It’s all crouching for the jabs and shorts. I will try to use HP more often. I just get get into habit with jabs because I have an easier time hit confirming and doing 2 in 1’s with them. And a question on the links. Is it better to time the links and hit the next attack right after the one you are doing is finished or mash like crazy to get the next one out?
Links are all about timing! If you mash, you’ll miss. This is especially important when doing links that change from standing to crouching and vice versa. For the example with cr.:lp:, cl.:hp:, you want to let go of the joystick (or pad) and press :hp: at the exact same time that the cr.:lp: ends. This will cause Fei Long to skip the frames where he is in the process of standing up and immediately go into the cl.:hp:. I found that little trick while I was writing my FAQ and it works for everybody. It’s lovely.
P.S. Some moves give you so much frame advantage that you can mash, but if you want to master linking from any move, you gots to have rhythm, mon. Thanks for asking that question! I need to put that in my updated FAQ!
so ive been thinkin… should we create some kind of decision tree-type thing for fei’s setups and followthroughs? more than other charas, it seems fei has to know ahead of time what string he will be doing to be effective.
thoughts?
Well what he should do after any given move varies a lot depending on what character he’s facing. You can’t do chicken wings on good Zangiefs or T hawks for example. I think what would help more is a list of what moves you SHOULDN’T incorporate in block strings against certain characters.
Chicken Wings:
Dangerous on Zangief, T Hawk. (360 and 720)
Risky on anyone with a larger throw range than you, or anyone with a small crouching hit box that will cause the last hit to miss consistently.
Rekka Punch II:
Dangerous on Balrog (low rush), Vega (c. jab, maybe c. strong)
Slightly Risky on anyone when you don’t get your spacing right.
Rekka Punch III:
Dangerous on Fei Long (Full Rekka Series), Vega (slide), Bison (Press any button or perform any special)
Risky on anyone when you get the spacing wrong, and it will always leave you on frame disadvantage no matter how perfectly you do it. Still a good move though.
LK Flame Kick:
Dangerous on: Sim (Standing Hp, Standing Middle kick, and who knows what else) , Blanka (He can time the roll so it hits you in the air, so no hitting back) Bison (Do anything! Scissor kick, psycho crusher, walk forward MK, super, take your pick!)
Risky on: Almost anyone when you do it close enough. I’ve even seen Zangief walk forward and sweep it. It’s disgusting.
So yeah there are very few things I use on everyone. About the only universal strings I probably use are:
Forward + RH (Butterfly Kick) -> Rekka (strength depending on the distance)
Max Range Fierce Rekka I -> (wait) -> Strong Rekka I -> (Wait) -> Strong Rekka I or Strong Rekka II or anything really
c. strong -> Fierce Rekka I or Roundhouse Chickenwing
Even then it’s more about knowing what your opponent can punish and what you think your opponent is going to do.
Oh muh gosh…you’re too kind! I’m blushing! LOL!
I like to keep my game simple, effective and quick. Yes, I can always go for the flash with lp, lk, etc etc but why should I take the risk of screwing up for the sake of looking good? I’m a huge ham when it comes to showing off during casuals but when tourney time or online play comes around I stick to simplicity.
However I love to see new Fei players get creative with combos and strats. For instance, whenever I watch Noguchi play Fei I see tons of good stuff I could use but making those opportunities happen more frequently is often times harder than actually pulling off the combos that follow lol!
St.RH is ok, but at that angle any regular attack is risky especially if you are fighting a Sagat or Shoto.
You can walk in a few steps and do a low fierce at the last second. Their attack will wiff in the air and you get a clean hit…sometimes TWO if you are meaty enough. But I tend to play it safe and just block. If I can’t counter cleanly, why risk it?
Indeed, always agree with Jesse lol. I’ll start playin gon 360 as soon as my SF4 TE gets here, we need some Fei mirror matches for old times sake, and you know Phil will be down also XD.
anyone have tips for going against a good Boxer?
Fei’s super will be beat boxer’s super in my experience. It also beat Chun’s. I did it nearly the exact same time as my opponent.
