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

Not even, in most cases a reversal throw will get you. Should have kept mk/hk CW the same and keep the lk CW as is now.

I sure would like to see more videos of you guys challenge Sirlin’s Fei Long. I think I watched 8 videos or so of him beating up on scrubby looking Kens. Are there any other videos out there of high-level players taking him on with him using the low-tier characters?

Nah man you just gotta try harder. Good luck finding a video of him playing against a solid honda with hawk/fei/gief/cammy.

I imagine this has more to do w/ honda being a retarded character rather than chickenwing being too weak. The fact is, honda just rapes non-fireball characters for free, which is ridiculous.

That video linked earlier showed Sirlin’s fei going against thelo’s honda. He got destroyed and all Sirlin could think of trying was to try and bait the standing fierce.

I saw that video. That’s why I said “I’d like to see more”. :slight_smile: I’m not satisfied! :slight_smile: I want more! GIMME MORE!!! :smiley:

It would be nice is someone planned a session like that with him. That’d be epic video to watch, I’m sure.

I would play my shitty honda vs his hawk or fei.

I love that Sirlin’s best advice for Fei players when going up against Honda is to fucking switch to Ryu right away.

My head’s gonna explode >_< (general strat/feilong)

Warning Long Post: This is a partial rant, partial cry for help from someone that has played Alpha Series and higher; but sucks at SSFII (but is trying to learn)

Hokay; I’m trying hard as I can to improve and create a strong Fei Long, but as the third word in this sentence implies; I’m failing!

I’ve found that almost every character in this game (EXCEPT FEI FUCKING LONG) has some kind of turtle strategy that will work for them; how do I know that? Because for some odd reason last night; that’s all i played against! And I couldn’t for the life of me figure out most of them!

Deejay sits in one spot ducking; throwing out fire balls (slashes? lines?..projectiles) then does the air kick to knock you down; then a second shorter one to juggle; I’ve been perfected by this because I couldn’'t time the QCF+K correctly (obviously that’s one way to beat the projectile and move in fast enough to punish)

Guile has the same thing; and it loses to the same thing QCF+K will get over the sonic boom and hit him before he can do a flash kick; which leaves him open for punishment; unless you’re pushed back to the corner in which cause he can do a walk up on you between the sonic booms.

Ken/Ryu/Akuma all have their fireball to shoryuken; which I CAN’T find a real way around, aside from baiting the shoryuken and going from there, but ofcourse I am a noob fei long and it’s quite difficult. (I’m assuming fierce rekka would get me in fast enough).

Ken specifically; this guy knocked me down; got next to me and spammed short shoryukens, his was able to do so fast enough to completely lock me out; all I could do is block! I tried sweeping, I tried rekka, I tried fire kicks, I TRIED CURSING AT THE SCREEN! Nothing worked! Is that just straight up broken; or do I really move that slow? (Come on now i main ibuki in 3s; I can’t be that slow).

Dictator, obviously you get a few people spamming pyscho crushers back and forth. I’ve seen that my Fierce and my Round house can both stop it; if i can land it, so can fire kicks; all of which are risky; the general strat I’ve taken against that is a timed backwards jump (j-MK). Is there something better that I can do?

Biggest problem ever:

ZANGIEF; how am I supposed to beat this guy?! If he hits me with a short or a jab i’m screwed; no matter I do, I’m just screwed! I tried playing keep away and he splash wrecked me! I tried hit and run, and he cycloned me after I hit him! God forbid he ever knocks me down because that’s a 100% chance of getting Cycloned! I just can’t figure it out; I actually sat and took a beating from some guy online for about an hour just to try and figure out how to get around it; and I can’t find it! I can’t rush down because he apparently can cyclone on wake; Rekkas result in cyclones. EVERYTHING LEADS TO THE CYCLONE! I can beat him with characters that have projectiles; but a melee character, I’m thinking it’s not even feasibly possible. Trying to jump away on wake will result in being swept; tryin to block on wake results in a cyclone; fire kick from wake will be blocked, and then I’ll be cycloned!

QCF+k from far results in cyclones whether it’s blocked or not! This russian bastid just won’t let me win!

…moving on.

E.Honda: From what I’ve seen, you want to keep distance and stop the head butts via fire kicks; or a Fierce; both risky, but if you both get hit, it’s better than just you getting hit; right?

Overall:
Since basically I’ve just been taking a beating it’s allowed me to mess around while playing to try and find out more things which I’ll list here, please correct me if I’m wrong on them.

Fei Long’s jumping Fierce has way higher priority than his Jumping Roundhouse.

Jumping Forward Kick is the only way to crossover; as Jumping Roundhouse always wiffs.

Forward+Roundhouse is a good push back for attacking people that are knocked down; specifically cornered opponents.

Rekka’s are basically useless unless you combo into them.

QCF+K is quite possibly the best move in the game to spam to build bar; as well as attack projectile spammers and turtles.

Flame Kicks can be done to people who are falling; so long as they’re above Fel’s waist line.

Trying to fully master Fei Long is a long, hard, rigid road of disaster. (ahaha i said long, hard and rigid)

…enlighten me people! Share your wealth o knowledge.

I am a scrubby player for only 1-month yet, but read a lot, so here goes a try:

Obviously you need the short CW to get over it, and its not that hard to do on reaction. I tend to keep them under pressure with CW and Rekkas. Some wisen up and bait CW over projectiles, then retaliate. That’s because they are good. But you cant expect to make a stand without perfect CW execution.

Baiting DP’s and punishing them is part of the match-up, you need to be really quick tho. I cant beat a spamming Ken in laggy matches. Still practicing this :slight_smile:

Against all grapplers you need a good reversal. Sadly this is the hardest thing in the game, and it doesnt even guarantee victory as it can be baited. You wont win without reversals. Practice.

  1. Maybe, but it has no reach or duration His best aerial is J. LP, it beats all but chuns J. LK AFAIK
  2. Yes
  3. It’s a great attack on all recovering people, it has a lot of hitting frames, does goed dizzy and combos into sweep if close
  4. No! Rekka is the base of Fei’s pressure ground attack, next to C. MP and C. HP. The fierce one goes half a screen, and can connect to two more. End with jab, or after two when on block to keep safe.
  5. CW is good against turtles thats for sure, but you need to connect or you will get hit.
  6. Yes
  7. Yes, but what about Dhalsim or Gief? :slight_smile: At least Fei has some sensible fighting logic to him.

Yeah…wasn’t that lovely?! :slight_smile: That alone should tell him something.

cuz new threads are :smokin:

@ DRCsyntax

I’ve been maining Fei in HDR for a while now and I feel like I’ve got a pretty good handle on him so I guess I can give you some tips. Hopefully it helps you out a little. Other players can offer more than me I’m sure.

Ill start by going through his moves and how to use them well.

Rekka Punch - Rekkas can feel useless if you arent useing them at intelligent times. Against most characters in the game if you are being overly violent with them they are easily avoided and punished. Assuming your opponant isnt jumping all over the place it is actually safe to pressure with them even when the opponant is being a turtle. From sweep range or slightly farther use fierce rekka -> medium rekka -> light rekka. If it hits, all the attacks will connect, and if they block it will push you right out of their sweep distance leaving you in a much better position. Were you to follow through with all three fierce on block you would certainly be punished for it. another useful trick with rekkas is that you can delay them or stop them altogether. To mix things up try doing two rekkas, then delay the final hit, a lot of mediocre fei players online cant get the third rekka out properly so many players will assume after the delay you are done and they can retaliate, but will eat the last delayed rekka instead and end up on the ground. also doing two rekkas and then walking up and throwing is a good trick for keeping people on their toes, but a good player can counter it.

Flaming Kick (hot kick)- This is your best defenseive move and also your best reversal. The anti-air properties are obvious, but another thing to note about it is that its good at keeping up your pressure at times you would otherwise have to block. Lets say you come into your opponent with a flying kick and they block it. Normally you would think blocking to avoid retaliation would be the best plan of action but actually, unless your kicks left you at point blank range you should immediately use a short flame kick. It is so fast that it pretty much always negates the opponents attempt to regain offense. if you do it at point blank range though it will leave you open for a counter and break your offensive pressure, so at that range I would advise to either throw instead if you expect the opponant to block, or simply defend yourself. Short flame kick will end up being one of your main tools with Fei. I typically only use the medium and fierce rekkas to counter airborne opponents with respect to their range. Fierce is also used in conjunction with the flying kick juggle.

Flying Kicks (chicken wing) - This is your main tool for getting Fei where he needs to be in order to really wreck your opponent. A short flying kick can travel over projectiles with temporary invulnerability which is incredibly important in gaining ground against projectile equiped opponents. The forward, and roundhouse versions can also fly over them, but do not have the invincible frames, so you need to do them much earlier and they typically cant be done on reaction. Depending on your range you will need to either forsee projectiles before they happen and come in with a roundhouse or forward flying kick, or move over them on reaction with the short version. Learning when to use which version of each flying kick against projectile characters is one of the most difficult hurdles a Fei player faces. When trying to gain ground on non projectile characters You will probably use the roundhouse version more often then not, and it has good air priority too. If you hit someone in the air with the flying kicks you can follow up with a roundhouse or forward flame kick. On occasion, the flying kicks will get three hits allowing you to follow up with a single hit of a flame kick, (Fei’s juggle limit is 4) but more often than not it will hit twice, when this happens try not to do the flame kick right away or it will only land a single hit ending your juggle at three, instead wait till they are about on the level of Feis head and then doing a rounhouse flame kick which gets you the four full hits. Sometimes Fei will end up in an awkward position after the kicks that makes it difficult to juggle, in this case if you dont think you can do it then dont, because if you will it will not only break your pressure but also leave you open for punishment.

Shien Rekka Ken - Fei’s super is more important than most characters supers are because you will almost always get at least one per round and sometimes two. His super is also just generally a great move, but never EVER use it just to use it. I see this all the time in this game, people useing their supers out of no where praying to land a hit. Unintelligent supers are easy to avoid and easy to punish so dont do it. Fei’s super has three main uses, punishing pokers, escaping pressure, and chip damage. At just out of sweep range if someone is trying poke at you (happens ALL the time) expecting that you will walk into it just nail them with a super, teaching them a lesson about poking at stupid ranges. You can also bait people into being nailed by it by stopping your corner pressure for a split second and then using the super, or doing two rekkas then super etc. The super can also juggle after the flying kicks, but this situation rarely comes up and its only good if the kicks leave them falling near the corner. If someone is on the offens but not keeping you in an extremely tight situation you can sit back and wait for a good time to throw out the super, but if you are in something like a tick throw trap you would be better attempting a short flame kick reversal. Lastly, the super can get about 3 or 4 pixels worth of chip damage in the corner so if thats all you need for a kill then go ahead and launch it off as a meaty move to score a cheese victory.

General Fei tips:

1: Play violently but intelligently. You mentioned spamming the flying kicks as a way to build super but I advise against this. Spamming generally leads to punishing, and Fei’s general style leads to him obtaining a super pretty quickly anyhow. If you were planning to spam anything spam short flame kicks, but only do that at good range if you really feel the need to do them. Rather than spamming at range you should be spending your time looking for a way in, and once you get there try to keep your opponent in a constant blocking state, mixing things up and dealing good damage. Instilling fear into your opponent with a solid pressure strategy is one of Fei’s best (and most fun) strategies. Fei is good at continuously keeping up pressure and once you scare your opponent into blocking and waiting for your pressure to end you have total control over the match.
2: Do not be a coward ever. If you are being a turtle with Fei you will lose. There are reasons to not rush in and stay back blocking but if someone is on the offense pressureing you you need to make them eat a hot kick. Even when you are at a stand-still your every moment should be spent looking for a way in or waiting to punish. Dont wait for openings, create them.
3: Throw. a lot. Pressureing in the corner is Fei’s best tactic, when in fear most players block so throw often. On wake-ups go for a meaty forward kick and then throw. When you think they might catch on to this do that same medium but then hot kick them. Inevitably all these jumping meaty attacks will make them want to try a reversal so bait it and throw. I say throw because many many characters have very few recovery frames upon landing from an anti air, so if you choose not to hit them out of the air then unless you know otherwise throw them.
4: Have the right mindset. Fei is generally considered to be a lower tier character which means he has a lot of bad matchups. If you are planning to really become good with Fei then dont ever look at your opponant and feel defeat before the match ever starts. When you see Ryu’s throw trap, you need to make the player fear making a mistake with it. If you are in a terrible matchup and feel like you cannot win, try new things to figure out what will help you in the future and look at the parts of your strategy that are leading to your loss. While its true that a Honda player can demolish a Fei without even close to the amount of work required to do the opposite don’t sit back and blame your loss on the character. It can be hard and make you frustrated but just keep telling youself you can beat every character if you try hard enough and you will learn to do so.

Tips for Matchups

Zangeif - This is hard because normally you want to get in close, but Geif will absolutely destroy you at that range. Use your priorty to your advantage and poke away. Use flame kicks to avoid throw traps. Sweep him out of the lariat near the end of the move.

Vega - Claw’s priority > you. Ive had trouble with this match particularly because of claw’s sliding kick pressure. You can hot kick him out of his jumps, and a crouching fierce punch is just what the doctor ordered for dealing with a lot of his ground pressure. Avoid meaty attacks as his back flip kick is an impenetrable fortress against them. Try baiting the flip kick.

Ryu - a good fireball trap is very difficult for Fei to deal with, use the short cw primarily to get in and then keep the pressure up, but be careful not to land on a sweep after the cw. Also a good Ryu player uses a lot of fake fireballs, making this match particularly vicious.

Ken - You mentioned an endless chain of light shorykens, that the mindless Ken players love to spam as their free win move. If you time a cw to hit Ken in the head when his dp reaches its apex it will connect.

Akuma - Most Akuma players (at least on the psn) suck with him, and pick him as a crutch to mask their skill. These players are easy to bait and shouldnt give you much trouble. If you are to face an actual skilled Akuma player, I cant really offer you much help.

Honda - Every knows the standing Fierce and a psychically timed flame kick beats hondas headbut, but It hasnt worked well for me and seems to trade more than it counters. I actually use the roundhouse cw a lot against the mindless headbut-forever honda players, and if it connects properly it will hit him out of it. From there you just have to take offense. Against good Honda players who don’t fight mindlessly with headbuts and know how to use the ochio throw well I have no reliable defense, but luckily the majority of Honda players arent that great.

DeeJay - I’ve had trouble with him for a while and could use someone’s tips on him. Other than basic baiting strategy and unreliable crouching fierce counters I havent been able to deal well with good Dee Jay players.

Guile - Guile players are typically easy to bait into a flash kick and punish from there. They also love to poke which can be punished with rekkas and the super.

Come on guys, we all know Sirlin could have won with fei. He just didnt want to try harder.

Ok…really…a thread for Fei Long already exists.

http://forums.shoryuken.com/showthread.php?t=168746

There really should be a sticky at the top of this forum that emphasizes ‘searching’ before posting. Let’s keep all of the information in one place for newbies to come, shall we? Thanks.

Yeah, he would’ve had to try harder by getting first attack (good luck) and then playing the perfect keep away/defense game (maybe even winning by time-out).

I used fei-long to beat someone’s ryu at a tourney last weekend and then he counterpicked with honda to beat me :rolleyes:. Anyways, the j. mk. cross-up - st. mp. - cr. rh. (and then repeat) worked well for me when I could actually get an opportunity to knock honda down, but even then a good honda will butt-drop to get out of the cross-up if he remembers :sad:.

Did you really just say gief is a bad matchup for fei? Fei could have a broken everything but fierce button and stick and still win.

That’s why you need to follow that crossup with cl.:mp:, cl.:hp: XX Rekka Ken (x3) and dizzy him! Notice how that combo just did over 50% damage? DO IT AGAIN!!! Touch of Death!!! :slight_smile:

Combos like that are why I don’t end combos with sweeps unless I’m forced to. Sweeps just don’t dizzy consistently enough (save for the long Zangief crossup into 4 jabs into sweep close to 50% dizzy combo). Special moves that knockdown? Now that’s my kind o’ party! :slight_smile:

He didn’t mention Honda, either. I hope they’ll go over to the thread that already exists and search for the questions they have answers to.

No I don’t view Geif as a bad matchup for Fei, but the original poster apparently did so I put him in there. When it comes right down to it if you dont know how to deal with a particular matchup any match can seem daunting. Also I meant to add a lot more match up strategies (keep in mind this is all just from my personal experience I’m sure plenty of players have more to add and can offer better strategies than me). I was at work when I was writing this though and my shift ended so I had to post without finishing it. I’ll edit it and add more in later. And yes Honda is probably Fei’s worst match. Also I didn’t notice the other Fei thread, this was at the top when I came in and I just replied to it. After looking at it though the other thread is a bit hard to navigate for decent tips, someone ought to go and put the tips in the top of the thread and the general Fei discussion under that.