Strategy (Tekken 8) |
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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 its reach. 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+1: mid range mid to check if the opponent is ducking or trying to step
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 4~3 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
d, d/f~B - Crouch dashing forward while blocking highs and mids and having access to WS moves
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 while running 3
NEW PRESSURE TOOL
FC.df+4,1 - Can also be done by inputting d,DF+4 to extend the range or do it straight from standing. The string is a natural combo and is +6 on hit. Unlike previous versions of this move, the first hit doesn't stagger on block so the opponent has to duck both hits of the string in order to punish it; if they try to punish too quickly the 2nd hit will counterhit them. Doing just the first hit leaves you in BT, and if the opponent delays their punish expecting the high, you may be able to safely turn around.
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Leroy immediately punishes with ws4 which loses to the 2nd hit.
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Leroy delays ws4 in order to duck and punish the 2nd hit
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The delay before ws4 allows Feng to safely turn around, powercrush, or even interrupt Leroy.
This will eventually force your opponent to try to low parry the move if they want to deal with it more effectively giving you the opportunity to start your offense. Combine FC.df+4,1 with ws1 for a tricky approach approach, or with df+3 to force mix-ups up when up close.
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 -12 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 at 0 on hit. 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 (Back Turned)
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 on CH guarantees a BT 3 or another b+1+2
BT.1+4/2+3 - Command grab broken with 1+2. You can mix this up with generic throws from BT because their grab animation is the same then (all are 1+2).
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, knocksdown on counter hit for a guaranteed follow-up.
KNP.2 - Fast and safe high for punishing things you avoided with KNP. Heat Engager.
KNP.3 - Running hopkick that instant Tornados. 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 hits he will automatically punish the opponent, allowing for a full combo. He can also still access STC moves after parrying just 1 hit.
STC.1 - Powercrush mid launcher that's very punishable on block.
STC.2 - fast high that can transition to BT if you hold B, heavily stuns the opponent on counter hit.
STC.3 - Homing high that's + on block and leaves you in BT, knocksdown on hit for a guaranteed follow-up.
STC.4 - Chunky low that's + on hit, on counter hit guarantees a follow-up hit up to 14 frames quick.
STC.1+2 - Safe mid that knocksdown on hit for a guaranteed follow-up.
STC.B - transitions to KNP
ways to enter STC: f+3+4 db+1,F f,F+3,F KNP.F