m (Changed frame data to reflect 2012 changes, particularly in damage of moves and frame advantage of cl.jab (now +5)) |
m (fix motion tags) |
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{{SSFIVAEHeader}} | {{SSFIVAEHeader}} | ||
{{SSFIVCharacterHeader|Fei Long|FeiLong| | {{SSFIVCharacterHeader|Fei Long|FeiLong| | ||
Fei Long is known internationally as one of the greatest Hong Kong martial arts action movie stars. | 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.}} | 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 == | == Moves == | ||
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{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Chokkarakusho | f + mk | high }} | {{SSFIVMoveListRow | Chokkarakusho | {{f}} + {{mk}} | {{high}} }} | ||
{{SSFIVMoveListRow | Engekishu | f + hk | }} | {{SSFIVMoveListRow | Engekishu | {{f}} + {{hk}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Shushugai | f or n + lp + lk | throw }} | {{SSFIVMoveListRow | Shushugai | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SSFIVMoveListRow | Tenshou Tousaikyaku | b + lp + lk | throw }} | {{SSFIVMoveListRow | Tenshou Tousaikyaku | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Rekkaken | qcf + p | Can be performed three times in sequence; ex }} | {{SSFIVMoveListRow | Rekkaken | {{qcf}} + {{p}} | Can be performed three times in sequence; {{ex}} }} | ||
{{SSFIVMoveListRow | Shienkyaku | rdp + k | ex }} | {{SSFIVMoveListRow | Shienkyaku | {{rdp}} + {{k}} | {{ex}} }} | ||
{{SSFIVMoveListRow | Rekkukyaku | db qcf uf + k | armorbreak only on first hit; ex }} | {{SSFIVMoveListRow | Rekkukyaku | {{db}} {{qcf}} {{uf}} + {{k}} | {{armorbreak}} only on first hit; {{ex}} }} | ||
{{SSFIVMoveListRow | Tenshin | hcb + k | throw ex }} | {{SSFIVMoveListRow | Tenshin | {{hcb}} + {{k}} | {{throw}} {{ex}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Super Combo ==== | ==== Super Combo ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Rekkashinken | qcf qcf + p | }} | {{SSFIVMoveListRow | Rekkashinken | {{qcf}} qcf + {{p}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Ultra Combos ==== | ==== Ultra Combos ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Rekkashingeki | qcf qcf + 3p | }} | {{SSFIVMoveListRow | Rekkashingeki | {{qcf}} qcf + {{3p}} | }} | ||
{{SSFIVMoveListRow | Gekirinken | qcf qcf + 3k | Counters only against certain attacks }} | {{SSFIVMoveListRow | Gekirinken | {{qcf}} qcf + {{3k}} | Counters only against certain attacks }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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==The Basics== | ==The Basics== | ||
==Combos== | ==Combos== | ||
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| 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 237: | Line 239: | ||
| align="center" |7 | | align="center" |7 | ||
| align="center" |+2 | | align="center" |+2 | ||
| align="center" |+ | | align="center" |+5 | ||
| align="center" | | | align="center" | | ||
| | | | | | ||
Line 327: | 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 350: | 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 392: | Line 394: | ||
| align="center" |-9 | | align="center" |-9 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 565: | 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 571: | 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 588: | 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 597: | 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 605: | Line 607: | ||
| | | | | | ||
|- | |- | ||
| |Focus | | |Focus Attack LVL 2 | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |80 | | align="center" |80 | ||
Line 611: | 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 619: | Line 621: | ||
| | | | | | ||
|- | |- | ||
| |Focus | | |Focus Attack LVL 3 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |140 | | align="center" |140 | ||
Line 644: | 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 658: | Line 660: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 672: | Line 674: | ||
| align="center" |-4 | | align="center" |-4 | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" | | | align="center" |16f~ cancellable into next move | ||
| | | | | | ||
|- | |- | ||
Line 686: | Line 688: | ||
| align="center" |-6 | | align="center" |-6 | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" | | | align="center" |18f~ cancellable into next move | ||
| | | | | | ||
|- | |- | ||
Line 700: | Line 702: | ||
| align="center" |-8 | | align="center" |-8 | ||
| align="center" |-4 | | align="center" |-4 | ||
| align="center" | | | align="center" |19f~ cancellable into next move | ||
| | | | | | ||
|- | |- | ||
Line 712: | 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 726: | 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 740: | 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 798: | 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 812: | 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 826: | Line 828: | ||
| align="center" |-23 | | align="center" |-23 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |projectile hitbox | ||
| | | | | | ||
|- | |- | ||
Line 838: | 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 | ||
| | | | | | ||
|- | |- | ||
Line 848: | Line 850: | ||
| 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 | ||
| | | | | | ||
|- | |- | ||
Line 862: | Line 864: | ||
| 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 | ||
| | | | | | ||
|- | |- | ||
Line 876: | Line 878: | ||
| align="center" |100*50*40 | | 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 896: | 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 910: | 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 | ||
| | | | | | ||
|- | |- | ||
Line 924: | 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 938: | 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 952: | Line 954: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |+7 | | align="center" |+7 | ||
| align="center" | | | align="center" |Forces stand | ||
| | | | | | ||
|- | |- | ||
Line 966: | Line 968: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |+7 | | align="center" |+7 | ||
| align="center" | | | align="center" |Forces stand | ||
| | | | | | ||
|- | |- | ||
Line 980: | Line 982: | ||
| align="center" |-38 | | align="center" |-38 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~6f Invincible, can juggle | ||
| | | | | | ||
|- | |- | ||
Line 994: | 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 1,008: | Line 1,010: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Counters for 35f, (something about hitting), Hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 1,039: | Line 1,041: | ||
|} | |} | ||
=====Notes | =====Notes===== | ||
[[Category: Super Street Fighter IV AE]] | [[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.