TEKKEN 7
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Feng Wei Complete Guide for New Feng Wei Mains
От Chachu Broken и соавторов
Welcome to this comprehensive guide designed to assist players in mastering the art of playing Feng Wei in Tekken. As a casual Feng player, I have compiled a series of well-organized notes with the intention of sharing my knowledge and providing valuable insights to fellow players. It is my hope that this guide proves helpful to those seeking guidance on playing Feng Wei effectively. Moreover, this guide is specifically tailored for individuals who are familiar with Tekken notation, frames, and have noticed the absence of a complete character guide from Bandai Namco for Feng Wei. If you are new to frames or Tekken notation, please do not hesitate to inquire about these concepts in the comment section.
   
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Introduction


Feng Wei is a powerful and versatile character in Tekken 7 known for his aggressive playstyle and punishing moves. With a combination of fast strikes, evasive maneuvers, and strong counterattacks, Feng Wei can be a formidable force in the hands of a skilled player. This guide will help you understand Feng Wei's moveset, playstyle, and strategies to maximize your effectiveness with him.

Pros:
  • Freestyle play, means he can adapt to opponent's play style very easily.
  • Amazing pokes.
  • Has most Evasive and Hard to Pin Character.
  • One of the best Panic Moves from the entire roster.
  • Easy Moves and Really effective Whiff Punishments.
  • Most Dangerous 50/50 Mix-ups when Feng is on the Offensive.
  • Wall Game is Above Average.
  • Brilliant Rage Drive.
  • Fearsome Okizeme.
Cons:
  • While Standing Punishments are really weak from 11-14 Frames.
  • One of the worst Hop-Kick in the entire Roster, means it has very less range.
  • Mediocre Juggle Damage, most of it is fixed in the later updates.
  • Really Vulnerable to Side Step Left, has some homing moves to keep opponent in check.
  • Approaching options to the opponent are limited to Crouch Cancel or d/b+3.
  • Have to use more complex moves in order to have success in opening up the opponent.
To Summarize everything, Feng can be picked up by a beginner and can use it to achieve success against many opponents in the higher level of play. Really Solid and Flexible character in the game. Feng Wei is a truly Force to be reckoned with.
Button Mapping Controls Annotations
Basic Control Info:

f = Forward Button
b = Back Button
u = Up Button
d = Down Button
Ch = Counter Hit
1 = Left Punch Button
2 = Right Punch Button
3 = Left Kick Button / Left Weave (in Steve's Case)
4 = Right Kick Button / Right Weave (in Steve's Case)
df or d/f = Down + Forward Button
uf or u/f = Up + Forward Button
db or d/b = Down + Back Button
ub or u/b = Up + Back Button
WS = While Standing
FC = Full Crouch by just pressing and holding down button
QCF = Quarter Circle Forward accessed by pressing d, d/f, f
QCB = Quarter Circle Back accessed by pressing d, d/b, b
SSL = Side Step Left
SSR = Side Step Right
S! = Screw Move


Feng's Stances Annotations:

Kenpo Step = b 3+4
Shifting Clouds = f 3+4
Snake Stance = QCF
Back Turn = B+3, 4
Feng's Stances
These are the Feng Wei's are Stances, with which Feng Wei's strategies and gameplan revolves around.

  • Kenpo Stance KNP
  • Shifting Clouds STC
  • Snake Dash QCF
  • Back Turn BT
Kenpo Stance (KNP)


Kenpo Stance can be accessed through by pressing (b+3+4), a defensive stance option. It is a key part of Feng’s evasiveness and his best stance to use in neutral for defense. This is incredibly useful for creating whiff opportunities while in the neutral, and generally punishing overly aggressive opponents that are eager to rush in, as it moves Feng back enough to make a move whiff and allow him to punish it with his follow-ups, which will be listed in the Stance section. It also has an auto block that blocks highs and mids, but can be hit by lows. It is best used in the mid range, as the auto block does not become active until 19 frames in, Previously in season 1 this was 14 frames, so you’ll have to now be more careful when using Kenpo stance since it can be interrupted easier.


KNP 1 [Startup: 20 cs15~ Block: -13 Hit: +8s] is a high-crushing low that deals good damage on hit. You are +8 on hit with Feng in crouch, but the opponent remains standing. Anything 17 frames or faster is uninterruptible. All the follow-up options you have from d/b+3 apply here. On counter hit, the opponent is knocked down, and you get either a guaranteed CC Stomp or F,F+3, whichever you prefer. There is currently not a solid mid option to mix up with this low, so use it sparingly. It is -13 on block, so it’s launch punishable by a handful of characters.

KNP 2 [Startup: 14 cs15~ Block: -9 Hit: KND] is a fast whiff punisher. This move is safe, and on hit, the opponent is knocked down similarly to Counter Hit b+1, so you get a free b+1+2 for good damage. This is high, so it can be ducked.

KNP 3 [Startup: 22 js15~) Block: -12 Hit: Launch ] is your go-to move to capitalize on a big whiff, as you get a full juggle from it. Don’t use it unless you have confirmed the whiff, as the move is slow, punishable on block at -12 and very easy to punish on whiff.

KNP 4 [Startup: 31 js15~ Block: -7 Hit: KND] is a hail-mary move that can be thrown out to close the distance. It is very similar to Bryan’s b,b+4 as Feng ends up grounded as well. It’s technically safe on block, but it’s very linear, slow and can be jab floated. It can be a little tricky to punish due it’s low hurtbox, but most of the cast has a ground-hitting move that does the job. On hit, the opponent is knocked down, but you can’t follow up due to Feng laying down as well. This move can also be used as an option to lay on the ground fast to stall and get a time-out victory. There is a follow-up with KNP 4,3+4, which has the exact same properties as Grounded Face Up 3+4. If the opponent blocks the 4, you might be able to hit them with Grounded Face Up 3+4 depending on their actions, but this usually doesn’t work, as the opponent is most likely going to use a ground hitting move, so you’re going to take damage either way. At higher levels of play this move is generally best avoided.
Shifting Clouds (STC)


This stance is also offensive stance. By pressing f+3+4 Feng will wave his arms around, reversing all high and mid punches or kicks. If only one hit is reversed, the situation is essentially reset to neutral. If 2 strikes are reversed he will automatically perform a strike which knocks the opponent down and wall splats. It can be just frame blocked if the opponent is on point, which rarely happens, but when it does the parry is -17, so most of the cast can launch after the just frame block. Theoretically, this can be used to both steal an opponent’s turn, before launching into a mix-up if they don’t bite, and seems amazing on paper. The problem is every single option can be sidestepped to the left pretty easily, and given the telegraphed entry animation (he is quite literally waving his arms around) coupled with how long Feng is left vulnerable if you don’t press any buttons, it is a massive risk for not much reward. Overall this stance can be a decent reversal against opponents who like to stick close and constantly pressure with strings, and may also catch them sleeping when used in moderation, but is generally best avoided at higher levels of play.

STC 1 [Startup: 20 Block: -14 Hit: KND] has been buffed from Tag 2, but is unfortunately still not a great option. It is a mid that can give a full combo with dash f+1+2. You can space it to give it more pushback, but a lot of characters can still punish it, especially when their back is to the wall.

STC 2 [Startup: 15 Block: -13 Hit: Launch] is your mid option from this stance. It is a full launcher that can be mixed up with STC 4 as people tend to duck expecting the low. It is punishable at -13, so it is risky.

STC 3 [Startup: 20 Block: +8 Hit: KND] is a good option after you have mixed up the opponent already, as this is a high option. This is +8 on block, but the pushback on block was noticeably increased in Season 3, limiting the follow-ups you can do now to d/b+1, d/f+4, and d/b+3. On hit, the opponent is knocked down and you get a free Stomp.

STC 4 [Startup: 20 Block: -14 Hit: +2] is a good low poke. Good opponents will be looking for this move, so use STC 2 for a mixup. On Counter Hit, the opponent is knocked down, and you can follow up with a dash Stomp, or a ff+3.

STC 1+2 and it’s follow-ups are useless on neutral, but when pressuring the opponent and he tries to push buttons, you can go for this option to disrupt the opponent. only by minor frame this move is useful as its the fastest option from STC.

Stance Transitions: KNP can transfer to STC by holding forward after hitting b+3+4, and you can also hold back in STC to transfer to KNP. The transfer to STC has the same reversal property the stance has, and you have access to the same moves from the stances. The options are: b+3+4,f,b and f+3+4,b. You can also access STC from his QCF roll dash by inputting qcf+3+4, and you can cancel into KNP by holding back. You are very open when you are using these transitions, only use this for mind games after you’ve conditioned an opponent to hesitate.
Snake Dash (QCF)


Feng’s QCF is a roll dash that Feng can use to approach as well as access certain moves by inputting d,d/f,f. You can also access While Standing moves by holding d/f briefly so you still get the movement, but then you are placed in crouch and can access WS. Holding d/f longer grants you access to Feng’s Full Crouch moves, like FC+d/f+1 or FC+d/f+2 for another layer of mixups and mind games.

A movement option from QCF is called Snake Dash. Essentially, you are cancelling your QCF by inputting up to sidestep. You can use this to cancel the roll dash and block, or you can input another QCF and repeat. This movement option can be used for spacing, mixups and to induce hesitation.

QCF+1: [Startup: 22 cs6~ Block: -14 Hit: +2 Counter Hit: Launch] A chunky long range low. This deals a good chunk of damage, and has good range. On normal hit, they are pushed away, essentially resetting the situation to neutral. It can crush highs once it starts up(No crushing properties during QCF animation), and sometimes can slip under mid attacks too. On counter hit, this launches for a full combo in open ground and at the wall. The tracking on this move is very interesting, as it can catch sidestep both ways, but loses to sidewalk both ways. This move is great to mix with qcf+1+2 or qcf~ws+1, which are both safe mid options. You can also use QCF+2 for a launch as the startup looks similar to QCF+1, though this is also risky at -14 on block. Another thing to keep in mind is that this move is a shoulder, which makes it one of the very few lows in the game that cannot be low parried. This move starts up slow, so sharp opponents can see the move and block on reaction. It is -14 on block, which means a decent amount of the cast can launch punish(Ganryu, Bob, Jin, Master Raven, Lucky Chloe, Eliza, Miguel, Josie, Kazuya, Akuma and Eddy). Also note that the move’s hitbox can be really funky, Feng can go right under and past an opponent in some situations. Be ready when this happens, you can use BT 4 for a quick option, BT d+3 or BT d+4 for a high crush, or just hit b or d/b to turn around.

