Ultra Street Fighter IV/Fei Long

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Ultra Street Fighter IVUSFIV-Header.png

Fei Long

SSFIV-FeiLong Face.jpg

Fei Long is known internationally as one of the greatest Hong Kong martial arts action movie stars. As a promotional stunt and a means by which Fei Long could hone his skills even further, he entered the world Street Fighting circuit. However, the more he fought, the more Fei Long realized his true calling: fighting, not acting. Quitting the movie industry, Fei Long went on to start his own school, garnering a huge number of students. Fei Long now, rather than lights, camera, action, prefers fights, camera, action!


In a nutshell

Fei Long is a solid character who can play both sides of the offense/defense spectrum incredibly well. On one hand, his Rekkakens are an excellent poking tool and can deal very good damage if used correctly. He has excellent normals, potential for strong combos, and astounding distance control with his Rekkukyaku, more commonly known as the Chicken Wing Kick. On the other hand, his defensive game is quite strong as well. His Shienkyaku is an excellent wakeup move as well as an excellent anti-air. Many Fei players can win matches simply by using a "bob and weave" strategy, waiting for an opponent to foolishly strike and going in for the kill. The only true weakness to Fei Long depends on the person using him. It is because of this solidarity that Fei Long is one of the best characters in the game.


Ultra SFIV Changes

TBW


Moves

Unique Attacks

  Name Nickname Command Notes
File:No image.png high {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Throws

  Name Nickname Command Notes
File:No image.png throw {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png throw {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Special Moves

  Name Nickname Command Notes
File:No image.png Can be performed three times in sequence; ex {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ex {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png armorbreak only on first hit; ex {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png throw ex {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Super Combo

  Name Nickname Command Notes
File:No image.png {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Ultra Combos

  Name Nickname Command Notes
File:No image.png {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Counters only against certain attacks {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 30 50 20 ch/sp/su 3 2 7 +2 +5
Close Strong.gif HL 70 100 40 sp/su 5 2 16 +3 +7
Close Fierce.gif HL 100[80] 200[150] 60 sp/su 4 5 25 -12 -7 Forces stand, [] refers to active frames 3~5
Close Short.gif HL 30 50 20 - 4 2 9 0 +3
Close Forward.gif HL 75 100 40 sp/su 4 2 18 -6 -3
Close Roundhouse.gif HL 120 200 60 su 6 3 24 -9 -5
Far Jab.gif HL 30 50 20 ch/sp/su 3 2 7 +2 +5
Far Strong.gif HL 80 100 40 su 5 2 16 -4 -1
Far Fierce.gif HL 120 200 60 - 7 3 18 -3 +1
Far Short.gif HL 40 50 20 - 4 2 11 -2 +1
Far Forward.gif HL 70 100 40 - 7 2 18 -6 -3
Far Roundhouse.gif HL 110 200 60 - 9 4 20 -6 -2
crouch Jab.gif HL 20 50 20 ch/sp/su 3 2 9 0 +3
crouch Strong.gif HL 55 100 40 su 4 3 9 +2 +5
crouch Fierce.gif HL 100 200 60 - 8 3 20 -5 0 Forces stand
crouch Short.gif L 20 50 20 ch/su 3 3 8 0 +3
crouch Forward.gif L 80 100 40 su 5 4 13 -3 0
crouch Roundhouse.gif L 100 150 60 - 6 2 25 -9 - Hard knockdown
Jump up Jab.gif H 50 50 20 - 4 4 - - -
Jump up Strong.gif H 80 100 40 - 5 3 - - -
Jump up Fierce.gif H 100 200 60 - 6 4 - - -
Jump up Short.gif H 50 50 20 - 4 5 - - -
Jump up Forward.gif H 80 100 40 - 6 6 - - -
Jump up Roundhouse.gif H 100 200 60 - 6 5 - - -
Jump forward Jab.gif H 50 50 20 - 4 5 - - -
Jump forward Strong.gif H 80 100 40 - 5 5 - - -
Jump forward Fierce.gif H 100 200 60 - 6 6 - - -
Jump forward Short.gif H 40 50 20 - 4 8 - - -
Jump forward Forward.gif H 70 100 40 - 5 4 - - -
Jump forward Roundhouse.gif H 100 200 60 - 6 7 - - -
Overhead H 70 100 40 - 18 2 2 + After landing 14 -4 +1 6f~ airborne, Only -1 hit advantage vs crouching opponents
Right.gif+Roundhouse.gif HL 90*60 150*50 60*20 -*su 15 2(7)2 15 -1 +3
Focus Attack LVL 1 HL 60 100 20 - 10+11 2 35 -21 -21
Focus Attack LVL 2 HL 80 150 40 - 18+11 2 35 -15 -
Focus Attack LVL 3 - 140 200 60 - 65 2 35 - -
Forward Throw 0.88 130 130 40 - 3 2 20 - - Hard knockdown
Back Throw 0.88 140 140 40 - 3 2 20 - - Hard knockdown
Rekka Ken Jab.gif (1) HL 50 50 10/10 - 7 2 21 -4 0 16f~ cancellable into next move
Rekka Ken Strong.gif (1) HL 55 50 10/10 - 9 2 23 -6 -2 18f~ cancellable into next move
Rekka Ken Fierce.gif (1) HL 60 50 10/10 - 10 2 25 -8 -4 19f~ cancellable into next move
Rekka Ken Jab.gif (2) HL 50 50 10/10 - 7 2 23 -8 -2 17f~ cancellable into next move
Rekka Ken Strong.gif (2) HL 55 50 10/10 - 7 2 25 -10 -4 17f~ cancellable into next move
Rekka Ken Fierce.gif (2) HL 60 50 10/10 - 7 2 27 -12 -6 17f~ cancellable into next move
Rekka Ken Jab.gif (3) HL 60 50 10/10 - 7 2 36 -19 -
Rekka Ken Strong.gif (3) HL 60 50 10/10 - 9 2 36 -19 -
Rekka Ken Fierce.gif (3) HL 60 50 10/10 - 9 2 40 -23 -
Rekka Ken EX.gif (1) HL 65 50 -250/0 - 7 2 25 0 +2 16f~ cancellable into next move, projectile hitbox
Rekka Ken EX.gif (2) HL 65 50 0/0 - 7 2 27 -1 0 17f~ cancellable into next move, projectile hitbox
Rekka Ken EX.gif (3) HL 70 50 0/0 - 9 2 40 -23 - projectile hitbox
Flame Kick Short.gif HL 110[70] 200[100] 30/40 su 5 12 16+22 -30 - 1~4f Invincible, 5~6f unthrowable, 7f~ airborne, [] refers to active frames 3~12
Flame Kick Forward.gif HL 120[90] 200[100] 30/40 su*- 5 12 20+22 -32 - 1~5f Invincible, 6f unthrowable, 7f~ airborne, [] refers to active frames 3~12
Flame Kick Roundhouse.gif HL 100*50 100*100 30/40*20 su*- 5 2*10 24+22 -36 - 1~5f Invincible, 6f unthrowable, 7f~ airborne, 2nd hit can juggle
Flame Kick EX.gif HL 100*50*40 100*50*40 -250/0 su*-*- 5 2*8*11 18+22 -39 - 1~6f Invincible, 7f~ airborne, 2nd & 3rd hit can juggle
Flying Kick Short.gif HL 30*30*40 50x3 10/30*20*20 - 14 2(5)4(6)2 5+16 -4 0 1~8f Invincible, 9f~ airborne, 1st hit armor break, can juggle
Flying Kick Forward.gif HL 30*30*50 50x3 10/30*20*20 - 16 2(5)4(6)2 5+14 -2 +2 1~10f Invincible, 11f~ airborne, 1st hit armor break, can juggle
Flying Kick Roundhouse.gif HL 35*35*30 50x3 10/30*20*20 - 18 2(5)4(6)2 4+13 0 +4 13f~ airborne, 1st hit armor break, can juggle
Flying Kick EX.gif HL 30*30*40 50x3 -250/0 - 18 2(5)4(6)2 4+13 0 +4 1~12f Invincible, 13~36f projectile invincible, 13f~ airborne, 1st hit armor break, can juggle
Kaiten 0.92 0 0 10/40 - 14 2 51 - +7 Forces stand
Kaiten EX.gif 1.23 0 0 -250/0 - 12 2 51 - +7 Forces stand
Super Combo HL 50x4*170 0 -1000/0 - 1+5 2(10)2(12)2(11)2(20)2 57 -38 - 1~6f Invincible, can juggle
Ultra Combo 1 HL 60x4*165[375] 0 0/0 - 0+10 2(11)2(12)2(10)2(21)2 57 -38 - 1~11f Invincible, Hard knockdown, 2nd & 4th hit cannot hit airborne opponents, grounded hit goes into animation, [] refers to animation
Ultra Combo 2 - 470 0 0/0 - 0+1 35 61 - - Counters for 35f, (something about hitting), Hard knockdown
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes: