Callie Rose (talk | contribs) (Created page with "{{Infobox Character SFIVR |name=X |image= |health=XYZ |chains=XYZ |forwarddash=X |backdash=X |movement=XYZ |content= == Introduction == <div style="width:800; margin-top:5px; padding:25px;"> ''Insert character description here.'' ----- Insert character introduction here. {{ProConTable | pros = * '''Pro 1:''' * '''Pro 2:''' * '''Pro 3:''' | cons = * '''Con 1:''' * '''Con 2:''' * '''Con 3:''' }} </div> }} == Normals == === Standing Normals === === <span class="invis...") |
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{{Infobox Character SFIVR | {{Infobox Character SFIVR | ||
|name= | |name = Fei Long | ||
|image= | |image = | ||
|health= | |health = 1000 | ||
|chains= | |chains = Command Normals | ||
|forwarddash= | |walkspeed = 1.7 (Fast) | ||
|backdash= | |forwarddash = 17 | ||
|movement= | |dashdistance = 1.4 (Short) | ||
|content= | |backdash = 25 | ||
|backdashinvuln = 13 | |||
|movement = None | |||
|content = | |||
== Introduction == | == Introduction == | ||
<div style="width:800; margin-top:5px; padding:25px;"> | <div style="width:800; margin-top:5px; padding:25px;"> | ||
'' | ''Fei overdosed on chicken wings so now he's on a diet but he got a pair of soap shoes to compensate.'' | ||
----- | ----- | ||
''Fei Long'' is a rushdown and neutral character who relies on his solid buttons and pokes to generate respect before skipping neutral into powerful plus frames and layered mixups. The core of Fei's kit is 236P ''Rekka Ken''. While you may be used to the 1-2-3 style version, Remix changes Rekka Ken quite a lot. Now, Fei has alternative enders and multiple possible strings, each of which can be delayed, making it extremely hard to guess what he does next. He also now has 214P ''Backstep'', a sway style move that can be cancelled into his rekka followups and has some strike invuln. Even just with basic normals, Fei has a solid overhead in 6MK which can convert to a full combo with meter, and multiple powerful lows. Thanks to his infinite, all of these lead to extremely high damage and tons of corner carry. | |||
Fei backs up this overwhelming offense with some absurd buttons. 5HP, 2HP, 5HK, 2MP, 5MP, and 5LK are all extremely strong grounded normals, and he has j.MP and j.HK in the air as well, both of which are active for the entire jump. Many of Fei's grounded normals hit low, even ones you may not expect like 5LK and 2HP, making it difficult to walk around against him. His anti-air is amazing as well, with an easy anti-air reversal in 214K ''Shienkyaku'' and a farther ranged anti-air with 236K ''Rekkukyaku''. Spaced well, both of these options lead into his infinite as well, making them scary to fight. | |||
Where Fei falters slightly is his own risk. His mix is amazing, but much of it centers around 0 on block mindgames rather than the powerful 50/50 mix some of the top tiers run. Alongside this, every use of his special moves makes him take damage in white life, meaning that he can easily take a ton of damage should he guess wrong and lose momentum. | |||
Fei is a strong character in many contexts through the match, both at close and far ranges. He threatens high damage from any hit, with powerful mixups afterward. It can be hard to approach him as well thanks to his amazing buttons, and should you deign to sit and wait, he has some of the strongest neutral skips in the game. Incorrect usage of his tools will lead to extreme punishment however, meaning a Fei player has to be smart with their gameplay, or else they'll take much more damage than they can dish out. | |||
{{ProConTable | {{ProConTable | ||
| pros = | | pros = | ||
* ''' | * '''Rekka:''' Fei's rekka is the core of his gameplan. It leads to his infamous mix, strong combos, and can even delete projectiles. You'll be using his rekka often, so get used to the timing and what followups he has. | ||
* ''' | * '''Buttons:''' Many of Fei's buttons sport incredible hitboxes, like his disjointed 5HP and 5MP, or his amazing anti-air 5HK. He has long reaching lows in 2MK and 2HP, and amazing air normals with j.MP and j.HK. Put simply, Fei plays the footsies game as well as he plays the rushdown game. | ||
* ''' | * '''Neutral Skips:''' Between the sheer distance rekka travels and the incredible 236KK which allows for plus frames even from fullscreen, Fei has the ability to play neutral or ignore it entirely. | ||
* '''Simple Damage:''' Fei's damage comes from repping his infinite, making it simple to route into high damage. | |||
| cons = | | cons = | ||
* ''' | * '''White Health:''' Fei's most important specials deal damage to him in white life, meaning that losing an interaction can hurt a lot more than it would've otherwise if you were using rekka repetitively. | ||
* '''Mindgame Mixups:''' In a game with 50/50s and near unblockables (and even a few true unblockables), Fei relies on mindgames around 0 on block situations and restands, making it riskier to go for his offense in exchange for the potential snowball. | |||
* ''' | |||
}} | }} | ||
</div> | </div> |
Latest revision as of 17:43, 28 November 2023
Introduction
Fei overdosed on chicken wings so now he's on a diet but he got a pair of soap shoes to compensate.