QCF+2 [Startup: 22 Block: -14 Hit: Launch] is a mid launcher option. This can be used as a mid mixup in conjunction with QCF1, since they have the same startup speed at 22 frames, and look similar to each other on startup. This is also -14 like QCF 1, so it is very risky.

QCF+3 [Startup: 15 Block: 12 Hit: Launch] is Feng’s WS+3. It is a natural hit launcher that leads to a full combo. It’s not the most usable from QCF, as it is best used as a WS block punisher, and it is punishable at -12.

QCF + 4 (WS+4): [Startup: 11 Block: -7 Hit: +7 Counter Hit: +29G] Feng’s 11 frame while standing punisher. It is weaker than other WS+4s because the damage is comparatively low, and it’s not good to use against opponents that use slides, as the pickup grants limited follow-ups. You still have to use it as a while standing punish, and this move and has its frame advantage on hit buffed from +4 to +7, however they are still pushed back a bit, so your best options for follow up are d/b+1, d/f+4 and d/b+3. This move is good to use as an uninterruptible follow-up to moves like d/b+3. The counter hit will make opponents scared to press buttons. It is also accessible from QCF as a fast option, so it can counter hit often, which it great as it deals the exact same stun that d/f+1 grants on counter hit, leading to free mixups.

QCF+1+2: [Startup: 16 Block: +4s Hit: +8s Counter Hit: KND] A great pressure tool that is quick for a crouch dash move, and is excellent to throw out because it sets up for pressure. On block, Feng is +4 with the opponent in crouch. Jabs and b+4 are uninterruptible, d/f+1 and d+4 will trade with a full crouch jab, b+4 and d+4 cannot be sidestepped in most matchups(Characters with great sidestep like Lili/Alisa can sidestep b+4 when blocking QCF 1+2 at tip range), D/f+1 can be sidewalked up by all characters(Characters with great sidestep like Lili/Alisa can sidestep it). D/F+1 can be back-dashed reliably, but jabs and d+4 cannot be and b+4 can only be back-dashed when QCF 1+2 is blocked at tip range(characters with excellent backdashes like Alisa/Zafina can back-dash this reliably). This move is good in open ground, but becomes amazing at the wall since they can no longer backdash anything, they have to take your offense at that point. On hit you're left at +8 so all of the options from d/f+1 on hit are great to use here as well. f+1+3 or f+2+4 generic grabs also reach and are uninterruptible. Since good players will rarely try to attack after getting hit, doing slower moves like d+2 and d/b+3 for low options, d/f+3+4 for a safe mid, even Back Turned mix ups can work, but all these can be interrupted if the opponent is not respecting your plus frames. On Counter Hit, the move grants a knockdown and Feng gets a guaranteed stomp for nice damage. If the move connects with an airborne opponent, this will floor break. Another thing to note is that this is a headbutt, so it is immune to most parries/reversals, except for Jin’s, Geese’s, and Leroy's.


All Options out of QCF

  • qcf+1
  • qcf+2
  • qcf+3
  • qcf+4
  • qcf+1+2
  • STC (qcf+3+4)
  • 1+4
  • d/f+3
  • d+3
  • d/b+3
  • d/f+3+4 (Hold 4 before inputting QCF)
  • Any move with an u/b, u, or u/f input
  • All Options out of d,d/f
  • WS+1
  • WS+2
  • WS+3
  • WS+4
  • WS+1+2 (Punch Parry)
  • 1+3 or 2+4 (Generic Throws)
  • FC d/f+1
  • FC d/f+2
  • downjabs
  • FC d+3
  • FC d+4
Back Turn (BT)


Back-Turn Stance is a mixup stance with a lot of options from it. This can be used as a mixup Oki option after a knockdown, and whenever the opponent is respecting you, for example if you have a lot of plus frames (like after counter hit d/f+1 and WS+4), or hold mental frame advantage for example when the transition is covered by the next hit in the string (f+4 series). The scariest options are low/high options, so ducking beats both options, but he has good mids to keep the opponent standing. While this is used often by high-level players, it is quite risky since you can’t block in BT, and most of the moves are very linear, so this stance is all about commitment.

Transitions into Back-Turn:

  • B+3~4
  • 2,4,1,b (Cancel)
  • 3,3,4
  • 3,3,4,b (Cancel)
  • 1,2,2,b
  • 3~4,b
  • f+4,b
  • SS+2
  • SS+3,b
  • SS+3,2


Back-Turn Options:

BT 1 [Startup: 12 Block: -3 Hit: +14] is a 12 frame high jab with good range. This is a good quick move to use when you need to throw a fast move out. On block, this is very safe at -3. On hit, you are +14 and you get a guaranteed b+1+2 for good damage, and it is easily hit-confirmable due to the read-able stun. It is high, so it can be ducked.

BT 2 [Startup: 16b Block: -6 Hit: +5] is a mid option used to poke the opponent. This keeps Feng in BT for another mixup, and on hit, you are at a decent advantage with the opponent right next to you. On block, the situation is the same as f+4~b (Can be jabbed punished, but d/b ducks jabs, mid options beat d/b). Opponents sometimes won’t hit buttons after the first hit because of the follow-up option BT 2,2 [Block: -13s Hit: KND]. This is a natural combo that knocks down on hit for a good oki scenario. You can also delay the second hit to try to bait your opponent to hit a button, as the second hit on counter hit leads to a full combo. The full string is -13, so Kazuya, Josie and Eddy can launch punish this string.

ff+3 / BT3: [Startup: 32 Block: +8s Hit: +8s] This is a very chunky mid, and is now an excellent tool for wakeups along with 4~3. It is now +8 on block (It was +4 previously) and hit, and the opponent is forced into crouch as well, so moves 17 frames or faster are uninterruptible . On Counter Hit, the opponent is launched for a full combo, and this is Feng’s highest damaging counter hit launcher. This move hits grounded opponents, and you can use it in the same Oki scenarios as 4~3. The move also floor breaks, and is used in certain floor break combos. You can also do this move from Back-turn Stance with 3, and it has the same properties. Note that this move is really slow, so it's not great to throw out in neutral.

BT 1+2 [Startup: 16b Block: -5 Hit: KND] is Feng’s best mid option out of BT. This is a safe double elbow mid that crumples on hit for some great oki options (such as BT 3). On block, the same situation as f+4,b and BT 2 applies here too. At the wall, you get a conversion into a wall combo. This move is very integral if you are going to use BT stance, as Feng’s scariest options are lows and highs, so this is used to keep them standing.

BT d+3 [Startup: 18 cs6~ Block: -26 Hit: Launch] is Feng’s scariest low option. A high-crushing low sweep that tracks both ways and launches for a full combo in open ground and at the wall, and is the reason why you can’t just sidestep BT all day. This is the move that everyone is aware of when playing against Feng, and will on occasion twitch duck so they can block it for a launch punish, as this move is death on block. This move only launches on clean hit, and is negative on hit if the hit is not clean. Only use this after you have mixed up your opponent with mids out of BT.

BT 1+4 or 2+3 is Feng’s most damaging command throw. It deals 50 damage and also gives decent oki as well. This is another option out of BT that opponents tend to duck out of fear and to also cover BT d+3. Once you’ve conditioned the opponent with mids, you can go for the throw more often. It is a 1+2 break, and is the only command grab in BT, so opponents can easily break it. However, a tricky thing about Feng’s BT is that generic throws also look like 1+2 grabs, so you can use them to force the opponent to guess a break. On Oki, d+4 is the best option as it will hit everything except when the opponent taps up to quick stand. They can low block, but not low parry that low.

BT 4 [Startup: 10 Block: -8 Hit: KND] is Feng’s fastest option out of BT, a generic high kick that sends the opponent flying away with no guaranteed follow up. This can also wallsplat for a wall combo as well. This move is high, so it can be ducked.

BT d+3+4 [Startup: 10s cs1~ Block: -11 Hit: +3] is a very fast generic low poke. If you want to catch out stepping opponents and don’t want to commit to d+3, d+4 is a good option that high crushes on frame 1, so after a BT 2 on block you can successfully evade highs with this. It also has good tracking, is considerably safer on block, and plus 3 on hit to keep your offense going.

BT u/f+4 [Startup: 21 Block: -10 Hit: Launch] is a generic back-turned hopkick that launches for a full juggle. This is a good mid to use if you want more reward than if you use BT 1+2. You can also duck in BT to trick the opponent into thinking you’re doing BT d+3 and then hit them with this.

BT d/b is a slippery movement option to back away from the opponent. You are left in crouch, so you can use WS moves if the opponent tries to chase you down. BT d/f is another option to turn around, you can go into any WS or FC option. The duck can be used to make the opponent think you’re doing BT d+3 and hit them with WS+3 for a launch.
Important Moves


d/f+1: [Startup: 14 Block: 0 Hit: +6 Counter Hit: +36G] One of Feng’s key mid pokes. This d/f+1 is unique, it starts up slower at i14 (Most character’s start at i13), however this move is neutral on block unlike most d/f+1's in the game, which are usually slightly negative on block. This works for Feng because he has many good follow up options. b+1 will trade with their jab, and interrupt anything 11 frames or slower for a strong counter-hit. d+2 and d/b+3 are good low pokes that high crush, you can also use d+1(generic down jab) as a safer high crush option, though all these options can be low-parried. You can use Fish Hook(b+4) to poke them out of a sidestep attempt. Alternatively, you can also just do a normal jab (1 or f+1) if you think they aren’t going to do anything or they try to do a low crushing move, such as hop kick, which will float them for a full combo. If you want to get really tricky, you can also do u/f+2 as an evasive poke, f+3+4 (STC) to reverse strings, and Hop kick (u/f+4) to low crush an opponent trying to duck your b+1, however all these options carry some kind of risk and are only meant for hard reads. Doing nothing after a blocked d/f+1 to see what your opponent is going to do, as well as sidestepping are also good options. On hit, you can follow up with d/f+1, b+1, jabs, b+4, throws, d+4 and d/b+3, none of these cannot be interrupted. Keep in mind throws, jabs and b+1 can still be ducked. d/b+3 can be low crushed but d+4 cannot by generic hop kicks in this situation. On counter hit, the opponent goes into a fallback stun (A similar stun occurs after CH WS+4 as well). Nothing is guaranteed, but you get a lot of frame advantage, so Feng gets a free mix-up. For basic options, you can use d+2 or d/b+3 for low options, with d/b+1 variations or f,f+2 for your mid options. Dash-in Throws are also decent too(Only if your opponent can't break throws). Your big options are: dash~SS+4 or dash~SS~d/f+3 (At the wall, replace the d/f+3 with SS+1+2), any option off QCF, STC+4/STC+2, and dash into Back-Turned Stance (b+3~4) options. If you can confirm the counter hit at the quick enough when you have the opponent’s back against the wall, you get guaranteed follow-ups(SSL U/F+2, or SSR B+1+2 is hell of a dirty as it can wall splat) Do be careful, d/f+1 has pretty bad tracking, being easily stepped to the left, and can also be SWR. It also has slightly less range than other characters' d/f+1, which can make it more difficult to lock down your opponent.

d/b+3 (The James Brown): [Startup: 16 cs6~ Block: -15 Hit: +4s] An amazing low. It's fast, high crushes, has good range and good tracking both ways. On hit it is +4 and forces crouch, which is very good for a low poke. You have an uninterruptible option with WS+4, which on counte-rhit, gives Feng a free mix-up. If the opponent is not pressing buttons, you can mix in other follow-ups. WS+1 is a safe option that can keep up the pressure and float hop kick attempts, but will trade with full crouch jabs. You can also mix up with lows (When they're conditioned to not hit buttons) like FC d/f+1, a high crush low poke that catches sidestep on Player One side (You can mix this up with FC d/f+2 for a mid launcher that catches Sidestep on Player 2 side, but this is very risky as it is -14), CC d+2 or CC into another d/b+3. Since Season 4 it now has a new transition on Counter hit that deals a good chunk of damage, leaves the opponent grounded and Feng in Backturn at Neutral frame advantage. Your options are limited since you are in Backturn. BT D+3+4 and BT D+3 beats most options except for generic spring kick and back getup (BT D+3 will hit here but it’s not a clean hit). BT+3 is the best option against back getup since you get plus frames on block. For Spring Kick, tapping forward and blocking it and punishing it or holding D/B~B to make it whiff or block it are the current best ways to deal with that. It is -15 on block, which means most of the cast can launch it. However, if you are not predictable with this move, it rarely gets blocked unless the opponent makes a clutch read.

WS+1: [Startup: 13 Block: -1 Hit: +5] Another great mid poke. This move is very safe at -1, so you can still use many of the same options as d/f+1, although the opponent can jab interrupt b+1. The move naturally advances Feng forward a bit, and it can be done out of crouch dash by doing d,d/f,n+1 (you can hold d/f for a little bit to maximize the forward distance of his roll dash) making this Feng’s best option to approach the opponent.. WS+1 is also the move to use for floatable lows (e.g. Law/Shaheen/Lee’s slides, Ling’s AOP 4~3). Note that this move has pretty poor tracking, being especially weak to SSL. WS+1,2 [Block: -10 Hit: +1] is a natural combo, and is also his 13 frame WS punisher. The second hit can also be used to catch SSL, even if the first hit whiffs. On block this is unsafe at -10. WS+1,2,1 [Block: -12 Hit: KND] is the end of the string and is delayable, making it good to use on opponents who try to punish the second hit of the string, and it wall splats for a wall combo. Since Season 4, the third hit knocks down on counter hit guaranteeing Feng’S B+1+2. It can be punished if the opponent doesn’t swing.

d+2: [Startup: 20s cs6~ Block: -12 Hit: -1 Counter Hit: KND] Another great low poke. This is a good move to use in close range, as it deals decent damage, and it high crushes reliably. Compared to db+3 it is safer on block at -12, and on Counter Hit you get a free Crouch Cancel into stomp (If you have good execution, you can CC into d+4, 1+2 for wall carry and really good Oki). It is slightly negative on hit and leaves Feng in crouch, so isn’t as effective at enforcing pressure, with many of Feng’s options afterwards being stopped by SS or SWL. d+2 is itself also weak to SSL, with the opponent often ending up behind Feng. Due to Feng’s weird hitbox this can actually make this move hard to punish in this situation.

QCF+1+2 : [Startup: 16 Block: +4s Hit: +8s Counter Hit: KND] A great pressure tool that is quick for a crouch dash move, and is excellent to throw out because it sets up for pressure. On block, Feng is +4 with the opponent in crouch. Jabs and b+4 are uninterruptible, d/f+1 and d+4 will trade with a full crouch jab, b+4 and d+4 cannot be sidestepped in most matchups(Characters with great sidestep like Lili/Alisa can sidestep b+4 when blocking QCF 1+2 at tip range), D/f+1 can be side walked up by all characters(Characters with great sidestep like Lili/Alisa can sidestep it). D/F+1 can be back-dashed reliably, but jabs and d+4 cannot be and b+4 can only be back-dashed when QCF 1+2 is blocked at tip range(characters with excellent back-dashes like Alisa/Zafina can back-dash this reliably). This move is good in open ground, but becomes amazing at the wall since they can no longer back-dash anything, they have to take your offense at that point. On hit you're left at +8 so all of the options from d/f+1 on hit are great to use here as well. f+1+3 or f+2+4 generic grabs also reach and are uninterruptible. Since good players will rarely try to attack after getting hit, doing slower moves like d+2 and d/b+3 for low options, d/f+3+4 for a safe mid, even Back Turned mix ups can work, but all these can be interrupted if the opponent is not respecting your plus frames. On Counter Hit, the move grants a knockdown and Feng gets a guaranteed stomp for nice damage. If the move connects with an airborne opponent, this will floor break. Another thing to note is that this is a headbutt, so it is immune to most parries/reversals, except for Jin’s, Geese’s, and Leroy's.
Important Moves


B+1(A.K.A Iron Palm, A.K.A Talk To The Hand) : [Startup: 10 Block: -10 Hit: +1 Counter Hit: KND] One of the best counter hit tools in the game. It comes out at the same speed at a jab, 10 frames. On normal hit, you get some advantage. However, on counter hit the opponent is knocked down and Feng gets a guaranteed shoulder (b+1+2) for a good chunk of damage. The counter hit property still works on trade, so you still get the follow-up if you trade with moves like a jab. This move can used when opponents uses strings you can jab in between (e.g. Jin’s laser scraper), if they are using predictable patterns of attack, or mash after certain moves where you are neutral or plus on block, such as d/f+1 or ss+1+2. It is also a good option to use if the opponent does a move or string that is neutral or -1 on block (e.g. Law or Shaheen’s d/f+1) to stop any additional pressure. Do be careful though, as it can be sidestepped to the right, side walked left, ducked, has very short range, and is punishable by jabs at -10. Though you may be able to get away with this sometimes as it can be quite tricky to punish, of course it’s not something to bank on though.

B+4 (Hook): [Startup: 12 Block: -9 Hit: +2] B+4 is a move that covers a lot of bases. This is a 12 frame mid, and will catch the opponent’s sidestep reliably due to its excellent tracking up close. This is also your best mid option to close out a round with a quick mid option. It also hits low to the ground and will hit many low stances. At the wall, this move becomes oppressive, preventing them from sidestepping to get away from the wall, and allowing Feng to apply further wall pressure. You can also use this after you have knocked the opponent down at the wall or after a wall combo, as this will clip an opponent trying to get up, but will whiff against a grounded opponent. On block, this is -9, so you can’t keep up the offense afterwards, and it has poor range.

B+1+2 (Shoulder): [Startup: 13 Block: -19 Hit: KND] A fantastic block/whiff punisher. It is a fast, hard-hitting shoulder with good range that knocks down on normal hit and wall splats as well. This is Feng’s punisher for moves that are -13 on block and will also reliably hit -15 moves with push-back that his hop kick will not reach. It is one of Feng’s key whiff punishers due to its range and speed, and deals a nice chunk of damage to any opponent that makes an error. This move also hits low to the ground, so it will actually hit certain characters out of their stance (Eddy’s Relax), and will even hit certain characters on the ground. He also has a Rage Drive version of this move which will be covered in the Rage section. This move has a key flaw: It is very punishable at -19, that means that everyone in the game (even Steve and Bob) can launch punish a badly timed shoulder.

F+3,4: [Startup: 21 Block: -16 Hit: Launch] Another great whiff punisher. It is a long range natural combo 2 hit string that is Feng’s most damaging launcher, and is one of the best get up kick whiff punishers in the game. While you can't hit-confirm the string, there is a window before the first part hits you can use to whiff or counter-hit confirm if you see your opponent flinching or pressing a button. Be careful and confirm the whiff first as the string is -16 on block. A good thing to keep in mind is that f+3 [Startup: 21 Block: -3 Hit: +9] alone is a pretty decent entry tool at -3 on block, however don’t overdo it as it is slow and very linear.

u/f+2: [Startup: 18 Block: -10 Hit: +3 Counter Hit: KND] A very evasive poke. This move is a great panic move as Feng steps to his left and strikes while moving, and is a key part of his evasiveness, and will even evade moves that a regular sidestep can’t. It is a really good counter for the opponent’s pressure, and can even be used after safe but disadvantageous moves to essentially “steal your turn” (Match-up Tip: u/f+2 is a good option select against Katarina’s 4,4,4 Harrier mix-ups). The move is -10 but is nonpunishable by most of the cast due to the push-back on block. On counter hit, the opponent goes into a crumple-stun where you can get a small conversion with a micro-dash into D+4 or B+1+2. At the wall, you can convert into a wall combo, though the opponent needs to be positioned with their backs right against the wall, as they might get pushed back too far at weird angles. The counter hit property doesn’t happen much, as more often than not, you will be hitting the opponent’s side, which does not trigger the stun. This move is also riskier at the wall on offense or defense. On offense, it can give the opponent more room to maneuver, and there is less push-back on block, allowing more characters to punish it, but can still be used to keep the opponent at the wall if they try to move away from the wall. On defense when Feng’s back is to the wall, it can aid in escaping, but is not good to use if the wall is to his left. It also loses to moves that track to Feng’s left, and homing moves. This move’s biggest weaknesses are it’s short range and vulnerability to SSL.

d/f+3: [Startup: 18 Block: -7 Hit: Launch] A safe close-range launcher. This move doesn't look like it launches due to the weird flip animation on the opponent. However, on normal hit you get a full combo. It’s best property is that it is safe on block at -7, making this a great move to use in mix-up scenarios since the risk/reward ratio is in your favor. It is perfect to mix up with SS+4 since you can do d/f+3 out of a sidestep. Since it is a low-hitting mid, it will hit characters out of their low stances (and it can hit certain characters on the ground, especially off-axis), but it is a slower option. The biggest drawbacks are that it is slow, highly linear, and has poor range.

