Whoa massive post there by Maxi Milan. Total goodness
Uh just wondering. Could I copy and paste your post to replace the first post of this thread? Your post gives as much information as my first post and has the plus point of being more updated and accurate.
Then maybe if it's possible, the mods could give Maxi the power to edit this thread as he likes. The army's taking up a lot of my time right now and I don't think it's really right for me to just leave the thread hanging there. Besides I'm concentrating more on my Bryan now. Maybe a transfer of ownership for this thread? That would be good for the Feng community in general I think
I have comment regarding launcher d/f+3... It is safe when blk! but too slow for a launcher (punishable by jab). It is more advisable to use u\f+4, SS+4, Ws+3 and f,f+4. SS+4 death if blk!.
Against small characters, df+3 juggles are not so guaranteed.
Can anyone confirm after move f+4 CH! or hit... ff+3 is guaranteed?
I m just mad at namco for changing the d+4 for knd opponents to d+3+4 . ,, its hard to get it right every time ,, but good thing is fengs combos in 5DR are more damaging then 5 .
Yesterday I was playing with Feng since someone gave me his IC Card and I found some nice combos in CH and a set up.
Ch f 2, u/f 3, SS d/f 1, f 2,1, b 1+2 = 74 dmg
The same combo ending with f 2,1,2 hits 71
If it's hard hitting the ss d/f 1 and sometimes it's hard hit it
Ch f 2, u/f 3, 1 f 2,1, b 1+2 = 69 dmg
I hit this one yesterday in the arcades
Ch f 2 u/f 3, 1,1 d 4, f 1+2 = 66 dmg
The set up I found was this.
Ch f 2, f 4, f,f 3 = 49 dmg
But you will be BT meanwhile the opp will be face down so
you can hit a d 3+4 or a 3
There's a chance after the fisrt 3 a d 3+4.
Anyone if want can check it..
Peace.
I was just wondering what some people use for wall carry juggles. I use three dash jabs then 1,2. I've heard of using three d/f+1's but I never use it. I just wanted another Feng players opinion about this. Thanks in advance.
why is d/b+1+2:2 given JF notation?? Does it do more damage if you hit it at the right time? Because I'm getting 10 less dmg than all of the juggles listed if they involve that as an ender.
You have to delay the 2. If you don't it counts the person as being in the air or something like that so the hit does 50%. It isn't really that hard to hit.
Originally posted by SPWSFTFTWMP
You have to delay the 2. If you don't it counts the person as being in the air or something like that so the hit does -50%. It isn't really that hard to hit.
any one please advise , what is the best juggle after you do low parry ..
as far as i know you suddenly do uf+4 after low parry then I do 1,df+1 f+2,1 b 1+2 .. ,, have you got any better suggestion , more damaging , coz I play against law and lee chaolin ,, when they launch and if they take you to wall , then you just have to wait for the next round to start , ...
the juggle df3.df1 ,,, works with paul , hei , and all bigs .. willl not work on law , lee chaolin , wang or female characters ,, with them you should go with df3.f1 then carry onnn .. please correct me if I am wrong ..
df3 launcher is a good alternative after some low parrys, but usually you will end up with a juggle ending in a whiff
df3 is very angle depending, so just try some low parrys in practismode and you will soon know with one is worth doing df3 after, df3 usually also take some more time to execute so some timing is required.
Usually you do df3,1,.......
d/f1 is less guarantied, sure it works on some, but it whiffes the majority of the chars, so if your not 100% sure that it will connect stay with ?1? after df3.
After a low parry I usually do uf4, df1, (dash) f1, F4,3, from here you can do d+4,3 if they backrolle,
d+3+4 if they stay or db+3, you can even dash in and do df1 and pick them up again if the start backrolling, the setups are endless.
Try not ending juggles in b+1+2 unless It?s the final blow.
if anything try doing d+4,1+2 ass it usually gives you the opportunity to do one more hit if they hit a wall, sometimes a d+3+4 is guaranteed after d+4,1+2 !w, the timing part is the hardest on d+3+4 to make it guaranteed .