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== APPROACH == | == APPROACH == | ||
'''ws1''' - fantastic approach tool | '''ws1''' - fantastic approach tool | ||
Revision as of 00:20, 7 February 2024
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 it's good range. 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+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 3~4 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
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 wr3
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 -10 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. 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
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 guarantees a b+1+2 on CH
BT.1+4/2+3 - Command grab borken with 1+2. You can mix this up with generic throws from BT since it's harder to see the hands.
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
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.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 attacks he will automatically punish the opponent, allowing for a full combo.
STC.1 - Powercrush mid that's very punishable on block.
STC.2 - fast high that can transition to BT if you hold B.
STC.3 - Homing high that's + on block and leaves you in BT.
STC.4 - Chunky low that's + on hit.
STC.1+2 - Safe mid that knocksdown on hit.
STC.B - transitions to KNP
ways to enter STC: f+3+4 db+1,F f,F+3,F KNP.F