Fighter's History Dynamite/Liu Feilin

From SuperCombo Wiki
Fhd feilin.png



Introduction

She is this game's Chun Li Beijing opera star aiming for Hollywood.

Feilin is an unusual zoner by archetype's standarts. She has a proper QCF fireball, as well as mid-air one, while also having a flash kick move. Her main objective is to keep out opponents, obviously, but the catch comes with Sliding Double-Swan Punch (Charge D.png,Db.pngDf.pngUf.png+P.png), which allows to punish projectile spam from across the screen.

Feilin never was considered a good character in FHD and nowadays she's always placed right next to Ryoko either as bottom 2 or 1 (depending on who you ask). So why is that? The problem comes with her specials being horrible. Most of them are very unsafe on block (and some even on hit) and you'll be punished hard for every mistake. Weak spot's awful position makes things worse. You must play Feilin very safely, otherwise you'll get yourself KO'd in no time. And even then, your safe play and high risks will be rewarded with lowest damage output in the game (special moves are to blame). There's not much redeeming qualities to Feilin, on contrast with Ryoko she has a solid set of normals and Double-Swan Punch (Charge D.png,U.png+P.png) as a reliable reversal and anti-air. But alas, Feilin is a struggle character which needs a lot of work and effort to make her work and earn wins.

Weak Spot

FHD-feilin-neutral.png FHD-feilin-squat-1.png FHD-feilin-squat-2.png FHD-feilin-crouch.png
Frame count - 2 2 -

One of the worst weak spots in the game. Even though ironically it's a chestplate armor, it catches most attacks and special moves, thus making Feilin very fragile. It's hurtbox is pretty big and it doesn't shrink in crouch position. It still have some good sides - stance shifting helps to move it a bit and in crouch position weak spot partially hides behind usual hurtbox. 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) Qcd.png + P.png fireball, overhead
Double-Swan Punch Charge D.png,U.png + P.png Swan Punch, uppercut anti-air, reversal
Sliding Double-Swan Punch Charge D.png,Db.pngDf.pngUf.png + P.png Sliding Swan Punch, sliding uppercut hidden move

Normal Moves

Light Punch Snka.gif

  • Standing LP (Close): activation range = 33
Damage 6 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, making it good for hitting weak spots. Ufortunately, activation range is too small.

  • Standing LP (Far):
Damage 6 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. The range is okay-ish comparing to other characters, but it's best light attack Fei has in 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 LP:
Damage 6 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 LP (Diagonal):
Damage 12 Startup FHD-feilin-diagonal-jump-LP.png
Chain cancel no
Special cancel yes
Frame count 4

Good air-to-air.

  • Jumping LP (Neutral):
Damage 12 Startup FHD-feilin-neutral-jump-LP.png
Chain cancel no
Special cancel yes
Frame count 4

Heavy Punch Snkb.gif

  • Standing HP (Close): activation range = 59
Damage 28 Startup FHD-feilin-stand-close-HP.png FHD-feilin-stand-close-HP-recover.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 4 6 (6) 18
  • Standing HP (Far):
Damage 28 Startup FHD-feilin-stand-far-HP.png FHD-feilin-stand-far-HP-recover.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 4 6 (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 HP:
Damage 28 Startup FHD-feilin-crouch-HP.png FHD-feilin-crouch-HP-recover.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 4 6 (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 HP (Diagonal):
Damage 28 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 HP (Neutral):
Damage 28 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 LK (Close): activation range = 55
Damage 6 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 LK (Far):
Damage 6 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 LK:
Damage 6 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 LK (Diagonal):
Damage 12 Startup FHD-feilin-diagonal-jump-LK.png
Chain cancel no
Special cancel yes
Frame count 4

Good for safe jumps. Can crossup.

  • Jumping LK (Neutral):
Damage 12 Startup FHD-feilin-neutral-jump-LK.png
Chain cancel no
Special cancel yes
Frame count 4

Neutralizes overhead assaults fairly well.

Heavy Kick Snkd.gif

  • Standing HK (Close/Far):
Damage 16 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 can be used if you'll hold B.png / F.png while attacking. Those attacks will be listed in "Command Normals" section.

  • Crouching HK:
Damage 28 Startup FHD-feilin-crouch-HK.png FHD-feilin-crouch-HK-recover.png Recovery
Chain cancel no
Special cancel yes
On hit kd
On block -8
Frame count 4 6 (6) 18

Sweep with excellent range. A solid attack for your ground game. But be careful, priority isn't great.

