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| for sandboxing
| | test |
| == Media Format Stuff ==
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| <div class="toccolours mw-collapsible mw-collapsed">
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| <div style="font-weight:bold;line-height:1.6;">MediaWiki Format (Galleries and Collapse)</div>
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| <div class="mw-collapsible-content">
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| How Galleries Work
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| <syntaxhighlight lang="html">
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| <gallery>
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| File:Example Image1.png|Example caption
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| File:Example Image2.jpg|Example caption with a link to [[Main Page]]
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| File:Example Image3.jpg
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| File:Example Image4.jpg|Caption with a link [http://.hostknox.com HostKnox]
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| File:Example Image5.jpeg|Example caption with '''formatting'''
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| </gallery>
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| [[File:Feng H.3+4 shockwave.mp4]]
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| </syntaxhighlight>
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| Big example body sentence to show how it fits around text
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| Big example body sentence to show how it fits around text
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| Big example body sentence to show how it fits around text
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| Big example body sentence to show how it fits around text
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| Big example body sentence to show how it fits around text
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| {| class="mw-collapsible mw-collapsed wikitable"
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| ! | The header remains visible.
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| |-
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| | test test test
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| |}
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| </div></div>
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| == Big text editing ==
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| == Feng ==
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| == MID RANGE TOOLS ==
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| f+4: Good safe keepout tool. Can transition to BT while still being easy to confirm into a combo.
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| b+1+2: Shoulder. Your i13 punish that works very well as a fast whiff punisher due it's good range. The most common way you'll be entering Heat.
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| f,F+2: Big safe mid Heat Engager. Can be hard to whiff punish because he takes a step back during the recovery frames.
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| df+4,3: Nice mid check with a natural high extension. Careful, because your opponent can duck and punish the 2nd hit.
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| db+3: Great long range low that's + on hit with a nice reward on CH. While no longer pseudo-homing, it can still be difficult to step around it.
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| df+3+4: Safe homing mid that gives a guaranteed 3~4 on hit.
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| b+3+4 (KNP): Not a bad idea to just throw this out in the mid-range to see if your opponent whiffed. Read more in the KNP section.
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| == APPROACH: ==
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| ws1 - fantastic approach tool
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| ws1,3 - Delayable follow up to dissaude mashing after ws1. It is a high, but giving your opponent the idea to duck can be used in your favor.
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| FC.df+4,1 - Can also be done out of his roll dash (qcf) by inputting
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| d,DF+4 to extend the range. The string is a natural combo
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| and is +6 on hit.
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| Unlike previous versions of this move,
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| the first hit doesn't stagger on block which means the
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| the opponent has do duck both hits of the string in order
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| to effectively punish. However, doing just the first hit
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| leaves you in backturn where you can actually PC through
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| an attempted punish if they're too slow. This will eventually
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| force your opponent to try to low parry the move if they
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| want to deal with it effectively, giving you the opportunity
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| to start your offense.
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| Mix FC.df+4,1 with ws1 and other mid options on your approach.
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| qcf+1 - Unparryable low that CH launches. Slower than FC.df+4 but great to annoy your opponent with in combination.
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| f+3: Long mid that can get you into range. Follow-ups in f+3,2 and f+3,4 can make the opponent hesitate. Try not to do f+3,4 on block as it's heavily punishable.
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| wr3: Typical wr3, if not a little slower
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| == CLOSE RANGE TOOLS ==
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| 1: The standing jab is the basis of every strategy in Tekken. Use it to check if strings are safe, to check for gaps, and to start your pressure.
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| 1,3: Safe jab string that creates a little space on block
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| 1,1: Unsafe jab string that can net you a big CH with the follow-up. Use if your opponent is mashing after a single jab.
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| b+1: i10 high that gives you a guaranteed b+1+2 on CH. Use to dissuade your opponent from mashing. Not bad risk-reward as it's only -10 on block.
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| df+1: Not your typical df+1, but very good as it's -0 on block. Df+1 > b+1 is a classic CH setup.
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| b+4: Very fast short range mid to check if the opponent is ducking or trying to step
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| b+3: Mom said it's my turn to be plus.
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| d+4: An advancing low that leaves you right in their face. An underrated tool.
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| d+2: A good high-crushing low that leaves you in FC.
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| df+3: A fast and safe mid that instantly Tornados on hit. Use if you want a safe option to mix-up your opponent with.
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| == KNP (Deceptive Step): ==
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| KNP.1 - Chunky low
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| KNP.2 - Fast and safe high for punishing things you avoided with KNP. Heat Engager.
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| KNP.3 - Running hopkick that instant Tornados. Very punishable
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| KNP.4,1+2 - Hellsweep option from KNP. Why did they give him this?
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| KNP.3+4,3+4 - Big low-crushing kick and kip-up
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| KNP.F - transitions to STC (Shifting Clouds)
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| ways to enter KNP: b+3+4, db+1,B STC.B
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| == BT: ==
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| BT.1 - fast jab thats +14 on hit guaranteeing a b+1+2
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| BT.2 - Mid Powercrush Heat Engager.
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| BT.3 - Slow mid that's plus on block. Can enter STC if you hold F
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| BT.4 - fast kick, nothing remarkable
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| BT.1+2 - Safe mid check that guarantees a b+1+2 on CH
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| BT.1+4/2+3 - Command grab borken with 1+2. You can mix
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| this up with generic throws from BT since
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| it's harder to see the hands.
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| BT.d+1 - same as KNP.1
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| BT.d+3 - Big low that launches on hit but is heavily punshible.
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| It wont launch if the opponent is out of Clean Hit range.
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| BT.d+4 - Generic low from BT. Good as a quick poke but is heavily
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| punishable now due to system changes.
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| ways to enter BT: b+3~4 1,2,2~B 2,4,1~B 3,3,4~B f+4~B CH db+3 FC.df+4 KNP.4 STC.2,B STC.3 ss2
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| == STC (Shifting Clouds): ==
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| Feng waves his arms around and parries high and mid punches or kick.
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| If he parries 2 attacks he will automatically punish the opponent,
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| allowing for a full combo.
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| STC.1 - Powercrush mid that's very punishable on block.
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| STC.2 - fast high that can transition to BT if you hold B
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| STC.3 - Homing high that's + on block and leaves you in BT
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| STC.4 - Chunky low that's + on hit
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| STC.1+2 - Safe mid that knocksdown on hit
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| STC.B - transitions to KNP
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| ways to enter STC: f+3+4 db+1,F f,F+3,F KNP.F
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