SS+4: [Startup: 20 cs10~ Block: -31 Hit: Close: KND, Far:-2] A high-risk, high-reward sweep. One of Feng’s better close-range mix-up tools, this grants a full combo on hit in close range (clean hit). At further range, you are left at negative frames on hit, but on counter hit the move grants the same knockdown at tip range as well. This move is also great at the wall because you still get a combo there as well. This is mainly used in mix-up scenarios, using it in conjunction with SS~d/f+3 in the open and SS+1+2 at the wall. It will also catch SS, which is those moves' biggest weakness. Make sure you're not predictable, because this move is death on block.

SS+1+2: [Startup: 22 Block: +1 Hit: KND] Another excellent mid, this wall-splats on hit and is +1 on block, leading to more pressure at the wall, with b+1 being a strong option afterwards as it will now splat on ch for even more damage. In open ground there is too much push-back to capitalize on the plus frames. This move replaces d/f+3 as the mid option for the 50/50 with SS+4 at the wall. It’s got more range than SS+4, but you want to use this as close as possible to your opponent to force more of a 50/50 scenario and keep them guessing. Note that this is also slow and highly linear.
Important Moves


SS+2: [Startup: 15 Block: +3 Hit: +9] A homing move that is very advantageous on hit with decent range, and is a great way to get into Back-Turned stance. In Season 3 the advantage on block was increased to +3 from +1. Now you get solid pressure off of this. BT 1 and BT d+4 are uninterruptible, but can be back-dashed or ducked by the opponent, except at the wall where they cannot backdash to avoid these. BT 1+2 has enough range to force the opponent to block when they backdash, but is interruptible. On hit, you are at +9 and can do any back-turned mixup that you want. Note this is a high, and people tend to duck this move in fear of SS+4, so using this in conjunction with his other SS options will mitigate the risk of the opponent ducking.

df+3+4: [Startup: 23 Block: Hit: KND] A long range homing mid. This move is used to keep the opponent’s sidestep in check from mid range, and is also completely safe on block at -8. On hit, the opponent is knocked down and Feng gets a guaranteed 4~3 for a follow-up. Since the season 2 patch it now also screws airborne opponents, though it’s use in combos is quite limited. It’s main drawback is that it is very slow.

f+1+2(The Turkish Slap): [Startup: 19 Block: -9 Hit: KND] A new addition to Tekken 7. It is a high homing move that is his main tail-spin from his juggles. It has good range, moves him forward, and tail-spins the opponent on natural hit for a juggle. It can also punish moves that are -19 on block with pushback, so this is a good punisher option for certain moves. It is a high move, so it can be ducked, and it is slow at 19 frames. Also on block it’s -9, which is safe, but does mean your turn is effectively over, which can be a very bad position to be against characters with strong 50/50s.

f,f+2:[Startup: 18 Block -9 Hit: KND] A long range mid that wall splats on hit, and a decent approach tool. It is good at the wall as you can approach and wall splat from range. It is -9 on block, and while you technically lose your turn, there is some slight pushback. With good spacing, you can do some scummy setups like making their jab whiff and punishing with b+1+2. This move is another that is weak to SSL, but you can sort of cover that with a deep dash to re-orient.

f+4: [Startup: 18 Block: -9 Hit: Launch] f+4 is a decent keep-out tool while spacing, and up close can lead to some decent mixups. It launches on normal hit, so you can punish -18 moves on block that hopkick can’t punish due to pushback(Julia’s d/v+2,1; Law’s WS+2). It is also safe on block at -9. It is a little bit slow to come out though, so it’s generally recommended to use it from a distance, and due to its myriad of string extensions, the opponent should always be second guessing their approach if you use this move properly.
  • f+4,B (Block: -5 Hit: Launch) Leads to Feng’s back-turned state. This is generally your best option from f+4 since you have many options to snuff out overly aggressive players and can create a lot of space with B to d/b to potentially bait out whiffs. On hit you still get a full combo, just tap df to turn around and use WS+1 to convert.
    On block you are at -5, and in BT the opponent can punish with jabs or magic 4 strings. Against highs Feng can tap d/b to duck under, though if the opponent uses a mid they can punish this heavily. From BT Feng also has some scary mixups, but first the opponent needs to respect you. f+4, 3 and f+4, 4 serve as a canned mixup in and of themselves, and can be used in moderation to stop opponents from pressing buttons after f+4.
  • f+4,4 ( Block: -12, Hit: Close: KND Far: -1) leads to a low sweep that is very similar to his SS+4, as you get a full combo on clean hit, and will even go under many mids. It is -12 on block, which can throw off your opponent since it looks like SS+4, but don’t rely on this happening. This isn’t really recommended at higher levels of play since it can be low parried on reaction. However it is a decent 50/50 when used sparingly in conjunction with f+4, 3.
  • f+4,3 (Block: -10 Hit: KND) is a good mid option that knocks down on hit. If you land both hits, this will result in a knockdown that also floor breaks. This extension is also uninterruptible by anything. If the 3 hits by itself, the opponent is forced into a hard knockdown that gives you a guaranteed stomp. It is -10 on block, but it can still be made safe if blocked at the tip.

2~1 [Startup: 24 Block: -3s Hit: 0] Is a mid keepout tool with a very active hitbox. Being only -3 on block you can throw this move out when you feel the opponent is about to Dash in at you. If you connect with the first hit, you can consistently confirm into the second hit 2~1, 1[Block: -13 Hit: Launch] and launch for a full combo. Practice hit-confirming this, you can confirm the second hit whenever the first hits(even at the tail end of its active frames). Keep in mind, this has very slow startup so opponents can stuff it out on their approach if you mistime it. The first hit recovers slow too, so opponents can whiff punish it effectively, make sure it does not whiff.

d/f+2,2: [Startup: 20 Block: -6 Hit: KND] Another powerful mid, mid string near the wall, especially now in season 2 since it serves as Feng’s Wall Bounce move. This is a damaging safe on block mid, mid string. d/f+2 by itself should never be used as it is less safe than the full string, so only use the full sting. This is safe at -6 (Matchup tip: Yoshimitsu can block punish this move with Flash, so do not throw this move out against him), and on natural hit it grants a juggle off the wall. The wall bounce can occur even at 2 back-dash cancels away from the wall, making this more of a threat to your opponent. However, it comes out slow at 20 frames and is very linear, but if you’ve trained the opponent to stay put with b+4, this is a terrifying tool to deal with. In Season 3, a universal change is that Wall Bounce occurs now on side wall hits, so the wall bounce happens more consistently.

d+4 [Startup: 14 Block: -11 Hit: 0] is a very fast low poke at 14 frames. This move is great to throw out if you need a quick low poke to harass the opponent, and is a great option to close out a round, as it has some surprising range as well. This move also tracks sidestep both ways, so you can use this like a low Fish Hook. This move doesn’t high crush and does very little damage, so it gets overlooked, but this is a good poke as every other key low poke Feng has is either slow (d+2 at i20) or risky (d/b+3 at -15 on block). It also has a follow up with d+4, 1+2 [Block: -10 Hit: KND ]. It is a counter hit low mid string that knocks down on hit and wall splats and can also Wall Break/Balcony Break for a full combo. This is not a natural combo, and the second hit is punishable on block at -10.

Important Moves


d/f+4: [Startup: 15 Block: -6 Hit: +5] A ranged mid poke, this move is similar to Dragunov and Alisa’s d/f+4, it has good range and has some pushback on hit and block to bait out a whiff that you can capitalize on. Feng’s version is slower at 15 frame startup, but it is safer at -6 on block. d/f+4 is best used as a mid option at closing a round when the opponent is at mid range, Feng has better mid options up close. Note that this is very linear and can be sidestepped.
  • d/f+4,3 (Block: -6 Hit: +13g) is a Mid, High string added in Season 4. This move is an excellent addition to Feng’s toolkit as it is a natural hit string that ends in Ballerina Stun and gives massive frame advantage on hit(and can wallsplat if your opponent’s back is directly behind the wall) to continue pressuring the opponent. Feng has quite a few unavoidable follow-ups after this hits. You can use this as a less risky whiff punisher if you don’t want to commit to B+1+2 and as a 15 Frame Block Punisher for when Hopkick will whiff. This string is also a tailspin move, and this move basically makes D/B+1,4 obsolete as it does more damage, recovers faster and has also given Feng new combo options in season 4. It is safe on block, but it is a high, so try not to throw this out all the time.
  • d/f+4,2 (Block: -11 Hit: +1) is a Mid, Mid string added in Season 3. It is a natural combo on hit, but it -11 on block. This can be used to mix up D/F+4,3 when opponents start ducking that string.
  • d/f+4,2,1+2 (Block: -19 Hit: KND) is incredibly bad in neutral. It is -19, so the entire cast can launch it, and it is interruptible by moves 13 frames or faster. However, this string is used as another option in combos. This string is now your max damage ender in open ground and does solid wall carry. This is also a great wall combo as it only does one less damage than 1, 3; b+1+2 and causes a flip-over, allowing for good oki.

f+2,1: [Startup: 16~17 Block: -5 Hit: +6] A counter hit-confirmable string. You can throw out the first two moves as the second hit is the safest at -5. The third hit is essentially b+1+2 with the same amount of death on block. If the first hit counter hits, you can confirm the counterhit with the second hit and finish the string. All three hits can be delayed, so you can easily confirm the first two hits. The third hit will also hit if the second connects natural or counter hit, but you need to be fast to confirm the second hit connected. The third hit wall splats as well, so if all three hits connect at the wall, you get a very damaging wall combo. This tracks Sidestep and Sidewalk left, unlike most of his key moves(If you delay the second hit it can whiff even on hit).

