Street Fighter IV/Fei Long

From SuperCombo Wiki

Introduction

Move Analysis

Normal Moves

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

Super Move

Ultra Move

The Basics

Combos

Strategy

Matchups

Frame Data

Frames Frames Frames of Frames of Super Meter Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain Chain Special Super Notes
Close LP 30 50 3 2 7 11 +2 +5 10 13 20 O O O -
Close MP 70 100 5 2 16 22 +3 +7 20 24 40 X O O -
Close HP 100[80] 200[150] 4 5 25 33 -12 -7 17 22 60 X O O Forces stand
Close LK 30 50 4 2 9 14 0 +3 10 13 20 X X X -
Close MK 75 100 5 2 18 24 -6 -3 13 17 40 X O O -
Close HK 120 200 6 3 24 32 -9 -5 17 21 60 X X O -
Far LP 30 50 3 2 7 11 +2 +5 10 13 20 O O O -
Far MP 80 100 5 2 16 22 -4 -1 13 16 40 X X O -
Far HP 120 200 7 3 18 27 -3 +1 17 21 60 X X X -
Far LK 40 50 4 2 11 16 -2 +1 10 13 20 X X X -
Far MK 70 100 7 2 18 26 -6 -3 13 16 40 X X X -
Far HK 110 200 9 4 20 32 -6 -2 17 21 60 X X X -
crouch LP 30 50 3 2 9 13 0 +3 10 13 20 O O O -
crouch MP 65 100 4 3 9 15 +2 +5 13 16 40 X X O -
crouch HP 100 200 8 3 20 30 -5 0 17 22 60 X X X Forces stand
crouch LK 30 50 3 3 8 13 0 +3 10 13 20 O X O Low attack
crouch MK 80 100 5 4 13 21 -3 0 13 16 40 X X O Low attack
crouch HK 100 150 6 2 25 32 -9 D 17 - 60 X X X Low attack, cannot fast recover
Jump up LP 50 50 4 4 - - - - - - 20 - - - -
Jump up MP 80 100 5 3 - - - - - - 40 - - - -
Jump up HP 100 200 6 4 - - - - - - 60 - - - -
Jump up LK 50 50 4 5 - - - - - - 20 - - - -
Jump up MK 80 100 6 6 - - - - - - 40 - - - -
Jump up HK 100 200 6 5 - - - - - - 60 - - - -
Jump forward LP 50 50 4 5 - - - - - - 20 - - - -
Jump forward MP 80 100 5 5 - - - - - - 40 - - - -
Jump forward HP 100 200 6 6 - - - - - - 60 - - - -
Jump forward LK 40 50 4 8 - - - - - - 20 - - - -
Jump forward MK 70 100 5 4 - - - - - - 40 - - - -
Jump forward HK 100 200 6 7 - - - - - - 60 - - - -
Overhead 60 100 18 2 16 35 -4 +1 13 18 40 X X X Mid attack
f+HK 90*60 150*50 15 2*2 ?? 45 -2 +2 ?? ?? 60*20 X X X -
Focus Attack LVL 1 60 100 21 2 35 57 -21 -21 15 15 20 - - - -
Focus attack LVL 2 80 150 18+11 2 35 65 -15 D 21 - 40 - - - -
Focus attack LVL 3 140 200 65 2 35 101 D D - - 60 - - - -
Forward Throw 130 130 3 2 20 24 - D - - 40 - - - Throw range 0.85
Back throw 140 140 3 2 20 24 - D - - 40 - - - Throw range 0.85
Rekka Ken LP(1) 50 50 7 2 21 29 -4 0 18 10/10 X X X -
Rekka Ken LP(2) 50 50 7 2 38 46 -6 -2 33 10/10 X X X -
Rekka Ken LP(3) 60 50 7 2 67 75 -18 D 50 10/20 X X X -
Rekka Ken MP(1) 55 50 9 2 23 33 -6 -2 18 10/10 X X X -
Rekka Ken MP(2) 55 50 7 2 42 50 -8 -4 35 10/10 X X X -
Rekka Ken MP(3) 60 50 9 2 69 79 -18 D 52 10/20 X X X -
Rekka Ken HP(1) 60 50 10 2 25 36 -8 -4 18 10/10 X X X -
Rekka Ken HP(2) 60 50 7 2 45 53 -10 -6 36 10/10 X X X -
Rekka Ken HP(3) 60 50 9 2 74 84 -23 D 52 10/20 X X X -
Rekka Ken EX(1) 65 50 7 2 25 33 -8 -4 18 0/0 X X X -
Rekka Ken EX(2) 65 50 7 2 42 50 -10 -6 33 0/0 X X X -
Rekka Ken EX(3) 70 50 9 2 71 81 -23 D 49 0/0 X X X -
Flame Kick LK 120[70] 200[100] 5 12 54 -29 D 30/40 X X O 1~4f invincible, 5~6f cannot be thrown
Flame Kick MK 140[90] 200[100] 5 12 58 -31 D 30/40 X X O 1~5f invincible, 6f cannot be thrown
Flame Kick HK 100*60 100-100 5 12 62 -35 D 30/40*20 X X O 1~5f invincble, 6f cannot be thrown, 2nd hit pursuit property, 1st hit cancellable
Flame Kick EX 100*50x2 100*50x2 5 21 65 -38 D 0/0 X X O 1~6f invincible, 2~3 hit pursuit property, 1st hit cancellable
Flying Kick LK 30*30*40 50x3 14 2*4*2 53 -4 0 10/30*20*20 X X X 1~8f invincible, pursuit property, 1st hit armor break
Flying Kick MK 30*30*50 50x3 16 2*4*2 53 -2 +2 10/30*20*20 X X X 1~10f invincible, pursuit property, 1st hit armor break
Flying Kick HK 40*40*60 50x3 25 2*4*2 60 0 +4 10/30*20*20 X X X 1~19f invincible, pursuit property, 1st hit armor break
Flying Kick EX 30*30*40 50x3 18 2*4*2 53 0 +4 0/0 X X X 1~12f invincible, 13~36f projectile invincible, pursuit property, 1st hit armor break
Kaiten 0 0 14 2 51 66 - +7 10/40 - - - Throw range 0.9
Kaiten EX 0 0 12 2 51 64 - +7 0/0 - - - Throw range 1.2
Super Rekka Ken 60x4*160 0 10 2x5 128 -38 D 0/0 - - - 1~11f invincible, pursuit property
Ultra Rekka Ken 60*60*15x8*75*180 0 10 2x5 129 -38 D 0/0 - - - 1~11f invincible, pursuit property, (translate)
Frames Frames Frames of Frames of Super Meter Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain Chain Special Super Notes

The 1 frame discrepancy you see between Startup+Active+Recovery and Total is because when it says a move has 4 frames startup, it really has 3 frames startup and hits on frame 4. It was written this way so you don't have to do any math to figure out what frame a move first hits on.