Fei long has 4 special moves in his arsenal and they all have varying levels of use, they are the Rekka, The Flame Kick, the Chicken wing and the Tenshin Grab. Each button used to execute the move has different properties it activates and I will try to be clear as possible on them.
THE REKKA
The Rekka is a very important move for Fei Long because it is important as a poking tool and also for punishing wiffed moves from a variety of ranges, Rekka is only safe when spaced correctly.
Light Punch Rekka
The Jab rekka in the best for poking because it has the fastest startup (7 frames) and the least recovery of all the rekkas (-4 frames). the best use of this is for counter poking using a crouch jab cancelled into jab rekka.
Medium and Hard Punch Rekkas
These are useful only as combo enders, punishing whiffed moves on reaction and punishing a level 1 focus crumple on backdash. After landing a lv 3 focus on an airborne opponent you can dash forward and hit with a Hard Punch Rekka.
EX-Rekka
The EX version can blow through fireball (during active frames), has the same startup as the jab rekka and the range of medium punch rekka.
Generally you want to poke with the light version, punish and end combos with the medium and hard versions
FLAME KICK
Another move of great use for Fei, basically used to punish, its also used as an anti but often trades, the EX version deals alot of damage and when used with fierce punch its serious business.
Light Flame Kick
the light version has no known use, although you can choose to wiff it at full screen to build meter (although its punishable by long range moves)
Medium Flame Kick
The go to flame kick will be the medium kick flame kick, it does 140 damage on single hit and therefore does most damage for your fadc into chicken wing. also having 5 frames invincibility and a 5 frame start up means that its first active frame is invincible so if you anti air deep with this you will beat your opponent clean.
Hard Flame Kick
This version hits twice and serves only as a meterless combo ender. be careful while using this because the second hit will wiff on some characters.
CHICKEN WING
Another high risk high reward move for Fei. This move is very useful in many situations but when abused will lead to serious consequences.
Light Chicken Wing
Has a slow startup and a few invincible frames, this version has some uses though, after trading a flame kick you can use this move as a follow up for some extra damage if you are not fast enough with the medium version.
THE REKKA
The Rekka is a very important move for Fei Long because it is important as a poking tool and also for punishing wiffed moves from a variety of ranges, Rekka is only safe when spaced correctly.
Light Punch Rekka
The Jab rekka in the best for poking because it has the fastest startup (7 frames) and the least recovery of all the rekkas (-4 frames). the best use of this is for counter poking using a crouch jab cancelled into jab rekka.
Medium and Hard Punch Rekkas
These are useful only as combo enders, punishing whiffed moves on reaction and punishing a level 1 focus crumple on backdash. After landing a lv 3 focus on an airborne opponent you can dash forward and hit with a Hard Punch Rekka.
EX-Rekka
The EX version can blow through fireball (during active frames), has the same startup as the jab rekka and the range of medium punch rekka.
Generally you want to poke with the light version, punish and end combos with the medium and hard versions
FLAME KICK
Another move of great use for Fei, basically used to punish, its also used as an anti but often trades, the EX version deals alot of damage and when used with fierce punch its serious business.
Light Flame Kick
the light version has no known use, although you can choose to wiff it at full screen to build meter (although its punishable by long range moves)
Medium Flame Kick
The go to flame kick will be the medium kick flame kick, it does 140 damage on single hit and therefore does most damage for your fadc into chicken wing. also having 5 frames invincibility and a 5 frame start up means that its first active frame is invincible so if you anti air deep with this you will beat your opponent clean.
Hard Flame Kick
This version hits twice and serves only as a meterless combo ender. be careful while using this because the second hit will wiff on some characters.
CHICKEN WING
Another high risk high reward move for Fei. This move is very useful in many situations but when abused will lead to serious consequences.
Light Chicken Wing
Has a slow startup and a few invincible frames, this version has some uses though, after trading a flame kick you can use this move as a follow up for some extra damage if you are not fast enough with the medium version.
Medium Chicken Wing
Its slower than the light version but faster than the hard version, you cannot combo after it and its safe on block except for 0 frame moves like Hawks Typhoon, Akuma Shun Goku Satsu (super). This move is most useful as a followup after flame kick FADC.
Hard Chicken Wing
The slowest but most damaging, in AE this move no longer has startup invincibilty, you can combo after it with Fierce into rekka which does insane damage. you can use it after a chicken wing fadc but its harder to land than the medium version.
TENSHIN GRAB
High Risk high reward move, has long startup but if you are able to land it leads to big damage. common setups are after a meaty jump MP, after a crouch short poke (c.LK) and after a chicken wing after fadc flame kick. The EX version has alot more range than the normal version.
Its slower than the light version but faster than the hard version, you cannot combo after it and its safe on block except for 0 frame moves like Hawks Typhoon, Akuma Shun Goku Satsu (super). This move is most useful as a followup after flame kick FADC.
Hard Chicken Wing
The slowest but most damaging, in AE this move no longer has startup invincibilty, you can combo after it with Fierce into rekka which does insane damage. you can use it after a chicken wing fadc but its harder to land than the medium version.
TENSHIN GRAB
High Risk high reward move, has long startup but if you are able to land it leads to big damage. common setups are after a meaty jump MP, after a crouch short poke (c.LK) and after a chicken wing after fadc flame kick. The EX version has alot more range than the normal version.