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Sarda
04-24-2007, 03:52 AM
Since i'm interested in this character, I'm starting a new FeiLong thread, sadly i cannot contribute cause i'm looking to learn and not to teach. >D

Waiting for all the Fei experts to give their contributions >D

You have to defeat Feilong to stand a chance...

Ketsuban
04-24-2007, 08:54 AM
http://www.youtube.com/watch?v=pyVgyNRhQOE (part 1)

http://www.youtube.com/watch?v=aUJCbp_8R0A (part 2)

You should check out this Fei Long tutorial video - it's pretty good.

ThisGuileKillYa
04-24-2007, 11:24 AM
Definitely also check the SRK wiki. The Fei Long section is one of few character sections with lots of good info. (Blanka and Chun Li are also great reads) Some 101 I can offer also:

Close Fierce is one of, if not the, best meaty attacks in the game.
Crouch Fierce is a great move
Far standing fierce is a great move
Jumping jab has great priority, though in high level match videos I see jumping forward and roundhouse used primarily.
Jump forward crosses up and can lead to big damage rekka combos.

Practice the chickenwing kick(god I hate that name.. I always called it the butterfly kick. Much better) motion because it's a GREAT move and it opens up serious doors for success if you can do it on command and combo into it and out of it, etc.

Fei has one of the game's best supers, and he builds meter really fast. in the Wiki JSJ says a good fei will super 3 times a round. I have to imagine that's an exaggeration, but still.. you're going to be flashing blue a lot.

There's more I can post up if someone more qualified doesn't step up, but I'm glad to see a Fei thread and wanted to give it a decent start.

jchensor
04-24-2007, 11:40 AM
Practice the timing of Meaty Close-up Fierce, walk-up Close Up Fierce, Rekka Ken as a five-hit Combo. It's tough to learn, but once you do, you're opponents will be terrified to try anything on wake-up, and it opens up your Wake-Up/Meaty games.

I'll add more if anyone asks anything specific, though my Fei Long isn't all that qualified, really.

- James
http://jchensor.blogspot.com

The Furious One
05-17-2007, 04:33 PM
Im no pro either, but fei is one of my favourite characters to use.
I second that ThisGuileKillYa, fei's super is one of the best, it lacks range but can get you out of corners, and goes through most attacks including projectiles.

Fei's step in kick can be combo into a 3hit rekka, something I havent seen done but I do myself.

Fei's chickenwing?? Im guessing you guys mean the beating flash kick?? Best move to follow up from that is crouching medium kick, into hard punch and 3 Rekka Kens.

Fei has loads of easy dizzies.

Easy one is double Step-in-kick. It dizzys everytime so you can do this until they are KO'd. :rofl:

Grits'N'Gravy
06-25-2007, 05:55 PM
I've been toying around with Fei for years now, and recently decided to start playing him "for real" as his style fits with my M Bison playstyle of increasing pressure, poking and ticking etc.

Fei's stand HK is awesome against Gief.

He can't get very close, it beats his jump ins.

chp can link to itself and does a lot of dizzy for something you'll be using a lot of anyway.

Your main problem will be against fireballs, but if you can get in range, you can trade for bigger damage or stuff them. One jump in can lead to a big combo that can make up for all the fireballs you're going to eat. So can a knockdown and some meaty action.

Baiting with rekkas is the key imo. His pokes don't have much range besides the fierces, and even then the Rekka is a better poke in a lot of situations.

May post more later- thunderstorm cutting off my post prematurely. ;p

Grits'N'Gravy
06-26-2007, 10:12 AM
Chicken Wing Help:

For those of you fucking up the motion in the Chicken Wing, here's how I do it:

Since it is almost a 360, and whether or not you've played a grappler in ST, they seem to work differently than in other games. Logic dictates that you spin for the 360 as fast as possible, and this works in games with some leeway. Unfortunately, ST has very little leeway. My friend Craig, T Hawk player, was having some trouble with ticking into grabs, so I suggested he do them slower and make sure the points hit, it worked.

The chicken kick is the same, if you slow down your motions slightly and know when you've contacted all the points your success rate will increase.

Note: I'm not saying to do the motions SLOW, I'm suggesting slowing it down from how you'd do the motion in newer games. Hope this helped.

fatboy
06-26-2007, 11:21 AM
Fei's stand HK is awesome against Gief.

He can't get very close, it beats his jump ins.



Someone's memorized their AE strategy guide! :wink: j/k

Actually, the far standing Mk it is a very good AA in addition to the HK.

Comes out faster, doesa good amount of life. Offers protection in front of his head. The HK does not. Mk beats all of Geifs jump ins (at the right distance). *edit

Don't worry, I'll post a pic to support my claim! :cool:

Grits'N'Gravy
06-27-2007, 03:13 PM
Someone's memorized their AE strategy guide! :wink: j/k

Actually, the far standing Mk it is a very good AA in addition to the HK.

Comes out faster, doesa good amount of life. Offers protection in front of his head. The HK does not. Mk beats all of Geifs jump ins (at the right distance). *edit

Don't worry, I'll post a pic to support my claim! :cool:

Yeah the AE guide has some pretty good stuff, I haven't had mine in about a year though. I'm glad to know about the standing MK stuffing some more of his moves.

Mechanica
08-06-2007, 09:35 PM
Practice his s.hp and c.hp meaty attacks. I panic when I play good fei's that are like meaty s.hp, walk forward, s.hp, chicken kick, rekka, rekka, I expect a third one but it turns out he just did the walk forward kick to gain more space, continuing the pressure... Shit like that. Get the chicken kick motion down. That move is raep.

Silks
08-06-2007, 10:26 PM
Use O. Fei :) He's way fun

Exarkun
08-08-2007, 09:28 PM
Ask me anything and I'll let you know : )

Silks
08-09-2007, 07:20 PM
Ask me anything and I'll let you know : )

Is it possible to synthesize excited bromide in an argon matrix? :lovin:

fatboy
08-09-2007, 11:45 PM
Is it possible to synthesize excited bromide in an argon matrix? :lovin:

Yes...sigh.... :rolleyes: Any True Genius would know, it’s an excimer, frozen in its excited state … As soon as you apply a field, you couple to a state that is radiatively coupled to the ground state.

....duh :confused:

Silks
08-10-2007, 02:35 PM
^^^If I could rep you x2000, I would. Anyone who notices my reference is a newfound friend :rofl:

-=KOH=-
09-08-2007, 06:23 AM
I found some really easy links with Fei, I'm kinda new to st so they are probably useless and most likely already known.

You can do these after cross up, mk.

close s.mk or s.mp, s.mp links 2 and they are dizzy
close s.mk, c.mp links a little weird.
close s.mk or s.mp, tap forward ,close s.hp links for awesome damage, works mid screen but a lot easier in the corner, good for setting up the chicken block string I guess, you can also go into rekka's but it's difficult.

Just trying to contribute.

Exarkun
09-24-2007, 02:18 PM
I'm working on a video for Fei long, more or less it is an in depth fact about some of his pressure strings, vs certain characters, and his strenghts and weaknesses.

-----Crossover Deep MK---------
basic crossup, if done to early the kick will simply whiff, if done deep, linking into a standing foward, then fierce, or a jab into Rekka, or a standing fierce into super gives you an open opportunity to controls pace. Some of the combos are as followed.

Crossover MK, S. Strong, S. Fierce
Crossover MK, S. Jab, Rekka
Crossover MK, S. Fierce, Short Dragon Kick
Crossover MK, S, fierce, Super Rekka
Crossover MK, C. Jab, Rekka.
Crossover MK, S, Strong, S, Strong.
Crossover MK, S, Strong, S, Fierce, Rekka

--------- Crossover with Super---------------
Crossover MK, S. Strong, S. Fierce. S REKKA, TK Foward/Roundhouse! (Sets up in corner)
Crossover MK, S, Fierce, S REKKA, TK Foward/roundhouse- Three hit CW
Crossover MK, S, Jab, C. Jab, S REKKA! TK Foward.
Crossover MK, S Jab, S Jab, Rekka! TK Foward.
----------Pressure Strings----------------------
Most of these strings require Fei long to be in deep, or nearly over the opponent. IF DONE WRONG! Fierce punch will whiff, resulting in a big fuck up. If most of you don't understand how the Rekka strings work it's simple. Jab Rekka can be done three times, at close range, pushing Fei back and away from Sweep range, SRK Range, and have enough time to recover and block. Utilizing this will help build a stronger poke/ground game for fei. People usually get confused with which button to push, which pressure string to use . . . My best advice, one that doesn't keep you in close range. A standing Fierce is quick and can be utilized for different situations, but for now we will use this as a start for keeping pressure. Standing Fierce can be canceled into a Rekka. Standing Fierce into Jab Rekka, is safe distance, doing a fierce rekka after the jab will push Fei Long foward allowing him to keep pressure, after this fierce rekka finish this with a jab. If you have problems hit confirming the standing fierce and find yourself getting punished, stick to these simple patters.
------ Pressure Strings
S. Fierce, Jab Rekka, Fierce Rekka, Jab Rekka- PRO(Safe Distance, Can block incoming attacks) Con(If done wrong can be countered quickly, avoiding sweeps such as bison slide kick and the blanka ball requires a fast flame kick to reverse such attacks)

Jump In deep With Jab, Fei must literally be over the other character while performing the jump, otherwise the fierce will not connect but execute a handshake instead!!