WS+2: [Startup: 15 Block: -7 Hit: +7] A solid while standing mid. This move on hit gives decent advantage on hit and on counter hit gives the same launch as D/F+3(and same combos too). This is a good option to use after d/b+3 if they aren’t pushing buttons, and is a decent move to use out of Snake Dash using the d,d/f, n method, making this a solid counter hit tool to use in neutral as Feng doesn’t have many safe mid neutral counter hit tools. Keep in mind the range on this move isn’t great.
Situational Moves


d/b+1: [Startup: 16 Block: -12 Hit: +4] A long range, reasonably fast mid poke that can go under highs sometimes(Not a true high crush). As with many of Feng’s moves it is weak to SSL. This move gets its strength from all the options that stem from it.

db+1,4 [Block: -2 Hit: KND] is a natural combo string, a new addition to Tekken 7. This is a 16 frame punisher that knocks down on hit, wall splats, and is a good whiff punisher. It has about the same range than Feng’s Shoulder, so you can punish whiffs for 5 more damage than b+1+2. This is also one of Feng’s two Tail-spin moves in the game, so this is used in certain combos. d/b+1 can catch an airborne opponent, meaning you can float for a combo with the full string. On block, it is very safe at -2, so you can still easily put Feng’s evasion to good use, but the 4 is a high and doesn’t jail, so can be ducked. If your opponent is not ducking, you can abuse this move.

db+1,2 [Block: -11 Hit: +7 Counter Hit: KND] The mid mixup to d/b+1,4, this move is another natural combo string. The second hit is a mid, so it can be used if the opponent is ducking d/b+1, 4. On counter hit, the second hit knocks down guaranteeing a B+1+2. It is punishable on block, however. Both d/b+1, 4 and d/b+1, 2 can be heavily delayed to bait retaliation, but won’t combo at max delay, even on counterhit.

d/b+1,B [Startup: 16 Block: -9 Hit: +7] Holding back after d/b+1 will transfer Feng into Deceptive Step, A.K.A, Kenpo. This is great for baiting whiffs from the opponent and punishing them when you have confirmed the opponent pressed a button. However, an opponent can use a long range move to interrupt if they anticipate the stance transition, so be careful.

d/b+1,F [Startup: 16 Block: -16 Hit: 0] is used to transfer into his Shifting Clouds stance for mixups. The transition to STC is the same and has the same properties as using f+3+4 (this will be explained in further detail in Stances). This is the riskiest option, only use it if the opponent is hesitating, or if you notice the opponent pushing buttons after d/b+1 to hit Feng’s Kenpo transition.
Be wary, sharp opponents can backdash after d/b+1 on block as an option select, and it will make the 4 option whiff, Block the 2 and bait out Kenpo and STC stances for punishment.

u/f+3: [Startup: 21 js9~ Block: -2 Hit: KND] A move that is often overlooked, but is a decent tool to add to your arsenal. Similar to Dragunov’s u/f+4, this is a low crushing move that gives you a small combo. It is very safe at -2, and on hit you get a guaranteed follow-up with 4~3. If the wall is to Feng’s right, he can convert into a full combo with 1+4 (You can also use d+4, 1+2 as an easier option since 1+4 pickup can be inconsistent depending on the angle of the wall). Keep in mind, it is slow at 21 frames, has a poor hitbox, and has weak tracking, especially against SSL.

d+3 [Startup: 16s cs4~ Block: -17 Hit: -3] is a weird looking low poke. It high crushes very fast, and deals decent damage. It is negative on hit and is launch punishable on block, but if spaced right some characters struggle to punish it.

d+3+4 [Startup: 12s cs4~ Block: -13 Hit: -2] is a generic low that is still usable. This move is Feng’s fastest low at 12 frames, high crushes on frame 4, and is a great option to close out a round. It deals very low damage, is -2 on hit, and -13 on block, so it is a little risky and can be launched by certain characters (Kazyua, Josie).

u/f+4: [Startup: 15 js9~ Block: -13 Hit: Launch] Feng's hopkick, it is a mediocre one due to the poor range and stubbiness of the move. Many -15 moves cannot be punished by this due to pushback. You have to use a different punisher, which more often than not, is b+1+2. Nonetheless, it is still a hopkick that crushes lows and is a juggle starter, so it still has its uses.

b,f+1: [Startup: 25 Block: -15 Hit: KND] A very evasive move. Feng takes a big step back and strikes out. The move knocks down on normal hit and wall splats. On counter hit it leads to a mini combo with ff+3 (which also floor breaks on Forgotten Realms). The move is launch punishable on block, and more often than not, Feng can get hit out of it. It is a risky gamble, especially when Feng has a safer evasive option with his Kenpo Step, but it is still good if you have the right read.

d/b+4: [Startup: 30s cs6~ Block: -26 Hit: KND] A low sweep that starts a full combo. This sweep is a homing move and high crushes, so it can be used on a hard read. You can also use this at range 2 to 3 as this can be hard to whiff punish, as long as you’re not predictable. Use sparingly, as it is quite slow and is death on block.

WS+4: [Startup: 11 Block: -7 Hit: +7 Counter Hit: +29G] Feng’s 11 frame while standing punisher. It is weaker than other WS+4s because the damage is comparatively low, and it’s not good to use against opponents that use slides, as the pickup grants limited follow-ups. You still have to use it as a while standing punish, and this move and has its frame advantage on hit buffed from +4 to +7, however they are still pushed back a bit, so your best options for follow up are d/b+1, d/f+4 and d/b+3. This move is good to use as an uninterruptible follow-up to moves like d/b+3. The counter hit will make opponents scared to press buttons. It is also accessible from QCF as a fast option, so it can counter hit often, which it great as it deals the exact same stun that d/f+1 grants on counter hit, leading to free mixups.

f,f,f+3: [Startup: 20 js5~ Block: +6 Hit: KND] A standard running 3, A.K.A., Slash Kick. This is a decent move to use on approach, as it gives great frame advantage on block and pretty solid tracking. On hit, the opponent is knocked down, and you get a free f+3+4 Stance mixup that is uninterruptible if they tech roll. If you’re able to execute Instant While Running moves, you can use this up close. It is one of the slower Slash Kicks, and can be sidewalked if you are predictable with it.
Situational Moves


FC+d/f+1: [Startup: 21 cs1~ Block: -12 Hit: -1 Counter Hit: Hit: KND] A high crushing low poke. This is going to mainly be used after d/b+3 on hit for a mix-up, but you can also access if from QCF stance as well. The counter hit is just like d+2 as you get a guaranteed Crouch Cancel into stomp. It is not that risky on block at only -12, and is -1 on hit, similar to d+2 as well.

FC+d/f+2 : [Startup: 18s Block: -14 Hit: Launch] A crouching mid launcher, similar to King’s FC+2. This is a new addition to Tekken 7, and it gives a full combo on natural hit. This is also Feng’s i18 WS punish. It isn’t used often as a punisher as WS+3 covers most launch punishable lows as it is consistent and deals more damage. It has more range than WS+3, so it’s still useful as punishment for moves that WS+3 can’t punish, such as Law’s Dragon Tail or Jack’s Debugger. It is punishable on block at -14.

d/b+2: [Startup: 20 cs6~ Block: -11 Hit: 0] Another decent low poke. It high crushes, has decent tracking and is also only -11 on block, so is not a huge risk to throw out every once in a while(compared to other lows). What makes the move interesting is the string extensions. d/b+2,2 [Block: -17 Hit: KND] is a very risky low follow-up that launches for a full combo with f+1+2. If the first hit counter hits, this second hit is guaranteed, and it still launches. If the first hit connects, the opponent won’t be able to low parry the second but can still block the second hit and launch. However, you can also cancel the second hit by inputting d/b+2,2,b [Block: -15 Hit: -4] for mind games to mess with the opponent. However this is still launch punishable if the first hit is blocked and leaves you at a bad disadvantage on hit, preventing you from pressuring further. This is somewhat alleviated by the third hit, d/b+2, 2, 2(The Baby Tantrum)[Block: -8 Hit: KND]. The third hit is mid and safe, and on hit knocks the opponent down in front of you. The full string is a bit cheesy against lower level players, but higher level opponents can use a reversal to parry the third hit or use a Rage Art to blow through it if the opponent has rage, although the opponent could still die depending on how low their HP is.

Grounded face up 3+4: [Startup: 30 js28~ Block: -3 Hit: KND] A get up tool that grants a full combo if it hits. This replaces the generic 3+4 spring kick that characters have when they are Face Up, Feet Towards on the ground. The move can be used to whiff punish opponents who use mids for Oki, but it will lose to lows and low-hitting mids. You get a full conversion if this hits, and this also tends to irritate people when they get hit.

ff+1+2: [Startup: 23 pc6~22 Block: -12 Hit: KND] Feng’s Power Crush. Unfortunately, this is not a good Power Crush in terms of using it as a get-off-me tool like other armor moves in the game. However, this move is useful for pressuring at the wall. This move wall splats on normal hit, but is -12 on block. Similar to Akuma’s Focus Attack, you can hold 1+2 to charge the move [Startup: 39 pc6~22 Block: +3 Hit: +14]. This move has been reworked in Season 3. It is now +3 on block up from plus 1, and the pushback and block was reduced noticeably, so this is now more solid at the wall for pressure. On hit, the opponent is left in a stun state at and the pushback on hit was reduced as well. Before in open ground, you had to do a difficult dash into b+1+2, but now the opponent is much closer. B+1+2 is guaranteed anywhere with no dash needed.

4~3: [Startup: 27 js15~ Block: -4~+4 Hit: +4~+13s] A really good oki tool and is one of the few moves that can hit meaty in Tekken 7. These types of moves are seen more often in 2D fighters, where using a move on an opponent’s wake-up makes it so the move hits later in its animation, giving more frame advantage than usual on block and hit. This is used after Feng’s open ground combos ending with f+3,4. Follow up with a short dash into 4~3 and Feng can be +4 on block if timed perfectly. You can on occasion throw it out in neutral as it does and it goes over lows at the tail end of the move(from frame 15 of the animation) and if it counter hits, the opponent is knocked down and D+2 is fully guaranteed. However there is a good bit of risk in neutral because it is slow, can be floated for a full combo, and can be sidestepped pretty reliably.


Reversals (Parry)


Feng has some interesting reversal options for when you have the read.

f+3+4 (STC) [Reversal Window: i3 ~ i18] has an auto-parry that will Parry punches and kicks and deals a knockdown after two hits are parried. Good against strings.

1+2 [Startup: 21 Block: -12 Hit: KDN] [Reversal Window: i2 ~ i9] is an elbow that has a sabaki punch parry integrated in the start-up. This move is one of the best punch reversals in the game, as when you reverse a punch, you get a full combo with dash f+1+2. On normal hit you get a crumple state that can lead to a guaranteed B+1+2 or and at the wall, you can convert into a combo with 1+4, b+1+2. There are also plenty of decent setups for this reversal, as it can reliably parry jabs after Feng has a move blocked that is -5 to -7 on block (Opponents often try to jab in this situation as they are trying to take their turn and initiate offense), such as d/f+3, 1,3, d/f+2,2, WS2, D/F+4,3. It also parries generic tackles.
This move is punishable on block at -12, and it doesn’t parry kicks or some attacks that use both arms, so it should mainly be used when you have a hard read.

WS+1+2 [Startup: 23 Block: -9 Hit: +3] [Reversal Window: i3 ~ i8] is another move that has a punch parry built into it. This move was reworked a bit in Season 3. On normal hit, Feng used to get a knockdown that could wall splat, but now the opponent is standing, leaving Feng at +3 on hit, which is a big nerf to this rarely-used move. It used to be -10 and unsafe, but now it is -9 and safe on block, but the pushback is reduced on block now, so the opponent can more easily take their turn. When it reverses a punch, the opponent is in a stunned state similar to a fully charged ff+1+2, and has also been reworked similarly as well. The pushback on hit was reduced on hit noticeably, and the hit advantage was reduced as well from +30 to +16. In open ground, Feng used to be able to dash into f+1+2 for a full combo and at the wall, he used to be able to do f+3,4 or d/f+2, 2 as well. Now, Feng gets a guaranteed d/b+1, 4 anywhere. This parry can be used against certain strings, like against Paul’s b+2,1, but is still very limited.

b+1+3 or b+2+4 [Reversal Window: i2 ~ i10] parries punches, and moves that use both arms. This cannot be chickened and also side-swaps.
Jab Strings


Here is the list of Feng’s Jab options in it’s own section here, as he has many options that are usable:

1: [Startup: 10 Block: +1 Hit: +8] A Standard jab. This and df+1 are used to open offense in most situations. It is a solid jab, and you can do f+1 for slightly more range (A.K.A, a lead jab).

1,1 [Block: -11 Hit: +2] and it’s extensions are a decent addition to Feng’s close range pressure game, and while a bit risky, if the whole string is mixed up effectively can be very annoying to deal with. This is a high mid string, with the second hit leading to a combo on counterhit, so trying to duck and punish Feng is really risky. It's -11, but the follow-up strings will discourage people from punishing this.

1,1,2 [Block: -14 Hit: -3] is used to mix up the 1,1 so that the opponent is discouraged from punishing. This string was changed in Season 2. You cannot delay the third hit anymore, so you have to commit to either the second or third part of the string. If 1,1 counter hits and you press 2, the opponent stays standing instead of the crumple stun you get if you just do 1, 1. This is also -14 on block.

1,1,2,1 [Block: -14 Hit: -1] is also unsafe on block, but is the beginning of Feng’s 10-Hit Combo. So the opponent will need to choose between a block punish and a low parry here as the next 2 hits (3, 4) in the 10 hit combo are a natural string. Don’t continue the 10 hit string after 3, 4 as the next hit is always a low that can be easily parried.

1, 2 [Block: -1 Hit: +7] is a good 1,2 string. It's -1, so it is very safe. Use this to keep up pressure, as this jails on block and gives good advantage on hit.

1, 2, 2 [Block: -13 Hit: +3] is his most damaging 10 Frame punisher, and a great 10 frame punisher in general. This was buffed in season 3 to have more hit advantage, from +1 to plus 3, so you can keep the pressure up easier. 1,2,2,b [Block: -13 Hit: +5] is a good way to get into back-turned at more advantage than just 1,2,2 at +5 on hit. Feng has a good situation after this hits, exactly like SS+2 on block. BT 1 and BT d+4 are uninterruptible, but can be back-dashed or ducked by the opponent. BT 1+2 has enough range to force the opponent to block when they backdash and will catch them ducking, but it is interruptible by jabs. Only do this if you know 1,2,2 will connect. It is risky if you’re not on point, as it is -13 on block, and -13 backturn means the opponent can punish you hard, as they can use a 15 frame launcher guaranteed.

1,3 [Block: -5 Hit:+6] is another good 10 frame punisher, it only does 2 less damage than 1,2,2 and gives slightly more advantage on hit. It's also safe on block, so messing up the punish isn't risky. The second hit can be ducked, but if it counter hits, you get a free shoulder(or d+4, 1+2 for wall carry), and can wall splat as well.

2: [Startup: 10 Block: -3 Hit: +5] is not very usable on its own. 2,4 [Block: -12 Hit:-1] is a natural combo, so it can be used as a punisher, but it is not a good one. It is only usable if you want to go back-turned with 2,4,1,b [Block: -13 Hit:-2]. This is a decent way to get into back-turned, and you can mix it up with 2,4,1 [Block: -13 Hit: KND], a wall splatting knockdown mid that can interrupt trigger-happy opponents who are trying to punish 2,4. If the second hit counter hits, the third is guaranteed. On counter hit, the third hit gives a guaranteed b+1+2. Note that both options are punishable on block.
Combos



  • Combo 1: 7 hits 69 damages
    ( 2 1 ) 1 , d/f 4 3 , f f 4 < 3 , b 1+2

  • Combo 2: 8 hits 94 damages
    f 3 4 , 1 , f 1+2 , d/f 3 4 , f d/f d f d/b 3

  • Combo 3: 10 hits 52 damages
    AIR d/f 1 , F F 4 < 3 , 1 , dash 1 , dash 1 , dash d/f 4 3 , 3 ~ 4 3

  • Combo 4: 13 hits 110 damages
    f 3 4 , 3 3 , d/f 1 , d/f 4 3 , f F , d/f 4 3 WS , f F , b 1+2 WS , 1 3 , b 1+2

  • Combo 5: 11 hits 85 damages
    ( 3 4 ) , d 1 , WS 1 , d/f 4 3 , f F , d/f 4 1+2 1+2 , WS 1 3 , b 1+2

  • Combo 6: 9 hits 70 damages
    ( 3 4 ) , d 1 , WS 1 , d/f 4 3 , f F , d/f 4 1+2 1+2 , WS b 1+2

  • Combo 7: 9 hits 69 damages
    f 3 4 , d/f 1 , d/f 1 , d/f 4 3 , f F , d/f 4 1+2 1+2

  • Combo 8: 13 hits 105 damages
    f 3 4 , f 3 4 , 1 , d/f 4 3 , f F , d/f 4 3 , f F , b 1+2 , 1 3 , b 1+2

  • Combo 9: 17 hits 150 damages
    1 1 2 1 3 4 2 4 3 , f 3 4 , 1 , f 1+2 , d 1+2

  • Combo 10: 8 hits 77 damages
    1+2 , f , f 1+2 , ( 3 4 ) , 1 , d/f ( 4 3 ) W! , dash b 1+2
Rage Art & Drive


Rage Drive: b+1+2(Hold) [Startup: 13 Block: +3(+9 at the wall) Hit: KND]
Feng’s Rage Drive is an enhanced version of his b+1+2 that can walls-plat from a large distance away, similar to Leo’s and Paul’s Rage Drives. This is the preferred use for your Rage. On hit, you get a full wall combo, and you can use this in combos as an easy wall carry option. On block, the Rage drive is +3 in open ground and pushes the opponent away. This is not the best use for this, but it is a decent option to push the opponent away, reset the situation to neutral and buy a few seconds of time, which can also aid with time-outs as well. This move is best used at the wall, however. On block, Feng is at +9, so he can do anything 18 frames or faster, and the opponent has to take the mix-up. Most opponents are scared to push buttons afterwards, so you can also go into BT stance or Sidestep options as well for more mix-up options. The opponent is also dealt 5 damage as chip damage when they are pushed against the wall, so the Rage Drive can be used to finish opponents on a sliver of life, which is incredibly satisfying.

Rage Art: d+1+2 [Startup: 20 pc8~17 Block: -22 Hit: KND]
Feng’s Rage Art is the same as 90% of the Roster. There isn’t much to talk about with this one except that its Mid.
Punishers
This section tells you how to punish the following minus frames with Feng:

  • -10: 1,3: 24 DMG, +6
    1,2,2: 26 DMG, +3
    1, 2, 2, b: 26 DMG, +5

  • -13: b+1+2: 33 DMG, Good Range, Knockdown, Wall Splat

  • -15: u/f+4: 15 DMG, Launch, Poor Range
    d/f+4,3: 34 DMG, Decent Range, Frame Advantage, Wall Splat

  • -16: d/b+1, 4: 35 DMG, Decent Range, Knockdown, Wall Splat

  • -18: f+4 17 DMG, Launch

  • -19: f+1+2: 28 DMG, Tailspin Launch

  • -21: f+3, 4: 30 DMG, Launch


While Standing Punishment:

  • -10: FC+d/b or d+1: 6 DMG

  • -11: WS+4: 18 DMG, +7

  • -13: WS+1, 2: 29 DMG, +1; WS+1 only to Float slides

  • -15: WS+3: 20 DMG, Launch, Janky Hitbox

  • -18: FC+d/f+2: 25 DMG, Launch

  • -23: u/f, n+4: 25 DMG, Launch
Anti-Strategies


Shut down his evasion: While Feng is a very evasive character and can be tough to pin down, knowing how to deal with them takes away many defensive options. Kenpo and b, f+1 both move feng backwards, so advancing moves will shut these options down and will hit Feng out of them, especially since Kenpo had its autoblock startup 5 frames later in Season 2. u/f+2 can be very tricky to deal with as it can evade moves that a regular sidestep can’t, especially if the Feng player is good at being unpredictable with it. If you catch a pattern, you can blow up u/f+2 with homing moves or moves that track right, and it can be sidestepped left reliably as well.

Play the Player, Not the Character: Since Feng is an open-ended character, players can play Feng how they want to. While character knowledge is important, no two Feng players are exactly alike and can have different tendencies and timing to their offense. A lot of the time, especially in a tournament setting, you will have to guess what they’ll be doing until you’ve gotten a grasp of their habits. Some good options to limit Feng in general include Sidestep left (which can shut down key pokes such as d/f+1, b+1), fuzzy-guarding his lows and backdashing to avoid obvious Sidestep Mixup attempts. Note that Feng has options to counter these strategies, so keep attentive, and adapt to the situation.

Weak Punishment: Do not be afraid to throw out moves on occasion that are -12 on block. Feng has no 12 frame punisher and only has jabs from i10 to i12, and might even be safe depending on the pushback. Also, note your character’s launch punishable moves that have pushback. Feng’s Hopkick has horrible range, so he has to use b+1+2 or D/F+4,3 to punish any -15 moves with even the slightest amount of pushback on block. Also keep in mind his 13 frame WS+1, 2 is one of the weaker 13 frame while standing punishers and his while standing 3 also has bad range and a bad hitbox. Depending on the move blocked, Feng might not be able to launch it consistently.

Stay Patient, Turtle Up: Don't retaliate after blocking close range moves such as d/f+1, WS+1, and his 1 or 1,2 options. Most Feng players will follow these up with uf+2 or b+1, which can crush or beat most options. Stay patient, and try to space out Feng at spacing 2 (2 Character Spaces away) to get the life lead, then turtle him out to cause frustration. This will force Feng to come in, and his options are limited to his WS+1, QCF options and long range options such as f+3 and f,f+2 that can be sidestepped.

Strings To Watch out for:

3,3,4 high high low -12
On block low parry. On hit you must block.
Feng can cancel 3,3,4 b which goes into back turned, which is -6 on hit, -17 on block.

3~4,3 mid low -26
Very easy to see and low block, low parry for style points.

F+4,3 high mid -10
F+4,4 high low -12
Block for a couple frames after the high, then low parry. Feng can go into back turn at -5 on block. His fastest option is i10 which are BT 4 and BT d+4. A simple d/f 1 will stuff his options.

D/F+4,3 mid high -6
D/F+4,2 mid mid -11
D/F+4,2,1+2 mid mid mid -19
Ducking is usually better here because the D/F+4,2 doesn’t deal much damage and is only +1 on hit. If they try the third hit, you can still block and launch even if the second hit connects, natural or CH.

D/b+1,2 mid mid -12
D/b+1, 4 mid high -2
The high extension comes out a little bit slower so you can delay the duck by a little bit and still block the mid.


D/b+2,2,2 low low mid -8
Not a natural combo. 2nd low can be blocked, if Feng doesn’t finish the mid extension it is -18. Punch Parry or Rage Art/Power Crush the third hit as it is safe on block if possible.

D/b+1+2,2 mid low -11
On block, low parry. On hit you have to block the low.

B+2,3,4,2 mid low mid mid -5
Must low parry the 2nd hit.

u/f+3+4,3 mid high high high -6
Last hit duckable. No high extension string is -10. Launch punishable if the last couple hits whiff.

b+3,3 mid high -6
Second hit duckable on block

1,1,2,1,3,4 high mid mid mid low mid -17
2nd hit counter hit launches. String can be delayed. 5th hit must be low parried.


Most Important Moves to punish

B+1+2: -19
F+3, 4: -16
b, f+1: -15
QCF+1: -14 (Cannot Low Parry)
d/b+3: -15
b+1: -10
d+2: -11
1+2: -12

Round Up

Feng is a versatile character with a strong neutral game due to his strong Mid and Low pokes to pressure the opponent, as well as a good selection of mix-up options that he can choose depending on the situation. He is also very hard to lock down due to his many panic and evasive moves, as well as good movement options that allow a player with good spacing to be at the range they want to be, which combines well with his simple and effective whiff punishment.

Feng excels at range 0 to 1, as all of his best pokes are able to reach the opponent at this range and it allows him to control the pace of the match.

Feng is an absolute monster at the wall, due to his rage drive and his oppressive mid and low pokes to keep the opponent in check. Many of his mix up options, such as SS+4 and SS1+2, QCF+1 and QCF+1+2 and his BT options still combo at the wall, forcing the opponent to guess constantly and allowing Feng the freedom to bully his opponent effectively.

Feng's punishment is overall below average. While he doesn't excel at punishing mistakes, his i10 and i13 punishers are good. However, he has no good i12 punish and his hopkick has bad range, meaning unlike many other characters, Feng can struggle to punish -15 moves. His WS punishment isn’t very strong either, his WS+4 has low damage (+7 on hit, however), his i13 punish gives only +1 on hit for 29 damage. His i15 frame WS+3 does launch, but it has a bad hitbox and can whiff against certain moves.

Due to his sheer number of usable moves, Feng is tougher to use than other characters due to the fact that you have to do more decision-making in a clutch situation. However, his simple execution and reliance on good movement and punishment makes him a good character to learn the game with. He is one of the few characters who actually becomes more interesting the better you get with him.

Feng is recommended for players who want a character with strong poking, evasion and a versatile toolkit.
Feng Wei - Season 2 Changes
2,4,1: Opponent reaction on counter hit was changed. - This now knocks down for a guaranteed shoulder.

3~4, 3: Changed from -15F to -26F on block. Feng reaction on block changed. - Feng goes into stagger state when blocked, the move is now much easier to launch punish. This move is only used as a combo ender, and is rarely used in neutral, so this is a negligible change.

b+3+4 / f+3+4,B / d/b+1,B: “Block timing slower by 5F.” The autoblock for Kenpo stance and all transitions to Kenpo now activates at frame 45 instead of frame 40. This means the opponent is more likely to stuff Feng out of a misplaced Kenpo.

d+2 / d/b+3 / f+3+4,4 (STC 4) / During sidestep 4 / b+1: “Opponent closer on block”. Reduces the pushback on block, making the moves slightly easier to punish. A negligible change overall, since d+2 and d/b+3 are hard to see and aren’t blocked often. STC 4, SS+4 and b+1 were already easy to punish, so these moves don’t change in useability.

d/f+2,2: “Causes Wall Bounce on hit”.

d/f+3+4: Causes Screw on mid-air hit.

d/b+1+2,2: “Opponent reaction on counter hit was changed”. - The second hit now has the same Counter Hit Property as d+2. This string is still not great, since the opponent can easily low parry it.

f,f+3 (or back toward enemy 3): Changed from +4F to +8F on block. Opponent reaction on counter hit was changed.

f,f+4,3: Recovery for both players increased by 1F. Changed to -14F on block regardless of input timing. - This is now easier to react to and punish. A negligible change since this move is used rarely in the neutral.

1,1 / 1,1,2: Opponent reaction on counter hit for 1,1,2 was changed. Input window changed from 26F to 24F.
Feng Wei - Season 3 Changes
1,2,2: Changed the frame advantage upon hit from +1 frame to +3 frames.
1,2,2+b: Changed the frame advantage upon hit from +3 frame to +5 frames. - Both of these changes were covered in Jab Strings. Overall a buff to his 10 frame punishment.

3: Decreased the distance between the character and the opponent when the move hits or is blocked. Negligible change, the first hit is not great in neutral
3,3,4+b: Shortened recovery time by 4 frames. - Negligible change, the string is very bad, -17 on block and -6 on hit.

2~1: Changed the frame advantage upon hit from +5 frames to +8 frames. Decreased the distance between the character and the opponent when the move hits or is blocked. The move can now also be performed with “During sidestep 2~1”. - Potentially decent move now. The issue is that the move starts up slow at 24 frames. However, it is -3 on block, and is now very hit-confirmable into the extension. Now can also be done from sidestep, but you cannot do it immediately after a sidestep stills as SS+2 still comes out if performed too early.

2~1,1: Changed the frame advantage when blocked from -12 frames to -13 frames. Shortened the recovery time after the move hits by 2 frames. Changed the opponent’s behavior when hit from the side. Increased the distance between the character and the opponent when the move is blocked. Decreased the distance between the character and the opponent when the move hits. - Feng can now connect f+1+2 consistently for his best BNB. The same knockdown occurs when Feng connects at the opponent’s side (Not at their back), combos will need to be adjusted since f+1+2 is less consistent off axis.

3~4: Changed the frame advantage when blocked from -12 frames to -7 frames. Shortened the recovery time after the move hits by 5 frames. The move can now also be performed with “During sidestep 3~4”. - 3~4 now can combo into d/f+4, 2, 1+2, but does not get a full combo. On Bears, d/f+1 does pick up for a full combo. The move can now be performed when sidestepping.
3~4+b: Changed the frame advantage when blocked from -7 frames to -2 frames. Shortened the recovery time after the move hits by 5 frames. -3~4 back gets a full combo with BT 2, BT 1, d/b+1, 4. Negligible changes, as 3~4 is still too slow and linear to be effective with it.

f+4,3: Changed the attack startup from frame 21 to frame 22. Decreased the distance between the character and the opponent when the move is blocked. - The pushback on block was reduced, making punishment a little easier for your opponent. The string is still uninterruptible, the startup increase doesn’t matter and still can be made safe on block by spacing the move properly.
F+4,4: Changed the attack startup from frame 31 to frame 32. Decreased the distance between the character and the opponent when the move is blocked. Changed the startup of the character’s crouching status from frame 24 to frame 10. - This can be interrupted and be punished on block slightly more consistently. It now high crushes a lot faster and on the same frame as SS+4.

F+3+4,1: Shortened recovery time after the move hits by 2 frames. - Feng can now combo into Dash f+1+2 consistently.

F+3+4,3: Increased the distance between the character and the opponent when the move is blocked. - Major pushback on block now. Big nerf on a rarely used move.

d/f+4: Changed the damage from 15 to 14. Decreased the distance between the character and the opponent when the move hits. - The damage decrease is not a big deal.
d/f+4,2,1+2: New move. - See Situational Moves for more information about this string.

d/b+1,2: Changed the frame advantage upon hit from +5 frames to +7 frames. - Good buff, more frames to pressure more effectively.

d/b+2,2+b: Changed the frame advantage when blocked from -17 frames to -15 frames. Changed the frame advantage upon hit from -6 frames to -4 frames. - Negligible change, still launch punishable on block, still cannot pressure effectively on hit.

d/b+2,2,2: Changed the damage from 5, 10, 30 to 10, 10, 25. Decreased the distance between the character and the opponent when the 2nd hit is blocked. - The damage increase to the first hit makes it a slightly better low poke, the damage total is the same if all three hit as it was in Season 2.

d/b+3: Changed the damage from 12 to 14. - Good buff, this is a key low, and the damage will add up a little better now.

B+2,3,4,2: Changed the damage from 15, 8, 12, 21 to 15, 10, 13, 22. Increased the range of the 1st and 4th hits of the attack. Changed the input window for the 4th hit from 27 frames to 37 frames. - This is a much better wall combo option due to the last hit being delayable, it now deals the same total damage as 3,3>4.

Back-Turned 1: Changed the frame advantage when blocked from -1 frame to -3 frames. Increased the recovery time for both the character and the opponent by 2 frames upon hit to slow down the interaction. Increased the lower range of the attack. - A small nerf, since Feng is still safe enough to sidestep. It is now easier to hit-confirm into b+1+2. The attack now has a slightly bigger hitbox, always nice.

KNP 4,3+4: Changed the frame advantage when blocked from -5 frames to -3 frames. Shortened the recovery time after the move hits by 2 frames. Decreased the distance between the character and the opponent when the move hits. - Safer on block, and leads into a combo more consistently with new options such as d/f+1.

u/f+3+4: The character is now counted as crouching from frames 6 to 23 of the 1st hit. - Now high crushes from frame 6-23, making this a slightly more effective panic move.

F,f+2: Changed the frame advantage when blocked from -10 frames to -9 frames. - Overall great buff, as this is a key approach tool that had to be spaced properly to avoid being punished. Gigas and Jack could punish it consistently, but not anymore. Feng now has a proper Demon’s Paw.

f,f+1+2 Hold: Changed the damage from 28 to 25. Changed the frame advantage when blocked from +1 frame to +3 frames. Changed the frame advantage upon hit from +23 frames to +14 frames. Decreased the distance between the character and the opponent when the move hits or is blocked. - Major Re-Work, overall more useful for wall pressure. Move Details are explained in Situational Moves.

QCF 1: Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent. - Second attempt to fix an infamous bug where Feng teleports behind the opponent. We’ll see how this works out.

QCF 1+2: Changed the damage from 23 to 21. Changed the frame advantage when blocked from +5 frames to +4 frames. Changed the frame advantage upon hit from +9 frames to +8 frames. Decreased the distance between the character and the opponent when the move is blocked. - Major Re-Work. Move details are listed in Important Moves.

While Standing 1,2 : Changed the damage from 11, 12 to 13, 13. - Small buff, 14 Frame punish now deals 26 damage now from 23. First hit is also buffed as this is a key approach tool. More damage is always nice.

While Standing 4: Changed the frame advantage upon hit from +4 frames to +7 frames. - Good buff.
Feng Wei - Season 3 Changes
Full Crouch d/f+1: Changed the damage from 18 to 19. Changed the frame advantage when blocked from -13 frames to -12 frames. Changed the frame advantage upon hit from -2 frames to -1 frame. - Good buffs, it cannot be launched anymore by Kazuya, Josie and Eddy. Move Details in Situational Moves.

Sidestep 2: Changed the frame advantage when blocked from +1 frame to +3 frames. - Good buff, more BT pressure. Move Details in Situational Moves.

Sidestep 4: Changed the startup of the character’s crouching status from frame 13 to frame 10. - Same change as f+4, 4. High Crushed on frame 10. Faster crushing is always nice.

While down (facing up) 3+4: Changed the frame advantage when blocked from -5 frames to -3 frames. Shortened the recovery time after the move hits by 2 frames. Decreased the distance between the character and the opponent when the move hits. - Same changes as KNP 4,3+4.


(Ver.3.10)
d/f+4,2,1+2: Shortened the recovery time after the move hits by 3 frames- Less recovery on the string at the end means it’s now easier to dash in for a wall combo after this is used to carry to the wall. Good change, as the move can now fulfill its intended purpose.

(Ver.3.10)
Forward Dash: Fixed an issue in which pressing " D/F+(button)" simultaneously during a forward dash would accidentally perform the move for “FF+(button)"- Bug fix, before when dashing into d/f+4 you would get ff+4, this issue has been fixed.
Feng Wei - Season 4 Changes
1+2: Changed the Frame Advantage when blocked down from -13 Frames to -12 frames. Shortened the recovery time upon hit by 1 Frame. Increased the range of the attack. Changed the time of punch parry effect from 2-7 frames to 2-9 frames.
Buff. Less punishable on block, has slightly more range, slightly easier to convert off the move, punch parry window is slightly longer.

D/F+4,3: New Move
Covered in Important Moves.

D/B+1,2: Changed the frame advantage when blocked from -12 Frames to -11 Frames. Changed the opponent’s behavior when the move lands as a counter hit.
Buff. Less punishable on block, now guarantees B+1+2 on Counter hit.

D/B+3(Counter Hit): New Move
Covered in Important Moves.

D/B+4: Adjusted the motion since it was difficult for the opponent in jump status to land a mid attack.
Bug fix. Attempt to prevent the move from crushing hopkicks/orbitals.

BT D+3: Adjusted the motion since it was difficult for the opponent in jump status to land a mid attack.
Bug fix. Attempt to prevent the move from crushing hopkicks/orbitals.

B+2,3: Increased the range of the attack.
Negligible change. Slight Range increase on the second hit of the string.

B+4: Decreased the distance between the character and the opponent when the move hits.
Minor buff. Pushback was slightly reduced on hit.

U/F+3: Increased the lower range of the attack.
Minor buff. Hitbox was lowered slightly.

U/F+4: Increased the lower range of the attack.
Minor buff. Hitbox was lowered slightly.

FF+2: Increased the range of the attack.
Minor buff. Slight range increase.

FFF+3: Increased the lower range of the attack.
Minor buff. Hitbox was lowered slightly.

WS+1: Changed the attack startup from frame 14 to frame 13
Huge buff. Can now punish -13 frame lows more effectively. WS+1 comes out faster in neutral.

WS+1,2,1: Changed the opponent’s behavior when the move lands as a counter hit.
Minor buff. Guaranteed shoulder when third hit is a counter hit.

WS+2: Changed the frame advantage when blocked from -9 frames to -7 frames. Changed the opponent’s behavior when hit. Shortened the recovery time after the move hits by 2 frames.
Reworked. On hit does not give small combo anymore. Leaves opponent standing at +7 on hit. Safer on block at -7. Counter hit gives the same combos as D/F+3.

FC D/F+2: Decreased the distance between the character and the opponent when the move hits.
Minor buff. Leaves opponent slightly closer to make combos consistent.

SS4: Adjusted the motion since it was difficult for the opponent in jump status to land a mid attack.
Bug fix. Attempt to prevent the move from crushing hopkicks/orbitals.

(Ver.4.20)
1+4: Damage was changed from "7,10" to "10,12". The homing performance of the 2nd hit is improved.
“Since it was a high-risk move with low return, damage was increased. After the 1st attack was successful, the 2nd attack sometimes unnaturally whiffed. This is now fixed and it can hit the opponent more easily.”

(Ver.4.20)
F+4: Damage changed from 15 to 17.
“Since the aerial combo damage was low compared with other characters, the damage was increased.”

(Ver.4.20)
D/F+4,3(Second Hit only): Damage changed from 18 to 20.
“Since the damage of the aerial combo was lower compared with other characters, the damage is increased.”

(Ver.4.20)
B+1+2: We changed the damage from 30 to 33.
“Since the aerial combo damage was low compared with other characters, the damage was increased.”

(Ver.4.20)
Rage Drive: Damage changed from 35 to 38.
“Damage increased in order to maintain the damage difference with B+1+2”

(Ver.4.20)
U/F+4: Damage changed from 13 to 15.
“Since the aerial combo damage was low compared with other characters, the damage was increased.”

(Ver.4.20)
WS+1,2: Damage changed from 13 to 16.
“Since the return was low when used as a punisher, the damage was increased.”

(Ver.4.20)
WS+3: Damage changed from 16 to 20.
“Since the aerial combo damage was low compared with other characters, the damage was increased.”
Credits
Taken Notes from KDQ|CoffeeYello
Discords: Tekken Zaibatsu, Feng Wei


Players to Watch:
  • Yuu
  • Nashi
  • Sunchip
  • Callmenoob
  • Hao
  • Joey Fury
  • Mateo
  • Knee
  • Heera Malik
Комментариев: 12
YaZaN2019.KiLA 16 сен в 17:24 
move on Tekken 8
KilleR Queen 👑 9 сен в 11:33 
Amazing Guide, a lot of research and work done in this.
Mad 10 июл в 11:32 
:steamthumbsup: :love_seagull: :steamthis:
D3M0N1 9 мая в 6:09 
:cozyrealmroyale: Superb Guide :cozyroe:
WOLF 28 апр в 3:21 
Epicccc!!!
Mr.Haroon 27 апр в 0:29 
:steamthis: :steamthumbsup: WOW!
hmzlyy 25 янв в 21:06 
:csgoa:+ :steamthis::steamthumbsup:
Chachu Broken  [создатель] 25 янв в 6:31 
@Vanhez Определенно
John Grinder 25 янв в 5:18 
До встречи в восьмерке
Smyle 21 янв в 3:55 
:cybereye: Amazing :steamlaughcry: