Feng |
---|
Tech (Tekken 8) |
---|
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.
- 1, 3 oB
- u/f+1 oB
- d/f+4, 3 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.
This is especially potent in this game since it leads into Heat or into a combo if already in Heat. 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 punch parry (see previous section).
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