Against boxer I suggest crouching MP and FP. Crossups after you knock him down and you think he might not be ready to do a buffalo headbutt. If you’re going to try two Rekkas, make sure your as far as possible after the second hit, and you can try to short flame kick. It’s risky, because he might just wait for you to do that.
Take my advice on this with a grain of salt, I don’t have experience fighting pro Balrog players.
vs. Boxer:
your throws are risky. yes, he has one of the shortest throw ranges in the game, but those headbutts seem to be able to pull fei out of just about anything.
c.mp is your friend. use it when advancing, when defending, or whenever. the range and hitbox on it seem to frustrate boxer players no end, as it hits cleanly under the dashing straights/uppers. c.fp also is okay, but greatly decreases your range of harrassment.
flamekicks should be used sparingly, but can be a great weapon against a rhythmless or hesitant Boxer. they can catch dash punches well if you learn their spacing (use mk for best results i find) and are great for building meter while boxer is turtling.
your super is often your victory. it can take boxer out of just about everything, save his own super. most boxers rely on a few BnB combos, and they usually have one or two spots where you can break into your super and hand balrog/bison five fists of rekkashinken goodness.
anything else i think of, ill post it.
Mixing up overheads from time to time work really well from my experience, particularly if you force a Boxer to stand via timed jump ins or Chicken Wings. Crouching Strong is fantastic, as well as throwing in Cross-Ups. Shit goes to hell if you do Flame Kicks and whiff…
I started playing SF online for only 2 weeks now, although I’ve been playing SF since WW times at arcades and on consoles. A new world opened up for me as I only now learn what zoning/turtling etc really means. So consider this a scrubs view on Fei
Fei is cool to play with, he resembles every martial artist enthousiast’s favorite Bruce lee. So that’s why I main him. Sadly he appears to be low tier, and also hard to learn for a beginner. To be efficient you don’t only need to get the SRK motion right, you also need to get perfect timing and spacing on the Rekka kens. It’s his main threat, and only pays of for him if you can maximize all of them when appropriate. I find myself doing too much safe normals instead of punishing RekkaKen combos, but hey, we are learning!
My experience with match-ups:
Sagat: A nightmare to get close too. When you see a space he is usually just waiting to surprise you with a DP or TK. His jumping range with kicks is too fast for me to react on with Flamekicks. When I am in range for Rekkakens, he also is with TK’s that do tons of juggle damage. I seem to rely on punishing with C.HP and trying too stay close and meaty. But there is always the DP to worry about.
Dhalsim: as of now I never had much problems with him, keeping him under pressure and scaring him with psychic flamekicks and quick CW’s. Guess I didnt fight anyone good yet. Need to find a way out of the nookie trap, though.
Ryu: I like this match as most players are usually not that good, falling for CW and rekkaken pressure. DP scares me sometimes, but his zoning is not as strong as Sagats it seems. Hurricane kicks give me problems because it seems hard to punish (I try C.MP normally). Often fall for a sweep right after it. The overhead is quite quick, tricking me to often.
Ken: Same as Ryu, but his HP DP is a lot more threatening to eat. Same problem with Hurricane. Knee Bash trap of good players ofcourse is annoying. Likeable match overall, giving you the edge on pressure and lots of chances to punish SRK happy ones.
Chun Li: Chun seems to get away with the jumping LK easily. The fireball kills me when laggy, her constant jumps make her hard to close in on. That crazy arc birdkick still seems to confuse me. Hate to say that it is usualy safe for her to do on me. The lightning kick instead of throw can eat half of my life and I cannot counter. Maybe I’ll try jumping in more. I usually try catching her with CW and flamekicks.
Vega: dont think I can actually win against anyone that is good at turtling. If they charge flipkicks constantly and keep jabbing and sliding, there is no way I can pressure him. CW works against slow opponents, thats it. I stick to countering with C.HP. I panic to hell when he does any flying attack. Or try neutral MK. He can always do a meaty roll on me and I hate that. You see life slowly chipping away while having no frame advantage at all after it. That sucks. If you have a player that can throw too, it’s just painful.
