FeiLong Thread

  1. How are those strats coming along?

  2. Whatever happened to that video you were making?

  3. (open to anyone)
    Sorta dumb, but you can do Rekka x 3 with 3 Fierce punches right? I’m having trouble doing this.


Exarkun has one bad ass Fei so take his advice as pure gold.

Post up some anti Gief strats too so I can negative edge some anti Fei strats off it. :rofl:


I apologize about the video I mentioned almost a year ago, unfortunately I was in a terrible accident that slowed me down for nearly five months, but I will tell everyone that the strategy {text} is finished, all that needs to be done is the video.

Rekka ken---------
Rekka Ken is easily excuted with Strong,Fierce button combinations. Or can be done consistantly with either button of the same strength. Executing a x3 Fierce or x3 Strong takes a little bit of practice but is accomplished by-

With every rekka input you must simply pause the action of the second hit, to do this perform the rekka, pause it untill fei is done executing on the final frame, then repeat. If done accurately Fei long will do a series of rekka ken’s at moderate speed but will compile up to a combo.

Basic Rekka Ken Combos------
Rekka ken is his basic bread and butter, here is a small and short compilation of some of his combos.

1- (while crouched) c. Weak, s. fierce, Strong Rekka, Fierce Rekka, Strong Rekka,
5 Hits. [Super available after S. Fierce]

2- (Standing) S. Jab, S. Jab, C. Jab, Strong Rekka, Fierce Rekka, Strong Rekka.
6 hits

3- (standing) S. Strong, Strong Rekka, Fierce Rekka, Strong Rekka.
4 hits [Super Available after the S. Fierce]

4- RH Chicken wing, Standing Jab, Strong Rekka, Strong Rekka, Fierce Rekka.

5- RH Chicken Wing, Standing Fierce, Strong Rekka, Strong Rekka, Fierce Rekka.
7/9 Hits, [Super Available after the S. Fierce.]

6- (Jump In deep) RH, s. Fierce, Strong Rekka, Strong Rekka, Fierce Rekka.
5/6 [Super Available after Fierce]

For this part, these situations will come in handy when dealing with a intermediate player, the majority of these patterns are safe and done at a moderate range.

  1. From sweeping distance, Rekka Ken Pressure/Pokes,
  • Fierce Rekka, Strong rekka, - If your opponent decides to whif a move this is the point where fei long can take advantage of any situation, if airbone you can execute the foward chicken wing and if super is available chain the super.

2- Close to opponent, S. Jab, S. Jab, S. Jab, Jab, Rekka,. Given the situation you can easily tick throw, if opponent decides to whiff any counter offensive you can EXECUTE SUPER IMMEDIATELY, to avoid any counter hit or offensive attack, since super automatically gives you invincibility.

I am not going to reveal so much information here untill I release the video, for the most part this chapter will consume nearly ten minutes, and ten minutes of explaining on text is a pain in the ass.

Zangief Strategy------------------

Alright, one of the matches where Fei can literally pressure/corner/ go ape shit with a barrage of aerial and ground assaults. Most of Fei long’s finesse is shown in this, along with his great speed which allows him to cascade over Zangief with ease. Some of the advantages of this match goes into either side.

Zangief Advantages-- Fei Long Advantages–

Strength, Stamina,Counter, Speed, Combo, High Normal priority.

Zangief can easily turn this match into his favor in any situation, given the opportunity to stay on fei long and consistantly bombard him with pile drivers as well as countering normals will make any attack breeze by, and since Zangief has a mountain of stamina, he does not need to be worried with fei longs weak but quick attacks, a simple mistake can lead into devastaing pile divers, or corner trap situations, in any situation.

Fei Long, Speed and accuracy is needed for this match up, without any consistant offfensive patterns, Zangief can easily deviate from any attack and punish Fei long. Constant pressure and deceptive strings can earn Fei Long a Victory without any repetitious action. Doing so will require nearly perfect executed Chicken Wings, without any perception or know how to execute this offensive attack. The match will greatly be in Zangiefs favor. Note that DISTANCE in this match up is highly important, without knowing how far Fei long is, or how close, Fei can easily be destroyed.

---------- Chicken wings--------
This is one of both main offensive attacks Fei Long will need to execute with precise accuracy. From afar any Round House Chicken wing is easily countered with Zangiefs Spinning Lariat. Performing this action will result in a lost and a favor in Giefs side, thinking that you doing this act from afar will gain an advantage is a mistake. In any situation performing a Round House Chicken Wing will result in damage done, and by a big chunk as well. Zangief can counter this with just a Pile Driver, or even worse, his SPD.

1- Knowing when using the CW pressure correctly is simple, Zangief is cornered and can not begin to comprehend the amount of block strings coming ahead, mixing up the CW strings with Light kick to gain in that overhead on the third hit, or keeping his defenses high with strong CW’s that can be ticked either or into throws or C. Jab Rekka combinations is in fei’s favor. Here are some situations that will give Fei Long a real hold on this match.

Zangief Cornered- Foward CW, s. jab, Flame Kick- Counters his SPD, keeps Zangief pressured, builds meter for super.

Foward CW, S. Fierce, Foward CW, Tick Throw/ or S. Fierce into Light CW for the overhead, if zangief is crouching or is trained to block low to avoid any low attacks.

Light CW, if you see Zangief blocking low consitantly you can now deceive him with the CW patterns. If Gief does not recognize the Foward pattern from the Light pattern, then it’s simple enough to mix each attack up accordingly, each attack will favor in fei longs offensive strategy.

(I will not finish the Rekka Ken Part and Normals In awhile) Been typing this for nearly half an hour and need to get back to work. Will keep you guys informed.


Awesome. Looking forward to it.

Oh yes, how the hell do you fight the boss characters? :rofl:


========Zangief Rekka Pressure==========

Ok, it’s either know your distance, or start kissing the floor here. Just one slip up, can cost you nearly 40% of your health, this where Zangief can shine indefinately. Learning how to pressure consistantly on the ground is alot different than having air superiority.

Rekka Ken- Whatever you do, never NEVER open up a rekka ken pressure with a close jab, I will guarantee and so will Zangief, that Fei will kiss the asphault all the time.

Rekka Ken pressure- Remember, zangief can do so much in this situation, there is nothing like whiffing a rekka ken and being in SPD range, KNOW your distance, KNOW your rekka ken pressure here, if you don’t, Fei Long will be burned quickly.

1- Sweep Distance- Fierce Rekka, Strong Rekka, (pause) This is where you have to figure out what to do, either Zangief might get ancy and do a spinning lariat, or he just might try to pull a reversal, if he reversals, you can rekka ken by starting it with a Fierce Rekka, Strong Rekka, Fierce Rekka. Trying to pull off a CW is a 50/50. Just from the distance Gief might perform a lariat and stuff that CW.

2- Eating the bullshit- Ok so you have your rekka ken pressure set, but this doesn’t mean your going to win. It’s as easy to have gief do a SPD just from one rekka ken period. Usually it’s not safe to do one so close, and it’s risky doing it from afar. performing this and using deception can make gief think twice.

3- Doing the rekka ken from afar, and expecting that SPD then stuffing it with a super is flawless, but this requires training the gief. Here are some examples to make Gief tick.

Rekka Tricks==

1- SD= Sweep Distance.

2- SD, Strong Rekka, pause, Fierce Rekka, Flame Kick
3- SD, Fierce Rekka, Strong Rekka,
4- SD, Fierce Rekka, Strong Rekka (pause) Whiff Jab rekka, not in SPD range but close enough to counter the reversal with a flame kick
5-SD, Fierce Rekka. Yea That’s it Fierce rekka if your too chicken shit to do anything else, or your just shooting the shit with gief.

Chicken Wing Tricks====

  1. ok CW pressures are difficult, even when mixing them up Gief can still counter Fei long, as mentiond earlier, the RH CW eats a larat from afar, close ranged CW’s are safe but not always. After the second hit Fei long needs to recover, and your in close enough range to eat some asphault

Safe- Foward CW (Blocked) Ok so gief blocks it here we go with some things to keep you safe.

1- Foward CW (Blocked) standing jab, short Flame.
2- Foward CW (Blocked) Standing Strong, jab rekka.
3- Foward CW (Blocked) Standing fierce, short Flame
4- Foward CW (Blocked) standing Jab, Standing Jab, standing jab, - Yes multiple jabs, allows push back and a risky FOWARD flame kick to counter any reversal.
5- Foward CW (Blocked) Jump Back Foward.
6- Foward CW (Blocked) Crouching jab, Short flame Kick
7- Foward CW (Blocked) standing short flame kick.

After some of these defensive maneuvers, you will train the gief to realize every attack you make comes with a second apporach, defensive strategy. Along with training him to block High and sometimes making him deviate from a low attack. Here are some advantages in mixing up for short CW, for the third and final hit will act as an overhead.

1- Short CW (Final hit) Standing Jab, strong Rekka, Fierce Rekka, Strong Rekka
2- Short CW (Final hit) Standing Fierce
3- Short CW (Final hit) Standing Jab, Flame Kick
4- Short CW (Final hit) Standing strong
5- Short CW (Final hit) Standing jab, Tick Throw

Ground game Zangief- Countering comes at a mountain of strength, distance is zangiefs enemy, having the stamina and strength will give fei long some time to break a great gief’s defense.
Ground game Fei long- Play it safe and know the distance, know your rekka ken range and how to play offensively and at the same time have some resilence. Without any resilence, this match can end in zangiefs favor.
Aerial Game Gief- Has to read those CW patterns and act swiftly with lariats to keep fei long on the ground, without a good sense of how to block the CW, Zangief will be cornered and trap soon.
Aerial game Fei Long- Dominate the air, push gief back with rekka kens, know the range and distance of your CW pressure’s, again just as useful as the rekka, without any idea of distance with either, this match can go into giefs favor.


Honestly rekka pressure isn’t how you want to spend most of your time. What you want to do more is slowly push him back or keep him away with your good zoning normals. Crouching fierce is super annoying for Gief because it eats up his non-sweep footsies and if you do it so that it just misses him it’s really hard for him to do anything about it. Standing short antiair beats all of Gief’s max-range jumping attacks and crouching fierce ducks them and hits Gief on landing. If you push him into the corner, set up a chicken wing trap. Rekka pressure is too risky; spd, lariat, crouching roundhouse, and standing forward are all good reasons not to do it too often.


damn, if this is all in the video, i cant wait!


Can anyone top Noguchi’s Fei? He’s a brutal player I’m overwhelmed by.


I agree Rekka isn’t the best way to go, I don’t know whoever told you this but it’s difficult to keep the rekka ken pressure, but for those who can’t CW it’s a way to start some way of knowing how to pressure with what Fei has.


Original post by Exarkun

Yea, thank you for that tidbit. I was doing the Rekka’s way too fast. Once I slowed it down, its much easier to chain 3 fierce rekkas.

Now if only I could get the blocked close fierce -> chicken wing in the corner trap down. I bet you have to buffer it off of the recovery on the blocked Fierce


Oh the Rekka CW lock down is simple. to perform this you execute a CW, what matters here is the strength of the CW. For example if you do the Short CW, you will end up close but push back because of the block stun, performing a rekka will leave you open for a counter attack which isn’t worth it. Perfmroing the foward and RH rekka’s allow you to do standing fierces safely but they come with a window of opportunity of being countered.

RH CW- Quick, and when opponent is cornered it hits for twice depending on the hitbox of the character. Their is an open window to counter fei, it begins right after the second hit from the CW, at this point you can be countered accordingly if you do not recognize the timeing of the Fierce. It’s really simple and done like this.

Opponent in corner- RH CW, First hit blocked, Second hit blocked, Fei long whiffs the third hit, and at this moment is when you want to input the fierce punch. It is at these frames when Fei will land on the ground and is vulnerable to attack, it’s not a good idea to do a rekka since the startup is slow and is easily deviated.

Opponent in corner- Foward CH- All hits of the Chicken Wing connect, the third counts as the overhead, this is simple since reading the third hit gives you a great sense of intuition of hitting fierce. After fei lands you can simply end this chain with standing jab, and short flame kick, or standing jab jab to allow push back and fierce rekka, strong rekka, strong rekka. Or option three, you can simply sweep to counter a throw. Here is a huge window for fei to do some variations of offensive/defensive attacks. after the foward CW is blocked, you can do crouching jab, into standing Fierce and execute rekka, tick throw, defensive sweep to counter a throw or simply block to counter any AA with a fierce rekka chain.


Can anyone help me with Fei’s Chicken Wing kick?

Im horrible at doing this move, id say i do it 2/10 times, and most of the times i just end up jumping at my opponent after doing a early jump kick and they kill me when i land.


Yeah, I have mad problems doing it consistently. Got no problems doing stuff like Sagat’s tiger knee either or the same move in A3.


It’s not difficult :wgrin: I’d had problems adjusting towards mame online play and doing it.

performing it is simple, you can lay in the B/D motion of it for how long as you want. the whole HCF/UF part is really easy, executing it is somewhat difficult. Sometimes the move itself won’t come out, or Fei will Jump, or do a standing or foward RH. Execute the motion and the RH around the time the rotation comes toward the U/F part of the move. The Tiger Knee is almost identical, but the CW is strict, pulling them off consistantly requires a certain pace. Performing it moderately and not at eccentric motions will give you CW’s nearly all the time.

Doing this without a standing fierce blocked takes practice, doing this with the standing fierce blocked is easy, just setting the rythm and pace takes time getting attuned.

If your having problems with it, set the dummy and block and trying performing the Standing Fierce, CW Block string.


I found with Fei, it is easier if I just slow the motion down, both for his rekkas and his chicken wing.

btw, exarkun, hows that video coming along?


Im getting better at the CW kicks, thanks for the help guys.

Quick question,

Whats my best bet of getting out of N. Kens Knee bash trap, i could be dominating a match and if i get caught in this i really turns the tides the other way. Should i try and Flame Kick as i land or try and throw him?


Hey WD, I wanted to send you the transcript of some of the match ups, it’s roughly seven pages of reading. I have not been able to start the video.

Noob-NJ, If your getting caught in ken’s knee bash trap, your not spacing yourself safely, or holding down on foward to often. It’s not difficult to reverse it, just like Fei after a CW stun sometimes walking foward can get Fei in trouble to be thrown. A quick short Flame Kick will train the Ken to avoid getting close, but will also leave you open for a S. RH.


Sagat’s tiger knee motion is actually :d::r::uf: apparently, which is probably why it’s so much easier to do consistently.

Any idea if Fei’s is just :l::d::r::uf:?


Vega has a glitchy hitbox after being hit by chicken wing. If you try to do fierce->rekka, the rekka will completely whiff for no reason at all


N. Fei is infinitely better. O. Fei is just scary up close. O. Fei can cancel his c.lk and c.mk, along with s.fp (far), s.mk, and c.mp which is really helpful, whick allows for j.rh, s.mp, c.mk xx rekkas. After a meaty attack, low mk or lk into rekkas hit people trying to throw, which gets them scared to throw allowing for more throw from you. O. Fei also had a better j.rh which is his chicken wing animation and crosses up (hard to do though). C.fp/s.fp, c.mk xx rekkas on someones wake-up hurts like hell. But N. Fei has chicken wing, super, command overhead, WAAAAY better cross-up, which lets him get in and fight easier. I only use O. Fei though, I like to make things hard on myself lol.