------------------------------------------------------------------------------- Copyright 2009 by nosone (as registered on Gamefaqs.com) This guide is published exclusively for Gamefaqs.com and NeoSeeker.com; it is not to be reproduced and/or distributed for financial gain. All work included is original except where it is cited by the author. Fei-Long Character Guide v2.31 ** Updates ** -Edited VR-Raiden's Punishment Guide (incomplete) -Edited commentary on normals and specials -Reevaluated match-ups in VS Others -Fixed errors in grammar, spelling, and character information; format editing. ------------- Table of Contents (use CTRL+F to search): A) Introduction.................[INTX] B) FAQ Legend...................[LGDX] C) Damage Chart.................[DMCX] D) Basic moves..................[BSCX] E) Special moves................[SPCX] F) How to play Fei-Long.........[HTPX] G) Combos.......................[CMBX] H) VS Others....................[VSOX] Fei-Long.............[FLG] Zangief..............[ZNG] Akuma................[AKM] Guile................[GYL] Cammy................[CMY] Abel.................[ABL] Sagat................[SGT] Blanka...............[BLK] E.Honda..............[HND] Gouken...............[GKN] M.Bison..............[BSN] Balrog...............[BLR] Ken..................[KEN] Ryu..................[RYU] Dhalsim..............[SIM] Gen..................[GEN] Rose.................[RSE] Chun-Li..............[CHN] Dan..................[DAN] Vega.................[VEG] Sakura...............[SKA] El Fuerte............[ELF] Seth.................[STH] Rufus................[RUF] C.Viper..............[CVP] I) Punishment Guide.............[PSGX] J) Special Thanks...............[SPTX] K) Contact......................[CONX] ******************************************************************** ******************************************************************** A) Introduction [INTX] There's not much new to say in a FAQ about Fei-Long that you couldn't gather from the game/manual or Wikipedia, so I won't delve much into his character. Bottom line, Fei-Long is your stock Bruce Lee look-a-like for the Street Fighter series. Haven't we seen him somewhere before? Why, yes! Perhaps under a different name, of course. Other video game characters that might remind you of his style include Liu Kang from Mortal Kombat, Jacky from Virtua Fighter, Marshall and Forrest Law from Tekken, Li Long and Maxi from Soul Blade/Calibur, and Jann Lee from Dead or Alive. Thing is, there's nothing really new or exciting about Fei-Long's story which is likely why most people skip over him. Those who do, however, are missing out on one of the best characters in SFIV. This FAQ exists to prove his greatness, and to make you a better Fei-Long. Pros: + Fast attacks/reversals + Ability to attack from multiple angles (tools for every occasion) + Superior Focus Attack range and speed + Excellent mind games + Pressure play and chip damage + Uncommon character; not many people know his game Cons: - Learning curve - Lag from specials can leave him wide open - Difficult to utilize Ultra - No projectile game - Vulnerable in the air - Requires strict timing for counters, reversals, and basic play ******************************************************************** ******************************************************************** B) FAQ Legend [LGDX] LP: Light Punch LK: Light Kick MP: Medium Punch MK: Medium Kick HP: Hard Punch HK: Hard Kick f: Forward (f+HK is a forward Hard Kick) b: Back (b+HP is a back Hard Punch) u: Straight jump (u+HK is a straight up jump Hard Kick) d: Down motion, without crouch (tap down; to be followed by another direction) ub, uf: Jump backward, jump forward db, df: crouch block motion, crouch using the diagonal forward c: Crouching move (c+LP is a crouching Light Punch) j: Angled jumping move (j+HP is an angled jumping Hard Punch) QCF: Quarter circle forward (d,df,f) QCB: Quarter circle back (d,db,b) HCF: Half circle forward (b,db,d,df,f) HCB: Half circle back (f,df,d,db,b) +: Combination of motions (j+HK means an angled jump HK) >: Combo one move into the next (LP> Rekkaken is comboing a LP to a Rekkaken) ~: Doing one move after another; not a combo (Chicken Wing~ ShienKyaku) EX: Use two kicks/punches when performing a special move FADC: Focus Attack Dash Cancel (dash forward before launching a Focus Attack) RKK: Rekkaken (QCF+P, QCF+P, QCF+P) ShienK: Shienkyaku (b, QCB+K) CW: Chicken Wing (HCF, uf+K) TS: Tenshin (HCB+K) RSK: Rekkashinken (QCF, QCF+P) RSG: Rekkashingeki (QCF, QCF+PPP) These are all the basic motions needed to play Fei-Long; you really don't need to know 360s and 720s with this guy, so I won't bother. ******************************************************************** ******************************************************************** C) Damage Chart [DMCX] The chart follows this format: "Attack".....Damage // Stun ========================= Throws Forward......130 // 130 Backward.....140 // 140 LP Far..........30 // 50 Close........30 // 50 c+LP.........30 // 50 u+LP.........50 // 50 j+LP.........50 // 50 MP Far..........80 // 100 Close........70 // 100 c+MP.........65 // 100 u+MP.........80 // 100 j+MP.........80 // 100 HP Far..........120 // 200 Close........100 // 200 c+HP.........100 // 200 u+HP.........100 // 200 j+HP.........100 // 200 LK Far..........40 // 50 Close........30 // 50 c+LK.........30 // 50 u+LK.........50 // 50 j+LK.........40 // 50, cross-up MK Far..........70 // 100 Close........75 // 100 c+MK.........80 // 100 u+MK.........80 // 100 j+MK.........70 // 100, cross-up f+MK.........60 // 100 HK Far..........110 // 200 Close........120 // 200 c+HK.........100 // 150 u+HK.........100 // 200, cross-up j+HK.........100 // 200 f+HK.........90+60 // 150+50 Rekkaken (Hits can be done out of combo for Max Damage/Stun) LP...........50+50+48 (Chip: 12+12+15) // 50+50+40 MP...........55+55+48 (Chip: 13+13+15) // 50+50+40 HP...........60+60+48 (Chip: 15+15+15) // 50+50+40 EX...........65+65+56 (Chip: 16+16+17) // 50+50+40 Shien Kyaku LK...........120 (Chip: 30) // 200 MK...........140 (Chip: 35+22) // 200 HK...........160 (Chip: 25+15) // 100+100 EX...........200 (Chip: 25+12) // 100+50+50 Rekkakyaku (Chicken Wing) LK...........30+30+40 (Chip: 7+7+10) // 50+50+50, cross-up MK...........30+30+50 (Chip: 7+7+12) // 50+50+50, cross-up HK...........40+40+60 (Chip: 10+10+15) // 50+50+50, cross-up EX...........30+30+40 (Chip: 7+7+10) // 50+50+50, cross-up Rekkashinken Single.......60+60+60+60+160 (Chip: 15+15+15+15+40) // 0 Total........400 (Chip: 100) // 0 Rekkashingeki Half.........342 (Chip: 11+11+11+11+28) // 0 Full.........495 (Chip: 15+15+15+15+41) // 0 Focus Attack Level 1......60 Level 2......80 Level 3......140 ******************************************************************** ******************************************************************** D) Essential Basic moves [BSCX] LP: A really quick jab motion that can be combo'd about 3-4 times easily by spam. This is used for quick damage and can also be combo'd into Rekkaken, however, if you jab past the 1st jab, you'll be stuck in the combo until you stop mashing LP. This can screw you up if you're going for LP> Rekkaken if you mash jab too fast. On its own or in combos, there are no drawbacks to using this move; throw these out for hit-confirmation purposes, or for gaining a frame advantage. [Uses:] 1) Jab damage 2) Hit/Block-stun frame advantage 3) Pushing 4) Combo-starter 5) Tick throws 6) Super Cancel (Rating: 5/5) --------------- c+LP: This is the main jab that you'll be using to start Rekka combos as the crouch motion begins the first QCF; c+LP> Rekkaken works wonderfully for pushing the opponent towards the wall. Its main drawback is in its range, however, making it easy to be countered by big moves like an SPD or SRK if you whiff with it. [Uses:] 1) Jab damage 2) Pushing 3) Combo-starter 4) Tick throws 5) Super Cancel (Rating: 4/5) --------------- c+LK: Though it doesn't combo directly into Rekkaken like the LP, it can still be linked into c+LP> RKK or cancelled into a Super. Where this move excels is in its speed and range for pushing, allowing you stay at a longer range than LP. This move also hits low and must be blocked low, whereas c+LP hits mid-range and can be blocked standing up. I prefer this move for spamming purposes, though it is essentially on par with c+LP damage wise. [Uses:] 1) Jab damage 2) Pushing 3) Tick throws 4) Super Cancel (Rating: 3/5) --------------- MP (Close): Though the far-away version is nothing to write home about, this version of MP rocks your opponent so hard that you're given AMPLE opportunity to combo. I've tried this attack in training to find excellent results; this move combos easily into ShienK, c+LP> RKK, and c+MK> RSK due to the high hit-stun and frame advantage that you get from it. Though HP (Close) does more damage outright, this move gives frame advantage whether it hits or is blocked, making it great for an offensive poke. On block, consider following up with an attack or throw. [Uses:] 1) Combo-starter 2) Hit-stun frame advantage 3) Super Cancel (Rating: 4/5) --------------- c+MK: The ultimate push! This move is fast enough to beat most sweeps and can push you/your enemy just outside of sweep range (depending on the enemy). As a counter, this move does great damage, and it's actually more likely that you'll be scoring counters with this than any other move (save for a jab) due to its unique properties. The main special property of this move is that it hits LOW, allowing you to get under many attacks, including Tatsumakis, Blanka's Electric Attack, and Zangief's Spinning Lariat. It also will allow you to DODGE some attacks as well, so if you're feeling lucky, throw this out and see what it does for you. ** Watch out when using this against Zangief as he can grab you after a blocked attack. For most other characters, however, there is little opportunity to follow-up with a counter (3 frame disadvantage on block), so don't count this move out based on one occasion. [Uses:] 1) Counter damage 2) Pushing 3) Super cancel 4) Low attack/dodge 5) Hit-confirmation (Rating: 4/5) --------------- c+MP Equally as great of a push as c+MK, this attack also seems to be more easily chained into Fei-Long's Super. The hit-stun, speed, and recovery for this move are much better than c+MK, making it the preferred attack for hit-confirmation. This move's speed also allows you to spam it faster than c+MK--as a matter of fact, you can do this move twice for a 2-hit combo worth 130 damage. This is an important factor, especially when creating Block Strings (discussed later on). The only real drawback to this move is that it hits mid, meaning that it can be blocked standing up, and loses c+MK's crouching properties. If you consider c+MK a defense/mind game poke, then c+MP is an offensive poke. ** Use this move to knock down Tatsumakis while staying safe. [Uses:] 1) Hit-confirmation 2) Pokes 3) Hit/Block-stun frame advantage 4) Super cancel (Rating: 5/5) --------------- f+MK: Turtlers beware! Just because you're crouch blocking doesn't mean I can't hurt you AT ALL. This move is fast and travels a bit of distance, making it a great follow up to c+LK spam once you've pushed yourself back far enough. Usually this will draw a counter attack by the opponent once he realizes that blocking makes him a sitting duck. At that point, you're free to punish him. This move counts as a jump, and can actually hop over a crouching or downed opponent if you're close, so watch your spacing if you're just going for damage (this will happen at throw range). Remember that this is merely a surprise poke; the frame advantage you get on hit is very minimal, giving you few options out of the attack. On block, there is also a large disadvantage that your opponent can take advantage of, so don't get trigger-happy with this. It's best to use this at max range; whether you hit or miss, you don't want to be close enough for the opponent to follow up. [Uses:] 1) Surprise overhead 2) Can-opener 3) Cross-up at throw range (Rating: 3/5) --------------- f+HK: This is two-hits in one move and can do some decent damage if both hit (about the same as a MK ShienK). This is a good poke move for establishing reference and ensuring that the opponent doesn't get too close. The second kick has longer range than the first, so use that to your advantage. DO NOT SPAM THIS MOVE. It's pretty slow and can get you into trouble with higher priority moves like the SRK or Tiger Uppercut, if those moves graze your feet. The two motions are also easy to catch with a Shinku or a (*gasp*) Metsu Hadouken. ** When both hits are guaranteed to make contact (hit or block), consider using this as a push as you only have a slight disadvantage on recovery (2 frames). This makes it difficult for most characters to counter successfully, especially at range. [Uses:] 1) 2-hit combo damage 2) Pushing 3) Reference (Rating: 2.5/5) --------------- c+HK: Your only sweep so it deserves a spot on this list. This is used for setting up cross-up traps and putting your opponent on the defensive. Not at all a good pushing move, so don't use it thinking you'll be safe even if they block. As a point of note, if this move connects, your opponent cannot tech the fall to rise quickly. Consider this if you need some time to think, run, or sneeze. This move is great against characters that lack good wakeup reversals, forcing them into a more defensive position when they get up. Use this sparingly, as there are better moves for putting your opponent on the ground. The start-up for this move is also a bit slower than ShienK, which is the preferred option out of a jump-in. [Uses:] 1) Sweep (Rating: 2.5/5) --------------- HP, HP (Close): Far away, this move can do decent damage and acts as a great push; up close, it becomes an uppercut which can be used to cancel into ShienK, RKK, or RSK. The added damage is nice, but if you're not comfortable with doing a HP> ShienK, then don't try, as the HP has a lot of recovery if you DON'T cancel out of it. At the very least, consider using RKK to push/chip the opponent after a close HP or FADCing a ShienK to be safe. The range on the far HP is significant enough to warrant using it for fast damage/stun against your opponent when Rekkaken would be too risky to use. For most people, this move may also push them just outside of their reach, allowing you time to block incoming attacks. Abel, for instance, will be pushed out to where only his slow and easily counterable specials can reach you, giving you an advantage in terms of anticipating his attacks. This move is also a great way to link CW to ShienK seamlessly, making it worth your while to program into your mind. ** Try this move as an anti-air against those who try to do a lot of jump-ins or cross-ups. When your opponent's body overshadows yours, press HP to watch Fei throw out an uppercut right into their feet! [Uses:] 1) Combo-starter/link 2) Pushing 3) Damage 4) Quick counter attack 5) Hit stun frame advantage 6) Anti-air 7) Super Cancel/Link (close) (Rating: 4/5) --------------- c+HP: This is a great push which can also deal decent damage if it hits. The range on this attack is slightly longer than c+MK, allowing you to push your opponent even farther. c+MK, although priceless for its speed, pushing, and damage, will fail to deter an advancing foe at times as people see it more like a jab than a hard-hitting move. The c+HP attack, on the otherhand, scares your opponent on top of doing more damage, causing more stun, and having excellent range. This makes it a worthwhile move on its own, though its uses will be for a different purpose than c+MK. Also note that the disadvantage on block is much larger than on c+MK, meaning that this attack is a risk against an opponent who is ready for it. This move hits mid and does NOT go low enough to avoid Zangief's Spinning Lariat, so don't rely on it for that purpose. [Uses:] 1) Damage 2) Pushing 3) Mind games 4) Stun meter increase (Rating: 3/5) --------------- j+HP, j+HK: These are your main angled jumping attacks. Use these moves to catch people unaware and combo them with ShienK or right into your Ultra! HK has great horizontal range since Fei sticks out his leg relatively far, while HP hits higher up on Fei-Long's body, making it better for hitting opponents who are already above you. At medium to high level play, you'll be using these moves sparingly against grounded opponents to avoid anti-airs. In air-to-air situations, retreating j+HK is great for punishing specials, such as Vega's Wall Dive and Bison's Headstomp. Use these in order to avoid chip damage and score free hits against these characters. [Uses:] 1) Aerial damage 2) Can-opener 3) Ultra link 4) Super link (Rating: 3/5) --------------- u+HK: I really love this move! This is your Anti-Zangief attack. Use it to stuff his jump-ins as well as his Spinning Lariat and Banishing Fist. This is recommended against 'Gief since Zangief has no air throws and can be a little slow when airborne. This kick completely trumps an advancing Whirly-gig and will help avoid the fist altogether. Not to mention that it hits on both sides! You can also combo out of this like j+HK, so take advantage of that. This move actually has incredible range for being relatively stationary; the hitbox for the move extends all the way to Fei's toes, and will do the same damage, no matter what part hits the enemy! [Uses:] 1) Fast aerial attack 2) Can-opener 3) Cross-up if the opponent moves behind you 4) Ultra link 5) Super link (Rating: 3.5/5) --------------- j+MK: This can, surprisingly, stuff a lot of attacks. Its hitbox is also pretty wide, ranging from in front to a half-circle behind Fei-Long. Though it gives a frame advantage on hit, it's not meant to be used in the same fashion as j+HK really. This move was made to do cross-ups with, and it can be pretty deadly at that. ** I've used this move before to swat Air Tatsumakis down successfully on more than one occasion, though this property may still need to be tested. j+MK also stops jab spammers from stopping your jump-in approach, as the move can hit below Fei-Long, allowing you to strike before your vulerable parts make contact. [Uses:] 1) Fast aerial attack 2) Can-opener 3) Cross-up 4) Combo-starter (Rating: 4/5) --------------- j+MP: Basically a jump-in, but there are some advantages to using this move over your typical j+HK or j+HP: First, the attack launches a frame faster than j+HK or j+HP. This can mean the difference between your opponent being able to launch a successful SRK or being smacked in the face with Fei-Long's palm. Second, the attack's hitbox begins so much closer to the enemy than j+HK/HP/MK. The animation for this move has Fei sticking his arm out at a downward angle towards the enemy. This means that you can launch sooner, rather than later in the jump, reducing the amount of time that the opponent has to read the attack. Third, this attack does decent damage and serves as a great substitute for j+HK/HP for beginning combos. On its own, the attack does 80 damage, which is 10 more than your cross-up, j+MK, and only 20 less than HK/HP jump-in. That's pretty fair considering its advantage in speed. This attack may also be used to cross-over your opponent, although it will NOT hit them from behind. Rather, this property allows Fei to strike in front while his body continues to move towards the rear of his opponent. I've yet to see someone use this reliably; keep it in mind, but don't get too aggressive with trying to cross over. Use this move as a can-opener after pushing yourself out of range with pokes. [Uses:] 1) Fast jump-in 2) Can-opener 3) Combo starter (Rating: 3.5/5) --------------- Throws: LP+LK, f+LP+LK, b+LP+LK These moves are absolutely essential for mind games and for punishing turtles. Standing and forward throw are the same move; they both push the opponent towards the wall that you are currently facing. I tend to use this throw the most to keep people in corners, although it does a bit less damage than back throw. The back throw is a throw which tosses the opponent directly behind you. This throw is meant to be used to switch places with the enemy and for overall damage output. The difference between this throw's damage and the forward version is not that significant, rather, the main differences stem from the placement of the enemy in relation to the stage and Fei-Long. Back throw keeps the enemy close and moves Fei-Long out of corner traps, while Forward throw is more of an aggressive move as it pushes the opponent where you want him. These moves execute within 3 frames, which is faster than most characters' specials. When you're up close, try throwing, as it may be the better choice over a ShienK (5 frame start-up) in some instances. [Uses:] 1) Placement 2) Throw damage 3) Escaping corner traps 4) Mind games (Rating: 5/5) --------------- Focus Attack: MP+MK (cancel with dash) Fei-Long's focus attack has excellent range and should be used from the farthest possible distance to reduce the likelihood of being jabbed out of it. Though you can play without Focus Attacks, the option of using them increases the depth of the game. Focus lv2 is also very easy to charge to, so try it out! You can always dash cancel if your prospects of hitting don't look so great. Proper use of the Focus Attack is for punishing jump-ins and for mind-games. Learning FADC is also very helpful against Shotos that like to run and throw fireballs. Although other characters can easily FADC combos into Supers/Ultras, Fei's FADC combos aren't too impressive and usually aren't worth the meter. You can still use FADC for its armor and for canceling ShienK's, however. The latter option makes for a safe wake-up reversal by allowing you to dash away or toward your opponent during his block stun. Focus Attacks can, and should, be used to chain into Super and Ultra combos if you have meter available. If not, make sure to dash in after the attack anyway, as being in your opponent's face when he is crumpling opens up many more opportunities for combos. Dashing in is also the only way to ensure a 3-hit Rekkaken, as the 1st Rekkaken will just knock the opponent down if you don't. For free damage, try using a lv1 Focus Attack and dashing backwards. After the hit, most people will try to follow-up with a counter, however, the back dash should place you out of harm's way. I often use this to finish off an opponent who is being very dodgy, or to test out an opponent's reactions early in the round. 