Normal Moves
Disclaimer: Ground normals take one extra frame to enter their start-up, which is the reason for the additional frame on the 'Simplified' row.
Ground Normals
Damage |
? |
 |
 |
|
Stun |
?~?
|
Stun Timer |
?
|
Chain Cancel |
Yes
|
Special Cancel |
Yes
|
Frame Advantage |
?
|
Frame Count |
? |
? |
?
|
A spear-hand attack to the head. This is a very good move to hit-confirm aerial attacks. You can cancel it into itself, another standing Jab, or a crouching Jab, which in turn can be cancelled into specials or super.
Damage |
? |
 |
 |
 |
|
Stun |
?~?
|
Stun Timer |
?
|
Chain Cancel |
Yes
|
Special Cancel |
Yes
|
Frame Advantage |
?
|
Frame Count |
? |
? |
? |
1
|
Simplified |
? |
? |
?
|
Rapid-fire hooks.
Damage |
? |
 |
 |
 |
|
Stun |
?~?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Frame Advantage |
?
|
Frame Count |
? |
? |
? |
1
|
Simplified |
? |
? |
?
|
A crouching embow strike. This move is important in combos, specially after close standing Jabs. However, since O.Fei does not have the Rekka kicks (Chiken Wing) nor has an aerial attack that is tailored for cross-ups, he has fewer chances of using it.
Damage |
? |
 |
 |
|
Stun |
?~?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Frame Advantage |
?
|
Frame Count |
? |
? |
?
|
A backfist. Good start-up and recovery. This can also be used in combos, links into several other attacks (and into itself, from point-blank range) and lets you cancel into specials. It is also good for ticks and baits, such as throw-wait-Flame-Kick mix-ups. Note that this does more stun than close Fierce, which makes it easier to obtain dizzy combos with this move.
Damage |
? |
 |
 |
 |
|
Stun |
?~?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
Yes*
|
Frame Advantage |
?
|
Frame Count |
? |
? |
? |
?
|
Simplified |
? |
? |
?
|
Knife-hand attack. O.Fei can cancel this into specials.
Damage |
? |
 |
 |
 |
|
Stun |
?~?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
Yes*
|
Frame Advantage |
?
|
Frame Count |
? |
? |
? |
?
|
Simplified |
? |
? |
?
|
A spear-hand attack with nice range but very bad priority. It has good speed and recovery. This is a good attack, but demands distance awareness, since Fei's whole arm is also vulnerable. This move is special-cancelable, but Rekkas may whiff if you hit with the tip of Fei's hands.
Damage |
? |
 |
 |
 |
|
Stun |
?~?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
Yes/No
|
Frame Advantage |
?
|
Frame Count |
? |
? |
? |
?
|
Simplified |
? |
? |
?
|
An upper with very fast recovery. Good anti air and combo starter (canceling into Rekka Kens). Keep this in mind when you are getting crossed-up or when someone jumps and lands on top of you. It can also be used as a meaty.
Damage |
? |
 |
 |
 |
|
Stun |
?~?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
Yes*
|
Frame Advantage |
?
|
Frame Count |
? |
? |
? |
?
|
Simplified |
? |
? |
?
|
Fei's famous "handshake" attack. It stays active for some time and also recovers very fast for a Fierce attack.
Damage |
? |
 |
 |
 |
 |
|
Stun |
?~?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
?
|
Frame Count |
? |
? |
? |
? |
?
|
Simplified |
? |
? |
?
|
Nice recovery, priority, range, damage and dizzy potential. Can be used to hit several characters under their projectiles.
Damage |
? |
 |
 |
|
Stun |
?~?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Frame Advantage |
?
|
Frame Count |
? |
? |
?
|
A knee strike to the body. Good for tick throwing.
Damage |
? |
 |
 |
 |
 |
|
Stun |
?~?
|
Stun Timer |
?
|
Chain Cancel |
Yes
|
Special Cancel |
Yes*
|
Frame Advantage |
?
|
Frame Count |
? |
? |
? |
? |
?
|
Simplified |
? |
? |
?
|
A high side kick. One of Fei's best anti-airs.
Damage |
? |
 |
 |
 |
|
Stun |
?~?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
Yes*
|
Frame Advantage |
?
|
Frame Count |
? |
? |
? |
?
|
Simplified |
? |
? |
?
|
Crouching inside kick. O.Fei's ability to cancel it into specials makes it a much better move.
Damage |
? |
 |
 |
|
Stun |
?~?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
Yes*
|
Frame Advantage |
?
|
Frame Count |
? |
? |
?
|
High vertical kick. Good recovery. This move is very interesting due to its ability to hit after ground cross-ups. It can lead to dizzy combos after softened kick throws or air resets.