Jump in Jab, C. Jab, S. Fierce, Jab Rekka, Fierce Rekka, Jab Rekka.- Can't Combo, Just for pressure.
Jump in Jab, S. Strong, S. Fierce, Jab Rekka, Fierce Rekka, jab Rekka.
Jump in Jab, C. Jab, C. Roundhouse.
Jump in Jab, S. Jab, S. Jab, Jab Rekka, Jab Rekka.
Jump in Jab, S, Strong S. Fierce (HANDSHAKE!)- This string will easily push fei out of any risky counter situation, very safe poke and does major damage of hit.
!!!! NOTE ALL OF THESE BLOCK STRINGS HAVE POTENTIAL FOR HIGH DAMAGE AND CAN COMBO!!!

Chicken wing patters, Mixups, Spacing, utilizing the super, Reversals, Tick throws, VS CHARACTERS Will be in covered in my upcoming video.

Warrior's Dreams
10-04-2007, 08:47 PM
That sounds awesome. Whats your status on that?

Exarkun
10-05-2007, 01:46 AM
That sounds awesome. Whats your status on that?

With my college and my job I spend most of my spare time working on the video. So far I've covered pressure strings, combos, ticks, and as far as vs goes. Ryu,Ken,Gief,Thawk,Blanka,Sim,Guile,Cammy, And Rog. I still need Sagat,Bison,Claw,Chun, and Honda. If you want, I can email you the transcript of the text I have for pressure strings/mixups/ticks/Super/Chickenwing/Just PM me your S/N on AIM or MSN.

Corner-Trap
10-05-2007, 07:23 AM
With my college and my job I spend most of my spare time working on the video. So far I've covered pressure strings, combos, ticks, and as far as vs goes. Ryu,Ken,Gief,Thawk,Blanka,Sim,Guile,Cammy, And Rog. I still need Sagat,Bison,Claw,Chun, and Honda. If you want, I can email you the transcript of the text I have for pressure strings/mixups/ticks/Super/Chickenwing/Just PM me your S/N on AIM or MSN.


I actually have trust in you, that you are capable of making a decent Fei faq. Discussing combos, cross-ups, mix-ups, pokes, ticks, rekka ken pressure strings, chicken wing trapping, flame kick set-ups, and super usage can all be pretty easy. But something I don't trust you on is match-ups. By your posts in other threads it's clear you don't have your match-up knowledge down pact.

Warrior's Dreams
10-05-2007, 07:48 AM
I actually have trust in you, that you are capable of making a decent Fei faq. Discussing combos, cross-ups, mix-ups, pokes, ticks, rekka ken pressure strings, chicken wing trapping, flame kick set-ups, and super usage can all be pretty easy. But something I don't trust you on is match-ups. By your posts in other threads it's clear you don't have your match-up knowledge down pact.

ok, so heres a oppertunity to generate some match up discussion (after all, match ups are what fighting games are based on...), so corner trap, what match ups did he get right and which did he get wrong and why? exarkun, if we could get a rebuttal?

Corner-Trap
10-05-2007, 12:17 PM
ok, so heres a oppertunity to generate some match up discussion (after all, match ups are what fighting games are based on...), so corner trap, what match ups did he get right and which did he get wrong and why? exarkun, if we could get a rebuttal?

Here is a list of Fei's good/fair/bad match-ups.

Good:
Zangief
T.Hawk

Fair:
Ryu
Ken
Chun-li
Blanka
Cammy
Boxer
Claw
Dictator

Bad:
Honda
Guile
Dhalsim
Deejay
O.Sagat

Exarkun said that Fei has good match-ups against Guile and Dhalsim which is false. Every match in ST is completely winnable, but you can't deny the fact that some characters simply have a few advantages over other characters. I gave many reasons to back up my claim when I said Dhalsim/Guile have the advantage of Fei, while the only thing he had to back up his claim was his lone single opinion. This is why I don't completely trust Exarkun to make the match-up part of a faq.

Warrior's Dreams
10-05-2007, 03:44 PM
could you link me to the post where u guys r talking about this? im interested in seeing why u believe this so.

Corner-Trap
10-05-2007, 06:51 PM
could you link me to the post where u guys r talking about this? im interested in seeing why u believe this so.

It's in the counter picking thread.

Exarkun
10-05-2007, 07:44 PM
Here is a list of Fei's good/fair/bad match-ups.

Good:
Zangief
T.Hawk

Fair:
Ryu
Ken
Chun-li
Blanka
Cammy
Boxer
Claw
Dictator

Bad:
Honda
Guile
Dhalsim
Deejay
O.Sagat

Exarkun said that Fei has good match-ups against Guile and Dhalsim which is false. Every match in ST is completely winnable, but you can't deny the fact that some characters simply have a few advantages over other characters. I gave many reasons to back up my claim when I said Dhalsim/Guile have the advantage of Fei, while the only thing he had to back up his claim was his lone single opinion. This is why I don't completely trust Exarkun to make the match-up part of a faq.

Corner Trap, if your going to come in here and not trust my experience to your one year experience go ahead. There are loop holes in every match, every match you can counter, just because you can't focus on a characters main game doesn't mean he will win/lose. I just see it that some characters have advantages, it's up to the player to come up with the creativity to overcome these obstacles. You can ask anyone on the online play forums how my fei is. If you have not played me, then don't judge me with assumptions of my experience please, it just doesn't make sense.

Corner-Trap
10-05-2007, 07:50 PM
Corner Trap, if your going to come in here and not trust my experience to your one year experience go ahead. There are loop holes in every match, every match you can counter, just because you can't focus on a characters main game doesn't mean he will win/lose. I just see it that some characters have advantages, it's up to the player to come up with the creativity to overcome these obstacles. You can ask anyone on the online play forums how my fei is. If you have not played me, then don't judge me with assumptions of my experience please, it just doesn't make sense.

It's apparent that you're not absorbing me or anyone else's posts. Take a good second and listen to what I say. Every single match in ST is completely winnable. Certain characters have obvious advantages over others, but that does not mean that the character with the disadvantage cannot win the match. That is what me and everyone else has been trying to tell you so far. Why is it so hard for you to understand such a simple concept?

Exarkun
10-05-2007, 08:09 PM
It's apparent that you're not absorbing me or anyone else's posts. Take a good second and listen to what I say. Every single match in ST is completely winnable. Certain characters have obvious advantages over others, but that does not mean that the character with the disadvantage cannot win the match. That is what me and everyone else has been trying to tell you so far. Why is it so hard for you to understand such a simple concept?

Man I understand that completely. I'm not going to argue against that shit, you would have to be retarded to do so. I just feel your really out to get me and prove something against me.

Corner-Trap
10-05-2007, 08:18 PM
Man I understand that completely. I'm not going to argue against that shit, you would have to be retarded to do so. I just feel your really out to get me and prove something against me.

Well if you understand this then why would you come out with absurd statements like "Dhalsim and Guile are no challenge for Fei Long," when everything else points otherwise?

Warrior's Dreams
10-06-2007, 09:42 AM
Here is a list of Fei's good/fair/bad match-ups.

Good:
Zangief
T.Hawk

Fair:
Ryu
Ken
Chun-li
Blanka
Cammy
Boxer
Claw
Dictator

Bad:
Honda
Guile
Dhalsim
Deejay
O.Sagat

Exarkun said that Fei has good match-ups against Guile and Dhalsim which is false. Every match in ST is completely winnable, but you can't deny the fact that some characters simply have a few advantages over other characters. I gave many reasons to back up my claim when I said Dhalsim/Guile have the advantage of Fei, while the only thing he had to back up his claim was his lone single opinion. This is why I don't completely trust Exarkun to make the match-up part of a faq.

Ok, so you give a listing of good/fair/bad matchups. Could you analyze these? Like for instance, lets start with the good matchups. Please explain why Fei has good matchups vs Zangief and T Hawk, going into detail about key strengths/tactics/weaknesses for each character in the match up. What is Fei's game plan for each of these match ups?What are things Fei can do to win/dominate the match? Also, since every match is winnable, what are things Fei must watch out for that the other person can do, and how does Fei counter these?

Corner-Trap
10-06-2007, 09:50 AM
Ok, so you give a listing of good/fair/bad matchups. Could you analyze these? Like for instance, lets start with the good matchups. Please explain why Fei has good matchups vs Zangief and T Hawk, going into detail about key strengths/tactics/weaknesses for each character in the match up. What is Fei's game plan for each of these match ups?What are things Fei can do to win/dominate the match? Also, since every match is winnable, what are things Fei must watch out for that the other person can do, and how does Fei counter these?

Fei vs. Hawk:

Fei can just use his general gameplan to take on Hawk. Fei's main objective in a match is to get in close on an opponent and overwhelm him with speed. So you can wreck shop against Hawk with basic rekka ken pressure strings, cw trapping, tick throws, etc. He doesn't have much options to stop you unless he can work out a reversal DP, or SPD.

Fei vs. Gief:

Basically the same as Hawk but he's a bit more threatening. Just don't become scared of his SPD.

UltraDavid
10-06-2007, 10:10 AM
Exarkun, nobody's out to get you, it's just that you need to back up your statements about matchups more. Corner Trap and I (and others, too) have explained why we feel Guile and Dhalsim are very hard matches for Fei, but you haven't explained why you disagree other than to hand out platitudes like noting every match is winnable. It could be that a dozen years of Street Fighter players have been wrong, but in order for us to believe that, we need some reasons.

Anyway, as a Gief and Honda player, I can tell you about Fei's matchups with them.

Fei v Honda is retarded. Honda holds down back and if Fei ever gets anywhere near him, he does headbutt or negative edge command grab. Honda just plays super turtle the entire time, and Fei doesn't have much to counter it. Fei can try psychic dragon punch to beat headbutts, but that's hard and not very dependable and only works a little distance away from Honda. Fei has things that annoy Honda from a distance, like standing fierce, standing jab, and dragon punch, but Honda has no reason to attack at that distance. The onus is totally on Fei to solve Honda's defense, and that's really hard for him.

Fei v Zangief is probably Fei's best matchup. Fei wants to play just outside Gief's poke range with annoying things like crouching fierce, standing fierce, rekkas for punishing whiffed moves, and the like. What Fei really wants, though, is to start up his chickenwing games, where Fei does chickenwing, standing fierce, chicken wing, something else, chickenwing, etc. Chickenwing, standing fierce, chickenwing is safe, but after that you have to guess right to keep it going, like another chickenwing if you think Gief is gonna try spd or low roundhouse if you think he's gonna lariat, etc. This does huge chip and is really hard for Gief to get out of. So your pokes beat Gief from a distance, and your chickenwing beats him up close.

Edit: For Fei v Hawk, O Hawk's negative edge spd and invincible dragon punch mean trying for a second chickenwing in the chickenwing trap is risky, so you should just go for chickenwing-normal move-rekkas to keep him in constant block stun.

Warrior's Dreams
10-06-2007, 10:17 AM
Questions that arise:

Whats a good counter for Gief's lariat when its initiated: close, mid screen; far away?

When Gief/Hawk jumps at you and attacks, is there anyway the flame kick will get snuffed by one of his regular jumping attacks?

Is there a way for Gief/Hawk to reversal SPD the chicken trap (mainly during/after the first hit or two of the actual chicken wing)

Similarly, can Gief/Hawk reversal SPD a meaty cl. HP

Whats Fei's best jump in attack?

What moves/mistakes can Gief/Hawk take advantage of?

If Fei is cornered by Gief/Hawk, what are some ways to escape?

UltraDavid
10-06-2007, 10:53 AM
Good questions! Basically, the way to play these matches is to zone them out with pokes and antiairs.

If Gief does lariat close to you, just do crouching roundhouse or crouching fierce him. If he does it midscreen, either try the same or time chickenwing to hit him as soon as the lariat ends. If he does it far away, who cares.

Will the flame kick get stuffed by a jumping attack? Depends. If you do the flame kick too early, yeah, it can trade or get stuffed. If you do it late, it'll usually win, but don't do it too late or they'll safe jump in and throw you. You can also use chickenwing, but you have to do it earlier.

Can they spd out of the chickenwing trap? Definitely not while the chickenwing is going on. Chickenwing-standing strong/fierce-chickenwing against Gief is safe from the right distance and with the right chickenwing strength (don't know which that is, I only know this matchup from the opponent's view), but after that, sure, if you stay on the ground and you're within throwing distance, you can get spun. Against Hawk, it's safer just to do chickenwing-strong-rekkas and go back to zoning.

Can they reversal spd a meaty? Yep, any noninvincible ground attack done within their range can be grabbed. This is especially dangerous for you against Hawk, who will always do negative edge spd on wakeup if you're close, and if you're grabbable you'll get grabbed, and if you're not, nothing will happen. Don't ever do any close ground normal against Hawk or Gief, meaty or otherwise.

Whats Fei's best jump in attack? Fei doesn't really need to jump in, but apart from chickenwing, jumping roundhouse beats a lot, including lariat at some distances, and jumping forward can be used as a crossup into fierce into rekkas or chickenwing. You shouldn't be jumping in unless you're certain of your execution for fear of spd.

What can they take advantage of? Gief can lariat all over rekkas and can trade crouching roundhouse with any of your non-invincible attacks or use it to punish any whiffed attacks for great positioning. O Hawk can dragon punch through anything except a certain part of the chickenwing and can trade with part of the flame kick but has a harder time punishing normals. Both can spd through any of your ground attacks if you're close enough, and both can safe jump in when you're waking up and throw you.

What can Fei do when cornered? If you're facing Hawk, not much; Hawk can just safe jump in each time you wake up, block and then spin you if you did a reversal or just spin you if you didn't, and repeat until you're dead, although you should still try reversals just in case the opponent messes up. Gief can't do that, he can usually only get one and sometimes two safe jumps into spd until he lands too far away to do another, and in any case you can reversal flame kick in between his tick and spd attempt. When Gief gets thrown too far away or you reversal his spd, start up your same ol' zoning game.

BKB
10-06-2007, 03:42 PM
Anti-air low fierce against Hawk jump jab, then link wrekkas, or another fierce (stand/crouch). Really fun combo.

s.short is funny vs gief.

fatboy
10-06-2007, 11:22 PM
!!!LOL!!!

The Coner -Trap vs.Exarkun battle continues.... LOL :lol:

Corner-Trap
10-07-2007, 07:27 AM
!!!LOL!!!

The Coner -Trap vs.Exarkun battle continues.... LOL :lol:

Who will win!?!? :looney:

Exarkun
10-07-2007, 04:00 PM
Questions that arise:

Whats a good counter for Gief's lariat when its initiated: close, mid screen; far away?

When Gief/Hawk jumps at you and attacks, is there anyway the flame kick will get snuffed by one of his regular jumping attacks?

Is there a way for Gief/Hawk to reversal SPD the chicken trap (mainly during/after the first hit or two of the actual chicken wing)

Similarly, can Gief/Hawk reversal SPD a meaty cl. HP

Whats Fei's best jump in attack?

What moves/mistakes can Gief/Hawk take advantage of?

If Fei is cornered by Gief/Hawk, what are some ways to escape?


Response to your first question, don't give gief anytime to move. If your going to constantly build pressure with the CW, always know two things. A flame kick can stuff some of his reversals, a crouching low kick is quicky enough to also stop the reversal. If you want to keep doing the whole pressure strings, CW with RH, standing jab,jab, cw again with a foward CW. Just in case he blocks low he will get hit with an overhead from the third kick of the cw, leaves you the opportunity to do a standing fierce rekka chain combo.

The first two hits of the CW leave fei long airborne, the third hit is where you are taking a risk of getting SPD, or getting a grand slam. After the third hit is where you want to time your reversal, under these circumstances don't do a RH flame, or a foward flame, stick with a short flame. Short kick is used for the flame kick, other ones will render you useless and give gief time to come after fei. Although the Cw does change under it's hit properties. The RH is all upper attacks, the foward CW leaves the third kick as an overhead, and the short CW leaves the last two kicks as overheads. Your best bet is to learn when to use this CW patterns to break there guard, just catch on to the way they are blocking.

Can gief reverse a Close fierce. In regards to the handshake Gief does not have reach. But in regards to reversaling a Standing up fierce from fei that depends on the situation. If you attempted a blocked fierce into rekka, gief can easily reversal the second REKKA hit of the chain. Example of this would be Standing Fierce, rekka, SPD. Reason being after a blocked standing fierce into rekka will push fei back far enough, and leave him in the frames of getting SPD. Your safest bet, would be to Standing Fierce, Flame kick, if you have trained them to block on a standing fierce, go in for tick throws, after they start catching on to the tick throws, then it's time to start some CW pressure after the standing Fierce. Or if you know your gief player well enough to try and reverse a standing fierce, go for the massive invincibility frames of the rekka super. Shit works like a charm. Also, baiting the CW's distance into a Super works. Just make them tick the throw, know your distance and bait them for a free 5hit super/7hit, depending if you want to CW after the super giving there position of the screen.

