Whining about Fei Long and Fei Long Players thread with some Hawk mixed in

Sounds like rollback lag to me.

Since you know I’m a beginner, these words may be of no use. I’ve watched some Sirlin and Noguchi (can’t remember if it was him exactly), but against Honda, they tried to keep within handslap range (but not Oicho range). This way, if a Handslap or a Headbutt came, they could do the handshake (s. HP) on the Honda. That’s what the strategy looked like. Maybe you could try that out next time and check if I saw it correctly.

For Dhalsim, when trying to get closer, jumping in with a jab didn’t seem to hit over his extended limbs, but a late jumping in MK seemed to hit when trying to get in range. I think I was able to jump in with a late HK as well.

If anything I’ve said above is wrong, make sure to mention it because I don’t want to give advice that was only based on luck than strategy.

I didn’t think c.fp into rekkas was possible since I haven’t seen this in videos or through watching spectator Fei matches online, but I somehow managed to do this one time into a 4-hit combo so now I’ll have to check out how the timing works for this. It’s a nasty move and I’m surprised I don’t see it come out more often by other Fei players online.

I read through this and the Super Turbo thread and I’m trying out all the crossover combos that exarcun posted. Most of them I can do in Training but the ones that are tougher are these:

  1. Crossover MK, close s.HP, Short Dragon Kick
  2. Crossover MK, close s.MP, close s.HP, Rekkas

^^ Any directional input tips for these? ^^

  1. I can do close s.LP, Short Dragon Kick no problem, but from a close s.HP seems a bit different since the animation is much longer. With the help from another post about the close HP into rekka, I was able to take advantage of the button press and release motion from the QCF (negative edge?) but the timing on this one is a bit tougher. I can do it sometimes but it’s always by accident :sweat:

  2. This one I’ve seen done by a few Feis, but I can’t understand how they’re getting the distance to do the standing close HP right after the standing close MP, is it character specific? On Akuma (in Training mode), it’s easily possible. On other characters, by the time you’ve done the crossup MK linked to the standing close MP, the HP that comes out turns into the handshake instead of the uppercut that you want to rekka from.** Is there some adjustment needed after the standing close MP? Or is there a certain jump point I need to be at? **Do you need to move closer to the opponent after the standing close MP? I couldn’t tell what was going on when I saw it in action but it’s a nasty combo when executed properly (5 hits)

OMG, just realized something… in this situation, theoretically, wouldn’t piano method do more to ensure the flame kick coming out?

Will have to test this tonight. Anyone else?

What I found work against Dhalsim was to vary the strength of the rekka kicks to get in and try to psychic flame kick as much as possible when you think he’s going poke you with his elongated arms/legs.

Overhead medium kick, tick throw, meaty Cr. fierce + rekkas/cr. lk + cl. fierce + rekkas mixups are very good since dhalsim doesn’t have a dp.

Watch out for the slides as they can avoid all rekka kicks and rekka punches if timed correctly.

Now if the Dhalsim opponent has got you perfectly zoned out, your best option is to try and knock him down with the flame kick and close in.

It’s still a very hard match and your experience as a fei player will determine the outcome of that match.

The crossup j. mk + cl. mp + cl. fierce + rekkas is character specific only. As far as I know, it only works for gief, t. hawk, fei long, and guile(never tried it on honda cuz most of the time, u eat reversal headbutts). The other chars like the shotos gets pushed back to far for the cl. fierce to connect while others can duck the cl. mp.

If you’re doing cl. mp + cl. fierce + rekkas, I would rather recommend meaty cl. fierce + cl. fierce + rekkas as it is a more deadly combo.

I noticed these two interesting posts by Eggo in the Dhalsim thread. Never played Eggo myself but have read on here that he’s got a strong Dhalsim. Mind games with chickenwings seems to be problematic for him.

What I do now is let them whiff the DP and either punish with cr.rh or, if I’m close enough, throw them.

