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| Fei Long is known internationally as one of the greatest Hong Kong martial arts action movie stars. As a promotional stunt and a means by which Fei Long could hone his skills even further, he entered the world Street Fighting circuit. However, the more he fought, the more Fei Long realized his true calling: fighting, not acting. Quitting the movie industry, Fei Long went on to start his own school, garnering a huge number of students. Fei Long now, rather than lights, camera, action, prefers fights, camera, action! | | Fei Long is known internationally as one of the greatest Hong Kong martial arts action movie stars. As a promotional stunt and a means by which Fei Long could hone his skills even further, he entered the world Street Fighting circuit. However, the more he fought, the more Fei Long realized his true calling: fighting, not acting. Quitting the movie industry, Fei Long went on to start his own school, garnering a huge number of students. Fei Long now, rather than lights, camera, action, prefers fights, camera, action! |
| | | | | |
| Fei Long is full of offensive potential: extremely quick Rekka Kens for explosive offense and Rekkakyakus for easy ways in on the opponent and high priority Normal Moves that can outpoke most other characters. However, learning Fei Long requires great restraint and understanding of when to unleash the offense. Top Fei Long players can spend huge amounts of time simply walking back and forth, finding the opening they need to score a victory. So while it's easy to try and go nuts with Fei Long, understanding the moment and seizing your opportunities is what turns Fei Long into one of the most dangerous 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.}} |
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Fei Long
Fei Long is known internationally as one of the greatest Hong Kong martial arts action movie stars. As a promotional stunt and a means by which Fei Long could hone his skills even further, he entered the world Street Fighting circuit. However, the more he fought, the more Fei Long realized his true calling: fighting, not acting. Quitting the movie industry, Fei Long went on to start his own school, garnering a huge number of students. Fei Long now, rather than lights, camera, action, prefers fights, camera, action!
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.
Moves
Unique Attacks
Chokkarakusho
f + mk
high
Throws
Shushugai
f or n + lp + lk
throw
Tenshou Tousaikyaku
b + lp + lk
throw
Special Moves
Rekkaken
qcf + p
Can be performed three times in sequence; ex
Rekkukyaku
db qcf uf + k
armorbreak only on first hit; ex
Super Combo
Ultra Combos
Rekkashingeki
qcf qcf + 3p
Gekirinken
qcf qcf + 3k
Counters only against certain attacks
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
Strategy
Matchups
Frame Data
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Close
|
HL
|
30
|
50
|
20
|
ch/sp/su
|
3
|
2
|
7
|
+2
|
+6
|
|
|
Close
|
HL
|
70
|
100
|
40
|
sp/su
|
5
|
2
|
16
|
+3
|
+7
|
|
|
Close
|
HL
|
100[80]
|
200[150]
|
60
|
sp/su
|
4
|
5
|
25
|
-12
|
-7
|
|
|
Close
|
HL
|
30
|
50
|
20
|
-
|
4
|
2
|
9
|
0
|
+3
|
|
|
Close
|
HL
|
75
|
100
|
40
|
sp/su
|
4
|
2
|
18
|
-6
|
-3
|
|
|
Close
|
HL
|
120
|
200
|
60
|
su
|
6
|
3
|
24
|
-9
|
-5
|
|
|
Far
|
HL
|
30
|
50
|
20
|
ch/sp/su
|
3
|
2
|
7
|
+2
|
+6
|
|
|
Far
|
HL
|
80
|
100
|
40
|
su
|
5
|
2
|
16
|
-4
|
-1
|
|
|
Far
|
HL
|
120
|
200
|
60
|
-
|
7
|
3
|
18
|
-3
|
+1
|
|
|
Far
|
HL
|
40
|
50
|
20
|
-
|
4
|
2
|
11
|
-2
|
+1
|
|
|
Far
|
HL
|
70
|
100
|
40
|
-
|
7
|
2
|
18
|
-6
|
-3
|
|
|
Far
|
HL
|
110
|
200
|
60
|
-
|
9
|
4
|
20
|
-6
|
-2
|
|
|
crouch
|
HL
|
20
|
50
|
20
|
ch/sp/su
|
3
|
2
|
9
|
0
|
+3
|
|
|
crouch
|
HL
|
65
|
