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| {{USFIVHeader}} | | {{USFIVHeader}} |
| {{USFIVCharacterHeader|Fei Long|FeiLong| | | {{USFIVCharacterHeader|Fei Long|FeiLong| |
| 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 organization that attacked his movie crew, but not without meeting some of his fans along the way! | | 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.}} |
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.
Ultra SFIV Changes
Moves
Unique Attacks
|
Name
|
Nickname
|
Command
|
Notes
|
File:No image.png
|
high
|
{{{4}}}
|
{{{5}}}
|
{{{6}}}
|
~~ Uses and Strategies ~~
{{{7}}}
|
File:No image.png
|
|
{{{4}}}
|
{{{5}}}
|
{{{6}}}
|
~~ Uses and Strategies ~~
{{{7}}}
Throws
|
Name
|
Nickname
|
Command
|
Notes
|
File:No image.png
|
throw
|
{{{4}}}
|
{{{5}}}
|
{{{6}}}
|
~~ Uses and Strategies ~~
{{{7}}}
|
File:No image.png
|
throw
|
{{{4}}}
|
{{{5}}}
|
{{{6}}}
|
~~ Uses and Strategies ~~
{{{7}}}
Special Moves
|
Name
|
Nickname
|
Command
|
Notes
|
File:No image.png
|
Can be performed three times in sequence; ex
|
{{{4}}}
|
{{{5}}}
|
{{{6}}}
|
~~ Uses and Strategies ~~
{{{7}}}
|
File:No image.png
|
ex
|
{{{4}}}
|
{{{5}}}
|
{{{6}}}
|
~~ Uses and Strategies ~~
{{{7}}}
|
File:No image.png
|
armorbreak only on first hit; ex
|
{{{4}}}
|
{{{5}}}
|
{{{6}}}
|
~~ Uses and Strategies ~~
{{{7}}}
|
File:No image.png
|
throw ex
|
{{{4}}}
|
{{{5}}}
|
{{{6}}}
|
~~ Uses and Strategies ~~
{{{7}}}
Super Combo
|
Name
|
Nickname
|
Command
|
Notes
|
File:No image.png
|
|
{{{4}}}
|
{{{5}}}
|
{{{6}}}
|
~~ Uses and Strategies ~~
{{{7}}}
Ultra Combos
|
Name
|
Nickname
|
Command
|
Notes
|
File:No image.png
|
|
{{{4}}}
|
{{{5}}}
|
{{{6}}}
|
~~ Uses and Strategies ~~
{{{7}}}
|
File:No image.png
|
Counters only against certain attacks
|
{{{4}}}
|
{{{5}}}
|
{{{6}}}
|
~~ Uses and Strategies ~~
{{{7}}}
The Basics
Combos
Strategy
Matchups
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
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
|
+5
|
|
|
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
|
Forces stand, [] refers to active frames 3~5
|
|
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
|
+5
|
|
|
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
|
55
|
100
|
40
|
su
|
4
|
3
|
9
|
+2
|
+5
|
|
|
crouch
|
HL
|
100
|
200
|
60
|
-
|
8
|
3
|
20
|
-5
|
0
|
Forces stand
|
|
crouch
|
L
|
20
|
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
|
-
|
Hard knockdown
|
|
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
|
70
|
100
|
40
|
-
|
18
|
2
|
2 + After landing 14
|
-4
|
+1
|
6f~ airborne, Only -1 hit advantage vs crouching opponents
|
|
+
|
HL
|
90*60
|
150*50
|
60*20
|
-*su
|
15
|
2(7)2
|
15
|
-1
|
+3
|
|
|
Focus Attack LVL 1
|
HL
|
60
|
100
|
20
|
-
|
10+11
|
2
|
35
|
-21
|
-21
|
|
|
Focus Attack LVL 2
|
HL
|
80
|
150
|
40
|
-
|
18+11
|
2
|
35
|
-15
|
-
|
|
|
Focus Attack LVL 3
|
-
|
140
|
200
|
60
|
-
|
65
|
2
|
35
|
-
|
-
|
|
|
Forward Throw
|
0.88
|
130
|
130
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
Hard knockdown
|
|
Back Throw
|
0.88
|
140
|
140
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
Hard knockdown
|
|
Rekka Ken (1)
|
HL
|
50
|
50
|
10/10
|
-
|
7
|
2
|
21
|
-4
|
0
|
16f~ cancellable into next move
|
|
Rekka Ken (1)
|
HL
|
55
|
50
|
10/10
|
-
|
9
|
2
|
23
|
-6
|
-2
|
18f~ cancellable into next move
|
|
Rekka Ken (1)
|
HL
|
60
|
50
|
10/10
|
-
|
10
|
2
|
25
|
-8
|
-4
|
19f~ cancellable into next move
|
|
Rekka Ken (2)
|
HL
|
50
|
50
|
10/10
|
-
|
7
|
2
|
23
|
-8
|
-2
|
17f~ cancellable into next move
|
|
Rekka Ken (2)
|
HL
|
55
|
50
|
10/10
|
-
|
7
|
2
|
25
|
-10
|
-4
|
17f~ cancellable into next move
|
|
Rekka Ken (2)
|
HL
|
60
|
50
|
10/10
|
-
|
7
|
2
|
27
|
-12
|
-6
|
17f~ cancellable into next move
|
|
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
|
16f~ cancellable into next move, projectile hitbox
|
|
Rekka Ken (2)
|
HL
|
65
|
50
|
0/0
|
-
|
7
|
2
|
27
|
-1
|
0
|
17f~ cancellable into next move, projectile hitbox
|
|
Rekka Ken (3)
|
HL
|
70
|
50
|
0/0
|
-
|
9
|
2
|
40
|
-23
|
-
|
projectile hitbox
|
|
Flame Kick
|
HL
|
110[70]
|
200[100]
|
30/40
|
su
|
5
|
12
|
16+22
|
-30
|
-
|
1~4f Invincible, 5~6f unthrowable, 7f~ airborne, [] refers to active frames 3~12
|
|
Flame Kick
|
HL
|
120[90]
|
200[100]
|
30/40
|
su*-
|
5
|
12
|
20+22
|
-32
|
-
|
1~5f Invincible, 6f unthrowable, 7f~ airborne, [] refers to active frames 3~12
|
|
Flame Kick
|
HL
|
100*50
|
100*100
|
30/40*20
|
su*-
|
5
|
2*10
|
24+22
|
-36
|
-
|
1~5f Invincible, 6f unthrowable, 7f~ airborne, 2nd hit can juggle
|
|
Flame Kick
|
HL
|
100*50*40
|
100*50*40
|
-250/0
|
su*-*-
|
5
|
2*8*11
|
18+22
|
-39
|
-
|
1~6f Invincible, 7f~ airborne, 2nd & 3rd hit can juggle
|
|
Flying Kick
|
HL
|
30*30*40
|
50x3
|
10/30*20*20
|
-
|
14
|
2(5)4(6)2
|
5+16
|
-4
|
0
|
1~8f Invincible, 9f~ airborne, 1st hit armor break, can juggle
|
|
Flying Kick
|
HL
|
30*30*50
|
50x3
|
10/30*20*20
|
-
|
16
|
2(5)4(6)2
|
5+14
|
-2
|
+2
|
1~10f Invincible, 11f~ airborne, 1st hit armor break, can juggle
|
|
Flying Kick
|
HL
|
35*35*30
|
50x3
|
10/30*20*20
|
-
|
18
|
2(5)4(6)2
|
4+13
|
0
|
+4
|
13f~ airborne, 1st hit armor break, can juggle
|
|
Flying Kick
|
HL
|
30*30*40
|
50x3
|
-250/0
|
-
|
18
|
2(5)4(6)2
|
4+13
|
0
|
+4
|
1~12f Invincible, 13~36f projectile invincible, 13f~ airborne, 1st hit armor break, can juggle
|
|
Kaiten
|
0.92
|
0
|
0
|
10/40
|
-
|
14
|
2
|
51
|
-
|
+7
|
Forces stand
|
|
Kaiten
|
1.23
|
0
|
0
|
-250/0
|
-
|
12
|
2
|
51
|
-
|
+7
|
Forces stand
|
|
Super Combo
|
HL
|
50x4*170
|
0
|
-1000/0
|
-
|
1+5
|
2(10)2(12)2(11)2(20)2
|
57
|
-38
|
-
|
1~6f Invincible, can juggle
|
|
Ultra Combo 1
|
HL
|
60x4*165[375]
|
0
|
0/0
|
-
|
0+10
|
2(11)2(12)2(10)2(21)2
|
57
|
-38
|
-
|
1~11f Invincible, Hard knockdown, 2nd & 4th hit cannot hit airborne opponents, grounded hit goes into animation, [] refers to animation
|
|
Ultra Combo 2
|
-
|
470
|
0
|
0/0
|
-
|
0+1
|
35
|
61
|
-
|
-
|
Counters for 35f, (something about hitting), Hard knockdown
|
|
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Notes:
|
|
|
|
|