Feng tech: Difference between revisions

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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 on block, 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. The parry window starts from 5th frame ps5.
* 1, 3 oB
* 1, 3 oB
* u/f+1 oB
* u/f+1 oB
Line 14: Line 14:
* d+3+4 (generic d+4) oH
* 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.
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.


This is especially potent in this game since it leads into Heat or into a combo if already in Heat.
-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
 
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.
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.
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.

Revision as of 17:06, 18 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

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