Super Street Fighter IV AE/Fei Long

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Fei Long

SSFIV-FeiLong Face.jpg

Fei Long is known internationally as one of the greatest Hong Kong martial arts action movie stars. Living up to that reputation, he is also a very skilled fighter and regularly competes in the world of Street Fighting. However, when he realizes that his current film project has been compromised by S.I.N., he returns once more to the Street Fighting scene, and starts hunting down the ones responsible for attacking his movie crew, but not without meeting some of his fans along the way!


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.

Players to Watch

Fuudo, Mago, Momi, StarNab, Gackt, CJ Truth

Moves

Unique Attacks

Name
Command
Notes
Chokkarakusho
F.png + Mk.png
High.png
Engekishu
F.png + Hk.png

Throws

Name
Command
Notes
Shushugai
F.png or N.png + Lp.png + Lk.png
Throw.png
Tenshou Tousaikyaku
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Rekkaken
Qcf.png + P.png
Can be performed three times in sequence; Ex.png
Shienkyaku
Rdp.png + K.png
Ex.png
Rekkukyaku
Db.png Qcf.png Uf.png + K.png
Armorbreak.png only on first hit; Ex.png
Tenshin
Hcb.png + K.png
Throw.png Ex.png

Super Combo

Name
Command
Notes
Rekkashinken
Qcf.png qcf + P.png

Ultra Combos

Name
Command
Notes
Rekkashingeki
Qcf.png qcf + 3p.png
Gekirinken
Qcf.png qcf + 3k.png
Counters only against certain attacks


AE ver. 2012 Changes

Rekkaken

Set chip damage from first and second hits to 6 for light version. Set chip damage from first and second hits to 7 for medium version. Decreased distance of block push for second light/medium/heavy hit. Reduced block stun for second light/medium/heavy hit, giving the attacker a frame (dis)advantage of -8F for light, -10F for medium, and -12F for heavy hits.


Shienkyaku

Changed light version deep hit damage from 120 to 110. Changed medium version deep hit damage from 140 to 120. Changed heavy version damage from 100 + 60 (160 total) to 100 + 50 (150 total). Changed EX version damage from 100 + 50 + 50 (200 total) to 100 + 50 + 40 (190 total). Shortened first hit block stun by 1F for all versions.


Rekkukyaku

Changed heavy version damage from 40 + 40 + 60 (140 total) to 35 + 35 + 30 (100 total). Stopped hit connecting after cross up for all versions.


Crouching Medium Punch

Changed damage from 65 to 55.


Near Standing Medium Punch

Prevented first (Heavy/EX) Rekkukyaku canceled from near standing medium punch from hitting.


Near Standing Light Punch

Far Standing Light Punch Shortened hit stun by 1F, giving the attacker a possible +5F advantage on a hit.


Chokkarakusho

Changed damage from 60 to 70.


Engekishu

Changed damage from 90 + 60 (150 total) to 80 + 50 (130 total). Made second hit super-cancelable.


AE Changes

  • Close and Far stand jab are have an extra frame of advantage (now +6).
  • Close MK has a 4-frame startup.
  • Additional frame advantage on many moves.
  • Less recovery on EX Rekka on hit and on block.
  • No invincibility with HK Chicken Wing.
  • Is considered to be mid-air right after the invincibility frames of his backdash ends.


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 80*50 150*50 60*20 -*su 15 2(7)2 15 -1 +3 2nd hit cannot be EX-focus cancelled
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