Do that a couple times (you have to keep patient) and they’ll eventually get the hint to stop doing it.

The only thing that I’ve learned against dhalsim is that j.jab beats drills.

J.jab is really nice against some of the more annoying air attacks (thawk dive, sim drill, blanka j.short).

Jumping jab almost owns all, and trades lots of anti-airs. I end up overdoing it because it is so safe, and get thrown look a fool afterwards :wink:

@DP-punish: some matches against shotos and sagat are nothing more then DP punishing with a few diversions here and there. Works well enough.

Cammy strategy?

I’ve read through this thread but didn’t see any mention of it. The Super Turbo wiki doesn’t have any information against Cammy either. I’m having a difficult time against most Cammys I face online and these aren’t even the advanced Cammy players who mix it up with the Hooligans yet (those just crush me).

Is there a specific range to be at when playing against Cammy? She advances just as quickly as Fei, throws herself as a projectile which comes at a pretty decent speed and then has a pretty good anti-air which **seems **to recover just as quickly as a Ken jab dp (seems like it to me).

Blocking too often leads to dangerous situtations but I can punish the dps that are thrown out for no reason. Otherwise, I’m at a loss on how to attack since her many of her normals come out so quickly which tend to lead into 2in1s everytime for a knockdown.

Also, are Cammy’s known to turtle/block often? Almost every Cammy I’ve faced, they are in a blocking state most of the match. It’s frustrating since it leads into getting thrown. I’ve learned to get my rekkas to bounce me back further away, but I tend to get hit by a Cannon Drill or I block the Cannon Drill and get thrown. Just noticed this from Jumpsuit in the ST wiki:

I’d like to know of things to do and not to do. I remember reading a post about not trying to get three rekkas in on Vega because a return slide would probably come in. Tips like this, but against Cammy is what I’m looking for.

Also, is there anyone on here that can update the matchup thread in the wiki so that it’s complete? There is some useful information against some characters, but on the whole, it’s pretty empty (not sure if you can since it’s Remix and not original Super Turbo). If there is someone who can at least update it for Super Turbo matchups, I’m sure that the info for the most part would hold well towards HD Remix.

I’ve had it with E.Honda. Man he’s got to be the most difficult character to go up against with Fei Long besides Zangief. :sad: It’s just not fun standing around tapping jab / or low kick all day. :arazz:

Is it possible to prevent Zangief from doing the super pile driver if you crouch? Sometimes I see him miss but if I ever try to reverse with a flame kick, I get thrown.

I posted a “strategy” against E. Honda a few posts back and have played around with it. It’s pretty boring, but it’s better than throwing out psychic flame kicks. Chickenwings are too dangerous and blocked rekkas are just asking for trouble.

This is what I do against Hondas. Make sure you’re a bit closer than your fierce rekka range. Maintain this range. From this point on, standing HP is your friend. The only thing to watch out for is Honda’s sweep and maybe a stored Oicho if he walks a few steps forward.

Why keep this range? If you throw out standing HP, your handshake will beat out the HHS and the headbutt, even the jab headbutt. If Honda goes for the buttslam, the standing HP will turn into Fei’s uppercut. If you want, you can do the flame kick. Buttslam and the sweep are the two things you should pay attention to. This range limits their options (from what I can tell).

Of course, this isn’t against advanced Honda players, but I bet this will work on many Honda players you face online. It doesn’t guarantee total victory, but it will change up their game in your favor. My games against Honda aren’t so lopsided anymore.

I’m not advanced enough to add some mixup games with this, so I’m hoping the better Fei players test this out for me.

Vs. Honda you may want to sneak in single rekka punch for block damage. You can usually recover in time to hand shake (maybe standing lk) or flame kick his attempts at reprisal.

?

Surely you’ve thrown a crouching character before. If he’s missing that throw, it’s either because you’re out of range or he’s trying to throw you while you’re in hit/block stun.

