Fei Long (ST)

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The Characters

Fei Long's portrait in Super Turbo

Introduction

Competitive Overview

I would rank Fei Long towards the lower middle tier for the simple fact that Fei has more bad matchups than good ones. There are many people who feel that Fei "dominates" certain matchups but I don’t agree. Fei is a brawler/rushdown fighter and can end a match rather quickly if give the right opportunity. If you are looking to learn Fei be prepared to actually WORK alot harder for your wins than you would playing Sim or OG Sagat. This guide is for New Fei only. Despite what many people say I think SSF2 Fei is a waste of time trying to learn because he loses so much in favor of gaining the ability to 2 in 1 most of his normals. Not worth it IMO.

Jesse Howard was the first person to actually take Fei to a national finals tournament at the Mid-West Championships back in the early-mid 90’s VS Mike Watson. Back then I had only heard of his Fei and not seen it in action until years later. When I watched the footage I noticed that he and I had totally different play styles. With that being said, there is no right or wrong way to play Fei but I do think that Fei is a much better offensively than defensively(my opinion of course). The only time Fei Long should turtle is when you have a HUGE lead and time is running out.

To win with Fei Long you have to create openings. You have to make your opponent guess which way you are going. A blitzkrieg barrage of attacks that is relentless and flawless in execution. Be prepared to face battle tank style defenses. Fei can’t hurt what he can’t touch so you have to make it all happen.

Now taking risks doesn’t mean kamikaze style attack plans. Get a feel for your opponents and see how consistent they are at doing reversals. See how bulletproof their patterns are. It is essential that you catch on to any bad habits and patterns as soon as possible because this can make the difference between winning and losing. If you opponent is uppercut crazy, bait them. If they play safe and turtle, tick throw them. If they go for the throw, make sure you got your reversals down pat! You have to play on the fly, reacting to every single thing your opponent does. It’s easy for players to stick with something that works ie fireball traps, patterns, etc but this doesn’t work very well for Fei Long. These tactics only go so far and once your opponent can predict what you are going to do next you may as well consider yourself beat.

IMO 90% of the fight should take place in the corner. Trap your opponents and give them very few options. Naturally this is a turtles paradise but this is where you want your opponents to be because a stationary target is easier to hit than a target that is moving around all over the place. By putting this kind of "boxed in" pressure it helps to break your opponents down, causing them to make risky decisions. You'll be in their personal space and they will do anything to keep you away.

--Jumpsuit

Strengths & Weaknesses

Strengths

  • Speed, Speed and more Speed. Fei Long's strength lies in his ability to deal quick damage with his rekka punches and deadly combos.
  • Jumping Jab has very good priority. Almost as good as T.Hawk's Jumping Jab.
  • Has one of the best supers in the game.
  • Standing fierce has crazy hit box/dizzy properties.
  • Has good dizzy combos.
  • Has a pretty quick and useful overhead attack that advances you forward.
  • Has an airthrow that can be useful.
  • His rekka kick(aka Chicken Wing)has some odd startup invincibility properties and stuff a ton of movies in mid air. You can also combo off of it for insane damage or choose to set up another scenario.

Weaknesses

  • He's a mini-me version of E.Honda only he can't "float" over fireballs and doesn’t have a flying headbutt to get your out of those tight spots. Fei has all the weakness of a "fat" character meaning he has a huge hit box and can easily be crossed up. This makes Fei very vulnerable to fireball traps, keep away patterns and zone tricks. Combine this with the fact that there is no trip guard in ST you will quickly realize just how much work you have cut out for you.
  • His flame kick isn't invincible.
  • He's a brawler... meaning you have to make physical contact with your opponents to win. No projectiles means more risk. Playing Fei = taking calculated risks to win.

--Jumpsuit

New & Old Versions Comparison

To select O.FeiLong, choose FeiLong and then press ← ← → → Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.

Here is the list of differences:

  • Obvious stuff: O.FeiLong can not tech throws, does not have the Chicken Wing and Super;
  • O.FeiLong has a 2 pixels taller head hurtbox compared to N.Feilong, which affects his grounded, walking, crouching and aerial stances. It is mainly relevant when O.FeiLong is crouched, since some moves that could be avoided by crouching with N.FeiLong can not for O.FeiLong. Also note that this affects most of his normals so it will not be listed on the normal moves differences list;
  • O.FeiLong does not have an air throw;
  • O.FeiLong has some differences in some of his normals:
    • Crouching Jab last recovery frame has extended limbs;
    • Far Standing Strong can be special canceled;
    • Crouching Strong can be special canceled;
    • Far Standing Fierce can be special canceled;
    • Far Standing Short can be special canceled;
    • Crouching Short can be special canceled;
    • Close Standing Forward can be special canceled;
    • Far Standing Forward can be special canceled but does less hit/block stun, pushback and stun(dizzy);
    • Crouching Forward last recovery frame has extended limbs but can be special canceled;
    • Diagonal Jumping Strong animates like the Diagonal Jumping Jab, has nice priority air to ground and more active frames;
    • Diagonal Jumping Fierce has better priority plus more attacking frames with very good air to ground priority;
    • Diagonal Jumping Short has better priority (beats E.Honda's headbutt cleanly);
    • Diagonal Jumping Forward has better horizontal priority but has worse vertical priority and its harder to use as a crossup;
    • Diagonal Jumping Roundhouse has the Chicken Wing animation frames and different priorities;
  • O.Feilong's hop kick command normal can not be steered forward and is not an overhead attack;
  • O.FeiLong's Rekka Ken Punches have some differences: they recover faster (excluding the Jab version's first hit). On the other way, the first Rekka Ken punch has bigger hurtboxes during its recovery. All in all O.FeiLong's Rekka Kens are better;

O.FeiLong has better normals and safer Rekka Kens, but the lack of Chicken Wing, Super and throw teching really hurts him. He is viable but N.FeiLong is better (less bad I'd say).

Color Options

Jab Strong Fierce Start Old
Feilong-lp.gif Feilong-mp.gif Feilong-hp.gif Feilong-start.gif Feilong-old1.gif
Feilong-lk.gif Feilong-mk.gif Feilong-hk.gif Feilong-hold.gif Feilong-old2.gif
Short Forward Roundhouse Hold Old Alternative

--Born2SPD

Moves Analysis

Disclaimer: To better understand the diagrams, read this.

