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

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*'''Far''' [[File:B.png]]/[[File:F.png]] + [[File:Snkd.gif]]
*'''Far''' [[File:B.png]]/[[File:F.png]] + [[File:Snkd.gif]]
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
    <td align="center" width="30"><u>18</u></td>
    <td align="center" width="75" rowspan="5">Startup</td>
    <td align="center" valign="bottom" rowspan="5">[[File:FHD-feilin-stand-far-HK+F-1.png]]</td>
    <td align="center" valign="bottom" rowspan="5">[[File:FHD-feilin-stand-far-HK+F-2.png]]</td>
    <td align="center" width="75" rowspan="5">Recovery</td></tr>
<tr> <td align="center">Chain cancel</td>
    <td align="center">no</td></tr>
<tr> <td align="center">Special cancel</td>
    <td align="center" bgcolor="#1E90FF">yes</td></tr>
<tr> <td align="center">On hit</td>
    <td align="center" bgcolor="#FF3030">-3</td></tr>
<tr> <td align="center">On block</td>
    <td align="center" bgcolor="#FF3030">-8</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
    <td align="center">4</td>
    <td align="center" bgcolor="#0000FF">3</td>
    <td align="center" bgcolor="#0000FF">3</td>
    <td align="center">18</td></tr>
</table>
'''The actual f.HK:''' a weird backwards roundhouse kick. It can be used as an anti-air, but nothing more than that.


*'''Close''' [[File:B.png]]/[[File:F.png]] + [[File:Snkd.gif]]
*'''Close''' [[File:B.png]]/[[File:F.png]] + [[File:Snkd.gif]]
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
    <td align="center" width="30"><u>18</u></td>
    <td align="center" width="75" rowspan="5">Startup</td>
    <td align="center" valign="bottom" rowspan="5">[[File:FHD-feilin-stand-close-HK+F.png]]</td>
    <td align="center" width="75" rowspan="5">Recovery</td></tr>
<tr> <td align="center">Chain cancel</td>
    <td align="center">no</td></tr>
<tr> <td align="center">Special cancel</td>
    <td align="center" bgcolor="#1E90FF">yes</td></tr>
<tr> <td align="center">On hit</td>
    <td align="center" bgcolor="#FF3030">-3</td></tr>
<tr> <td align="center">On block</td>
    <td align="center" bgcolor="#FF3030">-8</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
    <td align="center">4</td>
    <td align="center" bgcolor="#0000FF">8</td>
    <td align="center">16</td></tr>
</table>
'''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) [[File:Db.png]]/[[File:D.png]]/[[File:Df.png]] + [[File:Snkd.gif]]  
*'''Flying Kick:'''  (in air) [[File:Db.png]]/[[File:D.png]]/[[File:Df.png]] + [[File:Snkd.gif]]  

Revision as of 11:39, 7 August 2020

Fhd feilin.png
FHD main page | The Characters



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 4 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 4 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 4 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 8 Startup FHD-feilin-diagonal-jump-LP.png
Chain cancel no
Special cancel yes
Frame count 4

Good air-to-air.

  • Jumping (Neutral):
Damage 8 Startup FHD-feilin-neutral-jump-LP.png
Chain cancel no
Special cancel yes
Frame count 4

Strong Punch Snkb.gif

  • Standing (Close):
Damage 18 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 18 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 18 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 18 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 18 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 4 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 4 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 4 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 8 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 8 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 18 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 18 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 18 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 18 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 18 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

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.

Throws

Damage 21 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

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

  • Mid-air To-Ro-Zan a.k.a. Mid-air Mantis Claw: (in air) B.pngDb.pngD.png + P.png

This air fireball arcs sharply downward. I should also note it keeps Feilin in the air for a good second or so.

  • Double-Swan Punch: Charge D.png,U.png + P.png

Flash kick-type move. Light version is pretty safe. Both have good priority and work as a reversal.

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.

Feilin rushes forward and then does her enhanced Swan Punch. LP version travels half of a screen, when HP version travels the whole screen. 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

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