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

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{| align="right"
| __TOC__
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[[File:fhd feilin.png]]
= Introduction =
= Introduction =


She is and awful answer of Data East for Capcom's Chun Li lol.
She is and awful answer of Data East for Capcom's Chun Li. And here's nothing else to say.
 
===Color options===
 
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center">Punch</td>
    <td align="center">Kick</td></tr>
<tr> <td>[[File:fhd-feilin-color1.png]]</td>
    <td>[[File:fhd-feilin-color2.png]]</td></tr>
</table>


= Moves List =
= Moves List =


== Normal Moves ==
== Normal Moves ==
===Light Punch===
===Light Punch [[File:Snka.gif]]===
'''Standing (Far)''' -  
'''Standing (Far)''' -  


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'''Jumping (Neutral)''' -  
'''Jumping (Neutral)''' -  


===Strong Punch===
===Strong Punch [[File:Snkb.gif]]===
'''Standing (Far)''' - Solid against far jump ins. Bufferable. Great all around attack.
'''Standing (Far)''' - Solid against far jump ins. Bufferable. Great all around attack.


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'''Jumping (Neutral)''' -  
'''Jumping (Neutral)''' -  


===Light Kick===
===Light Kick [[File:Snkc.gif]]===
'''Standing (Far)''' -  
'''Standing (Far)''' -  


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'''Jumping (Neutral)''' - Neutralizes overhead assaults fairly well.
'''Jumping (Neutral)''' - Neutralizes overhead assaults fairly well.


===Strong Kick===
===Strong Kick [[File:Snkd.gif]]===
'''Standing (Far)''' -  
'''Standing (Far)''' -  


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'''Jumping (Neutral)''' -
'''Jumping (Neutral)''' -
==Special Normals==
*'''Flying Kick:'''  (In Air) [[File:D.png]] + [[File: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 ==
== Throws ==
*[[File:B.png]]/[[File:F.png]] + [[File:Snkb.gif]]


== Special Moves ==
== Special Moves ==
'''Mantis Claw''' [[File:Qcf.png]] + [[File:P.png]]
*'''Mantis Claw:''' [[File:Qcf.png]] + [[File:P.png]]
Both versions are fairly slow on the recovery, but the fireball is big enough to catch Marstorius jumps. Note that Ryoko cannot slide under this.
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.
 
'''Midair Mantis Claw''' In Air  [[File:B.png]][[File:Db.png]][[File:D.png]] + [[File:P.png]]


*'''Midair Mantis Claw:''' (in air)  [[File:B.png]][[File:Db.png]][[File:D.png]] + [[File:P.png]]
This air fireball arcs sharply downward. I should also note it keeps Feilin in the air for a good second or so.
This air fireball arcs sharply downward. I should also note it keeps Feilin in the air for a good second or so.


'''Flying Crane Strike''' Charge [[File:D.png]][[File:U.png]] + [[File:P.png]]
*'''Flying Crane Strike:''' Charge [[File:D.png]],[[File:U.png]] + [[File:P.png]]
 
Flash kick-type move. Light version is pretty safe. Both have good priority and work as a reversal.
Light version is pretty safe. Both have good priority and work as a reversal.


'''Flying Kick''' (In Air)[[File:D.png]] + [[File:Snkd.gif]]  
== Hidden Move ==
 
*'''Sliding Crane Strike:''' Charge [[File:D.png]],[[File:Db.png]][[File:D.png]][[File:Df.png]][[File:F.png]][[File:Uf.png]] + [[File:P.png]]
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.
Feilin rushes forward and then does her enhanced Crane Strike. 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.


== Super Move ==
Note: basically you can charge it with [[File:Db.png]] instead of [[File:D.png]].
'''Sliding Crane Strike'''
*Charge Down, Down-Back, Down-Forward, Forward, Up-Forward + Punch
This move is great. It has solid invincibility. You would be best off using this to punish fireballs.


= The Basics =
= The Basics =

Revision as of 00:57, 8 May 2020

Fhd feilin.png

Introduction

She is and awful answer of Data East for Capcom's Chun Li. And here's nothing else to say.

Color options

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

Moves List

Normal Moves

Light Punch Snka.gif

Standing (Far) -

Standing (Close) -

Crouching -

Jumping -

Jumping (Neutral) -

Strong Punch Snkb.gif

Standing (Far) - Solid against far jump ins. Bufferable. Great all around attack.

Standing (Close) -

Crouching - Like standing hard punch but crouching (lol) (Doesn't work as an anti air though).

Jumping -

Jumping (Neutral) -

Light Kick Snkc.gif

Standing (Far) -

Standing (Close) -

Crouching -

Jumping -

Jumping (Neutral) - Neutralizes overhead assaults fairly well.

Strong Kick Snkd.gif

Standing (Far) -

Standing (Close) - Bufferable. Can work as an anti air.

Crouching - Excellent range. A solid attack for your ground game. Recovers a tad slow, but not everyone will be able to capitalize on its recovery.

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

Jumping (Neutral) -

Special Normals

  • Flying Kick: (In Air) D.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

  • B.png/F.png + Snkb.gif

Special Moves

  • 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.

  • Midair 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.

  • Flying Crane Strike: 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 Crane Strike: Charge D.png,Db.pngD.pngDf.pngF.pngUf.png + P.png

Feilin rushes forward and then does her enhanced Crane Strike. 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.

Note: basically you can charge it with Db.png instead of D.png.

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

Vs. Clown:

Vs. Jean Pierre:

Vs. Kano 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 Diendo:

Vs. Liu Feilin (self):

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

Vs. Liu Yungmie:

Vs. Marstorius:

Vs. Matlok Jade:

Vs. Mizoguchi Makoto:

Vs. Ray McDougal:

Vs. Samchay Tomyamgun:

Vs. Zazie Muhaba:

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