Fei Long Master Guide

fei-long

#1

[DOC] Welcome to the Fei-Long Master Guide.

UPDATES

Spoiler

[LIST]
[*](6/22) *Updated all the fucking links.
*
[/LIST]

This thread is designed to reduce clutter and consolidate information that is found through various discussions in order to curb the flow of simple questions (which should be posted in the Simple Questions thread). Please check back for updates as this will be revised continuously. This thread is not intended to be conversation-driven, but to guide you, the reader, towards the best possible answers to any questions you may have.

As match-ups have yet to be organized in some uniform manner for Super/AE, we will try to revisit them here.

Discussion in this thread is to be kept at a MINIMUM. Please follow the links to the appropriate sections. To skip to the next post(s), copy the code in italics below and do a search using the Ctrl+F feature (Windows):
[LIST]
[][DOC]* – Main section; all threads linked here
[][MTUP]* – Match-ups, Abel - Dudley
[][MTUP2]* – Match-ups, El Fuerte - Rose
[][MTUP3]* – Match-ups, Rufus - Yun (AE characters in this section)
[/LIST]
___________________________________________________________________________
___________________________________________________________________________

General discussion threads:

– A place to shoot the breeze about Fei, mull over new concepts and strategies without any concrete structure, or just simply ask for advice from Fellow Fei players. This is mainly a place to chill and discuss things.

[LIST]
[]Fei Long Theory Fighter/General Discussion
[/LIST]
– Match-up discussion threads for tips, tricks, and general match-up inquiries:
[LIST]
[
]Abel, Adon, Akuma, Balrog, Blanka
[]Cammy, Chun-Li, Cody, C. Viper, Dan
[
]Dee Jay, Dhalsim, Dudley, El Fuerte, E.Honda, Fei-Long
[]Gen, Gouken, Guile, Guy, Hakan
[
]Ibuki, Juri, Ken, Makoto, M. Bison (Dictator)
[]Rose, Rufus, Ryu, Sagat, Sakura
[
]Seth, T.Hawk, Vega (Claw), Zangief
[/LIST]
(… AE Character threads coming; if you would like to take ownership of that thread, please contact me)


Fei Long FAQ:

– The Frequently Asked Questions guide has many commonly asked questions along with appropriate answers. Please visit the FAQ if you are new to Fei and are considering asking a question. Also, please feel free to submit a commonly asked question/answer pair to be added to the FAQ. The post will be updated as necessary.

[LIST]
[*]Frequently Asked Questions: Check here first!
[/LIST]


Fei Long Q&A:

ASK SIMPLE QUESTIONS THERE. Anything that you think deserves its own topic?. Likely belongs in there. Many concepts have already been discussed on the Fei forums as Fei has changed very little from Vanilla. If the FAQ doesn’t do your question justice, this is the place to be. If there is something ?new? to be found, also DO hesitate to create a new topic for it. Ask about it here first.

[LIST]
[*]Ask one-liner questions here!
[/LIST]
___________________________________________________________________________
___________________________________________________________________________

Fei basics, tutorials, and general how-to’s for new players:

Description and Link

[details=Spoiler]-- A must-read for every Fei player that is just starting out. This will guide you on how to play Fei in general; how to move, when to strike, etc. If you?re planning on being a 2D God but have no idea how, stop here first and give this a read. This was drafted in Vanilla, so excuse any dated-ness, especially in regards to match-ups.

[LIST]
[*]Samurai’s How Not to Suck at Fei Long: An Advanced Guide
[/LIST]
– ugo_2u created mini-tutorial videos documenting Fei’s BnBs and basic Fei knowledge. Great as a visual tool.

[media=youtube]3JPHF3WSaf8&feature=related[/media]
[media=youtube]zgsawn2C-os[/media]
[media=youtube]pvMvHXUUzds[/media][/details]


All of Fei’s combos including damage values:

Description and Link

[details=Spoiler]-- Every combo you can dream of (barring a few). This list hasn?t been updated for AE yet, but it will likely. For now, all of the available combos are usable in both Super and AE. Take note of the damage/stun values to see which ones are ?worth it.?

Damage/Stun Values
[/details]


Fei’s hitbox data (Super):

Description and Link

[details=Spoiler]-- Data on Fei’s normal/special hitboxes can show you the optimal ranges to use each move and what space the move targets. In a footsies battle, this information is critical. Based on the information that has been given thus far, no hitbox changes have been made in the transition from Super to AE.

Hitbox images
[/details]


Character specific, and situation specific setups:

Description and Link

[details=Spoiler]-- A simple Excel chart drafted by T37 Rampage showing which characters the standing BnB will whiff on, where cl.MP xx HK CW will work, which characters will get juggled by CW x3, and which characters can be crossed up by CW (all versions) in the corner.

Standing BnB, st.MP xx HK CW, 3-hit CW juggle, CW cross-ups chart

– Sendmaster posted a video and short explanation of how to get a consistent HK CW cross-up on an opponent from mid screen. Included is a video demonstrating the exact spacing.

Getting a consistent HK CW cross-up mid screen[/details]


Frames for Dummies, Frame Trapping, and Frame Data:

Description and Link

[details=Spoiler]-- A basic guide on move “frames” is provided here for newbies. Please read before continuing onto frame trapping.

[LIST]
[*]Basic frame guide
[/LIST]
– Frame trapping is an art which can be difficult to master, but is absolutely essential to a strong ground game. Though the topic is explored by a Ken player, the concept is universal in SF4. Take your time reading this one and really let it soak in before giving it a shot yourself.

[LIST]
[*]Frame Trap Explanation
[/LIST]
– For the lazy, I’ve created a list for some up-close and personal frame traps. This list is not comprehensive but includes practical set-ups for catching crouch teching.

[LIST]
[*]Non-comprehensive list of up-close frame traps
[/LIST]
– Fei’s frame data. Use this to devise your own frame traps against the opponent.

[LIST]
[]SUPER Fei Long data
[
]AE Fei data
[/LIST]
– The SRK Wiki. Here you’ll find frame data on every character for all of their moves. Once you’ve mastered Fei’s frame data, this becomes extremely handy for knowing where your opponent is vulnerable or safe.

[LIST]
[]SUPER Wiki
[
]AE Wiki
[/LIST]
[/details]


Safe Jumps, Meaties, and Option Selects with Fei:

Description and Link

[details=Spoiler]-- A more advanced topic. Once you’ve mastered ground movement and understand frame data, come here to learn some safe offensive set-ups on the opponent. There are some neat set-ups to force the other guy to block when he wakes up.

[LIST]
[*]Safe Jumps
[/LIST]
– FreddyL0c0’s Option select thread includes videos of some character specific set-ups as well:

[LIST]
[*]Option Select Videos
[/LIST]
– A discussion on general purpose OS’s was started by Hitenryu. Come here to learn about some OS’s you can use on multiple characters and moves.

[LIST]
[*]Fei Basic Option Selects
[/LIST]
– Again, I’ve compiled a brief, semi-comprehensive list for those who need a quick reference for Safe Jumps and Meaties.

[LIST]
[*]Non-comprehensive list of meaty and safe-jump set-ups
[/LIST]
[/details]


Lab Findings:

Description and Link

[details=Spoiler]-- Even more advanced. The topics you’ll find here will be relatively obscure to the newcomer. Come here to discuss weird things that happen to ways to force those things to happen in the game.

