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= Combos = | = Combos = | ||
*cr.WP x 1-2 xx Weak Uppercut | |||
*j.SP,cr.SP xx qcf+P | *j.SP,cr.SP xx qcf+P | ||
*j.SP, cr.WP,cr.WK,cr.SP xx | *j.SP, cr.WP,cr.WK,cr.SP xx Sliding Uppercut | ||
*j.SP, j.b,db,b+P (In corner can be a follow up) | *j.SP, j.b,db,b+P (In corner can be a follow up) | ||
Revision as of 15:17, 2 May 2015
Introduction
Moves List
Normal Moves
Light Punch
Standing (Far) -
Standing (Close) -
Crouching -
Jumping -
Jumping (Neutral) -
Strong Punch
Standing (Far) - Solid against far jump ins. Bufferable. Great all around attack.
Standing (Close) -
Crouching - Like standing hard punch but crouching (lol) (Doesn't work as an anti air though).
Jumping -
Jumping (Neutral) -
Light Kick
Standing (Far) -
Standing (Close) -
Crouching -
Jumping -
Jumping (Neutral) - Neutralizes overhead assaults fairly well.
Strong Kick
Standing (Far) -
Standing (Close) - Bufferable. Can work as an anti air.
Crouching - Excellent range. A solid attack for your ground game. Recovers a tad slow, but not everyone will be able to capitalize on its recovery.
Jumping - Good jump in with alright damage. Decent priority to boot.
Jumping (Neutral) -
Throws
Special Moves
Mantis Claw
- Quarter Circle Forward + Punch
Both versions are fairly slow on the recovery, but the fireball is big enough to catch Marstorius jumps. Note that Ryoko cannot slide under this.
Midair Mantis Claw
- Back, Down-Back, Down + Punch
This air fireball arcs sharply downward. I should also note it keeps Feilin in the air for a good second or so.
Flying Crane Strike
- Charge Down, Up + Punch
Light version is pretty safe. Both have good priority and work as a reversal.
Flying Kick
- (In Air)Down + D
An odd move. The window in which you perform this is very tight, just at the apex of your jump. Arcs down at a less extreme angle than Aerial Mantis Claw.
Super Move
Sliding Crane Strike
- Charge Down, Down-Back, Down-Forward, Forward, Up-Forward + Punch
This move is great. It has solid invincibility. You would be best off using this to punish fireballs.
The Basics
Combos
- cr.WP x 1-2 xx Weak Uppercut
- j.SP,cr.SP xx qcf+P
- j.SP, cr.WP,cr.WK,cr.SP xx Sliding Uppercut
- j.SP, j.b,db,b+P (In corner can be a follow up)
Advanced Strategy
Match-ups
Vs. Clown:
Vs. Jean Pierre:
Vs. Kano Ryoko:
A solid matchup for Feilin. Throw fireballs, standing strong as an anti air. This matchup should be easy. Just don't let Ryoko get in a position to cross you up (aka misjudging standing strong).
Vs. Karnov:
Vs. Lee Diendo:
Vs. Liu Feilin (self):
Look for sweeps on opponent's fireball startup, or just use sliding dp. Standing hard punch is solid in this matchup, don't get hit by it.