Fei Long is a rushdown and neutral character who relies on his solid buttons and pokes to generate respect before skipping neutral into powerful plus frames and layered mixups. The core of Fei's kit is 236P Rekka Ken. While you may be used to the 1-2-3 style version, Remix changes Rekka Ken quite a lot. Now, Fei has alternative enders and multiple possible strings, each of which can be delayed, making it extremely hard to guess what he does next. He also now has 214P Backstep, a sway style move that can be cancelled into his rekka followups and has some strike invuln. Even just with basic normals, Fei has a solid overhead in 6MK which can convert to a full combo with meter, and multiple powerful lows. Thanks to his infinite, all of these lead to extremely high damage and tons of corner carry.
Fei backs up this overwhelming offense with some absurd buttons. 5HP, 2HP, 5HK, 2MP, 5MP, and 5LK are all extremely strong grounded normals, and he has j.MP and j.HK in the air as well, both of which are active for the entire jump. Many of Fei's grounded normals hit low, even ones you may not expect like 5LK and 2HP, making it difficult to walk around against him. His anti-air is amazing as well, with an easy anti-air reversal in 214K Shienkyaku and a farther ranged anti-air with 236K Rekkukyaku. Spaced well, both of these options lead into his infinite as well, making them scary to fight.
Where Fei falters slightly is his own risk. His mix is amazing, but much of it centers around 0 on block mindgames rather than the powerful 50/50 mix some of the top tiers run. Alongside this, every use of his special moves makes him take damage in white life, meaning that he can easily take a ton of damage should he guess wrong and lose momentum.
Fei is a strong character in many contexts through the match, both at close and far ranges. He threatens high damage from any hit, with powerful mixups afterward. It can be hard to approach him as well thanks to his amazing buttons, and should you deign to sit and wait, he has some of the strongest neutral skips in the game. Incorrect usage of his tools will lead to extreme punishment however, meaning a Fei player has to be smart with their gameplay, or else they'll take much more damage than they can dish out.
Strengths | Weaknesses |
---|---|
|
|
Fei Long | |
---|---|
[[File:|center|300px]] | |
Character Data | |
Health | 1000 |
Chains | Command Normals |
Walkspeed | 1.7 (Fast) |
Forward Dash Duration | 17 frames |
Forward Dash Distance | 1.4 (Short) |
Backdash Duration | 25 frames |
Backdash Invuln | 13 frames |
Unique Movement | None |
Normals
Standing Normals
5LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
Crouching Normals
2LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
Jumping Normals
j.LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
Command Normals
Command Normal 1
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Command Normal 2
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Command Normal 3
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Universal Mechanics
Forward Throw
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Throw | N/A | X | X | X | X | X |
Backward Throw
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Throw | X | X | X | X | X | X |
Alpha Counter
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | X | X | X | X | X | X |
Special Moves
Special Move 1
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 2
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 3
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 4
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Super Moves
Super Move 1
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | - | X | X | X | X | X |
Super Move 2
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | - | X | X | X | X | X |
Fei Long is a video game character from the Street Fighter series, first appearing in Super Street Fighter II. He is an action film star from Hong Kong who enters tournaments to test his skill as a martial artist.