60 damage is actually very nice, and the option to back dash can make it better than committing to a laggy special for the chip kill. Do note that there is no frame advantage on block, even if you dash afterwards. Against some characters, you may need to be more careful with a lv1 Focus--try a lv2 Focus instead, and forward dash to gain a nice frame advantage. Overall the uses for this move are pretty wide-ranging, but it's also the hardest thing to master for actual play. [Uses:] 1) Punishing jump-ins 2) FADC past fireball traps 3) Crumple into Ultra/Super 4) Crumple into manual combo 5) Hyper Armor 6) FADC combos 7) Mind games 8) Quick damage (Rating: 5/5) --------------- Dash: f> f, or b> b It's perfectly fine to never dash in your entire SFIV career, but learning its uses (outside of FADC) can really help your play as well. Though back dash isn't anything special, here are some of the options you have out of forward dash: 1) dash> RKK Bait your opponent to attack you during the dash animation so that you can hit them unsuspectingly with a RKK. This also effectively extends your RKK by a sizable distance; total start-up time for a dash> LP RKK is 24 frames, which is less time than you spend in the air jumping forward/backward (34 frames). With that in mind, consider using dash> RKK to catch an opponent who jumps back a lot or to catch Blanka's rebound. RKK can also knock the opponent out of the air, giving you time to walk right up to them. 2) dash> u+HK u+HK will catch anything advancing into you, be it by sudden forward jump, Banishing Fist, Tatsumaki, or other. Combo afterwards. 3) dash> block> counter A basic bait strategy. Here, ShienK works wonders to counter an aggressive opponent. 4) dash> Super/Ultra Catch that falling opponent with something HARD. Like the dash> RKK, this comes out faster than a full jump (total: 27 frames). Time it right and you'll avoid any oncoming attacks and do great damage/chip damage when they land. [Uses:] 1) Baiting attacks 2) Extending attack range 3) Movement, essential for in-and-out style 4) Dodging cross-up traps 5) Invincible start-up on back dash and airborne frames help to dodge some attacks (Rating: 5/5) --------------- ******************************************************************** ******************************************************************** E) Special Moves (SPCX) Rekkaken or RKK (QCF+P, QCF+P, QCF+P): This is a move that is usually either underused or overused by Fei-Longs. Its correct application is for pushing, chipping, countering, and ranged reversals. It's a long list, but they call them Special Moves for a reason, right? Rekkaken is often best used to catch a falling or advancing opponent in their movement animation. This move often comes at a surprise since it launches with relatively little wind-up and can be used to travel halfway across the screen by using the HP or EX version. At max range, the bounce from block stun should also keep you out of range of most attacks, however, do watch out for reversals though, as they can be easy to pull off against the HP/EX versions. Here's a reference list for the number of RKK's (1st hit) it takes to reach across the screen: LP: 4x (roughly 1/4 screen) MP: 4x (roughly 1/3 screen) HP: 3x (roughly 1/2 screen) EX: 3x (roughly 1/2 screen), LP start-up speed, HP wind-down You need to consider the differences for each Rekkaken. LP travels the shortest distance, but has the least windup and recovery. LP is the version that you'll be using most for pressure, followed by MP. HP should be used at Max range, to catch a falling opponent, or whenever the opponent is unable to defend as it does the most damage out of the three. Remember that the distance traveled is not instant and that the move has some windup to it as well. This means you'll need to launch early if you hope to catch an opponent off-guard. Don't rush to finish all three hits; that's key to protecting yourself. Rather, confirm that the first one goes through first, and then begin the motions for the next two. The first two hits of LP RKK are your best push moves as they keep you at max range (when used at max range), have little recovery time, and they do decent chip damage. Also remember that you can use different punches for each attack. For instance, you can start the attack with LP, then use MP and/or HP to finish the combo. Note that only the 1st and 2nd hit will change in damage output dependending on the strength used. LP/EX Rekkaken is fast enough to act as a reversal against Ken's Hadouken, Shoto sweep, or other moves that have significant recovery time. You need to be mindful of the range, however, and choose the apropriate version of RKK. [Uses:] 1) Close-mid range reversal against most slow attacks 2) Catching a jumping opponent from a fall 3) Hitting an opponent who dashes into you or moves forward 4) Pushing an opponent into a wall 5) Chip damage, or chip-kills (esp. when EX'd) 6) Combo damage (Rating: 5/5) --------------- Shien Kyaku or ShienK (b, QCB+K): This is your Ace-in-the-hole! ShienK is the fastest move you have in your arsenal. It does a bit less than an SRK, but it's still excellent for catching your opponent in between attacks. The best part about this move is that it is SO easy to do this out of a block since the first motion is to move backward. The MK and stronger versions can also tear right through Focus Attacks as the animation lasts long enough to eat up the Super Armor, and then hit immediately after (though this depends on how close you are to the FA to begin with). Use this move as an Anti-air or to finish your combos. HK version does about the same damage as a HP RKK if both hit. MK is your best bet for Anti-Air, however, as it does more damage in one hit than the HK version (HK will need both hits to surpass MK). EX'ing this move is a great idea if you know you can hit with it. Only EX when the opponent is open as EX reduces chip damage (since the EX version uses 3 hits, it spreads damage more evenly). All versions of this move execute at the same speed, however, EX ShienK seems to improve the speed at which its hits connect. This move is extremely easy to combo into with j+HK/HP, so when you see an opportunity, take it! Your opponent will be frustrated by your constant use of the move, so it'll be easy to confuse them by switching it up mid-battle FTW. Try to avoid falling into a pattern with this move, however, as it is easy to punish on wind-down. To avoid this, consider using FADC to cancel the ShienK after the first hit. If the attack is blocked, you're safe by dashing; if it's a confirmed hit, you get an opportunity to launch an Ultra or CW follow-up. [Uses:] 1) Close-range reversal 2) Anti-air 3) Combo damage 4) Chip damage (MK or HK version for the kill) 5) Armor Break 6) FADC mind games/combos 7) Ultra link from FADC (Rating 5/5) --------------- Rekkakyaku or Chicken Wing or CW (HCF, uf+K) Absolutely essential for forward movement. Use this to catch people who like to run away. This move has Armor Break, but be cautious, as it's only for the first hit. This move allows Fei-Long to dodge most fireballs, barring Sagat's High Tiger Shot which you can just duck under. Dodging requires good timing and spacing, however, as you can be left open for a counter attack if the move does not make contact with the enemy. The EX version of this attack flies through fireballs entirely--this includes Super AND Ultra projectiles. [As of the Championship update package, HK CW has been slowed down to eliminate the infinite CW> HP> CW combo on Seth/Abel. To compensate, this move has been given additional frames of invulnerability, which can be used to more easily escape cross-up traps and projectiles during the start of the move.] I like to spam this move quite a bit as the recovery following HK/EX CW puts you on even ground with your opponent if he/she blocks (MK version is also relatively safe). The end of the HK/EX CW also gives you a slight frame advantage on hit which makes it difficult to reverse effectively. Most people end up tasting ShienK or a c+LP> RKK combo before they can get an SRK in. An easy combo out of the HK/EX version is HK CW> c+LP> RKK. Hit-confirm at least 2 CW hits for this to be guaranteed; if you only graze with the last hit, you may be out of range for the c+LP. With practice and good timing, this can also be combo'd directly into LP/HP> ShienK which makes for an equally deadly combination. This move works best as a mind game tool, however, as you keep your opponent guessing what will come after it. Will he ShienK me again? Will he throw? Will he jab? No one really knows until it's too late. Because of your options at the end of the attack, this move acts much like Cammy's Hooligan Combo. Since the jumping motion is an attack in itself, however, it's actually a bit better due to its anti-air properties. With proper spacing, this move can also cross-up opponents who are crouching. At throw range, use LK; at close range, use MK; at close-medium range, use HK or the EX version. I like to take advantage of this during block string stale- mates, when both you and your opponent crouch just out of throw range, using pokes only. This will usually catch your opponent off-guard and make him uneasy about sitting next to you. If you're lucky, you may even hit-confirm 2 CW hits and be able to combo as soon as you land! [Uses:] 1) Forward movement 2) Dodging fireballs (HK/EX version passes through) 3) Anti-air 4) Combo into c+LP> RKK, or HP>ShienK 5) Chip damage (three hits) 6) Armor Break 7) Cross-up against crouching opponents 8) Cross-up escape (HK CW) 9) Mind games/Mix-ups Rating (5/5) --------------- Tenshin or TS (HCB+K) This move isn't really essential to Fei-Long's play, although it's a welcome addition. This is effectively a command throw, however, it does no damage to the opponent. Rather, it places Fei-Long on the other side of the opponent, opening up possibilities for combos and mind games. ** This is not a move to be used aggressively as its short range and lack of real speed places you in a bad position if you miss. Its best application is for mix-ups. For instance, when your opponent sees a CW, blocks it and anticipates a ShienK, you use Tenshin to run around him and do some damage from behind. At times I've done this attack accidently by rolling my thumb from a walking motion in an attempt to perform a ShienK, which is never good. Case in point, if you don't want to do it, stay away from motions that resemble it. The timing for the application of this move is actually quite strict. Once Fei flips over, you need to quickly input the commands for your move(s), or the opponent will be given a chance to block. This move will not allow enough time to execute an Ultra or a Super outright. Though you can combo into these moves, if you execute them immediately after the TS, your opponent will still be able to block/dodge. Some opportunities to land this move: 1) LP~ (EX) TS 2) MP/HP RKKx2~ TS 3) j+MK~ TS 4) Punishing a whiffed special Aside from punishing whiffed specials, Supers, and Ultras, there are very few guaranteed situations for landing this throw. Because of this, it is necessary to set up your opponent with mind games rather than recklessly trying to get a Tenshin in. [Uses:] 1) Mind games/Mix-ups 2) Can-opener 3) Swapping positions 4) Combo-starter (punishing whiffed specials) 5) Building meter off a Focus crumple (Rating: 2/5) --------------- Rekkashinken or RSK (QCF, QCF+P) RSK is relatively easy to combo into and is both faster to start and faster to strike than Fei-Long's Ultra. Using a j+HK/HP will allow you to combo into this 400+ damage attack on hit which makes it really deadly and very much worth saving for. Since Fei-Long's moves are all so fast and so damaging, I prefer saving meter for this move rather than EX's to turn the tide of battle. This move often times surpasses the Ultra in terms of total combo damage as well. This is due to the damage scaler that is built in-game which reduces the amount of damage dealt in combos depending on the number of hits that have connected. Since the Ultra is a 12/13 hit combo, its damage is severely reduced when using it after a can-opener. The RSK, however, is only 5 hits so a simple 6-7 hit combo will still maintain much of the move's force. * Learn to dash forward OR backward after crumpling an opponent with a Focus Attack as that allows you to hit with all 5 hits. * There is a small window in which other characters can attack you in between the 4th and 5th hit, although if you miss (or if the move is blocked) you're screwed anyway. Cross your fingers if you're blocked as some people try to gamble an attack between hits 4 and 5; more often than not, they lose. * Chip-kills! Need I say more? [Uses:] 1) Super Damage 2) Combo Damage 3) Chip kills 4) Juggling 5) Invincibility on start-up (Rating: 5/5) --------------- Rekkashingeki or RSG (QCF, QCF+PPP) Fei-Long's ultra move is pretty bad as far as Ultra's go. Since Ultra's cannot be directly cancelled into like Supers, this move can be tough to hit with unless your opponent makes a mistake. Even then, Fei-Long's Ultra has certain properties that will make it difficult to trigger the cinematic properly even if you do hit (see below). Obviously, the best way to score an Ultra is to dash in after a Focus Attack. Outside of Focus Attacks, however, this move is best used to hit a falling opponent or an opponent who is in striking animation. The invincibility frames at the start of the move can help avoid most attacks. Do note, however, that there is a bit of wind-up to the 1st hit, meaning that this attack can be dodged from a neutral position, no matter how close the opponent is to Fei. Watch your distance when launching this attack. If you launch this attack at maximum range, the 1st RSG will actually push the enemy AWAY from you, allowing him the time and space to block the subsequent hits. When starting this attack, try to be as close as possible; use your far LP range as a reference. On the flip side of watching range, also remember that this attack will continue to move Fei-Long forward and that the 2nd and 4th hits will trigger the full Ultra to be unleashed. Use this notion to catch opponents who jump away from you. Depressingly, the first hit of this move can also be absorbed by Hyper Armor and the entire Ultra can be interrupted with the correct timing. Notably, Gen's Focus Attack is fast enough to snuff this Ultra entirely. Still, however, this attack has plenty of opportunites to be launched safely and successfully. This move can be combo'd from a simple j+HK or j+HP, however, do note that the damage when using this move in a combo is actually LESS than using it alone (total combo damage is 496). This is due to the damage scaler as mentioned in the RSK section. For this reason, the Ultra works best as a counter rather than a combo move. Still, however, j+HK or j+HP into an Ultra will still provide excellent results. DO NOT THROW THIS MOVE OUT WITHOUT CAUSE! You need to think about how you want to use this attack, whether it is for chip damage, pushing, countering, or following up a Focus Attack. Throwing it out there just begs for an Ultra in the face. This move is easy to dodge at any range, so use it wisely. [Uses:] 1) Ultra Damage 2) Combo Damage 3) Chip kills 4) Juggling 5) Invincibility on start-up (Rating: 4/5) --------------- ********************************************************************* ********************************************************************* F) How to play Fei-long [HTPX] There are several concepts and play styles that help make for effective Fei-Long players. Below are concepts/moves to keep in mind when using him: Reversals: Fei-Long's special moves can all be used as effective reversals against any opponent. Rekkaken can be used to reverse Hadoukens upon block stun, Chicken Wings can be used as reversals to escape cross-up traps, and the ShienKyaku pretty much tears through any attack you can think of. Perform the motion for the attack during your block stun or wake-up, and launch when your opponent leaves a gap in his attack. Counter Hits: Counter hits do more damage than normal moves, and for obvious reasons they can't be blocked. Fei-Long's style of play adheres very much to counter hitting and responding to whiffed moves quickly/effectively. This frightens your opponent and causes them to turtle--exactly where you want them! Spacing: In order to counter effectively, you need to space correctly. This means staying out of range of attack and within range of counterattack. For this it is not neccessary, but useful, to learn proper distancing for dash as well as backdash. In many fights, spacing is your best defense. Pushing: All moves, normal and special, can push either you or your opponent backwards upon contact. This happens whether the attack is blocked or not. For Fei-Long, understanding this property is essential as Fei-long operates best when his opponents are trapped in the corner. His best pushing attack is the first hit of the LP RKK as it causes chip damage and has little recovery if blocked. Also consider his c+MK/MP/HP move for pushing yourself out of sweep range. Chip Damage: An essential part of the game, chip forces people to attack/counterattack rather than block all day. Chip damage occurs when you hit a blocking opponent with a special move. Fei's best chip moves are the Chicken Wing (3 hits) and the Rekkaken. His Super and Ultra are also great for killing off opponents on their last bit of life. Can-Openers: A personal term of mine. Can-openers are moves that are meant to hit opponents when they are attempting to turtle your attacks (blocking low). Typically blocking low will defeat most standing attacks and any of Fei's specials, Super, or Ultra. A can-opener is meant as a spontaneous attack to catch the opponent off-guard by means of an overhead, cross-up, or throw (Tenshin), opening the opponent up to combos and other possibilities. Usually, a can- opener just makes the opponent