Best jump in attacks, I mainly use Jumping in jab, or jump in Roundhouse, or for overheads, jump in foward kick. Here is why with the jump in jab. The jump in jab can stop most of the characters areial normals, a jumping roundhouse, jumping fierce, will in most situatiosn get beat by fei's jumping jab. Also if blocked on the ground you can build up a pressure string, here is how. Jump in jab, crouching jab, then the up fierce punch, from here you can cancel the fierce punch into rekka pressure or CW pressure. If you get the handshake that mean's your to far away for the up fierce to connect. Jump in jab, into tick throw/ Jab,jab, Flame kick/ Jab, standing strong, into fierce chain. The level of creativity is limitless in these areas, just mix and match your own patterns. Roundhouse is great for getting that extra reach but also bad because fei's hit targets are his feet and not his legs. you can pressure with a jumping RH into rekka or into fierce, samething as the jumping jab except for the jab,c.jab,Up Fierce pressure. Foward works great for overheads, or for your foe wanting to block low because of CW pressure or because of a habbit. Your main focus is to break there guard and just give them a fist full of pressure they don't know what to do.

Gief and hawk can take advantage of a couple of things, let's check them out. A fucked up CW presure is one mistake you will pay for, make sure you have this move down pact! If not, you will have a harder time taking victory. Remember the REACH of your Cw's don't keep throwing out the same ones!!! If you do you will be man handled very easily! Remember to mix up!! that's what your key goals are! Every pressure string should require some mix up pattern.... unless your playing somebody who isn't so hot just go on autopilot. Don't forget the spacing of rekka kens! If you are to far away to counter with a CW, and don't want to take the risk of a whiffed handshake, give them a foward roundhouse, hell do it again just to look cool!

The Corner Situations. How does it feel to be put in the corner? It sucks. Against Zangief you want to pay close attention to what they DO!!! Make sure to block those body splash over heads and counter accordingly. The hitbox priorities are whacked when fei tries to do a Standing fierce to stop a body splash, it trades but the damage Fei takes is not worth it. a Foward flame kick will push fei up fast enough to stop the splash. The tick grabs! it's enough watching fei die so quickly because of gief madness! pay close attention to grizzly grab ticks. Jumping in Body splash, standing short, into Grizzly grab, or SPD. As soon as you see gief throw his hands up in the air counter this attack either by throwing gief, or simply jumping up. Taking evasive action isn't so bad, remember gief is only dangerous if he's close. If your gief foe is using massive pressure strings look for openings, watch how he moves far back after each blocked poke, time your flame kicks accordingly, you will be surprised how flame kicks can reverse most situations!

-------------
The last part was taken from parts of my transcript. I wish I had the video set to show you some of these situations but I'm sure you can use your imagination. Most of this is information on how to pressure gief, the counter game I didn't include.

If there is anything else you want to know about gief/thawk matches ask away, if something was unclear let me know.

I love it when theory fighters hide behind keyboards. I wonder when will they learn.

Warrior's Dreams
10-08-2007, 08:06 PM
Thank god midterms are over... now back to Fei Long and ST...

Please talk about the properties/uses/misuses of a) Rekka Ken b) Flame Kick c) Chicken wing, taking each strength of the move into account


Also, since we now have some matchup data on Feis "good" matches, lets move on to his "fair" matches, beginning with Ryu and Ken. Same beginning format as before:

For each matchup, describe in detail:

key strengths/tactics/weaknesses for each character in the match up.
What is Fei's game plan for each of these match ups?
What are things Fei can do to win/dominate the match?
What are things Fei must watch out for that the other person can do, and how does Fei counter these?

Exarkun
10-09-2007, 07:23 PM
Thank god midterms are over... now back to Fei Long and ST...

Please talk about the properties/uses/misuses of a) Rekka Ken b) Flame Kick c) Chicken wing, taking each strength of the move into account


Also, since we now have some matchup data on Feis "good" matches, lets move on to his "fair" matches, beginning with Ryu and Ken. Same beginning format as before:

For each matchup, describe in detail:

key strengths/tactics/weaknesses for each character in the match up.
What is Fei's game plan for each of these match ups?
What are things Fei can do to win/dominate the match?
What are things Fei must watch out for that the other person can do, and how does Fei counter these?


Tell you what, check my profile for my information and reach me on AIM, I'll gladly have you spectate some of my matches/Give you my transcript for my fei long video.

FreshOJ
11-27-2007, 04:00 PM
Hi all.

I've been out of the active loop for a few years, but I do remember that somebody out there has a crazy Fei Long that I haven't seen yet. The ID of RekkaKen comes to mind. Anyway, while I may know a few devastating combos with Fei, it'd be real nice to have some crazy tactics that open people up to those combos. Anybody willing to help an OG out? Lemme know!

Warrior's Dreams
12-02-2007, 06:46 PM
You should really post this in the Fei Long thread

http://forums.shoryuken.com/showthread.php?t=130371


Obviously, if you want good strats, you should watch match vids on sites like Youtube. Good Japanese Fei players are Noguchi and Yuubou. In the US, Jump Suit Jesse plays Fei, and in the UK, Shin Dragon uses him. Study those and thatll help you out some. Im sure others in the Fei forum would be more than willing to accommodate you and your questions.

FreshOJ
12-04-2007, 10:19 AM
You should really post this in the Fei Long thread

http://forums.shoryuken.com/showthread.php?t=130371


Obviously, if you want good strats, you should watch match vids on sites like Youtube. Good Japanese Fei players are Noguchi and Yuubou. In the US, Jump Suit Jesse plays Fei, and in the UK, Shin Dragon uses him. Study those and thatll help you out some. Im sure others in the Fei forum would be more than willing to accommodate you and your questions.

Rookie mistake on my part. :)

I just read through the thread and picked up some very interesting tactics. And yes.....I remembered about Jumpsuit Jesse a few days ago. Thanks for the info.

Ehonda
12-06-2007, 07:41 AM
Being a Honda player i can give you one tip vs Honda. Fei is able to cross Honda up very easily without even knocking him down. If you are in a situation where you are close and he decides to turtle a little too much, you can walk forward slightly and jump over his head and cross up with forward, for some reason Hondas J Headbutt will miss. and it sets up 5 hits of death. Jf + StF +Rekka x3. Ive had this done to me many times until i learned not to let Fei get that close.

FreshOJ
12-06-2007, 02:11 PM
Being a Honda player i can give you one tip vs Honda. Fei is able to cross Honda up very easily without even knocking him down. If you are in a situation where you are close and he decides to turtle a little too much, you can walk forward slightly and jump over his head and cross up with forward, for some reason Hondas J Headbutt will miss. and it sets up 5 hits of death. Jf + StF +Rekka x3. Ive had this done to me many times until i learned not to let Fei get that close.

Ok...from what I remember in practicing the links that ended up on my SSF2 Link FAQ (which tie into the combos listed on David Wright's TZW Combo FAQ), for Fei Long to get that close to E. Honda, he would have to be *well within* E. Honda's attack range. I would think that Honda's range and Fei's Flame Kick motion would make your suggestion very unlikely to happen in a match. Plus, if you let Fei Long land that crossup on your Honda, IIRC, he should at least be able to put a crouching jab or maybe even a close standing strong before that close standing fierce and Honda should come out of that dizzy and minus a little more than 50% life. In other words, that's Fei's round...and rightly deserved for Honda being asleep.

The only move I could see having a chance of getting Fei in that close would be his "Chicken Wing" kick, but if the turtle-Honda's on his game, even a surprise one will get head-butted. I can't see Fei Long winning this unless his short Flame Kicks are hitting Honda every time he sticks out something to keep him out.

What's the win ratio on that matchup? Is it as lopsided as T. Hawk trying to fight Cammy?

caliagent#3
12-07-2007, 09:51 AM
Questions that arise:

Whats a good counter for Gief's lariat when its initiated: close, mid screen; far away?

When Gief/Hawk jumps at you and attacks, is there anyway the flame kick will get snuffed by one of his regular jumping attacks?

Is there a way for Gief/Hawk to reversal SPD the chicken trap (mainly during/after the first hit or two of the actual chicken wing)

Similarly, can Gief/Hawk reversal SPD a meaty cl. HP

Whats Fei's best jump in attack?

What moves/mistakes can Gief/Hawk take advantage of?

If Fei is cornered by Gief/Hawk, what are some ways to escape?

Just play safe vs hawk and gief, no need to rushdown.

1. C.fierce or c.strong vs lariat since they have lots of range to beat it

2. yeah, i dunno but i almost never try to AA with fei's DP against hawk or geif becuase if you miss, you lose. Just use s.short or s.roundhouse as an AA. S.short beats everything though

3. I know a lot of people like to use the chicken trap vs gief, but i don't like it because if you mess up, reversal SPD.

