Character Overview

Feilin has the only downward moving air projectile in the game and the only divekick. Her dive kick is fairly hard to perform because you have very little frames to input it during the apex of her jump.

Her zoning is pretty slow. Her overall damage is low.

Feilin has to win by landing pokes very patiently and zoning.

Feilin’s weak point is her breastplate.







Light Punch

Standing (Far) –

Standing (Close) –

Crouching –

Jumping –

Jumping (Neutral) –


Strong Punch

Standing (Far) – Solid against far jump ins. Bufferable. Great all around attack.

Standing (Close) –

Crouching – Like standing hard punch but crouching (lol) (Doesn’t work as an anti air though).

Jumping –

Jumping (Neutral) –


Light Kick

Standing (Far) –

Standing (Close) –

Crouching –

Jumping –

Jumping (Neutral) – Neutralizes overhead assaults fairly well.


Strong Kick

Standing (Far) –

Standing (Close) – Bufferable. Can work as an anti air.

Crouching – Excellent range. A solid attack for your ground game. Recovers a tad slow, but not everyone will be able to capitalize on its recovery.

Jumping – Good jump in with alright damage. Decent priority to boot.

Jumping (Neutral) –





Special Moves


Mantis Claw

  • Quarter Circle Forward + Punch

Has start up and recovery frames. Can’t combo.

Both versions are fairly slow on the recovery, but the fireball is big enough to catch Marstorius jumps. Note that Ryoko cannot slide under this.

Midair Mantis Claw

  • Back, Down-Back, Down + Punch

This air fireball arcs sharply downward. I should also note it keeps Feilin in the air for a good second or so.

Flying Crane Strike

  • Charge Down, Up + Punch

Light version is pretty safe. Both have good priority and work as a reversal.

Flying Kick

  • (In Air)Down + D

An odd move. The window in which you perform this is very tight, just at the apex of your jump. Arcs down at a less extreme angle than Aerial Mantis Claw.

Sliding Crane Strike

  • Charge Down, Down-Back, Down-Forward, Forward, Up-Forward + Punch

This move is great. It has solid invincibility. You would be best off using this to punish fireballs.



Cr lk x 2 St. lp, Cr. Hk

Cr. lp x 2, St. Hp

Jump in Hp, Cr. Lk, Cr. Hp,  Sliding Crane Strike







Vs. Clown:


Vs. Jean Pierre:


Vs. Kano Ryoko:

A solid matchup for Feilin. Throw fireballs, standing strong as an anti air. This matchup should be easy. Just don’t let Ryoko get in a position to cross you up (aka misjudging standing strong).

Here’s how Feilin wins vs. Ryoko – sweep into fireball. Unlike most projectiles, Ryoko can not roll under Feilin’s because it’s too low to the ground. So if she’s constantly being pushed back with fireballs, she has little choice but to jump eventually. There is juuuust enough recovery on Feilin’s fireball to begin immediately charging her down, up + Punch attack, which she can do if she sees Ryoko jump.

From full-screen distance Feilin can also obviously throw fireballs, and if Ryoko jumps forward over one, Feilin’s standing HP beats all Ryoko’s jumping attacks from mid-screen. Feilin can do a surprisingly good job of keepaway in this match.

The only problem of course is that Feilin’s damage output is so low, she can’t screw up. Ryoko CAN still get in, and can punish blocked d, u + P’s on the ground with her dash grab (which doesn’t do much damage either, but hey it’s damage). It’s an uphill battle, but not completely unwinnable.


Vs. Karnov:


Vs. Lee Diendo:


Vs. Liu Feilin:

Look for sweeps on opponent’s fireball startup, or just use sliding dp. Standing hard punch is solid in this matchup, don’t get hit by it.


Vs. Liu Yungmie:


Vs. Marstorius:


Vs. Matlok Jade:


Vs. Mizoguchi Makoto:


Vs. Ray McDougal:


Vs. Samchay Tomyamgun:


Vs. Zazie Muhaba: