Evo, kind of a jackass tone there. Fyi, chicken wing in ST and in HD remix has 14 frames of 100% invulnerable startup for all strengths.
For the 501st time, yeah if there was another chance at it Honda could have vulnerable headbutt make this match better.
Your claim that it’s worse than ST is just stupid though. Longer range rekkas are better than not longer range. Longer range super that is safe is better than not. Not getting repeated ochio thrown is better than getting repeated ochio thrown. Not taking double dizzy damage from ochio is better than taking double dizzy damage like in ST. And most importantly of all, the ability to actually hit hondas hands with fierce (or whatever) is better than not being able to. Oh and hands to less damage. Almost every change improves the match for fei long relative to ST, so you and whoever can say all day how it’s worse, but it isn’t. For 502nd time, yeah the match could be a lot better than it is by changing Honda. Anyone going to talk about strategy in the strategy thread or are you reduced only to complaining?
Well then simply let’s just agree to disagree, clearly you are not a fei player so it’s mutable point to try and argue my point with someone who does’t use fei. From my perspective what would the harm be in making all CW’s have the invincinbility start up of LK or even faster rekka’s that can poke a headbutt cleanly…you see with a little foresight these little situations could be avoided and we wouldn’t have to deal with a stretegy topic that is a couple pages long of off-topic junk. On that note, if things were done right the first time no one would need to complain…hence why there was that year long delay that was supposed to go in making sure this game felt right but clearly it was just time well wasted.
Edit: Don’t mean any offense here bud, but untill u playa fei vs honda match u have no idea how frustrating and annoying that match up really is.
Evo, you don’t even read what I said. I play Fei Long A LOT. Also I already said the match vs. Honda is terrible. So it doesn’t make a lot of sense to tell me that I don’t play Fei Long and to tell me that I don’t realize that match is too hard.
I thought you guys wanted to talk strategy. Instead you just want to whine. Let me know if you want to have a real discussion instead of this trash.
I wanna have a real discussion…Not only do I have trouble understanding the new Fei Long (as you already know, I’m still not sold on the idea that he’s better, but you’ve already shown me a lot of things with discussion alone), but I also enjoy using him and want to get it.
So, on two separate occasions today I accidentally did cross up mk, st. HP into Super on Blanka(online) when trying to just cross up then super. I’ve been able to replicate it in training mode(like 5% of the times). So apparently we can st.HP into Super right?
Anyways, was just wondering if any of you guys can do st.Hp into Super with a high success rate. And apparently, you can do cross up Chicken Wing into st.HP into Super on Blanka as well(haven’t done it online yet, only training).
Also, does this mean we can Jumping RH, st.HP, Super?
Not many people online play Balrog for some reason, so I’d like to hear someone else’s tips in that match. I often find myself pushed too far away to rekka. Usually after I block low strong or low rush, and then stand fierce I’m too far. I sometimes contemplate flame kicking that stand fierce but I never do.
DeeJay I’ve played against much more often. Lenowski, afrolegends, and another good dee jay that I forget the name of. Lenowksi(sp?) I’ve played the most of those 3.
Obviously you must get in, and that’s difficult. If you find yourself at full screen, you usually have to jump straight up over one max out then jump in after the next. Try to get in with rekkas or short chicken wing from close. I also use stand fierce a fair amount if I’m at the tip of its range. When you get in, make the most of it. Standard mixup with short chicken wing (will you repeat?) or close fierce, walk up close fierce, or stand jab into either throw or low fierce or flame kicks, etc. Once you’re in, all that stuff pretty scary good for you. And if you are “almost in”, threaten with rekkas whenever you can. You can sometimes hit the startup of his max out. Low stong (blocked), then rekka right after will usually hit him if he tries something in between.
Everything I said is kind of standard general play for Fei Long though. It applies to fighting most characters, so it’s not exactly anti-dee jay advice. It’s kind of like fighting a harder Ryu…
I think I probably can hardly beat afrolegends in that match, if at all. But for reference, afro legends has become scarily good and I have trouble beating him with anyone anymore. I kind of wonder if he will win Evolution 2009…
My best advice - and this, I think, is good advice no matter who you’re using against Dee Jay - is to just try block the cross-up and tech the throw. It’s possible to reverse it, I’m sure. But it’s way too hard, and not worth the damage you could take if he lands the cross-up.
If he tries to follow through with a combo, you’ve blocked it and you’re safe.
If he goes for a throw and you’re crouching, you’ll tech the throw, and you get out of the situation with minimal damage.
If he goes for a throw and you’re standing, you can tech hit, but you might get the reversal throw (and since Fei has four throw buttons, he has the highest possible chance of getting a reversal throw that you can get). At worst, you might fail and get swept if Dee Jay ends the block string out of your throw range.
Actually, if anyone wants to play me using their Fei this weekend some time, let me know. Although I doubt this will work, I want to see if Chun-Li’s C.Lk can stop Rekkas in their tracks. If so, Chun could have a very safe way of deterring Fei’s Rekkas without getting hit by a Flame Kick.