4. Feis best jump in vs gief would have to be j.jab or j.roundhouse because it reaches over the lariat

5. missed dps, messed up chicken wings, whiffed sweep are all moves they can take advantage of and move fei into the corner

Warrior's Dreams
12-08-2007, 08:39 PM
snip



Oh wow, I completely forgot about this thread lol. Thank you Caliagent#3 for your advice. I was wondering if you could answer some basic questions about Fei's matchup vs Ken/Ryu:

For each matchup, please describe in detail:

key strengths/tactics/weaknesses for each character in the match up.
What is Fei's game plan for each of these match ups?
What are things Fei can do to win/dominate the match?
What are things Fei must watch out for that the other person can do, and how does Fei counter these?

My hope is that this will generate some discussion to get this thread going again.

Eduardo24
12-09-2007, 11:18 AM
How good is o. fei in comparison to n. fei?

Silks
12-11-2007, 11:54 PM
n. fei, with his flying kick, has more ways of getting in and mixing up while pressuring. He also has his cross-up jumping forward kick, and can soften throws. For those reasons, he's slightly better than o. fei. However, o. fei can be a lot of fun imo. You spend a lot of time just outside your opponents' ranges, looking to punish or stuff them with rekkas and normals into rekkas. Once you corner your opponent with either fei, he's very effective.

Exarkun
12-20-2007, 01:56 PM
Oh wow, I completely forgot about this thread lol. Thank you Caliagent#3 for your advice. I was wondering if you could answer some basic questions about Fei's matchup vs Ken/Ryu:

For each matchup, please describe in detail:

key strengths/tactics/weaknesses for each character in the match up.
What is Fei's game plan for each of these match ups?
What are things Fei can do to win/dominate the match?
What are things Fei must watch out for that the other person can do, and how does Fei counter these?

My hope is that this will generate some discussion to get this thread going again.

I have not been on these threads for awhile, but I'll share some advice for Shoto fights.

Game plan
- Keep a tight space between the shotos, don't let them stir so far away or gain the upper hand by a zone game, once they are at a safe distance from fei, keeping pressure with hadoukens and putting an end to the CW with a meaty SRK can hurt alot. If your stuck in this situation try to read the movements. Doing chicken wings over predictable hadoukens can give you the tight spacing game that you want to execute. If the shoto is SRK happy, simply bait the wake up with an early whiff or walk foward and tick them into the wake up. Once they land you can follow up with a S Fierce, Rekka combo, or super if you have it. Countering the hurricane isn't so difficult, a Jab rekka usually stops it dead in it's tracks. There are many ways to get across this and keep a tight game plan against shotos. Once you train them to not wake up srk or hurricane, you can go in for tick throws and CW pressure strings to keep them occupied or stuff them in the corner. It's wise to realize that mixing up and being creative/deceptive works, once your execution becomes more precise, punishing a wake up SRk with a Cw x2 juggle into super isn't a problem. Mixing up the CW into foward or RH's help with fei's deception, going in for an overhead from a CW foward is great for simple BnB combos. If your zoned and can't get in close roll with the punches, walk up and block those hadoukens, eventually fei will be in close enough to stuff whatever the shoto throws at you, try to read your opponent, it's a shoto for crying out loud, anticipate the attacks.
-Dominate
Keep close, keep pressure strings, keep CW pressure, anticipate wake ups and punish accordingly, keep ryu in the corner but do not consistantly keep the same CW pressure, after awhile the shoto will see the pattern and counter with an SRK, mix up accordingly and you will be safe.
-Counter
Punish a whiff SRK, Either with: Standing far fierce, standing fierce into rekka, standing strong, fierce, rekka, standing fierce into super, standing fierce into flame kick, the possibilities here are endless so get creative. Punishing predictable hadoukens are simple, bait them but be hesitant and watch any change in there patterns, block accordingly and counter with either CW's, Jumping in RH, S Fierce, Rekka, Jumping in RH, Standing Fierce, Flame kick etc. If your cornered be paitent, watch for those hadouken strings and whiff SRK's, punish those as quickly as possible, watch for tick throws, on that last frame of hit stun counter with a short flame kick, try not to do anything to fancy to give this match away, if you have super, remember fei's invincibility RTSD for easy damage, you can also do this if your in sweep range with a ryu, if he supers, counter it with your super whatever damage fei can get in works great.

If you need a more indepth point feel free to ask.

Embryo
12-23-2007, 12:41 PM
Great thread guys, FeiLong is one of my favorite SF characters ever so this informaton is really usefull. Im a little discoraged though at his lack of options agaisnt Honda and projectile based characters, agaisnt a good Sagat what can Long do?

Exarkun
12-23-2007, 04:31 PM
Great thread guys, FeiLong is one of my favorite SF characters ever so this informaton is really usefull. Im a little discoraged though at his lack of options agaisnt Honda and projectile based characters, agaisnt a good Sagat what can Long do?

I'll try to be very specific when it comes to projecile based characters, but I'll answer the questions as they come along.

Sagat- Especially if it's O. Sagat this fight just moves around paitence and quick thinking. Sagat can keep Fei at far distance with tiger shots, he can also counter the Chicken Wing with a Tiger uppercut along with his Tiger knee if timed correctly. Fei's biggest upset is that Sagat has both the ground, mid, and high covered from projectiles to his SRK. Your approach to this is to get around the tiger shots safely and to not leave an open opportunity for his tiger uppercut or tiger knee. Getting over the projectiles are simple, either a Foward CW, yes I said Foward because the recovery Sagat has from his tiger shots give him the opportunity to SRK you out of a CW. Get in close enough to try and tick Sagat into an SRK, if he goes for a TK go for the flame kick to counter this. Under any circumstances never go for a RH CW, only do this if your 100% sure you can cross up a fallen Sagat, or if the final hit of the three string attack will stuff any wake up attacks Sagat might do, either a SRK or TK. As with the shotos, roll with the punches, approach sagat by blocking his fireballs, but under any circumstances don't take in a jump, you will be countered accordingly. If you do a jump in attack, make sure it's when your reading your opponents movement well, such as the mistake of spamming projectiles disregarding your distance for a jump in attack. Usually what I do is walk in read the movement, jump in with a RH, S. Fierce, Rekka chain for five hits, knock down Sagat as much as you can, if you do get that CW pressure keep Sagat down, go for a CW, Jab, Tick throw, CW Standing Fierce, Fierce Rekka, Jab Rekka, Fierce Rekka, That alone will leave you distance away from a counter SRK or Tiger Knee but close enough to counter his high fireball with a C. Fierce. Once you presssured a Sagat in the corner please don't make the mistake of repeating pressure strings, It's great to do a CW, standing Fierce, CW Standing fierce over and over again but also simple to counter, mix up the CW strigns after every knockdown, read how they block your CW strings with either blocking the CW standin or low most of the time, If you seem them blocking high go for a Short CW if you have them cornered, try not to do RH so much because of the open frames you have left from landing, if they block the CW strings low, go for a foward CW, the last two hits or last hit will hit as an overhead, from here you can tick them into SRking to reverse and bait for a rekka chain combo or super. This match up all depends on your experience with Fei and how to read the Sagat really well, if you find yourself making the same mistakes then this match will get tough, just remember the little things, countering a high fireball from sagat with a flame kick, ticking his TK's and SRK's, using CW's to get over low projectiles and if afar, using the RH CW to avoid High projectiles, watch his distance to avoid TK's, and SRK's, and above everything else watch your rekka ken pressure, try no to be left in sweep range. Knock him down whenever you get the chance, keepin sagat in the corner and making him useless is where you want him at.

fatboy
12-24-2007, 09:35 AM
I'll try to be very specific when it comes to projecile based characters, but I'll answer the questions as they come along.

Sagat- Especially if it's O. Sagat this fight just moves around paitence and quick thinking. Sagat can keep Fei at far distance with tiger shots, he can also counter the Chicken Wing with a Tiger uppercut along with his Tiger knee if timed correctly. Fei's biggest upset is that Sagat has both the ground, mid, and high covered from projectiles to his SRK. Your approach to this is to get around the tiger shots safely and to not leave an open opportunity for his tiger uppercut or tiger knee. Getting over the projectiles are simple, either a Foward CW, yes I said Foward because the recovery Sagat has from his tiger shots give him the opportunity to SRK you out of a CW. Get in close enough to try and tick Sagat into an SRK, if he goes for a TK go for the flame kick to counter this. Under any circumstances never go for a RH CW, only do this if your 100% sure you can cross up a fallen Sagat, or if the final hit of the three string attack will stuff any wake up attacks Sagat might do, either a SRK or TK. As with the shotos, roll with the punches, approach sagat by blocking his fireballs, but under any circumstances don't take in a jump, you will be countered accordingly. If you do a jump in attack, make sure it's when your reading your opponents movement well, such as the mistake of spamming projectiles disregarding your distance for a jump in attack. Usually what I do is walk in read the movement, jump in with a RH, S. Fierce, Rekka chain for five hits, knock down Sagat as much as you can, if you do get that CW pressure keep Sagat down, go for a CW, Jab, Tick throw, CW Standing Fierce, Fierce Rekka, Jab Rekka, Fierce Rekka, That alone will leave you distance away from a counter SRK or Tiger Knee but close enough to counter his high fireball with a C. Fierce. Once you presssured a Sagat in the corner please don't make the mistake of repeating pressure strings, It's great to do a CW, standing Fierce, CW Standing fierce over and over again but also simple to counter, mix up the CW strigns after every knockdown, read how they block your CW strings with either blocking the CW standin or low most of the time, If you seem them blocking high go for a Short CW if you have them cornered, try not to do RH so much because of the open frames you have left from landing, if they block the CW strings low, go for a foward CW, the last two hits or last hit will hit as an overhead, from here you can tick them into SRking to reverse and bait for a rekka chain combo or super. This match up all depends on your experience with Fei and how to read the Sagat really well, if you find yourself making the same mistakes then this match will get tough, just remember the little things, countering a high fireball from sagat with a flame kick, ticking his TK's and SRK's, using CW's to get over low projectiles and if afar, using the RH CW to avoid High projectiles, watch his distance to avoid TK's, and SRK's, and above everything else watch your rekka ken pressure, try no to be left in sweep range. Knock him down whenever you get the chance, keepin sagat in the corner and making him useless is where you want him at.

^^^^ Dude, use the "enter" key.

I bet you have some great ideas here :tup:... But I am not even going to attempt to read your post.

It hurts my eyes :wow:, just to look at it.

Helps us out. Break up the text budy! :wgrin:

Exarkun
12-24-2007, 11:29 PM
^^^^ Dude, use the "enter" key.

I bet you have some great ideas here :tup:... But I am not even going to attempt to read you post.

It hurts my eyes :wow:, just to look at it.

Helps us out. Break up the text budy! :wgrin:

Sorry about that. I'll post up some more starategy with Fei long against Shotos another time, Happy holidays guys.

Warrior's Dreams
04-14-2008, 10:24 AM
Sorry about that. I'll post up some more starategy with Fei long against Shotos another time, Happy holidays guys.

1) How are those strats coming along?
2) Whatever happened to that video you were making?

3) (open to anyone)
Sorta dumb, but you can do Rekka x 3 with 3 Fierce punches right? I'm having trouble doing this.

djfrijoles
04-14-2008, 10:58 AM
Exarkun has one bad ass Fei so take his advice as pure gold.

Post up some anti Gief strats too so I can negative edge some anti Fei strats off it. :rofl:

Exarkun
04-14-2008, 01:19 PM
1) How are those strats coming along?
2) Whatever happened to that video you were making?

3) (open to anyone)
Sorta dumb, but you can do Rekka x 3 with 3 Fierce punches right? I'm having trouble doing this.

I apologize about the video I mentioned almost a year ago, unfortunately I was in a terrible accident that slowed me down for nearly five months, but I will tell everyone that the strategy {text} is finished, all that needs to be done is the video.

Rekka ken---------
Rekka Ken is easily excuted with Strong,Fierce button combinations. Or can be done consistantly with either button of the same strength. Executing a x3 Fierce or x3 Strong takes a little bit of practice but is accomplished by-

With every rekka input you must simply pause the action of the second hit, to do this perform the rekka, pause it untill fei is done executing on the final frame, then repeat. If done accurately Fei long will do a series of rekka ken's at moderate speed but will compile up to a combo.

Basic Rekka Ken Combos------
Rekka ken is his basic bread and butter, here is a small and short compilation of some of his combos.

1- (while crouched) c. Weak, s. fierce, Strong Rekka, Fierce Rekka, Strong Rekka,
5 Hits. [Super available after S. Fierce]

2- (Standing) S. Jab, S. Jab, C. Jab, Strong Rekka, Fierce Rekka, Strong Rekka.
6 hits

3- (standing) S. Strong, Strong Rekka, Fierce Rekka, Strong Rekka.
4 hits [Super Available after the S. Fierce]

4- RH Chicken wing, Standing Jab, Strong Rekka, Strong Rekka, Fierce Rekka.
7hits.

5- RH Chicken Wing, Standing Fierce, Strong Rekka, Strong Rekka, Fierce Rekka.
7/9 Hits, [Super Available after the S. Fierce.]

6- (Jump In deep) RH, s. Fierce, Strong Rekka, Strong Rekka, Fierce Rekka.
5/6 [Super Available after Fierce]
------------------------------------------

For this part, these situations will come in handy when dealing with a intermediate player, the majority of these patterns are safe and done at a moderate range.

1. From sweeping distance, Rekka Ken Pressure/Pokes,
- Fierce Rekka, Strong rekka, - If your opponent decides to whif a move this is the point where fei long can take advantage of any situation, if airbone you can execute the foward chicken wing and if super is available chain the super.

2- Close to opponent, S. Jab, S. Jab, S. Jab, Jab, Rekka,. Given the situation you can easily tick throw, if opponent decides to whiff any counter offensive you can EXECUTE SUPER IMMEDIATELY, to avoid any counter hit or offensive attack, since super automatically gives you invincibility.


I am not going to reveal so much information here untill I release the video, for the most part this chapter will consume nearly ten minutes, and ten minutes of explaining on text is a pain in the ass.

Zangief Strategy------------------

Alright, one of the matches where Fei can literally pressure/corner/ go ape shit with a barrage of aerial and ground assaults. Most of Fei long's finesse is shown in this, along with his great speed which allows him to cascade over Zangief with ease. Some of the advantages of this match goes into either side.

Zangief Advantages-- Fei Long Advantages--

Strength, Stamina,Counter, Speed, Combo, High Normal priority.


Zangief can easily turn this match into his favor in any situation, given the opportunity to stay on fei long and consistantly bombard him with pile drivers as well as countering normals will make any attack breeze by, and since Zangief has a mountain of stamina, he does not need to be worried with fei longs weak but quick attacks, a simple mistake can lead into devastaing pile divers, or corner trap situations, in any situation.

Fei Long, Speed and accuracy is needed for this match up, without any consistant offfensive patterns, Zangief can easily deviate from any attack and punish Fei long. Constant pressure and deceptive strings can earn Fei Long a Victory without any repetitious action. Doing so will require nearly perfect executed Chicken Wings, without any perception or know how to execute this offensive attack. The match will greatly be in Zangiefs favor. Note that DISTANCE in this match up is highly important, without knowing how far Fei long is, or how close, Fei can easily be destroyed.

---------- Chicken wings--------
This is one of both main offensive attacks Fei Long will need to execute with precise accuracy. From afar any Round House Chicken wing is easily countered with Zangiefs Spinning Lariat. Performing this action will result in a lost and a favor in Giefs side, thinking that you doing this act from afar will gain an advantage is a mistake. In any situation performing a Round House Chicken Wing will result in damage done, and by a big chunk as well. Zangief can counter this with just a Pile Driver, or even worse, his SPD.

1- Knowing when using the CW pressure correctly is simple, Zangief is cornered and can not begin to comprehend the amount of block strings coming ahead, mixing up the CW strings with Light kick to gain in that overhead on the third hit, or keeping his defenses high with strong CW's that can be ticked either or into throws or C. Jab Rekka combinations is in fei's favor. Here are some situations that will give Fei Long a real hold on this match.

Zangief Cornered- Foward CW, s. jab, Flame Kick- Counters his SPD, keeps Zangief pressured, builds meter for super.

Foward CW, S. Fierce, Foward CW, Tick Throw/ or S. Fierce into Light CW for the overhead, if zangief is crouching or is trained to block low to avoid any low attacks.

Light CW, if you see Zangief blocking low consitantly you can now deceive him with the CW patterns. If Gief does not recognize the Foward pattern from the Light pattern, then it's simple enough to mix each attack up accordingly, each attack will favor in fei longs offensive strategy.


(I will not finish the Rekka Ken Part and Normals In awhile) Been typing this for nearly half an hour and need to get back to work. Will keep you guys informed.

Warrior's Dreams
04-14-2008, 04:51 PM
Awesome. Looking forward to it.

Oh yes, how the hell do you fight the boss characters? :rofl:

Exarkun
04-14-2008, 05:55 PM
========Zangief Rekka Pressure==========

Ok, it's either know your distance, or start kissing the floor here. Just one slip up, can cost you nearly 40% of your health, this where Zangief can shine indefinately. Learning how to pressure consistantly on the ground is alot different than having air superiority.

Rekka Ken- Whatever you do, never NEVER open up a rekka ken pressure with a close jab, I will guarantee and so will Zangief, that Fei will kiss the asphault all the time.

Rekka Ken pressure- Remember, zangief can do so much in this situation, there is nothing like whiffing a rekka ken and being in SPD range, KNOW your distance, KNOW your rekka ken pressure here, if you don't, Fei Long will be burned quickly.

1- Sweep Distance- Fierce Rekka, Strong Rekka, (pause) This is where you have to figure out what to do, either Zangief might get ancy and do a spinning lariat, or he just might try to pull a reversal, if he reversals, you can rekka ken by starting it with a Fierce Rekka, Strong Rekka, Fierce Rekka. Trying to pull off a CW is a 50/50. Just from the distance Gief might perform a lariat and stuff that CW.

2- Eating the bullshit- Ok so you have your rekka ken pressure set, but this doesn't mean your going to win. It's as easy to have gief do a SPD just from one rekka ken period. Usually it's not safe to do one so close, and it's risky doing it from afar. performing this and using deception can make gief think twice.

3- Doing the rekka ken from afar, and expecting that SPD then stuffing it with a super is flawless, but this requires training the gief. Here are some examples to make Gief tick.

Rekka Tricks==

1- SD= Sweep Distance.

2- SD, Strong Rekka, pause, Fierce Rekka, Flame Kick
3- SD, Fierce Rekka, Strong Rekka,
4- SD, Fierce Rekka, Strong Rekka (pause) Whiff Jab rekka, not in SPD range but close enough to counter the reversal with a flame kick
5-SD, Fierce Rekka. Yea That's it Fierce rekka if your too chicken shit to do anything else, or your just shooting the shit with gief.

Chicken Wing Tricks====
1. ok CW pressures are difficult, even when mixing them up Gief can still counter Fei long, as mentiond earlier, the RH CW eats a larat from afar, close ranged CW's are safe but not always. After the second hit Fei long needs to recover, and your in close enough range to eat some asphault

Safe- Foward CW (Blocked) Ok so gief blocks it here we go with some things to keep you safe.

1- Foward CW (Blocked) standing jab, short Flame.
2- Foward CW (Blocked) Standing Strong, jab rekka.
3- Foward CW (Blocked) Standing fierce, short Flame
4- Foward CW (Blocked) standing Jab, Standing Jab, standing jab, - Yes multiple jabs, allows push back and a risky FOWARD flame kick to counter any reversal.
5- Foward CW (Blocked) Jump Back Foward.
6- Foward CW (Blocked) Crouching jab, Short flame Kick
7- Foward CW (Blocked) standing short flame kick.

After some of these defensive maneuvers, you will train the gief to realize every attack you make comes with a second apporach, defensive strategy. Along with training him to block High and sometimes making him deviate from a low attack. Here are some advantages in mixing up for short CW, for the third and final hit will act as an overhead.

1- Short CW (Final hit) Standing Jab, strong Rekka, Fierce Rekka, Strong Rekka
2- Short CW (Final hit) Standing Fierce
3- Short CW (Final hit) Standing Jab, Flame Kick
4- Short CW (Final hit) Standing strong
5- Short CW (Final hit) Standing jab, Tick Throw
=================================
Ground game Zangief- Countering comes at a mountain of strength, distance is zangiefs enemy, having the stamina and strength will give fei long some time to break a great gief's defense.
Ground game Fei long- Play it safe and know the distance, know your rekka ken range and how to play offensively and at the same time have some resilence. Without any resilence, this match can end in zangiefs favor.
Aerial Game Gief- Has to read those CW patterns and act swiftly with lariats to keep fei long on the ground, without a good sense of how to block the CW, Zangief will be cornered and trap soon.
Aerial game Fei Long- Dominate the air, push gief back with rekka kens, know the range and distance of your CW pressure's, again just as useful as the rekka, without any idea of distance with either, this match can go into giefs favor.

UltraDavid
04-14-2008, 06:26 PM
Honestly rekka pressure isn't how you want to spend most of your time. What you want to do more is slowly push him back or keep him away with your good zoning normals. Crouching fierce is super annoying for Gief because it eats up his non-sweep footsies and if you do it so that it just misses him it's really hard for him to do anything about it. Standing short antiair beats all of Gief's max-range jumping attacks and crouching fierce ducks them and hits Gief on landing. If you push him into the corner, set up a chicken wing trap. Rekka pressure is too risky; spd, lariat, crouching roundhouse, and standing forward are all good reasons not to do it too often.

Warrior's Dreams
04-14-2008, 06:32 PM
damn, if this is all in the video, i cant wait!

7 5 0
04-14-2008, 06:44 PM
Can anyone top Noguchi's Fei? He's a brutal player I'm overwhelmed by.

Exarkun
04-14-2008, 06:59 PM
Honestly rekka pressure isn't how you want to spend most of your time. What you want to do more is slowly push him back or keep him away with your good zoning normals. Crouching fierce is super annoying for Gief because it eats up his non-sweep footsies and if you do it so that it just misses him it's really hard for him to do anything about it. Standing short antiair beats all of Gief's max-range jumping attacks and crouching fierce ducks them and hits Gief on landing. If you push him into the corner, set up a chicken wing trap. Rekka pressure is too risky; spd, lariat, crouching roundhouse, and standing forward are all good reasons not to do it too often.

I agree Rekka isn't the best way to go, I don't know whoever told you this but it's difficult to keep the rekka ken pressure, but for those who can't CW it's a way to start some way of knowing how to pressure with what Fei has.

scaryice
04-16-2008, 01:52 AM
Rekka ken---------
Rekka Ken is easily excuted with Strong,Fierce button combinations. Or can be done consistantly with either button of the same strength. Executing a x3 Fierce or x3 Strong takes a little bit of practice but is accomplished by-

With every rekka input you must simply pause the action of the second hit, to do this perform the rekka, pause it untill fei is done executing on the final frame, then repeat. If done accurately Fei long will do a series of rekka ken's at moderate speed but will compile up to a combo.

That helps, I was doing them too fast.

Warrior's Dreams
04-16-2008, 09:28 AM
Original post by Exarkun
-snip-


Yea, thank you for that tidbit. I was doing the Rekka's way too fast. Once I slowed it down, its much easier to chain 3 fierce rekkas.

Now if only I could get the blocked close fierce -> chicken wing in the corner trap down. I bet you have to buffer it off of the recovery on the blocked Fierce

Exarkun
04-16-2008, 01:29 PM
Original post by Exarkun
-snip-


Yea, thank you for that tidbit. I was doing the Rekka's way too fast. Once I slowed it down, its much easier to chain 3 fierce rekkas.

Now if only I could get the blocked close fierce -> chicken wing in the corner trap down. I bet you have to buffer it off of the recovery on the blocked Fierce

Oh the Rekka CW lock down is simple. to perform this you execute a CW, what matters here is the strength of the CW. For example if you do the Short CW, you will end up close but push back because of the block stun, performing a rekka will leave you open for a counter attack which isn't worth it. Perfmroing the foward and RH rekka's allow you to do standing fierces safely but they come with a window of opportunity of being countered.

RH CW- Quick, and when opponent is cornered it hits for twice depending on the hitbox of the character. Their is an open window to counter fei, it begins right after the second hit from the CW, at this point you can be countered accordingly if you do not recognize the timeing of the Fierce. It's really simple and done like this.

Opponent in corner- RH CW, First hit blocked, Second hit blocked, Fei long whiffs the third hit, and at this moment is when you want to input the fierce punch. It is at these frames when Fei will land on the ground and is vulnerable to attack, it's not a good idea to do a rekka since the startup is slow and is easily deviated.

Opponent in corner- Foward CH- All hits of the Chicken Wing connect, the third counts as the overhead, this is simple since reading the third hit gives you a great sense of intuition of hitting fierce. After fei lands you can simply end this chain with standing jab, and short flame kick, or standing jab jab to allow push back and fierce rekka, strong rekka, strong rekka. Or option three, you can simply sweep to counter a throw. Here is a huge window for fei to do some variations of offensive/defensive attacks. after the foward CW is blocked, you can do crouching jab, into standing Fierce and execute rekka, tick throw, defensive sweep to counter a throw or simply block to counter any AA with a fierce rekka chain.

Noob-NJ
05-05-2008, 03:47 PM
Can anyone help me with Fei's Chicken Wing kick?

Im horrible at doing this move, id say i do it 2/10 times, and most of the times i just end up jumping at my opponent after doing a early jump kick and they kill me when i land.

Kyokuji
05-05-2008, 04:42 PM
Yeah, I have mad problems doing it consistently. Got no problems doing stuff like Sagat's tiger knee either or the same move in A3.

Exarkun
05-05-2008, 07:13 PM
Can anyone help me with Fei's Chicken Wing kick?

Im horrible at doing this move, id say i do it 2/10 times, and most of the times i just end up jumping at my opponent after doing a early jump kick and they kill me when i land.

It's not difficult :wgrin: I'd had problems adjusting towards mame online play and doing it.

performing it is simple, you can lay in the B/D motion of it for how long as you want. the whole HCF/UF part is really easy, executing it is somewhat difficult. Sometimes the move itself won't come out, or Fei will Jump, or do a standing or foward RH. Execute the motion and the RH around the time the rotation comes toward the U/F part of the move. The Tiger Knee is almost identical, but the CW is strict, pulling them off consistantly requires a certain pace. Performing it moderately and not at eccentric motions will give you CW's nearly all the time.

