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Fei Long Ultra Street Fighter 4 Moves, Combos, Strategy Guide

Guide last updated on
June 2, 2014 at 9:10 p.m. PDT

Fei Long Ultra Street Fighter 4 Character Guide

Character Overview
Fei Long is a character that is based around controlling space in the air and on the ground while punishing whiffed moves. He has a brutal control of game pace along with a deadly corner pressure game. The entire focal point of Fei Long's gameplan is to force the opponent into the corner with his combos and pokes and then keep them there as long as possible.

There are holes in his gameplay though. He has no long-range cancelable moves, forcing him to get very close to the opponent for knockdowns and damage. His low game is also weak, making it hard for him to force opponents to crouch block. Lastly, his armor breaking game is one of the worst in the game, meaning that you'll have to constantly force your way into the opponent's zone to get them to stop Focusing.

+ The ability to punish whiffed moves from a lot of ranges.
+ Can really lay on the damage off punishes.
+ Combos carry opponent to the corner quickly.
+ Has strong pokes to control the opponent's movement.
+ A great crossup game along with an overhead.
+ Can perform invincible reversals without meter.
+ Has incredible reach on his Focus Attack.

- Has trouble with defensive tactics at mid range and farther.
- Anti-fireball EX moves are slow or inefficient.
- No cancelable low attacks.
- Walkspeed is slower than average.
- Has to space his rekkas with extreme care.
- Ultra combos are either very risky or have little utility.

Special Moves
Rekka Kens


Fei Long's lunging Rekka Kens are the core part of his offense as they all knock down and carry the opponent to the corner. You'll want to poke with the Light Rekka Ken as it is the safest on block. In order to make sure the Light Rekka is absolutely safe from quick punishes is to poke with the very end of Fei Long's fist. Any other distance is very risky.

The Medium and Hard Rekka Kens are meant to be used either as punishers or combo enders. Don't try to poke with these, as the recovery on block is quite massive even if spaced well. Regardless of the Rekka version, never cancel into a second Rekka on a blocking opponent due to its unsafe block disadvantage.

Don't whiff any Rekkas if you can help it. The whiff recovery of Rekka Kens is really long, even if you whiff with the Light version. If you are comboing with Rekkas, you can actually switch up the strengths of the Rekka as you combo into each one. So if you can confirm that one Rekka has landed, immediately start canceling the last two hits into Fierce Rekka Kens.

In order to beat out Focus Attacks with Rekkas you'll have to cancel VERY quickly on reaction to the flash of striking the Focus Attack's armor absorb. You'll also have to cancel into a Light Rekka to get out the fastest second hit possible to beat the armored strike.

EX Version: The first two hits of this move are completely safe on block and are very effective as pokes. It also has the range of the Medium Rekka Ken while having the Light version's startup. This move can negate fireballs using the flames on Fei's arms, but it is never used for that purpose.

This move works great to punish moves that are outside of your Light Rekka range since it travels more distance in the same amount of frames. It also works great to get in on characters, but since you are left at a slight frame disadvantage it's hard to apply pressure with this move after it's done.

Shienkyaku (Flame Kick)


Fei Long's anti-air special move, and a very effective one. All the versions have startup invincibility and can be FADC'd on block.

The Light version is completely useless, as the invincibility doesn't overlap the attacking part of the move, making it the most likely to trade. The Medium version is the best anti-air due to having an extra frame of invulnerability. It also does more damage, so it's best to use the Medium Flame Kick as a reversal.

The Hard Flame Kick is a two-hit attack that does the most damage out of the regular versions, but you can only FADC the first hit. This means that it's better to use the Medium version for FADC combos to get better damage output.

The Hard version is the best meterless combo ender, but it's not the best anti-air version. The reason for this is that there are quite a few characters that fall out of the second hit of this move, which means that it's best to use the Hard version for point-blank punishes only.

EX Version: EX Shienkyaku has an extra frame of invulnerability and is Fei Long's most damaging EX move. If you're in a matchup where meter management isn't that high of a priority, then end combos with this move for stunning amounts of damage or to lay on heavy punishes in anti-air situations.

Rekkukyaku (Chicken Wing)

Properties (First Hit)

Fei Long's Chicken Wing is a deadly move, but it's also a bit complex and requires a bit of finesse to use properly. All three versions have slow startup and require a different kind of spacing in order to maximize their effectiveness.

