Feng strategy: Difference between revisions

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== MID RANGE TOOLS ==
== MID RANGE TOOLS ==
f+4: Good safe keepout tool. Can transition to BT while still being easy to confirm into a combo.
'''f+4''': Good safe keepout tool. Can transition to BT while still being easy to confirm into a combo.


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.
'''b+1+2''': Shoulder. Your i13 punish that works very well as a fast whiff punisher due its reach. The most common way you'll be entering Heat.


f,F+2: Big safe mid Heat Engager. Can be hard to whiff punish because he takes a step back during the recovery frames.  
'''f,F+2''': Big safe mid Heat Engager. Can be hard to whiff punish because he takes a step back during the recovery frames.  


df+4,3: Nice mid check with a natural high extension. Careful, because your opponent can duck and punish the 2nd hit.
'''df+4,3''': Nice mid check with a natural high extension. Careful, because your opponent can duck and punish the 2nd hit.


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.
'''db+1''': mid range mid to check if the opponent is ducking or trying to step


df+3+4: Safe homing mid that gives a guaranteed 3~4 on hit.
'''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.


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.
'''df+3+4''': Safe homing mid that gives a guaranteed 4~3 on hit.
 
'''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.


== APPROACH ==
== APPROACH ==
'''ws1''' - fantastic approach tool
'''d, d/f~B''' - Crouch dashing forward while blocking highs and mids and having access to WS moves


'''ws1,3''' - Delayable follow up to dissuade mashing after ws1. It is a high, but giving your opponent the idea to duck can be used in your favor.
'''WS1''' - fantastic approach tool


'''qcf+1''' - Unparryable low that CH launches. Slower than FC.df+4 but great to annoy your opponent with in combination.
'''WS1,3''' - Delayable follow up to dissuade mashing after ws1. It is a high, but giving your opponent the idea to duck can be used in your favor.
 
'''QCF+1''' - Unparryable low that CH launches. Slower than FC.df+4 but great to annoy your opponent with in combination.


'''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.
'''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.


'''wr3''': Typical wr3
'''WR3''': Typical while running 3


== NEW PRESSURE TOOL ==
== NEW PRESSURE TOOL ==
'''FC.df+4,1''' - Can also be done by inputting d,DF+4 to extend the range. The string is a natural combo and is +6 on hit. Unlike previous versions of this move, the first hit doesn't stagger on block so the opponent has to duck both hits of the string in order to punish it; if they try to punish too quickly the 2nd hit will counterhit them.
'''FC.df+4,1''' - Can also be done by inputting d,DF+4 to extend the range or do it straight from standing. The string is a natural combo and is +6 on hit. Unlike previous versions of this move, the first hit doesn't stagger on block so the opponent has to duck both hits of the string in order to punish it; if they try to punish too quickly the 2nd hit will counterhit them. Doing just the first hit leaves you in BT, and if the opponent delays their punish expecting the high, you may be able to safely turn around.
 
<gallery>
Doing just the first hit leaves you in BT and you may be able to safely turn around if the opponent delays their punish enough. This will eventually force your opponent to try to low parry the move if they want to deal with it effectively, giving you the opportunity to start your offense. Mix FC.df+4,1 with ws1 and other mid options on your approach.
File:Feng FC.df+4,1 vs ws4.mp4|Leroy immediately punishes with ws4 which loses to the 2nd hit.
File:Feng FC.df4,1 vs delay ws4.mp4|Leroy delays ws4 in order to duck and punish the 2nd hit
File:Feng's FC.df+4 into BT.mp4|The delay before ws4 allows Feng to safely turn around, powercrush, or even interrupt Leroy.
</gallery>
This will eventually force your opponent to try to low parry the move if they want to deal with it more effectively giving you the opportunity to start your offense. Combine FC.df+4,1 with ws1 for a tricky approach, or with df+3 to force mix-ups when up close.


== CLOSE RANGE TOOLS ==
== CLOSE RANGE TOOLS ==
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.
'''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.


1,3: Safe jab string that leaves you at -5
'''1,3''': Safe jab string that leaves you at -5


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.
'''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.


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.
'''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 -12 on block.


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.
'''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.


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.
'''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.


d+2: A good high-crushing low that leaves you in FC.
'''d+2''': A good high-crushing low that leaves you in FC.


d+4: An advancing low that leaves you right in their face. An underrated tool.
'''d+4''': An advancing low that leaves you right in their face at 0 on hit. An underrated tool.


b+4: Very fast short range mid to check if the opponent is ducking or trying to step
'''b+4''': Very fast short range mid to check if the opponent is ducking or trying to step


b+3: Mom said it's my turn to be plus.
'''b+3''': Mom said it's my turn to be plus.


uf+2: Evasive mid that takes a big step to Feng's left. Can be done from crouch due to the U input, so it can get you out of a lot of situations.
'''uf+2''': Evasive mid that takes a big step to Feng's left. Can be done from crouch due to the U input, so it can get you out of a lot of situations.


qcf+1+2: Now +0 on block instead of plus, but still forces crouch. Still a good tool to limit the opponent's options if they give you the space to do so.
'''QCF+1+2''': Now +0 on block instead of plus, but still forces crouch. Still a good tool to limit the opponent's options if they give you the space to do so.


== BT ==
== BT (Back Turned) ==
BT.1 - fast jab thats +14 on hit guaranteeing a b+1+2
BT.1 - fast jab thats +14 on hit guaranteeing a b+1+2


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BT.4 - fast kick, nothing remarkable
BT.4 - fast kick, nothing remarkable


BT.1+2 - Safe mid check that guarantees a b+1+2 on CH
BT.1+2 - Safe mid check that on CH guarantees a BT 3 or another b+1+2


BT.1+4/2+3 - Command grab borken with 1+2. You can mix
BT.1+4/2+3 - Command grab broken with 1+2. You can mix
this up with generic throws from BT since
this up with generic throws from BT because
it's harder to see the hands.
their grab animation is the same then (all are 1+2).


BT.d+1 - same as KNP.1
BT.d+1 - same as KNP.1
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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
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
== KNP (Deceptive Step) ==
== KNP (Deceptive Step) ==
KNP.1 - Chunky low
KNP.1 - Chunky low, knocksdown on counter hit for a guaranteed follow-up.


KNP.2 - Fast and safe high for punishing things you avoided with KNP. Heat Engager.
KNP.2 - Fast and safe high for punishing things you avoided with KNP. Heat Engager.


KNP.3 - Running hopkick that instant Tornados. Very punishable
KNP.3 - Running hopkick that instant Tornados. punishable


KNP.4,1+2 - Hellsweep option from KNP. Why did they give him this?
KNP.4,1+2 - Hellsweep option from KNP. Why did they give him this?
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== STC (Shifting Clouds) ==
== STC (Shifting Clouds) ==
Feng waves his arms around and parries high and mid punches or kick.
Feng waves his arms around and parries high and mid punches or kick.
If he parries 2 attacks he will automatically punish the opponent,
If he parries 2 hits he will automatically punish the opponent,
allowing for a full combo.
allowing for a full combo.
He can also still access STC moves after parrying just 1 hit.


STC.1 - Powercrush mid that's very punishable on block.
STC.1 - Powercrush mid launcher that's very punishable on block.


STC.2 - fast high that can transition to BT if you hold B.
STC.2 - fast high that can transition to BT if you hold B, heavily stuns the opponent on counter hit.


STC.3 - Homing high that's + on block and leaves you in BT.
STC.3 - Homing high that's + on block and leaves you in BT, knocksdown on hit for a guaranteed follow-up.


STC.4 - Chunky low that's + on hit.
STC.4 - Chunky low that's + on hit, on counter hit guarantees a follow-up hit up to 14 frames quick.


STC.1+2 - Safe mid that knocksdown on hit.
STC.1+2 - Safe mid that knocksdown on hit for a guaranteed follow-up.


STC.B - transitions to KNP
STC.B - transitions to KNP

Latest revision as of 15:46, 1 October 2024

This page is for Tekken 8. For Tekken 7, see Feng strategy (Tekken 7).

MID RANGE TOOLS

f+4: Good safe keepout tool. Can transition to BT while still being easy to confirm into a combo.

b+1+2: Shoulder. Your i13 punish that works very well as a fast whiff punisher due its reach. The most common way you'll be entering Heat.

f,F+2: Big safe mid Heat Engager. Can be hard to whiff punish because he takes a step back during the recovery frames.

df+4,3: Nice mid check with a natural high extension. Careful, because your opponent can duck and punish the 2nd hit.

db+1: mid range mid to check if the opponent is ducking or trying to step

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.

df+3+4: Safe homing mid that gives a guaranteed 4~3 on hit.

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.

APPROACH

d, d/f~B - Crouch dashing forward while blocking highs and mids and having access to WS moves

WS1 - fantastic approach tool

WS1,3 - Delayable follow up to dissuade mashing after ws1. It is a high, but giving your opponent the idea to duck can be used in your favor.

QCF+1 - Unparryable low that CH launches. Slower than FC.df+4 but great to annoy your opponent with in combination.

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.

WR3: Typical while running 3

NEW PRESSURE TOOL

FC.df+4,1 - Can also be done by inputting d,DF+4 to extend the range or do it straight from standing. The string is a natural combo and is +6 on hit. Unlike previous versions of this move, the first hit doesn't stagger on block so the opponent has to duck both hits of the string in order to punish it; if they try to punish too quickly the 2nd hit will counterhit them. Doing just the first hit leaves you in BT, and if the opponent delays their punish expecting the high, you may be able to safely turn around.

This will eventually force your opponent to try to low parry the move if they want to deal with it more effectively giving you the opportunity to start your offense. Combine FC.df+4,1 with ws1 for a tricky approach, or with df+3 to force mix-ups when up close.

CLOSE RANGE TOOLS

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.

1,3: Safe jab string that leaves you at -5

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.

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 -12 on block.

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.

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.

d+2: A good high-crushing low that leaves you in FC.

d+4: An advancing low that leaves you right in their face at 0 on hit. An underrated tool.

b+4: Very fast short range mid to check if the opponent is ducking or trying to step

b+3: Mom said it's my turn to be plus.

uf+2: Evasive mid that takes a big step to Feng's left. Can be done from crouch due to the U input, so it can get you out of a lot of situations.

QCF+1+2: Now +0 on block instead of plus, but still forces crouch. Still a good tool to limit the opponent's options if they give you the space to do so.

BT (Back Turned)

BT.1 - fast jab thats +14 on hit guaranteeing a b+1+2

BT.2 - Mid Powercrush Heat Engager.

BT.3 - Slow mid that's plus on block. Can enter STC if you hold F

BT.4 - fast kick, nothing remarkable

BT.1+2 - Safe mid check that on CH guarantees a BT 3 or another b+1+2

BT.1+4/2+3 - Command grab broken with 1+2. You can mix this up with generic throws from BT because their grab animation is the same then (all are 1+2).

BT.d+1 - same as KNP.1

BT.d+3 - Big low that launches on hit but is heavily punshible. It wont launch if the opponent is out of Clean Hit range.

BT.d+4 - Generic low from BT. Good as a quick poke but is heavily punishable now due to system changes.


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

KNP (Deceptive Step)

KNP.1 - Chunky low, knocksdown on counter hit for a guaranteed follow-up.

KNP.2 - Fast and safe high for punishing things you avoided with KNP. Heat Engager.

KNP.3 - Running hopkick that instant Tornados. punishable

KNP.4,1+2 - Hellsweep option from KNP. Why did they give him this?

KNP.3+4,3+4 - Big low-crushing kick and kip-up

KNP.F - transitions to STC (Shifting Clouds)


ways to enter KNP: b+3+4, db+1,B STC.B

STC (Shifting Clouds)

Feng waves his arms around and parries high and mid punches or kick. If he parries 2 hits he will automatically punish the opponent, allowing for a full combo. He can also still access STC moves after parrying just 1 hit.

STC.1 - Powercrush mid launcher that's very punishable on block.

STC.2 - fast high that can transition to BT if you hold B, heavily stuns the opponent on counter hit.

STC.3 - Homing high that's + on block and leaves you in BT, knocksdown on hit for a guaranteed follow-up.

STC.4 - Chunky low that's + on hit, on counter hit guarantees a follow-up hit up to 14 frames quick.

STC.1+2 - Safe mid that knocksdown on hit for a guaranteed follow-up.

STC.B - transitions to KNP


ways to enter STC: f+3+4 db+1,F f,F+3,F KNP.F