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

It’s still a safe bet to try a walk up meaty “handshake” to see what your opponent will do. If they CAN reversal DP it, next time walk up, block, and then walk up throw!

I like the walk-up step-in S HK once in a while, just hitting with only the toe. Somehow it seems to surprise many opponents, as its reach is quite long. I guess they usually try to sweep/fireball, but get beaten to the punch. Doesnt hurt that much though, just a good mindfuck :slight_smile:

Anyone an idea what Fei’s best normal tick is? I’m playing with meaty C. LK then throw, mixed up with meaty S HP links. It is ok, but there might be a better one to tick with?

Meaty C. LK and Meaty S. HP’s are great for ticking. His S. LP is pretty good too.

Hey guys, after working on this thing for at least a month, I think I may finally have a finished FAQ. But, I need your help in checking my work.

Check out these combos. I know some of them may not be all that practical, but what I really need to know is whether or not they work. Use the following key as you read.

, = Link Combo

  • = Chain Combo or Rapid-Fire Chain
    XX = 2-in-1 or Special/Super Move Cancellation
    NE = Negative Edge
    MP = Motion Partitioning
    CP = Charge Partitioning
    KC = Kara (Empty) Cancellation
    RC = Renda (Rapid-Fire Chain) Cancellation
    SC = Super Combo
    TT = Tick Throw
    @ = Dizzy Combo
    R@ = Re-dizzy Combo
    ToD = Touch of Death Combo

Basic Combos:

  1. Crouch jab, Throw (TT)
  2. Crouch fierce, crouch fierce
  3. Close strong, crouch roundhouse

Intermediate Combos:
4. Meaty crouch fierce, Fierce Rekka Ken (x3)
5. Close fierce XX Fierce Rekka Ken (x3)
6. Close fierce XX Roundhouse Rising Flame Kick
7. Close jab (x2-4), crouch short XX Fierce Rekka Ken (x3)
8. Jump fierce, close fierce XX Fierce Rekka Ken (x3)
9. Jump roundhouse, close strong XX Roundhouse Rising Flame Kick
10. Close strong, close fierce XX Fierce Rekka Ken (x3)
11. Skipping Front Kick, Roundhouse Rising Flame Kick

Advanced Combos:
12. Meaty Skipping Front Kick, close fierce XX Fierce Rekka Ken (x3)
13. Meaty close roundhouse (2 hit), close fierce XX Fierce Rekka Ken (x3)
14. Roundhouse RekkuKyaku, close fierce XX Fierce Rekka Ken (x3)
15. Roundhouse RekkuKyaku (1-2 hits), Roundhouse Rising Flame Kick (juggle on airborne opponents)
16. Roundhouse RekkuKyaku (1-2 hits), Rekka Shin Ken SC (juggle on airborne opponents)
17. Jump fierce, crouch jab, close fierce XX Fierce Rekka Ken (x3)
18. Jump fierce, crouch short, close fierce XX Fierce Rekka Ken (x3)
19. Meaty crouch fierce, Rekka Shin Ken SC
20. Roundhouse RekkuKyaku (1-2 hits), Rekka Shin Ken SC
21. Roundhouse RekkuKyaku, close jab (x2-4), crouch short (MP) XX Rekka Shin Ken SC, Roundhouse Rising Flame Kick
22. Cross-up forward, close strong, close fierce XX Fierce Rekka Ken (x3)
23. Cross-up forward, close short (x2)-stand short-crouch short (MP) XX Rekka Shin Ken SC, Roundhouse Rising Flame Kick
24. Cross-up forward, close jab (x2-4), crouch short (MP) XX Rekka Shin Ken SC, Roundhouse RekkuKyaku

Note: This combo list was made with Vanilla ST in mind, so some of the stuff you can do after hitting with the RekkuKyaku may not still be possible in HDR. But hey…let me know if it works in Vanilla and not HDR 'cause I’m making a FAQ for HDR, too. :slight_smile:

Fei is one of the characters I’ve had very minimal experience using; going forward I’d like to change that. I’ve read the first 5-7 pages and it’s loaded with great info I will take into consideration while training my Fei.

I would have kept reading but I wanted to take a short timeout and ask you guys about the Honda VS Fei match-up. It seems the consensus is Fei long simply dies to Honda and there’s almost nothing you can do about it. Being a Honda player, I’d say this is very true for the most part. Cammy is another example of someone Honda has a field day with, but Fei just takes the cake.

I’d say personally Fei and Cammy are Honda’s easiest opponents, and not Zangief. This post probably is more warranted in a different thread, but it directly relates to Fei Long as well. Asking fellow Honda and Fei Long players reading this, do you feel Honda is Fei’s worst match-up and / or do you feel Fei is Honda’s easiest match-up.

The community agrees (not everyone I will add however) Honda VS 'Gief is not even close, but when talking about Honda VS Fei Long, is Fei Long more equipped to defeat Honda than 'Gief?

Just wondering…

Fei just has to work harder against Honda than anyone else. The kicker is that Honda just has to sit there and hold his charge/ochio. Anything Fei does, Honda has a good answer. The only way I beat Hondas is to constantly put pressure and hope for mistakes.

Fei has to be a level of experience higher to beat a Honda. That should mean he has nearly no chance at the highest level.
My game consists of:

  • S FP to counter any headbutts (loses a lot but can scare weaker players)
  • Spam S LK (loses to his S FK)
  • CW over any handslap (smart Hondas block, gains me nothing)
  • Cross-up deep during knockdown (really afraid of grab though)
  • C MP and C HP pokes when close
  • Rekkaken pressure when mid

main problem is that a smart Honda can counter all, and a great one has ochio to even nullify all close attempts. All damage I do is half the damage a random attack he does.

I cant believe you guys are having a hard time with Honda of all people.
He’s Shite.
He pisses me off though.
Even more than DeeJay.

I’d say Honda is “shite” if just your casual player is using him. Otherwise, he’s a nightmare match-up for some characters, and even in more of your 6-4, 5-5 or 4-6 Honda match-ups he can still give you headaches.

i’m not trying to make fun of you or anything, but i found this post a little funny. haha.

We get it troll, we get it.

My advice for Fei players that are having problems vs Honda on HDR is as follows.

Go into training mode and practice doing rekkas on Honda just to get used to how close you can get without getting slapped with hands or headbutted at point blank range.

Once you see how far you can be and still land rekkas you’ll feel a little more relaxed. At max fierce rekka range you can react or stick out random moves(jabs, shorts, fierces)and not have much to worry about.

A good honda is gonna try to get the lead first and then turtle up, so it’s vital that you get the lead asap. I have found that more often than not I land rekka kens at mid range vs Honda. Just remember if he blocks the first rekka to follow up with strong rekka then jab…or just do fierce, strong and stop. Most hondas will try to counter the jab rekka or counter while you are still in fist shaking animation.

I had some really good practice vs Mad Possum the other night and I consider him to be a really good Honda player. Every round was a chess match, and every knockdown was a guessing game.

If Honda knocks you down and goes for the jump in short/into ochio you MUST have your reversal flame kicks down perfectly. And even then, you have to pray they are going for the ochio because if they don’t they just wait to block your flame kick and counter you. Since the timing is so hard for that particular counter most Honda players go for the Ochio.

Once you knock them down you can do one of the following

  1. Overhead med kick. This is great for those turtle honda players. This is a good move to get hondas to do what you want them to do. Once you pop them with an overhead you can go straight into
    a. flame kick(this works wonders at first because their first reaction is to press a button).

once you pop them with a few flame kicks they start to stop trying to counter you and that’s when you can

b. feel them out with a throw…this is to test them. If they start to counter your throws with ochio throws or headbutts go back to option a(flame kicks).

then once they stop trying to ochio and headbutt you then you can go for regular throws. If you can throw in a few pauses or faints you can get them to stand and sweep them for free since they have to be standing to counter you with a regular throw. .

c. overhead then jump away…sometimes you can do jump away med kick and tag them on the head since they often go for a counter throw.

d. overhead - pause- super. The pause often causes my opponents to stick out jabs or go into hand slaps…thats when I bust out with a super(if I have it)and that makes them think twice before sticking anything out.

Just remember when you do your overheads to be sure to do them at max distance so that only your foot hits him, and not your leg. If you are too close he can counter you with ochio throw.

The whole point of these mixups is to confuse your opponent and wipe them out before they knew what hit them.

I’ve been able to wipe out good Honda players in the matter of seconds all because of a few simple mixup games.

now onto more knockdown options…if you knock honda down you can…

  1. Do a meaty fierce…but not too meaty. You wanna be close enough so that your wrists/forearms touch his ankles and that’s it. If you are elbow deep with the meaty then chances are he will get the ochio reversal. If you see that meaty attacks aren’t working then go onto…

  2. Sticking out straight handshake fierces at semi-point blank range. At this range anything honda does on wake up gets countered…even headbutts…but your fierce has to be fully extended. Just watch out for supers.

and speaking of supers…

  1. If Honda does a super you MUST counter the 2nd hit of his super with a med flame kick for 2 hits of free flame kick damage. It HURTS honda bigtime and it’s a real demoralizing move because it takes away another powerful option he has(or thought he had against you). .

If a Honda player gets careless and does the flying belly flop and misses you have to capitalize on it and combo with standing close fierce into rekka X3 for four hits total. This is FREE damage so don’t miss. Honda is open for quite a few frames after landing from a missed flying belly flop.

It’s all gonna depend on what kinda player the guy using honda is. If he’s patient then it’s gonna be a slow chess style match. If he’s a rushdown player then you’re gonna have to have your reversal skills down pat. Just remember to gain control of the flow of the fight before he does. Make him guess, not you.

Long and mid range is where you wanna be, and the only time you wanna be close to honda is to do semi-meaty attacks and 4 fierce rekka combos after missed flying belly flops.

I am sleepy…

thanks for these tips, this will help me considerably against honda. as far as pokes that will beat out headbutt, i’ve had a lot better luck with stand strong than with stand fierce. i can’t really explain why in a technical manner, other than the fact that it feels faster and i can react better with, but i definitely get less trades with it.

How the Hell…

I having a REAL issue with fighting against charging characters…they either turtle and Sonic Boom/Flash Kicks or just continuous headbutts, Bison dive, Blanka roll…FUCK!!! I’m not bragging but I can beat projectiles throwers or circle-move characters almost 70% of the time. But on the other hand, I have a very BAD match-up time with charging characters…Balrog can kick my ass like 99% of the time with his non-stopable punches.

I don’t know why the hell this happens, obviously Honda is not the only problem, because I lost to EVERY charging characters!!!

…destroyed 1 of my PS3 controller already today by slamming the shit to the wall. The freaken dude keep Psycho Crusher on me and I can’t make the damn flame kick fast enough!!!

I know you guys gonna call me a noob for this shiet…so yeah…Fck me!!! Cuz I’m so pissed off of myself now.

my #1 tip for any fei player… never be more than max hp range away.
for rog, cr. hp/mp is your friend. rekka also seems to beat tap/rush head on.
i wish i could record videos, i’d show you some tricks against charge characters.

Fei’s only real bad match ups(where fei’s at a huge disadvantage) in my opinion is Honda and Claw. Those two will knock fei out of all of his attempts in trying to change the flow of the match.

For Guile, you have to pressure with rekkas and Fei’s usual pressure game, thank god to the changes in HD remix which has allowed fei to put pressure on guile. For Blankas who spams spinning balls, punish with rekka punches after blocking.

For Balrog, watch out for his headbutts, you can punish blocked/wiffed headbutts with rekka punches. If rog is close enough after wiffing a headbutt or you blocking it, you can punish with cl. fierce + rekka punches. Rekka punches will beat rushing punches if you see them coming.

Against dictator, Fei’s usual pressure game(rekka punches, tick throws, etc.). If the dictator player is spamming pyscho crusher, at certain distances you can punish him after blocking it. If you can do cr. lk + cl. fierce + rekka punches, you can do mad mixups with his overhead kick and that combo. For an example, if dictator stands in hopes to block Fei’s overhead kick, you can do the cr. lk + cl. fierce + rekka punches. If he crouches to block that combo, you can either tick grab with cr. lk, overhead kick into lk flame kick, overhead kick x2, overhead kick + throw.

Sadly, the above tatics won’t work on Honda and rarely works on claw, Honda’s headbutt and stored ochio throw negates most if not, all of Fei’s pressure game. Claw’s fast normals are already hard enough to punish with a lk flame kick and all claw needs to do is turtle with his long reach normals/flip kick and fei will have a very hard time getting in.

I would rather fight a godly zoning ryu/ken, I at least know that my odds of winning are a lot better when I finally get in when compared to Honda and Claw.

Man…this counter trick works so well against Blanka spins. Thanks a lot, bro!!!