  • Jumping HK (Diagonal/Neutral):
Damage 28 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.

Command Normals

  • Far B.png/Ub.png/U.png/Uf.png/F.png + Snkd.gif
Damage 28 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. Good poke with safe weak spot placement and long range that is outclassed only by sweep. Also works as anti-air.

  • Close B.png/Ub.png/U.png/Uf.png/F.png + Snkd.gif activation range = 47
Damage 28 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. Both usual Snkd.gif and F.png+Snkd.gif 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
Damage 24 Startup FHD-feilin-divekick-1.png FHD-feilin-divekick-2.png If whiffs
Chain cancel no Recovery Landing
Special cancel no
On hit ?
On block ?
Frame count 11 3 3 2 6

A very odd divekick. The window of activation is very tight, only 3 frames at the very apex of the jump. Arcs down at a less extreme angle than Aerial Mantis Claw. If divekick hits or gets blocked Fei does a lengthy hop backwards, so it can be pretty punishable even on hit (depends on a matchup). If you'll get used to perform it consistently you can also use it to fly behind unaware opponent. But still, it's hard to use and if you want to make attempts more safe, push LK + HK simultaneously. If you missed activation window, Feilin will perform j.LK instead of j.HK and make your landing more safe.

Throws

Damage 32 FHD-feilin-throwbox.png
Range
(From pushbox)
33
  • Toge Hizaochi: B.png/F.png + Snkb.gif

Basic throw that leaves Feilin and opponent at half screen distance. Animation is long enough to get your charges ready. It's the most damaging single attack Fei has, funnily enough...

Special Moves

  • To-Ro-Zan a.k.a. Mantis Claw: Qcf.png + P.png
Damage 16 Startup FHD-feilin-mantisclaw.png Recovery
On hit +7
On block +2
Frame count 19 1 26

A fireball with slow startup but less-than-average recovery. Unfortunately it comes out a little bit too slow to reliably combo into it. The projectile is big enough to easily catch Marstorius jumps. Note that Ryoko cannot roll under this.

  • Mid-air To-Ro-Zan a.k.a. Mid-air Mantis Claw: (in air) Qcd.png + P.png
Damage 16 Startup FHD-feilin-aerialmantisclaw.png Recovery Landing
On hit ?
On block ?
Frame count 8 1 varies 6

This air fireball arcs sharply downward. Can be performed on the way up and on apex of the jump arc, but not on the way down. Also can be special cancelled from air normal. Comes out very fast and must be blocked high. It keeps Feilin in air for a while, making it risky to throw out recklessly. It can be used for whiff punishing when opponent's limbs becomes vulnerable (particularly sweeps) and as an instant overhead if you'll buffer inputs on ground beforehand.

  • Hakkaku Souhiken a.k.a. Double-Swan Punch: Charge D.png,U.png + P.png
Damage Light
18
Heavy
30 total
FHD-feilin-swanpunch-1.png FHD-feilin-swanpunch-2.png FHD-feilin-swanpunch-3.png FHD-feilin-swanpunch-4.png FHD-feilin-swanpunch-5.png FHD-feilin-swanpunch-6.png Recovery Landing
On hit Light
kd/kd
Heavy
-/kd
On block Light
-/-12
Heavy
-/-27
Frame count Light 2 4 1 1 1 3 17 6
Heavy 2 4 1 2 3 4 28 6

A typical Flash Kick type move, your reversal and anti-air. Both versions have good priority that hard to beat. LP version is unsafe if blocked point-blank. The 1st hit always connects with the 2nd.

Hidden Move

  • Kakkuu Hakkaku Souhiken a.k.a. Sliding Double-Swan Punch: Charge D.png,Db.pngDf.pngUf.png + P.png

Input note: you can charge with Db.png / D.png / Df.png then do the rest of the input and the move will still come out.

Damage 24 total FHD-feilin-swanpunch-1.png Dash frames FHD-feilin-swanpunch-3.png FHD-feilin-swanpunch-5.png FHD-feilin-swanpunch-6.png Recovery Landing
On hit Light/Heavy
-/kd
FHD-feilin-slideswanpunch.png
On block Light
-/-36
Heavy
-4*/-36
Frame count Light 4 8 2 4 3 39 6
Heavy 4 18 2 4 3 39 6

*Frame advantage is measured relatively from the first hit to the second hit

Feilin rushes forward while being low-profile and then does a Swan Punch in the end. Deals two hits in total. LP version travels half the screen, while HP version travels about 90% screen. This is one of the main moves Feilin has. It allows to punish fireball spam from afar, hits weak spots well and also used as main combo ender. But here's a catch - Sliding Swan Punch recovers very slow, so expect to be punished (or dizzied) on landing if it gets blocked. It's a helpfull move for Feilin with unfortunately very high risk to use. On top of that it deals painfully low damage for a go-to combo ender (less damage than normal attacks!).

