FeiLong Thread

13

Comments

  • jumjumjumjum Joined: Posts: 19
    i was wondering, does feilong have a airthrow? cuz i was playing this guy the other day on ggpo and he did a airthrow on me. i never seen this happen ever in real life/online. i think it was the hk throw version in midair. could it be just a online bug/glitch thing? o wells it was a first though
  • TNBTNB Bye. Joined: Posts: 1,180
    Uh, ok, I was just feeling silly. What's the "chicken wing" when referring to Fei-Long?
    Skills and attitude prove worth as a player, not the internet.
  • TwistTwist RadarTrap Joined: Posts: 698
    The chicken wing is Fei's flying kick thing done with the old tiger knee motion....

    Stoopid thing keeps crossing me up at the most unexpected times.
    :wtf:
  • Sanjuro_The_RoninSanjuro_The_Ronin ST 4 life yo! Joined: Posts: 572
    You guys do know that there already is a Fei Long thread right?

    Learn to use the search function instead of making new threads please.
    It's kind of late in history to be coming up with real good ideas, luckily I have plenty of really bad fucking ideas.
  • madakusemadakuse Joined: Posts: 52
    haha yeah its the most interesting move to spam.
    L is dead...
  • NKINKI Mashers Joined: Posts: 1,788
    Merged with original Fei Long thread.
    It was a fun ten years.

    http://nki.combovideos.com
    Thanks to BlazeD and Preppy for hosting!
    Avatar by Buttermaker.
  • 7 5 07 5 0 Joined: Posts: 446
    bump thread
  • zaspacerzaspacer Joined: Posts: 553
    streetfighterdojo.com: Super Turbo Fei Long

    I finally got the ST Fei Long section up at streetfighterdojo.com.

    Here is the link:
    http://streetfighterdojo.com/superturbo/feilong/feilongmatches.html

    Match footage of top players + combos/tricks

    Enjoy!
    streetfighterdojo.com - video library of top players
  • Radiantsilvergun3Radiantsilvergun3 Smooth Criminal Joined: Posts: 11,277
    I finally got the ST Fei Long section up at streetfighterdojo.com.

    Here is the link:
    http://streetfighterdojo.com/superturbo/feilong/feilongmatches.html

    Match footage of top players + combos/tricks

    Enjoy!
    That is a sick ass web site.
    RoninChaos: A snap back is when you pimp slap a bitch with your back hand, and snap back around to catch her with the front.

    In this one and only life, I fear not death but monotony
  • Blank SabbathBlank Sabbath Dokka! Joined: Posts: 72
    What about comboing his super (aside from juggling)? How is it done, and is it practical?
    aka "wzbz" on GGPO.
  • jdmjdm skillz Joined: Posts: 178
    cross up fwd s.jab/s.jab/c.jab super

    its works either way with the jab. i it also works after landing a deep chicken wing and j.rh.
    GGPO: jdmskillz

    Super Turbo all day.
  • JigglyNorrisJigglyNorris The Low Tier Hero Joined: Posts: 1,279
    What about comboing his super (aside from juggling)? How is it done, and is it practical?
    Been using Fei Long A TON in ST recently. I think he's my new main now.

    That being said, I would say comboing his super is practical. I usually do Jump-in MK, Cr.LPxxSuper. Its pretty easy too land.

    Anyway, what do you guys like doing after a CW? Combo into another for a loop? Flame Kick?
  • jdmjdm skillz Joined: Posts: 178
    Depends on the situation. If the opponent is in the corner blocking not giving me a opening. I'll Trap him with another CW and if it lands deep enough, cl.Fierce/s.Jab to Rekkasx x3, s.jab to Flame Kick, or s.Fierce. But don't think CW will always link cause you have to be deep enough to link a combo off or they'll get a free reversal on you. Best policy is using Roundhouse CW's cause it will land deep enough to link combos.
    GGPO: jdmskillz

    Super Turbo all day.
  • JigglyNorrisJigglyNorris The Low Tier Hero Joined: Posts: 1,279
    Yeah, I know it won't always link, but even then, the mix-ups can you do from it are just ridiculous. People get so helpless in the corner.
  • geogeo Official Contrarian Joined: Posts: 1,291


    Is it universally acknowledged that Noguchi has the best Fei in the world? Seems like it would be hard to dispute that...?
    Just one example of ST fundamentalism on dontblowthis.com: "HDR is just another game with no relation to the Street Fighter II series" - riz0ne
  • jdmjdm skillz Joined: Posts: 178
    Noguchi is the best Fei player there's no question about that.
    GGPO: jdmskillz