The Chicken Wing has the notorious downside of flying over quite a few crouching opponents. If your opponent has a very small crouching hitbox, chances are you will not be able to hit them with the first two hits of the move. The reason why this is very bad is because Chicken Wing only breaks armor on the first hit, meaning that the opponent can absorb the well-spaced last hit of the Chicken Wing and crumple you with a Focus Attack.

The Light and Medium versions have startup invincibility and are fast enough to pressure the opponent with without too much fear of retaliation. The Light version is unsafe on block though, and if you land too close to the opponent you can be thrown. Use the Light Chicken Wing to attack those Focus Attacking at close range and try to space it so you land outside of throw range.

Medium Chicken Wing has nice range, and it's safe on block except against grappling moves like T.Hawk's Typhoon. You can use this to close the distance, but the slight frame disadvantage on block means that it's hard to pressure your opponent if they block this. If you land it, you're at frame advantage and have extra room to attack the opponent with pokes.

The Hard Chicken Wing has the slowest startup and the farthest flying arc. It also has no startup invincibility. The upside to this move though is that if it lands, you can combo from it with quite a few moves, the most popular being Standing Hard Punch and Standing/Crouching Light Punch. This really helps for adding to Fei's damage output, but the lack of invincibility and the slow startup mean you should use this move very sparingly.

EX Version: This starts up just as slowly as the Hard verison, but it travels at a lower arc making it harder to crouch under. It's also completely invincible to projectiles for the entire duration of the move minus some of the recovery.You can combo from EX Chicken Wing just like the Hard version. It won't be as damaging, but it's a great damage addition to Fei's anti-projectile game.

The EX Chicken Wing also has a huge amount of startup invincibility while traveling farther than the Hard version, which gives it great potential as a reversal from mid range. If you're getting pressured with weak crossups, you can use this move to flip your way to the other side of the screen.

Tenshin (Flip Grab)

Fei Long's Tenshin is the slowest standing command grab in the game, making it hard to set up. It's seven times slower than Zangief's SPD and almost three times slower than Abel's Tornado Throw. It also has no invincibility of any kind and the range is around the same as a normal throw.

Still, if you can correctly guess when the opponent will not attack as they are getting up from a knockdown, you can use this move to really lay on the hurt. Landing Tenshin gives you enough frame advantage to combo a Standing Hard or Medium Punch which leads to some big combos.

Another trick to land this command grab is to cancel into it from a normal move. While most command grabs won't work if you do this, Tenshin starts up so slowly that you can cancel into it from a Standing Light Punch to cover some of the startup and allow you to land the move. This technique is very hard to counter from the opponent if you do it from the right range. Don't forget that Fei Long's Standing Light Punch whiffs on roughly half the cast when they are crouching.

EX Version: EX Tenshin has slightly faster startup and a LOT more range than the regular Tenshin. Because of the addition to its range, you can cancel into this move from a Crouching Light Punch on a cornered opponent giving the opponent very little time to react before they are grabbed.

The same techniques that you use to land the regular Tenshin also apply to this EX move. Definitely worth spending meter on if you are fighting a defensive opponent.

Super and Ultra Moves

Super — Rekkashinken

Fei Long does a series of five Rekka punches in a row. It's a fairly basic Super, one that is easy to hit confirm into and has the ability to travel through projectiles. The damage on Rekkashinken is higher than average, so you can really lay on some damage in combos with this move.

The button pressed determines the distance Fei Long travels between punches. Because of this, you'll always want to be using the Hard Rekkashinken whenever possible. The startup time on each version is exactly the same, and since Rekkashinken starts up so quickly it's possible to punish the recovery of certain blocked moves like Akuma's sweep.

This Super does NOT break armor, meaning that it's not a good answer to Focus Attacks. It's best to use Chicken Wings to try to break through Focus Armor.

Ultra 1 — Rekkashingeki
Ultra 1

Fei Long's flashy Ultra 1 has a lot of uses, but it's also weak in a lot of areas. It has very slow startup, making it hard to use in punishing situations or as a counter. It has startup invincibility, but there's not enough of it to go through fireballs reliably.

This Ultra works well in juggles though. A Flame Kick FADC combo into this Ultra nets reasonable damage. You can also juggle with this Ultra after a Chicken Wing air combo, but this gets you a pathetic damage addition and should probably only be used in a do-or-die situation.

Just like Fei Long's Super, this Ultra does not break armor. Once again, it's better to try to use the Rekka series or the Chicken Wing to break armor instead of relying on your Super or Ultra.

Ultra 2 — Gekirinken
Ultra 2

Fei Long's Counter Ultra has quite a lot of utility value. It will counter everything except moves that break armor. It will also counter reversals that normally break armor but do not have the armor-breaking property. For example, Rufus's EX Messiah Kick when used as a reversal will usually break armor but this Ultra will still counter it.

When you have this Ultra stocked, you can use it to defend yourself against common approaches against things such as dive kicks and jump-ins if you have fast enough reactions. This limits approaches and forces the opponent to attempt empty jumps.

Where this Ultra really shines is when you have been knocked down. If you have this Ultra stocked and are getting up from a hard knockdown, the opponent's choices are very limited when it comes to jump-ins or crossups. Since Gekirinken has 0-frame startup, it's not possible to safe-jump it. Ambiguous dive kicks are also rendered worthless. In other words, the best time to pick this Ultra is against characters that have strong games on your wakeup such as Yun, Yang, and Ken.

Important note: Not every possible combo is listed here. Instead, you'll find the most common and helpful combos that you should know. There are many variations to these as well.

Cancel into Hard Rekka Kens
4 Hits
250 Damage
This is the ideal punish combo if your opponent messes up in front of you midscreen. It will carry them to the corner.

Cancel into Hard Rekka Ken
6 Hits
164 Damage
Crouching Light Kick to crouching Light Punch is a one-frame link, but it's one of your few options if you're dealing with a character that can avoid your standing Light Punch.

Hard Rekka Kens
7 Hits
168 Damage
This combo is Fei Long's bread and butter combo. If you standing Light Punch whiffs on crouching characters be wary. If you're not confident in your links, try to cancel into a Light Rekka to reduce the risk to yourself.

Hard Chicken Wing
Hard Rekka Kens
7 Hits
366 Damage
It's hard to land the comboable Chicken Wing, but if you do you can finish with this very damaging meterless combo.

2 Hits
170 Damage
There's enough frame advantage after a close standing Medium Punch hits to do almost anything. Comboing the opponent into an untechable knockdown is a great choice.


EX Flame Kick
5 Hits
360 Damage
This takes off a huge chunk of the opponent's health bar off a jump-in.

Medium Flame Kick Focus Attack Dash Cancel Dash Forwards, juggle Ultra 1
4 Hits
368 Damage
A very efficient and damaging combo off of an FADC'd Flame Kick. You can also follow up with a Hard Chicken Wing instead of Ultra (if you don't have Ultra meter).

Hard Rekkashinken
6 Hits
450 Damage
Tenshin gives you a lot of combo options afterwards. This is a very powerful option if you have Super stocked.

Hard Chicken Wing
Medium Flame Kick juggle Hard Chicken Wing
6 Hits
473 Damage
This is a brutal combo that only works on eight characters while standing: Zangief, T.Hawk, Cammy, Makoto, Chun-Li, Dudley, Juri, Rose, and Sagat. Zangief and T.Hawk cannot have this comboed normally into them from hit confirms like a jumping Hard Kick. Still, it's worthwhile to know who this works on because you can land a Standing Medium Punch from a Focus Attack punish or Tenshin.
Notable Normal Moves and Unique Attacks

Chokkarakusho (Hop Kick)
This is Fei Long's overhead attack. It's very important that you use it to force opponents to stop blocking all your attacks low. It's quick, can hop over low attacks after a certain period of time and can only be punish with a throw if you land too close to the opponent. Just an overall great move, so don't forget you have it.

Engekishu (Double Kick)
Fei Long takes a small step forward and does two kicks. Regrettably, this doesn't cover the hole in Fei Long's armor breaking game well. The space between the two hits is wide enough that Fei Long can be crumpled with a Focus Attack before the second hit lands.

Still, this attack does quite a lot of damage for a command normal(150) and it's safe to use as a poke. It's still possible to break through Focus Attacks with it, it's just unlikely.

Standing Medium Punch
This normal is one of Fei Long's best. It allows him easy links into his Crouching Light Punch or his Crouching Hard Kick.

Standing Hard Kick
This is Fei Long's best anti-air normal from the ground. It is a very good move and should be used against obvious jump-ins. Both the Far and Close versions of this move function well as anti-airs.

