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

Blanka’s roll is punishable by the MP Rekkas, even if it hits - making this a terrible matchup for Blanka if Fei Long takes advantage of this.

Oh yeah, definately tracking this.

But good Blanka players are creative (Know how to Mix it Up) and know not to use Balls (Except LP Ball to bite) and jumps alot with j.LK.

My issue was getting around that.

I am a Blanka player and I dont think Fei being able to punish balls is bad for Blanka, cause due to that, most Fei’s are willing to block balls and fall to whiff balls shenanigans all the time. The hardest Fei’s are the ones that try to counter the ball all the time (and s. fierce does good damage) and know how to use the j. jab and are not predictable with CW, cause its free bites if I see one coming.

That’s my 2 cents.

personally i dont even use CW against blanka unless i predict a jump. they tend to whiff just like cammy. i focus on rekka pressure instead, constantly. good blanks know they can’t randomly do a horizontal ball or electric shock because both are easily punishable by rekkas. for blankas that like j.lk, i just keep at max hp range and dp when they jump. it trades half the time, but in my favor. after that, all that’s left is shenanigans…

I was playing some matches against a good Balrog player, and I find the best way to beat him is to stay mid distance when you have the health lead, and spam s.HP, c.mp, and c.HP.

Ensure your just outside his headbutt range so he doesn’t hit your hands. That’s the sweet spot. He can’t walk back because your mashing out your normals.

Everything else he tries to attempt from the rest of his charge moves will get beat by your normals. If he jumps in Flame kick his ass.

No no no who does that? You have to keep mashing button till you win.

So I’ve been doing alot of experimenting with Fei vs Honda in Training mode. I decided to try things I wouldn’t have thought of before. That’s where it began. I started messing with…

MK CW…

I don’t know many Fei players that even use this move. Including myself. Why use this when it can’t go through projectiles, and it barely goes further than LK CW?

So I started finding ways for it to be somewhat useful against Honda since he can’t throw out projectiles. LK CW is pretty much suicide against Honda since you land in range for an Ochio Throw.

I also started looking at the angles the hitboxes for all three CW’s testing each at mid distance. That’s when I noticed MK CW’s hitbox on the third hit. It hits lower to the ground than LK CW. HK CW does too, but the momentum puts you just within Ochio Throw range.

MK CW however lands you just outside Ochio throw range when the third hit is blocked or not.

I’d say Mid distance is the best position you want to be with Fei against Honda anyway since s.HP and Flame Kicks will stuff the majority of his options. With the addition of MK CW at mid distance, it gives you an additional offense tool that has the chance of juggling Honda in the air if he attempts to do a Flying Buttsplash, or a 50% chance of juggling Honda in the middle of his Headbutt (I’ve actually managed to juggle Honda in the middle of his Headbutt before).

When you do MK CW, Honda may attempt to do Ochio but it will whiff by him sticking out a limb (c.LP or c.MP most likely). So be sure to space yourself back to mid distance with a mixture of Rekkas for tick damage, LK Flame Kick and s.HP to stuff/punish any attempt to counter (Flame Kick that Ochio Whiff!). Remember that it’s important for the third hit of MK CW to connect on hit or block so you don’t end up landing close enough for Honda to throw you, plus to not do MK CW if your not at mid distance.

I’d like for the Fei players to try what I described above in their matches, and to please give me further feedback as to how effective it is for them.

Okay so if I do a F.Rekka-M.Rekka guard string, it lives me a mid distance of honda. Should I do a MK.CW at this distance, will it juggle him if he attempts a flying splash or headbutt…because it’s usually at this range that I have problems agaisnt him?

Yeah that’s the proper distance to do it. Keep in mind that flame kicks and s.HP is key. Plus your ability to mixup at this range.

If your spamming s.HP at mid distance and he does flying buttsplash s.HP will turn into m.HP and stuff him in the air everytime landing him back where he started.

Startup Headbutt is the danger, which is why your hanging at mid distance trying to punish with s.HP and flame kicks.

s.HP will either trade or stuff Handslaps thanks to it’s worse priority. You’ll probably want to flame kick instead if you expect it since it will always beat handslaps.

If you have the health lead, then of course you may want to keep your distance, and try to punish his approach.

It’s really funny how one guy thinks his brain functions more precise than the majority, and that he is always right. That’s Sirloin, ladies and gentlemen. To him, Honda is the weakest character and Fei Long is among the top tiers…

If there is ever to be another update to HD remix, all I ask is to remove stored ochio and I’ll be happy. Fei can keep all of his nerfs and mods, all I ask is the removal of stored ochio.

could care less about stored ochio. they should nerf the headbutts just like Fei’s CW was nerfed. I find it annoying that ALL of honda’s headbutt land too far away to react to, whereas the CW took a massive hit.

e.g. if mp/hp headbutt had more recovery frames, or less backoff distance… i’d be a happy puppy.

edit:
on a different note, i have a question for you guys/girls… [media=youtube]z-xDKrL07w8[/media]
at 0:20, red fei does a cw ~ cl.hp xx rekka… and apparently it combos… i thought this wasn’t possible… any ideas?