[LIST]
[*]Lab Findings
[/LIST]
[/details]


Fei Long matchups?
Im having trouble doing a combo -> Rekkas
#2

[MTUP] Fei VS…: The Match-Ups Section (IPW Tier Listings used)

Abel

Match-up

[details=Spoiler][list][]Tier listing: 5/5, 6/4 [5.5/4.5]
[
]Popular opinion: 6/4
[]General strategy:
----> Footsies and burst offense on a knock down. Generally, stay out of step kick range when you can and let Abel do all the risk taking. Crouch blocking outside of step kick range limits his viable options to sweep > roll cancel and his overhead; at this range your Rekkas and cr./st.HP come in handy to pressure and counter-poke. Cross-ups are effective against Abel on a knock-down, but watch for U2. When Abel has U2, back off and let him move in; intercept with Rekkas/CW/Flame Kick. Fake meaty OS cr.LK > CW will evade U2 on wake-up, but cr.LK itself is not a good OS since you can be grabbed for one frame in between (8 frame recovery vs. U2’s 8 frame start); fake the meaty by doing it early if you want to be perfectly safe or cancel from cr.LP instead.
[
]Useful OS’s:
---->vs. Backdash: cr.LK ~ LK/HPRekka
---->vs. EX Roll: cr.LK ~ Throw/cl.LP
[]Ideal range:
---->Mid-range (outside of step kick), Close range (on offense only).
[
]Guaranteed Punishes:
---->
---->
[]Counters/Pro Tips/FAQ:
----> Stand block a Step kick then immediately OS Throw Tech with cr.LK. cr.LK should win against any move if Abel has no meter; combo afterward. If Abel has meter, pray that you don’t get EX TT’d, or cr.LK> block if you smell EX CoD.
----> CW comes in handy for lock down on Abel. MK CW can catch most things that Abel tries, including backdash. HK CW is the best throw tech because you can combo. LK CW also works since Abel doesn’t have a 3-frame normal; this will not cross Abel up unlike MK CW, but you do recover faster if he tries to react (not mash) with a roll underneath.
----> Light normals can lock Abel down since he doesn’t have a 3-frame normal, but watch for his EX moves. LP xx EX Tenshin or LP xx LK/MK CW also cannot be interrupted by Abel’s normals/specials (except regular TT vs. Tenshin).
----> Don’t Focus his sweep since good Abels will know to cancel this into a roll, overhead, or FADC. Either counter-hit it or just block and be ready for whatever he cancels into.
----> Don’t let Abel corner you at 3/4 screen when he has U2 stocked. If he launches this, you have to be good at guessing/reacting to it since there isn’t much you can do to escape the corner.
[
]Discussion Link: http://shoryuken.com/f273/super-ae-general-discussion-abel-adon-akuma-balrog-blanka-261335/
[*]Video Links:
http://iplaywinner.com/feilong-ssf4[/list][/details]

Adon

Match-up

[details=Spoiler][list][]Tier listing: 5/5
[
]Popular opinion: 5/5, 6/4 [5.5/4.5]
[]General strategy:
----> Footsies and rush down. The initial focus of the fight is beating the Jaguar Kick and securing a knockdown. nj.HK, st.HK, Backdash > Rekka, or walk back > st/cr.HP work to punish Jaguar Kick, though you can also react with Flame Kick or Ultra if you’re quick (ensure the kick comes on top of you; if it whiffs, Adon can punish your whiffed Flame Kick). Jaguar Kicks have immense start-up on the ground and can be caught easily by Rekkas. Throw Rekkas to keep random Jaguars in check and to also slip underneath Jaguars to punish them from behind. This pressure is enough to force Adon backward to the wall; trap him there with normals and Rekkas. Anytime Adon takes to the air when close to you, buffer Ultra or Flame Kick to intercept his specials.
[
]Useful OS’s:
[]Ideal range:
----> Mid-range/footsies. Close range (after a knockdown or after bringing him to the corner).
[
]Guaranteed Punishes:
---->
---->
[]Counters/Pro Tips/FAQ:
----> In the corner, Adon will trap with normal xx Jaguar Kick. On block, reversal the JK with LK CW; this will do a cross-up on Adon if he crouch blocks, allowing you to escape the corner. This may be punishable, however, it’s a neat trick if you’re in a pinch.
----> All of Adon’s specials can be countered with good reaction, however, a normal canceled into a Jaguar Kick leaves a very small window of opportunity–best to not press buttons in between.
----> Traditional safe-jump set-ups will not work against Adon since he rises faster than any other character. Experiment with the timings in training, or just let Adon up.
[
]Discussion Link: http://shoryuken.com/f273/super-ae-general-discussion-abel-adon-akuma-balrog-blanka-261335/
[*]Video Links:
http://iplaywinner.com/feilong-ssf4[/list][/details]

Akuma
Match-up

[details=Spoiler][list]
[]Tier listing: 5/5
[
]Popular opinion: 5/5
[]General strategy:
[
]Useful OS’s:
[]Ideal range:
[
]Guaranteed Punishes:
---->
---->
[]Counters/Pro Tips/FAQ:
----> YYYYYYY
----> YYYYYYY
[
]Discussion Link: http://shoryuken.com/f273/super-ae-general-discussion-abel-adon-akuma-balrog-blanka-261335/
[*]Video Links:
http://www.option-select.com/strategy/char/?c=18
http://iplaywinner.com/feilong-ssf4[/list][/details]

Balrog (Boxer)
Match-up

[details=Spoiler][list]
[]Tier listing: 4/6
[
]Popular opinion: 4/6
[]General strategy:
----> Defensive footsies and cautious rush-down. Boxer controls the ground and air with his superb normals, making this fight difficult. Limit jump-ins to safe-jump opportunities; rely on nj.HK to intercept Straight/Turn Punches and Overheads instead. Mid-range, you can use Focus to catch straight punches, but after doing a few Rog will start doing Turn Punches and Low Uppercuts which break armor. The key to staying alive in this fight is to hold ground. Random safe Rekkas are necessary to keep Rog in check; cr.HP within range is also advised as it pushes Balrog backwards a lot. On a knockdown or Focus lv2> Forward Dash, you can begin your offense. Mastering frame traps helps as Rogs may be prone to using his great jab to keep you at bay.
[
]Useful OS’s:
---->vs. Headbutt: cr.LK ~ LK/Ultra 2, cr.LK ~ LP/Ultra 1, cr.LK ~ LK/EX Flame Kick
---->
[]Ideal range:
----> Mid-range (outside Rog’s normals). Close range (offense).
[
]Guaranteed Punishes:
---->vs. Sweep: HP Super
---->vs. Headbutt: Ultra 1, cl.HP xx Flame Kick
---->vs. Overhead: Flame Kick (easiest), cl.HP xx Flame Kick (harder)
---->vs. Dash Sweep (non-EX): Super, cr.LP xx Rekka (close), LP Rekka
---->vs. Low Upper (knockdown): cr.MP xx Super, cr.LP xx Rekka, Flame Kick
[]Counters/Pro Tips/FAQ:
----> U2 helps in this fight to ward off safe-jump set-ups. Without these, Rog can’t do much from a knockdown without second guessing a Flame Kick.
----> nj.HK and Focus help to thwart random Straight Punches when used sparingly.
----> Don’t be afraid to press forward with cr.HP and Rekkas; you need the space to breathe and put Rog on the defensive.
----> Meaty cr.MK/HK can dodge Headbutt/EX Headbutt attempts on wake-up. Using these in blockstrings is also relatively safe from random Headbutts, allowing you to recover in time to punish. cr.MK also recovers fast enough to avoid damage against some of Balrog’s EX rushing moves where cr.HK may lose.
----> With good timing, CWs can be used to dodge Rog’s rushing punches (Turn Punch is easiest).
[
]Discussion Link: http://shoryuken.com/f273/super-ae-general-discussion-abel-adon-akuma-balrog-blanka-261335/
[*]Video Links:
http://www.option-select.com/strategy/char/?c=18
http://iplaywinner.com/feilong-ssf4[/list][/details]

Blanka
Match-up

[details=Spoiler][list]
[]Tier listing: 5.5/4.5, 6/4 [5.75/4.25]
[
]Popular opinion: 6/4
[]General strategy:
----> Defensive footsies and corner trapping. If you remain defensive and patient through this fight, you’ll be sharper on reacting to H.Balls and Blanka’s shenanigans. Rekka pokes are welcome, but always keep Blanka in check with normals as he creeps into your space. If you take him to the corner, you can do meaties on him all day; blocked/hit balls are easy to punish there. Go to town on Blanka in the corner, but don’t do anything unsafe if you don’t have to. Most of the match will be dedicated to punishing Blanka’s shenanigans and anti-airing his jump-ins until you bring him to the corner. Save meter if you can.
[
]Useful OS’s:
---->vs. EX Rainbow: cr.LK > st.LK/LP ~ HK/HP/Flame Kick
[]Ideal range:
----> Long-range (defense). Footsies range (offense). Close range (corner).
[
]Guaranteed Punishes:
---->vs. H.Ball: (block) Dash > LP Rekka > HP Rekkas; reversal MP Rekkas; reversal Ultra 1
---->vs. Slide: (deep) cr.LP/cl.HP xx Rekkas; (shallow) low normals or Rekkas (spacing dependent)
---->vs. Ultra 1: Delayed Ultra 1, Immediate Ultra 2, Focus absorb > backdash > Ultra 1, backdash > Ultra 1
---->vs. Ultra 2: Jump forward > Ultra 1, EX CW > cr.LP xx Rekkas, jump forward > MP/EX Rekkas
---->vs. cr.HP: Reversal Rekkas (unless hit with the tip)
---->vs. cr.HK: Reversal LP/EX Rekkas
---->vs. st.HK: Reversal LP/EX Rekkas
[]Counters/Pro Tips/FAQ:
----> Blanka can punish Rekkas with st.LP xx H.Ball if not spaced properly or if you commit to two blocked ones.
----> Hopping can be beaten by most pokes, namely st.HP, cr.HP, cr.MP. You can also try to throw Blanka as he hops forward, though this must be while he is grounded (beginning or end of hop).
----> OS cr.LK/Throw Tech beats most of Blanka’s options out of a hop except for his Up-Ball. You can punish the Up-Ball on hit with HP Rekkas (or Super) though.
[
]Discussion Link: http://shoryuken.com/f273/super-ae-general-discussion-abel-adon-akuma-balrog-blanka-261335/
[*]Video Links:
http://iplaywinner.com/feilong-ssf4[/list][/details]
___________________________________________________________________________
___________________________________________________________________________