Crouching Hard Punch
This move has great range and should be used to control space. It doesn't hit low, but it's great at punishing whiffed normal moves from mid range. Fei Long also ducks very low when using this move, allowing him to dodge high moves.

Jumping Medium Kick
Fei Long's crossup doesn't have as much range as others, so you'll have to space it a bit more carefully.

Jumping Medium Punch
The best jump-in to use if you're coming down on top of an opponent. It will beat out other anti-airs and can also double as a fake crossup.
Fei Long General Strategy
Fei Long can be played in a lot of styles. You can play a footsies game with careful spacing and whiff punishing with the occasional surprise attack or you can go on an offensive run, forcing your opponent to make risky decisions by not giving them time to contemplate their next move.

When attacking with Fei Long, you have to use your overhead. This forces the opponent to constantly switch between standing and crouching block, throwing off their defense. Don't poke too recklessly with your other moves. Just keep trying to push the opponent's back to the wall as much as possible.

If the opponent is trying to force their way into your space, use your crouching Light Punch canceled into Light Rekka to stop their advance. Crouching Medium Punch is a fast poke that forces oppponents to respect your space as well. It is also imperative that you control the airspace above you. Try to buffer Flame Kicks while you are poking with normal moves to prevent a jumping surprise attack.

Other Resources and Credit
You can find more information about playing Fei Long on the Central Character Discussion Thread on the forums.
Contributions to this guide by Nyoronoru and Jason24cf.


SomeDude said on March 29, 2010 at 1:46 p.m.

I haven't got alot of problems with blanka's tbh but Balrog on the other hand is a disaster..

Any tips on how to beat balrog are welcome..

lol said on April 20, 2010 at 5:41 a.m.

its easy to beat balrog with feilong. all you need to do is use crouching light kick which which will beat balrog and then link into a combo or something.

NOTE: you will need to be very aware

darkspirit138 said on April 24, 2010 at 7:08 a.m.

Hadn't they changed Fei Long's Flying Kick into a regular Down, Down-Forward, Forward Kick motion for SSFIV?

darkspirit138 said on April 30, 2010 at 1:43 p.m.

Gekkinken is just downforward, downforward kick. It isn't the best counter, so it doesn't counter EXs or Ultras. But it takes off loads.

Someday said on May 1, 2010 at 6:27 a.m.

^Take off loads? Seriously?
470 less than his 1st ultra-_-
It is really useless, considering its counter-properties.

Ichiban said on May 2, 2010 at 9:17 p.m.

It probably still has more uses than his first ultra

Someday said on May 12, 2010 at 12:17 p.m.

I dont think so, you can at least do u1 after successful FA.

akillyz said on May 16, 2010 at 8:56 a.m.

this guy is a KING! I don't use him, but some of the toughest match ups Ive ever had were against him.

SomeDude said on June 6, 2010 at 11:28 p.m.

Can anyone tell me why alot of the top Fei players always use the HP > Rekka instead of the HP > FK when they block a SRK or crumble an opponent?

Because the HP > FK does like 260 dmg if done successfully or 195 dmg when the timing is a little off.
While the HP > HP Rekka does like 180 dmg and the stun dmg is also lower..

Or is it just used to get an opponent in the corner?

I really got a feeling I'm missing something big here XD.

NumeroGaijin said on June 8, 2010 at 11:22 a.m.


Ultra II isnt that useless. Most the time when I pick it I use it to scare the opponent into being more careful and since it has an easy motion you can easily buffer it every time. It mostly is a scare tactic in my opinion which allows fei to go on the offensive more thus adding to his corner pressure and wake up game.


Yeah it is used to put the opponent into the corner. Some of Fei's best pressure is done when the opponent is in the corner. You do sooo much and pretty much pin them down with the right kind of pressure and decision making. That is where all your mind games of old come into play.

Drippy_Nozzle said on June 14, 2010 at 6:57 a.m.

For general interest; Just noticed fei has a kara throw, using HK, but it only steps him forward the tiniest bit (he steps about as far as the length of one of the small squares on the floor of the training stage) so it's probably not that useful.

SomeDude said on June 21, 2010 at 4:02 p.m.

@ NumeroGaijin
Ok,thanks for clearing that up ^^.

Anyways Ultra 2 isn't that bad,it works wonders on aggressive opponents (which alot of Ken players tend to be).
It saved my butt alot of times when people don't pay alot of attention to which ultra you have,tho most people will fall for it once and then try to bait it.
And nothing gives more satisfaction than winning from an opponent with Ultra 2 when you're at like 5-10% health.