100
|
40
|
su
|
4
|
3
|
9
|
+2
|
+5
|
|
|
crouch
|
HL
|
100
|
200
|
60
|
-
|
8
|
3
|
20
|
-5
|
0
|
|
|
crouch
|
L
|
30
|
50
|
20
|
ch/su
|
3
|
3
|
8
|
0
|
+3
|
|
|
crouch
|
L
|
80
|
100
|
40
|
su
|
5
|
4
|
13
|
-3
|
0
|
|
|
crouch
|
L
|
100
|
150
|
60
|
-
|
6
|
2
|
25
|
-9
|
-
|
|
|
Jump up
|
H
|
50
|
50
|
20
|
-
|
4
|
4
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
80
|
100
|
40
|
-
|
5
|
3
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
100
|
200
|
60
|
-
|
6
|
4
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
50
|
50
|
20
|
-
|
4
|
5
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
80
|
100
|
40
|
-
|
6
|
6
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
100
|
200
|
60
|
-
|
6
|
5
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
50
|
50
|
20
|
-
|
4
|
5
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
80
|
100
|
40
|
-
|
5
|
5
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
100
|
200
|
60
|
-
|
6
|
6
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
40
|
50
|
20
|
-
|
4
|
8
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
70
|
100
|
40
|
-
|
5
|
4
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
100
|
200
|
60
|
-
|
6
|
7
|
-
|
-
|
-
|
|
|
Overhead
|
H
|
60
|
100
|
40
|
-
|
18
|
2
|
2+???14
|
-4
|
+1
|
|
|
+
|
HL
|
90*60
|
150*50
|
60*20
|
-
|
15
|
2(7)2
|
15
|
-1
|
+3
|
|
|
Focus Attack LVL 1
|
HL
|
60
|
100
|
20
|
-
|
21
|
2
|
35
|
-21
|
-21
|
|
|
Focus attack LVL 2
|
HL
|
80
|
150
|
40
|
-
|
17+12
|
2
|
35
|
-15
|
-
|
|
|
Focus attack LVL 3
|
-
|
140
|
200
|
60
|
-
|
65
|
2
|
35
|
-
|
-
|
|
|
Forward Throw
|
0.88
|
130
|
130
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
|
|
Back throw
|
0.88
|
140
|
140
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
|
|
Rekka Ken (1)
|
HL
|
50
|
50
|
10/10
|
-
|
7
|
2
|
21
|
-4
|
0
|
|
|
Rekka Ken (1)
|
HL
|
55
|
50
|
10/10
|
-
|
9
|
2
|
23
|
-6
|
-2
|
|
|
Rekka Ken (1)
|
HL
|
60
|
50
|
10/10
|
-
|
10
|
2
|
25
|
-8
|
-4
|
|
|
Rekka Ken (2)
|
HL
|
50
|
50
|
10/10
|
-
|
7
|
2
|
23
|
-6
|
-2
|
|
|
Rekka Ken (2)
|
HL
|
55
|
50
|
10/10
|
-
|
7
|
2
|
25
|
-8
|
-4
|
|
|
Rekka Ken (2)
|
HL
|
60
|
50
|
10/10
|
-
|
7
|
2
|
27
|
-10
|
-6
|
|
|
Rekka Ken (3)
|
HL
|
60
|
50
|
10/10
|
-
|
7
|
2
|
36
|
-19
|
-
|
|
|
Rekka Ken (3)
|
HL
|
60
|
50
|
10/10
|
-
|
9
|
2
|
36
|
-19
|
-
|
|
|
Rekka Ken (3)
|
HL
|
60
|
50
|
10/10
|
-
|
9
|
2
|
40
|
-23
|
-
|
|
|
Rekka Ken (1)
|
HL
|
65
|
50
|
-250/0
|
-
|
7
|
2
|
25
|
0
|
+2
|
|
|
Rekka Ken (2)
|
HL
|
65
|
50
|
0/0
|
-
|
7
|
2
|
27
|
-1
|
0
|
|
|
Rekka Ken (3)
|
HL
|
70
|
50
|
0/0
|
-
|
9
|
2
|
40
|
-23
|
-
|
|
|
Flame Kick
|
HL
|
120[70]
|
200[100]
|
30/40
|
su
|
5
|
12
|
16+22
|
-29
|
-
|
|
|
Flame Kick
|
HL
|
140[90]
|
200[100]
|
30/40
|
su
|
5
|
12
|
20+22
|
-31
|
-
|
|
|
Flame Kick
|
HL
|
100*60
|
100*100
|
30/40*20
|
su
|
5
|
2*10
|
24+22
|
-35
|
-
|
|
|
Flame Kick
|
HL
|
100*50x2
|
100*50x2
|
-250/0
|
su
|
5
|
2*8*10
|
18+22
|
-38
|
-
|
|
|
Flying Kick
|
HL
|
30*30*40
|
50x3
|
10/30*20*20
|
-
|
14
|
2(5)4(6)2
|
5+16
|
-4
|
0
|
|
|
Flying Kick
|
HL
|
30*30*50
|
50x3
|
10/30*20*20
|
-
|
16
|
2(5)4(6)2
|
5+14
|
-2
|
+2
|
|
|
Flying Kick
|
HL
|
40*40*60
|
50x3
|
10/30*20*20
|
-
|
18
|
2(5)4(6)2
|
4+13
|
0
|
+4
|
|
|
Flying Kick
|
HL
|
30*30*40
|
50x3
|
-250/0
|
-
|
18
|
2(5)4(6)2
|
4+13
|
0
|
+4
|
|
|
Kaiten
|
0.92
|
0
|
0
|
10/40
|
-
|
14
|
2
|
51
|
-
|
+7
|
|
|
Kaiten
|
1.23
|
0
|
0
|
-250/0
|
-
|
12
|
2
|
51
|
-
|
+7
|
|
|
Super Combo
|
HL
|
50x4*170
|
0
|
-1000/0
|
-
|
1+5
|
2(10)2(12)2(11)2(20)2
|
57
|
-38
|
-
|
|
|
Ultra Combo 1
|
HL
|
60x4*165[375]
|
0
|
0/0
|
-
|
0+10
|
2(11)2(12)2(10)2(21)2
|
57
|
-38
|
-
|
|
|
Ultra Combo 2
|
-
|
470
|
0
|
0/0
|
-
|
0+1
|
35
|
61
|
-
|
-
|
|
|
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Notes: