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Super Street Fighter 2 Turbo/O. Fei Long

From SuperCombo Wiki
Old Fei Long's portrait in Super Turbo

Introduction

Picking Old Fei Long

To select O.Fei Long, choose Fei Long and then press ← ← → → Jab or Fierce, pressing Short simultaneously with the punch button for the alternate color.

Normal Secondary
Feilong-old1.gif Feilong-old2.gif

--Born2SPD

Strengths & Weaknesses

Strengths

  • Speed, Speed and more Speed. Fei Long's strength lies in his ability to deal quick damage with his rekka punches and deadly combos.
  • Jumping Jab has very good priority. Almost as good as T.Hawk's Jumping Jab.
  • Standing fierce has crazy hit box/dizzy properties.
  • Has good dizzy combos.
  • Is able to cancel nearly all normals into specials, this gives him incredible combo potential, and dangerous mixups.

Weaknesses

  • He's a mini-me version of E.Honda only he can't "float" over fireballs and doesn’t have a flying headbutt to get your out of those tight spots. Fei has all the weakness of a "fat" character meaning he has a huge hit box and can easily be crossed up. This makes Fei very vulnerable to fireball traps, keep away patterns and zone tricks. Combine this with the fact that there is no trip guard in ST you will quickly realize just how much work you have cut out for you.
  • Flame kick whiffs vs low attacks, and has slightly longer startup compared to other reversal specials, making him easy to safejump.
  • He's a brawler... meaning you have to make physical contact with your opponents to win. No projectiles means more risk. Playing Fei = taking calculated risks to win.
  • Not being able to tech throws, and having the worst throw range in the game, is a big problem.

New & Old Versions Comparison

Here is the list of differences:

  • Obvious stuff: O.FeiLong can not tech throws, does not have the Chicken Wing and Super;
  • O.FeiLong has a 2 pixels taller head hurtbox compared to N.Feilong, which affects his grounded, walking, crouching and aerial stances. It is mainly relevant when O.FeiLong is crouched, since some moves that could be avoided by crouching with N.FeiLong can not for O.FeiLong. Also note that this affects most of his normals so it will not be listed on the normal moves differences list;
  • O.FeiLong does not have an air throw;
  • O.FeiLong has some differences in some of his normals:
    • Crouching Jab last recovery frame has extended limbs;
    • Far Standing Strong can be special canceled;
    • Crouching Strong can be special canceled;
    • Far Standing Fierce can be special canceled;
    • Far Standing Short can be special canceled;
    • Crouching Short can be special canceled;
    • Close Standing Forward can be special canceled;
    • Far Standing Forward can be special canceled but does less hit/block stun, pushback and stun(dizzy);
    • Crouching Forward last recovery frame has extended limbs but can be special canceled;
    • Diagonal Jumping Strong animates like the Diagonal Jumping Jab, has nice priority air to ground and more active frames;
    • Diagonal Jumping Fierce has better priority plus more attacking frames with very good air to ground priority;
    • Diagonal Jumping Short has better priority (beats E.Honda's headbutt cleanly);
    • Diagonal Jumping Forward has better horizontal priority but has worse vertical priority and its harder to use as a crossup;
    • Diagonal Jumping Roundhouse has the Chicken Wing animation frames and different priorities;
  • O.Feilong's hop kick command normal can not be steered forward and is not an overhead attack;
  • O.FeiLong's Rekka Ken Punches have some differences: they recover faster (excluding the Jab version's first hit). On the other way, the first Rekka Ken punch has bigger hurtboxes during its recovery. All in all O.FeiLong's Rekka Kens are better;

O.FeiLong has better normals and safer Rekka Kens, but the lack of Chicken Wing, Super and throw teching really hurts him. He is viable but N.FeiLong is better (less bad I'd say).

Moves Analysis

Disclaimer: To better understand the diagrams, read this.

Normal Moves

Ground Normals

  • Close Standing Jab: (Base max activation range: 42)
Damage 4[0] OFeiLong stcljab1&3.png OFeiLong stcljab2.png OFeiLong stcljab1&3.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +3
Frame Count 2 6 4
Simplified 1 + 2 6 4

A spear-hand attack to the head. This is a very good move to hit-confirm aerial attacks. And also useful as a tick throw mix-up: you can make the opponent block 1~2 (1~3 against the bigger characters) of these from point blank and then go for a throw. But know that on some match-ups this whiffs completelly if the opponent crouch blocks, on that case favor Close Standing Short for ticks. It can hit the following crouching characters: Ryu, Ken, E.Honda, Zangief, Dhalsim, T.Hawk, DeeJay, Boxer and Claw. You can cancel it into itself, another standing Jab, or a crouching Jab, which in turn can be cancelled into specials.

  • Far Standing Jab:
Damage 4[0] OFeiLong stfarjab1 stfarstrng4.png OFeiLong stfarjab2.png OFeiLong stfarjab3.png OFeiLong stfarjab4.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +3
Frame Count 2 6 3 1
Simplified 1 + 2 6 4

Rapid-fire hooks. Unlike a good amount of standing jabs in the game, this is not very reliable as a counter to E.Honda's Headbutt, since the horizontal priority is not very good, for that you have to use Far Standing Short instead. This is mainly useful in combos and block string into Rekkas, as it can be hit-confirmed, has better horizontal reach than Close Standing Fierce and can still hit a good amount of crouching characters (Ryu, Ken, E.Honda, Zangief, Dhalsim, T.Hawk, Boxer and Claw).

  • Crouching Jab:
Damage 4[0] OFeiLong crjab1&3.png OFeiLong crjab2.png OFeiLong crjab1&3.png OFeiLong crjab4.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Advantage +5
Frame Count 2 4 3 1
Simplified 1 + 2 4 4

A crouching elbow strike. This can be chain canceled from Standing Jabs and then cancelled into Rekkas for hit-confirm combos, so this move is useful in combos. However, since O.Fei does not have the Rekku Kyaku (i.e. Chiken Wing) nor has an aerial attack that is tailored for cross-ups, he has fewer chances of using it like that. O.Fei also has better special cancelable crouching normals, so there's even less reason to use this move. On neutral this is not really useful as it has very poor horizontal reach and priority, and this is specially true in the case of O.Fei, since his version of this move also has post-projected hurtboxes on recovery.

  • Close Standing Strong: (Base max activation range: 29)
Damage 22[0] OFeiLong stclstrng1.png OFeiLong stclstrng2.png OFeiLong stclstrng3.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +9
Frame Count 3 4 5
Simplified 1 + 3 4 5

A backfist. Good start-up and recovery. This is useful in combos, since it links into several other attacks (and into itself, from point-blank range) and let's 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. Also, this whiffs against a crouching Blanka and Cammy, so this is less useful on these match-ups.

  • Far Standing Strong:
Damage 22[0] OFeiLong stfarstrng1.png OFeiLong stfarstrng2.png OFeiLong stfarstrng3.png OFeiLong stfarjab1 stfarstrng4.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes*
Frame Advantage +7
Frame Count 2 2 6 5
Simplified 1 + 4 6 5

Knife-hand attack. O.Fei can cancel this into specials.

  • Crouching Strong:
Damage 22[0] OFeiLong crstrng1.png OFeiLong crstrng2&4.png OFeiLong crstrng3.png OFeiLong crstrng2&4.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes*
Frame Advantage +4
Frame Count 2 2 6 8
Simplified 1 + 4 6 8

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.

  • Close Standing Fierce: (Base max activation range: 48)
Damage 28[1] OFeiLong stclfrc1.png OFeiLong stclfrc2.png OFeiLong stclfrc3.png OFeiLong stclfrc4.png
Stun 3~9 / 10~16
Stun Timer 40 / 80
Chain Cancel No
Special Cancel Yes / No
Frame Advantage +2 / +6
Frame Count 3 4 10 6
Simplified 1 + 3 14 6

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.

  • Far Standing Fierce:
Damage 28[1] OFeiLong stfarfrc1.png OFeiLong stfarfrc2.png OFeiLong stfarfrc3.png OFeiLong stfarfrc4.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel Yes*
Frame Advantage +6
Frame Count 2 2 10 6
Simplified 1 + 4 10 6

Fei's famous "handshake" attack. It stays active for some time and also recovers very fast for a Fierce attack. Very useful on the E.Honda matchup to stop his Headbutts and HHS. Somewhat abuseable on the Blanka match-up since it can even beat his slides. O.Fei can cancel this into specials.

  • Crouching Fierce:
Damage 28[1] OFeiLong crfrc1.png OFeiLong crfrc2&5.png OFeiLong crfrc3.png OFeiLong crfrc4.png OFeiLong crfrc2&5.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage +8
Frame Count 2 2 2 8 6
Simplified 1 + 6 8 6

Nice recovery, priority, range, damage and dizzy potential. Useful when playing footsies, since it is a good poke. As a meaty done at point-blank it can easily be linked into itself for a 2-hit combo that has good chances of dizzying the opponent, and if the opponent doesn't fall dizzy to that, know that any other move that you land right after will. The 2-hit combo is impossible to do on Chun, and very hard to do on Claw. Also, for some weird reason, this doesn't hit low on Boxer and Dictator (unless from far away). Can also be used to hit several characters under their projectiles.

  • Close Standing Short: (Base max activation range: 24)
Damage 4[0] OFeiLong stclshrt1.png OFeiLong stclshrt2.png OFeiLong stclshrt3 stfarshrt1&5 stfarfrwrd1&5.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Advantage +3
Frame Count 3 6 4
Simpified 1 + 3 6 4

A knee strike to the body. Can be used in tick throw mixups like Close Standing Jab, with the benefit of being able to hit every crouching character. It doesn't has much horizontal range though, so the limit on the blocked moves is usually 1 time less than with Standing Jabs. This can be used as a combo starter from a cross-under by hitting the opponent on its back, just like with Close Standing Forward.

