Feng Wei Juggles

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wooden-man
Fujin
Joined: Apr 2006
Posts: 584
#21 “Quote” Edit Post
actually u should not post oki ender.
they should be post as a side note.

they ain't guarentee
i saw many ppl post, if they stay still u'll stomp
and if they moves, u d+4, 1+2

but the u can't do that on reaction,
u'll have to do the moves first and let opponent decide his option.
meaning if they guess correctly, u'll fail your oki attemp.
Signature demotion risk



sharingan_blood
Kyu
Joined: Jun 2007
Posts: 5
#22 “Quote” Edit Post
Speaking of the Juggle starter, d/f+1, f+2,1, d/b+1+2, d+3+4_d+4,1+2

I can't seem to connect with f+2,1. When do I press this buttons, immediately after connecting with d/f+1 or do I have to wait for some time?

Also, how do you parry low attacks, I though it was just d/f when your opponent attacks low, but it doesn't work.
Signature WinG.
toml
take off f HEAPS
Joined: Apr 2005
Posts: 4362
From: Vietnam
#23 “Quote” Edit Post
Press f+2,1 as soon as d/f+1 is finished. You dont need to wait.

Universe parry low attacks is d/f, that is.
W3iRdKiD
Legend
Joined: Dec 2006
Posts: 538
From: Singapore
#24 “Quote” Edit Post
Wooden-man: Uh editted my post a bit haha. Sounds better now? Or should I rephrase even more?

Wopaz: The juggles do work at times though. It's just not very consistent. Yupz.
Signature W3iRdKiD -=ScRuBs!=-
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sheep
Dragon Lord
Joined: Sep 2006
Posts: 872
From: Philippines
#25 “Quote” Edit Post
hi!its been awhile since my last post..well anyways i thought you might want to add this to your list, WS+2 d/f+1,f+2>1>2. dont have the dmg for that though..hope this helps..
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Originally posted by Cosmic_Castaway:
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sharingan_blood
Kyu
Joined: Jun 2007
Posts: 5
#26 “Quote” Edit Post
Is there a special parry for Feng? Or are there any other universal parry?
I saw someone parry a low attack by swerving it with hands and there is one where it just off balances the low attacker?
Signature WinG.
toml
take off f HEAPS
Joined: Apr 2005
Posts: 4362
From: Vietnam
#27 “Quote” Edit Post
Universal parry low attack for everyone is d/f, some low attack can't be parried such Roger's d/b+3 (the tail)

Feng has auto punch parry are: 1+2; f,f+1+2; and f+3+4 auto parry high-mid strings during the Kenpo Steps, if the string is 2 hits or more, Feng counters.
sharingan_blood
Kyu
Joined: Jun 2007
Posts: 5
#28 “Quote” Edit Post
Thanks very much toml!

I saw this clip on Youtube:

http://www.youtube.com/watch?v=uTGACKQz6KU

How do you pull out this combo?
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retsu_himura
Iron Fist God
Joined: Nov 2001
Posts: 1544
From: Singapore
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#29 “Quote” Edit Post
Originally posted by sharingan_blood
http://www.youtube.com/watch?v=uTGACKQz6KU

How do you pull out this combo?


5.0 combo vids,
are u asking the input in 5.0 or DR ??

in DR the input is ss+4, uf+3+4
only two hits of the uf+3+4 will connect
it does only a pathetic 27dmg in total
Signature Every new tekken series is a new game.
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sharingan_blood
Kyu
Joined: Jun 2007
Posts: 5
#30 “Quote” Edit Post
How do you pull up the juggle on this on the start of Round 2

http://www.youtube.com/watch?v=ytAP...ted&search=

also, how did that Taizo player do the sidestep or waving motions
Signature WinG.
Okizeme
Legend
Joined: Mar 2007
Posts: 511
From: USA North Carolina
#31 “Quote” Edit Post
Originally posted by sharingan_blood
how did that Taizo player do the sidestep or waving motions


He just did a ss
Signature ZOMGWTFLOLBBQ Feng t0T@lLy PWNS!!!

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Story
Warrior
Joined: Nov 2006
Posts: 156
From: Japan
#32 “Quote” Edit Post
there is a more damaging and consistent combo for
(f+4)3 if the 4 is blocked and 3 hits
b+4, d+4, 1+2 hits for 48 damage
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Dilly
When in doubt, D+3+4
Joined: Sep 2007
Posts: 2230
From: USA Missouri
PSN: DancesWithNoobs
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#33 “Quote” Edit Post
Just thought I'd add this, since it's not listed, but...

d/f+3, 1, 1, 1, 1, 1, f+1+2 all connects. Atleast it worked on steve when I tried it.
BaCaLvinUltimus
Champion
Joined: Sep 2007
Posts: 282
From: Philippines
#34 “Quote” Edit Post
what is the safest launcher 4 feng?? hmm..
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toml
take off f HEAPS
Joined: Apr 2005
Posts: 4362
From: Vietnam
#35 “Quote” Edit Post
d/f+3, safe mid launcher but short range and 18f

Other than that, regular launchers are punishable, apart from ss+1+2 which give u advantage frame on block.

It is also depends on the situation in the match, where to punish with launchers or high/low crush launchers. As your sig say DEFENSE then i guess you like turtling with Feng then do poking and safe moves and know when to pull out the launchers. There are a lot of discussion threads of strategies out there
BaCaLvinUltimus
Champion
Joined: Sep 2007
Posts: 282
From: Philippines
#36 “Quote” Edit Post
Originally posted by toml
d/f+3, safe mid launcher but short range and 18f

Other than that, regular launchers are punishable, apart from ss+1+2 which give u advantage frame on block.

It is also depends on the situation in the match, where to punish with launchers or high/low crush launchers. As your sig say DEFENSE then i guess you like turtling with Feng then do poking and safe moves and know when to pull out the launchers. There are a lot of discussion threads of strategies out there


hmm.. close range but safe, thx!!
uhm question:
when ss+1+2 hits, is d/b+3 guaranteed?? Or
is poking like d/b+3, d+4 and d+2?
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toml
take off f HEAPS
Joined: Apr 2005
Posts: 4362
From: Vietnam
#37 “Quote” Edit Post
SS+1+2 hits will get your opponent KND gives SS+1+2 a mini juggle. SSR+1+2,d+4,1+2 (opponent's left side)
Maxi Milian
Maximum Damage
Joined: Dec 2001
Posts: 3310
From: Sweden
#38 “Quote” Edit Post
The last hit of d/b+1+2:2 does 18 dmg and not 9 as has been listed on every juggle on the list. There are basically 3 ways to juggle from class 2 launchers.

1. d/f+1 d/f+1 f+4,3 + oki.
2. d/f+1 f+2,1 d/b+1+2:2 + oki in case you fail the last hit.
3. d/f+1 d/f+1 f,f+4,3 d+4,1+2

You can switch out the d/f+1's for regular f,f+1's alot easier but less damaging. You can also switch out f,f+1 for f,f,n,1 only 1 less dmg but alot easier.

In the first juggle i think its alot better doing d/f+1 f,f,n,1 for several reasons:

f+4,3 is much less likely to whiff, and they will get knocked down alot closer to you, eliminating some of the risks d/f+1 d/f+1 f+4,3 brings. At to far distance or to big of an angle they can often do b+4~3 and your d+4... will whiff, not to mention regular backroll. So my advice is to allways stick with d/f+1 f,f,n,1 f+4,3 when you want to go for this ender.

It has been mentioned before but just to reiterate, the oki after this ender is mainly d+4,1+2 or d+3+4, there is alot of room for variation and creative play though.

The second juggle is very reliable, quite easy and one of the absolute most damaging, it does not give you any kind of oki if done properly and it does not work on to big angles, another downside is that if you fail the ender you could get very hurt.

The third ender is the most damaging, but most often doing 2 d/f+1's is just to hard to be practical and that leaves you with d/f+1 f,f,n,1, thus making the second juggle a better option. This juggle has good travel distance though and any juggle ending with d+4,1+2 w! gives you a guaranteed b+1+2 if the range is right.

Class 3 juggles often give you either d/f+1... or d/f+4... Class 4 launchers only give you d+4,1+2.

I have some comments regarding some of the juggles listed so far:

b+2,3,4 is not a juggle launcher, they can techroll d+4,1+2.
f+4 d/f+1 b+1+2_d+4,1+2 is not guaranteed they can techroll the last hit.
The d/b+4 juggles listed are not practical imo, might be good for combovids but not for gameplay.
WS+2 d/f+1 d/f+1 d+3+4 d/b+3 is not guaranteed, they can backroll.
WS+2 d/f+1 d/f+1 d+3+4 d+4 is guaranteed on normals but extremely unreliable.