Still,I'm trying to main Fei but Fei really feels like the workhorse of SF.
Constantly pressuring and tryin to mix it up while Shoto's in general get the same results with a couple of basic attacks.

spidii said on June 28, 2010 at 3:37 a.m.


I've recently begun learning Fei as well and a couple of my friends play insanely aggressive Balrogs. I lost a ton until I found a gameplan that works wonders. Really focus on taking his jump-ins aways with flame kick, really anticipate it. The second part is when he gets in with rush punches etc... use your crouching light kick, crouching strong and crouching fierce to keep him out and from moving forward (I'm not sure how but it beats out Rog in the poke game). I know it sounds weird but your best offense is defense against Rog. Read him well.

the_frog_splash_lives said on July 1, 2010 at 8:23 a.m.

looking to improve my fei any matches against you guys would be a great help. psn gtag jazzman21

SomeDude said on July 3, 2010 at 5:22 p.m.

Thanks for the advice.
I'll try to play more defensively and use your Balrog-tactic the next time I find my next boxing victim :).

I'm winning alot of matches tho with Fei and I must say that the only characters I currently have problems with are Adon (most Adon players I come across are good),Rufus and Balrog.
For some reason,Guile's are really easy to beat.

But I must say that I love playing as Fei and if we'll ever see DLC characters in SSF4,I hope it's Karin (my main in SFA3).
Since she comes close to emulating the Fei-experience ;).

Anyways,If anyone from Europe wants to play some Fei mirror matches.
My psn : shallowmik3

FeiLongGR said on July 20, 2010 at 8:42 a.m.

men i am new at site and i can say that this is a fantastic site but i saw the trial challenge video and just cant bealieve it i have tried with all chars and always got stuck at level 4 trial challenge at normal i love fei long but i always stuck i just cant understand how to connect the moves i am good at street fighter and i press the buttons very fast and quickly but i can connect the combo to pass the trials can help me plz?give me some advice maybe ?thanks :D

FeiLongGR said on July 20, 2010 at 8:45 a.m.

my psn is :ObitoGR if someone can help me with fei because i love him :P ty(add me if you want)

FeiLongGR said on July 20, 2010 at 12:08 p.m.

and what do you mean by saying cancel into flying kick plz help me plzzzzzzzz :P

FeiLongGR said on July 20, 2010 at 12:28 p.m.

lol noone look this forum because someone like me may need help with trial challenge....

FeiLongGR said on July 21, 2010 at 12:49 a.m.

guys i need help no one cant help me?

Existent said on August 10, 2010 at 10:50 a.m.

I don't know what you need help with because you're very hard to understand but if you're talking about things like (standing medium punch to crouching medium punch) then it's a link, not a cancel. You wait until you've recovered from the first attack then do the second one. They don't cancel into each other.

MrChang said on August 18, 2010 at 6:44 p.m.

I really wish they gave Fei-long a better ultra to juggle with.

MrChang said on August 18, 2010 at 6:46 p.m.

The Super too.

SomeDude said on September 5, 2010 at 7:01 a.m.

There's nothing wrong with Fei's super,it's pretty good (compared to most).

I agree tho that his Ultra isn't great but most of the time you'll have enough oppertunities during the match to land it.

I'm really looking forward to the DLC characters,can't wait for the Fei / Yang match-up.

darkspirit138 said on September 11, 2010 at 12:57 p.m.

Fei Long-the exact opposite of Gouken.

SomeDude said on September 20, 2010 at 7:04 a.m.

To the people that have a hard time connecting the super after a tenshin.

Try tenshin -> -> super (way harder to miss ;) + 450dmg instead of 370).

You could also go for the but gives a bit less dmg (not much so choose whatever you prefer).

SF4junkie said on September 21, 2010 at 10:58 p.m.

Rush down beast...I still like U2 better, how dare you try to out poke bruce...errr Fei Long

Any strong foes?

Random vs Random?

PSN: OoDemonSeedoO
XBL: GotDemonSeed

Ryu_Apprentice said on February 1, 2011 at 7:59 a.m.

I'm planning a Fei Tutorial for Pad players, anyone interested? topics covered include

1. Best Pokes
2. Hit Confirms
3. Pokes
4. Combos involving rekka
5. Setups
6. Plinking on Pad with Fei

do you think is a good Idea

imbadsoidontmain said on February 14, 2011 at 6:44 a.m.

^ i would very much appriciate that.I could use some fei help :).

Ryu_Apprentice said on February 16, 2011 at 1:17 p.m.
imbadsoidontmain said on February 21, 2011 at 9:11 a.m.

thnx for putting the time in man ,loads of stuff that will really help me./me tips hat for interwebs ppl that actually contribute and help ppl around .

Ryu_Apprentice said on February 21, 2011 at 2:43 p.m.

glad to be of help. if you have any questions let me know. PRACTICE is the key

Ryu_Apprentice said on March 10, 2011 at 11:29 p.m.

am going to work on Part 2 of my tutorial, its going to cover the following

-Bread and Butter Combos
-Best punish in different situations
-Safe Jumps (still researching)
-Shortcut motions
-General Tips

its going to take a while, I want to really make this one to be better than the pervious one. will release it as soon as I can

Ryu_Apprentice said on March 11, 2011 at 3:49 p.m.

Here is the link to my second fei long tutorial

Ryu_Apprentice said on April 16, 2011 at 5:24 p.m.

This is my third and last tutorial on Fei Long. lol, I never thought I will make three.

Ryu_Apprentice said on April 27, 2011 at 6:09 p.m.
Ryu_Apprentice said on May 3, 2011 at 4:11 p.m.

fei long matchup guide against abel,

kukaie said on July 10, 2011 at 8:21 a.m.

Your a good Fei Long teacher..tnx for all the vids :)

asher45629 said on August 2, 2011 at 4:57 p.m.

Anyone got any tips for practising fei longs inputs (db half circles and such), combos and timing i'm being murdered online and i think its due to miss timing combo's and completely missing chicken wins and rekkas

TomFysh said on September 5, 2011 at 4 a.m.

Can anyone help or give me tips on Fei longs light punches/kicks to rekka's? his "bread and butter" combos.

cr. lk, st. lp, cr lp, rekka's for example.

if i just do a cr.lp into rekka's it works everytime, however when i do a longer combo it works 1/10 times for me.. its really strange i have tried faster pressing or the buttons, slower, timing.. getting nothing... ANY help would be appreciated. thanks

learis1 said on September 26, 2011 at 9:41 p.m.


I assume you mean that your rekkas arent coming out. There's two possible reasons:

1) You've chained your crouch light punch from standing light punch instead of linking it. To be honest, if you're literally never getting rekka out than I doubt this is the problem.

2) Your crouch light punch cancel to rekka needs work. I had this problem until I sat down and figured out what was causing it. It's possible that you're starting your rekka motion, pressing punch to crouch punch, and then pressing punch again to cancel into rekka. This actually makes your rekka cancel too quick. In other words, your crouch punch hasn't even hit yet and your rekka input is already done! You can't cancel something that hasn't even hit!

To correct this: Go to training mode. Press your crouch punch immediately at the start of your down input, then execute the quarter circle right after your button press. Make sure to finish your rekka punch input when your stick input is on forward. A rekka will not come out if your input is done while you're still holding downforward.

To recap:
Start crouch punch at the SAME time as you start rekka motion (from down input), not slightly after you start rekka motion (downforward input).

Make sure you input punch for rekka when your stick is facing forward, not downforward.

KingAdon said on January 19, 2012 at 10:32 p.m.

Jump roundhouse, fierce xx EX flame kick is 352 damage, not 360

KingAdon said on January 19, 2012 at 10:36 p.m.

aaand H chicken wing, HP xx rekkas is 326 not 366

JDizzle said on June 2, 2013 at 3:17 a.m.

it's hard to keep winning with him constantly like he's a great character but he doesn't do much damage his walk speed is slow & have problems with defensive characters although i think fei beats sagat

Ykshadow said on August 18, 2013 at 4:26 p.m.

Balrog is easy but do not underestimate his power be very cautious and keep calm you will need to play the counter game with him since he is very slow you will need to make him lunge at you crouching hard punch stops him dead on his tracks if timed right or try hard flame kick. Focus attack works but only for his lunging straight after you absorb follow up. When you get him in a hard knock down he might head butt you so stay close but not too close he could grab you fiddle with it use your rekkas as pressure remember that you first ultra counters his first aswell as your second hope this help on the other and I have trouble with blanka can any one help me


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