  • Far Standing Short:
Damage 4[0] OFeiLong stclshrt3 stfarshrt1&5 stfarfrwrd1&5.png OFeiLong stfarshrt2 stfarfrwrd2.png OFeiLong stfarshrt3 stfarfrwrd3.png OFeiLong stfarshrt4 stfarfrwrd4.png OFeiLong stclshrt3 stfarshrt1&5 stfarfrwrd1&5.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes*
Frame Advantage -4
Frame Count 2 2 8 5 4
Simplified 1 + 4 8 9

A high side kick. One of Fei's best anti-airs. It's also useful if mashed to counter moves like E.Honda's Headbutts and Blanka's Horizontal Beast Rolls.

  • Crouching Short:
Damage 4[0] OFeiLong crshrt1.png OFeiLong crshrt2&4.png OFeiLong crshrt3.png OFeiLong crshrt2&4.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes*
Frame Advantage +5
Frame Count 2 2 4 4
Simplified 1 + 4 4 4

Crouching inside kick. O.Fei's ability to cancel it into specials makes it a much better move. With that said, this move is outclassed by Crouching Forward, since O.Fei can special cancel that too.

  • Close Standing Forward: (Base max activation range: 36)
Damage 22[0] OFeiLong stclfrwrd1&3.png OFeiLong stclfrwrd2.png OFeiLong stclfrwrd1&3.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes*
Frame Advantage +7
Frame Count 4 6 5
Simplified 1 + 4 6 5

High vertical kick. Good recovery, can be linked into other normals for devastating combos. This move is very interesting due to it being usable as combo starter from a cross-under by hitting the opponent on its back, which can lead to dizzy combos after softened kick throws or air resets. O.Fei can also special cancel this move, though this is better used as a link into other normals.

  • Far Standing Forward:
Damage 22[0] OFeiLong stclshrt3 stfarshrt1&5 stfarfrwrd1&5.png OFeiLong stfarshrt2 stfarfrwrd2.png OFeiLong stfarshrt3 stfarfrwrd3.png OFeiLong stfarshrt4 stfarfrwrd4.png OFeiLong stclshrt3 stfarshrt1&5 stfarfrwrd1&5.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes*
Frame Advantage -1
Frame Count 2 2 6 4 4
Simplified 1 + 4 6 8

High side kick. Exact same priority as Far Standing Short, so it's also a good anti-air, albeit a little slower. Can hit every crouching character except for Blanka. Due to it only being activable when the stick os neutral (i.e. while not holding back/towards), Short is often favored for anti airing. Note that the O.Fei version of this move actually behaves like a Short (i.e. it does less hit/blockstun, pushback and stun(dizzy)).

  • Crouching Forward:
Damage 22[0] OFeiLong crfrwrd1.png OFeiLong crfrwrd2.png OFeiLong crfrwrd3.png OFeiLong crfrwrd4.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes*
Frame Advantage +4
Frame Count 4 6 7 1
Simplified 1 + 4 6 8

A crouching side kick. Bad priority. With that said this move is considered the main reason to pick O.Fei instead of N.Fei: O.Fei can special cancel this move into Rekkas, giving O.Fei devastating combos starting of a low move (which is something that N.Fei lacks). This makes his throw/low pressure extremely risky for the opponent to deal with. Oddly enough, the O.Fei version has a post-projected hurtbox on recovery that N.Fei doesn't has, but this tends to not be very meaningful, since you don't want to use this move in footsies anyway.

  • Close Standing Roundhouse: (Base max activation range: 40)
Damage 20[0] + 20[1] OFeiLong stclrh1.png OFeiLong stclrh2.png OFeiLong stclrh3 stfarrh5.png OFeiLong stclrh4.png OFeiLong stclrh5.png OFeiLong stclrh6.png OFeiLong stclrh7.png OFeiLong stclrh8.png
Stun 2~8 + 10~16
Stun Timer 90 + 80
Chain Cancel No
Special Cancel No
Frame Advantage +2 / +6(+5)
Frame Count 3 3 3 4 6 3 3 4
Simplified 1 + 9 4 6 10

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.

  • Far Standing Roundhouse:
Damage 30[1] OFeiLong stfarrh1&6.png OFeiLong stfarrh2.png OFeiLong stfarrh3.png OFeiLong stfarrh4.png OFeiLong stclrh3 stfarrh5.png OFeiLong stfarrh1&6.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage +7
Frame Count 2 3 1 8 3 4
Simplified 1 + 6 8 7

A vertical kick with the rear leg. This can be used as an anti-air, but Fei also has better options.

  • Crouching Roundhouse:
Damage 30[1] OFeiLong crrh1.png OFeiLong crrh2.png OFeiLong crrh3.png OFeiLong crrh4.png OFeiLong crrh5.png
Stun 5~11
Stun Timer 130
Chain Cancel No
Special Cancel No
Frame Advantage -1
Frame Count 3 3 4 10 9
Simplified 1 + 6 4 19

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

  • Neutral Jumping Jab:
Damage 14[1] OFeiLong njjab1 njstrng1.png OFeiLong njjab2&4 njstrng2&4.png OFeiLong njjab3 njstrng3.png OFeiLong njjab2&4 njstrng2&4.png OFeiLong njjab5 djjab4 njstrng5 djstrng4 njfrc5 djfrc5.png
Stun 1~7(-2)
Stun Timer 40


Frame Count 1 2 30 4
Simplified 3 30

Good air to air for countering their air normals. Stays out for a long time.

  • Diagonal Jumping Jab:
Damage 14[1] OFeiLong djjab1 djstrng1.png OFeiLong djjab2 djstrng2.png OFeiLong djjab3.png OFeiLong njjab5 djjab4 njstrng5 djstrng4 njfrc5 djfrc5.png
Stun 1~7(-2)
Stun Timer 40


Frame Count 1 2 30
Simplified 3 30

A lot like the neutral jump version, this has great forwards priority, and long active frames. Decent jump in from a distance.

  • Neutral Jumping Strong:
Damage 22[1] OFeiLong njjab1 njstrng1.png OFeiLong njjab2&4 njstrng2&4.png OFeiLong njjab3 njstrng3.png OFeiLong njjab2&4 njstrng2&4.png OFeiLong njjab5 djjab4 njstrng5 djstrng4 njfrc5 djfrc5.png
Stun 5~11
Stun Timer 50(+10)


Frame Count 1 2 14 5
Simplified 3 14

Pretty much the same as Neutral Jab, but better damage, though much less active frames.

  • Diagonal Jumping Strong:
Damage 22[1] OFeiLong djjab1 djstrng1.png OFeiLong djjab2 djstrng2.png OFeiLong djstrng3.png OFeiLong njjab5 djjab4 njstrng5 djstrng4 njfrc5 djfrc5.png
Stun 5~11
Stun Timer 50(+10)


Frame Count 1 2 14
Simplified 3 14

Think of this as Neutral Jumping Strong, but it sacrifices some forwards priority/reach for downwards priority/reach. Can be ok in some matchups. This is Fei's diagonal jumping move with the highest stun (i.e. dizzy) potential.

  • Neutral Jumping Fierce:
Damage 30[1] OFeiLong njfrc1.png OFeiLong njfrc2.png OFeiLong njfrc3.png OFeiLong njfrc4.png OFeiLong njjab5 djjab4 njstrng5 djstrng4 njfrc5 djfrc5.png
Stun 3~9
Stun Timer 40


Frame Count 1 2 8 6
Simplified 3 8

Decent priority, but it's not very useful since you have Neutral Jumping Jab/Strong which are more consistent.

  • Diagonal Jumping Fierce:
Damage 28[1] / 24[1] OFeiLong djfrc1.png OFeiLong djfrc2.png OFeiLong djfrc3.png OFeiLong djfrc4.png OFeiLong njjab5 djjab4 njstrng5 djstrng4 njfrc5 djfrc5.png
Stun 3~9
Stun Timer 40


Frame Count 1 4 6 4
Simplified 5 10

O.Fei has the much better version of this move. The first part has good air to air properties, the 2nd part really shines as the priority is much better, can beat a lot of anti airs that N.Fei's wouldn't. Agaisnt Dhalsim this is great to beat his close anti airs. Also great for beating moves like E.Honda's Headbutt and Dictator's Psycho Crusher when jumping back. His hurtboxes also get very small during it, making it very good to avoid projectiles, specially by back jumping when cornered.

  • Neutral Jumping Short:
Damage 14[1] OFeiLong njshrt1&3.png OFeiLong njshrt2.png OFeiLong njshrt1&3.png OFeiLong njshrt4 djshrt4 njfrwrd5 djfrwrd4 njrh5 djrh8.png
Stun 1~7(-2)
Stun Timer 40


Frame Count 3 20 4
Simplified 3 20

Decent priority both vertically and horizontally, mainly used to help when neutral jumping fireballs.

  • Diagonal Jumping Short:
Damage 14[1] OFeiLong djshrt1&3.png OFeiLong djshrt2.png OFeiLong djshrt1&3.png OFeiLong njshrt4 djshrt4 njfrwrd5 djfrwrd4 njrh5 djrh8.png
Stun 1~7(-2)
Stun Timer 40


Frame Count 3 20 4
Simplified 3 20

Another instance where O.Fei's better air normals shine, this move has deceptively good downwards priority, Dictator for example, can't seem to do much of anything against this if you use it early when near to him. This can also be used to beat E.Honda's Headbutts.

  • Neutral Jumping Forward:
Damage 24[1] OFeiLong njfrwrd1.png OFeiLong njfrwrd2&4.png OFeiLong njfrwrd3.png OFeiLong njfrwrd2&4.png OFeiLong njshrt4 djshrt4 njfrwrd5 djfrwrd4 njrh5 djrh8.png
Stun 5~11
Stun Timer 50(+10)


Frame Count 1 2 8 5
Simplified 3 8

A pretty interesting high kick, appears difficult to utilize, Fei has better options.

  • Diagonal Jumping Forward:
Damage 24[1] OFeiLong djfrwrd1.png OFeiLong djfrwrd2.png OFeiLong djfrwrd3.png OFeiLong njshrt4 djshrt4 njfrwrd5 djfrwrd4 njrh5 djrh8.png
Stun 3~9
Stun Timer 40


Frame Count 3 10 5
Simplified 3 10

As O.Fei this is not a crossup and doesn't has good downwards priority/reach so it will not beat Dhalsim's anti air slides, for example. Instead, this has better forwards reach and priority. Overall, N.Fei's is much more useful.

  • Neutral Jumping Roundhouse:
Damage 30[1] OFeiLong njrh1.png OFeiLong njrh2&4.png OFeiLong njrh3.png OFeiLong njrh2&4.png OFeiLong njshrt4 djshrt4 njfrwrd5 djfrwrd4 njrh5 djrh8.png
Stun 3~9
Stun Timer 40


Frame Count 2 3 8 6
Simplified 5 8

Acceptable reach, but otherwise nothing special. Totally unusable as a way to avoid projectiles since it extends Fei's hurtboxes on his back.

  • Diagonal Jumping Roundhouse:
Damage 30[1] OFeiLong djrh1.png OFeiLong djrh2.png OFeiLong djrh3.png OFeiLong djrh4.png OFeiLong djrh5.png OFeiLong djrh6.png OFeiLong djrh7.png OFeiLong njshrt4 djshrt4 njfrwrd5 djfrwrd4 njrh5 djrh8.png
Stun 3~9
Stun Timer 40



Frame Count 1 2 2 2 6 5 4
Simplified 5 13

This move has 3 active parts, but will only hit once. The second active part can work as a crossup vs fatter characters if spaced/timed correctly. This is also the best move to use as a combo starter from the air, as this does massive damage. The stun/dizzy on it is heavily nerfed though, so if you're looking specially for a combo that may dizzy the opponent, favor jumping with Strong.

Command Normals

  • Chokka Raku Shou a.k.a. Hop Kick: (On ground, ←/↖/↗/→ + Forward)
Damage 24[1] OFeiLong hopk1&10.png OFeiLong hopk2.png OFeiLong hopk3.png OFeiLong hopk4.png OFeiLong hopk5.png OFeiLong hopk6.png OFeiLong hopk7.png OFeiLong hopk8.png OFeiLong hopk9.png OFeiLong hopk1&10.png OFeiLong hopk11.png
Stun 3~9
Stun Timer 40
Frame Advantage -2


Frame Count 2 4 2 2 3 8 5 9 1 4 1
Simplified 1 + 21 5 15

Unlike N.Fei, this is not an overhead and also can't move Fei towards the opponent while in the air by holding towards, so it tend to not have much use.

  • En Geki Shuu a.k.a. Double Kick: (On ground, →/↗ + Roundhouse)
Damage 20[0] + 20[1] OFeiLong dk1.png OFeiLong dk2.png OFeiLong dk3.png OFeiLong dk4.png OFeiLong dk5.png OFeiLong dk6.png OFeiLong dk7.png OFeiLong dk8.png
Stun 2~8 + 10~16
Stun Timer 90 + 80
Frame Advantage +6 / +9(+8)

Frame Count 1 8 6 1 3 4 4 5
Simplified 1 + 16 3 4 9

Fei takes a quick step forward then performs a double kick, hits twice. Gives good frame advantage, and you can link some normals after the 2nd hit, a lot of the startup is airborne, this seems to not have much benefit since it takes so long to come out. This move is ok to do as a meaty to start mixups vs characters that cannot reverse it.
During the only grounded startup frame, Fei moves 16px forward instantly. So it is totaly possible to kara cancel this move into, say, a Rekka Ken, for extra horizontal range (similar to how DeeJay can cancel his slide into a Sobat for example or how Guile can cancel his Sobats into Flash Kicks for extra horizontal range), although very hard to execute due to the 2nd startup frame having Fei on an airborne state (meaning it can't be kara-canceled anymore). The input for that would be ↓↘→+Rh,Fierce (with the Fierce button being pressed EXACTLY on the 2nd frame after the Roundhouse). You only have a 1f window for it to work though so in the end this is not really usable (unlike in DeeJay's and Guile's case, for them it's totally usable because the window is more forgiving).

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, since it's possible to loop them, specially in the corner.
Another thing to keep in mind is that both his punch and kick throws have a few frames during the grabbing animation in which Fei change sides with the opponent. This means that if the opponent is using a charge character, he won't be able to use any special move that requires a back charge right after softening the throw.

  • Throws Throwboxes:
Damage 32 OFeiLong throwb.png OFeiLong throw.png OFeiLong throwf.png
Stun 7~13
Stun Timer 100
Range (from axis) 40
(from throwable box) 11
  • Gankai Hou: (←/↖/↗/→ + Strong/Fierce)

Has less mixup potential compared to kick throw if they tech, but getting a whiffed Standing Strong or Fierce is usually better than the command normal kicks. So if they're trying to jump out of the tick throw attempt, this might be useful. If you're facing a charge character, know that the opponent will have lost his back charge, so see this as a "free" meaty/tick throw opportunity (except vs Honda, it's too dangerous to get that close to him).
The real usefulness of this throw comes up when the opponent is cornered: if Fei jumps towards the opponent at the first moment possible, an opponent using a charge character will often be forced to block the air normal, since, as mentioned above, they'll lose their back charge, and if they teched the throw, they most likely were tyring to counter-throw you, so they'll not have down-charge either. And also because Fei recovers a little faster with the punch throw, so there's no time to beat Fei's air normal with a normal move of their own. This is very strong on the Boxer match-up: it sets a built-in safe jump against his Buffalo Headbutt, and he can't use his super (due to him losing his charge). This will also be a safe jump in mirror matches. Against Claw it will also be similar to how it is vs Boxer: it won't look exactly like a safe jump, but on that situation Claw can't beat your jump in move with anything, so you can use it as a tick throw loop, and he'll have to counter throw to escape, but know you'll be outside of his throw range if you don't walk towards him after the blocked air move, so you can very confortably mix-up throws with Flame Kicks. Against Dhalsim and Dictator, if the throw is not teched, you can keep holding up-towards to jump a second time as soon as you land for the first jump, and that will also be a safe jump.

  • Shuu Kubi Kari: (←/↖/↗/→ + Forward/Roundhouse)

Usually favoured over punch throw since this leaves the opponent closer to you after teched, and lets you do better mixups in most cases, such as walking underdeath for a cross under Close Standing Forward into Close Standing Fierce xx Rekka Ken.
Also, just like the punch throw, there's a side switch during the grabbing animation, meaning the opponent will lose back charge (and this is even more valid in the case of the kick throw, due to the final side switch happening later, right when the opponent is released), so after throwing the opponent you can go for a meaty/tick throw more safelly against characters that rely on a back charge to escape (e.g. Boxer with super, Claw with Scarlet Terror).
Another interesting aspect about this throw is that it also leads into a built-in safe jump against Claw, Sagat and Dhalsim: if they tech the throw, you can hold up-towards to jump at the first possible moment and that will be a safe jump, as long the opponent doesn't touch the corner or a breakable object. Also, on the Guile match-up, if the opponent is cornered and the throw is not teched, you can keep holding up-towards and the second jump in will be a safe jump. This is not very useful though since if the throw is teched, jumping immediatelly is unsafe. The same happens on the Chun match-up, though it will sometimes whiff completelly, so it's even less useful.

Special Moves

  • Rekka Ken: (↓↘→ P)

Detailed Input: (↓ [7~14f] ↘ [7~14f] → [10/9/7f] Jab/Strong/Fierce)

  • First Punch:
Jab Strong Fierce OFeiLong rk11.png OFeiLong rk12.png OFeiLong rk13.png OFeiLong rk14&21.png OFeiLong rk15.png OFeiLong rk16.png
Damage 16[1]
Stun 1~7
Stun Timer 30
Frame Advantage On Hit:-18
Else:-9
-6 -7
Frame Count (Jab) 2 6 8 10 12 1
Simplified (Jab) 8 8 23
Frame Count (Strong) 2 6 7 8 12 1
Simplified (Strong) 8 7 21
Frame Count (Fierce) 2 6 8 8 12 1
Simplified (Fierce) 8 8 21
  • Second Punch:
Jab Strong Fierce OFeiLong rk14&21.png OFeiLong rk22.png OFeiLong rk23&31.png OFeiLong rk24.png
Damage 16[1]
Stun 2~8
Stun Timer 30
Frame Advantage On Hit: -18(-19)
Else: -9(-10)
-6(-7) -7(-8)
Frame Count (Jab) 5 8 10 13
Simplified (Jab) 5 8 23
Frame Count (Strong) 5 7 8 13
Simplified (Strong) 5 7 21
Frame Count (Fierce) 5 8 8 13
Simplified (Fierce) 5 8 21
  • Last Punch:
Jab Strong Fierce OFeiLong rk23&31.png OFeiLong rk32.png OFeiLong rk33.png OFeiLong rk34.png OFeiLong rk35anm.gif
Damage 22[2] 24[2] 26[2]
Stun 1~7
Stun Timer 30
Frame Advantage -11(-12)~-10(-11) -15(-16) -19(-20)~-21(-22)
Frame Count (Jab) 5 6 8 9~10 15
Simplified (Jab) 11 8 24~25
Frame Count (Strong) 5 6 7 11 19
Simplified (Strong) 11 7 30
Frame Count (Fierce) 4 5 7 11~13 23
Simplified (Fierce) 9 7 34~36

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. It's a known behavior of O.Fei's Rekkas that the last punch does not always have the same recovery timings: sometimes it can have less recovery, that's probably related to the distance it was performed, similar to Boxer's Rushes.

  • Shien Kyaku a.k.a. Flame Kick: (←↓↙ K)

Detailed Input: (← [7~14f] ↓ [7~14f] ↙ [10/9/7f] Short/Forward/Roundhouse)

  • Startup + Invincible active part:
Short Forward Rh OFeiLong sk1.png OFeiLong sk2.png OFeiLong sk3.png OFeiLong sk4.png
Damage 38[2] / 22[2] 30[2] + 18[2]
Stun 9~15 2~8 + 2~8
Stun Timer 100 90 + 90
Frame Advantage -17 -26 / -24(-25) -36 / -34(-35)
Frame Count 2 2 2 2
Simplified 6 2
  • Non-invincible active part:
  • Short Version:
OFeiLong sk5&9shrt 5&9&13frwrd 5&9&13rh anm.gif OFeiLong sk6&10shrt 6&10frwrd 6&10&14rh anm.gif OFeiLong sk7&11shrt 7&11frwrd 7&11&15rh anm.gif OFeiLong sk8shrt 8&12frwrd 8&12rh anm.gif OFeiLong sk5&9shrt 5&9&13frwrd 5&9&13rh anm.gif OFeiLong sk6&10shrt 6&10frwrd 6&10&14rh anm.gif OFeiLong sk7&11shrt 7&11frwrd 7&11&15rh anm.gif OFeiLong sk12shrt 14frwrd 17rh.png
Frame Count 2 2 2 2 2 2 2 4
Simplified 18
  • Forward Version:
OFeiLong sk5&9shrt 5&9&13frwrd 5&9&13rh anm.gif OFeiLong sk6&10shrt 6&10frwrd 6&10&14rh anm.gif OFeiLong sk7&11shrt 7&11frwrd 7&11&15rh anm.gif OFeiLong sk8shrt 8&12frwrd 8&12rh anm.gif OFeiLong sk5&9shrt 5&9&13frwrd 5&9&13rh anm.gif OFeiLong sk6&10shrt 6&10frwrd 6&10&14rh anm.gif OFeiLong sk7&11shrt 7&11frwrd 7&11&15rh anm.gif OFeiLong sk8shrt 8&12frwrd 8&12rh anm.gif
Frame Count 2 2 2 2 2 2 2 2
Simplified 16... (22)
OFeiLong sk5&9shrt 5&9&13frwrd 5&9&13rh anm.gif OFeiLong sk12shrt 14frwrd 17rh.png
Frame Count 2 4
Simplified ...6 (22)
  • Roundhouse Version:
OFeiLong sk5&9shrt 5&9&13frwrd 5&9&13rh anm.gif OFeiLong sk6&10shrt 6&10frwrd 6&10&14rh anm.gif OFeiLong sk7&11shrt 7&11frwrd 7&11&15rh anm.gif OFeiLong sk8shrt 8&12frwrd 8&12rh anm.gif OFeiLong sk5&9shrt 5&9&13frwrd 5&9&13rh anm.gif OFeiLong sk6&10shrt 6&10frwrd 6&10&14rh anm.gif OFeiLong sk7&11shrt 7&11frwrd 7&11&15rh anm.gif OFeiLong sk8shrt 8&12frwrd 8&12rh anm.gif
Frame Count 2 2 2 2 2 2 2 2
Simplified 16... (27)
OFeiLong sk5&9shrt 5&9&13frwrd 5&9&13rh anm.gif OFeiLong sk6&10shrt 6&10frwrd 6&10&14rh anm.gif OFeiLong sk7&11shrt 7&11frwrd 7&11&15rh anm.gif OFeiLong sk16rh.png OFeiLong sk12shrt 14frwrd 17rh.png
Frame Count 2 2 2 1 4
Simplified ...11 (27)
  • Recovery:
OFeiLong sk13shrt 15frwrd 18rh.png OFeiLong sk14shrt 19rh.png OFeiLong sk16shr 17frwrd 21rh.png OFeiLong sk17shr 18frwrd 22rh.png
Frame Count (Short) 4 4 + {5} 2 4
Simplified (Short) 19
Frame Count (Forward) 12 + {5} 2 5
Simplified (Forward) 24
Frame Count (Rh) 4 12 + {5} 2 6
Simplified (Rh) 29

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.

Misc Animations

Jump Animations

  • Neutral Jump:
OFeiLong bj1 nj1 fj1.png OFeiLong bj2 nj2 fj2.png OFeiLong bj3 nj3 fj3.png OFeiLong nj4&8.png OFeiLong nj5&7.png OFeiLong nj6.png OFeiLong nj5&7.png OFeiLong nj4&8.png OFeiLong nj9.png OFeiLong nj10.png OFeiLong bj11 nj11 fj11.png
Frame Count 2 1 8 7 5 8 5 7 4 1 7*
Simplified 2 1 44 1 7*
  • Back Jump:
OFeiLong bj1 nj1 fj1.png OFeiLong bj2 nj2 fj2.png OFeiLong bj3 nj3 fj3.png OFeiLong bj4.png OFeiLong bj5 fj7.png OFeiLong bj6 fj6.png OFeiLong bj7 fj5.png OFeiLong bj8.png OFeiLong bj9 fj9.png OFeiLong bj10 fj10.png OFeiLong bj11 nj11 fj11.png
Frame Count 2 1 8 5 5 5 5 5 12 1 7*
Simplified 2 1 45 1 7*
  • Forward Jump:
OFeiLong bj1 nj1 fj1.png OFeiLong bj2 nj2 fj2.png OFeiLong bj3 nj3 fj3.png OFeiLong fj4.png OFeiLong bj7 fj5.png OFeiLong bj6 fj6.png OFeiLong bj5 fj7.png OFeiLong fj8.png OFeiLong bj9 fj9.png OFeiLong bj10 fj10.png OFeiLong bj11 nj11 fj11.png
Frame Count 2 1 8 5 5 5 5 5 8 1 7*
Simplified 2 1 41 1 7*

FeiLong has a considerably fast prejump. Note that O.FeiLong has bigger head hurtboxes on his jumping animation as well (in comparison to N.FeiLong), but on this case it doesn't has much effect.

The landing recovery has a special property which allows it to be "canceled"/skipped depending on what you do. At the first landing frame, it's not possible to jump again (i.e. can't go directly to the prejump animation), to have a move to startup instantly (normal and special moves) or to block (which is why sweeps can be used as anti airs in this game), but you can do all that on the second landing frame. Throws are an exception and can be performed on the first landing frame(not the first ground throwable frame) and this includes command throws too, but since the hitbox-hurtbox interaction have priority over the throwbox-throw vulnerabillity box interaction, this can't be used as a counter to well timed anti air sweeps. You'll only be stuck for the entirety of the landing recovery if you want to walk back/forward.
Things are different on jumps that crosses over the opponent (landing on the other side) though. In that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! Strangelly, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later (like it normally would). Anyway, being able to block on the first landing frame can help a little bit on some safe jump crossup setups, or maybe in other situations as well if your character has a huge jump arc.

The Basics

At a glance, old Fei may seem like a waste of time due to lack of chicken wing, and a reliable crossup. However he does have some interesting tools that make him quite different from N.Fei. All of your normals except cr hp, and heavy kicks will cancel, and combo into both rekka and flame kick. In addition to this, his rekkas leave him at better advantage on block, this helps his ground game somewhat.

The general aim with old Fei is to get a knockdown, or any way to force the opponent to block something that leads into his many high damage mixups. In neutral rekka is incredibly good as it's very safe on block if space right (jab rekka is good for ending block strings since it recovers the fastest), he can also use some of his better normals like cr hp, cr mp, and far hp to pressure.

After a knockdown, you have a very good mixup game against most of the cast, you can use the same meaty setups as N.Fei with close mp, and close/crouch hp to go for high damage rekka combos, or use close mp to set up a massive mixup, you are able to do a safejump before this if you wish. Once you land the close mp, you can link it into cr mk > rekka if you expect them to try reversal or throw mash, even if they block this is safe on most characters. The big frame advantage also lets you tick, so you can throw them once they are conditioned to block, use kick throw, and you can go for a 50/50 if they tech, use walk under close mk> close mp> cr mp/mk > rekka for a dizzy (usually), or stay in front and do something else into rekka. Delayed lk flame kick is good if you want to beat any of their attacks, the longer startup of flame kick lets you beat a lot of would be good reversals like n.shoto srks, flash kick etc.

Advanced Strategy

Match-ups

Game Navigation

General
Controls
Notation
System
FAQ
New Characters
Balrog
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
E. Honda
Fei Long
Guile
Ken
M. Bison
Ryu
Sagat
T. Hawk
Vega
Zangief
Akuma
Old Characters
O. Balrog
O. Blanka
O. Cammy
O. Chun-Li
O. Dee Jay
O. Dhalsim
O. E. Honda
O. Fei Long
O. Guile
O. Ken
O. M. Bison
O. Ryu
O. Sagat
O. T. Hawk
O. Vega
O. Zangief