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adipati
Raijin
Joined: Jul 2005
Posts: 647
From: Indonesia
PSN: thatgarlicguy
#1 “Quote” Edit Post
This is a complete guide of Feng Wei in Tekken 6 Bloodline Rebellion.


ABBREVIATIONS
Terms that used often in this guide.
? JG = Juggle
? KND = Knockdown
? SLD = Slide
? BS = Block Stun
? FCD = Facedown
? CFS = Crumple Fall Stun
? CF = Crumple Fall
? BT = Back Turned
? CS = Crumple Stun
? KNP = Kenpo Step (b+3+4)
? MS = Minor Stun
? STC = Shifting Clouds (f+3+4)
? RC = Recover Crouching
? SWYF = Sway Forward (qcf+)
? OC = Opponent Recover Crouching
? B! = Causes Bound
? CC = Crouch Cancel



1. MOVELISTS
A full movelist of Feng Wei in Tekken 6 Bloodline Rebellion version.
http://sdtekken.files.wordpress.com...k6_movelist.pdf


2. NEW MOVES AND CHANGES
Compared to the previous installments in Tekken 6.0, Feng got some new moves and some changes to his tools. Here's the list.

New moves
? db+1, faster animation. High chrush.
? db+1, ~f db+1 to fKNP
? db+1, ~b db+1 to bKNP
? db+1,2 NC. Delayable.
? f+3+4,1. 24 dmg, mid, KND, -21f
? f+3+4,2. 18 dmg, mid, Juggle, -13f
? f+3+4,3. 36 dmg, high, Bound, +2f
? f+3+4,4. 25 dmg, low, KND on CH, -13f.
? f+3+4, 1+2,1,2, 38 dmg. mid, high, high. KND. -11f
? b+3+4,1. 26 dmg, low, -13f.
? b+3+4,2. 21 dmg, high.
? b+3+4,3. 18 dmg, high, -12f
? b+3+4,4. 32 dmg, mid, SLD on hit and CH.
? b+3+4, 4,3+4. 56 damage. mid, mid. Juggle.
? f+3,4. Mid, Mid. NC. 2nd Hit Launches on Hit. -16f.
? uf+3+4. Mid. High. Launch on hit.
? uf+3+4,3. Mid, High, High. Old uf+3+4

Changes
Movelist that changes its properties during T6 to T6BR
? uf+2 reduced auto sidestep
? BT 1+2 changed knock down animation, no longer wall splats
? BT 2,2 B! on jumping opp
? f+3+4, 3 B! on jumping opp
? ws+2 changed launch animation (on NH, only d+4,1+2 guaranteed)



3. FRAME DATA
Frame data is basically a period taken for a moves to come out. Just like a movement in cartoon making, that consist of serial different animations. So, if a single jab takes an exact 10 frame to execute, then it means it consist of 10 different animation, until the jab is executed.

Learning frame data is very-very important. Because, Tekken is math. A 15f hopkick will always be outrun by a 10f jab. Also, a blocked hopkick, will always be punished because it has a -12 frame, that allow a 10f jab to punished it. You dont have to remember every single data, just the bread and butter you always uses.

For the frame data of Feng, we could use the one from SDTekken. Compliments goes to them.
http://sdtekken.com/tekken-6/feng-frame-data/



4. PUNISHERS
As i said. Tekken is math. So every moves has its blocked properties that usually a negative one. A blocked attack should be punished accordingly. Beneath is the list of moves that should be used for basic punishing.

Standing Punishers
Movement that uses for punish a standing blocked attacks.
? 10-11f : 1,2,2 (29 dmg)_1,3 (26 dmg)_2,4 (21 dmg)
? 12f : 1,2,2 (29 dmg), b+4 (18 dmg)
? 13f : 1,2,2 (29 dmg), b+1+2 (28 dmg, KD, mid range)
? 15f : uf+4 (15 dmg, Launcher)
? 19f : ff+4 (15 dmg, Launcher)
? 21f : f+3,4 (36 dmg, Launcher, Long Range)