Normal Moves

Ground Normals

  • Close Standing Jab:
Damage 4[0] FeiLong stcljab1&3.png FeiLong stcljab2.png FeiLong stcljab1&3.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Frame Advantage +3
Frame Count 2 6 4
Simplified 1 + 2 6 4

A spear-hand attack to the head. This is a very good move to hit-confirm aerial attacks (and Rekka kicks). You can cancel it into itself, another standing Jab, or a crouching Jab, which in turn can be cancelled into specials or super.

  • Far Standing Jab:
Damage 4[0] FeiLong stfarjab1 stfarstrng4.png FeiLong stfarjab2.png FeiLong stfarjab3.png FeiLong stfarjab4.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Frame Advantage +3
Frame Count 2 6 3 1
Simplified 1 + 2 6 4

Rapid-fire hooks.

  • Crouching Jab:
Damage 4[0] FeiLong crjab1&3.png FeiLong crjab2.png FeiLong crjab1&3.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Advantage +5
Frame Count 2 4 4
Simplified 1 + 2 4 4

A crouching elbow strike. This move is important in combos, specially after close standing Jabs.

  • Close Standing Strong:
Damage 22[0] FeiLong stclstrng1.png FeiLong stclstrng2.png FeiLong stclstrng3.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Advantage +9
Frame Count 3 4 5
Simplified 1 + 3 4 5

A backfist. Good start-up and recovery. This can also be used in combos, links into several other attacks (and into itself, from point-blank range) and lets you cancel into specials. It is also good for ticks and baits, such as throw-wait-Flame-Kick mix-ups. Note that this does more stun than close Fierce, which makes it easier to obtain dizzy combos with this move.

  • Far Standing Strong:
Damage 22[0] FeiLong stfarstrng1.png FeiLong stfarstrng2.png FeiLong stfarstrng3.png FeiLong stfarjab1 stfarstrng4.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Super Cancel Yes
Frame Advantage +7
Frame Count 2 2 6 5
Simplified 1 + 4 6 5

Knife-hand attack. Nothing special.

  • Crouching Strong:
Damage 22[0] FeiLong crstrng1.png FeiLong crstrng2&4.png FeiLong crstrng3.png FeiLong crstrng2&4.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Super Cancel Yes
Frame Advantage +4
Frame Count 2 2 6 8
Simplified 1 + 4 6 8

A spear-hand attack with nice range but very bad priority. It has good speed and recovery. This is a good attack, but demands distance awareness, since Fei's whole arm is also vulnerable.

  • Close Standing Fierce:
Damage 28[1] FeiLong stclfrc1.png FeiLong stclfrc2.png FeiLong stclfrc3.png FeiLong stclfrc4.png
Stun 3~9 / 10~16
Stun Timer 40 / 80
Chain Cancel No
Special Cancel Yes / No
Super Cancel Yes / No
Frame Advantage +2 / +6
Frame Count 3 4 10 6
Simplified 1 + 3 14 6

An upper with very fast recovery. Good anti air and combo starter (canceling into Rekka Kens). Keep this in mind when you are getting crossed-up or when someone jumps and lands on top of you. It can also be used as a meaty.

  • Far Standing Fierce:
Damage 28[1] FeiLong stfarfrc1.png FeiLong stfarfrc2.png FeiLong stfarfrc3.png FeiLong stfarfrc4.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Super Cancel Yes
Frame Advantage +6
Frame Count 2 2 10 6
Simplified 1 + 4 10 6

Fei's famous "handshake" attack. It stays active for some time and also recovers very fast for a Fierce attack.

  • Crouching Fierce:
Damage 28[1] FeiLong crfrc1.png FeiLong crfrc2&5.png FeiLong crfrc3.png FeiLong crfrc4.png FeiLong crfrc2&5.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage +8
Frame Count 2 2 2 8 6
Simplified 1 + 6 8 6

Nice recovery, priority, range, damage and dizzy potential. Can be used to hit several characters under their projectiles.

  • Close Standing Short:
Damage 4[0] FeiLong stclshrt1.png FeiLong stclshrt2.png FeiLong stclshrt3 stfarshrt1&5 stfarfrwrd1&5.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Advantage +3
Frame Count 3 6 4
Simpified 1 + 3 6 4

A knee strike to the body. Good for tick throwing.

  • Far Standing Short:
Damage 4[0] FeiLong stclshrt3 stfarshrt1&5 stfarfrwrd1&5.png FeiLong stfarshrt2 stfarfrwrd2.png FeiLong stfarshrt3 stfarfrwrd3.png FeiLong stfarshrt4 stfarfrwrd4.png FeiLong stclshrt3 stfarshrt1&5 stfarfrwrd1&5.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special Cancel No
Super Cancel Yes
Frame Advantage -4
Frame Count 2 2 8 5 4
Simplified 1 + 4 8 9

A high side kick. One of Fei's best anti-airs.

  • Crouching Short:
Damage 4[0] FeiLong crshrt1.png FeiLong crshrt2&4.png FeiLong crshrt3.png FeiLong crshrt2&4.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel No
Super Cancel Yes
Frame Advantage +5
Frame Count 2 2 4 4
Simplified 1 + 4 4 4

Crouching inside kick. Nothing great here.

  • Close Standing Forward:
Damage 22[0] FeiLong stclfrwrd1&3.png FeiLong stclfrwrd2.png FeiLong stclfrwrd1&3.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Super Cancel Yes
Frame Advantage +7
Frame Count 4 6 5
Simplified 1 + 4 6 5

High vertical kick. Good recovery. This move is very interesting due to its ability to hit after ground cross-ups. It can lead to dizzy combos after softened kick throws or air resets.

  • Far Standing Forward:
Damage 22[0] FeiLong stclshrt3 stfarshrt1&5 stfarfrwrd1&5.png FeiLong stfarshrt2 stfarfrwrd2.png FeiLong stfarshrt3 stfarfrwrd3.png FeiLong stfarshrt4 stfarfrwrd4.png FeiLong stclshrt3 stfarshrt1&5 stfarfrwrd1&5.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Super Cancel Yes
Frame Advantage +4
Frame Count 2 2 6 4 4
Simplified 1 + 4 6 8

High side kick. Good anti-air. Note that the O.Fei version of this move actually behaves like a Short (i.e. it does less hit/blockstun, pushback and stun(dizzy)).

  • Crouching Forward:
Damage 22[0] FeiLong crfrwrd1.png FeiLong crfrwrd2.png FeiLong crfrwrd3.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Super Cancel Yes
Frame Advantage +4
Frame Count 4 6 8
Simplified 1 + 4 6 8

A crouching side kick. Bad priority. You only want to use this to hit enemies who are blocking while standing.

  • Close Standing Roundhouse:
Damage 20[0] + 20[1] FeiLong stclrh1.png FeiLong stclrh2.png FeiLong stclrh3 stfarrh5.png FeiLong stclrh4.png FeiLong stclrh5.png FeiLong stclrh6.png FeiLong stclrh7.png FeiLong stclrh8.png
Stun 2~8 + 10~16
Stun Timer 90 + 80
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage +2 / +6(+5)
Frame Count 3 3 3 4 6 3 3 4
Simplified 1 + 9 4 6 10

A double-hitting roundhouse kick. It is an interesting attack, but since it does not lead to anything else, it does not get used much. Fei's several close-range cancelable and frame-advantage attacks are better options, most the time.

  • Far Standing Roundhouse:
Damage 30[1] FeiLong stfarrh1&6.png FeiLong stfarrh2.png FeiLong stfarrh3.png FeiLong stfarrh4.png FeiLong stclrh3 stfarrh5.png FeiLong stfarrh1&6.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage +7
Frame Count 2 3 1 8 3 4
Simplified 1 + 6 8 7

A vertical kick with the rear leg. This can be used as an anti-air, but Fei also has better options.

  • Crouching Roundhouse:
Damage 30[1] FeiLong crrh1.png FeiLong crrh2.png FeiLong crrh3.png FeiLong crrh4.png FeiLong crrh5.png
Stun 5~11
Stun Timer 130
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage -1
Frame Count 3 3 4 10 9
Simplified 1 + 6 4 19

Some weird backwards roundhouse crouching kick. This generates a fast knockdown, but its short range makes it not that great an attack in Fei's arsenal.

Aerial normals

  • Neutral Jumping Jab:
Damage 14[1] FeiLong njjab1 njstrng1.png FeiLong njjab2&4 njstrng2&4.png FeiLong njjab3 njstrng3.png FeiLong njjab2&4 njstrng2&4.png FeiLong njjab5 djjab4 njstrng5 djstrng5 njfrc5 djfrc5.png
Stun 1~7(-2)
Stun Timer 40


Frame Count 1 2 30 4
Simplified 3 30


  • Diagonal Jumping Jab:
Damage 14[1] FeiLong djjab1.png FeiLong djjab2.png FeiLong djjab3.png FeiLong njjab5 djjab4 njstrng5 djstrng5 njfrc5 djfrc5.png
Stun 1~7(-2)
Stun Timer 40


Frame Count 1 2 30
Simplified 3 30


  • Neutral Jumping Strong:
Damage 22[1] FeiLong njjab1 njstrng1.png FeiLong njjab2&4 njstrng2&4.png FeiLong njjab3 njstrng3.png FeiLong njjab2&4 njstrng2&4.png FeiLong njjab5 djjab4 njstrng5 djstrng5 njfrc5 djfrc5.png
Stun 5~11
Stun Timer 50(+10)


Frame Count 1 2 14 5
Simplified 3 14


  • Diagonal Jumping Strong:
Damage 22[1] FeiLong djstrng1 njfrc1.png FeiLong djstrng2 njfrc2.png FeiLong djstrng3 njfrc3.png FeiLong djstrng4 njfrc4.png FeiLong njjab5 djjab4 njstrng5 djstrng5 njfrc5 djfrc5.png
Stun 5~11
Stun Timer 50(+10)


Frame Count 1 2 8 6
Simplified 3 8


  • Neutral Jumping Fierce:
Damage 30[1] FeiLong djstrng1 njfrc1.png FeiLong djstrng2 njfrc2.png FeiLong djstrng3 njfrc3.png FeiLong djstrng4 njfrc4.png FeiLong njjab5 djjab4 njstrng5 djstrng5 njfrc5 djfrc5.png
Stun 3~9
Stun Timer 40


Frame Count 1 2 8 6
Simplified 3 8


  • Diagonal Jumping Fierce:
Damage 28[1] FeiLong djfrc1.png FeiLong djfrc2.png FeiLong djfrc3.png FeiLong djfrc4.png FeiLong njjab5 djjab4 njstrng5 djstrng5 njfrc5 djfrc5.png
Stun 3~9
Stun Timer 40


Frame Count 1 4 6 4
Simplified 5 6


  • Neutral Jumping Short:
Damage 14[1] FeiLong njshrt1&3.png FeiLong njshrt2.png FeiLong njshrt1&3.png FeiLong njshrt4 djshrt4 njfrwrd5 djfrwrd4 njrh5 djrh5.png
Stun 1~7(-2)
Stun Timer 40


Frame Count 3 20 4
Simplified 3 20


  • Diagonal Jumping Short:
Damage 14[1] FeiLong djshrt1&3.png FeiLong djshrt2.png FeiLong djshrt1&3.png FeiLong njshrt4 djshrt4 njfrwrd5 djfrwrd4 njrh5 djrh5.png
Stun 1~7(-2)
Stun Timer 40


Frame Count 3 20 4
Simplified 3 20


  • Neutral Jumping Forward:
Damage 24[1] FeiLong njfrwrd1.png FeiLong njfrwrd2&4.png FeiLong njfrwrd3.png FeiLong njfrwrd2&4.png FeiLong njshrt4 djshrt4 njfrwrd5 djfrwrd4 njrh5 djrh5.png
Stun 5~11
Stun Timer 50(+10)


Frame Count 1 2 8 5
Simplified 3 8


  • Diagonal Jumping Forward:
Damage 24[1] FeiLong djfrwrd1.png FeiLong djfrwrd2.png FeiLong djfrwrd3.png FeiLong njshrt4 djshrt4 njfrwrd5 djfrwrd4 njrh5 djrh5.png
Stun 3~9
Stun Timer 40


Frame Count 3 10 5
Simplified 3 10


  • Neutral Jumping Roundhouse:
Damage 30[1] FeiLong njrh1 djrh1.png FeiLong njrh2&4 djrh2&4.png FeiLong njrh3.png FeiLong njrh2&4 djrh2&4.png FeiLong njshrt4 djshrt4 njfrwrd5 djfrwrd4 njrh5 djrh5.png
Stun 3~9
Stun Timer 40


