Feng tech

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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

UF+3+4(cs6)