Doing this without a standing fierce blocked takes practice, doing this with the standing fierce blocked is easy, just setting the rythm and pace takes time getting attuned.

If your having problems with it, set the dummy and block and trying performing the Standing Fierce, CW Block string.

Warrior's Dreams
05-05-2008, 09:50 PM
I found with Fei, it is easier if I just slow the motion down, both for his rekkas and his chicken wing.


btw, exarkun, hows that video coming along?

Noob-NJ
05-06-2008, 08:53 PM
Im getting better at the CW kicks, thanks for the help guys.

Quick question,

Whats my best bet of getting out of N. Kens Knee bash trap, i could be dominating a match and if i get caught in this i really turns the tides the other way. Should i try and Flame Kick as i land or try and throw him?

Exarkun
05-07-2008, 01:10 AM
I found with Fei, it is easier if I just slow the motion down, both for his rekkas and his chicken wing.


btw, exarkun, hows that video coming along?

Hey WD, I wanted to send you the transcript of some of the match ups, it's roughly seven pages of reading. I have not been able to start the video.

Noob-NJ, If your getting caught in ken's knee bash trap, your not spacing yourself safely, or holding down on foward to often. It's not difficult to reverse it, just like Fei after a CW stun sometimes walking foward can get Fei in trouble to be thrown. A quick short Flame Kick will train the Ken to avoid getting close, but will also leave you open for a S. RH.

Kyokuji
05-10-2008, 10:45 AM
Sagat's tiger knee motion is actually :d::r::uf: apparently, which is probably why it's so much easier to do consistently.

Any idea if Fei's is just :l::d::r::uf:?

Ryu1999
05-19-2008, 08:09 PM
Vega has a glitchy hitbox after being hit by chicken wing. If you try to do fierce->rekka, the rekka will completely whiff for no reason at all

RagingStormX
05-25-2008, 01:04 PM
How good is o. fei in comparison to n. fei?

N. Fei is infinitely better. O. Fei is just scary up close. O. Fei can cancel his c.lk and c.mk, along with s.fp (far), s.mk, and c.mp which is really helpful, whick allows for j.rh, s.mp, c.mk xx rekkas. After a meaty attack, low mk or lk into rekkas hit people trying to throw, which gets them scared to throw allowing for more throw from you. O. Fei also had a better j.rh which is his chicken wing animation and crosses up (hard to do though). C.fp/s.fp, c.mk xx rekkas on someones wake-up hurts like hell. But N. Fei has chicken wing, super, command overhead, WAAAAY better cross-up, which lets him get in and fight easier. I only use O. Fei though, I like to make things hard on myself lol.

Silks
06-09-2008, 02:23 AM
I only use O. Fei though, I like to make things hard on myself lol.

Duh, only real men use O. Fei. :woot:

eddymasta
06-09-2008, 11:39 AM
Anyone got tips for fei vs dictator? I get raped hard in this match, and I have no idea what to do

The Furious One
06-09-2008, 01:04 PM
Anyone got tips for fei vs dictator? I get raped hard in this match, and I have no idea what to do

using light flaming kick to beat his specials when timed correctly, use hard if its an obvious jumpin.

I think his crouching fierce will stop psycho crusher but need to confirm that. Chicken Wing corner trap FTW.

eddieW
06-15-2008, 01:56 PM
Being a Honda player i can give you one tip vs Honda. Fei is able to cross Honda up very easily without even knocking him down. If you are in a situation where you are close and he decides to turtle a little too much, you can walk forward slightly and jump over his head and cross up with forward, for some reason Hondas J Headbutt will miss. and it sets up 5 hits of death. Jf + StF +Rekka x3. Ive had this done to me many times until i learned not to let Fei get that close.

I noticed fei's st. fp is very effective vs honda it stuffs alot of honda's normals and the hand slaps.... so if he swings he gets popped and also stops alot of headbutts... it comes out fast and recovers fast but not fast enough as there are times were I got popped by a headbutt... but its his main poke vs honda.... works on blanka too

Exarkun
06-18-2008, 09:56 AM
The Handshake is a risk because of the amount of time frame is left vulernable after the 10-11 Frames of not being able to recover.

Standing Short's stuff headbutts, blankaball, and Psycho crushers.
Crouching Foward stops a psycho cruser.
Short flame kick also stops, but it needs to be done as a counter and not so early, Fei will get countered if done way too early.
Crouching Fierce also stuffs bisons S Kicks and Psycho crusher. Really strange hit box on that.

Thelo
06-18-2008, 12:29 PM
The Handshake is a risk because of the amount of time frame is left vulernable after the 10-11 Frames of not being able to recover.
I'll confirm that - as Honda I've headbutted Fei after a whiffed standing FP a few times. It's pretty hard to do from a distance though, most of the time my headbutts get hit or blocked anyway, so if you have a sudden urge to FP it's not that risky.

Rik
06-23-2008, 03:48 PM
Hey, since HD is coming out soon I was wondering if anyone was willing to teach me Fei-long, my addy is winter_lght@hotmail.com. thanks in advance.

The Furious One
06-24-2008, 09:50 AM
Hey, since HD is coming out soon I was wondering if anyone was willing to teach me Fei-long, my addy is winter_lght@hotmail.com. thanks in advance.

check out greentea's tutorial on youtube

Exarkun
06-26-2008, 08:25 AM
Ok, I've been getting alot of questions just how to combo in Fei Long's CW, into Fierce, or Crouching jab through Rekka or into Shin Rekka. I'll answer them here since it's easier and a great reference.

----------------CW, any strength Close up----------------
1. Comobing in a Chicken Wing into rekka isn't as hard as it looks. The key is distance and position. In order to execute this combo it is likely and much more accurate performing the CW up close. Doing so, will alllow all three hits, or if blocked at least the overhead to start the combo.

2. If opponent is knocked down, and you would like to pressure with a meaty Chicken Wing, start off close, the strength varies from short, foward, and roundhouse. Using a short will allow for a overhead on the third hit breaking a crouching opponents guard, using the foward results in a neutral state if blocked allowing Fei Long to build a pressure string. Using the Roundhouse will launch Fei over the opponent, having the final hit of the Chicken Wing hitting from the opposite direction as Fei travles around the opponent, Fei will be behind the opponent allowing for a quick crossover to gain some edge and momentum for pressuring your rival into the corner or in another direction.

--------The Mechanics--------
1. The combo isn't difficult, nor does it require STRICT input or time. If done to slow, the Chicken Wing will combo, but the Crouching jab or Standing Fierce will be seperate and possibly miss the whole combo all together.

2. The distance while performing the Chicken wing is important, in order to get that 7/6 hit Fei must be in SWEEPING DISTANCe, or CLOSE UP. If Fei has to travel further than he has to, only the last two hits or the third hit will end up connecting with the opponent, in some situations Fei's standing Feirce will connect, but performing the rekka at long distances will result in an open or lose chain, leaving an open hole for the second rekka to whiff and the third hit of the Rekka to hit, performing this combo in this situation requires quick action for fei to have enough speed on connecting the third hit, the end result will be a 5 hit combo. If done close though, the secret is watching when Fei lands and recovers from the Chicken Wing.

3. After Fei touches base on ground, pay close attention how fei is not in neutral, but in a crouching state, this allows the user to input a crouching jab at that very moment. Than executing the rekka chain combo. Here are basic combos.

Close CW any strength- (fei touches the ground, input) Crouching Jab, Rekka x3/Standing Fierce, Rekka x3/Crouching Jab, standing Fierce Rekka x3/ Standing Jab, Short Flame Kick/ Standing Jabx2, crouching jabx1, Rekka Ken x3/ Standing Fierce, xx into Super.

CW, from afar- Standing Fierce- Handshake, 3 Hits
Crouching Fierce, 3 hits.
Crouching Strong, 3 hits.
Standing Fierce, Rekka x2 5 Hits.
-------------------------------------------------------------------------

The result. Performing the Chicken Wing closer, or in sweep distance allows for better openings and starters for comboing in the larger hits. Doing so from a distance will limit Fei Long's combo ability.

mak
07-17-2008, 01:09 AM
Hi guys, nice thread has helped me out quite a bit, especially the tutorial vid by greentea.

Just a few quick questions i need help with.

What is the benefit of mixing the rekkas? Are different patterns guaranteed on hit or are some uninteruptable?

The Chicken Wing... practicing practicing this move.. but why am i practicing? =P Why is this move so good? As for the Chicken Wing, c HP in the corner trap, i havent seen it done in any match vids, what is the actual idea behind it?

I am having incredible trouble vs Fireball characters... any tips? Im a n00b so any help much appreciated =)