—Vs honda—
Honda usually gave fei some unadvantages in Super Turbo. One move in particular was his headbutt which conssitantly drowned out most of Fei’s starters for pressuring in strings. Another was his Orochi throw which kept Fei downed and usually in turtle mode.
In HD things are a different. Fei’s flame kicks are user friendly and do not require the precise time it did in ST. His rekkas are also safer considering the amount of distance they travel from afar.
Since the Chicken Wing has been nerfed really bad and honda can still out beat it with any strength of Headbut, Fei can still overcome these problems with using similiar strategy from ST fei but beefed up a little.
S. Fierce, Still stops hondas head dead cold. The S. RH is also a great way to keep Honda in rekka pressure distance and essential for fei to get in block damage. Flame Kicks are simple now, but can be punished regarding your execution of the move and the time honda gives fei some head.
Rekka Ken pressure couldn’t be any easier than this. This is guarantee to work on any character regarding distances. Keep in mind knowing the strenghs to push is key for keeping safe distance.
From afar- Fierce Rekka, Strong Rekka, Short Rekka
Close- Strong Rekka, Short Rekka, Short Rekka.
Sweep Distance- Fierce Rekka, Short Rekka, Short Rekka.
This will help utitlize pressure strings and meter building. Confusing the rekka patterns can be detrimental toward feis game, and cause an exploit for your patterns and eventually a lost match, mix up your patterns.
Close- Jab Rekka, C. RH/Throw
Jab Rekka, Jab Rekka, Pause, Strong Rekka Jab Rekka
Jab Rekka, S. Jab, S. Flame Kick
Strong Rekka, Jab Rekka Pause (Fei will still be in the Rekka recovery animation but you can execute the 3Hit Chain) Jab Rekka, Strong Rekka, Strong Rekka.
Most of fei’s key strengths is in his Rekka, unfortunately the Chicken Wing is dumbed out. beefing up ground game and rekka pressures is key for mix ups and pressure strings.