While Standing Punishers
Movement that uses for punish a crouching blocked attacks.
? 10f : d+1 (6 dmg)
? 11f : ws+4 (21 dmg)
? 15f : ws+3 (19 dmg, Launcher)
? 16f : f+3,4 (36 dmg, Launcher, Long Range)
? 19f : ff+4 (15 dmg, Launcher)
? 21f : f+3,4 (36 dmg, Launcher, Long Range)



5. BOUND (B!) MOVES
In addition to T6 Gameplays, we have moves that gives Bound properties to on air opponents, such as :
? d/b+1+2
? 2~1
? f+4,3 (last hit)
? d/b+2,2,2 (last hit)
? qcf+1+2
? fSTC+3



6. JUGGLES
Juggles are basically combo on air opponents. From T5, this is the main damage dealer in Tekken. In fact, more than half of lifebar, could be depleted just by one clean juggle. Be friends with them.

u/f+4_u+4 :
? d/f+1, d/f+1, f+4,3 B! (Stable+Most damaging)
? d/f+1, 1, f+4,3 B! (Stable+Easy)
? d/f+1, f+4,3 B! (Easiest)
? d/f+1, 1,1,1,12 (wall hunting+B! saving)

ws+3_QCF+3 :
? d/f+1, d/f+1, f+4,3 B! (Stable+Most damaging)
? d/f+1, 1, f+4,3 B! (Stable+Easy)
? d/f+1, f+4,3 B! (Easiest)
? d/f+1, 1,1,1,12 (wall hunting+B! saving)

SS+4 :
? d/f+1, d/f+1, d/b+1+2 B! (Stable+Most damaging)
? df+1,1,f+4,3, B! (Stable+Easy)

BT d+3 :
? ws+4, f+1, d/b+1+2 B! (Stable+Most damaging)
? ws+4, f+1, d+4, 1+2 (Stable+Easy)
? ws+4, f+1, b+1+2 (Easiest)

WS+2 :
? d+4,1+2

d/f+3 :
? 1, f+1, f4,3 B! (Stable+Easy+Most damaging)
? 1, d/f+1, d/b+1+2, B! (Stable+Most damaging)

ff+4 :
? d/f+1, d/f+1, f+4,3 B! (Stable+Most damaging)
? d/f+1, 1, f+4,3 B! (Stable+Easy)
? d/f+1, f+4,3 B! (Easiest)
? d/f+1, 1,1,1,12 (wall hunting+B! saving)

ff+4,3 :
? d+4,1+2 (Stable+Easy)
? b+1+2 (Easiest)

ff+4 (blocked),3 (hit) :
? d/f+1, d/f+1, f+4,3 B! (Stable+Most damaging)
? d/f+1, 1, f+4,3 B! (Stable+Easy)
? d/f+1, f+4,3 B! (Easiest)
? d/f+1, 1,1,1,12 (wall hunting+B! saving)

CH 1~1 :
? d/f+1, 1, f+4,3 B! (Stable+Most damaging)
? d/f+1, f+4,3 B! (Easiest)
? d/f+1, 1,1,1,12 (wall hunting+B! saving)

CH WS+2 :
? d/f+1 f+4,3 B!
? d/f+1, 1,1, d+4,1+2 (wall hunting+B! saving)

CH bf+1 :
? ffn,2~1B! f34,d4,1+2 (Stable+Most damaging 69 damage)
? ff3 (Easy, 51 damage + Oki chance)

From FUFT CH3+4
? f+1, db+1+2B! (stable + easiest)

7. BOUND (B!) ENDERS
? ssl ff+4,3, b+1+2
? ff+4,3, d+4
? d/f+1, b+1+2
? d/f+1, d+4,1+2
? d/f+1, d/b+1+2,2
? ff+3, d+3+4
? ff+3, d/b+3



8. WALL COMBOS

Wall Combos without B!
? b2,3,4,2 (Spikes)
? f2,1,2
? 1,2,b1+2
? d1+2,b1+2
? 2,4>1
? f1+2 (BT OKI)
? uf3+4,4
? FC2, ws1,2,1
? f1+2,BTd4

Wall Combos w/ B!

qcf1+2 B!
? b2,3,4,2 (Spikes)
? f2,1,2
? 2,4>1 (exact timing for first 2 to connect)
? f1+2
? uf3+4,4
? FC2,ws1,2,1 (most damaging, very inconsisent)
? f1+2, BTd4

f4,3 B!
? f2,1>2 (most damage)
? f1+2,BTd4
? f1+2
? f2,1 to ss/b3+4 mixups
? df1,b1+2

db2,2,2 B!
? f2,1>2 (most damage, very short delay)
? f3,4
? f1+2



9. PARRIES AND REVERSALS
? d/f
universal low parry
? b+1+3_b+2+4
punch reversal. unchickenable
? 1+2
Causes a stun (like SS+3,2) with the parry strike.
? uf+2
Punch parry that hits at the same time.
? f+3+4 (KNP)
Parries punch and kicks. Third parries goes into an attacks.
? ws+1+2
Punch parry



10. SHIFTING CLOUDS AND KENPO STEP
Shifting Clouds (f+3+4) and Kenpo steps (b+3+4) are basically Feng's old Stance. But now it gives more rewards and smaller risks. Shifting Clouds parries two attack (punch and kicks alike) strings. But similiar to other parry/reversal moves, headbutt, shoulder, knees and elbows could not be parried.

STC has narrow parry window. So it'll be high risk low reward if you trying to catch opponents retaliation for an automatic parry attack in the open. But, if your opponents back is on the wall, the automatic parry attack will wall splatted them for a wall bound wall combo.

KNP is doing its different purpose than STC. KNP was an evasive move that avoid many punch and kicks. But beware as its evasive range is quite small. But still do the trick if done in the right timing and against the right move.

Both of STC and KNP has different animation. For STC, yet its parry window is small, it still could be seeing as an advantage so the transition to attack could execute faster.

Against opponents that yet familiar to Feng, it will do wonders, since the low and mid mix-ups gives big rewards. We can switch between Shifting Clouds and Kenpo Steps, by pressing forward or backward, up to two times.


Shifting Clouds (STC)
Shifting clouds are done by pressing f+3+4 and qcf+3+4. And we could swich it to Kenpo Steps by pressing back. Heres the moves that came from shifting clouds.
? f+3+4,1. 24 dmg, mid, KND, -21f
? f+3+4,2. 18 dmg, mid, Juggle, -13f. i.e : f+3+4,2, f+4,3 B! ssl ff+4,3,b+1+2
? f+3+4,3. 36 dmg, high, Bound, +2f
? f+3+4,4. 25 dmg, low, KND on CH, -13f.
? f+3+4,1+2,1,2. 38 dmg (total), mid,high,high. NC's. Last hit KND


Kenpo Steps (KNP)
Kenpo steps are done by pressing b+3+4. And we could swich it to Shifting Clouds by pressing forward. Heres the moves that came from Kenpo steps.
? b+3+4,1. 26 dmg, low, -13f.
? b+3+4,2. 21 dmg, high.
? b+3+4,3. 18 dmg, mid, juggle on hit, -12f. i.e : b+3+4,3, df+1,f+1,f+4,3 B! ssl ff+4,3,b+1+2
? b+3+4,4. 32 dmg, mid, very long range, SLD on hit and CH.



11. TRACKING MOVES
? b+4 (mid, tracks both ways)
? df+3+4 (mid, tracks both ways)
? b+3 (high, tracks left)
? ss+2 (high, tracks left)



12. WALL SPLATTING MOVES
? 2,4,1
? 1+2
? f+2,1,2
? f+1+2
? df+2,2
? d+4,1+2
? d+1+2,1,2
? b+1+2
? bKNP,2
? bKNP,3
? uf+4
? uf+3+4,3
? ff+2
? ff+4
? ff+4,3
? bf+1
? qcf+3
? WS+1,2,1
? CH WS+2
? WS+1+2
? SS+1+2



13. NC AND NCC's
Every character has their own given combos, that separate to Natural Combos (NC) and Natural Combo Counter (NCC). The list below, consist of all the NC and NCC's that Feng has.