Just think about how boring and unplayable this game would be if all you had to do to avoid a throw was crouch. Crouch-block would counter everything except jumping attacks and overheads, both of which are generally easier to see coming than a throw is (except for the few characters blessed with instand overhead jumping attacks, of course). BTW, the Tekken series avoids falling into this trap by giving characters moves that hit mid and come out almost as quickly (if not quicker) than high and low attacks.

This is the best fighting game of all time for a reason. Sometimes, the answer to your question can be found by simply reasoning out the possibilities of the question you’re asking.

Cammy is a real pain in the ass for me to play, but I’ve learned a few things against her:

  1. Handshake will beat out cannon drills at range. If you’re too close, usually the short cannon drill will go under handshake.

  2. C.strong out-ranges most of Cammy’s normals (possibly all?), and will usually at least trade with cannon drill if timed properly. I also use it to punish a blocked cannon drill, since it has excellent range and helps keep the opponent honest.

  3. Blocked cannon spike can be punished with fierce rekka pretty easily.

In general, you just have to play careful against them and use safe poking and keep punishing moves that she often abuses.

Cammy is not a very hard matchup against fei but she can prove to be quite troublesome if you don’t have much experience against her. If you predict a cannon drill is coming, u can nullify it with a standing lk, it can also stuff cannon spikes at certain ranges. If you get a chance, also pressure with the rekka kens and mixup with tick throws.

I’m starting to learn how to use a joystick and saw this video with Tsuji’s Fei Long. They show a Super Turbo match between him and Tsunoppi’s Guile and Cammy. The camera focuses on both players at some points with the cabinet shown and a pip view of the actual match.

I figured this might be helpful for some new joystick players who use Fei to help understand how the motion and timing of the rekkas would work. I also noticed that he is using TWO fingers to tap a single button (with a split second difference between the same button press). Is this normal, does that help? I also saw his Fei do the TOD combo that I mentioned before on Cammy (jump. MK, standing close MP, standing close HP into rekkas).

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I see, I figured zangief had the other throw to catch crouching players; the one that does a quick dash. I’ve never played SSFT except against the computer. HDREMIX is my first time playing against human players so I’m learning as i go. Thanks for the info.

As Fei I’m mostly bothered with her thrust kick, which moves so awkward that I almost always mistime my reprisal on it. It looks slow, but recovers really fast, almost like Ken’s JAB DP. If she does a RH one, it comes down a lot faster than I anticipate (not mentioning often the wrong side), often ending in a throw for her. That usually evokes a WTF from me :slight_smile:

As Fei I’m actually always bothered by quick DP moves as it counters my always-on attack cleanly. Maybe it will stop when I learn to punish whiffs harder with rekka series instead of pokes.

No problem, but I did think about something else. In the SSF2T Tutorial on Capcom Classics Collection Volume 2, you see Zangief grabbing a crouching Cammy with the SPD.

If you haven’t watched those tutorial videos, I’d highly suggest doing so as those videos will give you solid foundational knowledge of the game to help you understand what we’re talking about on the forums even more. You can find them on David Sirlin’s website (http://www.sirlin.net/). Check the whole site out. It’s got good info.

Two words…training mode.

I’m sure the hiccups that occur with online play contribute to you not fully punishing missed DPs or otherwise helplessly falling opponents, but I’m certain some practice time in training mode would help you get a feel for when people land and how many recovery frames they have upon landing (if any). (Of course, as I’ve said in days past, I can easily remember being thrown by my brother after he would whiff fierce DPs on SNES SSF2 while I was trying to stand at point-blank range of where he was going to land to either throw or combo him.

By the way…you did know Fei Long has an air-throw with strong or fierce, right? If you don’t want to risk them landing, throw them before they do. :slight_smile: (Of course, most people don’t whiff a DP that sends them sailing way up into the air unless they’re being flat-out reckless, but hey…it’s another option.) To get the throw, basically jump so that your opponent’s head is right where Fei’s hands for jumping fierce would appear. It looks like his kick throw, but in the air. Pretty nice.