Cammy
Match-up

[details=Spoiler][list]
[]Tier listing: 5/5, 6/4 [5.5/4.5]
[
]Popular opinion: 5/5, 6/4 [5.5/4.5]
[]General strategy:
[
]Useful OS’s:
[]Ideal range:
[
]Guaranteed Punishes:
---->
---->
[]Counters/Pro Tips/FAQ:
----> YYYYYYY
----> YYYYYYY
[
]Discussion Link: http://shoryuken.com/f273/super-ae-general-discussion-cammy-chun-li-cody-c-viper-dan-261339/
[*]Video Links:
http://www.option-select.com/strategy/char/?c=18
http://iplaywinner.com/feilong-ssf4[/list][/details]

Chun-Li
Match-up

[details=Spoiler][list]
[]Tier listing: 5/5
[
]Popular opinion: 4/6, 5/5 [4.5/5.5]
[]General strategy:
[
]Useful OS’s:
[]Ideal range:
[
]Guaranteed Punishes:
---->
---->
[]Counters/Pro Tips/FAQ:
----> YYYYYYY
----> YYYYYYY
[
]Discussion Link: http://shoryuken.com/f273/super-ae-general-discussion-cammy-chun-li-cody-c-viper-dan-261339/
[*]Video Links:
http://www.option-select.com/strategy/char/?c=18
http://iplaywinner.com/feilong-ssf4[/list][/details]

Cody
Match-up

[details=Spoiler][list]
[]Tier listing: 5/5, 6/4 [5.5/4.5]
[
]Popular opinion: 6/4
[]General strategy:
[
]Useful OS’s:
[]Ideal range:
[
]Guaranteed Punishes:
---->
---->
[]Counters/Pro Tips/FAQ:
----> YYYYYYY
----> YYYYYYY
[
]Discussion Link: http://shoryuken.com/f273/super-ae-general-discussion-cammy-chun-li-cody-c-viper-dan-261339/
[*]Video Links:
http://iplaywinner.com/feilong-ssf4[/list][/details]

C. Viper
Match-up

[details=Spoiler][list]
[]Tier listing: 5/5, 6/4 [5.5/4.5]
[
]Popular opinion: 5/5, 6/4 [5.5/4.5]
[*]General strategy:
----> Subtle progression and footsies. At long range, blocking and jumping over Seismos is the most reliable approach. You can’t reliably react with CW to the start-up of her specials since she can do a feint instead. Rather, walk Viper to the corner and avoid committing to offensive pokes, since you run the risk of eating random Seismos, Thunder Knuckles (TK), and SJ Burn Kicks. Walking will allow you to react to some of her offensive mix-ups, including those ambiguous Burn Kicks.

Before she gets meter, Viper is fairly free to Rekka chips and corner pressure, though many Vipers like to throw out naked wake-up HP TK for some reason. To limit her randomness, you need to close into footsies range–her moves here generally suck in terms of speed and recovery. If you can bring her to the corner, the match will be easier to manage. When she has meter, watch for EX Seismos and EX Seismo-Feints; use safe meaties and quick normals to avoid getting punished by this while keeping pressure on her. U2 helps in this match to shy her from aggression; holding it is enough to make a difference in the match, so don’t get baited into using it at the wrong time.
[]Useful OS’s:
---->vs. wake-up: Meaty cr.MK ~ Flame Kick (beats all options)
---->vs. wake-up EX Burn Kick: Meaty cr.MK ~ U2
[
]Ideal range:
----> Outside of TK range or just running away randomly (defensive). Footsies and close range (offensive).
[]Guaranteed Punishes:
---->vs. HP Thunder Knuckle: U1
---->vs. normal xx MP Thunder Knuckle: (in between) HK CW, Flame Kick
[
]Counters/Pro Tips/FAQ:
----> The key element in this fight is walking and blocking correctly. This is a fight where both fighters must capitalize on each others mistakes.
----> cr.MK can be used to dodge Burning Kicks and allow for a punish on Viper.
----> Meaty cr.MK will also stuff HP Thunder Knuckle, recover before EX Seismo hits, and will evade EX Burning Kick for a combo.
----> After blocking cr.MK/MP, reversal CW will intercept Viper’s MP Thunder Knuckle. Between Viper’s feints, EX Seismo, and crouch blocking, LK CW is most reliable as it won’t leave you wide open. HK/EX obviously have the most damage potential, while MK CW isn’t very useful. Viper doesn’t have a 3-frame normal, so LK CW is reasonably punished by throw only. Flame Kick, Super, and U1 also work but are high-risk, high-reward.
----> An occasional meaty LK CW can beat Viper’s specials/backdash except for HK Thunder Knuckle and will frame trap normals as well. Jump-in OS LK CW will actually evade wake-up HP TK if timed correctly.
[]Discussion Link: http://shoryuken.com/f273/super-ae-general-discussion-cammy-chun-li-cody-c-viper-dan-261339/
[
]Video Links:
http://www.option-select.com/strategy/char/?c=18
http://iplaywinner.com/feilong-ssf4[/list][/details]

Dan
Match-up

[details=Spoiler][list]
[]Tier listing: 6/4
[
]Popular opinion: 6/4
[]General strategy:
[
]Useful OS’s:
[]Ideal range:
[
]Guaranteed Punishes:
---->
---->
[]Counters/Pro Tips/FAQ:
----> YYYYYYY
----> YYYYYYY
[
]Discussion Link: http://shoryuken.com/f273/super-ae-general-discussion-cammy-chun-li-cody-c-viper-dan-261339/
[*]Video Links:
http://iplaywinner.com/feilong-ssf4[/list][/details]
___________________________________________________________________________
___________________________________________________________________________

Dee Jay
Match-up

[details=Spoiler][list]
[]Tier listing: 5/5
[
]Popular opinion: 4/6, 5/5, 6/4 [5/5]
[]General strategy:
[
]Useful OS’s:
[]Ideal range:
[
]Guaranteed Punishes:
---->
---->
[]Counters/Pro Tips/FAQ:
----> YYYYYYY
----> YYYYYYY
[
]Discussion Link: http://shoryuken.com/f273/super-ae-general-discussion-dee-jay-dhalsim-dudley-el-fuerte-e-honda-fei-long-263376/
[*]Video Links:
http://iplaywinner.com/feilong-ssf4[/list][/details]

Dhalsim
Match-up

[details=Spoiler][list]
[]Tier listing: 5/5, 6/4 [5.5/4.5]
[
]Popular opinion: 4/6, 5/5, 6/4 [5/5]
[]General strategy:
[
]Useful OS’s:
[]Ideal range:
[
]Guaranteed Punishes:
---->
---->
[]Counters/Pro Tips/FAQ:
----> YYYYYYY
----> YYYYYYY
[
]Discussion Link: http://shoryuken.com/f273/super-ae-general-discussion-dee-jay-dhalsim-dudley-el-fuerte-e-honda-fei-long-263376/
[*]Video Links:
http://www.option-select.com/strategy/char/?c=18
http://iplaywinner.com/feilong-ssf4[/list][/details]

Dudley
Match-up

[details=Spoiler][list]
[]Tier listing: 5/5
[
]Popular opinion: 6/4
[]General strategy:
----> Footsies all day. cr.MK is your best poke in this fight; there is little Dudley can do to get past it when used at the right moment as it beats all forms of ducking, dashing, st.HP, and f+HP. You can beat Dudley’s best jump-in (HK, The People’s Elbow) with a well-timed cr.MK as well. Surprisingly, this is very easy and very consistent to do. Doing this, however, will make Fei susceptible to being walked into the corner. Try to hold ground with cr.HP and Rekkas in order to avoid this.
[
]Useful OS’s:
[]Ideal range:
----> Footsies range; stay within reach of LP Rekka just around Dudley’s f+HP.
[
]Guaranteed Punishes:
---->vs. j.HK’s: cr.MK
---->vs. st./f+HP: cr.MK, Rekkas (on whiff), cr.HP (on whiff)
---->vs. Cross-counter: Low-attacks, armor breakers (CW hit #1), or throws
[]Counters/Pro Tips/FAQ:
----> cl.MP xx HK CW works.
----> Dudley’s U2 (Corkscrew Cross) is a perfect anti-air/anti-Flame Kick. Wait for the animation to finish or almost finish before moving in.
----> Dudley’s chief tactic is to mix-up High and Low attacks to open up for 400dmg combos. To avoid this mix-up routine, try back dashing (in between strings, on wake-up, etc.) as it renders Fei invincible/airborne, making him unable to be combo’d. Dudley can OS the back dash with a few moves, especially st.HP, but that won’t allow for a full combo at least. Do this mixed with Flame Kicks/CW/blocking to keep him guessing how to catch you for damage.
[
]Discussion Link: http://shoryuken.com/f273/super-ae-general-discussion-dee-jay-dhalsim-dudley-el-fuerte-e-honda-fei-long-263376/
[*]Video Links:
http://iplaywinner.com/feilong-ssf4[/list][/details]


Matchup Guide?
#3

[MTUP2]

El Fuerte
Match-up

[details=Spoiler][list]
[]Tier listing: 6/4
[
]Popular opinion: 5/5, 6/4 [5/5]
[]General strategy:
[
]Useful OS’s:
[]Ideal range:
[
]Guaranteed Punishes:
---->
---->
[]Counters/Pro Tips/FAQ:
----> YYYYYYY
----> YYYYYYY
[
]Discussion Link: http://shoryuken.com/f273/super-ae-general-discussion-dee-jay-dhalsim-dudley-el-fuerte-e-honda-fei-long-263376/
[*]Video Links:
http://www.option-select.com/strategy/char/?c=18
http://iplaywinner.com/feilong-ssf4[/list][/details]

E. Honda
Match-up

[details=Spoiler][list]
[]Tier listing: 6/4
[
]Popular opinion: 5/5, 6/4 [5/5]
[]General strategy:
[
]Useful OS’s:
[]Ideal range:
[
]Guaranteed Punishes:
---->
---->
[]Counters/Pro Tips/FAQ:
----> YYYYYYY
----> YYYYYYY
[
]Discussion Link: http://shoryuken.com/f273/super-ae-general-discussion-dee-jay-dhalsim-dudley-el-fuerte-e-honda-fei-long-263376/
[*]Video Links:
http://www.option-select.com/strategy/char/?c=18
http://iplaywinner.com/feilong-ssf4[/list][/details]

Fei-Long
Match-up

[details=Spoiler][list]
[]Tier listing: 5/5
[
]Popular opinion: 5/5
[]General strategy:
----> Spacing and strong footsies play is important in this match. Maintain a fixed gap between yourself and the opponent so that you can whiff punish Rekkas, intercept CW, or anti-air as they come. Do NOT back yourself into the corner purposely. Maintain your ground by chipping on occasion with Rekka x1 and pushing with cr.HP/f+HK; only use CW on occasion. Stay mid-screen for forward/backward mobility, but try to force your opponent slightly closer to his side so that his Rekkas will push you back further from him (relieving pressure on wake-up). Once you gain the life lead, turtle with cr.MK and occasional pokes. Remember that walking backwards is the most effective tool against Fei in general, but always keep positioning in mind.
[
]Useful OS’s:
---->vs. CW: cr.LK > Flame Kick/Ultra 1
---->vs. CW 50/50: OS cr.LK/Throw Tech > OS Rekka
---->vs. wake-up Flame Kick: Daigo OS (safe-jump > DP)
[]Ideal range:
----> Right outside of LP Rekka range or inside enough to make LP Rekka unsafe (defensive). Roughly max cr.HP range (offensive).
[
]Guaranteed Punishes:
----> Blocked Rekka x2: cr.LP xx Rekka or cr.MP/MK [spacing dependent]
----> Blocked Rekka x3: Ultra 1 or walk-up cl.HP xx Flame Kick
----> Blocked/whiff Flame Kick: HK CW > cl.HP/LP xx Flame Kick/Rekka
[]Counters/Pro Tips/FAQ:
----> Lv1 Focus can often crumple a Rekka if you interrupt the early part of the recovery/start up of 2nd hit
----> Fei can be juggled by CW x3 in the corner
----> cr.MK is a strong counter-poke against Rekkas. Buffer Super.
----> cr.MK/HP can dodge wake-up HK CW and allow for a punish (MK is faster to recover and can be OS’d with MK Flame Kick). cr.MK also works to dodge CW in general (mid-screen and closer).
[
]Discussion Link: http://shoryuken.com/f273/super-ae-general-discussion-dee-jay-dhalsim-dudley-el-fuerte-e-honda-fei-long-263376/
[*]Video Links:
http://iplaywinner.com/feilong-ssf4[/list][/details]
___________________________________________________________________________
___________________________________________________________________________

Gen
Match-up

[details=Spoiler][list]
[]Tier listing: 5/5, 6/4 [5.5/4.5]
[
]Popular opinion: 5/5
[]General strategy:
[
]Useful OS’s:
[]Ideal range:
[
]Guaranteed Punishes:
---->
---->
[]Counters/Pro Tips/FAQ:
----> YYYYYYY
----> YYYYYYY
[
]Discussion Link: http://shoryuken.com/f273/super-ae-general-discussion-gen-gouken-guile-guy-hakan-262820/
[*]Video Links:
http://iplaywinner.com/feilong-ssf4[/list][/details]

Gouken
Match-up

[details=Spoiler][list]
[]Tier listing: 5/5, 6/4 [5.5/4.5]
[
]Popular opinion: 5/5, 6/4 [5.5/4.5]
[]General strategy:
[
]Useful OS’s:
[]Ideal range:
[
]Guaranteed Punishes:
---->
---->
[]Counters/Pro Tips/FAQ:
----> YYYYYYY
----> YYYYYYY
[
]Discussion Link: http://shoryuken.com/f273/super-ae-general-discussion-gen-gouken-guile-guy-hakan-262820/
[*]Video Links:
http://iplaywinner.com/feilong-ssf4[/list][/details]

Guile
Match-up

[details=Spoiler][list]
[]Tier listing: 4/6, 5/5 [4.5/5.5]
[
]Popular opinion: 4/6
[]General strategy:
----> Subtle progression and burst offense on a mid-screen knockdown. Walk Guile back to the corner before beginning any real pressure though. Take a few guesses with EX CW when he stands, not while he’s crouching. Rekka when he doesn’t throw a Boom. If you knock him down at the corner, you may want to hesitate to put on offense by sitting out of his FADC range. Through this, the situation is reset to neutral and you don’t have to worry about being forced out of the corner with Flash Kick> FADC shenanigans.
[
]Useful OS’s:
[]Ideal range:
----> Midscreen, in Guile’s face. Corner, either right outside his FADC range (to bait Flash Kick) or in his face.
[
]Guaranteed Punishes:
---->vs. Flash Kick: U1, cl.HP xx Flame Kick/Rekka
---->vs. Sweep: Block> U1/U2/Super, Block> Flame Kick, Block> cr.LP xx Rekka
[]Counters/Pro Tips/FAQ:
----> Be patient and focus on walking in this fight. It is ok to block Booms as jumping or Focus> back dash may force you to lose positioning sometimes.
----> Remember that reacting to a Boom is nigh impossible; Guile can oftentimes recover and do st.MK/st.HP/cr.HP to intercept a post-boom CW.
----> cr.MK is a good poke when Guile creeps into footsies range. This will beat his st.HP/f+HP and is pretty fast on recovery. This may also stab Guile as he launches a Boom (trades).
----> Reversal Rekka his long-range kick-pokes as they leave him at a disadvantage on block and give you some space to be safe.
[
]Discussion Link: http://shoryuken.com/f273/super-ae-general-discussion-gen-gouken-guile-guy-hakan-262820/
[*]Video Links:
http://www.option-select.com/strategy/char/?c=18
http://iplaywinner.com/feilong-ssf4[/list][/details]

