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Fei Long vs. Character Strategies: Super Street Fighter 2 Turbo HD Remix

Last updated on Sept. 16, 2009

9 Comments

Fei Long vs. Character Strategies: Super Street Fighter 2 Turbo HD Remix

Blanka Match Up Information

vs. Blanka

When you block Blanka's Beast Roll you can counter with three Hard Punch Rekka Kens — and this is very bad news for Blanka players.

You need precise timing, but whenever Blanka's Roll is blocked, he's going to eat a lot of damage and he'll likely stop doing this move altogether, which takes away one of his greatest assets.

On the flip side, if Blanka blocks your string of Rekkas you'll be eating a Beast Roll.

E. Honda Match Up Information

vs. E. Honda

Standing Hard Punch, also known as the Hand Shake, is going to be your best friend in this match, but your timing has to be dead on. You can use this move to cleanly beat Honda's Headbutt consistently, but if your timing is off you'll trade and Honda ends up doing more damage than you in this scenario.

When you can sniff out a Headbutt or when you need to counter his Sumo Splash, use a Flame Kick, just be careful not to be baited into this move because it's easy for Honda players to punish with a Headbutt if you whiff it, usually.

Cross ups with Jumping Medium Kick work alright here, because they will break Honda's charge, but only go for them as he's getting up off the ground because a good Honda player will anti-air you with a Headbutt if you leave your feet at the wrong time.

Rekka Kens work to deal some block damage and Flying Kicks along with his Overhead Kick (Towards + Medium Kick) will catch him if he's blocking low.

While this is a match in Honda's favor, with a lot of patience and great timing it can be won, consistently.

Guile Match Up Information

vs. Guile

A smart Guile player is going to try to keep you away from him with a mixture of Sonic Booms and anti air moves, and it can be difficult to get in on someone who knows their stuff.

Your main goal is to be relentlessly offensive as soon as you get within an effective range, i.e. just outside of sweep distance. Once you do, start doing tick throws and look for openings and pound away at him with Rekkas when you see an opening.

If he starts being too aggressive with countering your moves, bait him into doing something stupid. If he does, punish him hard with Rekka Kens or a combo.

Your main goal in this match is to stay just outside of the range of his Crouching Medium Kick because your Rekka Kens are still effective from this distance.

Also if you're fast enough you can punish Guile for missed Crouching Medium Kicks, but if not you'll at least score some block damage.

Crouching Hard Punch will beat out most of Guile's crouching moves, so you'll want to use it as your primary poke.

And when you're trying to work your way in, remember to be patient, very patient.

Ryu Match Up Information

vs. Ryu

A smart Ryu player is going to throw a lot of Fireballs and try to constantly be pushing you back unless it's to his advantage to attack you, i.e. when he can cross you up.

If you're having a difficult time dealing with his Fireball traps, jump straight up over his projectiles instead of jumping forward into a sweep or anti air move, or jumping backwards and losing ground.

Jumping straight up will at least allow you to hold your ground and advance a little distance on foot, and remember, Fei is VERY fast, so this isn't such a bad tactic.

Look for missed moves so you can punish with your Rekkas or a Crouching Hard Punch. Fei has the tools to seriously punish the Shotokan characters if they try to play footsie games, so most players will avoid these, unless they're sure of connecting.

Use Light Kick Flame Kicks against any Hurricane Kicks you spot, or a close range Standing Hard Punch if he's in deep on you.

Zangief Match Up Information

vs. Zangief

Standing Hard Punch for the win!

Zangief has serious problems dealing with Fei's Standing Hard Punches, and if you're feeling spunky go for a few Crouching Hard Punches.

Anti air him with Flame Kicks and Standing Medium Kick.

Avoid using your Flying Kick because you'll usually end up eating a Screw Piledriver.

This is a rough match for Gief.

Contributions to this guide by Jumpsuit Jesse, AtTheGates, UltraDavid, Blitzfu and BullDancer.

Posted by Gibbon on January 10, 2009 at 4:12 p.m. #1

Any suggestions against Vega (claw). His slide sweep and reach seem to always beat out my rekka punches and his flip kick seems to undo any rushdown possibilities. Right now it's just turtling with flame kicks when he's jumping in and its a little to predictable to be effective.

 

Posted by kekken3 on January 12, 2009 at 2:55 a.m. #2

Fei can RH-rekka Blanka even after getting hit by a horizontal ball. This really complicates blanka's punisment and small combo options.

