Feng tech: Difference between revisions

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[[File:Jab+recovery.png|thumb]]
[[File:Jab+recovery.png|thumb]]
One of the more effective moves to punish on Whiff attacks for Feng Wei is F+3,4 it can reach good distance, and start good damage combos.
{{Move
|id=Feng-f+3,4
|parent=Feng-f+3
|name=Climbing Dragon
|input=,4
|startup=i23~24
|target=,m
|damage=,15
|hit=+33a (+23)
|crush=js21
|block=-16
|notes={{Plainlist|
* Combo from 1st hit
* {{Tornado}} }}
}}
{{Move
|id=Feng-f+4
|input=f+4
|startup=i18~19
|target=h
|damage=19
|hit=+52a
|block=-9
|notes={{Plainlist|
* Transition to -5 +56a BT with B}}
}}
{{Move
|id=Feng-f+4,2
|parent=Feng-f+4
|input=,2
|name=Tornado Open Palm
|startup=i24~25
|target=,m
|damage=,16
|hit=+70a (+54)
|block=-14
|notes={{Plainlist|
* Combo from 1st hit
* {{Tornado}}
}}
}}

Revision as of 05:31, 31 July 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. The parry window starts from 5th frame ps5.

  • 1, 3 oB
  • u/f+1 oB
  • d/f+4, 3 oB
  • WS 1 oB
  • 1, 2 oB
  • kip up oB
  • chinese getup (b+3+4 while FUFT) oB
  • d+3+4 (generic d+4) oH

Should Feng parry the punch (you can tell by the unique animation of the opponent slumping forward), Feng can land the b1+2. the most advanced setups are ps5 (Parry State i5 Frame). if the oponent attack with a punch after Block the safe attack these are the most common setups.

  • -5 On Block
  • UF1, 1+2
  • 3~4, 1+2
  • 1,3, 1+2

if you you know your Oponent Move is +5 you can use the punch and counter it Punch attacks. Example Kasuya Reina Devil Jin Jin Electrics, F,d,*N, DF+2 Aliza F+1+2 (Destructive Form)

  • On Block +5 Attack, 1+2
  • -4 On Block
  • DB1+2, 1+2
  • DF4,3, 1+2
  • Oponent Move +4
  • On Block +4 Attack, 1+2
  • -3 On Block
  • WS1, 1+2
  • STC2, 1+2
  • F3, 1+2
  • F+3,2, 1+2
  • BT1, 1+2
  • BT1+2, 1+2
  • Oponent Move +3
  • On Block +3 Attack, 1+2


  • -2 On Block
  • DB1,4, 1+2
  • Oponent Move +2
  • On Block +2 Attack, 1+2


  • -1 On Block
  • UF3, 1+2
  • Oponent Move +1
  • On Block +1 Attack, 1+2
  • 0 On Block
  • DF1, 1+2
  • QCF1+2, 1+2

on hit setup are less commond but can be usefull in hard reads

  • 0 On Hit
  • D4, 1+2

This is especially potent in this game since it leads into Heat or into a combo if already in Heat. And in tekken 8 can setup good combos near explosive walls, balcons and breakeable walls. The ideal frames to attempt the punch parry is when Feng is -5 and better. 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 STC parry.

Common f+2,1,2 Frame Trap Setups

Since f2,1,2 (Boar's Tusk) has a start up of 15 frames, we can set up strong and simple mid/low mixup that results in a frame tight f2 counterhit. f2,1 is safe on block (-8) and if f2 has a successful counterhit we can very realistically confirm the rest of the string due to the visual and audio cue.

  • Use b+3 as a chunky +6 on block mid as a common set up for f+2.
  • FC.df+4,1 is a strong approaching low (can be performed out of snake dash) to gain +6 frames of advantage

Of course there are many other frame situations that Feng can create to instill fear of f+2. b+3 and FC df+4,1 are great starting points to start implementing this into your gameplan

Common Crush Frame Traps Setups High Crush, Low Crush and Armor moves

All the Crush and armored move have special properties in his move Behavior with crounching state(cs) frames, jumping state frames (js) and Powercrush frames (pc), that allow to setup Frame traps with the safe attacks moves similar to a sabaki but just using its special behavior and the exact window when that state begin.