Frame Count 2 3 8 6
Simplified 5 8


  • Diagonal Jumping Roundhouse:
Damage 30[1] FeiLong njrh1 djrh1.png FeiLong njrh2&4 djrh2&4.png FeiLong djrh3.png FeiLong njrh2&4 djrh2&4.png FeiLong njshrt4 djshrt4 njfrwrd5 djfrwrd4 njrh5 djrh5.png
Stun 3~9
Stun Timer 40


Frame Count 2 3 8 6
Simplified 5 8

Command Normals

  • Chokka Raku Shou a.k.a. Hop Kick: (On ground, ←/→ + Forward)
Damage 24[1] FeiLong hopk1&10.png FeiLong hopk2.png FeiLong hopk3.png FeiLong hopk4.png FeiLong hopk5.png FeiLong hopk6.png FeiLong hopk7.png FeiLong hopk8.png FeiLong hopk9.png FeiLong hopk1&10.png FeiLong hopk11.png
Stun 3~9
Stun Timer 40
Frame Advantage Hit standing: -8
Else:-3

Frame Count 2 4 2 2 3 8 5 9 1 4 1
Simplified 1 + 21 5 15

If done while holding forward (the direction) FeiLong will move forward a little bit while attacking. If done while holding backwards it will be almost the same but he will not move while atacking. Has overhead properties.

  • En Geki Shuu a.k.a. Double Kick: (On ground, → + Roundhouse)
Damage 20[0] + 20[1] FeiLong dk1.png FeiLong dk2.png FeiLong dk3.png FeiLong dk4.png FeiLong dk5.png FeiLong dk6.png FeiLong dk7.png FeiLong dk8.png
Stun 2~8 + 10~16
Stun Timer 90 + 80
Frame Advantage +6 / +9(+8)

Frame Count 1 8 6 1 3 4 4 5
Simplified 1 + 16 3 4 9

Throws

FeiLong can throw using Strong, Fierce, Forward and Roundhouse. If in air, he can throw with Strong and Fierce too. The direction of the joystick determines the direction the enemy gets thrown at. All his ground throws have the same range and do 32 points of damage (plus two more if behind in rounds). Even though he has the worst normal throw range in the game he still has a good tick throwing game.

  • Ground Throws Throwboxes:
Damage 32 FeiLong throwb.png FeiLong throw.png FeiLong throwf.png
Stun 7~13
Stun Timer 100
Range (from axis) 40
(from throwable box) 11
  • Gankai Hou: (←/→ + Strong/Fierce)
  • Shuu Kubi Kari: (←/→ + Forward/Roundhouse)


  • Shuu Kubi Raku: (FeiLong and opponent in air, ↖/←/↙/↓/↘/→/↗ + Strong/Fierce)
Damage 32 FeiLong airthrow.png
Stun 7~13
Stun Timer 100
Range (from axis) 62
(from throwable box) 33

A N.FeiLong exclusive. Has the third best aerial throw range in the game but unlike other air throws it can only be triggered on the very apex of the jump which makes it quite hard to use.

Special Moves

  • Rekka Ken: (↓↘→ + P)

Detailed Input: (↓ [0~6f] ↘ [0~6f] → [0~10/9/7f] Jab/Strong/Fierce)

  • First Punch:
Jab Strong Fierce FeiLong rk11.png FeiLong rk12.png FeiLong rk13.png FeiLong rk14&21.png FeiLong rk15.png
Damage 16[1]
Stun 1~7
Stun Timer 30
Frame Advantage On Hit:-18
Else:-9
-7 -9
Super Meter 6
Frame Count (Jab) 2 6 8 10 13
Simplified (Jab) 8 8 23
Frame Count (Strong) 2 6 7 8 14
Simplified (Strong) 8 7 22
Frame Count (Fierce) 2 6 8 8 15
Simplified (Fierce) 8 8 23
  • Second Punch:
Jab Strong Fierce FeiLong rk14&21.png FeiLong rk22.png FeiLong rk23&31.png FeiLong rk24.png
Damage 16[1]
Stun 2~8
Stun Timer 30
Frame Advantage On Hit: -20(-21)
Else: -11(-12)
-9(-10) -11(-12)
Super Meter 6
Frame Count (Jab) 5 8 10 15
Simplified (Jab) 5 8 25
Frame Count (Strong) 5 7 8 16
Simplified (Strong) 5 7 24
Frame Count (Fierce) 5 8 8 17
Simplified (Fierce) 5 8 25
  • Last Punch:
Jab Strong Fierce FeiLong rk23&31.png FeiLong rk32.png FeiLong rk33.png FeiLong rk34.png FeiLong rk35anm.png
Damage 22[2] 24[2] 26[2]
Stun 1~7
Stun Timer 30
Frame Advantage -15(-16) -19(-20) -23(-24)
Super Meter 6
Frame Count (Jab) 5 6 8 10 19
Simplified (Jab) 11 8 29
Frame Count (Strong) 5 6 7 11 23
Simplified (Strong) 11 7 34
Frame Count (Fierce) 4 5 7 11 27
Simplified (Fierce) 9 7 38

Fei Long attacks the enemy with a cancelable punch while moving forward, attacking up to three times. The first punch is a jab that has good reach, the second one is a hook to the body and the last one is a backfist, followed by a relatively long recovery. Each punch has a unique animation and demands the input. Thus, to get all three punches, you need to input ↓↘→ + P for the jab, then ↓↘→ + P again for the body punch and, finally, ↓↘→ + P for the backfist. Each punch gives Fei super meter, so they are a great way of getting full meter while pressuring the enemy.

Notice the punches are cancelable during their recovery, so you must press the button for the next punch just after the active part ends. This will take a different timing if a punch whiffs.

This move pushes Fei forward pretty fast while causing block animation on the enemy due to proximity blocking, so it is a good way of gaining ground if your opponent is on the ground. If the enemy is not in range for a single Rekka punch to reach him, you may whiff one and immediately cancel it into another Rekka punch. This is harder than a single Rekka, and gives them more time to counter or evade your move, but also gives you twice the amount of super meter.

The last punch has long recovery if you use Fierce or Strong. On the other hand, the Jab version has less range. You want to use the Jab version if the enemy blocks your previous attacks, and the Fierce version in a combo.