    Super Turbo all day.
  • 7 5 07 5 0 Joined: Posts: 446
    Hell yeah to the blue moon.
    Noguchi is the best Fei player there's no question about that.
  • KoopKoop SRK - D.M.V. OG™ (⌐■_■) Joined: Posts: 5,487 mod
    bump
    Respected... simple as that.
  • TheUtilityGirlTheUtilityGirl Joined: Posts: 155
    bump

    Koop necroin threads today for :O?
    <Markman> No one will die as long as I'm around
    <Markman> I parry armageddons with my finger
    <Markman> I can also parry your girl with my finger
    <Markman> Hold that
  • KoopKoop SRK - D.M.V. OG™ (⌐■_■) Joined: Posts: 5,487 mod
    Koop necroin threads today for :O?

    No, cleaning up things in this forum. Gotten outta hand and if the community wants to thrive its gotta be serious.
    Respected... simple as that.
  • oldschool_BRoldschool_BR Projectile spammer Joined: Posts: 2,442
    Fei's tutorial videos, by Green Tea, which got removed from the second post in this thread due to forum migration:



    Jumpsuit Jesse interview
    SF Dojo matches
    Last thing: from point-blank range, when using Rekkas, the most lenient (read easy and reliable) versions to get three hits are strong->strong->fierce.
  • jdmjdm skillz Joined: Posts: 178
    Bump this thread.

    LP 1st Rekka only links to 2nd rekka(HP) after hitting at maximum range, never after linking with st.jab/mp/hp. It can be good for hitting opponents with the 2nd rekka (using the 1st lp rekka to whiff purposely to close distance) when ur little bit of out of range of his fierce rekka. Like against sim(closing distance), giefs lariat(very risky, requires spacing), blankas ball(after blockin), shotos(closing distance) etc.

    Don't use rekkas at point blank range, only at max distance or just outside ur opponents pokes. Shouldn't be too close with Fei (stay inside or just outside his fierce rekka) since his range loses to almost the whole cast. But when u grab should be with K in case if they tech the throw u can walk under cross up(cr.hp/st.hp) or cross up ambiguously(st.mk/st.lk) in to rekka combos(always dizzy), and tick throw mix ups.
    GGPO: jdmskillz

    Super Turbo all day.
  • oldschool_BRoldschool_BR Projectile spammer Joined: Posts: 2,442
    The Strong-Strong-Fierce rekka combo works from point-blank range. Strong rekkas 1 and 2 are cancellable earlier than others.

    This video came to my attention today. It features really strong Fei, O.Ken and Boxer players.
  • jdmjdm skillz Joined: Posts: 178
    oh nice thx for vid oldschool_BR

    i know it works but its not a good idea to use it on point blank range without confirming if its hit or blocked. mp rekka mp rekka hp rekka i use when i link with st.jab/mp/hp in case if they do block u can mp rekka mp rekka lp rekka or mp rekka lp rekka pause. might of been a misconception there of the term point blank for both of us. im thinking u meant like literally point blank on the opponent lol. but u can even see it in the vid that fei just trying to holddown that fierce rekka range before knowing when to rush down.

    and i think thats tsumura's fei long im not sure but he rocks the start/doodoo brown color also.
    GGPO: jdmskillz

    Super Turbo all day.
  • jdmjdm skillz Joined: Posts: 178
    does anybody know any option selects for fei? sounds kinda stupid of me for not figuring this out on my own (been several months of absence from ST) but nobody really plays fei and the ones that do either don't know or don't tell. i seen some of clips hanashi's fei (he's a beast) where it looks like he does throw+flame kick auto mix but can't really tell. anything will be appreciated thx.
    GGPO: jdmskillz

    Super Turbo all day.
  • girlystylegirlystyle Only plays Fugazi Joined: Posts: 1,804
    does anybody know any option selects for fei? sounds kinda stupid of me for not figuring this out on my own (been several months of absence from ST) but nobody really plays fei and the ones that do either don't know or don't tell. i seen some of clips hanashi's fei (he's a beast) where it looks like he does throw+flame kick auto mix but can't really tell. anything will be appreciated thx.

    using negative edge, you can option select flame kick with block since the motion ends with blocking
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  • jdmjdm skillz Joined: Posts: 178
    thx lol but i already know that. its more for defensive purposes. i mean like auto-mix like ryu's throw+dp.
    GGPO: jdmskillz

    Super Turbo all day.
  • F-A-M-I-L-Y ManF-A-M-I-L-Y Man feedin you and feedin you Joined: Posts: 229
    B, D, DB, B + HP ~ LK is the input. I just tested it in training, it works but I don't know how effective it is. IIRC Fei's throw range isn't great as it is and then you'd be hitting back for the flame kick inputs. I don't think flame kick is all that great either, but then I don't know much about Fei. But as for the input itself, it works.
    GGPO: Pillowhashi
  • jdmjdm skillz Joined: Posts: 178
    thx pillowface, that alone just gave me a better understanding on auto-mix. knowing me i'll input B D BD B + MP+HP(tap both)~LK

    i can't test right now cause i'm not home but i wanted to see if this works as a wake up reversal (i assume the throw+flame kick auto mix applies to this also).

    B DF (D) DB + KKK (piano press) B UB + KKK (piano release).
    ^ ^
    (flame kick) (chicken wing)

    kinda like a auto mix for anti-cross up (chicken wing is good for that). was just wondering if its works or if theres another way to input it.
    GGPO: jdmskillz

    Super Turbo all day.
  • F-A-M-I-L-Y ManF-A-M-I-L-Y Man feedin you and feedin you Joined: Posts: 229
    I think it doesn't work as wakeup against meaty because flamekick is actually kara cancelling the punches if you're out of throw range. So if you do it on wakeup, you won't be invincible until a few frames after.

    I think the flame kick/chicken wing thing wouldn't work either. For auto correct, if you're being crossed up from right to left, the input for a flame kick would be L, D, DR + K, while the input for a chicken wing would be L, D, DL, UL + K. So the final joystick position of flame kick and chicken wing are at opposite ends. I think even if you did somehow combine the motion, you'd just get whatever was input at the correct wakeup reversal timing, nothing would auto mixup because you can't kara cancel a special.

    If you want a throw/chicken wing option select, you could do DB, D, DF, F + forward, UF + roundhouse, I am pretty sure. A rekka throw option select would be D, DF, F + Kick throw ~ punch.
    GGPO: Pillowhashi
  • jdmjdm skillz Joined: Posts: 178
    oh ok thx alot man i didnt know fei had more option selects other than his throw+flame kick. the chicken wing flame kick isn't auto mix but it could be useful if u get whatever on the right time on wake up. hmm...maybe B D DB B+piano HK MK LK on wake up, man i gotta get home lol.
    GGPO: jdmskillz

    Super Turbo all day.
  • OneSneakySOBOneSneakySOB Joined: Posts: 3
    Kara cancel roundhouse hop kick into rekka for distance!?

    I was messing around with Fei in training mode today... Can anyone confirm kara cancelling Fei's roundhouse hop kick into rekka (D DF F HK ~ P) adds distance? The timing for the cancel was on the late side. To me, it seemed to work. I was testing it on Honda's stage with the tiles on the floor. When I turned the music off and just had the sound effects on I could hear the HK starting.

    Any confirmation would be greatly appreciated!
  • GanelonGanelon Joined: Posts: 1,101
    Yeah, kara f+HK does add distance to a succeeding special such as a rekka but may be too risky in normal circumstances since you only have 1 frame to kara.

    And in case folks were wondering, kara f+MK doesn't add distance because Fei Long doesn't move forward until the kara window has already expired.
  • RufusRufus An unexpected database error has occurred. Joined: Posts: 1,966
    Yeah, kara f+HK does add distance to a succeeding special such as a rekka but may be too risky in normal circumstances since you only have 1 frame to kara....

    The kara mechanic is different in different games. I think you have 5 frames to kara cancel normals in ST.
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  • GanelonGanelon Joined: Posts: 1,101
    ST kara cancel timing isn't constant; it depends on the move being canceled from. At certain speeds, Ryu's kick normals have more kara leniency than his punch normals for inexplicable reasons. But yes, the kara windows for most normal moves are around 5 frames.

    However, special normals have unique kara cancel properties. In this case, Fei Long's f+HK only offers a 1-frame kara window, much shorter than the normal 5-frame window.
  • TNBTNB Bye. Joined: Posts: 1,180
    Wondering about some option selects vs Vega in the corner.

    When he flips of course he's able to dodge a whole bunch of things.
    SO I'm wondering about whiffed-normal buffers for it or something.

    one option would be to simply do a safe standing poke and buffer in hp rekka and go into hp mp lp rekka as a string, which iputs fei at a disadvantage but gives him time to block.

    Something I thought up a bit here would be forward hp, and then buffer in some version of his chicken wing. IF in range he'd throw (and off of a throw break maybe he could get some kind of setup like his psuedo meaty st hk st hpxx rekka x3 on sim), just out of range for throw he'd do a fierce, having the option to go into whatever else.

    something useful would be a buffer off of the stand c. fierce uppercut that would cover vega's wakeup options. any ideas?
    Skills and attitude prove worth as a player, not the internet.
  • blitzfublitzfu Cosmic Power Joined: Posts: 3,072
    snip

    No offense but none of what you said makes any sense. I'm not a Fei or Vega player, but I think I can offer some suggestions, or at the very least I can say something comprehensible.

    If Fei wants to pressure Vega while he's in the corner, he has to worry about Vega's Scarlet Terror (Flipkick). Fei can beat the Scarlet Terror by jumping on a knocked down Vega very late and very deep into the corner so that he's touching the wall. This will make the Scarlet Terror whiff or get stuffed by Fei's jumping Forward, the same as Guile's Somersault in the corner will whiff against Fei's deep jump in.

    Other than that, the next best option is meaty crouch Short which will make the Scarlet Terror whiff from max range. And then from there Fei can mixup into throw / bait / Flame Kick / Chicken Wing. Using the Rekkas is not very smart cuz Vega's crouch Strong is very fast and makes any Rekka unsafe from close range, except maybe a meaty Rekka. IDK for sure though.

    Of course Vega's Backflip will avoid everything, but it's also easily punishable. This is all very basic stuff, and I'm sure some good Fei or Vega players will comment and offer some advanced pressure tactics.
  • -TheBastard--TheBastard- FAB u LOSE! Joined: Posts: 1,276
    u should ask to hyphenated for fei tips, unfortunately, he is rarely seen in GGPO n he spends the most of gaming time in HDR
    Here his profile in case u want to sent him a private message:

    http://ggpo.net/forums/memberlist.php?mode=viewprofile&u=377884
    <blitzfu> cool, and bastard is a loser, screen shot that
    <Pasky> he's always trolling, he has a macro button that troll
    <Kyouya>LoL Bastard, best post evah! But you forgot the tiger uppercut!!
    Imagine a snail being able to play fgs, and being a noob in it, it would sure be a salty snail, oh the tragedy of a snail!
  • bodlerbodler The Unmixupable Joined: Posts: 1,071
    How does one deal with ryus tatsuing all over the place to get out situations. I know that rekkas seem to beat hurricanes before it touches fei but what if I'm already blocking a HK hurrican?

    I was playing this dude yesterday and it really felt as if, if he timed it where I would least expect it he could just HK hurrican and even if I blocked, there was not a sure way to punish it after it's done.

    sometimes hitting HP or throwing at the end of the sequence would work, sometimes it wouldn't. Sometimes I'd flame kick between the blocked hurricans and it would work sometimes, other times it just wouldn't, some times it felt like ryu was at an advantegeous distance/situation after the move. It felt to me like fei did not have a sure/consistent way to punish a blocked hk/mk hurricane either after or during the move. It's as if the outcome was random enough for the ryu player to keep doing it since the payoff outweighed the consequences.

    I watched a few fei vids but I can't seem to find ryus using it the way it was used on me, this tells me that this ryu tactic is not a very good tactic and that it's a gimmick that will be abused if someone( like me ) does not yet know how to deal with it.

    So briefly is there a sure way to deal with it? should I just feel it out? block standing and punish? crouch and punish after the move is done? etc. I got no idea
  • TheUtilityGirlTheUtilityGirl Joined: Posts: 155
    1. How does one deal with ryus tatsuing all over the place to get out situations. I know that rekkas seem to beat hurricanes before it touches fei but what if I'm already blocking a HK hurrican?

    I was playing this dude yesterday and it really felt as if, if he timed it where I would least expect it he could just HK hurrican and even if I blocked, there was not a sure way to punish it after it's done.

    sometimes hitting HP or throwing at the end of the sequence would work, sometimes it wouldn't. Sometimes I'd flame kick between the blocked hurricans and it would work sometimes, other times it just wouldn't, some times it felt like ryu was at an advantegeous distance/situation after the move. It felt to me like fei did not have a sure/consistent way to punish a blocked hk/mk hurricane either after or during the move. It's as if the outcome was random enough for the ryu player to keep doing it since the payoff outweighed the consequences.

    I watched a few fei vids but I can't seem to find ryus using it the way it was used on me, this tells me that this ryu tactic is not a very good tactic and that it's a gimmick that will be abused if someone( like me ) does not yet know how to deal with it.

    So briefly is there a sure way to deal with it? should I just feel it out? block standing and punish? crouch and punish after the move is done? etc. I got no idea

    Crouch wait for it to cross over the screen and fierce rekka combo. It will land if you time it right you can hit him with all 3 or just knock him out of the tatsu. So basically just duck if you block it just duck it should still go over or just block the barrage and wait till you can get in.
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    <Markman> I parry armageddons with my finger
    <Markman> I can also parry your girl with my finger
    <Markman> Hold that
  • bodlerbodler The Unmixupable Joined: Posts: 1,071
    Thanks alot. I Never actually tried that.
  • eltroubleeltrouble Joined: Posts: 5,710
    The easiest way, that works for all characters, is to block, duck, and counter hit. This times it perfectly so that you'll stand up and counterhit when Ryu's "attacking leg" goes behind him. So for example, you block high, block the first, duck, and then counter with a st.fierce or flame kick.

    Cigargirl's method is optimal for the highest damage punish, but requires more stringent timing and spacing on your part.
  • TheUtilityGirlTheUtilityGirl Joined: Posts: 155
    Thanks alot. I Never actually tried that.

    No problem! If anyone here has questions that I'm able to answer I'll be glad to help. Ill start paying more attention to the thread.
    The easiest way, that works for all characters, is to block, duck, and counter hit. This times it perfectly so that you'll stand up and counterhit when Ryu's "attacking leg" goes behind him. So for example, you block high, block the first, duck, and then counter with a st.fierce or flame kick.

    Cigargirl's method is optimal for the highest damage punish, but requires more stringent timing and spacing on your part.

    You want the highest damage output possible when you're feilong, As every match but gief and maybe chunli will be a pain in your ass.
    But yeah sure you could do that, It works too.
    <Markman> No one will die as long as I'm around
    <Markman> I parry armageddons with my finger
    <Markman> I can also parry your girl with my finger
    <Markman> Hold that
  • eltroubleeltrouble Joined: Posts: 5,710
    No problem! If anyone here has questions that I'm able to answer I'll be glad to help. Ill start paying more attention to the thread.

    You want the highest damage output possible when you're feilong, As every match but gief and maybe chunli will be a pain in your ass.
    But yeah sure you could do that, It works too.

    Oh, I agree. Landing the high damage possible is optimal in any given punish situation. But if people haven't gotten down that timing or combo yet, it would be best to stick to something simple that they can easily do right now, until they feel comfortable with their rekka control.
  • oldschool_BRoldschool_BR Projectile spammer Joined: Posts: 2,442
    This seems strange. You can't combo anything after a ground tatsu unless the Ryu player messes up. He can always land and block. IMHO, just crouch under the first or second leg swing, then flame kick his ass - or use a fast normal if you feel this is hard.
  • TheUtilityGirlTheUtilityGirl Joined: Posts: 155
    This seems strange. You can't combo anything after a ground tatsu unless the Ryu player messes up. He can always land and block. IMHO, just crouch under the first or second leg swing, then flame kick his ass - or use a fast normal if you feel this is hard.

    Uhm, using a rekka combo on a HK Hurricane that goes over has been a punish since god knows when. Even in that A-Cho video it shows a feilong doing it to o.ken. Sad part is you posted the video to not notice him using a cr.f on it at one point. I can always show it on ggpo
    <Markman> No one will die as long as I'm around
    <Markman> I parry armageddons with my finger
    <Markman> I can also parry your girl with my finger
    <Markman> Hold that
  • oldschool_BRoldschool_BR Projectile spammer Joined: Posts: 2,442
    Uhm, using a rekka combo on a HK Hurricane that goes over has been a punish since god knows when. Even in that A-Cho video it shows a feilong doing it to o.ken. Sad part is you posted the video to not notice him using a cr.f on it at one point. I can always show it on ggpo
    The question was about Ryu, and Ryu can always block after a ground tatsu.
  • Coth_XCoth_X G(x) = (3/(1-3x)) - 3 - 3x - 27x^2 Joined: Posts: 4,340
    Just knock him out of the air with a fierce rekka after he passes over.

    I thought ryu didn't have landing frames after tatsu, does that mean instant recovery or just immunity to lows?

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  • eltroubleeltrouble Joined: Posts: 5,710
    Just knock him out of the air with a fierce rekka after he passes over.

    I thought ryu didn't have landing frames after tatsu, does that mean instant recovery or just immunity to lows?

    Sent from my SPH-D700 using Tapatalk 2

    I think immunity to lows. You can hit him high or mid, but if you try to sweep him low, it usually results in him blocking or hitting you with the uppercut.

    That, or I'm just REALLY bad at punishing tatsu with low attacks.
  • Coth_XCoth_X G(x) = (3/(1-3x)) - 3 - 3x - 27x^2 Joined: Posts: 4,340
    Its only a few frames, id say throw or srk move. Short tatsu in your face is a mixup basically

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