Honda: Never as painful as fighting a turtling Honda however. Free headbutts, no possibility to jump in at all. Closing in is dangerous because reacting on a HB is hard for me. When I get close he can just pull out HHS anyway, if I go down het meaties it for massive damage either way. When I block a meaty HHS standing, it seems to go though me sometimes. I rely on S. HP to stuff what he throws and hope for the best. Fat bastard ate all the food.
Bison: Another one who gets a free pass on Fei, as his Psychocrusher when blocked is 50/50 a throw for someone, or nothing when he goes through far enough. Can only sometimes catch him with C. MP if he zones it wrong. To gezt him you need to get close, but when jumping from far you can land on his specials, and when walking in you need massive reflexes to block scissor kicks and slides. Bah. I hate running Bisons
Balrog: keeping him out with C.MP and C.HP is quite easy, unless he tries headbutting it. Didnt have many problems with him yet, aside from the throw loop. Just dont whiff anything I guess.
Cammy: apparantly a low tier but still good enough to bugger Fei. Her Trust Kick always tricks me with that queer movement. It recovers much faster than it looks. It also has better range than Fei’s flamekicks. I try to be aware of cannon drills, but then again there is the hooligan thing. Perhaps she gets easy when you learn to react on these things faster. Until now I try to exploit her errors as I am a bit thrown off by the fast trust kicks.
T Hawk: He is a big target so I like fighting him, altugh his SRK is strong enough to beat pressure. The 360 doesnt harm me that much yet, I can keep some range against it. His dive does get to me as its fast. Then again I have the jumping LP to keep him out of the air. I do learn though that landing on him with a too early air attack gives a free throw.
Deejay: need to get close but there is always sticking a leg out Do like fighting him overall, anything goes.
Zangief: You cant CW this guy can you. But you can harass him with a series of rekkekens and hard punches. That’s ok. I got double perfected once by someone who knew to tick SPD me though.
Guile: likeable match that usually involves baiting flashkicks and hitting him overhead with CW. Rekkeken pressure also works. His sonic boom is too low to zone you out like Sagat can.
Blanka: punishing rolls is fun. Jumping in on free electricity isnt. Cross-ups dont work. He’s slide catches me too often, but overall he is ok to pressure ans CW and rekkaken get good hits on his defense.
Akuma: luckily most players aint that good falling for pressure. If I fight a good one then well, whatever. He can do anything after the air fireball, who is to know. What always gets to me is his super. Dear god, why. Do people enjoy winning with this?
It’s often frustrating to play from Europe, as ping doesnt get much lower than 100 to 200 ms. That seems to give and edge to fireballers, as they can attack safely anyway. There are matches that you dont even see those projectiles. Furthermore punishing whiffed SRK is then impossible. I wonder what it does to the reversal timing too. Still it is the best game on my PS3 yet
Nice insight. Overhead is also very effective against low rush punch in general.
Love the overhead kick, if I’m playing on a good day and can do the c. lk + cl. fierce + rekka punches all the time, it can be a deadly mix-up. The opponent on the defensive end can only do so much to avoid it, either take the hit on the overhead, guess on the blocks, Dp/throw reversal, or eat the deadly combo.
standing jab to s. fierce to rekkas hurt
Crouch jab, close fierce XX Rekka Ken (x3) hits low and hurts. It’s a little easier, too.
Any advantage to doing crouch short over crouch jab other than reach? It’s harder to link from crouch short, IMHO.
You got video of this? I’m not going to practice this maneuver until I get a stick.
Don’t bother with that. Just do meaty c. fierce (really meaty) straight into rekkas. It hits low on most people, easier to time meaty – i.e. do it right when you see them start to jump up from the floor, and it still does really good damage. Another advantage is that you can do it from so further away so as to avoid reversal throws and it makes people think twice about reversal SPDs since you can move out of range if you predict it.
wait wait wait, cr.jab and cr.fierce hits low? wtf.
Cr. Fierce doesn’t hit low on Bison and some other characters, probably Honda because he obviously needs another advantage against Fei Long.
Is cl.hp xx rekka kens a 2-in-1 or am I supposed to cancel? For the life of me, I cannot get those two to link consistently after a j.hk.