FeiLong Thread


Good questions! Basically, the way to play these matches is to zone them out with pokes and antiairs.

If Gief does lariat close to you, just do crouching roundhouse or crouching fierce him. If he does it midscreen, either try the same or time chickenwing to hit him as soon as the lariat ends. If he does it far away, who cares.

Will the flame kick get stuffed by a jumping attack? Depends. If you do the flame kick too early, yeah, it can trade or get stuffed. If you do it late, it’ll usually win, but don’t do it too late or they’ll safe jump in and throw you. You can also use chickenwing, but you have to do it earlier.

Can they spd out of the chickenwing trap? Definitely not while the chickenwing is going on. Chickenwing-standing strong/fierce-chickenwing against Gief is safe from the right distance and with the right chickenwing strength (don’t know which that is, I only know this matchup from the opponent’s view), but after that, sure, if you stay on the ground and you’re within throwing distance, you can get spun. Against Hawk, it’s safer just to do chickenwing-strong-rekkas and go back to zoning.

Can they reversal spd a meaty? Yep, any noninvincible ground attack done within their range can be grabbed. This is especially dangerous for you against Hawk, who will always do negative edge spd on wakeup if you’re close, and if you’re grabbable you’ll get grabbed, and if you’re not, nothing will happen. Don’t ever do any close ground normal against Hawk or Gief, meaty or otherwise.

Whats Fei’s best jump in attack? Fei doesn’t really need to jump in, but apart from chickenwing, jumping roundhouse beats a lot, including lariat at some distances, and jumping forward can be used as a crossup into fierce into rekkas or chickenwing. You shouldn’t be jumping in unless you’re certain of your execution for fear of spd.

What can they take advantage of? Gief can lariat all over rekkas and can trade crouching roundhouse with any of your non-invincible attacks or use it to punish any whiffed attacks for great positioning. O Hawk can dragon punch through anything except a certain part of the chickenwing and can trade with part of the flame kick but has a harder time punishing normals. Both can spd through any of your ground attacks if you’re close enough, and both can safe jump in when you’re waking up and throw you.

What can Fei do when cornered? If you’re facing Hawk, not much; Hawk can just safe jump in each time you wake up, block and then spin you if you did a reversal or just spin you if you didn’t, and repeat until you’re dead, although you should still try reversals just in case the opponent messes up. Gief can’t do that, he can usually only get one and sometimes two safe jumps into spd until he lands too far away to do another, and in any case you can reversal flame kick in between his tick and spd attempt. When Gief gets thrown too far away or you reversal his spd, start up your same ol’ zoning game.


Anti-air low fierce against Hawk jump jab, then link wrekkas, or another fierce (stand/crouch). Really fun combo.

s.short is funny vs gief.



The Coner -Trap vs.Exarkun battle continues… LOL :lol:


Who will win!?!? :looney:


Response to your first question, don’t give gief anytime to move. If your going to constantly build pressure with the CW, always know two things. A flame kick can stuff some of his reversals, a crouching low kick is quicky enough to also stop the reversal. If you want to keep doing the whole pressure strings, CW with RH, standing jab,jab, cw again with a foward CW. Just in case he blocks low he will get hit with an overhead from the third kick of the cw, leaves you the opportunity to do a standing fierce rekka chain combo.

The first two hits of the CW leave fei long airborne, the third hit is where you are taking a risk of getting SPD, or getting a grand slam. After the third hit is where you want to time your reversal, under these circumstances don’t do a RH flame, or a foward flame, stick with a short flame. Short kick is used for the flame kick, other ones will render you useless and give gief time to come after fei. Although the Cw does change under it’s hit properties. The RH is all upper attacks, the foward CW leaves the third kick as an overhead, and the short CW leaves the last two kicks as overheads. Your best bet is to learn when to use this CW patterns to break there guard, just catch on to the way they are blocking.

Can gief reverse a Close fierce. In regards to the handshake Gief does not have reach. But in regards to reversaling a Standing up fierce from fei that depends on the situation. If you attempted a blocked fierce into rekka, gief can easily reversal the second REKKA hit of the chain. Example of this would be Standing Fierce, rekka, SPD. Reason being after a blocked standing fierce into rekka will push fei back far enough, and leave him in the frames of getting SPD. Your safest bet, would be to Standing Fierce, Flame kick, if you have trained them to block on a standing fierce, go in for tick throws, after they start catching on to the tick throws, then it’s time to start some CW pressure after the standing Fierce. Or if you know your gief player well enough to try and reverse a standing fierce, go for the massive invincibility frames of the rekka super. Shit works like a charm. Also, baiting the CW’s distance into a Super works. Just make them tick the throw, know your distance and bait them for a free 5hit super/7hit, depending if you want to CW after the super giving there position of the screen.