Guy
Match-up

[details=Spoiler][list]
[]Tier listing: 5/5, 6/4 [5.5/4.5]
[
]Popular opinion: 6/4
[]General strategy:
----> Evasive footsies/aggressive rekka poking; rush on a knockdown or at the corner. Aside from learning evasions to Guy’s mix-ups, Fei should be in control for much of the match with his Rekkas, FA, and CW. Remaining in a crouch block can eliminate a number of Guy’s safe damage options aside from his running overhead and ambiguous jumps/cross-ups. Mounting a strong counter-offense with Flame Kicks, FA, and evasive dashing can screw Guy when he goes for his main openers (Elbow drop and running mix-up, etc.). Stay out of the air for most of the fight.
[
]Useful OS’s:
[]Ideal range:
----> Long-range or running away madly (defensive). Close-range/footsies range (offensive)
[
]Guaranteed Punishes:
---->vs. Elbow Drop: U1 (timed), U2, cr.MK, cr.LK, Flame Kick (timed), cl.HP (walk underneath), j.HP (watch for air grabs)
---->vs. Hozanto: Flame Kick (vs HP/EX only), cr.LP xx Rekkas (vs. MP and stronger only)
---->vs. Bushin Senpukyaku: U1, HK CW combo, cl.HP xx Flame Kick
[]Counters/Pro Tips/FAQ:
----> cr.MK dodges Elbow drops and hits Guy on the way down. cr.LK can also do this, but it’s more difficult to time and could lead you to getting hit; the payoff is bigger though.
----> Guy’s target combo leaves him unsafe if it isn’t canceled when blocked. Expect a Hozanto after the cl.HP follow-up. You can backdash only the LP version (due to its range limitation) and against other versions you can reversal CW to dodge/counter, Flame Kick, or just block. If Guy follows up with HK, the HK is chained and cannot be interrupted, however, he is punishable by reversal Ultra if he does this.
----> Without meter, Guy is free to meaties and mix-ups in the corner/on wake-up. With meter, Guy’s only escape option is an unsafe, non-FADCable DP.
[
]Discussion Link: http://shoryuken.com/f273/super-ae-general-discussion-gen-gouken-guile-guy-hakan-262820/
[*]Video Links:
http://iplaywinner.com/feilong-ssf4[/list][/details]

Hakan
Match-up

[details=Spoiler][list]
[]Tier listing: 5/5, 6/4 [5.5/4.5]
[
]Popular opinion: 6/4
[]General strategy:
[
]Useful OS’s:
[]Ideal range:
[
]Guaranteed Punishes:
---->
---->
[]Counters/Pro Tips/FAQ:
----> YYYYYYY
----> YYYYYYY
[
]Discussion Link: http://shoryuken.com/f273/super-ae-general-discussion-gen-gouken-guile-guy-hakan-262820/
[*]Video Links:
http://iplaywinner.com/feilong-ssf4[/list][/details]
___________________________________________________________________________
___________________________________________________________________________

Ibuki
Match-up

[details=Spoiler][list]
[]Tier listing: 5/5
[
]Popular opinion: 5/5, 6/4 [5.5/4.5]
[]General strategy:
[
]Useful OS’s:
[]Ideal range:
[
]Guaranteed Punishes:
---->
---->
[]Counters/Pro Tips/FAQ:
----> YYYYYYY
----> YYYYYYY
[
]Discussion Link: http://shoryuken.com/f273/super-ae-general-discussion-ibuki-juri-ken-makoto-m-bison-dictator-262823/
[*]Video Links:
http://iplaywinner.com/feilong-ssf4[/list][/details]

Juri
Match-up

[details=Spoiler][list]
[]Tier listing: 5/5, 6/4 [5.5/4.5]
[
]Popular opinion: 4/6, 6/4 [5/5]
[]General strategy:
[
]Useful OS’s:
[]Ideal range:
[
]Guaranteed Punishes:
---->
---->
[]Counters/Pro Tips/FAQ:
----> YYYYYYY
----> YYYYYYY
[
]Discussion Link: http://shoryuken.com/f273/super-ae-general-discussion-ibuki-juri-ken-makoto-m-bison-dictator-262823/
[*]Video Links:
http://iplaywinner.com/feilong-ssf4[/list][/details]

Ken
Match-up

[details=Spoiler][list]
[]Tier listing: 5/5, 6/4 [5.5/4.5]
[
]Popular opinion: 5/5
[]General strategy:
[
]Useful OS’s:
[]Ideal range:
[
]Guaranteed Punishes:
---->
---->
[]Counters/Pro Tips/FAQ:
----> YYYYYYY
----> YYYYYYY
[
]Discussion Link: http://shoryuken.com/f273/super-ae-general-discussion-ibuki-juri-ken-makoto-m-bison-dictator-262823/
[*]Video Links:
http://www.option-select.com/strategy/char/?c=18
http://iplaywinner.com/feilong-ssf4[/list][/details]

Makoto
Match-up

[details=Spoiler][list]
[]Tier listing: 5/5, 6/4 [5.5/4.5]
[
]Popular opinion: 6/4
[]General strategy:
[
]Useful OS’s:
[]Ideal range:
[
]Guaranteed Punishes:
---->
---->
[]Counters/Pro Tips/FAQ:
----> YYYYYYY
----> YYYYYYY
[
]Discussion Link: http://shoryuken.com/f273/super-ae-general-discussion-ibuki-juri-ken-makoto-m-bison-dictator-262823/
[*]Video Links:
http://iplaywinner.com/feilong-ssf4[/list][/details]

M. Bison (Dictator)
Match-up

[details=Spoiler][list]
[]Tier listing: 5/5
[
]Popular opinion: 4/6, 5/5 [4.5/5.5]
[]General strategy:
[
]Useful OS’s:
[]Ideal range:
[
]Guaranteed Punishes:
---->vs. HK/MK Scissors: cr.LP xx Rekkas, Flame Kick
---->vs. EX Scissors: cl.HP xx Rekkas/FK (close), cr.LP xx Rekkas (far)
---->vs. Devil’s Reverse: cr.MK (evade/punish)
[]Counters/Pro Tips/FAQ:
----> Bison can be safe-jumped easily. You can also do the following meaties safely: cr/st.LP, cr./st.LK, cr.MP
----> U2 may be handy for stopping Bison from doing safe/ambiguous jumps and can catch Devil’s Reverse pressure.
[
]Discussion Link: http://shoryuken.com/f273/super-ae-general-discussion-ibuki-juri-ken-makoto-m-bison-dictator-262823/
[*]Video Links:
http://www.option-select.com/strategy/char/?c=18
http://iplaywinner.com/feilong-ssf4[/list][/details]
___________________________________________________________________________
___________________________________________________________________________

Rose
Match-up

[details=Spoiler][list]
[]Tier listing: 5/5, 6/4 [5.5/4.5]
[
]Popular opinion: 5/5, 6/4 [5.5/4.5]
[]General strategy:
----> Progressive defense, corner rush down/footsies. Rose will refuse to play footsies within your normal range; she can get away with this thanks to longer pokes, a projectile, and a very good backdash. Catching her pokes with FA Lv1 and dashing in can put a lot of pressure on Rose, however, and force her back into the corner faster. Once she is trapped there, conventional pressure will work well, and rush down becomes effective when in her face. It is important to note the range where she likes to do her slide; at max range it becomes a safe move which allows her to gain frame advantage and throw. FA Lv1 into forward/backward dash, whiff punish with cr.HP/MP/MK, and try not to get caught playing 50/50 games if she DOES hit or force a block. Rose has a lot of start-up/recovery on her Fireballs; EX CW is very effective when in range.
[
]Useful OS’s:
---->vs. EX Spiral: cr.LK/MP ~ Flame Kick
---->vs. Backdash: cr.LK ~ Rekka
[]Ideal range:
----> Outside of her cr.MP range (defensive). In her face (offensive).
[
]Guaranteed Punishes:
---->vs. EX Spiral: cr.LP xx Rekkas, cr.MP xx Super
---->vs. Sweep: Ultra 1 (reversal), Super, HP Rekkas (reversal)
[]Counters/Pro Tips/FAQ:
----> Rose can be safe-jumped and pressured with meaties easily. Use light attacks and cr.MP to meaty safely. Without Ultra or meter, you can pressure her without fear of reversals.
----> cl.MP xx HK CW works.
----> Avoid committing to preemptive jumps as Rose has decent anti-airs. She may also slide underneath you to regain a positional advantage if she is stuck in the corner.
[
]Discussion Link: http://shoryuken.com/f273/super-ae-general-discussion-rose-rufus-ryu-sagat-sakura-265013/
[*]Video Links:
http://iplaywinner.com/feilong-ssf4[/list][/details]


