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]
      El Fuerte............[ELF]
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.

+ 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

- 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


Forward......130 // 130
Backward.....140 // 140

Far..........30 // 50
Close........30 // 50
c+LP.........30 // 50
u+LP.........50 // 50
j+LP.........50 // 50

Far..........80 // 100
Close........70 // 100
c+MP.........65 // 100
u+MP.........80 // 100
j+MP.........80 // 100

Far..........120 // 200
Close........100 // 200
c+HP.........100 // 200
u+HP.........100 // 200
j+HP.........100 // 200

Far..........40 // 50
Close........30 // 50
c+LK.........30 // 50
u+LK.........50 // 50
j+LK.........40 // 50, cross-up

Far..........70 // 100
Close........75 // 100
c+MK.........80 // 100
u+MK.........80 // 100
j+MK.........70 // 100, cross-up
f+MK.........60 // 100

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

Single.......60+60+60+60+160 (Chip: 15+15+15+15+40) // 0
Total........400 (Chip: 100) // 0

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]


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 


1) Jab damage
2) Hit/Block-stun frame advantage
3) Pushing
4) Combo-starter
5) Tick throws
6) Super Cancel

(Rating: 5/5) 


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.


1) Jab damage
2) Pushing
3) Combo-starter
4) Tick throws
5) Super Cancel

(Rating: 4/5)


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.


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.


1) Combo-starter
2) Hit-stun frame advantage
3) Super Cancel

(Rating: 4/5)


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.


1) Counter damage
2) Pushing
3) Super cancel
4) Low attack/dodge
5) Hit-confirmation

(Rating: 4/5)


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. 


1) Hit-confirmation
2) Pokes
3) Hit/Block-stun frame advantage
4) Super cancel

(Rating: 5/5)


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.


1) Surprise overhead
2) Can-opener
3) Cross-up at throw range

(Rating: 3/5)


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.


1) 2-hit combo damage
2) Pushing
3) Reference 

(Rating: 2.5/5)


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.


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!


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)


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 

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.

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.


1) Aerial damage
2) Can-opener
3) Ultra link
4) Super link

(Rating: 3/5)


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!


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)


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 

1) Fast aerial attack
2) Can-opener
3) Cross-up
4) Combo-starter

(Rating: 4/5)


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.


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

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.


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.


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 

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

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.


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

(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

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. 


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.


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 

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!


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.


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?


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.


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:

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!

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.

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. 

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.

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.  

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:

j+MK/MP/HK/HP> MK/MP/HK/HP (MK/MP/HP can combo further when close)

c+LPx3> 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> c+LP> RKK 
CW> LP> ShienK 
CW~ ShienK
CW~ c+LKx4
CW~ Throw

TS> HP> ShienK
TS> c+MP> ShienK

Focus Attack> RSK

Focus Attack> 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]

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 

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


    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 

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 

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

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

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
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 
[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

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
[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

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

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 

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.

    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 

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 

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 

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 

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

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:

> Super

> Super
> 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.

> HP (Close)


Wheel Kick

- c+MK

- c+MK
- Super
- Ultra

- 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


- c+MK

- HP (Close), may need to dash/walk forward
- MP (Close), may need to dash/walk forward
- Super
- Ultra

Tatsumaki (spin kicks)*
- HP (Close)


Demon Flip
- HP (Close), may need to dash/walk forward
- MP (Close), may need to dash/walk forward
- Super
- Ultra

- ShienK
- Super
- 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.


Dash Straight
- LP RKK (must block standing)
- c+MK (must block standing)

Dash Low Straight

- Super

Dash Swing Blow (the overhead one)
- MK ShienK

- c+MK

Dash Low Smash
- MK ShienK

- 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)
- 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


- HP (Close), may need to dash/walk forward
- MP (Close), may need to dash/walk forward
- Super
- Ultra

Psycho Crusher
- HP (Close)

- HP (Close), may need to dash/walk forward
- MP (Close), may need to dash/walk forward
- Super
- Ultra

Double Knee Press (flip kick)
- c+MK

Knee Press Nightmare* (Super)

*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


- c+MK

- 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


- c+MK

Spiral arrow
- 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)

- HP (Close), may need to dash/walk forward
- MP (Close), may need to dash/walk forward
- Super
- Ultra (Cammy lands close)

Cannon Spike*
- c+MK
- Super
- Ultra

*Blocked close enough, you can also dash > HP (Close).

Spin Drive Smasher (Super)
- HP (Close), may need to dash/walk forward
- MP (Close), may need to dash/walk forward
- Super
- Ultra

Gyro Drive Smasher (Ultra)
- HP (Close), may need to dash/walk forward
- MP (Close), may need to dash/walk forward
- Super
- Ultra


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

*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 



E. Honda

Sumo Headbutt
- Super

- 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.

- c+MK

- 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+MK

forward mk (overhead)
- c+LP
- c+MP

Light, 2nd
- c+LP
- c+MK

Medium, 1st
- c+LP
- c+MK

- c+MK

Heavy/EX, 1st
- c+MK

- HP (Close), may need to dash/walk forward
- MP (Close), may need to dash/walk forward
- Super
- Ultra

- HP (Close), may need to dash/walk forward
- MP (Close), may need to dash/walk forward
- Super
- Ultra

- c+LP/lk

- HP (Close), may need to dash/walk forward
- MP (Close), may need to dash/walk forward
- Super
- 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




- 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

- HP (Close), may need to dash/walk forward
- MP (Close), may need to dash/walk forward
- Super
- Ultra

- HP (Close), may need to dash/walk forward
- MP (Close), may need to dash/walk forward
- Super
- Ultra


back mk
- MK ShienK

Hurricane Kick (except EX)
- HP (Close)

Hadoken (except EX)
- c+MK
- Super

- 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

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 



- c+MK
- Super
- Ultra

Hadoken (except EX)
- c+MK

- HP (Close), may need to dash/walk forward
- MP (Close), may need to dash/walk forward
- Super
- Ultra

Metsu Hadoken (Ultra)
- j+HK> Ultra


- MK ShienK

Tiger Knee
- c+MK

- HP (Close)
- super

- 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


Shouoken: HP> HP RKK/Super/Ultra

Super: LP RKK

Ultra: HP RKK, super, ultra


Lightning kick: HP RKK, super, ultra

Shoryuken: Same as shotos

Super: HP RKK, super, ultra



- c+LP/LK
- c+MK

Long Kick (looks like sweep but goes farther)
- c+MK
- Super
- Ultra

Banishing Flat (green hand)
- HP (Close)

- 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)
- 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. 

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.