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= Introduction = | = Introduction = | ||
She is and awful answer of Data East for Capcom's Chun Li lol. | |||
= Moves List = | = Moves List = |
Revision as of 17:36, 22 June 2017
Introduction
She is and awful answer of Data East for Capcom's Chun Li lol.
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
She is a orthodox character with projectiles and anti air only esque, surprisely she only have as a charge move her anti air one with a ground and overhead projectiles.
Your objetive will be about keepaway your opponent and overhead press him when its at medium range, when you throw projectiles you can charge down to release an uppercut if opponent jumps to you.
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.