#4

[MTUP3]

Rufus
Match-up

[details=Spoiler][list]
[]Tier listing: 5/5
[
]Popular opinion: 5/5
[]General strategy:
----> Full rushdown or solid footsies. You can rush Rufus down all day when he doesn’t have meter since he lacks any good reversal options; taking advantage of this can lead to a quick win. When he has meter it may be wise to switch to footsies. Around max LP Rekka range, Rufus must jump higher to make contact with a dive kick, this can make it easier to intercept with st.HK, Flame Kick, or U2. At this range you can also reversal cr.HP with HP Rekkas and use Focus against his slow pokes.
[
]Useful OS’s:
---->vs. wake-up Messiah Kick: cr.LK/LP/MP ~ U1/U2 (U2 will be full, not sure about U1)
---->vs. Dive Kicks: cr.MP+LP+LK (OS Tech)
[]Ideal range:
----> Max LP Rekka range or a little further out (defense). Max cr.MK range or in Rufus’ face (offense)
[
]Guaranteed Punishes:
---->vs. Ultra 2: HK/EX CW, delay > U1
---->vs. Messiah FADC Backdash: reversal MP Rekkas, reversal U1
---->vs. cr.HP: reversal HP Rekka, HP Super (non-reversal works too, both punishes spacing dependent)
[]Counters/Pro Tips/FAQ:
----> Ultra 2 works well to keep Rufus from being too aggressive with divekicks. After a Messiah Kick you can also react to the followup with Ultra 2 if he does either the overhead or the low.
----> One way to beat Dive Kick shenanigans is to do a reversal LK CW on block. On blockstun, Rufus can do a tight blockstring, a grab, another dive kick, frame trap, back dash, or EX Messiah for pressure. When the blockstring is tight, LK CW doesn’t come out; otherwise, it will beat everything except EX Messiah (which resets the CW). On block, Rufus must grab to punish since he doesn’t have a 3-frame normal; the grab must happen in a 2-frame window. If Rufus is close enough, LK CW will cross him up on crouch block.
[
]Discussion Link: http://shoryuken.com/f273/super-ae-general-discussion-rose-rufus-ryu-sagat-sakura-265013/
[*]Video Links:
http://www.option-select.com/strategy/char/?c=18
http://iplaywinner.com/feilong-ssf4[/list][/details]

Ryu
Match-up

[details=Spoiler][list]
[]Tier listing: 5/5, 6/4 [5.5/4.5]
[
]Popular opinion: 5/5, 6/4 [5.5/4.5]
[]General strategy:
----> Counter-poking and corner zoning. Like the Guile fight, Fei’s aim is to bring Ryu to the corner, either by way of aggressive poking or just walking. EX CW helps to speed up the process and intercept fireballs, but Ryu’s zoning shouldn’t be as big of a deal as Guile’s. At the corner, Ryu will press an escape by way of an EX Fireball knockdown, SRK> FADC, cross-up Tatsu, or escape Tatsu. The first two will be limited by zoning, spacing, and plain defense. Within footsies range, Fei maintains the greatest advantage, specifically when he’s standing underneath the clock, just a little closer to the corner than away from it. Try to maintain this distance when possible as it keeps you in the proper position to anti-air jump-ins. The strategy here is to poke and wait to punish pokes. Mago does more waiting than poking which has proven very effective.
[
]Useful OS’s:
---->vs. Backdash: OS Rekka
[]Ideal range:
----> Footsies range, just outside of Ryu’s cr.MK, but within LP Rekka and cr.HP range.
[
]Guaranteed Punishes:
----> SRK: Anything (range dependent)
----> Tatsu (whiff): U1/Super Reverse direction (crouch and wait for the Tatsu to cross over), U1/LP Super (3-hits), Flame Kick, cr.HP/MP
----> Hadouken: EX CW combo, Super (timed), HK CW (strict timing)
[]Counters/Pro Tips/FAQ:
----> cr.MK xx Hadouken is a tight blockstring when close, but from further away, it leaves a gap which serves as a frame trap. You can use EX CW/Ultra/Super to punish this, but be wary that if Ryu does cr.MK with no cancel, you’ll be punished pretty hard. You can also absorb the Fireball and release for Lv1 Focus.
----> The cr.MK in cr.MK xx Hadouken can also be absorbed for a chance at a Lv1 counter-hit crumple.
----> U2 can actually be helpful for Ryu’s that like to abuse cross-up Tatsu, either as an escape or as an offensive tactic. This can make corner zoning even more effective.
[
]Discussion Link: http://shoryuken.com/f273/super-ae-general-discussion-rose-rufus-ryu-sagat-sakura-265013/
[*]Video Links:
http://www.option-select.com/strategy/char/?c=18
http://iplaywinner.com/feilong-ssf4[/list][/details]

Sagat
Match-up

[details=Spoiler][list]
[]Tier listing: 5/5, 6/4 [5.5/4.5]
[
]Popular opinion: 4/6, 5/5, 6/4 [5/5]
[]General strategy:
----> EmblemLord’s write-up for Super: http://shoryuken.com/f273/journey-tigerlord-vs-fei-long-251212/index4.html#post9643803
----> Progressive defense and counter-poking. At the onset, avoiding/blocking Tiger Shots is key to ensure that Fei does not lose any advantage. Fei wants to be in range for LP Rekkas to counter-hit pokes and hit-confirm into a knockdown. cr.HP helps to counter-poke as well. Jumping should be limited to telegraphed TS’s because of Sagat’s strong anti-airs. Upon walking/knocking Sagat into the corner, Fei’s Rekka and normal pressure can keep him locked down if used from safe ranges. Fast normals can also interrupt Tiger Knee attempts. Sagat’s Tiger upper can be safe-jumped but don’t rush in unless necessary. At the corner, lock Sagat down with cr.MP/MK, cr./st.LP, overhead, and Rekkas.
[
]Useful OS’s:
[]Ideal range:
----> Max LP Rekka/cr.HP range.
[
]Guaranteed Punishes:
---->vs. Tiger Upper: U1/Super, Tenshin> cl.MP xx HK CW combo, cl.HP xx Flame Kick
---->vs. Tiger Knee: cr.LP xx Rekkas (from crouch block or standing; Sagat must misspace LK Knee if crouch blocking), Flame Kick (standing)
---->vs. Low Tiger Shot: HP Super (reversal, must be in range), EX Rekkas (reversal, must be close)
[]Counters/Pro Tips/FAQ:
----> cl.MP xx HK CW combo works. To land this after a Tiger Upper, you must reset Sagat by doing Tenshin first.
----> cr.MK works to dodge Tiger Knee if you smell it coming in a block string. This also works to dodge Sagat’s elbow drop jump-in.
----> Fei MUST hit-confirm LP Rekkas. The second LP Rekka can be punished on block with cr.LP xx EX Tiger Shot, which pushes Fei back about 1/2 to 3/4 screen distance. This resets the positioning advantage in Sagat’s favor.
----> If possible, try to stand block all Tiger Knees if you predict them. This leads Sagat to a greater frame disadvantage as opposed to when you crouch block. This is especially true for LK Knee.
[
]Discussion Link: http://shoryuken.com/f273/super-ae-general-discussion-rose-rufus-ryu-sagat-sakura-265013/
[*]Video Links:
http://www.option-select.com/strategy/char/?c=18
http://iplaywinner.com/feilong-ssf4[/list][/details]

