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STA Ranbat Season 4 Standings

1) LPN – 27 pts
2) Hoodaman – 23 pts
3) SBA.Harrison – 19 pts
4) Kineda – 13 pts
5) Hargi – 11 pts
6) One Time Hero – 5 pts
6) UyuuPop – 5 pts


1) IGL.HonzoGonzo – 34 pts
1) [STA]WindZero – 34 pts

2) CrispyTacoz – 12 pts
3) Jeffy – 6 pts
3) Cesar – 6 pts
3) [STA]Alex – 6 pt
4) RHF Druid – 5 pts
5) Heroic – 4 pt
5) Robert – 4 pts


1) LPN – 23 pts
2) [STA]Willpower – 10 pts
2) iLLiterate – 10 pts
3) BadIntent – 8 pts
4) Jsze – 7 pts
5) JudoTrip – 5 pts
6) Haunts – 4 pts


1) BBZ – 40 pts
2) Fixel – 24 pts
3) Hellpocketz – 16 pt
4) El Gallo Negro – 7 pts
5) N4US – 6 pt
6) Charizard – 5 pts
6) Haunts – 5 pts


1) Leezy – 40 pts
2) Phil – 19 pts
3) LionX – 12 pts
4) Dave Tran – 7 pts
4) Shinobi – 7 pts
5) Crackfiend – 5 pts
5) Josh – 5 pts
6) Mr. Warzard – 4 pts
6) GH – 4 pts
6) ChocoThunda – 4 pts

SSFIV GUIDES
Sunday
May172009

001. FEI LONG - INTRO & STRATEGY - STREET FIGHTER II TURBO HD REMIX

Fei Long, like the martial arts movie star he was based on, is all about speed and hitting where it hurts. Rushing down and cornering your opponent are your best bets to win with Fei Long, and you can do this by mixing up normal attacks like Towards + HK, cr. MK, and countering attacks with well placed Rekka Ken punches. You can pass through fireballs with the LK Chicken Wing Kick, and counter jump in attacks with the Flame Kick.

Chicken Wing Kicks: After catching someone with a Chicken Wing Kick in the air, you can almost always do a MK or RH Flame Kick.If you catch someone high enough in the air, you can do two Chicken Wing Kicks.Once the opponent is in the corner, you can trap him with Chicken Wing Kicks and a meaty close FP, into another Chicken Wing Kick! What's even worse is that if the opponent hastily jumps back and is juggled with the Chicken Wing Kick, you can hit him with your Super Move, the Rekka Shin Ken.

Cross ups: j. MK as a cross up is very effective. Connect with a FP then Rekkas or FP then MK or RH Flame Kick. Chicken Wing Kick from proper distance (learn by practice) will cross up, but the frame delay on recovery will not allow you to combo after. Watch out for reversals. Try mixing it up after you land, to confuse opponent; throws, F+MK smash, other combos...

Rekkas: Changing the timing and strengths of your Rekkas is a vital way to play as Fei. You want your last hit to put you out of retaliation distance, so the last hit should usually be a Jab or Strong punch.

Punishing your victims in the corner is a useful tactic and chips away a lot of damage if done correctly.
LP > MP > LP Rekka if you're standing right next to opponent
LP > HP > LP Rekka if you're a little away from them
Mix up your timing by waiting a split second on the 3rd Rekka.

When Opponent Wakes up from knockdown:
F+HK into a crouching c. MP, c. FP, c. MK or c. HK ... this teaches them one of your wake-up techniques.
Confuse them with a F+MK overhead while they try to duck against the previous combo.

Sunday
May172009

002. FEI LONG - NORMAL MOVES - STREET FIGHTER II TURBO HD REMIX

COMMAND NORMALS

JUMPING AXE KICK

  • BACK/TOWARDS + MK
  • Hits overhead.

HOPPING DOUBLE KICK

  • TOWARDS + HK
  • Hits 2 times, good for closing distance.
Sunday
May172009

003. FEI LONG - SPECIAL MOVES - STREET FIGHTER II TURBO HD REMIX

REKKA KEN
[QUARTER CIRCLE FORWARD + PUNCH] X 3

CHICKEN WING KICKQUARTER CIRCLE FORWARD + KICK

  • LK version passes through projectiles, and has some frames of invincibility. Surprisingly good on wake up.

FLAME KICK
BACK, DOWN, DOWN-BACK + KICK

SUPER

REKKA SHIN KENQUARTER CIRCLE FORWARD X2 + PUNCH

Sunday
May172009

004. FEI LONG - COMBOS - STREET FIGHTER II TURBO HD REMIX

Sunday
May172009

005. FEI LONG - MATCH UPS - STREET FIGHTER II TURBO HD REMIX