Hey Sirlin thanks for having Barlog charge with just 2 buttons…
That charging with my knuckles shit was horrible before. And it made my gameplay stiff. :wasted:
I now charge TAP with thumb and pinky, and its ridiculously easier to press the other buttons.
As for myself i dont use Barlog much because people tend to ragequit on me a lot quicker when i pick him…
Thats pissing me off because i want to get better before these tournaments come up.
As time passes, the real cult fans stick around, hopefully it will have a following like GGPO where almost everyone there is godly, and you almost never hear of ragequitting.
Hopefully thats HDr’s competitive future.
Anyway, for Fei:
I’m a ggpo regular at least until i get HDr…and a PS3.
I use Fei all the time and* still* cant link Fierce punch from Cwing when i want.
So a person like me thas been half maining for only a couple months, I kinda don’t miss that hard link.
Don’t get a Ps3 for HDR because it has alot of problems with the online. HDR is seamless on the 360, so if you’re getting a system to play HDR - 360 should be your first choice.
I mostly agree with what skankin said about blocking DeeJay’s crossup. But sometimes you just KNOW they are going for the throw, so I do try to throw him if I’m pretty sure of this. Also as a general thing about getting crossed up when you play as Fei Long, he has a pretty special property that no one else really has in the game. Try to flame kick and either you will actually get the flame kick or if they crossed over just then as you input the motion, you get chicken wing. Sometimes chicken wing will hit them, or more often you do it away from them (toward your original facing direction) and get away. Either option is usually better than even blocking the crossup would have been.
It’s kind of nice to be able to negate crossups. Against DeeJay’s it’s pretty scary to try, but at least practice it to get a feel for it.
Wow this thread has gotten some serious traffic in the last two days.
Thanks for the compliment Kevgeez and I’ve seriously enjoyed the past few pages of discussion.
As for my tips against Deejay and Balrog, these may not be helpful but its what I look for when I’m in a match with them:
Deejay
I found that the longer range on his rekkas can punish a whiffed slide while Deejay is still in his sliding animation, back in ST he would lose since the punch wouldn’t connect and Deejay’s feet would touch Fei first.
Balrog
I watch for headbutts and rekka pressure whenever I can. Balrog’s headbutts can break fei’s rhythm and punishing a whiffed/blocked headbutt is a great thing to do(should be easier too because of the extra recovery frames on his med. headbutt and fierce headbutt).
This is all that I can provide since I’ve been on GGPO most of the time. My bro decided to sell off his 360 and PS3, so no HD remix for me.
In regards to Balrog’s low rush + st. fierce, not much you can do about it but I believe it misses if you crouch Balrog’s st. fierce. When it misses you can either cr. fierce in hopes that Balrog tries his low rush + st. fierce again or you can cw but you’ll prolly eat a standing normal. I find that trying to flame kick the st. fierce usually fails because the recovery on that fierce is so darn quick that Balrog can throw another st. fierce while fei is recovering from the flame kick.
Many variations on how you can approach it but I believe the main thing you want to accomplish is to break that low rush + st. fierce momentum. If you can knock Balrog down, I believe you can safe jump and that will also lead to many more possibilities.
It also sucked when I was using my bro’s “username” when playing on the PS3 and 360(sengsuelee2002).
Headbut seems to be the biggest hinderence to my pressure game against boxer, but I also find that people love using it a bit too much. Maybe players on the PS3 suck or something I dont know. As far as I can tell the lk hot kick seems to prevent most of boxers attemps to get in on Fei. Anyhow I bait the headbut and punish all the time, just like I do against Guile flash kicks and DJ’s up kicks. After scoring a knockdown against a player who likes to use that stuff on wakeup sometimes I’ll just jump towards them right out of their range or straight up or something which tricks them into using those moves and then of course I punish them. Eventually you can train them to use it more sparingly and go into a lot of your wakeup pressure games. Aside from CW I tend not to get into the air much unless my opponent is knocked down and I’m coming in for a meaty MK and that mindset helps avoid getting whacked by those kinds of moves. What about DJ’s jumping light punch? It seems to beat any attempts at using the air to advance on DJ and most players who use it arent throwing out thoughtlessly. Anyone know of a move Fei has that trumps it?
In an air to air confrontation, I usually do Fei’s jumping light punch. From my experience, It’s almost as good as t.hawks and will either trade or beat’s DJ’s.
If you know that a jumping light punch from DJ is coming, might as well flame kick him out of it.
Dude, me and Sirlin argue a lot, but common now. As fair as having all those things are for Fei Vs. Honda, can you imagine what all those buffs would do to everyone else?
I played two pretty good Blanka players who played almost identical to each other when playing against me.
They jump… ALOT.
Any tips for Blankas with solid mixup games? Of course they never throw out any balls knowing they’ll get punished (Except Light Ball to stop right in front of you and Bite).
Mainly, how do you deal with all the jumping. They know almost all Blankas Air normals will beat the majority of Fei’s options. I find waiting for them to fall back to the ground and using HK CW to catch them out the air works sometimes, but I need to find more options.