I know you’re here to get advice and don’t mean anything by it, but don’t spam posts like that FeoLong. Get to 5 posts the legitimate way, it’s not hard. I’m not trying to set up a hostile environment for you, but we have rules for a reason. Please obey them.

  • James

I appologize. Because I was required to have 5 posts before I can reply people’s advices through PM. Won’t happen again.

(takes notes)

I’m gonna have to try this out.

Fierce seems to “float” out there and has quick animation so that’s why I stick with it. Plus the damage is more, so I tend to go with whatever does most damage. But I’ll try this out!

If you insist on jumping in(which I hardly recommend, but does come in handy from time to time)…

Vs Guile - You’re gonna have to be brave and get a little closer so that when you are about to hit him you are ON TOP of him. If you jump over booms from a distance he can sweep you for free. I tend to jump in on Guile with jab because it “freezes” Guile in block stun if he tries to walk back for a low sweep. The disadvantage to doing that is he can do a low fierce at the last sec and win the trade(but you’ll at least be a bit closer).

Another good alternative to jump-ins vs Guile’s sonic booms are chicken wings through the booms. This is risky because you have to be at that certain sweet spot where you go through the boom, guile can’t walk back because of block stun and your kick is an overhead attack.

Personally I think scaring Guile into the corner is THE best thing to do. You scare him by countering his low medium kicks with low RH and low fierce. Walk in, block a boom, walk in block a boom…you do this until you are in striking distance to land a rekka ken and believe me you can totally stuff Guile’s booms with rekka kens if you time it right. You can get SO good at this that Guile players will often try to flash kick you just to get you off their ass…and this is EXACTLY the kind of guessing you want them to do. You want THEM to guess, not you. So as soon as you stay within medium/close range you’re gonna have slap Guile’s legs out of commission with low fierce and low RH. I don’t use low strong because it’s random dizzy factor sucks and it’s easier to counter imo.
They don’t call it Jeet Kune Do for nothing! You have to intercept all of Guile’s attacks consistently.

Once you have Guile down you can go for meaty attacks like close standing fierce, double low fierce etc…but know that these are risky but the reward is very great especially against charge characters because if they screw up they are virtually defenseless for a few split seconds.

One thing I purposely do is sandbag…and that’s PURPOSELY let my meaty attacks get countered so that I train my opponent to go for the reversal more often. Then when I start throwing off his timing, and punishing him for every mistake they start to loose composure and end up doubting their own ability to reverse. It’s very satisfying to watch their perfect game plan crumble to pieces.

Balrog is still a tough fight but I believe Fei Long can still fight it and win. You have to make Rog think twice about doing rush punches against you and that means sticking out random standing fierces, doing random long range rekka pokes and manipulate the timing. And ALWAYS ALWAYS ALWAYS take advantage of missed lunging headbutts. That’s 50% free damage every time he misses, so don’t let that opportunity pass you by. Now that i think of it, Honda and Rog are very similar from a Fei long strategic standpoint.

And as for Bison…man, I am gonna be honest…he’s THE toughest fight for Fei so don’t take it to heart if you lose more than you win. To beat Bison you’re gonna have to have your option select setups down perfectly. That means CONTAINING Bison in the corner if you can, and not let him start flying all over the place. It’s like trying to make a crazed super man sit still for 5 seconds so you can get a few hits in…and it’s very frustrating.

DON’T try to flame kick this torpedo or scissor kicks by guessing. This will get you killed. Better to block a torpedo, let him go through you and chase him down with rekkas. Believe it or not, many Bison players do alot of work for me by flying into the corner which saves me the hassle of putting them there.

Simple stuff off of Fei’s crossup med kick(blocked or not)works wonders vs Bison like:

Stand close short, slight pause into short flame kick

once they start waiting for the flame kick
Stand close short into throw(I use short because it hits mid, you’re already standing so it’s easier to go into a throw, and if you need to go into flame kicks you are already standing…oh and it doesn’t whiff)

Stand close short into low RH(perfect to counter their counter throw)

There are a bunch of other simple mind games you can use off of his crossup to really throw off a bison player…just be sure to use throws as a last resort because Bison will almost always win. You gotta make him afraid to counter throw you.

reminds me of “FUCK MY LIFE!!!” :sad: :rofl:

ps…pay no mind jchensor. He’s still mad because Cammy got the shit end of the stick. I :heart: you James!!