Natural Combo [NC]
NC are hit strings that if the first hit connects everything else is a combo, like 1,1,2's.
? 1,2,2
? 1,3
? 2,4
? ws+1,2
? 2~1,1
? f+3,4
? f+4,3
? f+4,4
? fKNP+1+2,1,2
? d/f+2,2
? d+1+2,1,2
? d/b+1,2
? b+3,3
? b+2,3
? BT+2,2
? uf+3+4,3
? WS+1,2
? SS+3,2

Natural Combo Counter [NCc]
NCc's are hit strings that if the pre-strike gets connected as a 'counter' then everything else is a combo, if not the string can be blocked. (some strings get this effect on a hit that's not the first one, example: Feng's db+2,2 if you get a CH on the second 2, we'll get a combo.)
? 1,1,
? f+2,1,2
? d+4,1+2
? db+2,2,2
? db+1+2,2
? b+2,3,4,2 (b+2,3 are NC, but the rest 4,2 has to be CH to hit)
? WS+1,2,1 (WS+1,2 are NC, but the last 1, has to be CH to hit)



14. POST LOW PARRY AND FLOOR BREAKS
In Bloodline Rebellion, we have combos that we can utilize from low parries and floor breaks. FYI, Low Parries and Floor Breaks deals the same Bound (B!) status, that we can follow with additional combos. Here's the list.
? d/f+1,f+3,4,d+1,1+2 (Max damage, non consistent for Floor Breaks)
? d/f+1,f+1,f+4,3 (consistent + OKI)
? d/f+1,f+1,f+3,4 (consistent + OKI)



15. WALL BREAKING MOVES
In Tekken 6 BR, theres a couple of stages that has some parts of its wall that breakable, opening new area that hidden before. In Sunset Stage and Anger of the Earth Stage. If a certain moves is done to an opponent that standing right to the break-able parts of the wall, the wall will break to guarantee a followup attempts.

Now, wallbreaking is not only for milking some guaranteed followups, but it could lead to dealing some of the very-very high level damage combo. We're talking about an close to a death combo here. You could understand it by watching TZ T6BR community video, that almost every character pulled out a massive damage combo by using :
bound > post bound carry to wall > wall break > post wall break to wall carry > wall combo.

can you imagine how monstrous damage, Feng could dealt?

Some moves will break wall if performed on a standing opponent (SO), while the other will break walls on wall splatted opponents (W!). Here's the list of the wall breaking moves :
? 24(1). SO, W!. (the last one break the wall)
? f+21(2). SO, W!. (the shoulder break the wall)
? 3. SO
? f+4. W!
? f+1+2. SO, W!.
? b+1+2. SO, W!.
? f+3+4,1. W!
? b+3+4,2. SO,
? CH b1. SO, W!.
? b1. W!.
? CH 1+2. W!.
? 1+2. SO, W!.
? ff+2. SO,
? qcf+2. SO, W!.
? f3+4,1+2,1(2). SO, W!. (the last punch breaks the wall)
? df+2,(2). SO, W!. (the last palm breaks the wall)
? df+3+4. W!.
? d+4,(1+2). SO, W!. (the last hit breaks the wall)
? d+1+2,1,(2). W!. (the last hit breaks the wall)
? BT 1+2. W!
? b+4. W!
? ws+1+2. W!
? uf+3+4,3. SO, W!. (the last hit breaks the wall)
? uf+2. W!
? ws+1,2,(1). SO, (the last hit breaks the wall)
? ss+3,(2). W!. (the last hit breaks the wall)
? fff+3. SO, W!. (the last hit breaks the wall)



16. MOVES WITH GUARANTEED FOLLOWUPS
As of now, Feng has serial moves that gives guaranteed followups. Here's the list.
? b+3+4,2, (dash) b+1+2 (45 dmg)
? b+3+4,2, 1+2 (49 dmg)
? uf+3, 4~3 (61 dmg)
? df+3+4, 4~3 (62 dmg)
? CH b+1, ff+2 (39 dmg)_dash, b+1+2 (40 dmg)
? CH d+2, d+3+4 (47 dmg)
? CH FC df+1, cc,d+3+4 (51 dmg)
? CH qcf+1, f+3,4, d+4,1+2 (58 dmg)



17. ITEM MOVES
When a certain item's eqquipped, Feng can shows an unique additional moves or effects. Here's the list.
? Ruyi Jingu Bang (Monkey King Stick) 2+3+4 a very long range mid, like Son Goku in DB
? Slegdehammer. b+1+3+4
? Monk [Head] 1+3+4. His bald head, will show a flash effects that will gives your opp blind status for the rest of the round. Naw, thats just a joke. Would be fun though. Heres the list of move that will trigger his head-flash-effect.
- 4~3
- fSTC+1+2,1,2
- d+1+2,1,2
- b+2,3,4,2
- BT+2,2
- BT+1+4_BT+2+3
- ff+1+2
- qcf+1
- qcf+1+2
- 1+3+4
- df+1+2
- 1+2+3+4 (Will shines 3 time if holds until animations over)



18. FREQUENTLY ASKED QUESTIONS
Q : How do we connect 2~1B! from db+4?
A : You'll just have to wait until the db+4 animation over, then quickly input 2~1 to bound. Or you could Crouch Cancels (cc) from db+4 by tapping bb

Q : How do we do instant Backturned (BT)?
A : b+3~4. For more information about Feng's BT Analysis, read below.

Q : What is the highest post B! followups?
A : Its B! ssl ff+4,3,b+1+2. We need to do a slight ssl first for higher success rate

Last edited by adipati on Jan 25th, 2011 at 02:49

Signature PSN: thatgarlicguy
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adipati
Raijin
Joined: Jul 2005
Posts: 647
From: Indonesia
PSN: thatgarlicguy
#2 “Quote” Edit Post
This is NOT my effort alone. This guide only possible, after a series of information sharing, discussions, and debate all over Feng T6BR sub forums.

Special thanks goes to : Anbu, Dreamkiller, Yip_noob, handsomeboi, Kaelin, Rudy024, Irongoat, funkpanda, SPARKS, Sithlord, TONY-T, Keaven, Zarzobnz, MYK, Garicromis and every player that has contribute in Feng sub forums.

I will updating this thread with :
- introduction
- wake-up game (OKI's)
- more FAQ's
- Feng combo from get up kicks
- and many more

"UPDATED"
- Added all of Feng NC and NCc.
- Added Feng throw's game analysis,
- Added Feng BT game analysis,
- Added moves that gives wallsplat,
- Added Feng Snake Dashing game.
- Added List Wall Breaking moves.

Last edited by adipati on Jul 10th, 2010 at 20:21

Signature PSN: thatgarlicguy
Add me as your friend, send me an invitation and lets play!
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adipati
Raijin
Joined: Jul 2005
Posts: 647
From: Indonesia
PSN: thatgarlicguy
#3 “Quote” Edit Post
OKIZEME (OKI) GAME ANALYSIS
Reserved

Last edited by adipati on Jan 25th, 2011 at 08:23

Signature PSN: thatgarlicguy
Add me as your friend, send me an invitation and lets play!
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adipati
Raijin
Joined: Jul 2005
Posts: 647
From: Indonesia
PSN: thatgarlicguy
#4 “Quote” Edit Post
GET UP KICK PUNISHMENT

Recognizing what position your opponent is lying is sometimes very rewarding. As if your opponents get up with a kick. either low (GU3) or mid (GU4), it lead to a guaranteed damage.


FUFT Punishment:
Wake-up 4 ? None
Wake-up 3 ? WS 4

FUFA Punishment:
Wake-up 4 - b+1+2
Wake-up 3 - WS+4

FDFT Punishment:
Wake-up 4 - b+1+2
Wake up 3 ? WS+3

FDFA Punishment:
Wake up 4 ? b+1+2
Wake up 3 ? WS+3


BACK TURNED (BT) GAME ANALYSIS

Just like several other character (Lei, Raven, Hwoarang, Lili, Xiaoyu), in BR versions, Feng has a moves that instantly make he turn his back from opp for several set ups on various situations.

Instant BT accessible by doing b3~4, although he's quacking on the way, signaling his transformation. Cant Namco make him stay quiet? The last thing we need is alarming our opp about set-ups were about to do. However, besides b3~4, BT accessible via five other moves : ss+2, 122~b, f4~b, ss+3 and f+1+2

BT stance is very good for setting set-ups even against seasoned ppl. Just make sure we didnt using it too often. Hao's often used instant BT for mixups in a cornered opponents. While Japan's Yuu, loves to baiting juggles or canceling by doing f4~b over and over.


