Fei Long Punisher Guide

fei-long

#1

I’ve seen punishes for specific moves scattered in other topics, figured I would make one to organize them. I feel it’s pretty important, knowledge is power as they say. So I’ll update each character’s punishable moves and what the best punisher is for each as people post them/I get the time to try it in training. Credit for some of these goes to others in match up topics etc.

I was thinking mostly for punishes on block, but there might be some moves worth mentioning another way to punish. Only specifying move strength if it changes what you punish with.

It gets a little redundant, so this is a key for certain punishes that work on a lot of different moves.

Punish 1:

  • cl. hp (may need to dash/walk forward to get close enough)
  • cl. mp (may need to dash/walk forward to get close enough)
  • Super
  • Ultra

Punish 2:

  • light Rekka
  • cr. mk

Punish 3 (punish 3 is pretty much punish 1 when you aren’t able to reach for cl. hp):

  • heavy Rekka
  • cr. mk
  • Super
  • Ultra

It’s understood that cr. mk/cl. hp can combo to super. I just figured I would list super by itself too incase you’re feeling lazy and it’s going to kill anyway.

For reference,

cr. mk
> super

cl. hp
> super
> heavy Rekka
> heavy/EX Flame Kick
> EX CW (on Seth/Abel)

cl. mp
> EX CW (on Cammy, Chun-li, C. Viper, Rose, Sagat, Vega*, Zangief*)

*On Vega and Zangief, for unknown reasons, they have 2 different hit-stun animations from cl. mp. If they do an animation where they lean over a lot, CW will miss. If they do the other animation, it will hit. Leaning over animation seems less common for Zangief than Vega.

heavy CW
> cl. hp

Post any corrections if you find any.

Abel

Wheel Kick (qcb k)

Light/Medium

  • Punish 2

Heavy

  • Punish 3

EX

  • cr. mk

Change of Direction* (Rekkas, qcf p > etc)

Second Mid

  • medium Flame Kick

Finish Mid

  • Punish 1

Finish Low

  • cr. mk
  • Super
  • Ultra

*Punish Second Mid with medium Flame Kick because it’s free if he stops OR tries for the 3rd hit. Can also medium Flame Kick after Second Low to go through 3rd hit, but it will miss if Abel doesn’t continue for 3rd hit.

Heartless (super)

  • Punish 1

Soulless (ultra)

  • Punish 1

Akuma

cr. hk

  • Punish 2

Shoryuken

  • Punish 1

Tatsumaki (spin kicks)*
Light/Medium

  • cl. hp

EX

  • heavy Rekka

Demon Flip
Low

  • Punish 1

Super**

  • heavy CW
  • Flame Kick
  • Super
  • Ultra

Ultra

  • same as Super

*Or crouch, wait until he lands, and heavy Rekka.

**Hit him on his way towards you. Or you can jump and get a combo from an air move if you’re spaced properly.

Balrog

Dash Straight
Heavy

  • Punish 2 (must standing block)

Dash Low Straight
Light

  • light Rekka

Medium/Heavy

  • heavy Rekka
  • Super

Dash Swing Blow (the overhead one)
Light/EX

  • medium Flame kick

Medium/Heavy

  • Punish 2

Dash Low Smash
Light

  • medium Flame Kick

Medium/Heavy

  • Punish 2

Turn Punch

  • medium Flame Kick

Buffalo Head

  • Punish 1

Crazy Buffalo (super)

  • Punish 3

Violent Buffalo (ultra)

  • Punish 1

Bison

cr. hk

  • Punish 1

Psycho Crusher
Light

  • cl. hp

Medium/Heavy/EX

  • Punish 1

Double Knee Press (flip kick)
Heavy/EX

  • Punish 2

Knee Press Nightmare* (super)

  • heavy Rekka

*He will pass through you on block, you have to hit him on the other side after he slides through you.

Nightmare Booster (ultra)

  • Punish 1

Blanka

cr. hk

  • Punish 2

cr. hp

  • Punish 3

df. hp (downforward hp, slide)

  • Punish 1

Blanka Balls

  • dash > light Rekka (must standing block)
  • light rekka > heavy 2nd hit Rekka (must standing block, must reversal light Rekka, 2nd heavy rekka will reach)

Backstep Roll (blackflip, bounces off you)

  • Punish 1

Electric Thunder*

  • medium Flame Kick
  • cr. mk
  • cr. hk
  • Super
  • Ultra

*If they stop immediately, you can’t punish it. If they keep going after you block it, or are just doing it far away, you can do those things (hitting at max range) to hit him out of it.

Ground Shave Roll (super)

  • Punish 1

Lightning Cannonball (ultra)

  • Punish 1

C. Viper

Cammy

cr. hk

  • Punish 2

Spiral arrow
Light

  • Punish 1 (Cammy lands close)
  • Punish 2 (Cammy lands far)

Medium/Heavy/EX

  • Punish 1 (Cammy lands close)

Cannon Spike*

  • EX CW
  • Punish 3

*Blocked close enough, you can also dash > cl. hp.

Spin Drive Smasher (super)

  • heavy CW
  • Punish 1

Gyro Drive Smasher (ultra)

  • heavy CW
  • Punish 1

Chun-li

Tenkukyaku* (2nd upper-kick from back mk)

  • Punish 1
  • Flame kick

Tenshyokyaku (3rd hit from back mk, goes up with 3 kicks)

  • Punish 1
  • EX CW

*Advisable to punish 2nd hit with Flame kick, because it will hit whether she stops OR continues.

Spinning Bird Kick*

  • Punish 1 (Chun-li lands close)
  • cr. mk (Chun-li lands far)
  • heavy Rekka (Chun-li lands far)

*This is a weird move to punish, it’s very distant dependent, and sometimes she goes to your other side. Best method of punishment is block low > wait until she lands > punish accordingly.

Senretsukyaku (super)

  • Punish 1

Hosenka (ultra)

  • Punish 1

*Little flip kick at the end will not hit you and it does not make Chun-li airborne.

Dan

Dhalsim

E. Honda

Sumo Headbutt
Medium/Heavy

  • heavy Rekka
  • Super

EX

  • EX Rekka

Sumo Splash*

  • Flame kick (after first hit blocked)

*He is safe if you block the landing part. To punish, you either have to Flame Kick through when it comes or after you block the first hit up close

Super

  • cr. mk

Ultra

  • Punish 1

El Fuerte

F. Dash MP: HP Rekka, super (Ultra seems to whiff regularly on second hit)

F. Dash HK: c. LP xx HP Rekka, or HK flame kick

Super: HP xx HP Rekka, super, ultra

Fei Long

cr. hk

  • Punish 2

forward mk (overhead)

  • cr. lp
  • cr. mp

Rekkas*
Light, 2nd

  • cr. lp
  • cr. mk

Medium, 1st

  • cr. lp
  • cr. mk

2nd

  • Punish 2

Heavy/EX, 1st

  • Punish 2

2nd

  • Punish 1

Flame Kick

  • Punish 1
  • heavy CW

CW
Light

  • cr. lp/lk

Super

  • Punish 1

Ultra

  • Punish 1

*If the Fei Long is stupid enough to do the 3rd Rekka, any version, you get Punish 1.

Gen

Gouken

Guile

cr. hk

  • block first hit, Flame Kick (close to far range)
  • block first hit, overhead (MAX range)
  • block first hit, cl. hp (close range)

forward mp(overhead punch)

  • cr. lk

Flash Kick

  • Punish 1

Super

  • Punish 1

Ultra

  • Punish 1

Ken

back mk

  • medium Flame Kick

Hurricane Kick (except EX)

  • cl. hp

Hadoken (except EX)

  • light Rekka
  • cr. mk
  • Super

Shoryuken

  • Punish 1

Shoryureppa (super)

  • Punish 1

Shinryuken (ultra)

  • Punish 1

Rose
Soul Spark (LP only, at point blank): LP Rekka

Soul Spiral (Close range only): HP xx HP Rekka, LP Rekka

Shamwow: HP Rekka, Super, ultra. It’s safe against Fei, depending on how far it hits.

Rufus

Ryu

cr. hk

  • Punish 3

Hadoken (except EX)

  • cr. mk

Shoryuken

  • Punish 1

Metsu Hadoken (ultra)

  • jump over it > j. hk

Sagat

cr. hk

  • medium Flame Kick

Tiger Knee
Light

  • Punish 2

Medium

  • cl. hp
  • super

Heavy

  • Punish 1

Tiger Uppercut

  • Punish 1

Tiger Genocide

  • Punish 1

Tiger Desctruction

  • Punish 1

Sakura

Shouoken: HP xx HP Rekka, super, ultra

Super: LP Rekka

Ultra: HP Rekka, super, ultra

Seth

Lightning kick: HP Rekka, super, ultra

Shoryuken: Same as shotos

Super: HP Rekka, super, ultra

Vega

Zangief

cr. hk

  • cr. lp/lk
  • cr. mk

Long Kick (looks like sweep but goes farther)

  • Punish 3

Banishing Flat (green hand)
Light/Medium

  • cl. hp

Heavy/EX

  • Punish 1 (no Ultra on EX)

Double Lariat

  • wait until he spins 3 times (listening helps) > Punish 3

Quick Double Lariat

  • Punish 1

----------------To be added-------------------


Fei Long Q&A: Ask simple questions here!
#2

what are the punishes for Balrog (Boxer) and Bison (Dictator)? I’m having trouble with those matchups currently since that’s the main characters who i’m fighting against.


#3

Nice list for Blanka, he’s been giving me trouble :stuck_out_tongue:

But you might wanna put up a punish strategy for his regular electric special. That one seems to give people the most problems.


#4

cool start. same idea, different format for how i was going to do it. good lookin


#5

For Cammy: Not as much as I expected (And her Spiral arrows seem surprisingly safe in some situations).

Spiral Arrows: LK flame kick seems to be the best option, since the other options are rather iffy and depend on what range and what type of spiral arrow is blocked. It usually has to be a reversal for it to be guaranteed.

Cannon Spike: HP rekka (You have to wait until she lands or else the first hit will hit her in the air). Super can punish too, but it also takes timing. Ultra works on the HK version.

Super/Ultra: HP Rekka. A super can connect, but the timing is strange and not all hits will connect. Ultra whiffs on one of the hits, regardless of whether you hit her in the air or on the ground.


#6

Thanks, I’ll try these and update later tonight hopefully.


#7

cr.short, cr.jab xx rekka might be a decent punish for a blocked cspike from cam (given how she spaces it)

i played quite a bit vs a good Cammy yesterday offline and i think i might have even punished the cspike with straight up rekka

also, i think it’s focus bait outside of EX


#8

Yeah, cannon spikes have widely varying frames on block depending on which one she does, and how to space it, ranging from being punishable by hp rekka to safe against c.lp… Which reminds me, I need to test her EX specials and her cannon strike. Can’t do it right now, though.

Edit: Cammy’s sweep is punishable by lp rekkas. Her EX spiral arrow and EX cannon spike are the same old ish in terms of punishment. I’ve come to the conclusion that it’s best to play it safe when punishing spiral arrows that hit at the end. Also, her cannon spikes seem to be safe, regardless of how they’re blocked.


#9

once i understand this a lil better and read it a few more times, this will be a great contribution. ty.


#10

There’ll be more to come, just give me time. Note that this is all punishment from block.

Honda

MP/HP Headbutt: HP Rekka

Ultra: HP Rekka, super, ultra.

Chun

Tenkukyaku: cl.HP xx HP Rekka, super, ultra

Tenshyokyaku: HP Rekka, super, ultra

Spinning Bird Kick: If blocked, an HK flame kick should interrupt it.

Super: HP Rekka, super, ultra

Ultra: Same as above. Note that the flip that she does if it’s blocked doesn’t mean she’s in the air, and isn’t an actual attack, so she won’t be juggled and you won’t get smacked like an idiot.

Guile

Flashkicks: HP Rekka, super, ultra

Super/ultra: Same as above

El Fuerte

F. Dash MP: HP Rekka, super (Ultra seems to whiff regularly on second hit)

F. Dash HK: c. LP xx HP Rekka, or HK flame kick

Super: cl.HP xx HP Rekka, super, ultra

Rose

Soul Spark (LP only, at point blank): LP Rekka

Soul Spiral (Close range only): HP xx HP Rekka, LP Rekka

Shamwow: HP Rekka, Super, ultra. It’s safe against Fei, depending on how far it hits.

Seth

Lightning kick: HP Rekka, super, ultra

Shoryuken: Same as shotos

Super: HP Rekka, super, ultra

Sakura

Shouoken: cl.HP xx HP Rekka, super, ultra

Super: LP Rekka

Ultra: HP Rekka, super, ultra

Rufus

c. HP: HP Rekka

*Messiah kick -> LK: cl.HP xx HP Rekka, super, ultra

*Note that his other options are safe, but all of them can be beaten by HK flame kick if you block the messiah kick.

Super: lp Rekka, HK flame kick, super, ultra

Ultra: HP Rekka, super, ultra.


#11

Thanks for the contributions Dullyanna, I’ll do some testing myself and tidy the list up in a bit :smile:


#12

Yeah, I just realized I spent four hours testing all this, and I really don’t feel like doing it for Gen and Dhalsim right now. Anyway, I tried to account for all of this stuff based on range, but I still could’ve made some mistakes, so it’d be great for other people to do their own testing.


#13

:u: Hey man, no need to drain yourself and do it all in one sitting. Hit up a character at a time or per day or what not and keep it fun. Good stuff tho. Also, if someone wants to check the number of - frames for certain characters after specific specials or moves from other threads, that saves time as well. Of course, there is nothing like physical testing in training mode but you get my point…hopefully.

VR-Raiden, are you playing in the SF4 3v3 tomorrow at C3?

EDIT: I’ll be playing tonight on 360 for a good while, so I may have time to actually add some other Fei players and get some mirrors in. I’ll run to the Live Thread and see who is up whenever tonight if I feel like it and remember to. Would be cool to see if I can pick some stuff up from you guys who play Fei more often.


#14

o.o
why yes I am, you gonna be there too?


#15

Added Cammy, thanks again Dullyanna.

I made just a few slight additions/corrections. As you say, punishing Spiral Arrow is definitely iffy. But I think it’s realistic to be able to tell how close she lands to you and punish accordingly, so I went ahead and listed that. I’m not sure if punishing with Flame kick is worth putting, I can’t really tell if when it works, the other punishing options wouldn’t. But feel free to argue with me on that, it seems like such a small difference in spacing whether or not the Flame kick works.

Also figured I would add heavy CW as a punisher for Cannon Spikes/super/ultra. Works no matter how far you block it, and if you’re confident in the link after that it would be best anyway. I was able to punish all versions of Cannon Spike the same, got ultra to work on all versions.


#16

what is the fuckin deal with that link anyway, i always get it after exCW, but other times i get interupted, i test in training, and it almost seems to not give at random times


#17

It just takes really precise timing :I

I’m not fully confident in landing it either, sometimes I’m reluctant to try it cause people I’ve fought know it’s a hard link so they go for reversals in case I mess up, lol. I guess it just takes practice.


#18

lol, I ain’t arguing something that comes down to personal preference like that. Whatever works best for each individual player, ya know?

Also, punishing with HK CW is effing pro if you can maximize damage from it. Hell, I’d argue that learning to link off of that should be a priority for all Fei mainers, since it does relatively high damage for him.

Anyway, I’ll try to get Gouken, Akuma, and Gen done today. The first two should be no brainers, but Gen’s going to be a bitch since I know jack squat about the frames on his specials.

Edit: Forgot to do it today, since I was busy being SPD’d. I’ll work on them today for sure (Assuming nothing comes up).


#19

Akuma

Shoryuken: HP Rekka, super, ultra

Tatsumaki: LP Rekka (Seems unreliable to me, and I’m having difficulty with reversals after lk tatsumaki. Maybe I just suck :p), HK Rekka (Much more reliable, imho)

Demon flip (Low): HP Rekka, super (Requires reversal timing)

Demon flip (Dive kick): HP Rekka

Gen

c. HK (Mantis): HP Rekka

AA kick (Mantis): Whatever you want, just be wary of his extra kicks, and be sure to hit him when he lands.

Weird ass dive kicks (Crane): HK Flame Kick, HP Rekka, Super.

Super/ultra (Mantis): HP Rekka, super, ultra. Be wary of which side Gen ends up on.

Gouken

Demon flip shit is the same as for Akuma.

Tatsumaki: cl.HP xx HP Rekka, super, ultra

Rushing palm thing: HK flame kick, super (Both require reversal timing). For EX version, super still works but MK flame kick works better due to pushback.

EX Hadouken: HP Rekka, super/ultra if you’re in range.

Super/Ultra: Whatever the hell you want.


#20

what can you use to punish guiles cr.roundhouse(doublekicks)