Fighter's History Dynamite/Liu Feilin: Difference between revisions

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<tr> <td color="#303030">[[Fighter's History Dynamite|'''''FHD main page''''']] | [[Fighter's History Dynamite#The Characters|'''''The Characters''''']]</td></tr>
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Revision as of 16:54, 2 March 2021

Fhd feilin.png



Introduction

She is an awful answer of Data East to Capcom's Chun Li. Nothing else to say.

Weak Spot

FHD-feilin-neutral.png FHD-feilin-squat-1.png FHD-feilin-squat-2.png FHD-feilin-crouch.png
Frame count - 2 2 -

Potentially the worst weak spot in the game. It's big, doesn't shrink in crouch and catches the most of the special moves. It still have some pluses: stance shifting helps a bit and in crouch position weak spot hides some part behind hurtbox. But still, Fei can be dizzied with ease.

Color Options

Punch Kick
Fhd-feilin-color1.png Fhd-feilin-color2.png

Moves List

Quick Reference

Special move name Input Nickname Note
To-Ro-Zan Qcf.png + P.png fireball
Mid-air To-Ro-Zan (in air) B.pngDb.pngD.png + P.png fireball, overhead
Double-Swan Punch Charge D.png,U.png + P.png Swan Punch anti-air, reversal
Sliding Double-Swan Punch Charge D.png,Db.pngDf.pngUf.png + P.png Sliding Swan Punch rush (invincible) → anti-air

Normal Moves

Light Punch Snka.gif

  • Standing (Close):
Damage 6 Startup FHD-feilin-stand-close-LP.png Recovery
Chain cancel yes
Special cancel yes
On hit +6
On block +7
Frame count 2 3 3

A usual elbow attack. Hits a bit higher than far LP.

  • Standing (Far):
Damage 6 Startup FHD-feilin-stand-far-LP.png Recovery
Chain cancel yes
Special cancel yes
On hit +6
On block +7
Frame count 2 3 3

Standart jab attack (but without knuckle... what the heck, Feilin). The range is pretty bad comparing to other characters, but it's best light attack Fei has i terms of range (cr.LK is 1px worse). But you can't charge Swan Punch if you use it for chain string. Just better use cr.LK.

  • Crouching:
Damage 6 Startup FHD-feilin-crouch-LP.png Recovery
Chain cancel yes
Special cancel yes
On hit +6
On block +7
Frame count 2 3 3

Looks like st.LP but with even less range, don't use it.

  • Jumping (Diagonal):
Damage 12 Startup FHD-feilin-diagonal-jump-LP.png
Chain cancel no
Special cancel yes
Frame count 4

Good air-to-air.

  • Jumping (Neutral):
Damage 12 Startup FHD-feilin-neutral-jump-LP.png
Chain cancel no
Special cancel yes
Frame count 4

Strong Punch Snkb.gif

  • Standing (Close):
Damage 28 Startup FHD-feilin-stand-close-HP.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 4 6 18
  • Standing (Far):
Damage 28 Startup FHD-feilin-stand-far-HP.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 4 6 18

Another non-knuckle punch, but this ime with very nice range. Fei stands on a toe while doing it, thus it hits higher than cl.HP. Solid against far jump-ins. Great all-around attack.

  • Crouching:
Damage 28 Startup FHD-feilin-crouch-HP.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 4 6 18

Similar attack to st.HP, can't be used as anti-air. But instead it's great for comboing it into Sliding Swan Punch.

  • Jumping (Diagonal):
Damage 28 Startup FHD-feilin-diagonal-jump-HP.png Recovery
Chain cancel no
Special cancel yes
Frame count 4 6

Great crossup with safe weak spot position.

  • Jumping (Neutral):
Damage 28 Startup FHD-feilin-neutral-jump-HP.png Recovery
Chain cancel no
Special cancel yes
Frame count 4 6

This priority might have it's uses, but I dunno.

Light Kick Snkc.gif

  • Standing (Close):
Damage 6 Startup FHD-feilin-stand-close-LK.png Recovery
Chain cancel no
Special cancel yes
On hit +6
On block +7
Frame count 2 3 3

Might be used to target weak spots, but not much else.

  • Standing (Far):
Damage 6 Startup FHD-feilin-stand-far-LK.png Recovery
Chain cancel no
Special cancel yes
On hit +5
On block +6
Frame count 4 3 4

Useless.

  • Crouching:
Damage 6 Startup FHD-feilin-crouch-LK.png Recovery
Chain cancel yes
Special cancel yes
On hit +6
On block +7
Frame count 2 3 3

Main tool for chain strings. It's 1px less range than far st.LP but allows to charge special moves meanwhile. So, beter use this attack instead.

  • Jumping (Diagonal):
Damage 12 Startup FHD-feilin-diagonal-jump-LK.png
Chain cancel no
Special cancel yes
Frame count 4

Good for safe jumps. Can crossup.

  • Jumping (Neutral):
Damage 12 Startup FHD-feilin-neutral-jump-LK.png
Chain cancel no
Special cancel yes
Frame count 4

Neutralizes overhead assaults fairly well.

Strong Kick Snkd.gif

  • Standing (Close/Far):
Damage 16 Startup FHD-feilin-stand-HK.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 4 6 18

A high kick, best anti-air normal in Feilin's disposal. This attack is the same situation as with Zazie's st.HP. In actuality it's a command normal and intended HKs are can be used if you'll hold ←/→ while attacking. Those attacks will be listed in "Special Normals" section.

  • Crouching:
Damage 28 Startup FHD-feilin-crouch-HK.png Recovery
Chain cancel no
Special cancel yes
On hit kd
On block -8
Frame count 4 6 18

Sweep with excellent range. A solid attack for your ground game. But be careful, priority isn't great.

  • Jumping (Diagonal/Neutral):
Damage 28 Startup FHD-feilin-jump-HK.png Recovery
Chain cancel no
Special cancel yes
Frame count 4 6

Good jump in with alright damage. Decent priority to boot.

Special Normals

  • Far B.png/F.png + Snkd.gif
Damage 28 Startup FHD-feilin-stand-far-HK+F-1.png FHD-feilin-stand-far-HK+F-2.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 4 3 3 18

The actual f.HK: a weird backwards roundhouse kick. It can be used as an anti-air, but nothing more than that.

  • Close B.png/F.png + Snkd.gif
Damage 28 Startup FHD-feilin-stand-close-HK+F.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 4 8 16

The actual cl.HK: a high kick. You might get this attack occasionaly instead of usual st.HK at anti-air situation. It's a bit worse priority, but stays active for longer. Btw both st.HK and st.HK+F hits high enough to damage Zazie's standing weak spot. So, there's not a big deal if you'll do this move accidentally.

  • Flying Kick: (in air) Db.png/D.png/Df.png + Snkd.gif
Damage 24 Startup FHD-feilin-divekick-1.png FHD-feilin-divekick-2.png If whiffs
Chain cancel no Recovery Landing
Special cancel no
On hit ?
On block ?
Frame count 11 3 3 2 6

A very odd divekick. The window of activation is very tight, just at the apex of jump. Arcs down at a less extreme angle than Aerial Mantis Claw. If divekick hits or gets blocked Fei does a huge hop backwards, thus it's hard to punish this attack. If you'll get used to perform it consistently you can also use it to fly behind unaware opponent. But still, it's hard to use and if you want to make attempts more safe, push LK + HK simultaneously. If you missed activation window, Feilin will perform j.LK instead of j.HK and make your landing more safe (because of LK button's higher priority).

Throws

Damage 32 FHD-feilin-throwbox.png
Range
(From pushbox)
33
  • Toge Hizaochi: B.png/F.png + Snkb.gif

Special Moves

  • To-Ro-Zan a.k.a. Mantis Claw: Qcf.png + P.png
Damage 16 Startup FHD-feilin-mantisclaw.png Recovery
On hit +7
On block +2
Frame count 19 1 26

A fireball. Both versions are fairly slow on the recovery, but the projectile is big enough to catch Marstorius jumps. Note that Ryoko cannot roll under this.

  • Mid-air To-Ro-Zan a.k.a. Mid-air Mantis Claw: (in air) B.pngDb.pngD.png + P.png
Damage 16 Startup FHD-feilin-aerialmantisclaw.png Recovery Landing
On hit ?
On block ?
Frame count 8 1 varies 6

This air fireball arcs sharply downward. Comes out very fast and must be blocked high. It keeps Feilin in air for a while, thus making it risky. It can be used for whiffpunishing when opponent's limbs becomes vulnerable, particularly sweeps.

  • Double-Swan Punch: Charge D.png,U.png + P.png
Damage Light
18
Hard
30 total
FHD-feilin-swanpunch-1.png FHD-feilin-swanpunch-2.png FHD-feilin-swanpunch-3.png FHD-feilin-swanpunch-4.png FHD-feilin-swanpunch-5.png FHD-feilin-swanpunch-6.png Recovery Landing
On hit Light
kd/kd
Hard
-/kd
On block Light
-/-12
Hard
-/-27
Frame count Light 2 4 1 1 1 3 17 6
Hard 2 4 1 2 3 4 28 6

A usual Flash Kick type move that always used as an anti-air. Both versions have good priority that hard to beat. Works as reversal. The 1st hit always connects with the 2nd.

Hidden Move

  • Sliding Double-Swan Punch: Charge D.png,Db.pngDf.pngUf.png + P.png

Input note: you can charge ↙ instead of ↓ and the move will still come out.

Damage 24 total FHD-feilin-swanpunch-1.png Dash frames FHD-feilin-swanpunch-3.png FHD-feilin-swanpunch-5.png FHD-feilin-swanpunch-6.png Recovery Landing
On hit Light/Hard
-/kd
FHD-feilin-swanpunch-2.png
On block Light
-/-36
Hard
-4*/-36
Frame count Light 4 8 2 4 3 39 6
Hard 4 18 2 4 3 39 6

*Frame advantage is measured relatively from the first hit to the second hit

Feilin rushes forward while being invincible and then does her enhanced Swan Punch. Deals 2 hits total. LP version travels 1/2 screen, when HP version travels ~90% screen. Feilin recovers very slow, so expect to be dizzied on landing. Plus opponent might throw you after blocking 1st hit and sometimes dash can occasionally go through opponent. But even though, this move is great. You would be best off using this to punish fireballs, also as main combo ender.

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.LP x 1-2 xx Weak Uppercut
  • j.HP,cr.HP xx Fireball
  • j.HP, cr.LP,cr.LK,cr.HP xx Sliding Uppercut
  • j.HP, Air fireball (In corner can be a follow up)

Advanced Strategy

Depends of the height and speed of the characters, you will be jump him with your overhead, spam him your projectiles on ground and air, or charge down for your anti-air.

Match-ups

Ray Lee Zaz Kar Jea Miz Sam Yun Mat Clo Fei Mar Ryo
Feilin - - - - - - - - - - - - -

Vs. Clown:

Don't overhead him, try to wait for the Clown special of use and counter him, trade hits Head Stomp or Roll with Swan Upper

Vs. Jean:

Vs. 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:

Vs. Feilin (self):

Look for sweeps on opponent's fireball startup, or just use Sliding Swan Punch. Standing hard punch is solid in this matchup, don't get hit by it.

Vs. Yungmie:

Vs. Marstorius:

Vs. Matlok:

Vs. Mizoguchi:

Vs. Ray:

Vs. Samchay:

Vs. Zazie:

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Clown
Liu Feilin
Jean Pierre
Karnov
Lee Diendo
Marstorius
Matlok Jade
Makoto Mizoguchi
Ray McDougall
Ryoko Kano
Samchay Tomyamkun
Liu Yungmie
Zazie Muhaba
Ox