Basically theres two way to entering BT stance.
1. By punishing.
122 are NC. A blocked strike that minus 10-12 frame, should be punished with 122. While punishing, we could directly turn for BT, by 122~b. 122~b on hit and CH is +7.

2. By attacking.
ss+2 is a long range, that only -1 on block and +9 on hit or CH. and instantly goes for BT.
f4~b. This will gives KND on hit for guaranteed 2~1B!


BT mixups :
? BT+1. h, 14dmg, 12f, -1, +5, +14
? BT+2. m, 14dmg, 16f, -6, +4, +4
? BT+2,2. m,m, 14,18 dmg, -13 OC, SLD B!, SLD B!
? BT+3. m, 30 dmg, 32f, +3 OC, +21 KS, SLD
? BT+d+3. (close),l, 26dmg, 18f, -15 RC, JG, JG
? BT+d+3. (far), l, 18dmg, 18f, -15, -3, JG
? BT+1+2. m, 26, 16, -5 BT, CFS BT, CFS BT


Tips :
1. Do not pull d3 on the first try! It is -i15 on block. Most ppl would waitfor that moves. Instead goes for 1+2, first, and then d+3. Most ppl will block BT+1+2, but, when they try to punish blocked BT+1+2 with fastest moves (jab), BT+d+3 will launches them.

2. Duck, reverse and punish. While in BTed, by holding DB (downback), you'll turn feng toward opp again but still in crouch position. If your opp try to catches your BT by jab, they'll whiff and launched by WS+3.



THROW GAME ANALYSIS
Sadly Feng did not have any nice post-throw game. All of his throw are not with guaranteed followups, since opponents could block followup attempts. Our only advantages are that most throw leaves opponents close to our feet, for wake up game settings.

Here's all Feng throws.
? 1+3_f+1+3
Front throw. 35 damage, 12f (15f long throw), 1 break, -6 on break.
Opponent recovers FDFA, away. Nothing guaranteed or possible good Oki's.

? 2+4_f+2+4
Front throw. 35 damage, 12f (15f long throw), 2 break, -2 on break.
Opponent recovers FUFT, close. Nothing guaranteed, but has possible good Oki's.

? Any Throw Left Throw
Left throw. 40 damage, 1 break, -4 on break.
Opponent recovers FDFA, close. Nothing guaranteed, but has possible good Oki's.

? Any Throw Right Throw
Right Throw. 40 damage, 2 break, -4 on break
Opponent recovers sideways of FDFT, close. Nothing guaranteed, but has possible good Oki's.

? Any Throw Back Throw
Back Throw. 50 damage, No Break (Unescapeable)
Opponent recovers sideways of FUFT, close. Nothing guaranteed, but has possible good Oki's.

? d/f+1+2
Front Throw. 40 damage, 1+2 break, -6 on break
Opponent recovers of FUFT, close. Nothing guaranteed, but has possible good Oki's.
But, in certain stages that has floor breaks, be sure to use this throw to got a free Bound! combos, as this throw breaks floor.

? BT1+4_2+3
Front Throw. 50 damage, 1+2 break
Opponent recovers of FDFT, close. Nothing guaranteed, but has possible good Oki's.

? b+1+3+ or b+2+4
Punch Reversal. 28 damage. Unchickenable.
Opponent recovers of FUFA, close. Nothing guaranteed, but has possible good Oki's.



SNAKE DASHING

Introduction :
Feng doesn?t have Crouch Dash (CD), but Namco gives him forward sway or we could call it ?Snake Dash? just to gives it a cooller name. The notation itselfs is quarter circle forward (qcf) or d,df,f. This moves crushes high, and some mid?s also.

Additional for this move, was a series of followups such as :
? qcf+1. Unparriable Low, 25 damage, i22f, -13, +3, combo CH : CHqcf+1,f3,4,d+4,1+2
? qcf+2. Mid, 36 damage, i16f, -13, +10
? qcf+3. Mid, 19 damage, i15f, -12, Standard Launcher (see Juggles Section)
? qcf+4. Mid, 21 damage, i11f, -7, +4 onhit, +4 on CH
? qcf+1+2. Mid 27 damage, i16f, +4 (forced enemy OC on block), +9, Gives B!
? qcf+3+4, i25f, Snake dash to forward STC

As you may already know, Feng?s qcf have also its instant version. The notation is just an iWS (d,df,n). This instant version is very useful. As its shorten (or more like hid) the animation of the Snake Dashing itself.

FYI, qcf also has its own cancelation methods. This uses for canceling out the qcf motion then replace it with normal standing or crouching moves or just for blocking/evading incoming attack. This cancel out of qcf are done by tapping ss, or to be exact is inputing df~ss.

For example. How do we cancel QCF into WS+1?
Just input the qcf motion, but hold it to df,D. Snake dash will end in crouch position, and you can let it go to neutral for a WS+1.


bf+1. THE TRAP
bf+1 Game Analysis

Introduction:
As a turtling character, Feng has many options to anticipating a pittbulling opponent. bf+1 is one of the option. bf+1 is a mid 25 frame moves that the initial animation evades many close range attack for a solid 30 damage. As an evasive move, its great for fishing CH from an attacking opponents, as on CH its guaranteed a juggle or any other followup that you prefer.

Okay, it has one major weakness, that its -16f on block. So, timing is the key.
The other weaknesss is its range.

Other fact is :
- on normal hit (NH) it gives no guaranteed follow ups, however it still put us in good oki chances. ie, ff3 is the opp stays laying down.
- if opp back is close to the wall, bf+1 gives small wallsplat,
- if opp back is on the wall, bf+1 gives huge wallsplat,
- bf+1 breaks wall, opening a chance of another wall carry or additional damage and oki chance

Basic Combos of CHbf+1:
- ffn,2~1B! f34,d4,1+2 = 69 damage
- ff3 = 51 damage + Oki chance

Last edited by adipati on Jan 25th, 2011 at 08:47

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adipati
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#5 “Quote” Edit Post
Reserved for :
- Wall pressure game
- a deeper analysis of okizeme from throw

Last edited by adipati on Jan 25th, 2011 at 08:50

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sithlord
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#6 “Quote” Edit Post

Excellent work. I may swoop in and drop a few ideas for the gameplay/OKI sections. If you are down with that.






reply : im also using this thread to compile all feng basic gameplay. so i hope everyone could contribute.

Last edited by adipati on Jan 25th, 2011 at 03:11

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TONY-T
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#7 “Quote” Edit Post
Originally posted by adipati

16. FREQUENTLY ASKED QUESTIONS
Q : How to connect 2~1B! from db+4?
A : You'll just have to wait until the db+4 animation over, then quickly input 2~1 to bound. Or you could Crouch Cancels (cc) from db+4 by tapping ff


Just want to add that tapping bb works best for crouch canceling in this combo.


reply : haha, okay. I guess its just a matter of habit i see

Last edited by adipati on Jan 25th, 2011 at 03:09

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funkpanda
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#8 “Quote” Edit Post
Originally posted by adipati
Here's all Feng throws.
? 1+3 (or f+1+3)
Front throw. 35 damage, 12f (15f long throw), 1 break, -6 on break.
Opponent recovers FDFA, away. Nothing guaranteed or possible good Oki's.


If your opponent's back is to the wall and you throw with 1+3, you can get a stomp. Timing is strict but it is possible.

reply : No, i dont think so. Stomp is not guaranteed. However is open to an oki guessing game all over again

Last edited by adipati on Jan 25th, 2011 at 03:08

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#9 “Quote” Edit Post
couple of notation errors,

in wall splat i think you mean ff43 and ff4 not ff3 and ff34

also manual BT in 17 questions is b3~4 instead of b4~3

cheers will read the other stuff maybe try to contribute when i have time.

reply : thanks, for correcting irongoat

Last edited by adipati on Jan 25th, 2011 at 03:06

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garicromirs
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#10 “Quote” Edit Post
My post regarding wallbreaks in the question and answer thread has been edited with guaranteed information now. hope it helps.

Thanks!

Last edited by adipati on Jan 25th, 2011 at 03:04

retsu_himura
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#11 “Quote” Edit Post
move missing from your new move section
f+3+4, 1+2,1,2
b+3+4, 4,3+4

on Standing Punishers section
10~11f, why stop at 1,2 when u can 1,2,2?

on juggle section
wall haunting df+1, 1,1,1, 1,2
u can also df+1, ,1,1,1, 1,3 (more damage)
or even df+1, 1,1,1, f+3,4 (even more damage)
anyway, the full notation should includes ff inbetween each jab

and wall ender section
f+4,3 B! f+2,1,2 is not the most damaging
f+4,3 B! f+1+2, BT d+4 dealt a few points more.
(yup, BT d+4 as in basic full crouch kick)

reply :
i have added the new moves section.

standing punisher is edited

on juggle section, i didnot added the dash jab, because its will changes every combo list entirely. Just like DR times all over again.

Wall combo
f+4,3 B! f+1+2, BT d+4 dealt a few points more.
Youre right

Last edited by adipati on Jan 25th, 2011 at 03:04

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adipati
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#12 “Quote” Edit Post
Added a couple of things, such as :
- bf+1 trap
- GU Kick Punishment

Last edited by adipati on Jan 25th, 2011 at 08:48

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AkaYasha241
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#13 “Quote” Edit Post
Hey guys, quite new here so, greeting Not sure if this is d best place to post this. if not, apologies

begun trying to work BT into my feng game. Experimenting in training and stumbled on the following combo

BT d+3, FC 2, ws1, db 1+2 B!

Enders: ff 4 3, b 1+2 (67 dmg)
ff 3, d 3+4 (76 dmg)

Now thing is, i'd prefer to use this rather than BT d+3, ws 4, d+4, 1+2 (50 dmg) but from what i've seen it only works on certain characters. i spent some time and i found out it works on

Jack, Marduk
Paul, Bryan
Eddy, Raven
Bob, Miguel
Dragonov, Steve
A. King, King
Heihachi and finally Feng lol

Its extremely inconsistent on Alisa (ssl 2 to BT) and Leo (ssr 2 to BT). It doesn't work with the others.

Has anyone tried this before or know more about it?

Last edited by AkaYasha241 on Feb 20th, 2011 at 23:32

Rudy024
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#14 “Quote” Edit Post
It was already confirmed long ago. Its great when you know which chars it can be applied to. You have a harder combo in the form of:

BT d3, cc 4, 1, db1+2 B!

Its more consistent and works on all chars IIRC. The combo you mentioned is best when you can't do the input consistently and its much easier. You have to know which characters it works on though.

And IIRC d4 is guranteed after a df1+2_BT2+3_BT1+4 throw at the earliest input. need confirmation though.
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DEZ 187
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#15 “Quote” Edit Post
Originally posted by Rudy024
And IIRC d4 is guranteed after a df1+2_BT2+3_BT1+4 throw at the earliest input. need confirmation though.


confirmed, bra.
Godfather
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#16 “Quote” Edit Post
So when trying to do qcf, ws+1, am I suppose to d to d/f, neutral, then hold down? Or can I just roll d,d/f, then hold down in one motion?
Rykendawg
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#17 “Quote” Edit Post
how hard is feng to use and why?
adipati
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#18 “Quote” Edit Post
Originally posted by Godfather
So when trying to do qcf, ws+1, am I suppose to d to d/f, neutral, then hold down? Or can I just roll d,d/f, then hold down in one motion?


whenever you qcf but didnt input the move and cancell it with D, youre ready to qcf~ws+[of your choice]
please also refer to Feng Snake Dashing analysis above.

Originally posted by Rykendawg
how hard is feng to use and why?


someone had already asked the same question in the latest Q&A thread.
read it first, and ask again if youd like to be answered specifically
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wooden-man
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#19 “Quote” Edit Post
Actually for ws moves out of the crouch dash it's not from qcf.
By doing d,df or d~df feng will also perform a crouch dash just like qcf, but this lead to ws off any input instead the standard qcf moves.
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#20 “Quote” Edit Post
Not sure if anyone else uses it but I find d/f+1 picks up grounded opponents ( a juggle can be initiated afterwards). Its not a reset but it still seems useful. Whats the conditions for this move? Any input?
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