  • Shien Kyaku a.k.a. Flame Kick: (←↓↙ + K)

Detailed Input: (← [0~6f] ↓ [0~6f] ↙ [0~10/9/7f] Short/Forward/Roundhouse)

  • Startup + Invincible active part:
Short Forward Rh FeiLong sk1.png FeiLong sk2.png FeiLong sk3.png FeiLong sk4.png
Damage 38[2] / 22[2] 30[2] + 18[2]
Stun 9~15 2~8 + 2~8
Stun Timer 100 90 + 90
Frame Advantage -17 -26 / -24(-25) -36 / -34(-35)
Super Meter 8
Frame Count 2 2 2 2
Simplified 6 2
  • Non-invincible active part:
  • Short Version:
FeiLong sk5&9shrt 5&9&13frwrd 5&9&13rh anm.png FeiLong sk6&10shrt 6&10frwrd 6&10&14rh anm.png FeiLong sk7&11shrt 7&11frwrd 7&11&15rh anm.png FeiLong sk8shrt 8&12frwrd 8&12rh anm.png FeiLong sk5&9shrt 5&9&13frwrd 5&9&13rh anm.png FeiLong sk6&10shrt 6&10frwrd 6&10&14rh anm.png FeiLong sk7&11shrt 7&11frwrd 7&11&15rh anm.png FeiLong sk12shrt 14frwrd 17rh.png
Frame Count 2 2 2 2 2 2 2 4
Simplified 18
  • Forward Version:
FeiLong sk5&9shrt 5&9&13frwrd 5&9&13rh anm.png FeiLong sk6&10shrt 6&10frwrd 6&10&14rh anm.png FeiLong sk7&11shrt 7&11frwrd 7&11&15rh anm.png FeiLong sk8shrt 8&12frwrd 8&12rh anm.png FeiLong sk5&9shrt 5&9&13frwrd 5&9&13rh anm.png FeiLong sk6&10shrt 6&10frwrd 6&10&14rh anm.png FeiLong sk7&11shrt 7&11frwrd 7&11&15rh anm.png FeiLong sk8shrt 8&12frwrd 8&12rh anm.png
Frame Count 2 2 2 2 2 2 2 2
Simplified 16... (22)
FeiLong sk5&9shrt 5&9&13frwrd 5&9&13rh anm.png FeiLong sk12shrt 14frwrd 17rh.png
Frame Count 2 4
Simplified ...6 (22)
  • Roundhouse Version:
FeiLong sk5&9shrt 5&9&13frwrd 5&9&13rh anm.png FeiLong sk6&10shrt 6&10frwrd 6&10&14rh anm.png FeiLong sk7&11shrt 7&11frwrd 7&11&15rh anm.png FeiLong sk8shrt 8&12frwrd 8&12rh anm.png FeiLong sk5&9shrt 5&9&13frwrd 5&9&13rh anm.png FeiLong sk6&10shrt 6&10frwrd 6&10&14rh anm.png FeiLong sk7&11shrt 7&11frwrd 7&11&15rh anm.png FeiLong sk8shrt 8&12frwrd 8&12rh anm.png
Frame Count 2 2 2 2 2 2 2 2
Simplified 16... (27)
FeiLong sk5&9shrt 5&9&13frwrd 5&9&13rh anm.png FeiLong sk6&10shrt 6&10frwrd 6&10&14rh anm.png FeiLong sk7&11shrt 7&11frwrd 7&11&15rh anm.png FeiLong sk16rh.png FeiLong sk12shrt 14frwrd 17rh.png
Frame Count 2 2 2 1 4
Simplified ...11 (27)
  • Recovery:
FeiLong sk13shrt 15frwrd 18rh.png FeiLong sk14shrt 19rh.png FeiLong sk16shr 17frwrd 21rh.png FeiLong sk17shr 18frwrd 22rh.png
Frame Count (Short) 4 4 + {5} 2 4
Simplified (Short) 19
Frame Count (Forward) 12 + {5} 2 5
Simplified (Forward) 24
Frame Count (Rh) 4 12 + {5} 2 6
Simplified (Rh) 29

Fei Long becomes invulnerable for a split second, attacks with a low spinning roundhouse flaming kick, which turns into an ascending spinning kick (which is not anymore invincible). After that, Fei falls helpless as he recover from the move.

  • Rekku Kyaku a.k.a. Chicken Wing: (↙↓↘↗ K)

Detailed Input: (↙ [0~6f] ↓ [0~6f] ↘ [0~6f] ↗ [0~10/9/7/2f] Short/Forward/Roundhouse/any K if you are at a jumpable state)

  • Startup + Active:
Short Forward Rh FeiLong cw1.png FeiLong cw2.png FeiLong cw3.png FeiLong cw4.png FeiLong cw5.png FeiLong cw6.png FeiLong cw7.png FeiLong cw8.png FeiLong cw9.png
Damage 12[1] +
4[1] +
12[1]
14[1] +
4[1] +
12[1]
16[1] +
4[1] +
16[1]
Stun 0~4 + 0~4 + 0~4
Stun Timer 20 + 20 + 20
Frame Advantage -10 /
+2(+1) /
+6(+5)
-10 /
+2(+1) /
+7(+6)
-11 /
+1(+0) /
+7(+6)
Super Meter 7
Frame Count (Short) 2 2 3 5 4 + {1} 3 12 4 3
Simplified (Short) 20 12 4 3
Frame Count (Forward) 2 2 3 5 4 + {1} 3 12 5 4
Simplified (Forward) 20 12 5 4
Frame Count (Rh) 3 2 3 5 4 + {1} 3 12 6 5
Simplified (Rh) 21 12 6 5
  • Recovery:
FeiLong cw10.png FeiLong cw11.png FeiLong cw12.png FeiLong cw13.png
Frame Count (Short) 3 3 + {1} 3 3
Simplified (Short) 13
Frame Count (Forward) 3 1 + {1} 3 3
Simplified (Forward) 11
Frame Count (Rh) 2 + {1} {1} 3 3
Simplified (Rh) 10

Fei Long becomes invulnerable for a split second, then becomes vulnerable again as he performs a series or three aerial kicks that combo into each other and leave Fei with frame advantage near the enemy. This move is a great combo starter and leads to combos that often do more than 50% health damage. The aerial kicks also have juggle property: if they hit an enemy in the air, it may be hit again by the remaining kicks or even another Rekkuukyaku, for up to three hits.

The command for the special move has a glitch, which is that you must press the kick button after finishing the motion (notice there's no "+" before the kick). Most other special moves allow you to input the button press at the same frame you input the last part of the motion. You must also take into account that if you use the Roundhouse version and try negative edge with the stick on the → direction, the En Geki Shuu (Double Kick) command normal will trigger, and you will be airborne immediately, which prevents the special move from working on negative edge since you must be on the ground.

Super Move

  • Rekka Shinken: (↓↘→↓↘→ + P)

Detailed Input: (↓ [0~14f] ↘ [0~14f] → [0~14f] ↓ [0~14f] ↘ [0~14f] → [0~7f] P)

Damage 18[1] * 5 FeiLong super1.png FeiLong super2.png FeiLong super3.png FeiLong super4&8.png FeiLong super5&7&9.png FeiLong super6&10.png FeiLong super5&7&9.png FeiLong super4&8.png
Stun 0~4 * 5
Stun Timer 20 * 5
Frame Advantage -5
Frame Count 1 + [18] 2 6 3 7 7 5 3
Simplified 9 3 7 7 5 3
FeiLong super5&7&9.png FeiLong super6&10.png FeiLong super11.png FeiLong super12.png FeiLong super13.png FeiLong super14.png FeiLong super15anm.png
Frame Count 7 7 5 6 6 4 19
Simplified 7 7 11 6 23

Fei has one of the best supers in the game. It has 98%(my own guess)invincibility. It can juggle. It charges up quickly. I have never seen a good Fei player get off no less than 3 supers a round.

Bait Super Many players think that bait super tactics are one of the cheapest thing a Fei player can do. "It's cheap! It's scrubby! It's SO predictable!" but damn it's priceless when it connects

Chances are that if you do connect with a super it's going to be because you baited your opponent into missing a move. We can talk about comboing the super off of normals later though :)

Baiting opponents into sticking out a move, jumping straight up or even baiting them into throwing a projectile are what you want. Use the super and you will breeze through and smack them down for sick damage. Just don't get too predictable because a good opponent will read you and simply time a forward jump as you pass below them and land safely behind you as you are still stuck in super animation. This is risky for them too because the whole point is to bait them into jumping at you and countering them with a flame kick, or have them miss a move that will leave them open for a rekka punch combo or a super. If they jump straight up or jump back you can do super and you can juggle them in the corner for great damage or worse case scenario they will block and you will get some pretty good block damage.

--Jumpsuit

The Basics

Anti Air Moves

Fei has maybe 4 anti-air moves that I consider to be useful and a few others that are so-so.

-Flame Kick(reverse DP with Kick)

-Jumping jab(Almost as good as T.Hawk’s Jumping Jab)

-Close standing fierce(Use it as early as possible. The earlier you use it the less chance you will trade hits).

-Rekka Kick(chicken wing)

-Walk in-last second low fierce(Making opponents land on it). This is best used on characters who have normal jump in speeds. This doesn't work well against fighters like Vega, Sagat Blanka who have quick or low jumps.

-Far standing roundhouse kick.

-Standing short kick.

His best anti-air is his Flame Kick. It's best if it's used like Sagat's tiger uppercut(late as possible)for max damage and getting a clean counter instead of a trade. This move also can be a blessing and a burden as it doesn't advance you forward like a shoto's dragon punch.

--Jumpsuit

Reversals

Flame Kick - This is most reliable and most damaging reversal he has available. Not quite 100% invincible but can be just as reliable as Sagat's tiger uppercut. Stick to using the short kick version at all time and only use the other 2 versions for show off purposes only.

Rekka Kick(Chicken Wing) - I have used this move on wake up several times and have successfully been able to counter attack many moves. Since it has such odd hit box and priorities it can save your life. I mainly use it against characters who don't have a digging uppercut type move(DP, Tiger Uppercut, etc)because they have a bit tougher time countering it once they see it coming. It can register as a reversal but I wouldn't rely on it. Only use it to get you out of a pinch or if you're feeling daring.

Super - Like other supers in the game Fei can use his super combo as a reversal, even if being attacked with a meaty move.

--Jumpsuit

Fighting Philosophy

“"When the opponent expands, I contract, When he contracts, I expand, And when there is an opportunity, I do not hit--it hits all by itself." - Bruce Lee

Take a good look at that quote above. That pretty much sums up my Fei Long strategy in a nutshell. Don't be afraid to innovate your own ways of winning with Fei Long.

--Jumpsuit

Rekka-Ken Science

If you aren’t within striking distance of the Fierce Rekka Ken punches then you aren’t close enough. This is Fei Long’s “sweet spot” so to speak. It allows you to hit and not be hit because of the insane range that the rekka ken punches have. Being in within this range not only gives you the ability to have a menacing presence in front of your opponent but it also allows you the freedom of using faints to lure your opponent into missing a move.

- Rekka-Wreckage(Important Things To Remember About Rekka Kens)

ALWAYS use the Rekka Kens from MAX DISTANCE. This means using the fierce punch version(has the most range). The closer you are to an opponent, the weaker the punch version should be used...but always try your best to stay right within the fierce rekka ken. It's safer.

Learn the timing of the rekka punches and how they effect each opponent(blocked or hit).

Learn how to manipulate the different button combinations for using the rekka punches(Fierce-Fierce-Jab, Fierce-Strong-Stop, Fierce-Fierce-Pause-Jab, Strong-Jab-Jab, etc etc).

The beauty of this move is that it is instant. It’s like throwing a fireball that instantly hits and can be multiplied X3! It has awesome range and does great tick damage. The best part is having the advantage of option selection once you see whether or not the first hit connects or is blocked. It charges up your meter very quickly. It literally intercepts a plethora of moves before you opponents can even finish them.

The tricky part is that sometimes getting in close can take a very long time. Patience and a good reaction/execution skills are key here. Sometimes this means trading hits or taking a few hits just to get close(Just don't get sloppy). Just make sure you are using the right pokes for the job. Once you are inside it is vital to stay just outside of their normal attack range to take advantage of any whiffed moves. For every whiffed fierce punch or roundhouse kick you should nail them for 20+% of their energy with a rekka ken punch combo. Don't let these valuable opportunities slip away.

I will go into specific advantages and disadvantages of using Rekka-Kens in each match-up scenario. With so many variables in each match you will be switching your attacks like crazy to best suit the situation so be ready.

--Jumpsuit

Avoiding Fireballs

Fei long has the same weakness that E.Honda has had in the past versions of SF2.....Fireball traps. Getting in close and dealing with fireball traps can be a nightmare and since there is no trip guard it becomes very frustrating. You have 3 options.

1. Jump in from max distance - this means your opponent is on the farthest end of the screen and you are on the opposite farthest side. You can jump in and have a good chance of gaining ground because the opponent is usually too far away to trip you when you land. The downside to this is that you can land on slow fireballs. Sometimes it gets even tougher against fighters like OG Sagat....imagine jumping over a tiger shot only to literally land on another one even after perfectly timing a jump in! Grrrr!! Sometimes this almost seems impossible to do against some characters that have longer limbs and long reaching attacks(DeeJay, Sim).

2. Rekka Kick(Chicken Wing) - It's a very risky move and one that I don't condone too much but when you are feeling both desperate and lucky you can use this move to go over projectiles. If you time it early enough you can gain alot of ground and still be safe. Very very risky but it can work. Once your feet touch the ground you have pretty good recovery time and you can choose to go into a flame kick or into super.

3. Inch your way forward and jump straight up over projectiles- Quite possibly the most annoying and slowest way of gaining ground on your opponents. Fei is a pretty fast walker but nothing sucks more than to gain ground only to get pushed back by projectiles. Get into the habit of knowing your projectile speeds and jump straight up over them.

--Jumpsuit

Advanced Strategy

Wake Up Mind Games

Meaty fierce(standing) is one of the tactics I use quite often and it’s VERY risky because it can be reversed.

It’s a gamble that has a huge pay-off if your opponent guesses wrong or screws up.

Don’t use this against E.Honda though or any fighter that has a safe command reversal(I think T.Hawk has this advantage also).

The move itself(close standing fierce) has a very long animation and a very large amount of hit frames.

I quote a scene from The Princess Bride because it relates so well to all wake up mind games(if you hated the movie just skip it)

       Westley: Alright, where is the poison? The Battle of Wits has begun.
       Its ends when you decide and we both drink and find out who is right,
       and who is dead.
Vincini: But it's so simple. All I have to do is divine from what I know of you: Are you the sort of man who would put the poison into his own goblet or his enemies? Now, a clever man would put the poison into his own goblet because he would know that only a great fool would reach for what he was given. I am not a great fool so I can clearly not choose the wine in front of you. But you must have known I was not a great fool--you would have counted on it--so I can clearly not choose the wine in front of me!
Westley: You've made your decision then?
Vincini: Oh not remotely!

The whole goal is to have more options than your opponent at that moment in time. They usually have 1 of 3 choices on the wake up:

1. Sit there and block 2. Go for the reversal 3. Block, Wait and React

You on the other hand can:

1. Go for the meaty fierce and gamble they miss their reversal and they eat a huge damaging combo of your choice.

2. Go for the meat fierce knowing they will more than likely block and not risk getting comboed and rush if for the throw as your fierce punch retracts.

3. Wait just outside of their range and see what they do. If they miss an uppercut you walk up and combo standing fierce into rekka kens. If they sit in defensive crouch go for the overhead or go for the throw. Or you can walk up and super, stuffing any move they stick out in the process.

4. If they don't have a "scooping" reversal that hits on the first frame you can do a semi meaty low forward kick and choose to wait and go for the throw. Or delay a flame kick. Or go for the overhead.

Depending on the kind of player you are facing your wake up games are all going to vary from doing risky meaty attacks to tick-baiting and faint moves. Your focus is not to solely rely on using the meaty fierce but to use it as one of your weapon options. The more options your opponents know you have the more confusion and frustration they will have.

Now of course you aren’t going to try as many risks if you have a low amount of life but if you have 50% or more then it may very well be worth it. Personally I will risk eating a DP just to see if they will or will not take the bait. If they do, then I know that they go for reversals. If they don’t then I know they don’t take chances and prefer to turtle.

However they react to what I do is valuable knowledge for the rest of the match.

Some will argue that meaty standing fierce is easily reversible(and it may be, I dunno) but if I didn’t have such good success with it then I wouldn’t use it. Use it on a match by match basis.

--Jumpsuit

Combos

Almost ALL of your combos will start with close standing fierce because it's the most damaging and the only practical one to use since New Fei can only combo off of his punches.

-Dizzy Combos (combos that will often dizzy the opponent)

Meaty Double Low Fierce - These are very hard to counter because it can only be countered by a perfect reversal. Risky but worth it if you think your opponent is not 100% consistent with their reversals.

Multiple Standing Fierce(Handshake) - Not really a combo but if your opponents are really into using pokes to keep you away be sure to show them how friendly you are by sticking out your standing fierce "handshake" punch. It counters many moves cleanly and does very very good dizzy damage. I have seen opponents get hit with just 2 of these and get dizzy. This punch has good recovery time too so use it in close quarters.

Standard Combos (combos to do when the opponent is dizzy)

5 Hit Rekka - Basic jump in combo that is easy and damaging. Use roundhouse or forward kick instead of fierce. Fierce has a funny habit of whiffing through your opponent if you try to hit too deeply. Use the kicks instead as they provide a little more reach and have a better chance of connecting. Follow up the jump in attack with a connecting close fierce and 2 in 1 into rekka punches for a deadly 5 hit combo. If you are lucky you can score a dizzy too! Try this combo with Fei's cross up forward kick.

3 Hit Burn - Jump in with attack of choice, followup with jab, strong or fierce 2 in 1 into short flame kick. Quick damage and a knockdown. Again, also try this with Fei's cross up forward kick.

3 Hit Cross Up Links - Cross up forward kick, close standing strong, low fierce.

Special Combos VS Guile, Dhalsim, Zangief and Fei - Cross up forward, close standing strong(or standing forward), standing jab 2 in 1 into short flame kick. It dizzies almost every time and does nearly 50% damage. It only works on these characters because of their hit animations. This is a link combo, not a chain.

Super Juggle - If you connect with a rekka kick(chicken wing)you can juggle your opponents for additional damage if timed correctly. You can also do the opposite by hitting them with a super and then juggling with the rekka kick. The opportunities are quite random but you can usually tell if it will connect by the way your opponent is falling. Some say this is kinda fancy but every bit of energy you can drain helps.

--Jumpsuit

Match-ups

Fei Long is one of those underdog characters like Blanka, T.Hawk and Cammy. On paper they pretty much suck because of their arsenals or because of certain characteristics. But make no mistake, any fighter in this game can be deadly in the hands of the right player. Don't give into that counter character BS. It's amazing how so many "great players" crumbled at the SBO qualifying tourney a few years back because of the One Character Only rule. Anyways, that's a whole other subject....just stick with your character and learn every single match as best you can.

Fei Long does ok against pretty much everyone. I can't say that he "dominates" anyone at all.

He does really well VS Zangief and Chun Li

VS Everyone else Fei has a very hard time or barely breaks even and I will explain why in the in depth strategy section.

Fei has an extremely hard time against: Ryu, Ken, O.Sagat, Guile, E.Honda, ALL the boss characters, Dhalsim, Dee Jay. If there is a character not mentioned here then Fei has a pretty good chance of winning. Odds are usually against you. Above all, if you are facing a really good turtle you are going to have a hard time.

The biggest deciding factors that turn the odds in your favor are experience, execution and clutch. How quickly you take advantage of an opponents mistakes are going to be EXTREMELY IMPORTANT.

--Jumpsuit

Matchups classified with this diagram in mind, for the old characters i guessed the positions.

--Born2SPD

Serious Advantage Match-ups

Vs. Cammy:

  • 7 - 3

Vs. T. Hawk:

  • 7 - 3

Vs. Zangief:

  • 7 - 3

Advantage Match-ups

Vs. Blanka:

  • 6.5 - 3.5

Vs. Chun-Li:

  • 6 - 4

Vs. O. T. Hawk:

Fair Match-ups

Vs. Ken:

  • 5.5 - 4.5

Vs. Fei Long (self):

Disadvantage Match-ups

Vs. Dhalsim:

  • 3.5 - 6.5

Vs. O. Ken:

Vs. M. Bison (dictator):

  • 3.5 - 6.5

Vs. Ryu:

  • 3.5 - 6.5

Many seasoned players will say that this match is in Fei Long's favor but don't be fooled. Fighting Shotokans(especially good ones)can be very frustrating for Fei Long.

Ryu's Objective

Ryu's main goal(if they are smart) will be to keep you away using zone tactics, slowly chipping away life with fireballs and countering your jump in attempts with low sweeps. The only time Ryu is going to get very aggressive on you is when you are knocked down or if he has you cornered in a fireball trap. That's when he usually goes for the crossup. Watch out for these attacks along with followup mindgames like overhead strong or low kicks. The best policy is NOT to give Ryu the chance to cross you up. Once you are down and he goes for the crossup you are at his mercy. You pretty much have to guess correctly to get out of that spot.

Fei Long's Objective

As Fei Long, your goal is to stay just within your fierce rekka ken range. At this range you give Ryu a very limited number of options. The options he has at this range are rather dangerous ones too because if he makes a wrong move or you anticipate his attacks you can end the match very quickly.

Watch Out For The Following

1. FIREBALLS - Yep, you guessed it. Good ol' Hadokens in your face, stuffing you like a Thanksgiving Turkey! If you aren't accustomed to blocking on reaction as you walk forward then get used to it. Ryu will do anything and everything to keep your pressure off of him so keep moving forward until you are withing striking distance. Beware of RED fireballs because they can knock you down and at this range it sets you up perfectly for a crossup barrage so be careful! Remember, a smart Ryu will do all he can to keep you away and beat you like E.Honda(fireball, low roundhouse, rinse, repeat).

2. HURRICANE KICKS - I never knew just how deadly these babies were until recently. The problem is that they are so fast and bash you like a damn baseball bat....and they knock you down to boot! The best counter for this(if you see it coming)is a short flame kick. Sometimes Ryu players will use the roundhouse version of this move. You can duck and let them fly over you and then use the fierce rekka punch for a free counter. It knocks Ryu right out of the hurricane kick for a free knockdown.

3. REVERSAL REVERSALS - Nothing is more frustrating than perfectly timing a flame kick reversal only to be stuffed with a shoryuken reversal that reverses your reversal. It's a really tough thing to deal with because you have to guess what Ryu is going to do. Is he going to throw me? Is he going to sweep me? Is he going to do a shoryuken? Is he going to wait for my reversal attempt and then counter? Is he going to do an overhead? Since Fei Long's flame kick isn't 100% invincible you have to sorta be careful on when you use it.

Normal Pokes

Ryu isn't a very "fat" character and most of his limbs aren't punishable(ie Dhalsim, E.Honda, Blanka). Good pokes to use vs Ryu are low fierce, low strong(this move has good range), low roundhouse and standing fierce. Use these when you are playing footsie games with Ryu.

Low Fierce - Probably one of Fei's best normal pokes. It has really good priority, relatively safe to use at close or max distance and it has very good dizzy damage. Sometimes 2 of these is enough for a dizzy. Most people will agree that doing a meaty fierce on wake up is a very good strategy to use(and I agree). If your opponent is a reversal junkie I would risk it if you had the energy to spare. NOTE: For some strang and screwed up reason Balrog(Boxer)can block Fei Long's low fierce standing up! Easily the worst thing that can happen to Fei because this is probably one of his hardest fights.

Low Strong - This move is pretty useful even if it doesn't do all that much damage. It has a stabbing like property and it works great as a close poke. Use it against Blanka if you block his roll. You can walk up and tag him with low strong most of the time.

Low Roundhouse - Probably the weakest of his pokes because of it's limited range. Counters Guile's low forward most of the time and it's a good setup move if it connects for a knockdown. low fierce

Using Rekka-Ken Punches On Ryu

Rekka punches are Fei's best weapon against Ryu. When fighting a Ryu player who is unfamiliar with this match you may even think that Fei Log was custom made as a Shoto counter character but I assure you he is not, lol!

As mentioned before try to stay within fierce rekka striking distance. Ryu's normal moves are short range so his options are limited to fireballs, hurricane kicks, jumping back and psychic dragon punches.

--Jumpsuit

Vs. Sagat:

  • 3.5 - 6.5

Vs. Vega (claw):

  • 3.5 - 6.5

Serious Disadvantage Match-ups

Vs. Balrog (boxer):

  • 3 - 7

Vs. Dee Jay:

  • 2.5 - 7.5

Vs. E. Honda:

  • 3 - 7

Vs. Guile:

  • 2.5 - 7.5

This is one of my favorite fights. A smart guile can almost ALWAYS keep fei away with booms and trading hits... and again this is where staying just outside his low forward kicks range (aka max Rekka punch range). If you are quick enough you can punish Guile for missed low forward kicks. Take it from me, you will eat a lot of low kicks and a lot of booms so be on your guard. Low fierce works great because it can counter Guile's low attacks cleanly most of the time. Your best bet is to not let Guile breathe and once you are inside use tick throws... bait him into missing his reversal flash kicks and punish him with big damage rekka combos... just dont let him breath because once he pushes you back out its back to square one again and you have to get back in to do damage.

--Jumpsuit

Vs. O.Sagat: