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{{SSFIVAEHeader}} | |||
{{SSFIVCharacterHeader|Fei Long|FeiLong| | |||
Fei Long is known internationally as one of the greatest Hong Kong martial arts action movie stars. Living up to that reputation, he is also a very skilled fighter and regularly competes in the world of Street Fighting. However, when he realizes that his current film project has been compromised by S.I.N., he returns once more to the Street Fighting scene, and starts hunting down the ones responsible for attacking his movie crew, but not without meeting some of his fans along the way! | |||
| | |||
Fei Long is a solid character who can play both sides of the offense/defense spectrum incredibly well. On one hand, his Rekkakens are an excellent poking tool and can deal very good damage if used correctly. He has excellent normals, potential for strong combos, and astounding distance control with his Rekkukyaku, more commonly known as the Chicken Wing Kick. On the other hand, his defensive game is quite strong as well. His Shienkyaku is an excellent wakeup move as well as an excellent anti-air. Many Fei players can win matches simply by using a "bob and weave" strategy, waiting for an opponent to foolishly strike and going in for the kill. The only true weakness to Fei Long depends on the person using him. It is because of this solidarity that Fei Long is one of the best characters in the game.}} | |||
== | === Players to Watch === | ||
Fuudo, Mago, Momi, StarNab, Gackt, CJ Truth | |||
== | == Moves == | ||
=== | ==== Unique Attacks ==== | ||
{{SSFIVMoveListHeader}} | |||
{{SSFIVMoveListRow | Chokkarakusho | {{f}} + {{mk}} | {{high}} }} | |||
{{SSFIVMoveListRow | Engekishu | {{f}} + {{hk}} | }} | |||
{{MoveListFooter}} | |||
=== | ==== Throws ==== | ||
{{SSFIVMoveListHeader}} | |||
{{SSFIVMoveListRow | Shushugai | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | |||
{{SSFIVMoveListRow | Tenshou Tousaikyaku | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | |||
{{MoveListFooter}} | |||
=== | ==== Special Moves ==== | ||
{{SSFIVMoveListHeader}} | |||
{{SSFIVMoveListRow | Rekkaken | {{qcf}} + {{p}} | Can be performed three times in sequence; {{ex}} }} | |||
{{SSFIVMoveListRow | Shienkyaku | {{rdp}} + {{k}} | {{ex}} }} | |||
{{SSFIVMoveListRow | Rekkukyaku | {{db}} {{qcf}} {{uf}} + {{k}} | {{armorbreak}} only on first hit; {{ex}} }} | |||
{{SSFIVMoveListRow | Tenshin | {{hcb}} + {{k}} | {{throw}} {{ex}} }} | |||
{{MoveListFooter}} | |||
==The Basics== | ==== Super Combo ==== | ||
{{SSFIVMoveListHeader}} | |||
{{SSFIVMoveListRow | Rekkashinken | {{qcf}} qcf + {{p}} | }} | |||
{{MoveListFooter}} | |||
==== Ultra Combos ==== | |||
{{SSFIVMoveListHeader}} | |||
{{SSFIVMoveListRow | Rekkashingeki | {{qcf}} qcf + {{3p}} | }} | |||
{{SSFIVMoveListRow | Gekirinken | {{qcf}} qcf + {{3k}} | Counters only against certain attacks }} | |||
{{MoveListFooter}} | |||
== AE ver. 2012 Changes == | |||
''Rekkaken'' | |||
Set chip damage from first and second hits to 6 for light version. | |||
Set chip damage from first and second hits to 7 for medium version. | |||
Decreased distance of block push for second light/medium/heavy hit. | |||
Reduced block stun for second light/medium/heavy hit, giving the attacker a frame (dis)advantage of -8F for light, -10F for medium, and -12F for heavy hits. | |||
''Shienkyaku'' | |||
Changed light version deep hit damage from 120 to 110. | |||
Changed medium version deep hit damage from 140 to 120. | |||
Changed heavy version damage from 100 + 60 (160 total) to 100 + 50 (150 total). | |||
Changed EX version damage from 100 + 50 + 50 (200 total) to 100 + 50 + 40 (190 total). | |||
Shortened first hit block stun by 1F for all versions. | |||
''Rekkukyaku'' | |||
Changed heavy version damage from 40 + 40 + 60 (140 total) to 35 + 35 + 30 (100 total). | |||
Stopped hit connecting after cross up for all versions. | |||
''Crouching Medium Punch'' | |||
Changed damage from 65 to 55. | |||
''Near Standing Medium Punch'' | |||
Prevented first (Heavy/EX) Rekkukyaku canceled from near standing medium punch from hitting. | |||
''Near Standing Light Punch'' | |||
Far Standing Light Punch | |||
Shortened hit stun by 1F, giving the attacker a possible +5F advantage on a hit. | |||
''Chokkarakusho'' | |||
Changed damage from 60 to 70. | |||
''Engekishu'' | |||
Changed damage from 90 + 60 (150 total) to 80 + 50 (130 total). | |||
Made second hit super-cancelable. | |||
== AE Changes == | |||
* Close and Far stand jab are have an extra frame of advantage (now +6). | |||
* Close MK has a 4-frame startup. | |||
* Additional frame advantage on many moves. | |||
* Less recovery on EX Rekka on hit and on block. | |||
* No invincibility with HK Chicken Wing. | |||
* Is considered to be mid-air right after the invincibility frames of his backdash ends. | |||
==The Basics== | |||
==Combos== | ==Combos== | ||
Line 24: | Line 114: | ||
==Matchups== | ==Matchups== | ||
==Frame Data== | ==Frame Data== | ||
Line 64: | Line 155: | ||
| align="center" |7 | | align="center" |7 | ||
| align="center" |+2 | | align="center" |+2 | ||
| align="center" |+ | | align="center" |+5 | ||
| align="center" | | | align="center" | | ||
| | | | | | ||
Line 93: | Line 184: | ||
| align="center" |-12 | | align="center" |-12 | ||
| align="center" |-7 | | align="center" |-7 | ||
| align="center" | | | align="center" |Forces stand, [] refers to active frames 3~5 | ||
| | | | | | ||
|- | |- | ||
Line 148: | Line 239: | ||
| align="center" |7 | | align="center" |7 | ||
| align="center" |+2 | | align="center" |+2 | ||
| align="center" |+ | | align="center" |+5 | ||
| align="center" | | | align="center" | | ||
| | | | | | ||
Line 238: | Line 329: | ||
| |crouch [[File:Strong.gif]] | | |crouch [[File:Strong.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" | | | align="center" |55 | ||
| align="center" |100 | | align="center" |100 | ||
| align="center" |40 | | align="center" |40 | ||
Line 261: | Line 352: | ||
| align="center" |-5 | | align="center" |-5 | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" | | | align="center" |Forces stand | ||
| | | | | | ||
|- | |- | ||
| |crouch [[File:Short.gif]] | | |crouch [[File:Short.gif]] | ||
| align="center" |L | | align="center" |L | ||
| align="center" | | | align="center" |20 | ||
| align="center" |50 | | align="center" |50 | ||
| align="center" |20 | | align="center" |20 | ||
Line 303: | Line 394: | ||
| align="center" |-9 | | align="center" |-9 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 476: | Line 567: | ||
| |Overhead | | |Overhead | ||
| align="center" |H | | align="center" |H | ||
| align="center" | | | align="center" |70 | ||
| align="center" |100 | | align="center" |100 | ||
| align="center" |40 | | align="center" |40 | ||
Line 482: | Line 573: | ||
| align="center" |18 | | align="center" |18 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |2+ | | align="center" |2 + After landing 14 | ||
| align="center" |-4 | | align="center" |-4 | ||
| align="center" |+1 | | align="center" |+1 | ||
| align="center" | | | align="center" |6f~ airborne, Only -1 hit advantage vs crouching opponents | ||
| | | | | | ||
|- | |- | ||
| |[[File:Right.gif]]+[[File:Roundhouse.gif]] | | |[[File:Right.gif]]+[[File:Roundhouse.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" | | | align="center" |80*50 | ||
| align="center" |150*50 | | align="center" |150*50 | ||
| align="center" |60*20 | | align="center" |60*20 | ||
| align="center" |- | | align="center" |-*su | ||
| align="center" |15 | | align="center" |15 | ||
| align="center" |2(7)2 | | align="center" |2(7)2 | ||
Line 499: | Line 590: | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" |+3 | | align="center" |+3 | ||
| align="center" | | | align="center" |2nd hit cannot be EX-focus cancelled | ||
| | | | | | ||
|- | |- | ||
Line 508: | Line 599: | ||
| align="center" |20 | | align="center" |20 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |10+11 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |35 | | align="center" |35 | ||
Line 516: | Line 607: | ||
| | | | | | ||
|- | |- | ||
| |Focus | | |Focus Attack LVL 2 | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |80 | | align="center" |80 | ||
Line 522: | Line 613: | ||
| align="center" |40 | | align="center" |40 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |18+11 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |35 | | align="center" |35 | ||
Line 530: | Line 621: | ||
| | | | | | ||
|- | |- | ||
| |Focus | | |Focus Attack LVL 3 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |140 | | align="center" |140 | ||
Line 555: | Line 646: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
| |Back | | |Back Throw | ||
| align="center" |0.88 | | align="center" |0.88 | ||
| align="center" |140 | | align="center" |140 | ||
Line 569: | Line 660: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 583: | Line 674: | ||
| align="center" |-4 | | align="center" |-4 | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" | | | align="center" |16f~ cancellable into next move | ||
| | | | | | ||
|- | |- | ||
Line 597: | Line 688: | ||
| align="center" |-6 | | align="center" |-6 | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" | | | align="center" |18f~ cancellable into next move | ||
| | | | | | ||
|- | |- | ||
Line 611: | Line 702: | ||
| align="center" |-8 | | align="center" |-8 | ||
| align="center" |-4 | | align="center" |-4 | ||
| align="center" | | | align="center" |19f~ cancellable into next move | ||
| | | | | | ||
|- | |- | ||
Line 623: | Line 714: | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |23 | | align="center" |23 | ||
| align="center" |- | | align="center" |-8 | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" | | | align="center" |17f~ cancellable into next move | ||
| | | | | | ||
|- | |- | ||
Line 637: | Line 728: | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |25 | | align="center" |25 | ||
| align="center" |- | | align="center" |-10 | ||
| align="center" |-4 | | align="center" |-4 | ||
| align="center" | | | align="center" |17f~ cancellable into next move | ||
| | | | | | ||
|- | |- | ||
Line 651: | Line 742: | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |27 | | align="center" |27 | ||
| align="center" |- | | align="center" |-12 | ||
| align="center" |-6 | | align="center" |-6 | ||
| align="center" | | | align="center" |17f~ cancellable into next move | ||
| | | | | | ||
|- | |- | ||
Line 709: | Line 800: | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |+2 | | align="center" |+2 | ||
| align="center" | | | align="center" |16f~ cancellable into next move, projectile hitbox | ||
| | | | | | ||
|- | |- | ||
Line 723: | Line 814: | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" | | | align="center" |17f~ cancellable into next move, projectile hitbox | ||
| | | | | | ||
|- | |- | ||
Line 737: | Line 828: | ||
| align="center" |-23 | | align="center" |-23 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |projectile hitbox | ||
| | | | | | ||
|- | |- | ||
| |Flame Kick [[File:Short.gif]] | | |Flame Kick [[File:Short.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" | | | align="center" |110[70] | ||
| align="center" |200[100] | | align="center" |200[100] | ||
| align="center" |30/40 | | align="center" |30/40 | ||
Line 749: | Line 840: | ||
| align="center" |12 | | align="center" |12 | ||
| align="center" |16+22 | | align="center" |16+22 | ||
| align="center" |- | | align="center" |-30 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~4f Invincible, 5~6f unthrowable, 7f~ airborne, [] refers to active frames 3~12 | ||
