Fei-Yen Kn Thread

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Sixfortyfive
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Joined: 18 Mar 2009, 08:55

Fei-Yen Kn Thread

Post by Sixfortyfive »

Better late than never. I'd been meaning to get around to this for a while. Give this a look over and let me know if anything should be corrected or expanded upon. I don't think I really know many advanced techniques in this game at all, so I'm hoping to add more to this later.

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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)
Mobility:
  • 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.
Close Combat Range:
  • RW: 54.9m (rank 14/15)
  • LW: 79.9m (rank 1/15)
  • CW: 104.5m (rank 2/15)
Close Combat Resistance:
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
RW: Rapid-fire beam shot that should be used frequently. While not very damaging and usually easy to avoid, damage can rack up quickly against most VRs, and each shot strips away a significant amount of V Armor (48 VA). Holding down the RW command results in about 16 consecutive shots followed by a pause. To keep firing continuously, alternate between stationary RW and walking RW. Crouching version is faster and has better vertical tracking but is also significantly weaker.

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
LW: Similar in behavior to Temjin's CW beam sword but smaller, faster, and slightly stronger on average. It can cut through and dispell weaker shots fired by the enemy, and it can also be chained into other attacks (see Techniques section below). cLW is generally inferior to cLTLW.

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
CW: Shoots a heart bomb at the opponent which has decent homing and explodes upon impact but can be repelled by VRs with high armor. The blast itself causes splash damage of about 30-50 HP even if it doesn't make a direct hit. The standing variant is launched in an arc that will likely sail right over the opponent if fired too close. Hyper mode variants have less of an arc, travel faster, and have slightly better homing. cCW causes the pink heart effect in normal mode, while all CW variants (including those below) can cause this effect in hyper mode.

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%
Normal RW/LW/CW: Each normal CC attack has 2 hits, but any hit will cause knockdown if it connects. The only way to combo every hit is to stun the opponent first. RW and LW behave about the same, but RW is stronger. CW is generally superior to either of them, as it's stronger, faster, has greater range, and can hit airborne opponents with the vertical 2nd swing.

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
Testament/Seven7
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Posts: 372
Joined: 23 Mar 2009, 12:40

Re: Fei-Yen Kn Thread

Post by Testament/Seven7 »

I know this has nothing to do with the guide itself, but i'm loving that sketch of fei-yen, very nice ^^
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NeoTechni
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Posts: 38
Joined: 18 Jun 2009, 22:06

Re: Fei-Yen Kn Thread

Post by NeoTechni »

Testament/Seven7 wrote:I know this has nothing to do with the guide itself, but i'm loving that sketch of fei-yen, very nice ^^
Same. Like, damn.
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chunkypuff31
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Posts: 276
Joined: 20 Jan 2010, 17:21

Re: Fei-Yen Kn Thread

Post by chunkypuff31 »

NeoTechni wrote:
Testament/Seven7 wrote:I know this has nothing to do with the guide itself, but i'm loving that sketch of fei-yen, very nice ^^
Same. Like, damn.
I've seen this artist's work before. Very, very talented. You can see the guy's blog here. Unfortunately, the guy took down all of his Virtual-On art back in Feburary for some reason (he mentioned why here, but I don't know enough Japanese to understand what it's saying. Could someone translate it, please?).
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