Sakura
Match-up

[details=Spoiler][list]
[]Tier listing: 6/4
[
]Popular opinion: 5/5, 6/4 [5.5/4.5]
[]General strategy:
----> Progressive/aggressive footsies, rush-down on a knockdown. Sakura’s objective is to play footsies until she gains a knockdown with her DP. Once given this opportunity, she aims to frame trap into an aerial juggle/mix-up. Her offense can be avoided through strong footsies play, but it can also be defended against by patient blocking/back-dashing/“psychic” DP> FADC or CW. Her main pokes are st.HK and cr.MK; HK can be punished on whiff, but has great range and does 110 damage. Watch for cr.MK as it leads directly into her DP if the move is buffered correctly. With proper spacing, it is easy to recognize when she is capable or willing to do either move.
[
]Useful OS’s:
---->vs. EX DP: Meaty cr.MP ~ Flame Kick (this also combos as a 3-frame link if cr.MP hits on the last active frame)
---->vs. Back dash: OS Rekka, OS Flame Kick (corner)
[]Ideal range:
----> Long-range or running away (defense). Outside of Sakura’s st.HK range or in her face (offense).
[
]Guaranteed Punishes:
---->vs. DP: U1, cl.HP xx Flame Kick
---->vs. Super: Super (reversal), EX Rekkas (reversal), LP Rekkas (reversal)
[]Counters/Pro Tips/FAQ:
----> Sakura can be safe-jumped and pressured with meaties easily.
----> Don’t be caught off guard when Sakura hit-confirms a DP; she can FADC for +3 advantage and combo further or attempt a throw.
----> Don’t attempt a poke after blocking LK Tatsu as you may be at +0 OR at a disadvantage depending on the range/timing of when the Tatsu hit. A hit-confirmed LK Tatsu also gives Sakura +4 at minimum. Continue blocking until you have room to make another move (usually by the 2nd or 3rd Tatsu in the blockstring).
----> A common reset used by Sakura is EX Tatsu> dash> st.LP> dash (crosses up). Though it can be difficult, watch where Sakura stops before trying to block. This mix-up has many variations, so focus attention on Sakura instead.
----> EX CW or do jump-in attacks vs. fireballs as they have massive recovery frames.
[
]Discussion Link: http://shoryuken.com/f273/super-ae-general-discussion-rose-rufus-ryu-sagat-sakura-265013/
[*]Video Links:
http://iplaywinner.com/feilong-ssf4[/list][/details]
___________________________________________________________________________
___________________________________________________________________________

Seth
Match-up

[details=Spoiler][list]
[]Tier listing: 5/5, 6/4 [5.5/4.5]
[
]Popular opinion: 5/5, 6/4 [5.5/4.5]
[]General strategy:
[
]Useful OS’s:
[]Ideal range:
[
]Guaranteed Punishes:
---->
---->
[]Counters/Pro Tips/FAQ:
----> YYYYYYY
----> YYYYYYY
[
]Discussion Link: http://shoryuken.com/f273/super-ae-general-discussion-seth-t-hawk-vega-claw-zangief-265015/
[*]Video Links:
http://iplaywinner.com/feilong-ssf4[/list][/details]

T. Hawk
Match-up

[details=Spoiler][list]
[]Tier listing: 5/5, 6/4 [5.5/4.5]
[
]Popular opinion: 6/4
[]General strategy:
[
]Useful OS’s:
[]Ideal range:
[
]Guaranteed Punishes:
---->
---->
[]Counters/Pro Tips/FAQ:
----> YYYYYYY
----> YYYYYYY
[
]Discussion Link: http://shoryuken.com/f273/super-ae-general-discussion-seth-t-hawk-vega-claw-zangief-265015/
[*]Video Links:
http://iplaywinner.com/feilong-ssf4[/list][/details]

Vega (Claw)
Match-up

[details=Spoiler][list]
[]Tier listing: 5/5
[
]Popular opinion: 5/5
[]General strategy:
[
]Useful OS’s:
---->vs. Backdashes/flips: OS cr.LK ~ Ultra 1
[]Ideal range:
[
]Guaranteed Punishes:
---->
---->
[]Counters/Pro Tips/FAQ:
----> YYYYYYY
----> YYYYYYY
[
]Discussion Link: http://shoryuken.com/f273/super-ae-general-discussion-seth-t-hawk-vega-claw-zangief-265015/
[*]Video Links:
http://www.option-select.com/strategy/char/?c=18
http://iplaywinner.com/feilong-ssf4[/list][/details]

Zangief
Match-up

[details=Spoiler][list]
[]Tier listing: 4/6
[
]Popular opinion: 4/6, 5/5 [4.5/5.5]
[]General strategy:
----> Defensive footsies and evasive tactics. st./cr.HP, f+HK, and cr.MK are great tools for zoning out Gief. st./nj. HK are excellent anti-air against his floaty jump as well. Stay at max range for these pokes when possible. By using low pokes (cr.HP/MK, MK actually hits low) you can slow down Zangief’s progression; it’s his goal to close in space to land a BnB or SPD into a knockdown. Watch for Zangief’s st.MP and various crouching pokes as they may catch you off guard; his standing LK also OS’s into EX Green Hand which knocks down. Rekka when the spacing is right and hit-confirm to reset spacing. The bulk of the fight is dedicated to this type of zoning alone since Gief isn’t very mobile. On occasion, you can burst into offense with an overhead or HK CW, but stay away from aggressive frame traps as Gief’s Spinning Lariat is invincible and his SPD has a 2-frame start. The trouble in this fight comes from when Gief gets his knockdown. A cross-up Body Splash beats wake-up CW and can be hard to auto-correct Flame Kick against; this is usually mixed in with cross-up Knee Drop> SPD. Mix up your defensive options and stick to patient zoning to get the job done.
[
]Useful OS’s:
[]Ideal range:
----> Max cr.HP/MK range.
[
]Guaranteed Punishes:
---->vs. cr.HK: cr.LP xx Rekkas, Flame Kick (reversal)
---->vs. Green Hand/EX GH: Super, cl.HP xx Flame Kick/Rekka
---->vs. Blocked retreating Spinning Lariat: Ultra/Super (timed), Rekka (Timed), Walk-up ~ cr.HP/MK xx Super
[]Counters/Pro Tips/FAQ:
----> Common mix-ups/approach methods used by Gief:
a) st.HK (whiff if you crouch) ~ SPD
b) cl.LP/MP ~ SPD
c) Green Hand (whiff) ~ SPD, Green Hand (whiff) ~ SPD/Back Dash/EX GH/Spinning Lariat
d) Cross-up/frontal Knee Drop ~ SPD
e) Hit-confirm jump-in> cr.LP ~ SPD
----> If Gief tries a cross-up, a slowly input CW will OS into a Flame Kick, thwarting the cross-up attempt if it is meaty enough.
----> Against Green Hand whiffs, have your finger ready on the HP/HK button. cr.HP against st.HK whiffs.
----> After a knockdown, walk up to Gief’s body and do a retreating, meaty, instant j.MP to beat all of his options or whiff safely. If Gief does an EX Green Hand, you’ll land in front of him from your jump–try to react to this with an evasive maneuver or a Flame Kick.
----> Only HK/EX CWs are safe against SPD on block. You can guarantee a hit against Gief’s Spinning Lariat if you aim to whiff punish. Wait a second during the spin, then launch the CW.
----> You can also Rekka punish Lariats consistently by timing the Rekka to start towards the end of the Lariat animation (last spin or last two spins) use the audio cues from his spin to work on the timing.
----> Neutral jump can be a good way to escape Gief’s SPD mix-ups sometimes. You can also do this safely as a meaty if you aim the tip of Fei’s foot at the tip of Gief’s (potential) wake-up Lariat. On neutral jumping a GH or SPD, if you hit on the way down, launch Ultra immediately or take the opportunity to cancel a normal into Super.
[
]Discussion Link: http://shoryuken.com/f273/super-ae-general-discussion-seth-t-hawk-vega-claw-zangief-265015/
[*]Video Links:
http://iplaywinner.com/feilong-ssf4[/list][/details]
___________________________________________________________________________
___________________________________________________________________________

AE Characters

Evil Ryu
Match-up

[details=Spoiler][list]
[]Tier listing: ?/?
[
]Popular opinion: ?/?
[]General strategy:
[
]Useful OS’s:
[]Ideal range:
[
]Guaranteed Punishes:
---->
---->
[]Counters/Pro Tips/FAQ:
----> YYYYYYY
----> YYYYYYY
[
]Discussion Link:
[*]Video Links:
http://iplaywinner.com/feilong-ssf4[/list][/details]

Oni
Match-up

[details=Spoiler][list]
[]Tier listing: ?/?
[
]Popular opinion: ?/?
[]General strategy:
[
]Useful OS’s:
[]Ideal range:
[
]Guaranteed Punishes:
---->
---->
[]Counters/Pro Tips/FAQ:
----> YYYYYYY
----> YYYYYYY
[
]Discussion Link:
[*]Video Links:
http://iplaywinner.com/feilong-ssf4[/list][/details]

Yang
Match-up

[details=Spoiler][list]
[]Tier listing: ?/?
[
]Popular opinion: ?/?
[]General strategy:
[
]Useful OS’s:
[]Ideal range:
[
]Guaranteed Punishes:
---->
---->
[]Counters/Pro Tips/FAQ:
----> YYYYYYY
----> YYYYYYY
[
]Discussion Link:
[*]Video Links:
http://iplaywinner.com/feilong-ssf4[/list][/details]

Yun
Match-up

[details=Spoiler][list]
[]Tier listing: ?/?
[
]Popular opinion: ?/?
[]General strategy:
[
]Useful OS’s:
[]Ideal range:
[
]Guaranteed Punishes:
---->
---->
[]Counters/Pro Tips/FAQ:
----> YYYYYYY
----> YYYYYYY
[
]Discussion Link:
[*]Video Links:
http://iplaywinner.com/feilong-ssf4[/list][/details]


#5

Bump

BTW thanks for doing this ^^b this will certainly help stop the one liners that have become all to common.