| | | | | | ||
|- | |- | ||
| |Flame Kick [[File:Forward.gif]] | | |Flame Kick [[File:Forward.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" | | | align="center" |120[90] | ||
| align="center" |200[100] | | align="center" |200[100] | ||
| align="center" |30/40 | | align="center" |30/40 | ||
| align="center" |su | | align="center" |su*- | ||
| align="center" |5 | | align="center" |5 | ||
| align="center" |12 | | align="center" |12 | ||
| align="center" |20+22 | | align="center" |20+22 | ||
| align="center" |- | | align="center" |-32 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~5f Invincible, 6f unthrowable, 7f~ airborne, [] refers to active frames 3~12 | ||
| | | | | | ||
|- | |- | ||
| |Flame Kick [[File:Roundhouse.gif]] | | |Flame Kick [[File:Roundhouse.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |100* | | align="center" |100*50 | ||
| align="center" |100*100 | | align="center" |100*100 | ||
| align="center" |30/40*20 | | align="center" |30/40*20 | ||
| align="center" |su | | align="center" |su*- | ||
| align="center" |5 | | align="center" |5 | ||
| align="center" |2*10 | | align="center" |2*10 | ||
| align="center" |24+22 | | align="center" |24+22 | ||
| align="center" |- | | align="center" |-36 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~5f Invincible, 6f unthrowable, 7f~ airborne, 2nd hit can juggle | ||
| | | | | | ||
|- | |- | ||
| |Flame Kick [[File:EX.gif]] | | |Flame Kick [[File:EX.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |100* | | align="center" |100*50*40 | ||
| align="center" |100* | | align="center" |100*50*40 | ||
| align="center" |-250/0 | | align="center" |-250/0 | ||
| align="center" |su | | align="center" |su*-*- | ||
| align="center" |5 | | align="center" |5 | ||
| align="center" |2*8* | | align="center" |2*8*11 | ||
| align="center" |18+22 | | align="center" |18+22 | ||
| align="center" |- | | align="center" |-39 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~6f Invincible, 7f~ airborne, 2nd & 3rd hit can juggle | ||
| | | | | | ||
|- | |- | ||
Line 807: | Line 898: | ||
| align="center" |-4 | | align="center" |-4 | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" | | | align="center" |1~8f Invincible, 9f~ airborne, 1st hit armor break, can juggle | ||
| | | | | | ||
|- | |- | ||
Line 821: | Line 912: | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" |+2 | | align="center" |+2 | ||
| align="center" | | | align="center" |1~10f Invincible, 11f~ airborne, 1st hit armor break, can juggle | ||
| | | | | | ||
|- | |- | ||
| |Flying Kick [[File:Roundhouse.gif]] | | |Flying Kick [[File:Roundhouse.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" | | | align="center" |35*35*30 | ||
| align="center" |50x3 | | align="center" |50x3 | ||
| align="center" |10/30*20*20 | | align="center" |10/30*20*20 | ||
Line 835: | Line 926: | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |+4 | | align="center" |+4 | ||
| align="center" | | | align="center" |13f~ airborne, 1st hit armor break, can juggle | ||
| | | | | | ||
|- | |- | ||
Line 849: | Line 940: | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |+4 | | align="center" |+4 | ||
| align="center" | | | align="center" |1~12f Invincible, 13~36f projectile invincible, 13f~ airborne, 1st hit armor break, can juggle | ||
| | | | | | ||
|- | |- | ||
Line 863: | Line 954: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |+7 | | align="center" |+7 | ||
| align="center" | | | align="center" |Forces stand | ||
| | | | | | ||
|- | |- | ||
Line 877: | Line 968: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |+7 | | align="center" |+7 | ||
| align="center" | | | align="center" |Forces stand | ||
| | | | | | ||
|- | |- | ||
Line 891: | Line 982: | ||
| align="center" |-38 | | align="center" |-38 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~6f Invincible, can juggle | ||
| | | | | | ||
|- | |- | ||
Line 905: | Line 996: | ||
| align="center" |-38 | | align="center" |-38 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~11f Invincible, Hard knockdown, 2nd & 4th hit cannot hit airborne opponents, grounded hit goes into animation, [] refers to animation | ||
| | | | | | ||
|- | |- | ||
Line 919: | Line 1,010: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Counters for 35f, (something about hitting), Hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 950: | Line 1,041: | ||
|} | |} | ||
=====Notes | =====Notes===== | ||
[[Category:Super Street Fighter IV AE]] |
Latest revision as of 02:24, 9 December 2020


Fei Long
Fei Long is known internationally as one of the greatest Hong Kong martial arts action movie stars. Living up to that reputation, he is also a very skilled fighter and regularly competes in the world of Street Fighting. However, when he realizes that his current film project has been compromised by S.I.N., he returns once more to the Street Fighting scene, and starts hunting down the ones responsible for attacking his movie crew, but not without meeting some of his fans along the way!
In a nutshell
Fei Long is a solid character who can play both sides of the offense/defense spectrum incredibly well. On one hand, his Rekkakens are an excellent poking tool and can deal very good damage if used correctly. He has excellent normals, potential for strong combos, and astounding distance control with his Rekkukyaku, more commonly known as the Chicken Wing Kick. On the other hand, his defensive game is quite strong as well. His Shienkyaku is an excellent wakeup move as well as an excellent anti-air. Many Fei players can win matches simply by using a "bob and weave" strategy, waiting for an opponent to foolishly strike and going in for the kill. The only true weakness to Fei Long depends on the person using him. It is because of this solidarity that Fei Long is one of the best characters in the game.
Players to Watch
Fuudo, Mago, Momi, StarNab, Gackt, CJ Truth
Moves
Unique Attacks





Throws









Special Moves
















Super Combo


Ultra Combos




AE ver. 2012 Changes
Rekkaken
Set chip damage from first and second hits to 6 for light version. Set chip damage from first and second hits to 7 for medium version. Decreased distance of block push for second light/medium/heavy hit. Reduced block stun for second light/medium/heavy hit, giving the attacker a frame (dis)advantage of -8F for light, -10F for medium, and -12F for heavy hits.
Shienkyaku
Changed light version deep hit damage from 120 to 110. Changed medium version deep hit damage from 140 to 120. Changed heavy version damage from 100 + 60 (160 total) to 100 + 50 (150 total). Changed EX version damage from 100 + 50 + 50 (200 total) to 100 + 50 + 40 (190 total). Shortened first hit block stun by 1F for all versions.
Rekkukyaku
Changed heavy version damage from 40 + 40 + 60 (140 total) to 35 + 35 + 30 (100 total). Stopped hit connecting after cross up for all versions.
Crouching Medium Punch
Changed damage from 65 to 55.
Near Standing Medium Punch
Prevented first (Heavy/EX) Rekkukyaku canceled from near standing medium punch from hitting.
Near Standing Light Punch
Far Standing Light Punch Shortened hit stun by 1F, giving the attacker a possible +5F advantage on a hit.
Chokkarakusho
Changed damage from 60 to 70.
Engekishu
Changed damage from 90 + 60 (150 total) to 80 + 50 (130 total). Made second hit super-cancelable.
AE Changes
- Close and Far stand jab are have an extra frame of advantage (now +6).
- Close MK has a 4-frame startup.
- Additional frame advantage on many moves.
- Less recovery on EX Rekka on hit and on block.
- No invincibility with HK Chicken Wing.
- Is considered to be mid-air right after the invincibility frames of his backdash ends.