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    Fei-Long by nosone

    Version: 2.32 | Updated: 05/31/09 | Search Guide | Bookmark Guide

    Copyright 2009 by nosone (as registered on Gamefaqs.com)
    Please send me an email if you would like to host this FAQ on your site. This
    FAQ 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.
    -Summarization, truncated FAQ.
    -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
    - Recovery 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.
    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)
    f+MK: (overhead)
    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 crouch 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)
    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.
    If blocked, 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, although it can be very difficult to do 
    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. This move will beat many pokes in situations where other moves
    would only trade, so feel free to throw it out if you see an opportunity.
    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 
    Use this move against Zangief's Spinning Lariat after the first couple spins. 
    This will lose to the Lariat on start-up, but it's a safe strike after the 
    initial spin.
    1) Damage
    2) Pushing
    3) Mind games
    4) Stun meter increase
    (Rating: 3.5/5)
    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)
    u+HK: (cross-up)
    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 Lariat 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 move is best used as a defense against aerial attacks, such as jump-ins
    and even Bison's Headstomp. If you have good timing, u+HK will do pretty much
    the same thing, but since this attack begins much closer to Fei, you present 
    yourself as a smaller target in the air. The start-up will also allow you to
    pull this out faster than u+HK, giving you more time to react to your opponent.
    (Rating: 2.5/5)
    j+MK: (cross-up)
    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.
    In air-to-air battles, this may give you an edge in terms of execution speed
    versus a slower j+HP or j+HK; try it out in a pinch.
    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. This also helps in doing ambiguous
    cross-ups as you can launch a little later in the jump than j+HK/HP for the
    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.
    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 slow 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.
    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. 
    ** EX Rekka can cancel out fireballs at the tip of the punch, however, this 
    property is difficult to utilize in a match and isn't really meant to be
    counted on.
    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.]
    MK CW is excellent for up-close spamming since the disadvantage on block is too
    small for most normals and some specials as well. Since this attack puts you in
    the air on the first frame that you launch it, you're also completely safe from
    ground throws--Abel's Tornado Throw is a great example of this, though you can
    also dodge regular throws (i.e. Gouken's deadly back throw). 
    The HK/EX versions of this move put you on even ground with the opponent on 
    block, while offering combo opportunities on hit. An easy combo out of this is
    HK/EX CW> c+LP> RKK. Hit-confirm at least 2 CW hits for this to be guaranteed; 
    if you only graze with the last hit you may be out of range for the c+LP. With
    practice and good timing, this can also be combo'd directly into LP/HP> ShienK 
    which makes for an equally deadly combination. 
    This move works best as a mind game tool, however, as you keep your opponent 
    guessing what will come after it. Will he ShienK me again? Will he throw? Will
    he jab? No one really knows until it's too late. Because of your options at the
    end of the attack, this move acts much like Cammy's Hooligan Combo. Since the 
    jumping motion is an attack in itself, however, it's actually a bit better due
    to its speed and 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 HK/EX version 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, esp.)
    9)  Throw escape
    10) Dodging attacks up close
    11) Mind games/Mix-ups on block or hit.
    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.
    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~ EX 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 faster to strike than Fei-Long's 
    Ultra. Using a j+HK/HP or c+MK/MP 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 big moves that would place you in a bad position for counter-
    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> LPx4
    j+MK/MP/HK/HP> MK/MP/HK/HP (MK/MP/HP can combo further when close)
    LP> RKK
    c+LP> RKK
    c+LPx3> RKK
    HP> RKK
    c+LKx2> LP> c+LP> RKK
       Shien Kyaku:
    j+MK> ShienK
    j+MK> HP> ShienK
    j+HK/HP> ShienK
    j+HK/HP> HP> ShienK
       Rekkakyaku/Chicken Wing:
    CW> HP> ShienK
    CW> HP> RKK
    CW> c+LP> RKK 
    CW> LP> ShienK 
    CW~ ShienK
    CW~ c+LKx4
    CW~ Throw
    CW~ TS
    TS> HP> ShienK
    TS> c+MP> ShienK
    TS> c+MK/MP> RSK
    c+LP/MP/MK> RSK
    j+MK/MP/HK/HP> RSK
    Focus Attack> RSK
    j+HK/HP> RSG
    Focus Attack> RSG
    HP> MK ShienK> FADC> RSG
    MK ShienK> FADC> CW> RSG
    Again, these are all very basic combos designed to hit hard and then back off.
    Not that it's a bad thing to try combos, but long chains don't really suit Fei-
    Long's style considering he already hits hard without them. However, if you can
    pull off long strings, more power to you. 
    H) VS Others [VSOX]
    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 using big 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 (55-45) [AKM]
    Watch for Akuma's 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.
    Akuma's main pressure tool is his standing HK which is a relatively safe,
    highly comboable attack. If you're hit by this expect the following BnB combo:
    HK> c+LK> LK TSK> HP SRK. This does a LOT of damage, so you need to constantly
    watch your spacing and be on the look out for the HK. Focus is difficult to 
    pull off in between the two hits, though you may be able to catch the last kick
    with it. Block it to be sure, and then work to move out of Akuma's combo range.
    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. 
    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 recovery to keep Akuma 
    When Akuma has full meter, watch for his Raging Demon as you come down from a
    fall. There is enough recovery 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. Jump backwards or straight up to
    gain the advantage; a forward jump will not allow you to punish the attack.
    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 (60-40) [GYL]
    I really used to hate this match, and against good turtle Guiles I still kinda 
    do. This is the first charge character on the list, so let me drop a few tips 
    to start:
    1) When a charge character is walking forward, he's not charging anything. If
       he does a stutter step forward, he's just dropped his charge and won't be 
       able to do a special. Use this knowledge to advance safely as Guile will 
       need to walk or jump in order to put any kind of real pressure on you. 
    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. Once inside, effective pressure play and cross-ups 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
    or Sonic Boom. (EX)CW will also catch a Guile in between Sonic Boom animations
    so use it when you can. 
    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 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 recovery 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 for a crumple if she uses the 
        LK/MK version, though you'll need to release early for the HK/EX before the
        subsequent hits follow. This move will usually lead to a Cannon Spike or 
        standing throw, so reverse the move early or move away. Against experienced
        Cammy's, these will only be linked from c+LP/LK combos rather than throw
        out of the blue.
    2) Spinning Backfist:
        ShienK before impact, jump, or take the opportunity to launch a Super
        or 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 take the opportunity to launch a Super/Ultra. ShienK will
        trade in many instances, so it may not be the preferred option here. 
        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, ShienK before impact, or CW to meet her in the air. Blocking low
        will protect you completely although some Cammy's will cancel out the 
        attack part of the Hooligan combo and use a standing throw instead. To 
        counter this, bait the cancel and then CW to stop the throw, or just tech.
    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]
    Ironically, Tenshin works wonders here for countering Abel's roll as it can 
    grab him at any point in the animation. Use this whenever possible to get in 
    free hits and to disrupt Abel's Roll> Tornado Throw game. Normal throws will 
    work too.
    Abel actually has some mean combos into his Change of Direction. He can do this
    from low jabs, cross-ups, or just out of the blue. It has about the same range
    as a HP RKK, so use that as reference. Be mindful that this attack can be
    switched up a number of ways with Second High/Low and Finish High/Low. The one
    you'll see most is CoD> 2nd High> Finish High, as that combo cannot be broken
    once it's been hit-confirmed. 
    To beat Abel, you need to out pace him with your own jab combos and mind games.
    Crouch blocking will prevent being combo'd from the ground, but watch for his
    j+MK cross-up. Use CW reversal to cross-up escape on wake-up. Turtle until you
    can position Abel by the wall. Once he's there, use long-range pressure to
    avoid his Tornado Throw and to keep him pinned. At the wall, you only need to
    watch for jumps, rolls, and his Super/Ultra, as none of his other moves are
    fast enough to counter you, provided you watch spacing. 
    A great pressure tool against Abel is MK CW which will beat any of Abel's moves
    except for a lucky Falling Sky. 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 RKK, or use ShienK as a counter-hit. ShienK will also catch the 2nd hit of
    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. On block, you can punish the Ultra with anything.
    ** 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 Sagat's combo-ability is extremely
    high against jump-ins (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. 
    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 which may lead to a number of high-damage alternatives.
    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) Safe Tiger Knee block strings require good timing or a retreat.
    6) Second most stamina in the game.
    7) Insane combos into Super and Ultra juggle.
    8) 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; 
    these will typically lead to a throw if you try to block the ball. To be sure, 
    ShienK rolls at mid-range only as Blanka's shortest roll will still travel 
    about half a screen. Remember that the EX Roll will always go a full screen.
    If you're up close, opt to use c+MK as it is excellent for stuffing Blanka's 
    electric attack (provided that you're not already standing in it or too close 
    to it to begin with).
    Pressure players can be pretty tough to deal with since Blanka has attacks that
    can hit high, low, or overhead at a moment's notice. Blanka has fantastic range
    and also has a viscious cross-up game to consider. For these reasons, it's
    best to stay at medium to far range where you can avoid large combos and bait
    slower jump-ins. At mid-range, you can expect to see his Amazon River Run move
    a lot--it's pretty fast on startup and can move halfway across the screen. You
    actually want this attack to come out as you can easily block it and punish
    with RKK, Super, or Ultra.
    VS 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 will be able to connect all 3 hits.
    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. 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. You can 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). CW may be used to hop over
    Blanka, but this is tricky and not too reliable.
    In order to reverse this Ultra successfully, you need to launch RSG a second
    AFTER Blanka reaches the peak of rebound. You'll know you did this right if you
    see Blanka's back or feet during the start-up. The same idea applies to RSK. 
    You can also successfully counter with RKK for less meter.
    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. 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 will also
        work as a counter, especially since it has 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 RKK 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. 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, or close HP. 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 as it's likely to come 
        out as a combo starter or a corner escape. Block> ShienK will work against
        the diving kick and sweep, but don't forget that he can also throw.
    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. 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 spamming may 
    actually be a good idea as it beats all of Gouken's specials and throws--use 
    MK/EX CW with an air tight execution to do so. You should also make sure that 
    the first hit connects in order to get the Armor Break. When spamming CW, 
    you'll need to watch for the Demon Flip which will allow Gouken to escape 
    pressure, and also low jabs. ShienK the jabs when he gets confident in using 
    them, and just turn around to respond to the Flip (it won't hit you, it just
    causes you to switch places with him).
    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 until you can put 
    Gouken by the wall on your terms. Once there, CW spam, throws, ShienK, low
    pokes and overheads will keep Gouken completely pinned down.
    Once Gouken's Ultra meter is full, you might consider becoming more defensive. 
    Stay just outside of 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. At 
    this point Gouken's game can get pretty predictable so use that to your 
    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 Fei vs Predictable Gouken.
        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. 
    [b] Focus absorb. Cancel this with a dash right after, as Bison will follow up
        with a Dive for a 2nd hit. Block the dive or dash away--you don't want to
        gamble a trade while you're still recovering from the Focus.
    [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 
    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 or evade.
    Bison's Ultra isn't really comboable, 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. To beat the Ultra, block standing
    until Bison's Psycho Crusher passes your body, then 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.
    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]
    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
        This can lead to some huge juggles, though it's also a very powerful attack
        on its own. This move can hit you at the start of the match if you don't 
        block or jump back. To punish, Block> ShienK or RKK.
        If you Focus absorb this at close range you'll need to dash cancel as
        Balrog will cross over to your 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 until you're out of his combo range. This move
        provides Balrog with some invincibility frames so try not to jump in when 
        he's crouching idly. 
    2) Dash Straight
        This can be aimed low or changed to the Overhead so blocking may be tricky.
        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).
    [f] Focus Attack for a free opportunity to Ultra him.
    3) Dash Overhead
        Although it's somewhat telegraphic, this move hits twice and is usually
        EX'd for Armor. This makes it tricky to defeat using ShienK, although it's
        completely possible if you launch quickly. If you DO get hit by this, 
        you're open for c+MP> Headbutt> Ultra, which does huge damage. Your best
        bet is Block> ShienK or RKK. You can also gamble a Super/Ultra.
    3) Dash Uppercut
        This move can catch your feet from below if you try to jump. Focus Attack 
        armor also will not hold against this move. To punish, Block> c+LP> RKK or 
        ShienK when deep. A counter is trickier if this move is EX'd, so consider 
        using EX ShienK to ensure a fast strike.
    4) Turn Punch
        If you see it, it's probably best to block/punish the recovery or his 
        attacks following this one. If you ShienK too early you'll whiff, leaving 
        you open for a free hit--use throws at close range instead. CW will usually
        beat this attack at mid-long range as it 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. 
        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 RKK reversal to punish. As with all punches, you can counter with 
        ShienK before impact.
    Balrog's main strengths lie in his sheer power and safe normals. On block, most
    of Balrog's normals will keep him completely safe, leaving no openings for you
    to take advantage of; for this reason, never try to get in a jab war with a
    Balrog. Though Balrog's specials do great damage, he is scariest when up close
    as he can link his fast jabs into large combo openers.
    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. 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 
    Punch 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. Jump over, CW, or ShienK his specials if he uses them from afar.
    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]
    Since this is a very common match-up, let's look at his moves first 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 recovery 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. 
        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)
        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. LK TSK> Throw is a common mix-up 
        that you need to watch out for near mid-close range. Air EX TSK is often 
        used as an alternative to the normal cross-up as a setup for a link into 
        the Ultra. Stay out of cross-up range.
    Kens typically use f+MK to approach since it's a fast poke with great range. 
    This will usually lead to a c+MK> HDK or just the c+MK. This can get pretty
    annoying if you don't know how to counter it. Focus works well to disrupt this
    pattern; you can typically catch a Lv1 Focus against the f+MK for no crumple,
    and a Lv1 crumple against the c+MK (if he goes for the HDK). If he goes into
    c+MK> HDK, you can also reverse with LP RKK or EX RKK depending on the range.
    Otherwise, there's no harm in blocking.
    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 j+MK or EX TSK, 
    screwing with all of your inputs for specials. You NEED to recognize the proper
    spacing for this, as a jump-in always travels the same distance; if you 
    understand when and where Ken can cross-up, you can prepare yourself to block 
    and counter immediately.
    After blocking the cross-up, you need to play a little Rock-Paper-Scissors.
    Between attacking, throwing, and blocking, you need to predict what Ken will do
    and counter it. CW comes in handy for nullifying the throw and dodging some
    attacks, but it's tough to pull out of a blocked cross-up and will still lose
    to a block; using CW to escape the cross-up entirely may be the better idea. 
    Most Kens like to follow with an attack rather than blocking, so a ShienK may 
    be appropriate. FADC the ShienK if you can in order to be safe. Once you get 
    Ken in your face instead of your back side, your counter-puncher game will 
    really start 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. For 
    this reason, 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]
    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. Ryu's j+MP will 
    allow a similar advantage as well. 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. Focus instead on staying on the ground 
    and use CW to catch Ryu in between HDKs.
    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. 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 (60-40) [SIM]
    [Strategy submitted by bubblan from SRK.com. Some points have been edited for
    formatting, or expanded upon for depth.]
    First of all, always move forward--you will not beat Sim unless you get close. 
    The only time you should stay back is if you get a health advantage and Sim is 
    out of reach; at that point, let him try to get to you. Learn to walk forward 
    and block as your main approach. This may seem weird but it’s a really good way
    to pressure the other player. If he starts spamming pokes just block and 
    reverse with HP RKK. It will beat pretty much everything he has if he pokes 
    again and will cause the other player to block more and poke less. 
    For a more aggressive approach, use j+MP or j+HK to beat or trade with Sim's 
    normals. Emtpy jumps that fall a bit short may also fool Dhalsim into using his
    Yoga Knee which you can punish with just about anything (take care with this as
    it is a gamble). When you see a fireball, EX CW at every opening, or MK CW when
    in range. Also consider using Focus Attacks to counter Sim's pokes, or FADC to
    close in as he's recovering from an attack.
    Toward close range, abuse throws as your main pressure tool. Dhalsim doesn't 
    have many threatening options to punish a throw outside of his Super, so as 
    long as he doesn't have enough meter to do one, he can only defend against it.
    Prior to the Championship update, HK CW could be spammed for excellent results;
    now, it's too risky to use up close, so don't rely on it for that. Because Sim
    is a bit weird in the air, ShienK> FADC> HK CW no longer works either. Instead,
    use MK CW after a second or so.
    Rekka pressure may work, but it's also very punishable by Sim's Super (even LP
    from max range). Sim's Teleport will also force you to whiff, forcing you to
    travel in the wrong direction. Don't get overzealous with RKK for this fight.
    Aggressively, Sim has a few options himself. 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. Alternatively, just press HP to 
    throw a quick punch when he reappears.
    Against Sim's Ultra, you can either EX CW for a clean counter, or throw him
    when up close. The throw, when executed properly, will allow you to completely
    avoid the Ultra during the animation (although the fireball still comes out).
    If you're not close, or if you don't have meter, keep back dashing until the
    fire runs out, but watch for Sim's cross-up teleport.
    Advantage to Fei:
    1) Much better damage output.
    2) Sim relies on set-ups for the bulk of his damage.
    3) Trading attacks will still put Fei on top.
    4) EX CW dodges Ultra for a free combo.
    5) Sim is SLOW; up close, he's got nothing on Fei save for a Super.
    6) Sim has no threatening wake-ups.
        VS Gen (70-30) [GEN]
    [Please read the "Charge Characters" note in the VS Guile section]
    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/anti-cross-up, and you will often see this after a 
        Super Combo, but it's otherwise an easily punishable move. 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.
    Gen's Supers/Ultras work as great anti-airs, so don't get careless about 
    jumping or CW mid-late match. Gen can also link his (Mantis style) Super into 
    his Ultra in order to even out the match. The best way to avoid this is to 
    simply limit his meter-gaining opportunities by pinning him down/blocking his
    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 (60-40) [RSE]
    When fighting Rose, watch for low hitting moves which will lead to her Shamwow 
    Punch (charges forward with her towel wrapped around her hand). This actually 
    does decent damage and will knock you down, setting you up for cross-ups. Like 
    Bison, there are versions of this move that keep Rose safe from harm, making 
    this fight somewhat annoying.
    For jump-ins, Rose has a huge Focus Attack and a fast air grab to protect her.
    Compared to being combo'd by Ryu's LP SRK> Ultra, however, it's not so bad to
    get caught by these. 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. Use
    your own discretion for your air approach.
    At long-range, CW her fireballs or jump in to catch her as she winds up.
    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). If you're caught at
    mid-range, use CW's invincibility frames to screw with Rose's Punch and shift 
    the momentum. Your objective here is to close in on Rose as quickly as possible
    so that you can begin pressure. Once you're at an advantage, back off to 
    counter her fireballs and jumping approach.
    At close range, keep light pressure on Rose with jabs, Rekkas and CW mix-ups. 
    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. 
    Throws will beat the Punch when in range as they can catch Rose while she winds
    up. Farther away, ShienK them for the counter-hit or block. Shallow ShamPunches
    are safe; if she does a deep one, however, ShienK or c+LP> RKK to punish. 
    Once Rose's Ultra has been charged you need to reduce the amount of time spent
    in the air and perform fewer large attacks. Rose's 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 work well on Rose.
    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]
    A typical Chun strategy is to launch a fireball and walk behind it. 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, 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. CW may
    also allow you to escape the cross-up entirely.
    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, jump in, or walk right up to her. 
    If Chun doesn't have meter, she doesn't have many options to prevent Fei's
    offensive approach. If she does have meter, however, you need to watch for EX 
    Spinning Bird Kick or EX Legs on wake-up. You can try baiting the SBK by 
    standing over her on wakeup; on block, you can reverse with RKK or poke her 
    into RSK. EX Legs are safe, but if you can force her to burn meter, do it.
    Once you have Chun in the corner, focus again on mid-range pressure. Your aim
    throughout the match is to limit Chun's striking options and opportunities to 
    build meter. Keep light RKK pressure on her, alternating that with fast normals
    and your f+MK overhead. Block anything that comes your way in order to ensure
    that Chun doesn't gain much from trying to punish you. Specials will allow her
    to build meter, but Chun's non-EX specials aren't really designed for getting 
    out of the corner--as long as she lacks meter, she's there to stay. 
    Chun's Ultra requires you to be on the ground, though it CAN juggle you in the 
    air if you're caught in the corner. Chun can't successfully reverse any of your
    fast normals with an Ultra, so as long as you aren't caught in the middle of an
    attack animation you're safe. Since CW puts you in the air on start-up, that 
    may be a safer pressure option than RKK later in the match. Of course, jumping 
    and backdash will also get you off the ground to avoid the Ultra animation. If
    you have an Ultra or Super you can also just launch it when she launches hers. 
    The Ultra ends with an upward stabbing kick on block. As soon as you see this,
    do a reversal attack (anything will do). 
    The only time Chun wins flat-out in this match 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. 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 
    comboable range. If you can keep her from building meter, you'll be fine.
    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
    6) Chun has no threatening wake-up options to get out of the corner when she
       lacks meter.
        VS Dan (75-25) [DAN]
    Beating Dan won't take as much effort as the other Shotos as Dan isn't too
    combo-oriented and he's strictly a mid-close range fighter (Fei's domain). 
    Since long combos are less likely, I'll only break down his individual moves so
    that you know what to do to counter/avoid them.
    1) GADOKEN!
        Dan's projectile barely reaches past his own sweep range using the HP/EX 
        versions. On its own, it leaves Dan relatively vulnerable so you're 
        unlikely to see it thrown out there at random (save for building meter and
        chipping). EX CW past it, block and LP RKK, or jump if you see it. On 
        occasion, this may be used as part of block strings in place of the 
        Koryuken as it keeps Dan safe.
    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
        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 this, 
        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. 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. Be wary of the Ultra, as it will beat out most 
        attacks. Interestingly, you can also Focus Dan's Ultra for a free crumple.
    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) 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]
    Vega's specials aren't really that combo friendly. Rather, they're meant to be
    used as mix-up tools to catch you in the air or from behind. Your best tool for
    punishing these specials is RKK, so learn the opportunities to do so:
    1) Dive claw
        Vega's diving claw has him in an upside-down 'T' shape. This attack follows
        a backflip into the wall and can be easily countered upon block, or even 
        mid-air. On block, watch Vega's positioning, as this move can cross you up.
        Once Vega is on his feet, launch RKK for 3 hits to connect. If you choose 
        to take this move out in the air, wait for Vega to advance with his dive, 
        then do a retreating j+HK. This will hit him for free damage, and allow you
        to avoid the chip.
    2) Izuna drop
        There are 2 ways that Vega can land this. The first is through a Dive mix-
        up. Instead of a claw, Vega can opt to grab you when he is right next to 
        you, although this is hard to time/position for the Vega player. Likely, 
        you'll see the Izuna drop coming from a rushing Wall Dive, where Vega jumps
        FORWARD, tackling you from mid-close range. If you're hit, the Izuna drop 
        is guaranteed. On block, however, you can jump in the direction that Vega 
        is NOT travelling in and launch a j+HK for an air-to-air counter.
    3) Drill claw
        Vega jumps to the wall and then shoots forward like Superman. On block, 
        simply RKK him for 3 free hits. There are different versions of this move 
        which vary in height. Some versions can be swat down with CW; others can be
        ducked under. It's best to be safe and just block it standing, however.
    4) Scarlett terror
        Vega's version of the Flash Kick, this juggles twice, but is otherwise a
        bad anti-air as it trades with many attacks. Block this and punish with 
        anything. Cross-ups work well to avoid this, though you also give Vega a
        chance to escape the corner if you try it.
    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. CW may also allow
    you to avoid a jab and score a counter.
    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 rather than combos.
    4) Vega's Ultra is pathetic and difficult to hit with (worse than Fei's).
        VS Sakura (70-30) [SKA]
    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; likely, she'll 
    use this as a set-up for her EX TSK into jumping Spikes, so you'll see it 
    Offensively, cross-ups 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. 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 (60-40) [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 usually will not win against this on wake-up; it will 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. 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. This can be Focused for a crumple, easily.
    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. Remember that Fuerte cannot grab you out of the air, but he
        can time the grab to get you as you land.
    4) Scissor grab. 
        This grabs you out of the air only 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.
    Once in close, go to town on Fuerte as he's not too big of a close-range
    fighter. Without the space to set up his runs, he relies on your mistakes to 
    regain momentum and begin the attack again. Keep mixing it up in order to keep 
    Fuerte in the corner or on the ground. Cross-ups may be a good idea when close,
    as Fuerte's air grab will likely whiff (it's mainly used to escape cross-ups). 
    Expect to see this as a corner escape alongside his wall-jump; turn around and
    catch him as he falls. Watch out for Fuerte's throws though as they outrange 
    Fei's by a lot.
    You can actually try to bait some of Fuerte's moves in this match. Jumping at
    range will typically bait the Body Press off of a wall-jump; Focus this or
    block for RKK. CW spams up close may also bait the Scissor Grab as a counter. 
    Do a couple from point blank and then switch up to RKK to mess with the Fuerte
    player's head.
    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. As long
    as you're not on the ground, Fuerte can't grab you with this. He can, however,
    grab you as you land. You can launch any attack if he whiffs this as there is 
    a lot of wind-down to punish.
    Advantage to Fei:
    1) Close-range pressure works excellently.
    2) HK CW escapes all of Fuerte's cross-up/throw mixup options; it can even be
       used standing (as opposed to a wake-up reversal) to screw with Fuerte.
    3) Fuerte has no threatening escapes from the corner, or from cross-ups.
    4) Fuerte's Ultra is throw based and requires you to be on the ground; this can
       be avoided entirely by jumping, CW, or backdash at a moment's notice.
    5) Fuerte's main strategy requires running room.
        VS Seth (50-50) [STH]
    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. 
    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 and attempt to catch up to him
    with CW reversal. You can also try to ShienK him on block, however, since this 
    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. You can also use 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. Watch your jump-ins at this range as Seth's SRK is also 
    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 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 seems to do a bit 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]
    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. This move will only strike you from the front 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' 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 Hammer 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.
    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
    > HP RKK
    > Heavy/EX ShienK 
    > EX CW (on Seth/Abel)
    MP (Close)
    > EX CW (on Cammy, Chun-li, C. Viper, Rose, Sagat, Vega*, Zangief*)
    > EX ShienK
    *On Vega and Zangief, for unknown reasons, they have 2 different hit-stun 
    animations from MP (Close). If they do an animation where they lean over a lot,
    CW will miss. If they do the other animation, it will hit. Leaning over 
    animation seems less common for Zangief than Vega.
    HK CW
    > HP (Close)
    Wheel Kick
    - LP RKK
    - c+MK
    - HP RKK
    - 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
    - LP RKK
    - 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)
    - HP RKK
    Demon Flip
    - HP (Close), may need to dash/walk forward
    - MP (Close), may need to dash/walk forward
    - Super
    - Ultra
    - HK CW
    - 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
    - LP RKK
    - HP RKK
    - Super
    Dash Swing Blow (the overhead one)
    - MK ShienK
    - LP RKK
    - c+MK
    Dash Low Smash
    - MK ShienK
    - LP RKK
    - c+MK
    Turn Punch
    - MK ShienK
    Buffalo Head
    - HP (Close), may need to dash/walk forward
    - MP (Close), may need to dash/walk forward
    - Super
    - Ultra
    Crazy Buffalo (Super)
    - HP RKK
    - c+MK
    - Super
    - Ultra
    Violent Buffalo (Ultra)
    - HP (Close), may need to dash/walk forward
    - MP (Close), may need to dash/walk forward
    - Super
    - Ultra
    - 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)
    - LP RKK
    - c+MK
    Knee Press Nightmare* (Super)
    - HP RKK
    *He will pass through you on block, you have to hit him on the other side 
    after he slides through you.
    Nightmare Booster (Ultra)
    - HP (Close), may need to dash/walk forward
    - MP (Close), may need to dash/walk forward
    - Super
    - Ultra
    - LP RKK
    - c+MK
    - HP RKK
    - c+MK
    - Super
    - Ultra
    df. hp (downforward hp, slide)
    - HP (Close), may need to dash/walk forward
    - MP (Close), may need to dash/walk forward
    - Super
    - Ultra
    Blanka Balls
    - dash > LP RKK (must standing block)
    - LP RKK > heavy 2nd hit Rekka (must standing block, must reversal LP RKK, 2nd
      HP RKK will reach)
    Backstep Roll (blackflip, bounces off you)
    - HP (Close), may need to dash/walk forward
    - MP (Close), may need to dash/walk forward
    - Super
    - Ultra
    Electric Thunder*
    - MK ShienK
    - c+MK
    - c+HK
    - Super
    - Ultra
    *If they stop immediately, you can't punish it. If they keep going after you 
    block it, or are just doing it far away, you can do those things (hitting at 
    max range) to hit him out of it.
    Ground Shave Roll (Super)
    - HP (Close), may need to dash/walk forward
    - MP (Close), may need to dash/walk forward
    - Super
    - Ultra
    Lightning Cannonball (Ultra)
    - HP (Close), may need to dash/walk forward
    - MP (Close), may need to dash/walk forward
    - Super
    - Ultra
    C. Viper
    - LP RKK
    - 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*
    - EX CW
    - HP RKK
    - c+MK
    - Super
    - Ultra
    *Blocked close enough, you can also dash > HP (Close).
    Spin Drive Smasher (Super)
    - HK CW
    - HP (Close), may need to dash/walk forward
    - MP (Close), may need to dash/walk forward
    - Super
    - Ultra
    Gyro Drive Smasher (Ultra)
    - HK CW
    - HP (Close), may need to dash/walk forward
    - MP (Close), may need to dash/walk forward
    - Super
    - Ultra
    Tenkukyaku* (2nd upper-kick from back mk)
    - HP (Close), may need to dash/walk forward
    - MP (Close), may need to dash/walk forward
    - Super
    - Ultra
    - ShienK
    Tenshyokyaku (3rd hit from back mk, goes up with 3 kicks)
    - HP (Close), may need to dash/walk forward
    - MP (Close), may need to dash/walk forward
    - Super
    - Ultra
    - EX CW
    *Advisable to punish 2nd hit with ShienK, because it will hit whether she 
    stops OR continues.
    Spinning Bird Kick*
    - HP (Close), may need to dash/walk forward
    - MP (Close), may need to dash/walk forward
    - Super
    - Ultra (Chun-li lands close)
    - c+MK (Chun-li lands far)
    - HP RKK (Chun-li lands far)
    *This is a weird move to punish, it's very distant dependent, and sometimes she
    goes to your other side. Best method of punishment is block low > wait until 
    she lands > punish accordingly.
    Senretsukyaku (Super)
    - HP (Close), may need to dash/walk forward
    - MP (Close), may need to dash/walk forward
    - Super
    - Ultra
    Hosenka (Ultra)
    - HP (Close), may need to dash/walk forward
    - MP (Close), may need to dash/walk forward
    - Super
    - Ultra
    *Little flip kick at the end will not hit you and it does not make Chun-li 
    E. Honda
    Sumo Headbutt
    - HP RKK
    - 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
    - LP RKK
    - c+MK
    forward mk (overhead)
    - c+LP
    - c+MP
    Light, 2nd
    - c+LP
    - c+MK
    Medium, 1st
    - c+LP
    - c+MK
    - LP RKK
    - c+MK
    Heavy/EX, 1st
    - LP RKK
    - 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
    - HK CW
    - 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)
    - LP RKK
    - 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
    Ultra: HP RKK, Super, Ultra. It's safe against Fei, depending on how far it 
    - HP RKK
    - 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
    - LP RKK
    - 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)
    - HP RKK
    - 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)
    - HP RKK
    - c+MK
    - Super
    - Ultra  
    Quick Double Lariat
    - HP (Close), may need to dash/walk forward
    - MP (Close), may need to dash/walk forward
    - Super
    - Ultra
    J) Special Thanks [SPTX]
    Thanks to:
    Capcom for releasing this game already and making it freaking awesome.
    Gamefaqs for copyright protection and the video game websites which have 
    offered to host this FAQ for free. 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.
    My online opponents. Really, I learned a lot from you--what to do, what not to 
    do, etc. My game has really grown since I first began playing thanks to you.
    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.

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