FeiLong Thread

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  • 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.
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  • 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.
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  • 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.
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  • 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.
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  • 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.
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  • 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?
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  • 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: 1,074
    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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  • bodlerbodler The Unmixupable Joined: Posts: 1,074
    Thanks alot. I Never actually tried that.
  • eltroubleeltrouble Joined: Posts: 5,721
    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: 5,721
    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: 5,721
    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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  • TheUtilityGirlTheUtilityGirl Joined: Posts: 155
    No coth_x I know for a fact it will knock him out of the air before he gets a chance to land. You duck and press HP Rekka when he crosses over.
    <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
  • CigarB0BCigarB0B Joined: Posts: 34
    CG is right, for hte most part. The best way to deal with Ryu's RH Tatsu is just to crouch it and FP Rekka right after it passes over your head. You can then walk up and be able to pressure them.

    There is another technique that I use where you block the tatsu standing then crouch the 2nd to last hit then stand up and hit them out of the air. I use this to mix up into my backwards st.mk 50/50. I wont go into more detail because i haven't played in a while and my mind is a bit foggy on it.

    I"m fiarly sure you cant land the full 3xRekka on Ryu because he doesn't have much/if any landing recovery.
  • blitzfublitzfu Cosmic Power Joined: Posts: 3,072
    Ryu can be hit by a sweep after a Tatsu. Technically he has zero recovery frames when he lands, so you can't hit him low after he lands, however he can be "swept" out of the air by sweeps with big hitboxes, like Zangief's sweep and Chun Li's sweep, resetting him instead of knocking him down. Same with Ken.
  • -TheBastard--TheBastard- FAB u LOSE! Joined: Posts: 1,276
    however he can be "swept" out of the air by sweeps with big hitboxes, like Zangief's sweep and Chun Li's sweep, resetting him instead of knocking him down.
    he was asking about Fei, this is the Fei thread, he wasnt asking advice about Zangief or Chun Li, how hard is it for u to comprehend it?
    <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!
  • blitzfublitzfu Cosmic Power Joined: Posts: 3,072
    he was asking about Fei, this is the Fei thread, he wasnt asking advice about Zangief or Chun Li, how hard is it for u to comprehend it?

    35i6q4.jpg
  • TheUtilityGirlTheUtilityGirl Joined: Posts: 155
    he was asking about Fei, this is the Fei thread, he wasnt asking advice about Zangief or Chun Li, how hard is it for u to comprehend it?

    You obviously didn't pay attention.
    Ryu can be hit by a sweep after a Tatsu. Technically he has zero recovery frames when he lands, so you can't hit him low after he lands, however he can be "swept" out of the air by sweeps with big hitboxes, like Zangief's sweep and Chun Li's sweep, resetting him instead of knocking him down. Same with Ken.

    You have to excuse sesshomaru, He's retarded.
    <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
  • bodlerbodler The Unmixupable Joined: Posts: 1,074
    edited June 2013
    What do I do against Deejay? getting in on him is hard enough.. then when I finally get into feilongs good range.. NOTHING I DO ON THE GROUND WORKS. it will always get beat by his normals..so this means I can't play footsies with him on the ground, and I can't jump at him or chicken wing cause hes charged, he can just down back and keep cr mk or crmp and I literally cant do anything. and even if hes not charged he has his standing mp ready if I jump. what is this impossible matchup 10 -0?

    It has been a long time since I felt like playing tree truck would be better than taking any initiative to attack.

    How do you feilongs deal with a good deejay?
    Post edited by bodler on
  • Hyphen-atedHyphen-ated Joined: Posts: 39
    It's hard to do, but you can punish his crouching normals with rekkas if you time it right. If he's just blocking and not throwing out cr.mk then you should be able to do good rekka chip damage and mix it up with walkup throws sometimes. If he's actually beating your rekkas with normals on reaction, then I dunno what you can do, hahaha.

    When you decide to do a risky jumpin, it's often a lot better to do chicken wing than to actually jump in. It's a lot harder for him to antiair your wings. Don't even try this when he has a charge though. (unless you're doing it meaty)

    My favorite "trick" in this matchup is that his reversal upkicks will whiff against your meaty cr.hp. It's a no-lose situation for you: either he blocks and you get free rekka chips, he reversals and you punish it, or he fails to block and you get to link to rekkas.
  • bodlerbodler The Unmixupable Joined: Posts: 1,074
    Thanks, even as bad as this matchup looks, that crhp knowledge should be a big plus
  • TheUtilityGirlTheUtilityGirl Joined: Posts: 155
    Just walk in block fireballs, neutral jump fireballs try to gain space and wait to rekka pretty much play super lame.
    But yes Deejay and Honda are some of the matches you will struggle pretty hard with, But don't feel the match is totally free for deejay just really hard.
    <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
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