User:Soup

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[[File:Feng H.3+4 shockwave.mp4]]


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Feng

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 dissaude mashing after ws1. It is a high, but giving your opponent the idea to duck can be used in your favor.

FC.df+4,1 - Can also be done out of his roll dash (qcf) by inputting d,DF+4 to extend the range. 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 which means the the opponent has do duck both hits of the string in order to effectively punish. However, doing just the first hit leaves you in backturn where you can actually PC through an attempted punish if they're too slow. This will eventually force your opponent to try to low parry the move if they want to deal with it effectively, giving you the opportunity to start your offense. Mix FC.df+4,1 with ws1 and other mid options on your approach.


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, if not a little slower


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 creates a little space on block

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.

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.

d+4: An advancing low that leaves you right in their face. An underrated tool.

d+2: A good high-crushing low that leaves you in FC.

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.


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

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

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