worry about whiffing CW because of a crouch, and the opponent doesn’t have to worry about fucked up crossups.

Finally, make sure that hitting a CW in a juggle connects. It doesn’t on some characters (the smaller ones mostly: Gen, Cammy, Chun come to mind but I’m sure there are others). Otherwise DP xx FADC, CW > ultra is impossible.

EX version: Unchanged from SF4.

Rekkas: Remove the scaling on the last hit, and give a few less recovery frames if you stop at the first or second hit. First hit should be safe against most punishers, second hit semi-safe, last hit punishable on block. Also, fix it so that it will hit confirm itself – I’ve had it whiff after connecting with the first hit too many times.

EX version: Super armour properties instead of the weird projectile stuffing fist thing it has right now, travels a little further, removed scaling as with the regular version.

EDIT: Don’t know enough about the wall bounce mechanic to comment, but EX Rekkas would make for a good wall bounce move. Not sure what sorts of shenanigans that would lead to.

Tenshin: Give the startup/range parity with a regular throw, make the command HCB+punch instead of kick because of input shortcuts.

EX version: As above, with more range (on par with other command throws).

Flame kick: Remove the hop at the end so that lk DP is usable again. Perhaps more horizontal range, but not compulsory.

EX version: As above. Juggles after a FADC’d flame kick.

Ultra: People assume that the full animation is a must… I disagree. DP xx FADC, CW, ultra is totally viable and it actually connects on Honda right now if the timing is right. Just make it so that the three odd hits will juggle on all characters and it’s fine. Best way to do it is make it so that the hitbox on the last hit stretches to the ground – it hits on Honda because he’s so big and so Honda close to the ground is a bit further up than everyone else close to the ground.

Not as flashy but it works. Also, similar to rekkas, make sure that if the first hit connects that the second will too. An ultra that whiffs on hit is… dumb.

Don’t know what to say about the second ultra, just make sure it actually works like it’s supposed to.

Overhead: Bring back b+mk, and allow it to link to cr.lp. Remove all link properties from f+mk.

f.HK: Ditch it. Bring back his ST step kick. Terrible range, can’t be used in his pressure game, has no use other than gimmickry and maybe breaking focus on a really slow player.

cr.MP: Make it cancelable into specials. His decent pokes can’t cancel into anything at the moment and it’s really crippling in a footsies game. Would be happy to see cr.MK take on these properties instead but I’m not fussed.

st.LP: Increase the size of the hitbox so that it doesn’t whiff on half the cast. Crucial for hit confirming/pressuring, but reasonably useless if it can’t connect.

Movement: Faster walkspeed, and remove the weird cooldown after his forward dash. Slow down the actual dash itself so that it ends up quicker overall, but not by much.

Obvious: Game of Death bodysuit and/or Kato outfit, thanks. Nunchaku win pose, too.

he needs a new projectile: dragon shot. It’s as fast as sagat’s and it’s an overhead.
reakka breaks armor on last hit
flame kick is invincible until you land
cw deals more damage, simplified command, goes through fireballs, overhead, and more hit stun.
tenshin makes your opponent dizzy straight away
ultra: breaks armor, more range, and increase damage by 20%, full ultra animation if first hit connects, less recovery.

Seriously, I pretty much agree on what xS A M U R A Ix said too. And lower the hitbox for s.lp, and less delay for forward dash.

I still think Armour breaking EX Rekka is all he needs…
If he gets that other stuff he would really be broken…

Command grab is fine the way it is…

I agree with this.

Also hoping his new ultra or current ultra is useful after a flamekick x fadc.

Besides that, he’s fine.

I think he needs a better battle cry. That would improve his game. Though he might be broken…