FHD main page | The Characters |
Introduction
She is an awful answer of Data East to Capcom's Chun Li. Nothing else to say.
Color Options
Punch | Kick |
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Moves List
Quick Reference
Normal Moves
Light Punch 
Standing (Far) -
Standing (Close) -
Crouching -
Jumping -
Jumping (Neutral) -
Strong Punch 
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 
Standing (Far) -
Standing (Close) -
Crouching -
Jumping -
Jumping (Neutral) - Neutralizes overhead assaults fairly well.
Strong Kick 
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
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
Special Moves
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.
This air fireball arcs sharply downward. I should also note it keeps Feilin in the air for a good second or so.
Flash kick-type move. Light version is pretty safe. Both have good priority and work as a reversal.
Hidden Move
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
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 Crane Upper
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.