  • High Crush Setups

uf+3+4

m,​h,​h
10,​10,​7
-14
+25a (+18)
i24,4,3
cs6~24js25

the safe attacks can be make on block and the cs crounching state window start in 6th frame, all the safe attack from 0 to -4 can be used commond examples:

  • F+3,2 oB(-3),UF+3+4(cs6) This option is good for spammers but becarefull the last hit is Higth can be duck and punish.
  • F+3 oB(-3),UF+3+4(cs6) This option is safe can work for all higth moves attack.
  • DB+1+2 oB(-4),UF+3+4(CS6) This option is safe can attack higth moves, and hit crouch oponents very usefull for mixups and set previous attacks with the string DB+1+2,2 with the last attack is a low.
Landslide

qcf+1

l
23
-14
+2
+31a
i22~23
cs6
Head

the safe attacks can be make on block and the cs crounching state window start in 6th frame, in this particular case the QCF is a stance it 2 frames to start the move for that reason the better results stars from -1 to -2, examples:

  • UF+3 oB(-1) QCF+1(cs6) very good and secure option, works great againts spammers and medium level players.
  • DB1,4 oB(-2), QCF+1(cs6) good option for spammers but not for advanced level becarefull the last hit is Higth can be duck and punish.
  • Low Crush Setups
Soaring Eagle

uf+4

m
13
-13
+33a (+23)
i15~17
js9
  • Alternate input with uf or u

the safe attacks can be make on block and the js jumping state window start in 9th frame, all the safe attack from 0 to -1 can be used but only for low moves, recomended for big reads, and low spammers. uf+3(-1)oB,UF+4

  • Powercrush Setups (armor moves)
Tiger's Claw

f+1+2

h
25
-9
+19d
i19~20
pc7
Heat Engager
Heat Dash +5, +35d
Balcony Break

the safe attacks can be make on block and the pc (Powercrush state) window start in 7th frame, all the safe attack from 0 to -3 can be used but better results with High and medium moves (low moves beat Powercrush), recomended for Punch and kicks spammers. uf+3(-1)oB,F+1+2.

  • Rage Art Powercrush Setups (armor moves):
Enlighted Yellow Dragon Palm

R.df+1+2

m
55
-15
+0d
i20
Rage Art
Removes Recoverable Health
  • Damage increases with lower health

the safe attacks can be make on block and the pc (Powercrush state) window start in 8th frame, all the safe attack from 0 to -2 can be used but better results with High and medium moves (low moves beat Powercrush), recomended for Punch and kicks spammers. UF+3(-1)oB, DF+1+2.

Great Evasion of Sidestep, and Offensive Sidestep

Feng wei have one of the Best sidestep in the game, in the list of the male Characters him have one the best evasion for general move getting even better results with linears moves.

The recovery Frames for linears attacks allow to Feng Wei excels in his evasion properties, punishing on Whiff attacks that other characters simply can't, the best scenarios to setup whiff, is with secure attacks from -3 to 0 on block. Moves like UF+4.

Soaring Eagle

uf+4

m
13
-13
+33a (+23)
i15~17
js9
  • Alternate input with uf or u

Work Great to punish, any whiff from his oponents, also is good evasion allow him to cancel the window of sidestep of 7 Frames to Initiate moves that starts devastating combos.

One of the more effective moves to punish on Whiff attacks for Feng Wei is F+3,4 it can reach good distance, and start good damage combos.

Climbing Dragon

f+3,4

m,​m
,​10,​15
-16
+33a (+23)
i23~24
js21
  • Combo from 1st hit
Tornado

f+4

h
19
-9
+52a
i18~19
  • Transition to -5 +56a BT with B
Tornado Open Palm

f+4,2

h,​m
19,​16
-14
+70a (+54)
i24~25
  • Combo from 1st hit
Tornado