Damage |
? |
 |
 |
 |
 |
|
Stun |
?~?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
Yes*
|
Frame Advantage |
?
|
Frame Count |
? |
? |
? |
? |
?
|
Simplified |
? |
? |
?
|
High side kick. Good anti-air.
Damage |
? |
 |
 |
 |
|
Stun |
?~?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
Yes*
|
Frame Advantage |
?
|
Frame Count |
? |
? |
? |
1
|
Simplified |
? |
? |
?
|
A crouching side kick. Bad priority. Good for throw-Flame-Kick-low into Rekkas mixups.
- Close Standing Roundhouse:
Damage |
? |
 |
 |
 |
 |
 |
 |
 |
|
Stun |
?~?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
?
|
Frame Count |
? |
? |
? |
? |
? |
? |
? |
?
|
Simplified |
? |
? |
? |
?
|
A double-hitting roundhouse kick. It is an interesting attack, but since it does not lead to anything else, it does not get used much. Fei's several close-range cancelable and frame-advantage attacks are better options, most the time.
Damage |
? |
 |
 |
 |
 |
 |
|
Stun |
?~?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
?
|
Frame Count |
? |
? |
? |
? |
? |
?
|
Simplified |
? |
? |
?
|
A vertical kick with the rear leg. This can be used as an anti-air, but Fei also has better options.
Damage |
? |
 |
 |
 |
 |
|
Stun |
?~?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
?
|
Frame Count |
? |
? |
? |
? |
?
|
Simplified |
? |
? |
?
|
Some weird backwards roundhouse crouching kick. This generates a fast knockdown, but its short range makes it not that great an attack in O.Fei's arsenal, since he can cancel low attacks into Rekkas for much higher damage from that distance.
Aerial normals
Damage |
? |
 |
 |
 |
 |
|
Stun |
?~?
|
Stun Timer |
?
|
|
Frame Count |
? |
? |
? |
? |
∞
|
Simplified |
? |
? |
∞
|
Damage |
? |
 |
 |
 |
|
Stun |
?~?
|
Stun Timer |
?
|
|
Frame Count |
? |
? |
? |
∞
|
Simplified |
? |
? |
∞
|
Damage |
? |
 |
 |
 |
 |
|
Stun |
?~?
|
Stun Timer |
?
|
|
Frame Count |
? |
? |
? |
? |
∞
|
Simplified |
? |
? |
∞
|
Damage |
? |
 |
 |
 |
|
Stun |
?~?
|
Stun Timer |
?
|
|
Frame Count |
? |
? |
? |
∞
|
Simplified |
? |
? |
∞
|
Damage |
? |
 |
 |
 |
 |
|
Stun |
?~?
|
Stun Timer |
?
|
|
Frame Count |
? |
? |
? |
? |
∞
|
Simplified |
? |
? |
∞
|
Damage |
? |
 |
 |
 |
 |
|
Stun |
?~?
|
Stun Timer |
?
|
|
Frame Count |
? |
? |
? |
? |
∞
|
Simplified |
? |
? |
∞
|
Damage |
? |
 |
 |
 |
|
Stun |
?~?
|
Stun Timer |
?
|
|
Frame Count |
? |
? |
? |
∞
|
Simplified |
? |
? |
∞
|
Damage |
? |
 |
 |
 |
|
Stun |
?~?
|
Stun Timer |
?
|
|
Frame Count |
? |
? |
? |
∞
|
Simplified |
? |
? |
∞
|
Damage |
? |
 |
 |
 |
 |
|
Stun |
?~?
|
Stun Timer |
?
|
|
Frame Count |
? |
? |
? |
? |
∞
|
Simplified |
? |
? |
∞
|
- Diagonal Jumping Forward:
Damage |
? |
 |
 |
 |
|
Stun |
?~?
|
Stun Timer |
?
|
|
Frame Count |
? |
? |
? |
∞
|
Simplified |
? |
? |
∞
|
- Neutral Jumping Roundhouse:
Damage |
? |
 |
 |
 |
 |
|
Stun |
?~?
|
Stun Timer |
?
|
|
Frame Count |
? |
? |
? |
? |
∞
|
Simplified |
? |
? |
∞
|
- Diagonal Jumping Roundhouse:
Damage |
? |
 |
 |
 |
 |
 |
 |
 |
|
Stun |
?~?
|
Stun Timer |
?
|
|
Frame Count |
? |
? |
? |
? |
? |
? |
? |
∞
|
Simplified |
? |
? |
∞
|
Command Normals
- Chokka Raku Shou a.k.a. Hop Kick: (On ground, ←/→ + Forward)
Doing it while holding forward (the direction) will not make O.FeiLong move while attacking like N.FeiLong. Also, it does not has overhead properties like N.FeiLong's version of the move.
- En Geki Shuu a.k.a. Double Kick: (On ground, → + Roundhouse)
Damage |
? |
 |
 |
 |
 |
 |
 |
 |
|
Stun |
?~?
|
Stun Timer |
?
|
Frame Advantage |
?
|
|
Frame Count |
? |
? |
? |
1 |
? |
? |
? |
?
|
Simplified |
? |
? |
? |
?
|
Throws
FeiLong can throw using Strong, Fierce, Forward and Roundhouse. Unlike N.FeiLong, O.FeiLong does not has an aerial throw. The direction of the joystick determines the direction the enemy gets thrown at. All his ground throws have the same range and do 32 points of damage (plus two more if behind in rounds). Even though he has the worst normal throw range in the game he still has a good tick throwing game.
- Gankai Hou: (←/→ + Strong/Fierce)
Damage |
32 |
 |
 |
|
Stun |
7~13
|
Stun Timer |
100
|
Range (from axis) |
40
|
(from throwable box) |
11
|
- Shuu Kubi Kari: (←/→ + Forward/Roundhouse)
Damage |
32 |
 |
 |
|
Stun |
7~13
|
Stun Timer |
100
|
Range (from axis) |
40
|
(from throwable box) |
11
|
Special Moves
All motions are listed under the assumption that O.FeiLong is facing right.
Detailed Input: (↓ [0~6f] ↘ [0~6f] → [0~10/9/7f] Jab/Strong/Fierce)
Damage (Jab) |
? |
 |
 |
 |
 |
 |
|
Damage (Strng) |
?
|
Damage (Frc) |
?
|
Stun |
?~?
|
Stun Timer |
?
|
Frame Count (Jab) |
? |
? |
? |
? |
? |
1
|
Simplified (Jab) |
? |
? |
?
|
Frame Count (Strng) |
? |
? |
? |
? |
? |
1
|
Simplified (Strng) |
? |
? |
?
|
Frame Count (Frc) |
? |
? |
? |
? |
? |
1
|
Simplified (Frc) |
? |
? |
?
|
Damage (Jab) |
? |
 |
 |
 |
|
Damage (Strng) |
?
|
Damage (Frc) |
?
|
Stun |
?~?
|
Stun Timer |
?
|
Frame Count (Jab) |
? |
? |
? |
?
|
Simplified (Jab) |
? |
? |
?
|
Frame Count (Strng) |
? |
? |
? |
?
|
Simplified (Strng) |
? |
? |
?
|
Frame Count (Frc) |
? |
? |
? |
?
|
Simplified (Frc) |
? |
? |
?
|
Damage (Jab) |
? |
 |
 |
 |
 |
File:OFeiLong rk35anm.png
|
Damage (Strng) |
?
|
Damage (Frc) |
?
|
Stun |
?~?
|
Stun Timer |
?
|
Frame Count (Jab) |
? |
? |
? |
? |
?
|
Simplified (Jab) |
? |
? |
?
|
Frame Count (Strng) |
? |
? |
? |
? |
?
|
Simplified (Strng) |
? |
? |
?
|
Frame Count (Frc) |
? |
? |
? |
? |
?
|
Simplified (Frc) |
? |
? |
?
|
Fei Long attacks the enemy with a cancelable punch while moving forward, attacking up to three times. The first punch is a jab that has good reach, the second one is a hook to the body and the last one is a backfist, followed by a relatively long recovery. Each punch has a unique animation and demands the input. Thus, to get all three punches, you need to input ↓↘→ + P for the jab, then ↓↘→ + P again for the body punch and, finally, ↓↘→ + P for the backfist. Each punch gives Fei super meter, so they are a great way of getting full meter while pressuring the enemy.
- Shien Kyaku a.k.a. Flame Kick: (←↓↙ + K)
Detailed Input: (← [0~6f] ↓ [0~6f] ↙ [0~10/9/7f] Short/Forward/Roundhouse)
Damage (Shrt) |
? |
 |
 |
 |
|
Damage (Frwrd) |
?
|
Damage (Rh) |
?
|
Stun |
?~?
|
Stun Timer |
?
|
Frame Count |
2 |
2 |
2 |
2
|
Simplified |
6 |
2
|
- Recovery:
- Short/Roundhouse Versions:
Fei Long becomes invulnerable for a split second, attacks with a low spinning roundhouse flaming kick, which turns into an ascending spinning kick (which is not anymore invincible). After that, Fei falls helpless as he recover from the move.