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1+2 has a punch parry (also known as sabaki) effect in its initial frames. | 1+2 has a punch parry (also known as sabaki) effect in its initial frames. | ||
After the following moves, should the opponent attempt a fast punch button (such as a 1 jab), Feng will be able to parry the punch. | After the following moves on block, should the opponent attempt a fast punch button (such as a 1 jab), Feng will be able to parry the punch. | ||
* 1, 3 | * 1, 3 | ||
* d/f+3 | * d/f+3 |
Revision as of 13:14, 7 February 2024
1+2 Punch Parry
1+2 has a punch parry (also known as sabaki) effect in its initial frames. After the following moves on block, should the opponent attempt a fast punch button (such as a 1 jab), Feng will be able to parry the punch.
- 1, 3
- d/f+3
- d/f+2, 2
- WS4
- WS2
Should Feng parry the punch (you can tell by the unique animation of the opponent slumping forward), Feng can land the b1+2.
This is especially potent in this game since it leads into Heat or into a combo if already in Heat. The ideal frames to attempt the punch parry is when Feng is around -5 to -7. So 1+2 can be attempted in the middle of certain strings (such as Law's b+1, 2, 2) in order to negate pressure.
u/f+1+2 Command Grab into d/f+3
After the command grab, Feng is right next to the opponent. You can use d/f+3 as okizeme to option select certain outcomes.
- Hits both side rolls
- Launches into T! from any wake-up kicks and spring attack
- Flips the opponent if they choose to stay on the ground.
Should the opponent Stand Up or Wake Up (Backward), they will block the d/f+3. However, this will put them -7 oB and be in the ideal range for a punch parry (see previous section).