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Feng Wei have very strong tools to steal the turn and stay attacking an opressive system of attacks with this moves on + allow Feng stay in a good advantage to continue the attacks and in various situations starts combos. | Feng Wei have very strong tools to steal the turn and stay attacking an opressive system of attacks with this moves on + allow Feng stay in a good advantage to continue the attacks and in various situations starts combos. | ||
The new dinamics in tekken 8, need to be take in consideration to understand the mechanics of the game, universaly the jab 1 (i10) was the | The new dinamics in tekken 8, need to be take in consideration to understand the mechanics of the game, universaly the jab 1 (i10) was the common mesure to setup the frametraps and Attack but the new dinamics allow to learn new tools and Behavior that can easy change that results. Let start with the considerations of the moves that are more fast than a jab and have special properties to react before the i10 frame Window. | ||
Carefull moves more faster that jab: | Carefull moves more faster that jab: |
Revision as of 11:58, 5 August 2024
Feng |
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Tech (Tekken 8) |
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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
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.
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
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)
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):
R.df+1+2
- 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.
Work Great to punish, any whiff from his oponents, also his good evasion allow him to cancel the window of sidestep of 7 Frames to Initiate moves that starts devastating combos.
UF+4 is one of the more secure attacks and fast with 15 frames to Initiate combos, sadly it Initial damage is not the more strong, but its properties of lowcrush allow to change in seconds, the dinamic of the figth.
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.
The u can be held for up to 8 frames and still get a step. While u is held the start of a jump is tweened, which can in some cases be evasive. Holding u for 9 or more frames locks in the jump.
Sidestep | |
Jump |
The d can be held for up to 7 frames. If a high is crushed while d is held, crouch assist is entered and the step is no longer possible.
Crushed high | |
Sidestep | |
While standing |
The sidestep behave like a stance, for that reason it can be stop pressing f, or b, that allow the character the hability to starts moves, starting the state of punish on whiff, in the same frame that the evasion is complete, is important take consideration of the weak side of the oponent for increase the percentaje of success for the punish, that happen because some characters are more weak to SSL (u) and others to SSR (d).
Feng Wei have very good results setting whiff after an attack with a secure string or move, the best scenarios are -3 on block moves, until 0 on block, (not than usual at -4, and only with big characters -5) this are best examples that can be used like Frames Traps, taking advantage of the Whiff attack for the oponent.
- -3 On Block
- WS1, SS Oponent Whiff Punish UF+4
- 1,2, SS Oponent Whiff Punish UF+4
- 2, SS Oponent Whiff Punish UF+4
- STC2, SS Oponent Whiff Punish UF+4
- F3, SS Oponent Whiff Punish UF+4
- F+3,2, SS Oponent Whiff Punish UF+4
- BT1, SS Oponent Whiff Punish UF+4
- -2 On Block
- D/B+1,4 (the last attack is higth carefull for duck punish), SS Oponent Whiff Punish UF+4
- D,d/f+4,1(the last attack is higth carefull for duck punish), SS Oponent Whiff Punish UF+4
- -1 On Block
- UF3, SS Oponent Whiff Punish UF+4
- 0 On Block
- DF1, SS Oponent Whiff Punish UF+4
- QCF1+2, SS Oponent Whiff Punish UF+4
External links
Advanced Frame Traps Setups On Block, On Hit, On Counterhit
On Block Framestrap: Feng Wei have very strong tools to steal the turn and stay attacking an opressive system of attacks with this moves on + allow Feng stay in a good advantage to continue the attacks and in various situations starts combos.
The new dinamics in tekken 8, need to be take in consideration to understand the mechanics of the game, universaly the jab 1 (i10) was the common mesure to setup the frametraps and Attack but the new dinamics allow to learn new tools and Behavior that can easy change that results. Let start with the considerations of the moves that are more fast than a jab and have special properties to react before the i10 frame Window.
Carefull moves more faster that jab:
- i3 Parry Feng STC and Leroy
- i5 Parry Reversal
- i6 Yoshimitsu Flash 1+4
- i7 Armor (Powercrush) Heat Burst Moves
- i8 Rage Art
- i8 Yoshimitsu NSS Flash
- i8 Xiaoyu B+1
- i9 Jump Status
Heat System Moves:
Heat Smash:
H.2+3
- Chip damage on block
- Transitions to STC on block, can cancel with b, change to BKP with b, in STC stance.
Yinglong Mountain Crusher: In open space will give you a good Frame Advantage of +12 Frames, this allow to setup these frametraps:
- +12 On Block:
Secure Frametraps: this moves keep you in a position that if the oponent attack you still can be safe, with no damage.
- In Heat 2+3 oB, DF+3 !T (On Hit Starts Combo)
- In Heat 2+3 oB, F+2,1,2 (Can be hit confirm, from First and second hit if oponent stay block that allow cancel the 3th attack).
- In Heat 2+3 oB, F+3,4 (On Hit Starts Combo, allow to confirm if the firts attack is block cancel the second hit).
- can be defeat by a Rage Art i8 and Armor move i7