On a side note, this move is capable to go through opponents. It's a trick doable only on P1 side, which can be useful as a meaty crossup. To set it up you need to use HP version close to the cornered knocked down opponent. If you know that opponent is aware of this trick, then you may mix it up by using LP version instead. But keep in mind, if it gets blocked you're gonna be in trouble.

The Basics

She is an orthodox character who throws fireballs and anti-airs well. She does have some interesting advancing options like a dive kick and hidden move that goes under lots of pokes, but you lose access to your best AA and reversal if you move forward. Your objective will be to turtle, and you can use air ToRoZan to pressure opponents when at medium range. When you throw grounded ToRoZan you can charge down to release an uppercut if opponent jumps at you.

Combos

  • cr.LK x2~3, cr.HK
Basic light chain into sweep. Nothing more to this.
  • cr.LK x2~3 xx LP/HP Uppercut
Same application as the one above, comparable damage.
  • j.HP, cr.LK xx LP Uppercut
Easy jump-in combo.
  • cr.LK x2~3, cr.HP xx HP Sliding Uppercut
Feilin's bnb ending with a sliding upper, best combo ender she has. But be careful, if sliding upper is blocked than you would be punished hard. Better end your string with a sweep or cancel into fireball if opponent manages to block.
  • (Corner only) Fireball, cr.LK x2~3, cr.HP xx HP Sliding Uppercut
Same as bnb but with fireball thrown before it, only works in corner.
  • j.HP, cr.LK, cr.HP xx HP Sliding Uppercut
Jump-in variation of bnb. This is the most damaging combo Feilin has, though it's still lackluster compared to the rest of the cast...

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:

Against Jeans who like to jump a lot, be ready to stHK them out of the air everytime. You can react to Ball Rose with HP Swan Punch if you're in range or Sliding Swan Punch if you're far away. Don't get cocky throwing too many fireballs because Jean can easily slide under them. Don't jump at him too much in this match unless you read one of his fireballs. One good thing you have going for in this match is that Sliding Swan Punch will always hit his weak spot. Other than that, play solidly and do not allow Jean to get close to you since he can then start his Needle Shower shenanigans. If he happens to dizzy you, do NOT hold downback if he knows how to execute Needle Shower loops.

Vs. Ryoko:

A solid matchup for Feilin. Throw fireballs, standing HP 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 HP).

Vs. Karnov:

Anti airing Balloon is nearly impossible since he can change the timing on his air attacks. If he forces you to block a jumping normal and then cancels it to Balloon, you can no longer anti air it since you don't have charge for your Swan Punch. Midscreen your best answer to Balloon pressure from the front is to just backdash the fuck out of there. Stopping random 100 Kicks in neutral is tough, you have to mash stLP and then you can link that into your sweep to get some knockdown pressure. If he does his usual cLPx2, stHP xx 100-Kicks blockstring, make sure to punish him with Swan Punch as there is a gap between the stHP and the 100 Kicks. If he starts throwing fireballs from fullscreen, respond with your own fireball, and always be on the lookout for any teleport attempts, as they're always unsafe.

Vs. Lee:

Mash cr.LP at the ranges where his Zetsu won't hit you with the tip, anti air all of his jump ins with LP Swan Punch, and zone him the hell out. Make him whiff his st.HP and cr.HP and whiff punish him with your sweep (it will hit his weakspot). If Lee jumps over one of your fireballs from full screen, do NOT throw another one afterwards, you're just asking to eat a Zetsu. I don't have much else to say in this MU, Lee shits out damage and you don't, pray he doesn't dizzy you because the round is basically over at that point.

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:

Not a great match up for Feilin, especially if the Yungmie player is good. This is one of the few fights where you have you go in yourself, as Yungmie will wear you down with her fireball spam. Using your Sliding Swan Punch to punish her fireballs is ill-advised, unless you know it's going to hit (also, stick to the light version); instead, neutral jump fullscreen fireballs and close the distance little by little. Once you are at footsies range, she will most likely try to sweep you, the answer to which is to whiff punish her sweep with your own; she might also try to keep chunking fireballs at you from that distance, which will beat your sweeps, however, your stHP will hit her out of her fireball during its startup frames; basically, at this distance it's a matter of guessing between these 2 options. Finally, if the Yungmie player misses her fireball input, she will most likely end up jumping towards you defenseless, which you can capitalize on by anti-airing her or by doing a full combo on her as she lands.