Best jump in attacks, I mainly use Jumping in jab, or jump in Roundhouse, or for overheads, jump in foward kick. Here is why with the jump in jab. The jump in jab can stop most of the characters areial normals, a jumping roundhouse, jumping fierce, will in most situatiosn get beat by fei’s jumping jab. Also if blocked on the ground you can build up a pressure string, here is how. Jump in jab, crouching jab, then the up fierce punch, from here you can cancel the fierce punch into rekka pressure or CW pressure. If you get the handshake that mean’s your to far away for the up fierce to connect. Jump in jab, into tick throw/ Jab,jab, Flame kick/ Jab, standing strong, into fierce chain. The level of creativity is limitless in these areas, just mix and match your own patterns. Roundhouse is great for getting that extra reach but also bad because fei’s hit targets are his feet and not his legs. you can pressure with a jumping RH into rekka or into fierce, samething as the jumping jab except for the jab,c.jab,Up Fierce pressure. Foward works great for overheads, or for your foe wanting to block low because of CW pressure or because of a habbit. Your main focus is to break there guard and just give them a fist full of pressure they don’t know what to do.

Gief and hawk can take advantage of a couple of things, let’s check them out. A fucked up CW presure is one mistake you will pay for, make sure you have this move down pact! If not, you will have a harder time taking victory. Remember the REACH of your Cw’s don’t keep throwing out the same ones!!! If you do you will be man handled very easily! Remember to mix up!! that’s what your key goals are! Every pressure string should require some mix up pattern… unless your playing somebody who isn’t so hot just go on autopilot. Don’t forget the spacing of rekka kens! If you are to far away to counter with a CW, and don’t want to take the risk of a whiffed handshake, give them a foward roundhouse, hell do it again just to look cool!

The Corner Situations. How does it feel to be put in the corner? It sucks. Against Zangief you want to pay close attention to what they DO!!! Make sure to block those body splash over heads and counter accordingly. The hitbox priorities are whacked when fei tries to do a Standing fierce to stop a body splash, it trades but the damage Fei takes is not worth it. a Foward flame kick will push fei up fast enough to stop the splash. The tick grabs! it’s enough watching fei die so quickly because of gief madness! pay close attention to grizzly grab ticks. Jumping in Body splash, standing short, into Grizzly grab, or SPD. As soon as you see gief throw his hands up in the air counter this attack either by throwing gief, or simply jumping up. Taking evasive action isn’t so bad, remember gief is only dangerous if he’s close. If your gief foe is using massive pressure strings look for openings, watch how he moves far back after each blocked poke, time your flame kicks accordingly, you will be surprised how flame kicks can reverse most situations!

The last part was taken from parts of my transcript. I wish I had the video set to show you some of these situations but I’m sure you can use your imagination. Most of this is information on how to pressure gief, the counter game I didn’t include.

If there is anything else you want to know about gief/thawk matches ask away, if something was unclear let me know.

I love it when theory fighters hide behind keyboards. I wonder when will they learn.


Thank god midterms are over… now back to Fei Long and ST…

Please talk about the properties/uses/misuses of a) Rekka Ken b) Flame Kick c) Chicken wing, taking each strength of the move into account

Also, since we now have some matchup data on Feis “good” matches, lets move on to his “fair” matches, beginning with Ryu and Ken. Same beginning format as before:

For each matchup, describe in detail:

key strengths/tactics/weaknesses for each character in the match up.
What is Fei’s game plan for each of these match ups?
What are things Fei can do to win/dominate the match?
What are things Fei must watch out for that the other person can do, and how does Fei counter these?


Tell you what, check my profile for my information and reach me on AIM, I’ll gladly have you spectate some of my matches/Give you my transcript for my fei long video.


Fei Long advice

Hi all.

I’ve been out of the active loop for a few years, but I do remember that somebody out there has a crazy Fei Long that I haven’t seen yet. The ID of RekkaKen comes to mind. Anyway, while I may know a few devastating combos with Fei, it’d be real nice to have some crazy tactics that open people up to those combos. Anybody willing to help an OG out? Lemme know!


You should really post this in the Fei Long thread


Obviously, if you want good strats, you should watch match vids on sites like Youtube. Good Japanese Fei players are Noguchi and Yuubou. In the US, Jump Suit Jesse plays Fei, and in the UK, Shin Dragon uses him. Study those and thatll help you out some. Im sure others in the Fei forum would be more than willing to accommodate you and your questions.