I’m starting to get sick of that FAT ***!! Headbutts, hand-slaps, ochio…etc. And Fei Long only has the stationary flame kick!!! The freaken Chicken Wing and Rekka are too easily blocked and punishable. My god!! I wish Fei has Honda’s move but weight less in fat.

It looks like he used MK CW. Since his opponent was crouching it allowed him to connect CW at the latest possible so he could link cl.HP.

I’m going to try that in my CW MK strat.

Meh. Blanka doesn’t need to use his roll much in this matchup. C.mp stuffs rekkas. It also apparently makes chicken wing kick whiff? Even if it doesn’t, hop back on reaction into hp ball punishes chicken wing. Turtle all day and up ball if he jumps or chicken wings you in the corner. Really like, I’d like to play a Fei that can get around c.mp, c.mk and upball turtling blanka. It’s gross but really works. I dunno.

I didn’t think about piano-ing buttons, I’ve never once gotten a throw to work right by piano-ing like that and hoping for the best. I just use one button and try to time it right. shrug

Sorry to bring this up out of no where, but I really think our Fei thread kinda blows. It’s full of lots of useful information but has an incredible amount of posts that you have to sort through to find anything of use. I think we need a new Fei thread that tries to compile all this information in the first post of the thread, and then we could update it as new information and strategies are discovered like the MK CW thing Aqua is working on right now. It is way to disorganized here at the moment. I would be willing to compile all the good information I can find here into a new thread and then update the post as new relavent information becomes available if anyone would like that. I don’t want to go ahead and start a new thread without consulting people first, only to get a warning from the mods and have it all moved back here, but I really do think it would be a lot more useful to have a thread like that than this one is. As I said I’d be willing to do it myself, or if someone else wants to do it (I’ve got an '09 account and lots of people seem to equate that with scrub, but I’ve actually been lurking since '06. I just don’t post much, especially if I don’t find it relavent) I’d be glad to help.

The combo only works if it hits crouching opponents. Still useless since anyone with average skill will either dp it or block it standing.

i tried doing that combo repeatedly in training but couldn’t pull it off… what’s the trick?

Wow, this thread blew up.

My only issues with Fei are

  1. Short Flame Kick - Why on earth was it slowed down?? Bison, Balrog, Blanka, Sim and Honda really make him pay for missed short flame kicks. Before Fei was able to flame kick very closely to how Ken does his jab DP’s…yet Ken kept his DP speeds. Everyone know just how strong it is online for Ken. But why weaken that for Fei?

And on a side note, flame kicks are rendered almost useless vs Dhalsims slide attacks. I am almost positive that Fei can flame kick sim out of slides on ST arcade, but when I tried to experiment with SpiderDan both ST and HDR short flame kicks were pretty much useless as a counter sims slides.

  1. Invincible Short CW - The Invincibility is useless against really good Ryu, Ken, Sagat and Guile players. Even from max distance they can walk in and sweep for free. Yes, its has some perks at close range(overhead + invincibility)but the only realistic options afterwards are flame kick(and pray the opponent is dumb enough to stick out a move). If they don’t take the bait you eat a combo or worse because of your slow flame kick. Or you can go for the throw, but all the opponent has to do is hold back and reverse or at worst do a tech throw.

And don’t get me started on how bad it is vs DeeJay.

As you probably know, like everyone I was pretty upset about the changes regarding Fei.

Now after hearing what Sirlin had to say when he came into this thread, and trying it out his recommendations, I think he was right.

I was playing DGV’s Ryu yesterday (Which alot of people consider him very good Player) and like you said, he was punishing my Short CW with sweeps, baiting me with Fake Fireball, etc. So I stopped using it (Unless I was Close), and concentrated on using Rekkas and I was more successful. I even manage to perfect him a round. I consider that an achivement in itself. :lol:

Although I haven’t won a match, I’d say the matches were pretty close. It didn’t feel like fighting Honda.

Dhalsim doesn’t seem to be an issue in HD Remix for me. Hell the Dhalsim thread seemed to have issues with Fei. Especially if he gets close. Same with Chun Li.

Are you sure about flame kick vs Dhalsims slides? I could have sworn I manage to hit it on startup. I’ll check again. cr.HP stuffs it anyway.

Balrog is a bitch. Everyone knows that. Luckily cr.MP and cr.HP stuffs his charge moves most of the time. And doesn’t Fei now get free Rekkas from from Blocked or Whiffed Headbutts?

Deejay is now slightly less annoying of a matchup for me.

st.HP and cr.HP stuffs alot of Deejays moves upclose including slides and Dreadkicks on startup.

Rekkas are key for Fei. I’m now a believer of that. I’m starting to properly time my CW’s to catch people in the air.

Even if they do have tools to punish LK Flame Kick, I say they would have to anticipate it. Which means they leave themselves open to being thrown or CW’ed (For some).

Also that little perk that Sirlin pointed out regarding the weird property of either CW or flame kick coming out depending on how your crossed up saved my ass many times. Especially against Deejay players.