
CHARACTERISTICS:
Small, agile, and relatively simple to use. Low weapon energy usage, above average close combat potential, but lacks good zoning options. Good overall offensive capabilities and mobility but weak defenses.
Defense:
- HP: 876 average (rank 11/15)
- V Armor: 500 while standing (rank 14/15)
- CC Resistance: takes 40% damage from enemy attacks while in CC motion (rank 1/15)
- Jump: 63.6m in normal gravity (rank 8/15)
- Dash: Longest dash distance of all VRs when ignoring alternate forms. Hyper Fei-Yen has a longer dash than everything but Hyper Raiden, Big Dordray, Bal-Baros, and Mobility 5 Ajim. Normal Fei-Yen loses to these plus Winged Angelan, Hyper Apharmd B, and Mobility 4 Ajim.
- RW: 54.9m (rank 14/15)
- LW: 79.9m (rank 1/15)
- CW: 104.5m (rank 2/15)
When engaging in close combat, all VRs have a slight defense increase against any projectile attacks fired by the enemy. Fei-Yen has a much greater resistance than most other VRs. She only takes 40% of the normal damage from enemy attacks while in CC motion, whereas most other VRs take 80% damage.
Undersea Plant quirks:
None of her weapons lose strength underwater. Some of them, including most RT and most CW variants, are stronger underwater than on land.
Hyper Mode:
Fei-Yen's signature ability is a significant increase in power and speed when her total HP falls under 50%. Upon activation, this also restores her V Armor to 100%. This can be manually activated at any point during the match by pressing the assigned Special command, but this cuts her HP to 29.7% and is pretty much completely pointless.
WEAPON ANALYSIS:
All damage values provided are base values before time-based scaling has kicked in. They also assume short range combat. LTLW variants and nearly all RW variants diminish in power at long range, usually by 50% or so.
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RIGHT WEAPON: HAND BEAM
Normal Hyper
RW 51 57
cRW 29 33
jRW 45 100
RTRW 120 180
cRTRW 100 150
jRTRW 140 210
LTRW 0 5
cLTRW 0 5
jLTRW 0 5
f-dash RW 130 160
f-slide RW 80 130
f-air RW 130 160
df-dash RW 45 70
df-slide RW 37 70
df-air RW 45 60
s-dash RW 45 40
s-slide RW 36 28
s-air RW 45 41
db-dash RW 45 41
db-slide RW 32 31
db-air RW 45 41
b-dash RW 30 42
b-slide RW 24 33
b-air RW 36 33
RTRW: Fires about 7 larger, faster shots. This one takes a while to setup and leaves you open to counterattack but is good as a follow-up attack when the opponent is face-down. It can also cause the pink heart effect which temporarily hampers the opponent's walking speed.
LTRW: Fires a very fast stream of bullets that inflict no damage but strip a very large amount of V Armor from the opponent. Standing and crouching versions travel in an arc, so unless you are either at point blank or mid-to-long range, these will sail over the opponent. You can take advantage of this to hit an opponent who is airborne or behind a structure, though. Not the most practical attack in general, as the standard RW rips away a good amount of V Armor on its own, but a good choice to go with in CC range if the opponent is blocking and expecting a CC attack.
Dashing RW: Forward dash RW is much, much stronger than other variations. It also has pretty decent tracking, as Fei will turn to aim straight at the opponent even if you initiate it from 180 degrees behind him. The only things that other variations have over forward RW are spread effects and armor-stripping capacity. Note that forward dash RW is stronger than RTRW unless Fei-Yen is in hyper mode. Also note that while several side and back-dashing variants have a greater spread range in hyper mode, the individual shots are weaker than they are in normal mode.
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LEFT WEAPON: SWORD
Normal Hyper
LW 100 120
cLW 40 60
jLW 120 108
RTLW 80 180
cRTLW 100 144
jRTLW 150 212
LTLW 10 20
cLTLW 10 90
jLTLW 90 128
f-dash LW 120 110
f-slide LW 90 80
f-air LW 140 122
df-dash LW 80 100
df-slide LW 70 80
df-air LW 90 80
s-dash LW 80 100
s-slide LW 60 70
s-air LW 80 70
db-dash LW 70 80
db-slide LW 50 60
db-air LW 80 70
b-dash LW 60 75
b-slide LW 40 50
b-air LW 70 60
RTLW: Fires a special heart shot at the opponent that stuns upon contact. It takes a long time to setup but if successful can be followed with close combat combos that are guaranteed to KO most opponents from full health. It can be very difficult to hit skilled opponents with this attack, however. The only particularly opportune times to use it are when the opponent is descending from a jump or coming to a halt after a dash attack. If you attempt to combo into another projectile attack from RTLW too quickly, you'll cancel the entire shot and still lose the weapon energy to perform it.
LTLW: Armor-stripping variants that use less weapon energy and dissipate more quickly than normal LW. Standing and crouching LTLW are fairly different. cLTLW is her fastest attack and has knockdown, making it an ideal choice for close range use.
Dashing LW: Generally less practical than RW and CW, as far as I can tell.
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CENTER WEAPON: BEAM IRRADIATOR
Normal Hyper
CW 160 280
cCW 120 240
jCW 200 280
RTCW 240 320
cRTCW 280 400
jRTCW 240 320
LTCW 60 72
cLTCW 40 56
jLTCW 80 96
f-dash CW 180 300
f-slide CW 150 280
f-air CW 220 300
df-dash CW 150 260
df-slide CW 150 240
df-air CW 150 260
s-dash CW 150 240
s-slide CW 120 220
s-air CW 150 240
db-dash CW 150 240
db-slide CW 150 220
db-air CW 150 240
b-dash CW 150 220
b-slide CW 150 200
b-air CW 150 220
RTCW: A more powerful bomb is launched at the opponent in a straight line. This attack has long delay and is most useful after knockdown or a successful RTLW stun. The crouching variant causes the pink heart effect in normal mode and is Fei-Yen's strongest projectile attack.
LTCW: Weaker heart bombs that travel in a straight line and use little weapon energy. Crouching variant travels slowly.
Dashing CW: Forward dashing variants are slightly stronger than stationary CW. Other variants are only slightly weaker, even backdash variants. They vary significantly in speed and tracking ability, though.
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CLOSE COMBAT
RWCC 350
2nd hit RWCC 170
LWCC 280
2nd hit LWCC 160
CWCC 380
2nd hit CWCC 380
RTRWCC 300
RTLWCC 425
RTCWCC 500
GRRW 300
GRLW 260
cRWCC 260
cLWCC 300
cCWCC 370
jRWCC 410
jLWCC 430
jCWCC 450
rQS 290
lQS 270
dash RWCC 325
dash LWCC 325
dash CWCC 440
DALW 14.3%
Turbo CC: RTCWCC is Fei-Yen's strongest attack, reaching the single attack damage cap of 500. It's a backflip that, like its non-turbo counterpart, can hit airborne opponents at low altitudes. RTLWCC is generally the best of these three to use though, and even that one's not too easy to land. Best to quick step behind the opponent first if you want to try it. RTRWCC doesn't seem to be that practical.
Guard Reversals: Fei-Yen has some of the fastest guard reversals in the game. Useful in combos, but cannot be canceled. RW is stronger than LW.
Crouching CC: Haven't really tested these yet, so I'm not sure which of these are faster.
Jumping CC: All three weapons seem to behave the same while jumping, but CW is the strongest. Not sure when jumping CC is ever a wise idea, though.
Quick Step: Fei-Yen's quick step has excellent speed and distance. Right quick step attacks are stronger than left quick steps. There doesn't seem to be any other substantial difference between them, and it doesn't seem to matter which weapon you use.
Dashing CC: The length of Fei-Yen's sword is long enough to make these reasonably viable, but she comes to a halt rather abruptly after using them. CW version has decent vertical range.
Down Attack LW: The strongest attack to use when the opponent is face-down, but long-distance RTRW and RTCW are much safer.
TECHNIQUES
Fast Movement: While walking backward or diagonal-backward, input and hold the crouch command to increase your walking speed.
Magic Song (LW Chains): After using LW, you can combo it into other attacks immediately, reducing the startup time required for some of Fei-Yen's slower attacks. Examples include LW > CW/RW/RTCW/RTRW and cLW > cCW/cRW/cRTCW/cRTRW.
CC Canceling Quirks: If LW and/or CW are within close combat range but RW is not, and you follow an RW projectile shot with a close combat LW/CW command, Fei-Yen will not move toward the enemy and will instead immediately perform the 2nd half of the CC command (the 2nd swipe of LW, the vertical swipe of CW, or just a quick standing flip for RTCW) while remaining stationary. If this has any practical use, I'm not aware of it.
Stun Combos: A VR cannot be knocked down while stunned, so stunning the opponent with Fei-Yen's RTLW allows you to follow up with some incredibly damaging combos. RTLW > CCCW > CCCW > GRRW does an incredible 1140 damage before time scaling, enough to KO all but 4 of the 15 different VRs from full health. With scaling, it does more than 1250 damage, enough to KO any VR. RTLW > cRTCW and RTLW > RTRW are good options from long-range.
MATCHUPS
Fei-Yen lacks good zoning attacks, so she has trouble against opponents who are capable of outmaneuvering her (Cypher, Specineff) or repelling her attacks from a distance (Angelan, Grys-Vok).
I want to add some tips for different matchups here, but I don't really feel like doing that right this moment. Feel free to add input or corrections on any of this.
Below are some pages I was looking at while putting this together. There's still a lot here that I couldn't be bothered to try to translate though:
http://ot.virtual-on.com/index.php?%A5% ... D#wd156803
http://www29.atwiki.jp/oratanbeginners/pages/36.html
http://oratanners.hp.infoseek.co.jp/fei.html