Rookie mistake on my part. :slight_smile:

I just read through the thread and picked up some very interesting tactics. And yes…I remembered about Jumpsuit Jesse a few days ago. Thanks for the info.


Being a Honda player i can give you one tip vs Honda. Fei is able to cross Honda up very easily without even knocking him down. If you are in a situation where you are close and he decides to turtle a little too much, you can walk forward slightly and jump over his head and cross up with forward, for some reason Hondas J Headbutt will miss. and it sets up 5 hits of death. Jf + StF +Rekka x3. Ive had this done to me many times until i learned not to let Fei get that close.


Ok…from what I remember in practicing the links that ended up on my SSF2 Link FAQ (which tie into the combos listed on David Wright’s TZW Combo FAQ), for Fei Long to get that close to E. Honda, he would have to be well within E. Honda’s attack range. I would think that Honda’s range and Fei’s Flame Kick motion would make your suggestion very unlikely to happen in a match. Plus, if you let Fei Long land that crossup on your Honda, IIRC, he should at least be able to put a crouching jab or maybe even a close standing strong before that close standing fierce and Honda should come out of that dizzy and minus a little more than 50% life. In other words, that’s Fei’s round…and rightly deserved for Honda being asleep.

The only move I could see having a chance of getting Fei in that close would be his “Chicken Wing” kick, but if the turtle-Honda’s on his game, even a surprise one will get head-butted. I can’t see Fei Long winning this unless his short Flame Kicks are hitting Honda every time he sticks out something to keep him out.

What’s the win ratio on that matchup? Is it as lopsided as T. Hawk trying to fight Cammy?


Just play safe vs hawk and gief, no need to rushdown.

  1. C.fierce or c.strong vs lariat since they have lots of range to beat it

  2. yeah, i dunno but i almost never try to AA with fei’s DP against hawk or geif becuase if you miss, you lose. Just use s.short or s.roundhouse as an AA. S.short beats everything though

  3. I know a lot of people like to use the chicken trap vs gief, but i don’t like it because if you mess up, reversal SPD.

  4. Feis best jump in vs gief would have to be j.jab or j.roundhouse because it reaches over the lariat

  5. missed dps, messed up chicken wings, whiffed sweep are all moves they can take advantage of and move fei into the corner


Oh wow, I completely forgot about this thread lol. Thank you Caliagent#3 for your advice. I was wondering if you could answer some basic questions about Fei’s matchup vs Ken/Ryu:

For each matchup, please describe in detail:

key strengths/tactics/weaknesses for each character in the match up.
What is Fei’s game plan for each of these match ups?
What are things Fei can do to win/dominate the match?
What are things Fei must watch out for that the other person can do, and how does Fei counter these?

My hope is that this will generate some discussion to get this thread going again.


How good is o. fei in comparison to n. fei?


n. fei, with his flying kick, has more ways of getting in and mixing up while pressuring. He also has his cross-up jumping forward kick, and can soften throws. For those reasons, he’s slightly better than o. fei. However, o. fei can be a lot of fun imo. You spend a lot of time just outside your opponents’ ranges, looking to punish or stuff them with rekkas and normals into rekkas. Once you corner your opponent with either fei, he’s very effective.


I have not been on these threads for awhile, but I’ll share some advice for Shoto fights.

Game plan

  • Keep a tight space between the shotos, don’t let them stir so far away or gain the upper hand by a zone game, once they are at a safe distance from fei, keeping pressure with hadoukens and putting an end to the CW with a meaty SRK can hurt alot. If your stuck in this situation try to read the movements. Doing chicken wings over predictable hadoukens can give you the tight spacing game that you want to execute. If the shoto is SRK happy, simply bait the wake up with an early whiff or walk foward and tick them into the wake up. Once they land you can follow up with a S Fierce, Rekka combo, or super if you have it. Countering the hurricane isn’t so difficult, a Jab rekka usually stops it dead in it’s tracks. There are many ways to get across this and keep a tight game plan against shotos. Once you train them to not wake up srk or hurricane, you can go in for tick throws and CW pressure strings to keep them occupied or stuff them in the corner. It’s wise to realize that mixing up and being creative/deceptive works, once your execution becomes more precise, punishing a wake up SRk with a Cw x2 juggle into super isn’t a problem. Mixing up the CW into foward or RH’s help with fei’s deception, going in for an overhead from a CW foward is great for simple BnB combos. If your zoned and can’t get in close roll with the punches, walk up and block those hadoukens, eventually fei will be in close enough to stuff whatever the shoto throws at you, try to read your opponent, it’s a shoto for crying out loud, anticipate the attacks.
    Keep close, keep pressure strings, keep CW pressure, anticipate wake ups and punish accordingly, keep ryu in the corner but do not consistantly keep the same CW pressure, after awhile the shoto will see the pattern and counter with an SRK, mix up accordingly and you will be safe.
    Punish a whiff SRK, Either with: Standing far fierce, standing fierce into rekka, standing strong, fierce, rekka, standing fierce into super, standing fierce into flame kick, the possibilities here are endless so get creative. Punishing predictable hadoukens are simple, bait them but be hesitant and watch any change in there patterns, block accordingly and counter with either CW’s, Jumping in RH, S Fierce, Rekka, Jumping in RH, Standing Fierce, Flame kick etc. If your cornered be paitent, watch for those hadouken strings and whiff SRK’s, punish those as quickly as possible, watch for tick throws, on that last frame of hit stun counter with a short flame kick, try not to do anything to fancy to give this match away, if you have super, remember fei’s invincibility RTSD for easy damage, you can also do this if your in sweep range with a ryu, if he supers, counter it with your super whatever damage fei can get in works great.

If you need a more indepth point feel free to ask.


Great thread guys, FeiLong is one of my favorite SF characters ever so this informaton is really usefull. Im a little discoraged though at his lack of options agaisnt Honda and projectile based characters, agaisnt a good Sagat what can Long do?


I’ll try to be very specific when it comes to projecile based characters, but I’ll answer the questions as they come along.

Sagat- Especially if it’s O. Sagat this fight just moves around paitence and quick thinking. Sagat can keep Fei at far distance with tiger shots, he can also counter the Chicken Wing with a Tiger uppercut along with his Tiger knee if timed correctly. Fei’s biggest upset is that Sagat has both the ground, mid, and high covered from projectiles to his SRK. Your approach to this is to get around the tiger shots safely and to not leave an open opportunity for his tiger uppercut or tiger knee. Getting over the projectiles are simple, either a Foward CW, yes I said Foward because the recovery Sagat has from his tiger shots give him the opportunity to SRK you out of a CW. Get in close enough to try and tick Sagat into an SRK, if he goes for a TK go for the flame kick to counter this. Under any circumstances never go for a RH CW, only do this if your 100% sure you can cross up a fallen Sagat, or if the final hit of the three string attack will stuff any wake up attacks Sagat might do, either a SRK or TK. As with the shotos, roll with the punches, approach sagat by blocking his fireballs, but under any circumstances don’t take in a jump, you will be countered accordingly. If you do a jump in attack, make sure it’s when your reading your opponents movement well, such as the mistake of spamming projectiles disregarding your distance for a jump in attack. Usually what I do is walk in read the movement, jump in with a RH, S. Fierce, Rekka chain for five hits, knock down Sagat as much as you can, if you do get that CW pressure keep Sagat down, go for a CW, Jab, Tick throw, CW Standing Fierce, Fierce Rekka, Jab Rekka, Fierce Rekka, That alone will leave you distance away from a counter SRK or Tiger Knee but close enough to counter his high fireball with a C. Fierce. Once you presssured a Sagat in the corner please don’t make the mistake of repeating pressure strings, It’s great to do a CW, standing Fierce, CW Standing fierce over and over again but also simple to counter, mix up the CW strigns after every knockdown, read how they block your CW strings with either blocking the CW standin or low most of the time, If you seem them blocking high go for a Short CW if you have them cornered, try not to do RH so much because of the open frames you have left from landing, if they block the CW strings low, go for a foward CW, the last two hits or last hit will hit as an overhead, from here you can tick them into SRking to reverse and bait for a rekka chain combo or super. This match up all depends on your experience with Fei and how to read the Sagat really well, if you find yourself making the same mistakes then this match will get tough, just remember the little things, countering a high fireball from sagat with a flame kick, ticking his TK’s and SRK’s, using CW’s to get over low projectiles and if afar, using the RH CW to avoid High projectiles, watch his distance to avoid TK’s, and SRK’s, and above everything else watch your rekka ken pressure, try no to be left in sweep range. Knock him down whenever you get the chance, keepin sagat in the corner and making him useless is where you want him at.


^^^^ Dude, use the “enter” key.

I bet you have some great ideas here :tup:… But I am not even going to attempt to read your post.

It hurts my eyes :wow:, just to look at it.

Helps us out. Break up the text budy! :wgrin: