Range 1+ Neutral Game:
Feng's main space control tool is iWS1 out of his command dash. This mid is i13 (more like i18 with input time), has great range and is only -1 on block. On hit, it's +5. Fairly fast whiff recovery, and extremely variable spacing. Based on seeing your opponent whiff or dash in, you can try to confirm iWS1-2 for 26 damage off it. This move is extremely low risk, and mixes up QCF1 if done more slowly.
QCF1 is a low shoulder that cannot be low parried. It's -14 and deals 23 damage. On hit, this has considerable pushback, resetting to neutral. This is a high crush that can often evade mids, and a scary counter hit launcher.
The command dash these moves come from is a high crush if you hold DF during it. The flaw of QCF1 is most mid mixups for it have poor range. This matters more because the opponent can react to seeing you CD, to guess that QCF1 is coming. It's possible to CC out of command dash to mix QCF1 with alt mids, like standing DF22. Looping CC command dash to gather information, close distance & paralyze the opponent is also very useful.
FF2 is Feng's demon paw. At i18 it is slower than standard, and without a CH property, but has better range compared to most moves of this archetype. Wallsplats. Good for hitting people at a range where they think they're safe in moving forward.
F4 is an i18 high launcher that can enter backturn, making it retreat on whiff. F4-3 will beat out slower whiff punishers and people rushing into your space after it whiffs, guaranteeing FF3 for 50 damage. -10 on block. F4-4 is a seeable low launcher with extremely fast high crush; this will kill Mishimas trying to whiff punish with EWGF, even if they react fast. -12 on block. Follow-ups can be used for extended mental frames when F4 is blocked.
In pushback situations from poking, a backdash F4 can catch limbs being stuck out towards you. When you've baited an opponent into dashing into your space, it's also good for catching them in the act.
Your opponent will want to do this, because of...
B3+4, or Back Kenpo. This is a backswing stance akin to doing 1.5 backdashes. This gives you access to a fast & chunky whiff punisher in KEN2, your main move out of Kenpo. KEN3 is a slow mid launcher at i20. KEN1 is a complimentary power low, but be aware that all KEN moves bar KEN4 are extremely fallible to backdash.
In combination with Feng's high crushing command dash, this stance gives him strong space control without the risk of actually attacking. While this is in the neutral section, it's usable everywhere. Experiment with it.
iWS2 is a short range CH launcher mid. 17 damage NH, -7 on block. This can look unremarkable but is useful for two reasons: Feng lacks CH capability in neutral, and back kenpo spacing games cause overextension that makes CH easier.
Niche range 1+ neutral game
3-3-4 is an i16 high-high-low with good range. This can be a high risk BT entry via cancelling the 4, which is -15 if committed to. Also an unconventional keepout tool. The first 3 recovers decently on whiff and retreats during recovery if done alone.
Meanwhile the second 3 can be either delayed (with confirm potential) or done fast enough to stuff virtually any reaction whiff punish. The first 3 is a true combo with the second even if delayed, doing around 36 damage total. If the second 3 counterhits, it's a true combo with the delayable 4 for around 45 damage and a facedown knockdown. BTD3 will hit grounded afterwards, or BT3 can be used for massive + frames.
QCF2 is a high risk high reward -14 mid launcher from command dash. As a QCF1 mixup, CD-WS3 has equal reward & is only -12. However, QCF2 has much better range. If the opponent doesn't fear ducking or running into an iWS1, this will make them think twice.
Pokes:
QCF1+2 is an i16 (i20 with input) mid headbutt with decent tracking but stubby range. This deals 21 damage on hit and is +4 to +5 force FC on block. While the pushback makes DF1 whiff on backdashers, this offers excellent pressure. It also counter hits for a KND and guaranteed FF3 (damage) or headspring (oki).
DB3 is an infamously annoying i16/i17 high crushing low. While it's -15 on block unless at tip range, it's +4 on hit (both characters left in FC) and has a 30+ damage CH property, as well as tracking fully both ways. This locks down an incredible amount of options. After this hits, WS4 tracks step fully both ways.
B4 is another lockdown poke. This is an i12 safe mid that tracks fully both ways. This would be insanely oppressive, but it has considerable pushback and is only +2 on hit. If it hit close, D4 or DF4 are the fastest moves that will connect with backdashers.
B1 is a nerfed but still worthwhile i10 high CH tool. On CH, this guarantees a dash B1+2 shoulder for 44 damage. -10 on block since S2, some tracking to the left. If you want to avoid punishment, use 4 for a similar CH at i11. B1 has erratic backswing properties that can evade jabs.
DF1 is a range 0 i14 mid that's +0 on block. This means B4 beats their DF1 and B1 CHs jabs. On CH, this causes a +36 stun, allowing guaranteed hit tech or a launching SS4/SS DF3 mixup. Sharp hitconfirming will get you everywhere. Depending on how shallow this hits, you can back kenpo a LOT of moves after this. Very poor tracking to L, Feng's weak side.
DB1 is a high evading i16 mid poke with minor backswing properties and strong range. This will evade most jabs & magic 4s but is situational. Long range. Follow-ups can be whiff confirmed if you're sharp. Enough tracking to hit people trying to step-duck DB3.
D2 is an i20ish -12 -1 low poke that leaves Feng in FC. On CH, can get CC stomp or, with execution, CC D4-1+2 pickup for very strong oki. Situation on hit isn't very strong, as Feng's FC options can be SSL pretty universally. This high crushes for not only its startup, but also its full whiff recovery. Can be used as pseudo keepout vs Mishimas. Due to hit pushback, CC back kenpo can make a lot of things whiff. Tracking isn't great.
UF2 is an i18 mid poke with strong auto sidestep. Dies to the smallest SSL. CH stun with very strong oki, but often misaligns on CH and doesn't get it. High pushback on hit or on block that renders it safe vs almost everyone. Fast enough to beat some homing moves. Abuse mercilessly in these matchups and B4 people for trying to step it.
1+2 is a mid punch sabaki elbow. -12 on block. On hit, guarantees dash B1+2 shoulder, if you have the execution. Launches if it sabakis. Window for sabaki is at least 5 frames and activates very fast. You can dash in someone's face for tracking, do it and still parry jabs. If this sabakis far off-axis, causes a stomach hold crumple instead of a backward stumble. For a weaker safe version, use iWS1+2.
1-3 and 1-1 are follow-ups to Feng's 1 jab. 1-3 is a true combo on hit, and if the 3 CHs, it guarantees shoulder / splats if you're the wall. This also fulltracks people trying to step off your blocked 1 jab.
1-1 doesn't track as well but is still fiddly to get around. This will CH launch people for disrespecting your jab. Punishable but has escalating string follow-ups to stuff punishment. Expect to get this blocked if your jab CHs; it's never a true combo.
DF2-2 is Feng's safe mid wallbounce, dealing around 36 damage. Looks punishable; common 1+2 sabaki bait.
D4-1+2 is a very low risk low. i14-i15 +0 -11 low-mid, dealing 8 damage. This tracks fully both ways and has great range. The follow-up (22 damage, KND/-10) checks all action from your opponent including block punishment and sidestepping. It also CH combos with D4. However, this is difficult to impossible to confirm under any circumstance.
F2-1-1+2 is an i17 pressure/tracking/CH tool. The first hit is a safe mid that tracks L fully. This guarantees the second hit on CH, which is another safe mid. When the second hit connects, the launch punishable third hit is guaranteed. Confirming the full string off CH F2 is fairly doable, and will deal 40+ damage and wallsplat. All hits are delayable. This is not unlike a bootleg Laser Scraper.