stop blocking for fear that you may launch another can-opener. Hit-Confirmation: Moves such as Rekkaken can leave you wide open if you follow through when the opponent blocks the first hit. For this reason, it is important to watch and see if the first hit connects successfully before completing the motions for the next two hits. This idea is called Hit-Confirmation, and is used to chain single hits into damaging combos. By waiting to complete the motions, you avoid performing laggy moves that would otherwise place you in a bad position for counterattacks. FADC: Focus Attack Dash Cancel. Use this to move past fireball traps and into range for countering. This is absolutely essential for facing Shoto users. After jumping over a few fireballs, your opponent will likely try to catch you during your next jump; use FADC to throw your opponent's rhythm off and stay on guard. FADCing will also allow you to build your Ultra meter without the hassle of losing health. Block Strings: As a up-close fighter, Fei often must watch for counters and reversals from his opponents following a blocked attack. Block strings are combinations that can be linked together in such a fashion that Fei will be pushed to a safe range even if the opponent blocks. "Safe" means that Fei will be in no immediate threat of being thrown or hit by a reversal after the last hit. c+LKx4 for instance, will push Fei out of normal throw range and is quick enough on its recovery to help Fei avoid any oncoming reversals. Different block strings will push Fei/his opponent out varying distances, so find the block string that works best for you. Damage Scaling: A built-in feature of the game, this isn't really something you can control, but it's definitely something you need to watch for. Scaling occurs for several reasons, but the one that you need to concern yourself with is the number of hits in your combo. Simply, the longer the string, the weaker individual hits in the string get (scaled down, the longer it goes). When doing combos, it's in the best interest to refrain from being too fanciful with Fei, as it's usually not worth the meter/time/effort. Although HP RKK is stronger than HK ShienK, HP> HP RKK will do less damage than HP> HK ShienK, as RKK adds 1 extra hit. --------------- Once you've got those concepts down-pat, Fei-Long becomes much easier to play and to understand. Typically, there are a few different types of Fei-Long players out there, but the best of the bunch can play all styles: a) Turtler: This Fei relies on ShienK the most in order to deal counter damage in response to an aggressive opponent. Rekkaken will only be used when the openings are available, and Supers/Ultras will only be thrown defensively. CW's are likely to never be used since they move Fei closer rather than farther away. The turtler lasts the longest during the battle and can sometimes get through an entire match without getting hit cleanly by the opponent. b) Counter-puncher: This Fei uses fast reactions to counter attacks BEFORE they hit, making him somewhat passive-aggressive. Rekkaken is more common here in order to catch opponents off guard, but Pushing and chipping are not a part of play. ShienK again is the major trump card. CW is situational rather than habitual in terms of use. Counter-punchers understand spacing and priority very well, making them dangerous in battle. They do, however, take a large risk by trying to intercept attacks rather than being aggressive or defensive. c) Pressure player: Pokes, jabs, and specials are all meant to keep the opponent in the corner. This player uses Fei's speed in attack to his advantage and continually chips away at the enemy's health with specials. Throws are sometimes mixed in for good measure, and can-openers are heavily relied upon. Block strings are used to both chip and keep Fei at a safe distance if moves do not connect. This is the most aggressive type and is actually the type that will lose to a 'Gief most often. Pressure play, when done correctly, however, can confuse most other players and can completely trap characters that do not have effective wakeups. Again, these categories of play do not suggest that you need to pick a style, rather, you should use them to analyze your own play style and see where your strengths/weaknesses are. Your focus as a Fei-Long player should be to incorporate all three styles together in order to confuse your opponent and take the match. [As a note, I don't profess to be the best Fei-Long player around, but I've played as him long enough to know all of his tricks. At my current skill, advancement with Fei-Long is more a matter of playing effective mind games than learning more techniques. This means incorporating all three styles into my play, and learning more about my opponents (human and in-game) and their tendencies. -- nosone] ********************************************************************* ********************************************************************* G) Combos [CMBX] Fei-Long excels at short combos as his specials are all very damaging. Damage scaling makes it highly inefficient for Fei-Long to try fancy combinations, as his attack strength using one block, or no meter at all can do more damage in many instances. Below are some combos that are fairly easy and very effective. I've also included some strings that aren't necessarily combos, but can be used for mind games: ----------- Normals: LPx4 c+LKx4 j+MK/MP/HK/HP> LPx4 j+MK/MP/HK/HP> MK/MP/HK/HP (MK/MP/HP can combo further when close) Rekkaken: LP> RKK c+LP> RKK c+LPx3> RKK HP> RKK c+LKx2> LP> c+LP> RKK Shien Kyaku: j+MK> ShienK j+MK> HP> ShienK j+HK/HP> ShienK j+HK/HP> HP> ShienK Rekkakyaku/Chicken Wing: CW> HP> ShienK CW> HP> RKK CW> c+LP> RKK CW> LP> ShienK CW~ ShienK CW~ c+LKx4 CW~ Throw CW~ TS Tenshin: TS> HP> ShienK TS> c+MP> ShienK TS> c+MK/MP> RSK Rekkashinken: c+LP/MP/MK> RSK j+MK/MP/HK/HP> RSK Focus Attack> RSK Rekkashingeki: j+HK/HP> RSG Focus Attack> RSG HP> MK ShienK> FADC> RSG MK ShienK> FADC> CW> RSG ----------- Again, these are all very basic combos designed to hit hard and then back off. Not that it's a bad thing to try combos, but long chains don't really suit Fei- Long's style considering he already hits hard without them. However, if you can pull off long strings, more power to you. ********************************************************************* ********************************************************************* H) VS Others [VSOX] [Note:] This is not a list of tournament tiers, rather, it is an analysis of effective play against other characters, assuming decent reflexes and consistency in the execution of techniques by the player controlling Fei-Long. The tactics of high level players are determined through trial and error efforts. Effectively, that means that this section MUST and WILL be updated regularly in order to keep up with the Joneses. Reader input is also highly desired. VS Fei-Long (50-50) [FLG] -------------------- Let's begin this section with a mirror match! Fei-Long VS Fei-Long is very tricky as a good Fei-Long player will know all of your moves. Your game against another Fei-Long player should focus on effective mind games. Pressure play works well against Fei-Long, but be wary of his counters. Work to pin Fei-Long against the wall, but stay out of reach of his ShienK and mind CW cross-ups. Once you have him at the wall, use fast pokes and throws to keep him from launching any special attacks. If he jumps or CW's, use ShienK to keep him at bay. Counter his RKK with your own RKK if he misses or if you block the attack. Staying at long-range may be a good idea as Fei-Long's strengths are when he is in your face. Punish long-range CW's with RKK if he falls short, or use ShienK as mentioned above if he manages to get close enough. Stay on your feet, as that will allow you to block or counter moves that come your way. If you happen to predict a CW from long-range, you should also consider using a Focus Attack, as you'll be able to absorb the last hit and strike the enemy Fei for a crumple. This is almost guaranteed, as the wind-up for the CW will give you enough time to charge to lv2 and strike him the frame that he falls down. Remember not to try this at close range as Fei-Long can get in 2-3 hits to destroy your Hyper Armor. Again, a good Fei-Long player will be aiming for the same goal against you so don't get too caught up in being aggressive or you'll be eating counters for breakfast. Stay fast and avoid laggy moves if you can. ================================= VS Zangief (30-70) [ZNG] -------------------- Ah, my favorite matchup (hah)! Most scrub Zangiefs think they can just out prioritize or SPD you to death since Fei doesn't have any projectiles. Fei, however, can deal a bunch of damage to Zangief in a relatively short amount of time, and is nimble enough to avoid most of Zangief's attacks. There are separate strategies for beating each of Zangief's moves: 1) SPD/Suplex: Quite simply, if you stay out of sweep range, you'll be out of SPD range. This idea is complicated when you factor in the movement range from Banishing Fist and whiffed HKs, but if you keep to the air, you'll be able to avoid either attack. Just keep jumping up/away from this one. 2) Spinning Lariat: Scrubs spam this one a lot because of its high priority. There are two versions to watch out for; make sure you can distinguish the sounds that Zangief makes as one spins shorter than the other. This attack is easily avoided or even defeated by a number of Fei's moves: [a] c+MK will keep you low enough to avoid the move and has the range to keep you away from SPD following the attack if used at MAX range. This can be grabbed if you hit 'Gief somewhat deep. [b] CW about 1 second after the startup of the Lariat; at this point CW will beat out the Lariat and you'll get free shots on Zangief--just remember to follow up with a ShienK or jump away to avoid SPD. Use MK/HK/EX CW for a frame advantage. [c] Against the longer Lariat, RKK after the 3rd spin (when he stops yelling). [d] If 'Gief does this over you when you fall, you can block low or use MK ShienK to trade hits (you'll do less than he will though). [e] If 'Gief advances with this move, do u+HK to avoid the startup and to hit him the second after. Follow up with EX ShienK for big damage. [f] If 'Gief is doing this at distance, advance slowly. Chances are he's just building meter for Supers/EXs. If you must, let him be, as his Super and EX moves can be avoided with the strategies below. 3) Power Bomb or EX Power Bomb: This can be scary at first, but once you practice against it a bit, you'll see this as an opportunity to strike rather than run. Bombs have the same grab range as SPD, but cover some ground as well. The trick is to get Zangief while he's running (obviously). Use j+HK against the normal version and combo from there. For the EX version, you should consider using u+HK instead as it allows you to time the attack easier; make sure to follow up with HP> EX ShienK to avoid being grabbed. CW or j+MK cross-up is also perfect to counter this. 4) Banishing Fist: 'Gief uses this to advance mainly; damage is a secondary consideration. To avoid this move, just keep jumping and using backdash to screw with your opponent's spacing. If you get hit with it in the air you'll be knocked down, so at least you won't have to worry about SPDs. u+HK is great for taking advantage of an advancing 'Gief. Always mind spacing as the EX version can take a mean bite out of your health. Conversely, if he comes short, you can punish Zangief REAL hard. If Zangief doesn't have meter, you can gamble a Focus Attack around mid-range; the regular Banishing Fist will be absorbed and you'll get a free chance to throw out a Super/Ultra. On block, HP> ShienK. 5) Jumping attacks/cross-ups: 'Gief's jumping attacks can do quite a bit of damage, but his air game isn't as frightening as his ground game. You can usually tell when 'Gief is about to jump as it takes a while from start to finish. Usually, you can beat out his jumping attacks with u+HK or at least trade in the air. Against cross-ups, use CW as a reversal to run away from your wake-up spot, or learn to block in the right direction as cross-up traps can be very annoying. Again, MK ShienK will trade hits, and you may end up on the losing end. Use it with discretion. Use Focus Attacks sparingly, as Zangief can switch up to a throw if he sees that you've absorbed his jump-in. 6) Jabs: If he gets one in, he'll get more. If you get caught in these jabs, you're going to take damage. Don't get into a jab war with 'Gief as he can switch up to a Banishing Fist and SPD you. If you're lucky, you might be able to catch a MK ShienK on one of his whiffed jabs, although the timing is somewhat strict. Don't stick around to get thrown after this. Make sure you take to the air when facing Zangief, and always watch spacing. If you can get the First Attack, just back off and make him come to you. Use proper timing to stuff his jump-ins as those provide him opportunity to get close. Switch to offense at irregular intervals for free hits, as the 'Gief user will likely try to muscle his way through the entire match. Jump-ins are not recommended as the Spinning Lariat has enormous priority over most attacks and will put you in a position for cross-up traps. Rules are meant to be bent, however, so if you DO see an opportunity for a jump-in, take it and combo to avoid being grabbed. A useful tool for scaring off an advancing 'Gief is RKK. Use this not only for chip damage, but to force Zangief to approach cautiously (and likely much more slowly). By throwing out one of these, you give yourself a chance to do free damage and push Zangief back to the other wall. After this first experience with the RKK, Zangief will likely switch up his methods of advancing to using specials or jump-ins, which you can thwart with good spacing and well timed attacks. From here, you can either continue to counter Zangief, or take advantage of his cautious movement to wait out the timer for the round. If Zangief starts to become aggressive with jump-ins, start using HK/CW/ShienK to catch him in the air, or begin backdashing. By backdashing, you'll at least be out of his throw range when he lands; if he tries to do an SPD, you can follow up with RKK at this range. Overall, you need to be extra careful in this match, as Zangief can punish you pretty badly with only a few hits. If Zangief whiffs a Banishing fist in front of you when he has a full meter, you can consider most of your health gone. Be more patient in this fight than usual, as haste will likely cost you the match. You may wish to consider just waiting out the match rather than finishing him off, as poking him too much will allow him to charge up his Ultra; this will usually turn the match in his favor if you screw up even once. Advantage to Gief: 1) Jump-ins will lead to SPD when blocked. 2) Well-timed Spinning Lariats can knock you out of anything. 3) HUGE grab range; this makes spacing difficult. 4) EX Banishing Fist comes out fast and hits for BIG damage. 5) Gief can turtle/counter-punch, reducing Fei's offensive options. 6) Fei must play much more defensively, or suffer from an SPD to the face. 7) Gief's Super/Ultra does enormous damage, and is easy to land if he blocks a special ================================= VS Akuma (60-40) [AKM] -------------------- The best thing about scrubby Akumas is that they only throw fireballs and SRKs. That means they won't really know what to do if you're up close and personal with Fei-Long's pressure play. Use CW and FADC to advance in, and MK ShienK's for damage. Akuma has very little stamina and will take a lot more damage from your moves than others. Don't be discouraged if you haven't hit him yet because of his jumping/teleport. You only need a few hits to get him to sweat. The worst thing about PRO Akumas is that they know how to do HUGE combos ON TOP of throwing fireballs and SRKs. His low stamina and dizzy meter still apply, however, making this a real coin toss. Watch for his air fireballs as those are typically used as combo-starters, whereas horizontal ones are just for damage output. Stay mid to close range with Akuma, and watch for low attacks as he can chain those into LK Tatsumakis, SRKs, and Hadoukens quite easily. EX CW is absoultely priceless for getting past fireballs. Although you won't see scrubs use it, try to familiarize yourself with the Demon Flip and its trajectory. This is a move that you can easily counter with ShienK, CW, or a jump kick, but if you miss, you open yourself up for one of Akuma's million-hit attacks. Usually though, you'll be pressing too hard and too fast for Akuma to even consider using this move which requires some space to perform. A strong basic strategy against Akuma players is to close in with CW spam with care in dodging air/regular Hadoukens. Once you've cornered him, stay about mid-range to bait another Hadouken (which you can CW past), Tatsumaki, Demon Flip, or Teleport. These are largely non-threatening moves which you can easily deal with or counter. This is also the prime range for throwing out a CW to begin pressure play and mind games. Here, you can take shots at Akuma while he searches for options out of the corner. Keep as many of your options open as possible in order to keep Akuma in check; this means keeping an eye out for any moves that he tries, and to use attacks with low lag to keep Akuma guessing. When Akuma has full meter, watch for his Raging Demon as you come down from a fall. There is enough lag at the end of CW or a jump-in for you to be caught by this move, so move fast. If used out of the blue, you can jump over this move or counter with CW or ShienK. Mind spacing as this move will continue to travel all the way across the screen even if you jump. That means that if you jump forward, Akuma will be at the other end of the screen with enough time to recover. Jumping backwards or straight up, however, may give you the advantage. This attack can only get you if you're not attacking, not jumping, or not in blocking animation; that leaves only your jump-ins, wind-down from big attacks, and Akuma's Focus Attacks as set-ups, so be mindful of those mid-late battle. Thanks to Akuma's short health bar, this match can end relatively quickly as your opponent is not given ample opportunity to learn your game, habits, and patterns. Take advantage of your superior mix-up game; combine throws with pokes and ShienK counters to keep Akuma guessing. Even c+LK spam will do decent damage to Akuma, so no technique is really off limits here. This battle requires a good combination of the 3 Fei-Long styles mentioned above. Advantage to Fei: 1) (EX)CW to dodge Hadouken spam. 2) Fei's counter-puncher style and large single-hit damage will make Akuma reluctant to close in. 3) Battle ends quickly, Fei's mind games and your patterns can be safeguarded from watchful players. 4) Akuma can run, but Fei can Chicken Wing! 5) Akuma's reliance on combos will make it difficult to score large damage on a nimble, in-and-out Fei (must work for his meal). 6) Akuma cannot actually combo into his Super/Ultra. ================================= VS Guile (55-45) [GYL] -------------------- I really used to hate this match, and against good Guiles I still kinda do. This is the first charge character on the list, so let me drop a few tips to start: 1) When a charge character is walking forward, he's not charging anything. Use this knowledge to advance safely, as Guile--especially--will need to walk or jump in order to put any kind of real pressure on you. Turtling will bait an advance which will leave a charge character 'special-less'. 2) When a charge character is standing, he's not preparing a downward charge. This means that if Guile is just walking backwards, the only special that he can do is a Sonic Boom, which has a predictable trajectory and is not meant as a counter-attack. 3) After a charge attack as been launched, you have a little less than two seconds before the charge character is able to launch another. That means you won't see Sonic Boom> Flash Kick, although specials CAN be canceled into a Super, so be mindful of the meter. 4) Charging can be done in the air, after being knocked down, between attacks, and in a block. If you see a jumping guile, do not assume that he won't have anything charged up when he lands. Instead, attack him in the air, as that's when he can't use specials. Now let's look at Guile: Scrubby Guiles will use his Sonic Boom, low sweeps, and Flash Kick to maintain a turtling defense. To beat these Guiles, you'll need to turtle to bait their attack. This lures the scrubs towards you, allowing you to step INSIDE his Flash Kick range (which is actually quite large). Once inside, effective pressure play will keep a Guile pinned down. Watch out for Flash Kick reversals as they're pretty fast to execute. Power wise, they're not much better than SRKs, but you just don't want to be pushed away from Guile if you can avoid it. Avoid jumping in if Guile is just crouching, as that will usually lead to a FK. Instead, walk in an irregular pattern: 2 steps forward, 1 step back; 3 forward, 4 back; etc. This will throw Guile off and prepare you to block an oncoming FK. (EX)CW will catch a Guile in between Sonic Boom animations, so use it when you can. Also remember that after launching a Sonic Boom, Guile will have already discharged his special, meaning you can safely advance with no worry of the Flash Kick to counter you. This will allow you to get right into Guile's face when he is most vulnerable and begin using fast pokes and counters for damage. Pro Guiles are much more offensive in nature and will not require luring. These Guiles use pressure play to keep you in the corner where they can throw you, FK you, and spam Guile's normal moves (which are really good BTW). A basic opener for these Guiles is to throw a slow-moving Sonic boom and proceed to advance along with it, or jump to catch you from above. Depending on the spacing, you can CW over the Sonic Boom, FADC it, Focus Attack after absorbing it, block it, or EX CW THROUGH it. Obviously, the last option is best as this allows you to catch Guile off guard, although Focus Attacks sometimes throw them off as well. Some of Guile's slower normals make for excellent opportunities to ShienK, so try to buffer the motion whenever you're blocking. The easiest move to catch this with is one of Guile's favorites: the double sweep. You can usually catch the second sweep as it's winding up, but you need to be specific with your timing as you can also end up getting hit, or hitting too late. Guile's FK is also a golden opportunity to launch your specials, Super, or Ultra if he whiffs or if you can block it. Try to remain passively-aggressive when the Guile player begins putting pressure on you, as this will keep him from getting too confident. If you can throw some well timed EXs, Supers, and Ultras, you'll be able to force the Guile into a turtling position, where you can proceed to pressure HIM instead. This match is somewhat give and take, as a good Guile player will know when and how to switch between offense and defense to disrupt your play. If you can do the same, you stand a good chance of winning. Advantage to Fei: 1) (EX)CW, FADC, and jumping will beat Sonic Boom advance. 2) Flash Kick lag is easy to counter with any special, Super, or Ultra. 3) Faster pokes at close range. 4) ShienK can beat some basic normal combos. 5) Guile needs to get in close in order to do real damage; open to counters. ================================= VS Cammy (65-35) [CMY] -------------------- Start the match with a Focus Attack, and Dash Cancel if deemed necessary. 1) Spiral arrow: Block> ShienK. You can also Focus absorb the first hit and let the attack loose to watch Cammy fly. If she uses the LK or MK version, you can charge the Focus longer for a crumple. Remember that this can be canceled into a Cannon Spike, so reverse the move early or move away. If you stand there and just block, Cammy can switch up to a throw to put you against the wall. Against some experienced Cammy's, you'll rarely see these thrown out of the blue, rather, the Cammy will opt to chain these from c+LP/LK combos. Always be wary of Cammy at close range as allowing her the freedom to poke you into these can lead to a lot of unneccessary damage. 2) Spinning Backfist: Block and RKK or ShienK, or take the opportunity to launch a Super/Ultra. These can't be combo'd into, so you should be able to see these coming a mile away. Don't strike too early as her spinning animation makes her invincible to many attacks. This eats Focus Attacks, so you may consider charging a Focus to bait this, then dash cancel into ShienK. 3) Cannon Spike: Block and RKK or ShienK, or take the opportunity to launch a Super/Ultra. Usually a high level Cammy will do this in combo from LKs, FADC the Cannon Spike, and launch another one for decent damage. Fancy stuff, but 1-2 ShienK's will even out the match, so don't be intimidated. If you absorb this with a Focus Attack, be sure to dash cancel either forward or backward and then launch an attack to catch Cammy from her fall. If you don't dash, Cammy will fall behind you, and you won't be able to recover in time to punish. This effect may also occur when you block low. 4) Hooligan Combo: Block LOW. This might confuse newcomers at first, but eventually you'll be able to read it from any distance. Blocking low will protect you completely and sets you up for a ShienK. Alternatively, you can just catch Cammy in the air with ShienK or CW to remind her never to do that again. Good Cammy's will cancel out the attack part of the Hooligan combo when they see you block; this will usually lead to a throw. To counter this, aim to hit Cammy before she lands so that you score the counter before her attack options become available. 5) Cannon Strike: Block and ShienK. It comes from above, but it's not an overhead, so there's nothing to really think about. Do watch out if you're close to Cammy, however, as this move has a tendency to magically teleport her to your backside even if it hits in front (cross-up property, although it's really unusual). This seems to happen if you crouch block this attack as opposed to doing a standing block. This move is typically used as a combo opener. Cammy's pressure play can lead to some pretty big Super or Ultra combos, so you need to be a more defensive against her. As listed above, her special moves are all trumped by blocking low and can easily be countered with ShienK. Overall, Cammy is a lot like Fei-Long with a focus on combos and links rather than mind games; don't neglect her ability to punish your mistakes, or you'll be in for a sore surprise. A basic strategy is to turtle a bit until you can push her against the wall. At that point, use fast pokes and throws to avoid being reversed by an Ultra or Super combo which will allow Cammy the breathing room she needs to escape your traps. Remember that Cammy's Super/Ultra require you to be on the ground to connect fully. Consider using CW or backdash whenever you see the start-up for these moves as they will allow you to get airborne and avoid a large majority of the damage. Good Cammy's can be somewhat unpredictable, so don't let up your guard. Be more patient with her than you would with other characters; anyone who can chain normals/specials into a Super/Ultra deserves that kind of caution. Advantage to Fei: 1) Focus Attack/FADC can beat all of her specials with timing. 2) Blocking low beats all of her specials. 3) Fei's specials can reverse or counter Cammy's. 4) Fei's Ultra/Super can fully catch Cammy from her own Ultra/Super if you launch as soon as the last hit makes block stun. 5) Fei has a full pressure game; Cammy lacks an overhead. ================================= VS Abel (75-25) [ABL] -------------------- Abel is a slow-moving power character like Zangief, but his power comes from hard-hitting combinations and counters. Fei-Long can play ANY style against scrubby Abels, but to face good ones requires some good defense and quick reactions. To approach a good Abel, walk/dash and always mind your spacing. Ironically, Tenshin works wonders for countering Abel's roll, as it can grab him at any point in the animation. Use this whenever possible to get in free hits and to disrupt Abel's Roll> Tornado Throw game. Normal throws will work too. Abel actually has some mean combos into his Change of Direction. He can do this from low jabs, cross-ups, or just out of the blue. It has about the same range as a HP RKK, so use that as reference. Be mindful that this attack can be switched up a number of ways with Second High/Low and Finish High/Low. The one you'll see most is CoD> 2nd High> Finish High, as that combo cannot be broken once it's been hit-confirmed. To beat Abel, you need to out pace him with your own jab combos and mind games. Crouch blocking will prevent being combo'd from the ground, but watch for his j+MK cross-up. Use CW reversal to cross-up escape on wake-up. Turtle until you can position Abel by the wall. Once he's there, use long-range pressure to avoid his Tornado Throw and to keep him pinned. At the wall, you only need to watch for jumps, rolls, and his Super/Ultra, as none of his other moves are fast enough to counter you, provided you watch spacing. A great pressure tool against Abel is MK CW, which may put you at a frame disadvantage on block, but is fast enough to beat most of Abel's specials, Super, and Ultra when spammed--only Falling Sky will beat it, and that's not a guarantee if the move is poorly timed. What's great about this move is that if Abel blocks, he gets chipped down; if he ducks, he gets crossed up; and if he tries to attack with anything slower than a puny jab, he gets hit with all three CWs for a +2 frame advantage. Also, if you do get hit out of this move, you get a safe reset which allows you to block the next attack or simply launch another CW as soon as you touch the ground. Keep each option in mind so you know how to follow up successfully. Never stand in throw range against Abel unless you're confident in your mind games. Crouch in mid-range to bait an overhead kick or CoD> Second High (as any good Abel will know that it hits overhead). On block stun, punish the Overhead with CW/RKK, or use ShienK as a counter-hit. Use ShienK against the 2nd hit of CoD. If Abel jumps, CW will allow you to avoid the cross-up and possibly hit him as well. To stay in mid-range, keep working your pushes; this will force Abel to use his slower moves to advance. A good mind game is to just keep pushing Abel and then jump/dash away to aggravate him by forcing him to chase after you when you have the advantage. Don't use too many big moves against Abel as he can punish pretty hard with his Ultra. The execution of the Ultra pretty much freezes everything, so timing its impact is easier than, say, Fei-Long's Ultra. If Abel throws out his Ultra without a setup, you can simply jump to avoid the hit and land right in his face. Using u+HK will allow you to start some pretty big combos on him, provided that you've practiced them. Remember that u+HK can be linked to an Ultra or Super, although you can also just fall without the kick and launch from there. ** As of the Championship Mode patch, Fei can no longer perform an infinite on either Seth or Abel. Though HK CW> HP> EX CW works, you're limited to the # of meters you have stored. This guide, however, does not take the infinite into account when rating the match-up. Advantage to Fei: 1) CW spam beats everything except jab, Roll, or a well timed Falling Sky. 2) ShienK beats COD and Overhead Kick. 3) ShienK/RKK reverses COD and Overhead Kick. 4) Blocking low can bait some easily counterable or dodgeable attacks. 5) Rekkaken strikes faster than COD at range. 6) Throws/Tenshin beat rolling. 7) Range and speed advantage on normals. 8) Fei can do damage and then run/CW away to turtle for the rest of the round ================================= VS Sagat (40-60) [SGT] -------------------- EX CW is almost a NECESSITY here. Sagat recovers from his Tiger Shots so much faster than other projectile throwers, and the High Tiger Shot can be frustrating when jumping in (Yes, you'll need to jump in at times). Tiger Shots can all be blocked STANDING, so there's no real guess work there. To avoid chip, however, you want to consider ducking/straight jumping over the High, and jumping over the Low Tiger. Just be sure to prepare for an attack when you land because Sagat can spam his specials almost lightning fast. Watch out for c+MK> Tiger Knee/Uppercut, as it can be combo'd directly into either a Super or an Ultra. Crouch blocking just outside of Sagat's sweep range is a good idea as it nullifies some of his options, such as High Tiger Shot and Tiger Knee. Crouch blocking will also reduce Sagat's combo-ability, as his best combo starter is his c+MK. Against Low Tiger Shot, you can take the block stun and reverse with RKK for chip, or attempt a jump-in. Timed right, a jump-in can lead to a nice j+HK> HP> ShienK combo which will put Sagat on the floor and allow you to creep closer. Watch for Tiger Uppercut reversal on wake-up, and punish with a Super or Ultra if you see it. If he uses Tiger Knee, reverse with ShienK if it hits deep or RKK if it's shallow (EX may be necessary). EX Tiger is safe, so expect a follow up to that. If he just blocks, take the opportunity to do pressure play. Cross- ups work nicely to screw with Sagat's reversals and wake-up specials, so make use of it when you can. You need to be extra fast to punish Sagat after blocking one of his specials. That means reversing EVERY Tiger Uppercut or Knee that does not make a clean hit. If you don't, he'll throw another one, throw you, or go for some crazy combination into a Super/Ultra. In order to limit his options, stay out of throw range and keep light pressure on him until he tries to do a big attack. Thankfully, Sagat's Super and Ultra are *easily* punishable by Fei-Long's own. It's recommended to stay out of the air, save for guaranteed situations (when Sagat is still in wind-down animation, dizzied, etc.). Sagat typically relies on your jump-ins (and low-hitting combo starters) for his large combos. Nullify both opportunities by crouch blocking when he's idle, and jumping when he's unable to react. Consider Sagat a wall of pain. He lacks the mobility that characters like Fei have, meaning he relies on your mistakes to do real damage. Use Fei's nimble movement to play a strong mix-up game. Once Sagat gets frustrated, he'll start his own attack which isn't too difficult to reverse or counter. Watch for the Super/Ultra when he has meter and use that opportunity to end the match. Advantage to Sagat: 1) Tiger Uppercut damage/priority/speed. 2) Tiger Knee damage/priority/speed. 3) Tiger Shot damage/priority/speed. 4) HK, f+HK; almost any kick damage/priority/speed. 5) Second most stamina in the game. 6) Insane combos into Super and Ultra juggle. 7) Ultra does nearly 600 damage at full charge ================================= VS Blanka (40-60) [BLK] -------------------- [Please read the "Charge Characters" note in the VS Guile section] Against a good Blanka, this makes for a fairly interesting fight as Blanka has a really good mix-up game that can confuse you pretty easily. Normally, you'll find two types of Blankas--pressure players and turtlers. Against a turtler, you really have nothing to fear. A Blanka who turtles leaves openings for you to do your own pressure game. You can completely destroy Blanka's Horizontal Rolls with jabs, but if you've got good timing, you can also use ShienK or EX ShienK for HUGE damage. The timing for this is actually quite easy to master and the attack can eat through any version of Blanka's Horizontal Rolls. Just watch out for short rolls that might throw you off. If you're up close, opt to use c+MK as it is excellent for stuffing Blanka's electric attack (provided that you're not already standing in it or too close to it to begin with). Pressure players can be pretty tough to deal with since Blanka has attacks that can hit high, low, or overhead at a moment's notice. Blanka has fantastic range and also has a viscious cross-up game to consider. For these reasons, it's best to stay at medium to far range where you can avoid large combos and bait slower jump-ins. At mid-range, you can expect to see his Amazon River Run move a lot--it's pretty fast on startup and can move halfway across the screen. You actually want this attack to come out as you can easily block it and punish with ANYTHING. Against Horizontal Rolls that are combo'd into or done at short range, you need to be quick to Dash> LP RKK or MP RKK on block. MP RKK reversal will whiff the 1st hit, connect on the 2nd, and may/may not hit on the 3rd if Blanka is still in the air. Dash> LP RKK should be able to connect all 3 hits. If Blanka throws a Horizontal Roll from long-range, don't assume that it will connect for block stun; sometimes Blanka may do the LP version to gain ground just so that he can throw you. At close-medium range, watch for this tactic, and consider mashing c+LP to stop the roll'n'throw. VS Rainbow rolls, you can focus absorb the hit and dash cancel either forward or backward. You can also try to block the attack, although you need to be wary that this attack can cross you up. Punish Blanka with ShienK or RKK as he descends. At times, Blanka's Rainbow roll may actually strike as a cross-up, and then land in front or vice versa--watch for this, as you don't want to whiff the punishment. VS High rolls, there's nothing you can do to avoid this if you're in the air, so try not to get too jumpy. Blanka may use this attack at times to run out of the corner or just move to the other side. You HAVE to punish him while he is still in the air. Once his feet touch ground, he'll be able to move, so use the move best suited for the situation. Blocking the Ultra is actually quite deceptive. When it first launches, you need to block low as there's a shock wave at close range that causes a hit-stun effect if you don't (anyone who's been hit by Blanka's Ultra knows what that looks like). After blocking low, immediately switch to a high block as the next hit comes overhead. If you're not in direct contact with the electricity already, Blanka can hold his position until you are, or until the Ultra is over. This can make it tricky to jump over, so instead, use HK or EX CW to fly at a more horizontal angle. You can also hit Blanka out of his Electric Roll if he's just being idle with the attack, but this requires some precision. Launching an Ultra at this time may be a good idea as your invincibility frames for the 1st hit will allow you to beat Blanka's own Ultra (just make sure you're in range for the 1st hit). In order to reverse this Ultra successfully, you need to launch RSG at the instant AFTER Blanka reaches the peak of rebound. The same idea applies to RSK. You can also successfully counter with HP/EX RKK for less meter. ** This is one match where CW should be used with caution as Blanka's High Roll and electricity will knock you out of the attack. What makes this a tough fight is that half of the match is spent trying to punish Blanka's moves--notably his horizontal roll, which requires pinpoint timing/reflexes. Only once Blanka's damaging specials are neutralized will he begin going on the attack with his mix-up game which is also very hard to get around. Patience and practice is the best way to stay ahead. Advantage to Blanka: 1) Rolls are difficult to punish, especially when used in combos. 2) Rolls do a LOT of damage. 3) Blanka's close-range mix-ups are deadlier; hops can be used to instantly cross you up. 4) Chip damage from specials, especially the Ultra, makes a close match not so close. 5) Focus attack is almost nullified in this match due to rolls/rebound arcs. 6) Blanka's Super/Ultra are easy to use as anti-airs. ================================= VS E.Honda (60-40) [HND] -------------------- [Please read the "Charge Characters" note in the VS Guile section] Honda's game is similar to Blanka's due to their similar moveset, although his mid-range game is less of a threat (he only has two moves that can attack at mid-range: the headbutt and the press). Honda is also much slower to attack in general and doesn't have Blanka's crazy cross-ups to confuse you with. As with Blanka, MP/HP/EX RKK his rebound after you block a Headbutt. You can actually do this and connect with all three hits without dashing, so just be ready for the reversal. The EX version of the Headbutt can only be reversed with EX RKK so be sure to save meter for that. This attack actually causes a lot of chip damage, so simply blocking it will put you on the losing end. Getting hit by this move is also worse than with Blanka, as Honda's Headbutt causes more damage. The Headbutt can be ShienK'd just like Blanka's roll, but it's a bit tougher to do as it moves much faster at HP and EX speed. At range, you can use CW to knock Honda out of the Headbutt, although you need some space for this to work properly. After headbutting you, Hondas will typically pressure you with their Hundred- Hand-Slap and command throw (which has pretty large range). With effective mind games, this will be a pain to escape when you're by the wall. CW reversal will usually do it, and it will also get you out of cross-up/Oicho Throw traps which Hondas like to do a lot. Once you push Honda by the wall, you'll have to watch out for 3 very deadly moves: EX Headbutt, EX Press, and the command throw (Honda's Hundred-Hand-Slap won't get him out of the corner, so it's only good for dealing damage). To keep him by the wall, don't stand too close over his body. Rather, stay just outside of his Hand-Slap range to avoid most attacks. Once he stands up, begin the pressure game again. Cross-ups also work very well against Honda, as his Press and Headbutt will face the wrong direction if poorly timed, allowing you a free hit and a chance to avoid his wake-up games. I'd recommend that you don't do jump-ins too much when Honda is crouching, as Honda's Press can hit you twice, going up then down. You can Focus absorb the initial part of the attack, but you need to avoid the second part. The second part of Honda's press (when he comes down with his butt) is safe on block, so work to catch the attack before it hits you. If you're forced to block, consider getting away or trying to throw Honda, as he'll likely attempt a block or throw himself. Advantage to Honda: 1) Headbutt rebound is easy to punish with MP/HP/EX RKK. 2) Headbutt/Press can be countered with ShienK before impact. 3) Honda's specials can do decent damage, but once nullified (see #1,2), he must get close to score damage (Fei's domain). 4) Championship HK CW now has plenty of invulnerable frames on start-up to avoid cross-up traps easily. 5) Cross-ups work well on Honda ================================= VS Gouken (60-40) [GKN] -------------------- This isn't really that tough of a battle. You have a number of tricks to get past Gouken's offense: 1) Hadouken: Gouken will usually do this from range to keep you from getting too close. To beat this, wait until the hadouken is launched before reacting. There really is no way to tell which way the fireball is going until it leaves his hands, so be patient. Jump straight up for horizontal ones, duck for the slightly angled one, and move forward for the one that goes at 45 degrees. Watch for his horizontal SRK as you advance. As always, EX CW will catch a Hadouken charging Gouken completely off guard. 2) Horizontal SRK: This is used as both a surprise move and as part of combos. ShienK will beat out this slow-moving attack every time, so as soon as you see him slide forward, buffer the motion for massive Fire-in-the-face! CW and EX CW will also work as counters, especially since they have armor break to defeat the EX version. Since you don't have fireballs for Gouken to slide past, don't expect to see the normal version of this move as often as the EX version, but still be on your guard. The EX version combos, so it's much deadlier. Block> ShienK, or c+LP>Rekkas if it hits deep. 3) Vertical and Air Tatsumaki: The vertical Tatsumaki is another attack that you'll rarely see launched on its own due to its slow start-up speed. There's not much you can do to avoid this attack if you jump into it or if you're thrown into a combo. The air version of this move is mainly used as an escape and won't really bother you unless you jump into it. If you see Gouken jump, just be ready to do a CW to catch up to him in case he tries to run. CW may also hit him out of the air if he tries this, so spamming is allowed. Up close, block and be creative. 4) Demon Flip: A tricky move like Cammy's Hooligan Combo, this move shouldn't really scare you as you can beat it with a ShienK/CW. Use the HP or EX version to catch him early in the air, BEFORE he launches the attack. Alternatively, you can wait to use the MK version of ShienK for more damage. Again, CW will allow you to escape before the attack reaches you, and may even counter Gouken in the air. As with Akuma, learn to watch for the flip if you're playing the long-range game with Gouken, as it's likely to come out as a combo starter, following a fireball diversion. Block> ShienK will work against the diving kick and sweep. 5) Counters: Gouken's two counters cover high/medium and low hits, depending on the version that he uses. They can be launched at any instant, so avoiding this takes a bit of luck. One thing that Gouken can't do is counter in the middle of a combo, so if you're spamming 4 c+LK's in a row, you'll get all 4 in. Add in a few throws for mind games and you'll likely scare Gouken away from trying these counters for the rest of the match. This move has Hyper Armor and is INSTANT, so in order to beat it, you'll need CW as it is your only Armor-Breaking combo move. Watch out for kamikaze Goukens that rush in hoping to counter all of your attacks; after 2 in a row, consider mixing up your game a bit more and being faster in attacking. CW spam works well to nullify counter-happy Goukens, as a close range CW will give you the Armor Break that you need to defeat this move. Gouken's combos are all pretty clean-cut. He hits harder than Ryu, but is also slower for it. This makes him a prime target for pressure play and mind games. Gouken's deadliest attack is actually his backward throw, which launches you in the air for an easy combo. This move will actually combo into a Super, Ultra, or any of his EX-able moves, barring the Demon Flip. When playing the pressure game, be sure to stay out of Gouken's immediate throw range, and use plenty of fast attacks to disrupt his specials. CW into ShienK is actually pretty risky in this fight, but you're still likely to get a few in if you try. Instead, you can also jam LP+LK after CW to throw out random jabs/ kicks, and to tech any throws that come your way. Be mindful of his counter, however, and do not get predictable with your combos out of CW. DO NOT STAY IN THE CORNER. Many of Gouken's combos require you to be pinned against the wall; stay towards the center of the screen and watch for his Demon Flip escape when you go for cross-ups, as that will allow him to switch places with you and consequently go on the offensive. MK CW spam on wake-up will typically work to the same effect as in the Abel fight, although you need to be sharper as Gouken has a Counter to worry about if you whiff the 1st hit of CW. Goukens are also more likely to jab out of the corner and will make use of the back throw a lot more than a typical Abel, so being sloppy with CW spam is a lot more dangerous in this fight. Limit yourself to a few, then continue with a more conventional pressure game. Once Gouken's Ultra meter is full, you might consider becoming more defensive. Stay just inside or just outside sweep range, forcing him to walk, throw Hadoukens, demon flip, or otherwise open himself up. If you're overly offensive at this point, you could end up eating a Shin Shoryuken in the face instead of seeing your attack go through. By the time his Ultra has charged, you should also expect him to be more aggressive about trying to back-throw you into his Ultra, which will allow him to even out the match. You can try to tech the throw or use evasive maneuvers to counter him. Either way, Gouken's game at the half-health point can get pretty predictable, so use that to your advantage. Advantage to Fei: 1) Speed in attack. 2) ShienK counters Shoryuken, Demon Flip, Tatsumaki. 3) CW counters Shoryuken, Demon Flip, (Air)Tatsumaki, Counters. 4) EX CW will trump fireball game. 5) Can close in on Gouken fast with dash and CW. 6) Unpredictable vs Predictable. ================================= VS M.Bison (55-45) [BSN] -------------------- [Please read the "Charge Characters" note in the VS Guile section] If there is any one move that defines Bison, it's his Headstomp. This move does so much damage even when it's not EX'd, and it also counts as an overhead attack, forcing you to block high. The good news is though, that if you can get into Bison's face, you'll be able to stop him from doing this move offensively, and perhaps freeze him entirely. Methods to avoid the Headstomp: [a] Block. If he hits you while blocking, he'll likely follow up with a Dive for additional chip damage. You can ShienK this version of the dive before it connects, but u+MK is safer an probably the better tool. Blocking may also lead Bison to CANCEL out the move with a Dive instead. Watch the Dive's trajectory. If used offensively, you can block again and counter, or try to evade it. This move trades with ShienK, but it's not a good trade. Keep closing in. [b] Focus absorb. Cancel this with a dash right after, as Bison will follow up with a Dive for a 2nd hit. If/When he does, punish with RKK. [c] Dash. You can dash underneath Bison and then attack him as he lands behind, or you can dash backwards and attack him face-to-face. If he doesn't cancel this, you get a free hit. Otherwise, counter the Dive as in [a]. [d] Interception. j+MK seems to be best to counter this if you jump early. If you jump late, use u+MK to swat Bison down. This works best when Bison is at the peak of the Headstomp; if he's coming down, it's much harder to land. [e] CW evade. CW will move you forward and out of the Headstomp's trajectory. Expect a Dive cancel afterwards and punish/block/close in. Personally, I prefer methods [a] and [d], as I'm familiar with the timing for both counters. Your safest bet, of course, is just to block and begin moving again after the stun. Since the Headstomp is best at range, once you've closed the distance, the attack's usefulness will be severely reduced. At this point, it's Fei's game, assuming you play it right. Bison's strengths on his feet are in his high/low hitting openers that lead to big combos. Face-to-face, you can expect some quick jabs to come out of Bison's hands as they are his segway into a Double Knee Press combo. To stop the combo, you'll need to block low. Blocking low will also help you to avoid Bison's c+HK slide/sweep attack which can travel halfway across the screen. Though you can't do much to stop Bison's block string if he's accurate with it, you can at least counter the slide: use c+LP> RKK or ShienK on impact (normals will work as well). Turtling in this match will, of course, invite the Headstomp back into play so you need to be quick on reversing his whiffed jabs with ShienK, and to take him to the wall as soon as possible. CW spam will often allow you to catch Bison in his DKP if he decides to use it out of the blue. Bison's Psycho Crusher can be easily countered by ShienK, so you can use it if you feel comfortable with the timing. Often, you can just block and wait for Bison to stop before you launch a counter though. Here, RKK or c+LP> RKK works best. Cross-ups work wonders against Bison as he has no vertical anti-air to hit you as you come down on him. The best thing he can do is Psycho Crusher, teleport, or DKP to escape the corner; at close range, you'll be able to land before his Headstomp can hit you, and you'll have an opportunity to counter. Bison's Ultra isn't really combo-able, so expect to see it only when you screw up an attack. Do watch out when he has his Super meter filled though, as that can be combo'd into as easily as a DKP combo. On their own, Bison's Super and Ultra are easy to punish, but they must be blocked/countered in different ways. To beat the Ultra, block standing up until Bison's Psycho Crusher passes your body. At this point, you'll need to reverse directions for any counter that you want to pull (Ultra!). For the Super, block LOW, as the Super ends in a c+HK slide. Counter the slide upon impact. Bison is another easy one to pressure, especially since his wake-ups require a charge to perform (cross-ups will screw this up for him). You have to know where your gaps are in your attack, however, as Bison can deal a decent amount of damage with his own counters and can push you far away from the wall. The toughest part of this fight will be getting past the Headstomp as the attack is very hard-hitting and very difficult to counter. Usually, if you lose to a Bison when following this guide, you'll be losing to a Headstomp, as avoiding that move can be tricky if you don't have the proper timing. Advantage to Fei: 1) Better pokes to defeat ground-game. 2) CW can help avoid the Headstomp. 3) Fei's in-and-out style can disrupt Bison's ability to do combos. 4) Fei's overhead/cross-ups will disrupt a charging Bison. 5) Bison has no anti-air special to defend against jump-ins/cross-up traps (the best he can do is escape cross-ups with specials). ================================= VS Balrog (60-40) [BLR] -------------------- [Please read the "Charge Characters" note in the VS Guile section] Against a turtling Balrog, this can be an easy fight to win in many cases. In the instance that you fight a skilled Balrog, however, be prepared to take MASSIVE damage in a relatively short amount of time. Good Balrog players know how to charge one move into the next, such that you can expect to see multiple specials executed with relatively little down time in between. They may also be able to link Balrog's specials into his Super or Ultra for incredible juggles that can take away most of your life. This makes Balrog a tough fight up close, although with Fei-Long's style, you're going to need to get close in order to win. Balrog's deadliest move is his Buffalo Headbutt, which opens you up to Supers and Ultras easily. Try not to get airborne unless you can catch Balrog in between attacks otherwise you might find yourself missing half a health bar. To start the match there are two moves that can keep you relatively safe: jump backwards or crouch block. Jumping backwards gets you out of range of the headbutt, although a clever Balrog may still be able to hit you with one of his rushing punches. Crouch blocking will stop any special barring Balrog's overhead punch which is highly telegraphic so it should be easy to switch your guard. The con to crouch blocking, however, is that you give Balrog a chance to advance, which may not be ideal to start the match. Balrog also does a lot of chip damage, so while you may not be down-and-out by blocking, you do start the match on the losing end. Use the block stun to try a reversal to turn the tides in your favor. The difference between Balrog and other charge characters is that he can have 2 moves charged at once: his Turn Punch, and another charge move. Watch for the moves that come out as once he's launched them he'll have to back off on his offense, giving you breathing room and a chance to begin your own offensive strategy. Let's analyze Balrog's moves: 1) Headbutt As mentioned, this can lead to some huge juggles, though it's also a very powerful attack on its own. The horizontal range on this move can be deceptive, so for the record, it can hit you at the start of the match if you don't block or jump back. Treat this as a very dangerous SRK; block it if you see it, and counter HARD. Rekkaken may be a good idea as a counter as it will push Balrog far away from you, giving you breathing room--ShienK is your faster option if you forget. Block> ShienK is your safest bet. If you Focus absorb this at close range, you'll need to dash cancel, as Balrog will have crossed over to the other side. At long range, you can hold the focus attack and punish as he comes down. Watch out for combos up close into this move, as they're relatively easy to pull off (a couple jabs into a headbutt is common). For that reason, crouch block when Balrog is close and counter his jab spams accordingly, or simply block. This move provides Balrog with some invincibility frames so try not to jump in when he's crouching idly. 2) Dash Straight Balrog's bread-and-butter, this can be aimed low or overhead, so blocking can be tricky. At long-range it is somewhat easy to tell if this move is coming out as Balrog pulls back the hand closest to the screen. If Balrog launches this at long range, you have plenty of options: [a] Do a u+HK combo starter to catch him while he is moving. [b] ShienK will beat this move most of the time, even the EX. [c] CW at mid-range for all three hits to connect. This will win at mid-range, but not always at long range. Time it so Balrog gets hit when he is right in the middle of the screen (assuming you're on the far left or right). [d] Rekkaken to trade hits. This may be a good idea if you have plenty of life but Balrog is on his last sliver, as it moves you forward and prevents Balrog from switching it up last second. [e] Block and c+LP> RKK or ShienK reversal against HP version (Balrog goes DEEP into you with the punch). This always reverses successfully against the overhead. [f] Against the low/horizontal versions, Focus Attack for a free opportunity to Ultra him. At mid-range, this move can be hard to catch as it moves fast (EX esp.). For that reason, it may be wise to be cautious when Balrog is around the center of the screen. Watch out especially for the overhead; although it's somewhat telegraphic, it hits twice and if you DO get hit by it, you're open for c+MP> Headbutt> Ultra, which does huge damage. This move also cancels into the Super easily. 3) Dash Uppercut Don't jump against this move as this will still catch your feet from below. Focus Attack armor will also not hold against this move. If you must, crouch block and reverse with c+LP> RKK or ShienK instead of going for a counter-hit. If you do counter, consider using (EX) ShienK to catch the EX version of this move, as the attack will still catch you if you do MK ShienK (although MK ShienK can eat up the armor, the second hit will not happen fast enough to avoid the attack). 4) Turn Punch This one's tricky. If you see it, it's probably best to block/counter the recovery or his attacks following this one. If you ShienK too early you'll whiff, leaving you open for a free hit. CW will usually beat this attack at mid-long range as CW gives you 3 chances to hit Balrog. You will usually see this move as a part of Balrog's advance as the initial frames give him the invicibility frames that he needs to creep up on you. Watch for a following special as 'Rog can charge one while he launches this. In many cases, he will not be close enough to throw, so it's safest just to keep blocking in case another special is launched. If he doesn't follow up, you can safely RKK for a reversal. Balrog's main strengths lie in his sheer power. With a HP/HK he can do some pretty big damage, although he is scariest when up close as he can link his fast jabs into large combo openers. When struck by c+HP/HK for block stun, take advantage of the opportunity to do a reversal LP RKK. You can also try pokes to discourage Balrog from doing his heavier punches. To beat him, you need to mix up all three styles of play effectively. Turtle his Turn Punch> Special advance or work to counter it. Work to move Balrog towards the corner, and proceed to use fast pokes, CW spam, cross-ups and ShienK to keep him there. On wake-up, you need to be watchful of his Headbutt, so stay back or cross him up if you've already knocked him down. If you crouch near mid range, you limit Balrog's options to jumps and Dashing Straight mix-ups, both of which can be easy to catch with ShienK. If he walks forward, remember that CW is your best option, as the only move he can charge while moving forward is his Turn Punch, which will lose to CW if you unleash first. If your opponent allows you to get far away and you have more life, just wait out the timer. I've had people DC on me before because of this tactic. Really though, if the Balrog you're facing isn't rushing you down why should you have to open yourself up to him? Take advantage of his long-range weaknesses and punish him as he tries to advance. Overall, mid-long range is your best bet as it positions you for counterattacks while limiting Balrog's main attack options (notably his Jab which is deadly). Stay at mid-long range until you can work your way in for damage and play a very careful game. You need to go in-and-out a lot and never let him be offensive up close if you can avoid it. Mistakes on your end can mean lights- out for Fei. Advantage to Fei: 1) ShienK counters most Dash attacks and Headbutt before impact/on block. 2) RKK can counter most Dash attacks and Headbutt on block. 3) CW triumphs at mid-range. 4) Fei defeats Balrog's advance at long range entirely (ShienK, jumping, CW) 5) Cross-ups are easy to do on Balrog ================================= VS Ken (50-50) [KEN] -------------------- Though technically inferior to Ryu, Ken still has a number of tricks up his sleeve which makes him a very dangerous opponent to face. Much like the Akuma battle this one will take patience and good focus. Unlike Akuma, however, Ken has few major weaknesses, meaning that this will be a somewhat tougher fight. Since this is a very common match-up, let's look at his moves and then breakdown his basic strategy: 1) Shoryuken (SRK) 3 different versions are available, although the two that you will see the most are the LP and HP versions as they represent the extremes of speed and power. The LP version is mainly used as an anti-air, while the HP version is a combo finisher for Ken. If you're already stuck in a combo or if Ken reads your jump-in, you can't really avoid the hit. However, if you happen to catch these at random, punish the LP's lag with ShienK or RKK, and be creative with the HP one as there's a lot of time to play with it. 2) Hadouken (HDK) Slightly slower than Ryu's, although it's essentially the same attack. This is Ken's long-range zoning tool which is easy to dodge. You'll see less of this in combos as Kens love the SRK more. It's standard fare: CW to dodge, or EX CW to catch him off guard. Up close, c+MK> HDK is common; just block and use LP/EX RKK reversal for 3 free hits. 3) Tatsumaki (TSK) A fancier version of Ryu's, except this one won't knock you down. c+MP will knock this down and keep you safe entirely. You can also punish this one on block stun with a throw, or counter before the impact with ShienK (close) or CW (mid-far range). If the attack connects, you are at a mind game disadvantage as Ken can pull anything out after it; you can really only defend unless you're lucky. This attack may also be used for mind games BEFORE impact as in the case of the LK version. This version initiates the TSK motion, but stops after only one spin. This will usually lead to a grab if you don't respond quickly enough. Ken's moves are all pretty basic, so on their own they're not too scary. This makes noobs easy to predict, evade, and defeat. A pro player, however, will use all sorts of combos, pokes, and can-openers to try and find openings in Fei's game. The trick to beating Ken is to not buy into being too aggressive and focusing on countering/punishing his moves instead. If you're baited into aggressive play, Ken can turn the tides very quickly with his easily combo-able attacks, Super, and Ultra (which does a LOT of damage). One of the big aspects of Ken's game is his excellent cross-up attack, which opens you up to combos, throws, and other mind games. If you crouch too close to Ken, you allow him the opportunity to jump over you with this attack, nullifying all of your specials (as the directions will be reversed). You NEED to recognize the proper spacing for this, as a jump-in always travels the same distance; by understanding when and where Ken can do this move, you can prepare yourself to block and counter immediately. (Alternatively, you can also use CW with good timing to escape the cross-up or dash forward.) The initial j+MK can be countered with ShienK immediately upon blocking if Ken goes for something other than a straight combo, however, Ken can also opt to block, forcing an error on your part. The flip side to this is if you don't throw out an attack, Ken may try to grab you for free damage. This makes his cross-up game extremely deadly as a mix-up tool, which is why you need to work to avoid it. FADC'ing a ShienK will typically be your best option if you get caught, but opportunities to FADC are limited to meter availability. Once Ken is in your face instead of your back side, however, your counter-puncher game really starts to shine. In front, Ken's moves begin to look pretty normal and non-threatening. Counter the HDK with CW, the TSK with CW or ShienK, the LP SRK with a fast attack, and the HP SRK with anything. Again, stay roughly mid-range so that you can see these moves coming. Play to your strengths at this range by throwing out RKK and CW when you see an opportunity. Blocking low really helps to avoid Ken's attempt to hit-confirm an SRK combo. Don't turtle, however, as remaining in a crouch-block will immobilize you and make it difficult to negate the cross-up. Spacing is the better defense in this fight as Ken's reach and foot speed are average compared to yours. In this fight pushing is very key. Here's a tidbit for you: c+MP and c+MK have enough range to push Ken entirely out of his sweep range and you can still follow up with c+HP for one final push. Use that knowledge as you will. As far as pressuring Ken, be careful once you start getting in a lot of free hits, as Ken is likely trying to SRK his way out of the corner. Luckily, SRK forces the other player to stop pressing the block motion, which may give you more opportunities to strike. Don't get too confident, however, as one mistake can lead to a Shoryureppa combo easily. Being fast and working small chips may be slower-going than big hits, but whiffing can invite the cross-up back into play as well. Use discretion. ================================= VS Ryu (45-55) [RYU] -------------------- Let's begin by saying that Ryu and Ken are NOT the same character. Their EX's have different properties, their moves do different damage, their Supers and Ultras are also drastically different in function. Though Ken is faster, Ryu is the stronger of the two, relying on fewer hits to do comparable damage. Notably his HP Shoryuken preserves its power as an anti-air whereas Ken's only grazes the opponent in many instances. Ryu's biggest strengths lie in his ability to easily link a simple LP SRK into his Super/Ultra; this is something that Ken lacks in his game (he can combo, but the damage is scaled down pitifully), making Ryu somewhat deadlier to face. In any given round, Ryu can have 2 Ultras and at least 1 Super easily. This gives him at least 3 chances to turn the tide of the battle by means of a simple combination. DO NOT JUMP-IN LIKE A MANIAC. LP SRK> Super/Ultra is Ryu's easiest way to land a guaranteed Super/Ultra since it comes out of an anti-air. HP SRKs are also highly damaging and easy to perform. For this reason, limit your jump-ins to guaranteed situations like cross-up traps on a downed Ryu, or immediately after a whiffed HDK, Super, or Ultra. Ryu's hard-hitting style also makes him tougher to approach by air. Where it may have been a fair trade to hit Ken with j+HK and take small damage from his multi-hit SRK, Ryu's HP SRK can do close to full damage in one hit, and as mentioned before, his LP will lead to his Ultra. If you jump, Ryu can also catch you with his two-hit j+MP which gives him the frame advantage to launch an Ultra as soon as he lands. For this match, focus on staying on the ground and use CW to catch Ryu unaware after throwing an HDK. Cross-ups will work great to avoid the SRK, but don't get predictable with how you finish the cross-up, as Ryu can counter just as hard as you can. Again, mid-range is a good place to stay, as Ryu's cross-ups are just like Ken's. Be extra careful with his low-hitting attacks, as those are the openers to most of his combos. A common quick-damage combo is his c+MK> HDK, which will push you away even if you block. Block and LP RKK to return the chip damage and possibly score some clean hits as well. Much like your Ken game, focus more on countering Ryu's hits with your own rather than being overly offensive. Lure Ryu out to where you can counter him with RKKs and ShienKs, THEN go on the attack when you have the momentum. FADC and Focus Attacks come in handy here, as Ryu's only Armor-Breaking special is his Tatsumaki (SRKs only break on reversal). Patience is key, as Ryu WILL leave gaps in his play. All of his specials leave him wide open if he whiffs, so learn to counter them all. RKK or CW against HDK, combo or poke an SRK, and throw/ShienK/c+MP a TSK. Remember that EX CW can go through all types of projectiles, so if Ryu tries to chip you with his moves on your wake-up, just reverse with EX CW to escape. Much like the Balrog fight, you can suddenly find yourself on the losing end if you allow Ryu to get near. Treat Ryu like Balrog with a Hadouken, and you'll do alright. Advantage to Ryu: 1) Easy to combo into Super/Ultra. 2) Cross-up game can lead to free hits if you don't counter it. 3) Hard-hitting style matches Fei's own. 4) Ryu controls the air in this match (SRK, Air TSK, j+MP, etc.). 5) Ryu's footsies makes it dangerous to try a pressure game; c+LK/MK will lead to large Ultra combos. ================================= VS Dhalsim (50-50) [SIM] -------------------- Sim's a zoner, and as with all zoning-types, he's got a bunch of annoying tactics that can make it difficult to approach him. Most notably, he's got his stretchy moves which work as excellent pokes and anti-airs, as well as his Teleport which allows him to travel away from you or right behind you. Closing the gap requires some serious caution. To start the match, it may be a good idea to get some space between you two; blocking at the start may set you up for a teleport cross-up combo, while advancing will allow Sim to smack you in the face with his jumping punch. Once you've both established a comfort zone, you can start advancing by walking forward. By walking you keep yourself in a favorable position for blocking cross-ups, dodging Sim's slow fireballs, and reversing his punches with CW. For this fight, you want to take advantage of Sim's lag after each attack (which is actually pretty large). If you see a jumping punch, Yoga Fire, or Yoga Flame, CW during its wind-down and you'll be sure to catch Sim off guard. If you see Sim teleport from across the screen, anticipate a cross-up headbutt into Yoga Flame. You can block this easily and punish the wind-down as well. This fight is less about mind games, and more about staying ahead of Sim. If you poke him a few times, his health will go down fast. From there, you can bait him to attack; this is where you can really put out some big counters for the win. Pressure play can work, but it's limited considering Sim can teleport faster than Akuma, and there's no trace to follow. Overall, against the average Sim player, this fight ends quickly. The only troubles you'll have initially are getting used to blocking the cross-up, and timing the punishment against Sim. These are just elements to be learned from play, however, so you'll eventually get it down. ================================= VS Gen (70-30) [GEN] -------------------- [Please read the "Charge Characters" note in the VS Guile section] Don't underestimate Gen's ability to do damage. He's a very hard-hitting fighter, trading speed for damage output. Gen has some pretty deadly chains to punish mistakes, so try not to make screw up when he has a full Super/Ultra meter. Be more careful about Gen's normals as they will lead to much larger combos that do ridiculous damage. Take the lead and then take a deep breath, as Gen's approach isn't as daunting as his counters. The one thing that all Gens seem to utilize is his cross-up game, and for good reason too. Since Gen jumps so low to the ground, he can launch his cross-ups sooner than most other characters; this reduces the amount of time that you have to react to it, and also makes it much more deceptive since it hits so deeply. If the cross-up connects, Gen can knock you down for free damage; good Gen's may also launch a Super/Ultra at this point to catch you as you fall. As with other cross-ups, you can can just block this and counter with ShienK or fast pokes. There are three main special moves that Gen may use outside of a combo, and thankfully they're easily countered: 1) Jyasen: Gen's rolling attack, much like Vega's roll, however, this one moves at a slower pace. This move can be countered by ShienK (before impact), but is otherwise safe from reversals. This is mainly a damage move, so you're unlikely to see it linked to larger combos. 2) Oga: Another Vega-like move, Gen's wall dive is also slower than Vega's and is much more telegraphic. Gen has 3 options after jumping: kick you at an angle, jump to the ceiling and kick you straight down, or do no attack at all. Again, ShienK this move for free damage, or at the very least, block it. This move transitions into a Super/Ultra combo easily and can turn the tides of the match if you let it. 3) Gekiro: A variation of the Shoryuken, although your opponent must work to get all 8 hits in; the initial kick is pretty pathetic on its own. This move is often used as an anti-air and can catch a CW before impact. You will often see this as a finisher to a Super Combo, although damage scaling dramatically reduces its overall damage output after the multi-hit Super so you may still come out alive. Don't get predictable with jump-ins or CW to avoid this. You can bait this as a wake-up attack by advancing on Gen; block it and counter with ShienK or RKK. This move will stuff cross-ups, so don't try if you expect it. The last of Gen's specials is his Hyakurenko, or thousand-palms attack. This is much like Chun-Li's Lightning Legs, or Honda's Hundred-Hand Slap and will be thrown in at the end of combos. As an anti-air, this does pathetic damage and will not allow Gen to combo further; for this reason, there is little to really fear about this move--if it hits, it hits. Do note that the damage taken from this move is pretty high, however. ** Remember that Gen's Focus Attack is fast enough to cancel out your Ultra, so don't throw one out there if you see him charging up. ** Gen's Super and Ultra work as great anti-airs, so don't get careless about jumping/CW mid-late match. Gen can also link his Super into his Ultra (although damage is scaled down pretty bad). Beyond specials, there's not much to consider when fighting Gen. He has some strong moves including an overhead and an air target-combo, but that's about it for him. For this fight, you should take advantage of Gen's lack of speed and reliable wake-up attack to pressure him and keep him in the corner. Once you've damaged him enough to take the lead, just hang back and counter whatever he tries to throw at you. Advantage to Fei: 1) Speed in attack. 2) Gen's lack of a good wake-up reversal to escape pressure. 3) Fei can pressure AND counter Gen effectively. ================================= VS Rose (65-35) [RSE] -------------------- Humor me for a second and consider Rose a Shoto. Now compare her to Ryu/Ken and tell me if she is anywhere near their league. Likely not. Rose, although loaded with specials, has a tough time matching both Ryu and Ken in terms of combo-ability, making her more oriented towards pokes than large damage strings. When fighting Rose, watch for low hitting moves which will lead to her Shamwow Punch (charges forward with her towel wrapped around her hand). This actually does decent damage and will knock you down, setting you up for cross-ups. For jump-ins, Rose has her Focus Attack and air grab to protect her so try not to jump too much. Although she can catch CW with her air grab, this is still the better method of approaching as the timing for the counter is strict. Rose may also opt to do her Reflect attack which will knock you into the air for a follow-up, although I haven't seen many Roses do this yet. At long-range, you still have the advantage as Rose's fireball travels pretty slowly. Use CW during her wind-up to catch her; this is easy to do as she telegraphs the attack by spinning first. Using the EX version will also keep you safe from a Super cancelled fireball. At mid-range, your RKK will lose out to Rose's Shamwow Punch in terms of damage trading, as will Focus Attacks (the move has armor break). For this reason, dilly-dally less in mid-range and close in on Rose as quickly as possible. Once you're at an advantage, back off to counter her fireballs and jumping approach. This battle isn't too difficult if you keep light pressure on Rose. Once in the corner, you need to watch for her ShamPunch reversal the most, as it provides Rose with some invincibility and will push you away from her. If you block these, ShienK when deep or RKK for chip. Once Rose's Ultra has been charged you need to reduce the amount of time spent in the air and perform fewer large attacks (without set-ups of course). Rose's ShamWow Ultra can catch anything within its horizontal range and will make her invincible on startup. Opt to counter her moves at this point, taking advantage of her errors instead. Advantage to Fei: 1) Pressure game works well on Rose. 2) Cross-ups will work most of the time since Rose has a throw-based anti-air. 3) EX CW will beat fireballs and Super. 4) Rose's Reflect has limited use in this match, so that's one less factor to worry about. ================================= VS Chun-Li (60-40) [CHN] -------------------- [Please read the "Charge Characters" note in the VS Guile section] As a primarily close-quarters character, Chun's not as difficult to approach as some other fireball wielding characters. In order to do some real damage Chun must eventually close the gap and enter into YOUR space, which is where you operate best. Luckily, she suffers from a less-than-average stamina bar, and is relatively harmless at mid-range. A typical Chun strategy is to launch a fireball and walk behind it, much like the basic Guile approach. This allows her to creep into positioning for low pokes into her Lightning Legs combo, which does a decent amount of damage. Blocking low will prevent this combo from happening, although Chun does have a relatively powerful overhead special. This special can be Focused if you see it coming, so at mid-range consider using Focus as a defense. Focus will also catch her c+HK, so if you need to be defensive this is your best bet. Try to avoid jumping in this match, as Chun has a 2-hit aerial attack which can set you up for a Lightning Legs combo on the ground. This double hit can also catch you on the ground, so try not to get Focus-happy against jump-ins. You can expect this combo a lot as it is one of her bread-and-butter combos for damage. The other combo has her launching you into the air for multiple rising kicks; both are similar in damage, so there isn't much discerning one from the other. Just crouch block them both to avoid the hit. Crouch blocking, however, also places you in a position for Chun's command cross-up. On hit, this will usually lead to one of her BnB combos or other cross-up options (throw, block, etc.). This is actually easy to see coming as Chun jumps at a very unique angle and faces you before striking. Block this as you would any other cross-up and proceed to block the hits following it; this may lead to an opportunity to ShienK counter, or at the very least you'll be safe. If Chun opts to throw, she'll need to walk forward a couple of steps. Train yourself to see this coming so you can tech the throw or launch a CW for free hits. In order to effectively pressure Chun, you need to mind spacing. Too close, and you'll have to play defensively against her cross-up, while being too far will allow her time to do a fireball set-up. Stay just out of her c+HK range in order to bait her into your RKK. If you knock her down, you can cross her up successfully so long as she doesn't have meter. If she does, you'll likely be hit with a wakeup EX Spinning Bird kick. You can actually try baiting this by standing over her on wakeup; on block, you can reverse with RKK. c+MP will also whack Chun out of an EX Spinning Bird mid-attack if you feel like being more reckless. Once you have Chun in the corner, focus again on mid-range pressure. Jump-ins may work when she's pinned down, but stay watchful of that EX Spinning Bird. She can wall-jump to escape, so standing too close may allow her that chance. You also need to watch out for her Ultra when she starts becoming more defensive. She can catch you with this only if you are standing, so opt to jump, dash backwards, or CW when you see the start-up. If you have an Ultra or Super you can also just launch it when she launches hers. She'll travel forward during your start-up and get hit by your entire RSK or RSG. You can also block the Ultra to take small chip-damage and position yourself for a no-meter counter. Chun is one of those characters who can combo into her Ultra easily, so once the meter is full, be much more careful with her low pokes into her EX Lightning Legs. Note that in the corner you'll be caught in a juggle and Chun's full Ultra will be executed, so don't get stuck there. The Ultra ends with an upward stabbing kick on block. As soon as you see this, do a reversal attack (anything will do). Some people get confused and think that Chun's final flip animation is an actual attack and wait for it before doing something--it's not. In fact, this animation counts as a neutral standing position, so any attack that you launch will connect fully. Chun's not too difficult of a match due to her low stamina and her need to get in close. The only time Chun wins flat-out is when she is in the air. Because of her 2-hit j+HP, u+HK, air throw, and stomps, she can totally dominate the air, provided that she jumps first. Otherwise, it's easy to block her combos and she doesn't have any major trump cards that are reliable, save for her Ultra which is still easy to avoid on its own. If you face a Chun that pressures heavily, counter and then turn the tables on her. Your normals are faster; use your block strings to keep her pinned and to push her out of her combo-able range. Just remember that a blocking Chun is a charging Chun, so gaps in your strings will give her an opportunity to escape. Advantage to Fei: 1) Superior health 2) Superior speed 3) Damage against Chun is magnified due to her low health 4) Chun is relatively predictable (cross-ups, esp.) 5) Mid-range, Chun has mainly 1-hit attacks that are easy to Focus/punish ================================= VS Dan (75-25) [DAN] -------------------- The "other" Shoto. Dan isn't as bad in SFIV as his former incarnations; overall his damage is about average, and he can be fun as hell to play. Beating Dan won't take as much effort as the other Shotos as Dan's combo-ability is low and he's strictly a mid-close range fighter (Fei's domain). Since long combos are less likely, I'll only break down his individual moves so that you know what to do to counter/avoid them. 1) GADOKEN! Dan's projectile barely reaches past his own sweep range using the HP/EX versions. On its own, it leaves Dan relatively vulnerable so you're unlikely to see it thrown out there at random (save for building meter and chipping). EX CW past it, block and LP RKK, or jump if you see it. You can also take the hit and shrug it off--it's not that powerful. On occasion, this may be used as part of block strings in place of the Koryuken. 2) Koryuken Dan's version of the SRK is actually pretty nice. It does decent damage for being an inferior version, and is likely to be the icing on most of his combos. This attack is as punishable as other variations, so on block be creative. At the end of combos or as an anti-air there's little you can do to stop it--try to avoid situations where Dan can launch this safely as this is his main tool. 3) Dankukyaku Dan's version of the Tatsumaki. This move has Armor Break, so don't sit around charging a Focus thinking you're invincible. The three hit version does decent damage, but you're more likely to see just the 1-hit version used as it is safe on block. Dan will actually win in the air every time with the 1-hit DanK, and this move will trade with a lot of attacks on the ground as well. To avoid the Dan-spam, throw out some fast normals to catch him during wind-up. The EX version of this move is actually quite fast for a mid-range tool, and Dan only commits to the 3 hits if the first one connects. Block and throw the 3-hit one if he tries it. 4) Hissho Buraiken Dan's Super is easily cancelable from a simple low poke, although the damage from it is average and Dan must be in throw range for this to be a 100% guarantee. You're not too likely to see this in a match as Dan's EXs are better for damage dealing (and almost necessary to compensate for his inferior moves). On block, this attack ends with a Koryuken, so wait for that to punish. You can also take advantage of the small window before the Koryuken, but it's a big risk and the window AFTER is much better. 5) Shisso Buraiken This is Dan's trump card. Many Dans will rely on the Ultra at some point in the match as Dan is likely to take a lot of damage. Though the damage isn't too high, this Ultra is actually very easy to connect with, as there are only two possibilities: Hit or Miss. If you're open and Dan launches, you're getting hit by the full Ultra. Otherwise, you get a freebie, as Dan will fall flat on his face and do absolutely ZERO damage. This tripping animation actually counts as standing (not crouching or downed as some might think), so you can actually do any attack you please against Dan, even if it doesn't look like it will make physical contact. Be wary of the Ultra, as it will beat out most attacks. Advantage to Fei: 1) Superior speed 2) Superior combo-ability 3) Dan must close in on Fei to do real damage 4) Fei has the better set of mid-long range tools to control spacing (CW, RKK) 5) Fei can reverse almost all of Dan's specials successfully 6) Dan practically relies on his Ultra to turn the match ================================= VS Vega (65-35) [VEG] -------------------- [Please read the "Charge Characters" note in the VS Guile section] Take this match at a slower pace than others. Although Vega can be pressured successfully, Fei can win with a simple turtle strategy, keeping you from taking unneccessary damage. Vega's specials aren't really that combo friendly. Rather, they're meant to be used as mix-up tools to catch you in the air or from behind. Your best tool for punishing these specials is RKK, so learn the opportunities to do so: 1) Dive claw Vega's diving claw has him in an upside-down 'T' shape. This attack follows a backflip into the wall and can be easily countered upon block, or even mid-air. On block, watch Vega's positioning, as this move can cross you up. Once Vega is on his feet, launch RKK for 3 hits to connect. If you choose to take this move out in the air, wait for Vega to advance with his dive, then do a retreating j+HK. This will hit him for free damage, and allow you to avoid the chip. 2) Izuna drop There are 2 ways that Vega can land this. The first is through a Dive mix- up. Instead of a claw, Vega can opt to grab you when he is right next to you, although this is hard to time/position for the Vega player. Likely, you'll see the Izuna drop coming from a rushing Wall Dive, where Vega jumps FORWARD, tackling you from mid-close range. If you're hit, the Izuna drop is guaranteed. On block, however, you can jump in the direction that Vega is NOT travelling in and launch a j+HK for an air-to-air counter. 3) Drill claw Vega jumps to the wall and then shoots forward like Superman. On block, simply RKK him for 3 free hits. There are different versions of this move which vary in height. Some versions can be swat down with CW; others can be ducked under. It's best to be safe and just block it standing, however. 4) Scarlett terror Vega's version of the Flash Kick, this juggles twice, but is otherwise a bad anti-air as it trades with many attacks. Block this and punish with anything. 5) Super Retreating j+HK. As soon as you see the blue sparks you need to react or you'll be stuck in an Izuna Drop combo. As you can see, all of Vega's moves are very punishable. What makes Vega some- what of a challenge is that he has incredible range to keep you from getting too close. In a jab war, you'll win at close range. Once in mid-close range, Vega's jabs will catch you in between your slower pokes. This means that once you're close in, you'll want to stay in, else you give him an opportunity to start his mix-up routine. Random ShienKs and Lv1 Focus Attacks may disrupt Vega's jab game if you're willing to play with a little risk. Start the match at range and work to counter/reverse his specials, as most Vega players like to rush people with this. Once that has been nullified, Vega will begin walking towards you using fast pokes. Remember that when Vega walks forward, he's not charging anything. Expect pokes, throws, and launchers and counter them accordingly. At mid-close range, you need to be a bit more defensive, as Vega has a roundhouse special which allows him to juggle you into an Izuna Drop. This roundhouse may also lead to a standing grab, so on block, you need to be quick to reverse it with an FADC ShienK or throw some random jabs. You can also prepare a CW or backdash to avoid the throw. This roundhouse is very distinct in its animation as it moves Vega forward a good distance. Cross-ups work well against Vega as his anti-air isn't too reliable. If he isn't doing a downward charge you don't need to worry about anti-air attempts as Vega really lacks in this department. Vega's df+MK is a slide which will also move him closer to you. This slide is best punished with ShienK, although you can do a number of things to punish him as the wind-down is pretty large. Vega's Ultra is pretty pathetic, so once he has it, you shouldn't need to change your game. If you don't have the stamina to take the hit, avoid jumping. You can punish the Ultra on block with anything. Advantage to Fei: 1) Fei has the tools to counter/punish all of Vega's specials/Super/Ultra. 2) Vega is relatively weak, and can get weaker if he loses parts. 3) Vega typically relies on mix-ups and can't really combo moves together. 4) Vega's Ultra is pathetic and difficult to hit with (worse than Fei's). ================================= VS Sakura (70-30) [SKA] -------------------- Sakuras are even harder to find online than Dan; this is likely because she's more combo oriented and not as big in the humor department. Overall, she's not too dangerous of a character due to her predictability. Crouch block Sakura's specials, as none of them hit overhead. Sakura's only overhead is a normal which will not combo (much like Fei's). Use this idea to maintain a turtling defense, punishing her specials on block. Note that there are versions of Sakura's TSK which keep her entirely safe, giving her an edge in a chip-war. Rather than trying to reverse these attacks, switch up betweem pokes, throws, overheads, and jump-ins. You can also take a few steps back to lure Sakura to you instead. At long range, wait for the Hadouken to CW past it for a free combo. Closer to mid-range, begin watching for her SRK and TSK which can reach pretty far. Sakura's EX TSK will open you up for a nice juggle, so be sure to watch her meter. Sakura also has a deceptively long-range Focus Attack; when she charges this up, either kill the attack, or avoid the hit altogether. Likely, she'll use this as a set-up for her EX TSK into jumping Spikes, so you'll see it often. Offensively, you can do cross-ups successfully, and jump-ins are viable attack options. This is because Sakura's SRK is a multi-hit, which you can trade with much like Ken's. For this same reason, however, you might want to hold off on using Focus Attacks as two of her specials can break right through them: the SRK and TSK. Her Hadouken can also break through your armor when EX'd or when charged up slightly. Sakura doesn't have many threatening moves to watch for, but when she gets her Ultra, do make sure to block low. The Ultra provides her with some frames of invincibility, so ease up on the specials when she has it. Like Dan, her game is relatively simple: get in a couple of combos, take some hits, and then launch the Ultra. Effective pressure (low pokes, safe RKKs, CWs, cross-ups, etc.) will keep her on the losing end, however, and will likely force Sakura to panic. At this point, play defensively to counter her as she tries to make up the difference in damage. Advantage to Fei: 1) Superior health 2) Speed in attack (pressure play) 2) Fei can counter/block/evade Sakura's specials easily 3) Sakura's game relies on her set-ups with specials (see #2), and her Ultra. ================================= VS El Fuerte (50-50) [ELF] -------------------- Fuerte is a pure mix-up character, so to be honest there's not much of a game to consider. Fuerte players are all very erratic in nature and rely on a mix of mind games and luck to win. This is what makes Fuerte such a dangerous character to face. From his run, he has several options: 1) Body press. The most common attack, this can hit in front or cross you up; as soon as you're hit, you go down. This sets you up for another Body Press trap. ShienK actually will not win against this on wake-up; it can only trade at best. This attack can hit you out of the air as well. RKK this on block as Fuerte will roll away from ShienK range, forcing a whiff. If you predict this, you can also Focus it for a crumple, although the timing can be tricky considering Fuerte is un-hittable for some number of frames after the attack. 2) Slide. The slide tackle hits low and will typically follow after a few press attacks or grabs... Or maybe not. If you're not watching for this move, this is a free hit for Fuerte and AGAIN you'll be set up for a mix-up trap. On block, c+LP> RKK or ShienK. 3) Overhead grab. There are two version of this I believe. Both put you on the ground, so there's no distinction whatsoever. This grab will get you if you decide that blocking/turtling is a good strategy (it's not, really). On whiff, RKK for 3 hits. 4) Scissor grab. This grabs you out of the air, and actually works better than Abel's Falling Sky for catching CW's and jump-ins. If you get too jumpy at close range you'll be thrown straight down. Fuerte can also do a knee on the ground to knock you up in the air for this attack. On whiff, ShienK or RKK depending on the range. 5) Stop and attack. Notably, the forward body splash (Q-Bomb) is a common stop-and-attack option. This pushes you back out to LP RKK range, however, if you're hit, expect a follow-up attack. You can at least reverse this with RKK on block. Watch out for body splashes that end up short as they usually lead to a grab. Also watch out for normals, including Fuerte's run-stop-fierce infinite. 6 options total (#3 is 2 grabs). Don't forget his EX's as well! The list seems pretty daunting, and it's meant to be. Luckily, Fei has a new HK CW as of the Championship update which allows him to escape all of El Fuerte's cross-up/mix- up traps. This makes the fight a little more fair; if you get hit by Fuerte, you can at least escape further damage by CW'ing out of your wake-up spot. Take advantage of this whenever you're knocked down. If there is any reliable strategy against Fuerte, it's to be aggressive, more than defensive. If you're defensive, you only allow Fuerte the time to set up his traps and confuse you further. Passive-aggressive play is also difficult to do, as Fuerte is constantly jumping/running around. CW sparingly to get in; mix this up with dashes, walking, and jumps, just so Fuerte doesn't know what's coming. Once you've limited his running space (about a half-screen between him and the wall), start throwing random RKKs and CWs for free hits/chip. Since Fuerte needs to run to do most of his attacks, you might be able to get some counters in this way as well. Do note that his EX Run has two levels of Hyper Armor though. Cross-ups may be a good idea if you can get close, as Fuerte's air grab will likely whiff (it's mainly used to escape cross-ups). Watch out for Fuerte's throws though as they outrange Fei's by a lot. Fuerte's Super can be combo'd into, but his Ultra is much more predictable. Block the Super and wait for Fuerte to stop pressing before countering. Against the Ultra, you might consider using CW to go airborne, or just jumping (CW gets you in the air faster though). As long as you're not on the ground, Fuerte can't grab you with this. He can, however, grab you as you land. Again, try not to get too jumpy. You can launch any counter if he whiffs this, as there is a lot of wind-down. In order to beat this unpredictable character, you need to be unpredictable as well. Stay fast, and mix up a ground advance with an air advance. Remember that if Fuerte's in the air, it's best if you're there too (but not too close to be thrown). On the ground, it's a toss-up so stay sharp. ================================= VS Seth (50-50) [STH] -------------------- This is a pretty close match; a classic tale of Damage vs Spacing. Much like the Dhalsim fight, you'll find yourself chasing more than actually hitting. In this fight, you want to focus on being a counter puncher with emphasis on mobility. Seth's strengths lie in his wide variety of moves (just about one for every situation), allowing him to control space very well. Seth is also difficult to close in on thanks to his Yoga teleport, wall jump, and decent movement speed. Luckily, however, his moves are all inferior versions of the originals so you'll have more chances to counter and will take less damage overall. Some moves that are easy to reverse/counter are: 1) Crouching stretchy punch: Unlike Dhalsim's stretch punch, on block MP/HP RKK will actually catch Seth fully if you're within range. Consider using EX RKK to be sure and to do extra damage. 2) Sonic Boom: EX CW past this for a free CW> c+LP> RKK combo; you can also MK CW over it for less damage and a 2-frame advantage on hit. If you are within jump-in range, throw out a j+HK against both the normal and EX Boom. If you're not feeling up to countering you can also jump to advance, jump straight up, or (in the case of a close range Sonic Boom) block and LP RKK Reversal for safe chip damage. This is all possible as Seth's Sonic boom recovers much slower than Guile's. 3) Hyakuretsu: This is the 17-hit kick similar to Akuma's Super/Ultra in appearance. It won't do much on its own, but it has Armor Break, can be comboed, and is pretty quick. The EX version is also invincible on start-up. On block, launch a Super or Ultra. Do note that about 4 of these will dizzy you. 4) Shoryuken: It looks intimidating, but it really doesn't do any extra damage compared to the original. Watch out at close range as this move is entirely invincible. On block, be creative. At range, treat Seth like Dhalsim and advance with care by taking advantage of his down frames. Towards mid-long range, prepare your EX CW for a free combo, and a chance to advance on Seth. Against a really jumpy Seth, don't fall for his bait and stay calm on the ground. Wait for him to try to do his air stomps (courtesy of Chun-Li), and attempt to catch up to him with CW reversal. You can also try to ShienK him on block, however, since his attack moves behind you, you need to do it kind of late to have Fei turn around and hit Seth. If Seth gets comfortable with these "drive-bys," gamble an air-to-air to discourage him from trying it again. Remember that Seth has the least amount of health in the entire game (700 compared to Fei's 1000), so an air-to-air will take away about 1/7th of his health which is a sizeable chunk. If you manage to penetrate mid-range, block and wait for the crouch punch, which is Seth's preferred range attack for pushing purposes. On block, punish as above. If you fight a Seth that never stretch punches, just MK CW over the next Sonic Boom for free hits, or EX CW for a full combo. At this range, Seth may also try a Yoga teleport into SPD. Luckily, Seth's SPD takes a full three frames to execute, so jab spam may be able to stop it while he's in limbo of teleporting, or at the very least you have enough time to dash away, prepare a ShienK, etc. Also consider using your HK CW to take advantage of its invincibility frames and airborne status to escape the grab. At close range, your pokes are all at least one frame faster, so if you start a block string, finish it! Seth won't be able to get a hit in edgewise, and will likely be frustrated by your poking. Don't get overzealous with it, however, as his EX Hyakuretsu is invincible on start, meaning he can shoot it out whenever there's a gap. You'll want to mainly stay on the ground in this fight as Seth's SRK is a really good anti-air, and he also has an air-juggle if you meet in an air-to- air war. This juggle may also hit overhead, however, since it comes from a telegraphic jump you're relatively safe if you just crouch block Seth all day. Seth's Ultra is about as strong as Vega's, however, it's relatively easy to hit with. Seth can get you with the Ultra whenever you're in the air, and at any range. The only way to avoid this is to focus on ground movement to close in on Seth. If you have enough stamina, however, you can just bait Seth to use this so that it will no longer become a factor in play (my preference). On block this Ultra is relatively safe unless he gets you at point-blank range; at this point you can RKK him for 3 hits. You can also gamble an Ultra to avoid the hit entirely and counter hit him. Seth's Super is a rarity to see, however, it does a lot more damage than the Ultra. If used out of the blue, block and launch an Ultra to reverse it. In the air, however, this is a guaranteed hit for Seth; just hope that you don't get hit by all of it. ================================= VS Rufus (50-50) [RUF] -------------------- This one is a true match of Kung-Fu greats. Rufus can play a pretty good pressure game--one that's just a step up from Fei-Long's. Fei, however, is the better counter-puncher and has more well-rounded tools. I rate this a 50-50 as The first half of the fight will belong to Fei's ability to counter-rush Rufus, while the second half shifts the fight in Rufus' favor with his easy-to-combo Ultra and invincible EX Messiah Kick mix-ups. The trick to winning this fight is to plow forward when you have the momentum and force Rufus to use up his meter at the wrong times. At long range this is obviously a stalemate, although Fei at least has CW to poke Rufus. Don't let the fight get this far as Rufus can safely build meter here by purposely whiffing specials. Towards mid range Rufus has a crouching HP that does pretty good damage but is easy to punish. Also watch for MP/HP Galactic Tornado which can plow forward for the chip or Armor Break. Galactic Tornado is safe on block, so opt to dodge it whenever possible or counter with a jump-in. When the fight gets down to the wire and you need to be safe, consider staying at this range where it's relatively easy to see what's coming at you. At this range, RKK and MK CW will be your weapons of choice. Close range is where this fight is at. Here, expect to see Rufus' Dive Kick as a combo/mix-up opener. Rufus' main combo out of a Dive Kick is his HP> Galactic Tornado which takes a large chunk of health away. This, however, is usually mixed up with throws and crouching jabs. On block you might consider throwing out a couple of ShienKs to shy Rufus away from being too aggressive with it. If Rufus does the Dive Kick late in the jump, you can also just ShienK him for the counter. Make note that the Dive Kick can cross you up. Watch for when Rufus launches this attack. If it's early in the jump or after the peak, it's likely not a cross-up. Right before the peak, however, there's a chance that Rufus may be headed to your backside. Typically, this move will strike you from the front rather than the rear, unlike a true cross-up. Block the hit in front, but watch where Rufus lands and prepare to block/counter an attack from that direction. Mind spacing just as you would with the Shotos so that you'll only have to deal with Rufus from the front. Crouch blocking may be a good way to bait the normal Messiah Kick. The Messiah starts with an empty and highly telegraphic jump arc, so use that as your visual cue to do a standing block. Buffer the ShienK motion while in block stun and unleash in between his attacks. As long as you prepare the ShienK as a reversal to the first kick, you'll get him before the second. If he stops, you should still be able to hit him. With Rufus on the ground try a cross-up. Rufus doesn't have any options that allow him to hit behind, so you won't have to worry about getting hit with specials. At best, he'll escape the cross-up with a Snake Strike or Messiah Kick. Try a j+LK cross-up for fast recovery so that you can try hitting him out of his escape when you land. This counter-puncher strategy should work until Rufus has about half-health. Once he builds up a couple bars of meter and an Ultra, you need to be more careful about whiffing as Rufus will do whatever it takes to get you in his Ultra. This can be done from a simple target combo on the ground, Galactic Tornado (in the corner), Messiah Kick> FADC> Ultra, or from a double jump kick set-up. If you get hit with any of those the dynamic will shift again, giving Rufus the momentum. After expending his meter though you should be able to work your counter-puncher game again (and of course you'll have your Ultra). Aside from the Ultra, Rufus will also try to get you with EX Messiah, which is invincible on start-up and fast to launch. At close range, you'll want to bait this with crouch blocking, but if you can't, consider using your CWs to attack Rufus as they put you in the air. If you're hit by the EX Messiah in the air, you may be able to get away with only one hit as opposed to the full combo. In this fight, opt to use Focus at mid-range to catch Rufus' normal Messiah, c+HP, and sweeps. The dive kick can be punished only if Rufus does it at the peak of his jump, otherwise he can easily transition to a block/jabs/throw. Rufus also has a double jump kick which can catch you twice to break the armor if used at the right time. ================================= VS C.Viper (50-50) [CVP] -------------------- Viper is a purely aggressive character that makes use of quick cancels and fake outs to play really cool mind games. All of her specials also benefit from being relatively safe on block. Unfortunately for her, however, she her special moves are all slow to launch and she suffers from a problem with stamina. The difference between Viper and Akuma's style, however, is in the speed of Viper's attacks and the amount of defending that you'll have to do before you get an opportunity to attack again. Viper has a number of bread-and-butter combos for quick/safe damage. Here are some to watch for: 1) c+MK> Sand Knuckle Face-to-face, Viper does a good job with her footsies game, as it leads to a pretty powerful attack in her Sand Knuckle (electric punch). Within range you can just block low, however, this attack is SAFE on block so you don't have any options to punish. Thankfully, this attack is pretty slow to launch, so you can ShienK reversal the c+MK before the Sand Knuckle. 2) Seismo Hammer> Super Jump Cancel> Burning Kick There's no real way to punish this, as Viper can SJC the Hammer whether the hit is confirmed or not. If she follows through with the Burning Kick, however, you have an opportunity to hit her out of the air before it's executed. Try a CW to catch her during wind-up if you see it. 3) c+LP> Super Jump Cancel> Burning Kick (Cross-up) This one's tricky, but you'll see higher level players do it often. You have to respond to the audio cue for the Super Jump pretty quickly to be able to block the cross-up successfully. It's not that fast, but it's a good mix-up. Punish with a throw on block, or ShienK before the kick makes contact for the counter. There are plenty of other ways to mix up her attacks, but these are the ones that I see the most. Crouch blocking against Viper works very well, as her only overhead will not combo further. Viper's attacks all take awhile to execute, but they can all be cancelled out of/into, so it can be hard to punish her during "downtime." For this reason, let Viper come to you and use fast pokes to take her health down. Since Viper has less than average stamina, you should be able to whittle her down pretty quickly. Cross-ups will work pretty well against Viper, but make sure to time it right as her Sand Knuckle can hit you twice if caught in the air. It's otherwise comparable to an SRK when combo'd (though you'll take more stun from 2 hits), so it shouldn't be too bad to get hit. In an air-to-air war, you might luck out if Viper tries to do a Burning Kick, as that move has some wind-up to it and will lose to a normal. ShienK when Viper jumps in, as your execution is faster than the Burning Kick. If you trade with the Burning Kick, you'll still come out on top as well. Never stay at long range against Viper. Her Seismo Hammer can be spammed by doing Super Jump Cancels, allowing her to build meter/chip you down safely. You can't expect to CW her during downtime like other projectile users, so instead of waiting for "the moment," use CW to close in fast. Stay up close with Viper and just try to outpace her pokes instead. MK CW for the mix-up into throws and to put Viper on the defensive. Once she starts to turtle, mix-up into a cross-up to do some damage. Repeat this as necessary. By all means, however, Viper is not an easy fight. Viper players tend to be very fast on reaction and can mix-up very well. Though blocking may help, by staying in a block you essentially open yourself up for more attacks. As soon as you can break her rhythm, be sure to start pressing forward again. ================================= ********************************************************************* ********************************************************************* I) Punishment Guide [PSGX] Courtesy of VR-Raiden from the SRK boards, here's a quick punishment guide for reversals. Listed are the most damaging ways to punish the opponent after a blocked attack (Edits to come soon): Please keep these combos in mind: c+MK > Super c+HP > Super > HP RKK > Heavy/EX ShienK > EX CW (on Seth/Abel) MP (Close) > EX CW (on Cammy, Chun-li, C. Viper, Rose, Sagat, Vega*, Zangief*) > EX ShienK *On Vega and Zangief, for unknown reasons, they have 2 different hit-stun animations from MP (Close). If they do an animation where they lean over a lot, CW will miss. If they do the other animation, it will hit. Leaning over animation seems less common for Zangief than Vega. HK CW > HP (Close) ================================= Abel Wheel Kick Light/Medium - LP RKK - c+MK Heavy - HP RKK - c+MK - Super - Ultra EX - c+MK Change of Direction* Second Mid - MK ShienK Finish Mid - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Finish Low - c+MK - Super - Ultra *Punish Second Mid with MK ShienK because it's free if he stops OR tries for the 3rd hit. Can also MK ShienK after Second Low to go through 3rd hit, but it will miss if Abel doesn't continue for 3rd hit. Heartless (Super) - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Soulless (Ultra) - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra ================================= Akuma c+HK - LP RKK - c+MK Shoryuken - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Tatsumaki (spin kicks)* Light/Medium - HP (Close) EX - HP RKK Demon Flip Low - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Super** - HK CW - ShienK - Super - Ultra Ultra - same as Super *Or crouch, wait until he lands, and HP RKK. **Hit him on his way towards you. Or you can jump and get a combo from an air move if you're spaced properly. ================================= Balrog Dash Straight Heavy - LP RKK (must block standing) - c+MK (must block standing) Dash Low Straight Light - LP RKK Medium/Heavy - HP RKK - Super Dash Swing Blow (the overhead one) Lights/EX - MK ShienK Medium/Heavy - LP RKK - c+MK Dash Low Smash Light - MK ShienK Medium/Heavy - LP RKK - c+MK Turn Punch - MK ShienK Buffalo Head - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Crazy Buffalo (Super) - HP RKK - c+MK - Super - Ultra Violent Buffalo (Ultra) - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra ================================= Bison c+HK - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Psycho Crusher Light - HP (Close) Medium/Heavy/EX - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Double Knee Press (flip kick) Heavy/EX - LP RKK - c+MK Knee Press Nightmare* (Super) - HP RKK *He will pass through you on block, you have to hit him on the other side after he slides through you. Nightmare Booster (Ultra) - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra ================================= Blanka c+HK - LP RKK - c+MK c+HP - HP RKK - c+MK - Super - Ultra df. hp (downforward hp, slide) - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Blanka Balls - dash > LP RKK (must standing block) - LP RKK > heavy 2nd hit Rekka (must standing block, must reversal LP RKK, 2nd HP RKK will reach) Backstep Roll (blackflip, bounces off you) - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Electric Thunder* - MK ShienK - c+MK - c+HK - Super - Ultra *If they stop immediately, you can't punish it. If they keep going after you block it, or are just doing it far away, you can do those things (hitting at max range) to hit him out of it. Ground Shave Roll (Super) - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Lightning Cannonball (Ultra) - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra ================================= C. Viper ================================= Cammy c+HK - LP RKK - c+MK Spiral arrow Light - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra (Cammy lands close) - LP RKK (Cammy lands far) - c+MK (Cammy lands far) Medium/Heavy/EX - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra (Cammy lands close) Cannon Spike* - EX CW - HP RKK - c+MK - Super - Ultra *Blocked close enough, you can also dash > HP (Close). Spin Drive Smasher (Super) - HK CW - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Gyro Drive Smasher (Ultra) - HK CW - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra ================================= Chun-li Tenkukyaku* (2nd upper-kick from back mk) - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra - ShienK Tenshyokyaku (3rd hit from back mk, goes up with 3 kicks) - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra - EX CW *Advisable to punish 2nd hit with ShienK, because it will hit whether she stops OR continues. Spinning Bird Kick* - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra (Chun-li lands close) - c+MK (Chun-li lands far) - HP RKK (Chun-li lands far) *This is a weird move to punish, it's very distant dependent, and sometimes she goes to your other side. Best method of punishment is block low > wait until she lands > punish accordingly. Senretsukyaku (Super) - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Hosenka (Ultra) - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra *Little flip kick at the end will not hit you and it does not make Chun-li airborne. ================================= Dan ================================= Dhalsim ================================= E. Honda Sumo Headbutt Medium/Heavy - HP RKK - Super EX - EX Rekka Sumo Splash* - ShienK (after first hit blocked) *He is safe if you block the landing part. To punish, you either have to ShienK through when it comes or after you block the first hit up close. Super - c+MK Ultra - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra ================================= El Fuerte F. Dash MP: HP RKK, super (Ultra seems to whiff regularly on second hit) F. Dash HK: c. LP xx HP RKK, or HK ShienK Super: HP xx HP RKK, super, ultra ================================= Fei Long c+HK - LP RKK - c+MK forward mk (overhead) - c+LP - c+MP Rekkas* Light, 2nd - c+LP - c+MK Medium, 1st - c+LP - c+MK 2nd - LP RKK - c+MK Heavy/EX, 1st - LP RKK - c+MK 2nd - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra ShienK - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra - HK CW CW Light - c+LP/lk Super - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Ultra - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra ** If the Fei Long is stupid enough to do the 3rd Rekka: - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra ================================= Gen ================================= Gouken ================================= Guile c+HK - block first hit, ShienK (close to far range) - block first hit, overhead (MAX range) - block first hit, HP (Close) (close range) forward mp(overhead punch) - c+lk Flash Kick - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Super - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Ultra - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Ken back mk - MK ShienK Hurricane Kick (except EX) - HP (Close) Hadoken (except EX) - LP RKK - c+MK - Super Shoryuken - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Shoryureppa (Super) - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Shinryuken (Ultra) - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra ================================= Rose Soul Spark (LP only, at point blank): LP RKK Soul Spiral (Close range only): HP xx HP RKK, LP RKK Shamwow: HP RKK, Super, Ultra. It's safe against Fei, depending on how far it hits. ================================= Rufus ================================= Ryu c+HK - HP RKK - c+MK - Super - Ultra Hadoken (except EX) - c+MK Shoryuken - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Metsu Hadoken (Ultra) - j+HK> Ultra ================================= Sagat c+HK - MK ShienK Tiger Knee Light - LP RKK - c+MK Medium - HP (Close) - super Heavy - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Tiger Uppercut - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Tiger Genocide - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Tiger Desctruction - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra ================================= Sakura Shouoken: HP> HP RKK/Super/Ultra Super: LP RKK Ultra: HP RKK, super, ultra ================================= Seth Lightning kick: HP RKK, super, ultra Shoryuken: Same as shotos Super: HP RKK, super, ultra ================================= Vega ================================= Zangief c+HK - c+LP/LK - c+MK Long Kick (looks like sweep but goes farther) - HP RKK - c+MK - Super - Ultra Banishing Flat (green hand) Light/Medium - HP (Close) Heavy/EX - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra (no Ultra on EX) Double Lariat >> Wait until he spins 3 times (listening helps) - HP RKK - c+MK - Super - Ultra Quick Double Lariat - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra ********************************************************************* ********************************************************************* J) Special Thanks [SPTX] Thanks to: Capcom for releasing this game already and making it freaking awesome. Still waiting on that patch though... Gamefaqs & Neoseekers for providing a site where I can publish work like this. Also, thanks to all those reading this FAQ! The SRK.com community for input on my favorite Street Fighter, and also for the tips/advice that you've provided through discussion. VR-Raiden for letting me grab his Punishment Guide from SRK.com. Really helpful stuff, and it saved me a lot of time trying to test this stuff out myself. Thanks! My readers for their tips and comments on the FAQ. You guys really helped make this something worthwhile! Myself for being so dilligent with Fei-Long, despite the sometimes frustrating nature of online play. The scrubs for being so scrubby. Really, I learned a lot from you--what to do, what not to do, etc. My game wouldn't be the same without your annoying styles of play to challenge me. Again, thanks for reading! ********************************************************************* ********************************************************************* K) Contact [CONX] XBL: Kobrakoun E-mail: nsjkd@hotmail.com If you guys have any questions, concerns, or want to help add to my FAQ, please write to my e-mail address above. Or, if you just want to duke it out, just send me an invite on Xbox Live.