Vs. Marstorius:

Your sweep does not hit his weakspot... how incredibly annoying. Thankfully, your Sliding Swan Punch will. Abuse your fireball from far away since it's fat and Marstorius has a hard time going over it. If he's charging downback, that means he's going to try to LK Rising Knee over your fireball, do not let him get away with this, as even from full screen your can walk in and sweep him before he recovers from the landing. Marstorius has to jump over your fireballs, which is tricky for him, so it's not uncommon to get dizzies in this match up. The key to this fight is to not let him get close, annoy him to death with your zoning, change fireball strengths and timings to make his life hell. It's also good to know that all versions of Swan Punch will hit his weakspot.

Vs. Matlok:

Not too bad. Take advantage of Matlok's terrible anti airs by jumping at unexpected moments. On his wake up, you can bait his flash kicks and then get a full combo punish on him. Your instant overhead fireball can be particularly useful in this match up as Matlok has a head weak spot. Read Matlok's sonic boom patterns and punish accordingly with Sliding Swan Punch, but you have to anticipate a fireball from him, as otherwise he will have already recovered by the time you're doing your move. You can also use your Flying Kick to counter a bad sonic boom from him, especially if he's about to be dizzied. Be careful when throwing fireballs in this match up, as Matlok has plenty of options against them. If he does Overhead Kick at any point, Swan Punch will hit his weak spot. Finally, I want to talk about what to do while being comboed: if he cannot charge during his combo, your best strategy is to stand up, as none of his normals will hit your dizzy spot; however, if he's doing a punish or dizzy combo on you, it's best to crouch in order to avoid his most dangerous normals from hittng your weak point.

Vs. Mizoguchi:

There's not much to the mirror match. stLK and fHK are good buttons in this fight, use them. You can react to fireballs with both your HP Swan Punch and Sliding Swan Punch. All of your usual anti airs work wonderfully in this fight. If you play a solid ground game, you will most likely come out on top.

Vs. Ray:

This match up is awful for several reasons. Ray has better pokes, better special moves, and the ability to dizzy you instantly with his Thunder Dynamite Tackle. Read your opponent's fireball patterns and punish accordingly with your Sliding Swan Punch. Don't jump at Ray unless you have a read on a bad fireball, in which case have your combo prepared. Pressure the fuck out of Ray with crLK on wake up if you manage to get a knockdown, as his only reversal option whiffs on crouching opponents. Always be ready to punish random Wheel Kicks in neutral, as this could be the opening that you need. Be very wary of Dynamite Tackles, as they will hit your weakspot, and always check if Ray is charging, because otherwise he won't be able to do his Thunder Dynamite Tackle; Dynamite Tackles are safe, but you may be able to walk up to them and grab them if they're blocking afterwards, or sweep them if they press buttons. The key to this matchup is to get a knockdown and pressure Ray until he's dead.

Vs. Samchay:

Samchay's fireballs are harder to react to than a lot of the cast, but it's still doable if you've got the practice with HP Swan Punch if you're in range or Sliding Swan Punch if you're far away. Punish badly spaced tiger knees with throw. Do not engage in a fireball war because his fireball is much better than yours. Use fHK to poke in this match, as it will always hit Samchay's weakspot. Samchay also has unreliable/inconsistent anti-airs, so you can definitely jump a lot more in this fight. I don't have much else to add, the fight is annoying because Samchay does almost everything you do just a little bit better, but it's still very much a winnable fight.

Vs. Zazie:

This is a terrible match up. Use your sweep to punish all of his Hell Fires (though the timing is very tight). Swan Punch will whiff punish his ABCD Hands, and you can also mash crouching jab to an extent to beat it (both the risk and the reward are lower). Don't use your fireball at all unless he's at fullscreen distance. Jumping at Zazie isn't a terrible idea, as his anti-airs are slow and a bit unreliable, and you should be able to hit his weakpoint at least twice in that combo. This is also one match up where your instant overhead will prove to be very useful, as Zazie has a headband dizzy spot. Other than that, play VERY defensively and hope that Zazie makes mistakes that you can capitalize on. Don't make mistakes yourself, as he has the potential to drain your life bar in one combo.

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