 

Posted by Higher Jin on January 27, 2009 at 8:55 p.m. #3

Vs. Vega

There are two main pokes he will use. C. lp, and the slide. You can counter c. lp by staying just outside of it's range and using a precisely timed c. hp. He might switch up to the slide, in which case you may want to do a psychic overhead kick (b+mk or f+mk) To make him think twice about that. Once you think he'll sit still for a moment you may want to sneak in a little chip damage with long range rekka punch, or walk up and c. mp.

Your options are somewhat limited against vega, however there are some things you can do to help you in the match up.

Vs. wall dives Fei's best anti airs are flame kick and neutral jump mk. Other options include jump back mp, mk, and his air throw.

Vs. straight wall dives (charge down, up +p) You can ALWAYS punish this on block (and possibly hit while standing) by doing two rekkas in quick succession, then ending in a third rekka punch. The first rekka punch will whiff, but the last two will hit for good damage and a knock down.

Alternative strategy: Go to one side of the screen and whiff flame kicks or jab rekka punches to build meter. Fei has a much better super in HD remix, and if you can charge it up you can be a lot more dangerous close up, and it counters the slide perfectly. Vega will probably want to wall dive you if you try to build meter, but just use the anti air methods I mentioned and he'll at least have to work for his win.

Personally, I don't think this section will be complete until I see a vs. Dhalsim section. Honda is extremely hard, but I think sim can be just as bad if not worse in some instances. I've seen really good Fei players lose to Sim players BADLY, and he got virtually no help on that front with the remixed changes. (Don't say short chicken wing, that's a good way to get counter thrown by Sim's retarded throw range, the other option is to flame kick which is of course punishable by s. mk or c. hp if he blocks it)

 

Posted by Higher Jin on January 27, 2009 at 9:06 p.m. #4

Other notes: Chicken wing (short in particular) will whiff a lot against crouching Vega, resulting in a lot of throws. It's not a very useful weapon in this match. If you're dead set on using it, I'd suggest mk or hk version.

Rekkas (beyond the first) are punishable by vega's c. lp no matter the range, and if you use the third one prepare to get knocked down by his slide.

 

Posted by Gibbon on January 29, 2009 at 6:42 p.m. #5

Much thanks for the help guys. All good suggestions (and reinforcement of why the things I was trying weren't working). Can't wait to see how he plays in SF4 as he's finally a viable character (in the right hands) in remix, although I gotta see how the chicken wing goes.

 

Posted by KButz on February 17, 2009 at 12:33 p.m. #6

I tend to stay away from Rekka Kens due to their bad recovery time. I stick with timing fire kicks against Blanka and flying kicks to avoid hadoukens. Guile is all about the tick throws and hard punches do rock the Gief.

Rekka Kens are good for covering ground, but the recoil time for me just doesn't cut it and usually get punished.

 

Posted by Dr. Mario on July 11, 2009 at 10:35 p.m. #7

E. Honda's Flying Head-Butt, if timed perfectly, can be countered by a light Kindling Blaze Kick. I'm usually good at timing that, and if you block a hard Shoryuken, and you're really quick with Fei's medium Blaze Kick, go for it, but it's best to be close by and use the overhead throw. Also, I'm not too sure about this version of Super Street Fighter, but on the SNES, Genesis, and Arcade (both Turbo and NC), Cammy and Blanka always seem to be vulnerable to Fei's Engeki Shuu (Distant Attack Kick) and it usually turns out to be doubled. If not, keep kicking them and they'll daze, if still open. You can really cheat against any type of Balrog's Dash Straight punches and get "perfects" by just using the crouching hard punches when timed well, and earn more than 50,000 points!

Most players say the common problem with the Rekka Ken is the recoil time. You must get into the habit of using aerial punches or the Gankai Hou before you MEDIUM Rekka Ken the opponent, making it nearly instantaneous.

 

Posted by Dr. Mario on July 11, 2009 at 10:39 p.m. #8

M. Bison can easily be countered with many anti-air attacks, like the regular Hard Kick, Shien Kyaku (Kindling Blaze Kick), and the Gankai Hou. Also, when he performs the sliding crouching kick, it can be countered easily if blocked, or not blocked (if he doesn't move away fast enough when not blocked) with a simple throw by anyone.

 

Posted by project562 on September 21, 2009 at 1:08 a.m. #9

i think the person that does Fei Long's voice does Vega's (claw) voice. haha i like using Fei Long against Vega (claw) and Vega against Fei Long. it's fun as hell with all the high pitch yelling. It's a great match up as well

 

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