Specials.
Shienkyaku (FK) - Use as an AA when opponent is near the end of the downward arc of a jump, or on the downward return of a neutral jump. Can be beat out by aerial attacks with good range.
Lk - great startup and recovery, not entirely safe on whiff or block but safer than the other three versions). Decent AA.
Mk - Go to version typically. Great startup, decent recovery (will be punished on block and whiff)
Hk - Longest startup, longest recovery, most damage. If you know it will AA, use it. Otherwise, reserve it for combos.
EX - Quickest startup (I believe) Good for interrupts, punishing, and comboing.
FK can be FADC'd out of on block, or used to combo into CW
Rekkakyaku (CW) - Covers distance, I use it as an AA, though its not the best answer for AA, just a fun one that can position one well. High damage combos can spring from landing this move successfully.
LK - Short distance, good recovery, if its blocked, mash throw, best case scenario you'll get a tech.
Mk - I only use it after a CW FADC, more to come on this one.
HK - Farthest distance, timing right will hop all fireballs except Sagat's high tiger shot. And Juri's medium and high FBs.
EX - Lovely. Goes through fireballs, traverses the screen quickly and can be combo'd off of.
Rekkaken - Covers distance. All combos for Fei that aren't blockstring'd normals or end in CW will end with rekka. High damage and knockdowns from this special if all three hits connect. If the first hit is blocked, stop the rekka immediately, or upon the second. The third hit on block leaves Fei open for the combo buffet. Meaning he eats all you can dish out.
Lp - Short distance, quick startup good for when an opponent gets whiff happy in close range footsies.
Mp - Little farther that Lp. Same uses as Lp.
Hp - Great distance. Good for faking out a match beginning (Ie using it rd 1, but not rd 2), or applying early pressure against keep away opponents.
EX - Don't. Save your meter.
Tenshin. A command grab where Fei hops over the opponent, good as an interrupt or in the middle of a blockstring that leaves you in close range to the opponent. Hard to land, and don't rely on it. The game loves to give it to you through shortcuts right when you don't need it. When it lands, your opponent is open to combo or FK. The best Tenshin combos start with HP.
Lk - fast startup, minimal range.
Mk - Slower start up, mid range
Hk - Slowest startup, greatest range. (see the patternt)
EX - Fast startup, mid range, the one that will net you the most success.