Ws+2 is one of the most unreliable launchers in the game, some juggles work everytime for 5 min then they stop working completely, you can record a juggle and it will work fine for 10-15 times in a row then it just wont work at all. And this is not limited to practice, i get the same results in VS. Tekken DR random factors at their finest.

Here is a list of the most damaging juggles and followups I could find.

d/b+2,2 d+4,1+2 = 25 dmg
d/b+2,2 b+1+2 = 31 dmg
d/b+2,2 b+4_d/f+4 d+4,1+2 = 34 dmg
d/b+2,2 b+4_d/f+4 b+1+2 = 35 dmg

d/b+2,2,2 d+2 = 36-42 dmg

(Yes completing the whole string is more damaging then stopping at d/b+2,2)

ssl d/b+2,2 d/f+1 f,f+1 f,f+4,3 d+4,1+2 = 54 dmg
ssl d/b+2,2 d/f+1 f+2,1 d/b+1+2:2 = 55 dmg

f+4 b+4 d+4,1+2 = 42 dmg
f+4 b+4 b+1+2 = 43 dmg
f+4 d/f+3 d+4,1+2 = 46 dmg

f+4 d+3+4 d+4,(1+2) = 40-48 dmg

f+4 ssl~f,f+3 d+3+4 = 50-57 dmg (ssl~3 will never make you cross over)
f+4 f,f+3 (cross over) BT d+3 = 45-50 dmg

f+4~b ssl~BT 3 d+3+4 = 50-57 dmg (ssl~BT 3 will never make you cross over)
f+4~b BT 3 (cross over) d+3 = 45-50 dmg

f+4,3 d+2 = 46-52 dmg
f+4,3 d+4,(1+2) = 41-49 dmg

(f+4),3 d+4,1+2 = 39 dmg
(f+4),3 b+1+2 = 45 dmg
(f+4),3 b+4_d/f+4 d+4,1+2 = 48 dmg
(f+4),3 b+4_d/f+4 b+1+2 = 49 dmg

f+4,4 d+3+4 = 43-50 dmg

(f+4),4 d/f+4 d+4,1+2 = 39 dmg
(f+4),4 d/f+4 b+1+2 = 40 dmg
(f+4),4 d/f+1 f,f+1 f+4,3 = 47 dmg
(f+4),4 d/f+1 f+2,1 d/b+1+2:2 = 60 dmg
(f+4),4 ssl~d/f+1 d/f+1 f,f+4,3 d+4,1+2 = 62 dmg (the ssl can also be done inbetween the d/f+1's)

f,f+4 d/f+1 f,f+1 f+4,3 = 50 dmg
f,f+4 d/f+1 f+2,1 d/f+1 d+3+4 = 55 dmg
f,f+4 d/f+1 f+2,1 d/b+1+2:2 = 63 dmg
f,f+4 d/f+1 d/f+1 f,f+4,3 d+4,1+2 = 65 dmg

f,f(+4),3 d/f+1 f,f+1 f+4,3 = 53 dmg
f,f(+4),3 d/f+1 f+2,1 d/f+1 d+3+4 = 58 dmg
f,f(+4),3 d/f+1 f+2,1 d/b+1+2:2 = 63 dmg
f,f(+4),3 ssl~d/f+1 d/f+1 f,f+4,3 d+4,1+2 = 68 dmg (the ssl can also be done inbetween the d/f+1's)

f,f+4<3 d/f+1 f+4,3 = 59 dmg
f,f+4<3 f+2,1 d/b+1+2:2 = 69 dmg
f,f+4<3 d/f+1 f,f+4,3 d+4,1+2 = 71 dmg

f,f+4,3 d+4,1+2 = 46 dmg
f,f+4,3 b+1+2 = 47 dmg
f,f+4,3 d+1~f d+4,1+2 = 48 dmg
f,f+4,3 d+1~f b+1+2 = 49 dmg
f,f+4,3 iws+4 d+4,1+2 = 52 dmg
f,f+4,3 iws+4 b+1+2 = 53 dmg
f,f+4,3 f~d/f+4 d+4,1+2 53 dmg
f,f+4,3 f~d/f+4 b+1+2 = 54 dmg

d/f+3 d/f+1 f,f+1 f+4,3 = 53 dmg
d/f+3 d/f+1 f+2,1 d/b+1+2:2 = 66 dmg
d/f+3 d/f+1 f,f+1 f,f+4,3 d+4,1+2 = 65 dmg

