FeiLong Thread


Noguchi is the best Fei player there’s no question about that.


Hell yeah to the blue moon.




Koop necroin threads today for :O?


No, cleaning up things in this forum. Gotten outta hand and if the community wants to thrive its gotta be serious.


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.


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.


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.


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.


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


thx lol but i already know that. its more for defensive purposes. i mean like auto-mix like ryu’s throw+dp.


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.


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.


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.


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.


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!


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.


The kara mechanic is different in different games. I think you have 5 frames to kara cancel normals in ST.


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.