Monday, June 20, 2011

Fei Long: Specials Breakdown

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.

 
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.

Tuesday, May 31, 2011

Footsies and Spacing


I would be lying if I say am a footsie master, but I do know fundamental footsie and spacing that is essential to winning a match. If you want to read about footsies in general you can download it here.

Anyway as a Fei Long player your ideal range should be mid range so you have enough space to jab rekka, poke and react to jump in with Fei Long.

Fei Long's pokes are very useful and versatile and have their uses for almost all of them.
Below are the essential Fei Long normals recommended to use (I didnt include all normals because you are better off using these ones)


can link with c.Jab, crouch low, close Strong, crouch Strong, Roundhouse and Ex Chicken wing
can cancel into his specials and super

very useful in counter poking, links with everything that standing jab links with, cancels into special and super.

especially useful when combined with jab rekka and also in his bread and butter combos


The close version is safe both on block and on hit, its a very important poke for Fei Long (+3 block, +7 Hit)
it cancels into specials and can be linked after with a jab, Crouch Strong, Crouch Forward and sweep. its also links with a far standing Fierce on counter hit.

 Another Very Important poke for fei long and safe (+2 block +5 hit), its main use is for counter poking and frame traps. It links with itself, crouch Forward and crouch Jab, on counter hit it links with both sweep and jab rekka.

This is the move you want to use if you are jumping from mid-range, the downward hit-box helps stuff some anti air normals, this is my standard go to jumping move, at specific range it acts as an ambiguous cross up

 Crouching Light Kick is essential for fei pressure game, it has the same start up as crouch jab and standing jab but its neutral on block and +3 on hit, why its so important is that it has more range than jab or crouch jab and also has less pushback than crouch jab. It can chain and link with jab and crouch jab (1 frame link)

Use this to counter poke your opponent, it has more range than crouch strong and is super cancellable.

Fei's sweep may lack in range but its fast, starts up in 6 frames but is -9 on block, it links after a close strong (medium punch) and after a counter hit crouch medium punch. its fei's untechable knockdown.

 This is great for hitting anything under you its great fro punishing honda headbutt, abel roll and anymove that can go under you.

 Greatest long distance air move, use to punish jumped over fireballs, because of the rang its also viable as a safe jump attack and if you don't press anything will make the opponents Reversal to whiff, also great for air to air attacks.

 Fei Longs cross up move. thats the only use for this move, and the hitbox is pretty low so you can cross up deep.

it can be used as anti air if you can react with standing roundhouse quick enough.





Fei long go to Anti Air it has great hit-box for plucking opponents from the air, and its possible to anti air on reaction with this

Great range and effective poke, the downside is that it has a large recovery and if you get focused while doing it you are more than likely to get crumpled, its a great pressure tool non the less


Good jump in move and also great for air to air confrontation.

THE NEXT ENTRY WILL FOCUS ON FEI'S SPECIALS. STAY TUNED.....


Introducing Fei Long



Name: Fei Long
Height: 5ft 6inches
Weight: 132lbs
Blood Type: O
Origin: China (Hong Kong)
Fighting Style: Hiten Ryu Kung fu
Player Type: Rush Down

Introduction:

Fei is a character that need little or no introduction, When vanilla came out he was considered a lower mid tier character and wasn't the easiest character to learn due to his "awkward" moveset (reverse dp and chicken wing motion), in super with his buffs he was an upper mid tier character and now in Arcade Edition he has leaped to top tier.
Fei Long has average walk speed, his forward dash is quick and his backdash is ok, health wise he is above average (1000 stamina and 1050 hitstun) so he can dish out a beaten as well as take it. His focus has very good range and comes out quick. His Super and Ultra does great damage and has a general good damage output.

STRENGTHS:

  • Hard hitting combos
  • Above average stun
  • He can get you cornered in a flash
  • He can punish mistakes from long range
  • Focus Attack has great
WEAKNESS:
  • Has problems getting in against zoning characters
  • His ultra is not useful combo wise, His ultra 2 sucks too
  • Has tough time with grapplers (eg. Zangief)
  • Has few defensive options
CHANGES IN ARCADE EDITION:
  • standing close and far jab is now +6 on hit ( used to be +5 on hit)
  • close standing forward (MK) now has only 4 frames startup (used to be 5)
  • additional frame advantage on many of his normals
  • He now has less recovery on EX rekka both on hit and block
  • no invincible frames on roundhouse chicken wing (used to have 12 frames invincibility)
So that's all for the introduction next I will be covering footsies and spacing.