#6

all aboard for fei long 101


#7

Mods, please make this a Sticky. Good chance to clean up existing Stickies, too.

No more one-liners from me!


#8

Actually, the threads that this thread links to are all in the stickies at present, and people don’t read them, except for maybe the FAQ one (in some cases).

Perhaps leaving this thread as is and keeping it floating near the top is better right now seeing how many new people are visiting the Fei forums.


#9

People visiting the thread now haven’t been sticking it out with Fei from the beginning. -_-


#10

Yuss! This needs to be a sticky, now! Great idea bro.

I feel like our Fei Long board is better than all other character boards are. hahaha, yuh!


#11

I need you guys to think up a frequently asked questions list with some possible answers. I’ll put them up in the second post. Don’t be fooled by the numbers I have there, think up as many as possible.


#12

Okay, just drumming a few questions out here, some less frequently asked, but still important if you’re looking to learn Fei.

What are Fei’s BnB combos?
cr.LK, st.LP, cr.LP xx Rekkas
HK/EX CW, cr.LK, st.LP, cr.LP xx Rekkas
HK/EX CW, cl.HP xx Rekkas/FK
FK FADC, HK CW
etc

Why can’t I get cr.LP xx Rekka to come out?
Your guide in the Q&A thread will do nicely I think Nosone, as well as perhaps adding a quick guide to linking and chaining in regards to this in a combo.

What are the differences between L/M/H/EX versions of Flame Kick, Chicken Wing, Rekkas and Tenshin? Which ones should I use and when?
Bit much to just write it out right now…

What is Fei Long’s best meterless punish?
*cl.HP xx HK FK
On select characters; cl.MP xx HK CW, cl.HP xx HK FK
Add EX where necessary to increase damage, or FK FADC at the end.
(Would be easily taken from Lorte’s combo compendium thread with the damage info as well, as I’m not on my xbox now)
*
If I have super, what’s the most damaging way to punish people with it?

cl.HK xx Super - 490dmg

Which crouching characters will cl.LP or st.LP whiff on, ending my BnB?
List in Lorte’s thread again.

Is there a combo to get around this?
*Yes, a few ways;
-cr.LK, cl.LK, cr.LP xx Rekkas (1 frame link between cl.LK, cr.LP, but cl.LK cannot be chained, so you either hit it or miss it, so it always cancels into Rekka.
-cr.LK, cr.LK, cr.LP xx Rekkas (1 frame link, cr.LK can be chained, so if you hit the cr.LP too early, you do a st.LP after it instead of a Rekka)
-cr.LK, cr.LP, cr.LP xx Rekkas (1 frame link, exactly the same as above)

(Anything I missed there?)*

Which characters are hit by all 3 hits of HK CW after FK FADC?
And again.

Would it be worth doing FK FADC into Ultra 1? Any tips for getting all three hits?
*If you get all 3 hits, it does more damage than doing FK FADC, HK CW (3 hits), Ultra 1 (2 hits), though not too much more (It’s like 30 damage isn’t it with full ultra meter?).

To land the third hit, you have to set off your ultra at the peak of their launch, right as they’re about to start falling. This is different for each character as they all fall at different speeds, and some have odd animations in the air, so takes some getting used to.

Note: FK FADC, HK CW only gets 2 hits on C. Viper, so you cannot go into Ultra 1 after that, but also, FK FADC, Ultra 1 only gets 2 hits on her; this is moot however as it is a predominantly Ultra 2 matchup.*

Which characters are hit by all 3 hits of HK CW after FK FADC, and then hit by all 3 hits of Ultra 1?
*Deejay, Dhalsim, Honda and Rufus.

FK FADC, HK CW (3 hits), Ultra 1 (3 hits) does more damage than FK FADC, Ultra 1 (3 hits), by a good margin too.*

Which characters can the combo, cl.MP xx HK CW be performed upon?
Yup, you guessed it, Lorte’s thread. Maybe Lorte’s thread should be the only one we link to?? It’s just so helpful!

Is there a guide to landing HK CW > cl.HP xx Special Move?
Snooooooooooootch’s guide? Or was it someone else?

What are the properties of Ultra 2? What can it counter? When Should I use it?
(Basic, crappy discription >>>) Ultra 2 counters any non-grab move without armor breaking properties. It can counter a range of specials and ultras, and all normals. The move it self comes out in 1 freeze frame, so effectively 0 frames. It expands Fei Long’s hitboxs somewhat, making some moves that would have otherwise missed Fei’s normal hitbox, activate the ultra animation.

Is there a list of which matchups are clearly Ultra 1 or Ultra 2 matchups, and those which can be both?
Won’t be hard to compile this.


#13

Here’s some:

I can’t do rekkas consistently, why?

I can’t hit crouching low punch into rekkas, any help?

I can’t do Fei standing BnB, rekkas won’t come out! What am I doing wrong?

I can’t do Fei crouching BnB, rekkas won’t come out! What am I doing wrong?

I can’t hit that 1 frame link after chicken wing, any help?

I can’t anti-air consistently with Fei, why?

3rd hit juggle of ultra is wiffing, why?

3rd hit juggle of chicken wing is wiffing, why?

Are rekkas safe on block?

EX rekkas are useless! Are they really?

Any way to combo into Ultra1?

Is really Ultra2 that useles?

I keep being focus crumpled out of my rekkas/pokes/CW, any help?

Should I keep meter for Super or EX moves?

My opponents keeps spamming fireballs, what can I do?

My opponents keeps blocking and tech’ing throw, what can I do?

My opponents keeps running away, what can I do?

My opponents keeps jumping back into the corner, what can I do?


#14

I think snoooootch is doing a guide for controller users, but I did one to help with stick users, and its more of a P-linking video then anything, but also tries to iron out some problems people have with hitting CW>cl.HP, BnB into super, ect.

here is the link:
[media=youtube]m2E4PJ09OE8[/media]


#15

Damn, when I wrote it I was thinking of you, but thought I’d just write ‘someone’ to cover me if I was wrong :frowning: ha.


#16

I kind of like the Guile format. I like little snippets like these with one hidden box and a couple of useful hints. Not too overkill.

http://shoryuken.com/f258/typhoon-sonic-boom-vortex-ssfiv-guile-matchup-thread-248948/

I think match up threads should be about giving people awareness about what works and then they take that information and do with it what they please and apply it to their own style.

As opposed to "this is how I beat Bison… yada yada ya…)

Edit: We should probably delete these comments too once they’ve been taken into consideration and keep the thread clean.


#17

it actually feels like people who’ve never played before are playing fei, as evidenced by all the people asking about clp->lp rekka


#18

Strange how I never saw either of you or Raij1n posting in the Fei forums until after he was praised as top tier by Mago and Daigo… hehe.

Anyway, I think Highland’s point about the Guile forums is good for the main post, but in depth discussion would follow and be a good think obviously. Naturally, we’d have to create the remaining matchup threads that StarNab never got around to, hopefully in the [MTUP] format to keep it cohesive :slight_smile:


#19

Yea I think a mix of cliff notes and the MTUP format would be in order here. I only reserved two extra posts for match-ups afterall XD. Something like:

Bison[list]
[]Tier listing: 5-5
[
]Popular opinion: 6-4 or 5.5-4.5, Bison’s favor
[]General strategy:
[
]Useful OS’s:
[]Ideal range:
[
]Guaranteed Punishes
----> HK/MK Scissors > cr.LP xx Rekkas (use this as it’s difficult to tell which he uses)
----> EX Scissors > cl.HP xx Rekkas/FK (close), cr.LP xx Rekkas (far)
[]Counters/Pro Tips/FAQ:
----> YYYYYYY
----> YYYYYYY
[
]Discussion Link: [MTUP] Bison
[*]Video Links:[/list]

Yea so I completely ripped the format from Slinkun lol. Hope he doesn’t mind, though it’s not exactly copyright protected. If we can agree on this format I can start posting these up for every character, blank of course, and we can fill them up as we go.


#20

Great job Nosone with this thread. Looks like the Fei bandwagon has started and we will get many other newcomers and this will be a great guide for them.