u/f+4 d/f+1 f,f+1 f+4,3 = 45 dmg
u/f+4 d/f+1 f+2,1 d/b+1+2:2 = 58 dmg
u/f+4 d/f+1 d/f+1 f,f+4,3 d+4,1+2 = 60 dmg

ssl+4 d/f+1 f+1 f+4,3 = 47 dmg
ssl+4 d/f+1 f+2,1 d/b+1+2:2 = 60 dmg
ssl+4 d/f+1 d/f+1 f,f+4,3 d+4,1+2 = 62 dmg

ssr+4 d/f+1 f+2,1 b+1+2 = 50 dmg
ssr+4 ssl~d/f+1 enables all the ssl juggles
ssr+4 d/f+1 (flip) f+1 d+2 fc d/f+3 = 43-47 dmg
ssr+4 d/f+1 (flip) f+1 d/b+1+2:2 = 51 dmg

d/b+4 cc d+3+4 d/b+3 = 43-46 dmg
d/b+4 cc d+3+4 d+4,1+2 = 43-51 dmg
Far d/b+4 f,f+3 d+2 = 50-56 dmg

WS+2 d/f+1 d/f+1 b+2,3,4 = 52 dmg
WS+2 d/f+1 f+2<1<2 = 53 dmg
WS+2 d/f+1 f+2<1 b+1+2 = 56 dmg
WS+2 d/f+1 f+1,1 d+4,1+2 = 56 dmg
WS+2 d/f+1 d/f+1 d+3+4 d+4(,1+2) = 53-61 dmg
WS+2 d/f+1 d/f+1 d/b+1+2:2 = 60 dmg

WS_QCF+3 d/f+1 d/f+1 f+4,3 = 51 dmg
WS_QCF+3 d/f+1 f+2,1 d/f+1 d+3+4 = 53 dmg
WS_QCF+3 d/f+1 f,f+1 f,f+4,3 d+4,1+2 = 60 dmg
WS_QCF+3 d/f+1 d/f+1 f,f+4,3 d+4,1+2 = 63 (might be considered easier if you ssl before the second d/f+1)

BT d+3 ws+4 d+4,1+2 = 45 dmg
BT d+3 ws+4 b+1+2 = 46 dmg
BT d+3 ws+4 d/f+4 d+4,1+2 = 52 dmg
BT d+3 ws+4 d/f+4 b+1+2 = 53 dmg
BT d+3 ws+4 d/f+1 f+2,(1),2 = 55 dmg
BT d+3 ws+4 d/f+1 f,f+1 d/b+1+2:2 = 65 dmg (another jab might be possible but i couldnt confirm it myself)

CH (1),1 d/f+4 d+4,1+2 = 49 dmg
CH (1),1 d/f+4 b+1+2 = 50 dmg
CH (1),1 f,f+2 d+4,1+2 = 56 dmg
CH (1),1 d/f+1 f,f+1 f+4,3 = 57 dmg
CH (1),1 d/f+1 f+2,1 d/b+1+2:2 = 70 dmg
CH (1),1 d/f+1 d/f+1 f,f+4,3 d+4,1+2 = 72 dmg

CH f,f+2 f,f d/b+3 = 37 dmg
CH f,f+2 f,f d+4,1+2 = 45 dmg
CH f,f+2 w! f,f+4,3 = 58 dmg

CH d+2 f,f d+3+4 = 36-43 dmg

CH f,f+3_BT 3 d+3+4 = 45-52 dmg

CH fc d/f+1 f,f d+3+4 39-46 dmg

Left_right sidethrow d+4 = 47 dmg
Backthrow d+4 = 57 dmg


Unusual launchers/KD's:

2~1<1 d+4,1+2 = 39 dmg

(3~4),3 ws+4 d+4,1+2 = 44 dmg
(3~4),3 ws+4 b+1+2 = 45 dmg
(3~4),3 ws+4 d/f+4 d+4,1+2 = 51 dmg
(3~4),3 ws+4 d/f+4 b+1+2 = 52 dmg
(3~4),3 ws+4 d/f+1 f+2,1,2 = 54 dmg
(3~4),3 ws+4 d/f+1 f,f+1 d/b+1+2:2 = 64 dmg (another jab might be possible but i couldnt confirm it myself)

u/f+2 d+4,1+2 = 45 dmg
u/f+2 b+1+2 = 51 dmg
u/f+2 b+4_d/f+4 d+4,1+2 = 54 dmg
u/f+2 b+4_d/f+4 b+1+2 = 55 dmg

u_u/f+3 f+4,3 = 49 dmg

KNP 2 f+4,3 = 42 dmg
KNP 2 d/f+1 f+4,3 = 47 dmg
KNP 2 ssr d/f+1 f+2,1 d/b+1+2:2 = 63 dmg
KNP 2 d/f+1 d/f+1 f,f+4,3 d+4,1+2 = 65 dmg

KNP 4 d/f+1 f,f+1 f+4,3 = 47 dmg
KNP 4 d/f+1 f+2,1 d/b+1+2:2 = 60 dmg
KNP 4 d/f+1 ssl~d/f+1 f,f+4,3 d+4,1+2 = 62 dmg

CH b,f+1 f,f+3 d+3+4 = 62-69 dmg

CH (b+3),1 d/f+1 f,f+1 f+4,3 = 57 dmg
CH (b+3),1 d/f+1 f+2,1 d/b+1+2,2 = 70 dmg
CH (b+3),1 d/f+1 d/f+1 f,f+4,3 d+4,1+2 = 72 dmg

CH u+4 d/f+1 f,f+1 f+4,3 = 50 dmg
CH u+4 d/f+1 f+2,1 d/b+1+2:2 = 63 dmg
CH u+4 d/f+1 f,f d/f+1 f,f+4,3 d+4,1+2 = 65 dmg

CH QCF+1 f,f d/b+3 = 32 dmg
CH QCF+1 f,f d+4,1+2 = 40 dmg

CH QCF+2 d/b+3 = 43 dmg
CH QCF+2 d+4,1+2 = 51 dmg

CH_Parry 1+2 f,f d/b+3 = 40 dmg
CH_Parry 1+2 f,f d+4,1+2 = 48 dmg
CH_Parry 1+2 w! f,f+4,3 = 61 dmg

Parry f,f+1+2 f,f throw

b+1+3_2+4 (1's) d+4,(1+2) = x+7 dmg


Escapable stuns/KD's:

CH b+1 f,f+2 = 39 dmg
CH b+1 f,f u/f+3+4 = 43 dmg
CH b+1 f,f b+1+2 = 44 dmg

CH d/b+1 f,f u/f+4...
CH d/b+1 f+4...
CH d/b+1 f,f+4...
CH d/b+1 f,f d/f+3 d+4,1+2 = 46 dmg

CH f+2 u/f+4...
CH f+2 d/f+3...
CH f+2 f+4...
CH f,f+4...

CH d/f+2 f,f u/f+4...
CH d/f+2 f+4...
CH d/f+2 f,f+4...
CH d/f+2 d/f+3...

Crouching opponent ws+4_d/f+1 f,f u/f+4...
Crouching opponent ws+4_d/f+1 f,f+4,3...
Crouching opponent ws+4_d/f+1 f,f d/f+3...
Crouching opponent ws+4_d/f+1 d/b+4...


Standing followups

ws+4 b+1 = 25 dmg (wall)
1,2 b+1 = 25 dmg (wall)
u/b+2 b+1 = 46 dmg (wall)
f,f+3 2_d+1_b+1 = 30_35_37 dmg (wall)
f_b+3+4,3 b+1 = 30 dmg (wall)

CH (1),2 f+1,2,2 = 33 dmg
CH (f+2),1 u/f+4 = 29 dmg (wall)
CH (f+2),1 b+1+2 = 45 dmg
CH (b+2),3 b+1 = 21 dmg (wall)
CH d/b+1+2 b+1 = 30 dmg (wall)
CH f_b+3+4,3 u/f+4 = 35 dmg (wall)
CH f_b+3+4,3 b+1+2 = 51 dmg (wall)

Crouching opponent u/f+1 1,2,2 = 35 dmg (f+1,2,2 only works around the wall)


The KND and PLD launchers are still missing and the list could need some polishing, I'll see if I can do that during the comming days.

Last edited by Maxi Milian on Oct 17th, 2007 at 19:41

KOR
SOUTH AFRICAN TEXAN
Joined: Aug 2007
Posts: 3135
From: USA Texas
#39 “Quote” Edit Post
wow thats real cool maxi, appreciate ya.
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Nikola_Tesla
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Posts: 222
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#40 “Quote” Edit Post
Originally posted by BaCaLvinUltimus
what is the safest launcher 4 feng?? hmm..

ff+4
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