Feng Wei 101: The Dragon Scroll
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Project ASP
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#1 “Quote” Edit Post
Special thanks goes to a friend of mine, Jiraiya-Sama2390!

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 [/left]



1. MOVELISTS
A full movelist of Feng Wei in Tekken 6 Bloodline Rebellion version.
http://www.tekkenzaibatsu.com/tekke...ist.php?id=feng

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 Avoidingthepuddle.com. Compliments goes to them.
http://www.avoidingthepuddle.com/fe...en-6-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!
[list][*]

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
Fhwoarang
Iron Fist God
Joined: Oct 2000
Posts: 1290
From: Mexico
PSN: Fhwoarang
#2 “Quote” Edit Post
This a great compilation. Great work.

Why is it in the Tekken Tag Tournament 2 forum? Shouldn't this be on the T6 forum?
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OffInBed
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Posts: 2221
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#3 “Quote” Edit Post
There's actually tons of errors in this list.

I'm not even going to bother pointing things out, so much redundancy in that post.


A mod should remove that crap. Tekken 6 is OUT..we are moving to Tag 2.


So stupid for something like this to be posted for a game that's pretty much dead.
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Project ASP
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Joined: Apr 2012
Posts: 695
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#4 “Quote” Edit Post
Originally posted by Fhwoarang
This a great compilation. Great work.

Why is it in the Tekken Tag Tournament 2 forum? Shouldn't this be on the T6 forum?

You have Jiraiya-Sama2390 to thank for that.
Yeah, i apologize about posting in in the wrong area.
But, i'm sure this will be useful in TTT2 as well, when we come to think of it(since TTT2 will be having one on one matches included).

Last edited by Project ASP on Apr 25th, 2012 at 01:49

OffInBed
TEKKEN CHICKEN
Joined: Jan 2011
Posts: 2221
From: USA Massachusetts
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#5 “Quote” Edit Post
Originally posted by Project ASP
You have Jiraiya-Sama2390 to thank for that.
Yeah, i apologize about posting in in the wrong area.
But, i'm sure this will be useful in TTT2 as well, when we come to think of it(since TTT2 will be having one on one matches included).


I doubt it'll be useful at all considering there was a big change in mechanics, properties and frames. Thanks for the effort, that's appreciated.
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yip_noob
No F*eng Wei!!!
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#6 “Quote” Edit Post
im not mod for feng so i cant do anything.
but yes there are ALOT of changes. even in solo mode, we have better options now with 1+4 and f+3,4 to offer juggles in scenarios where in BR was not even possible.
there are mistakes in punishes, juggles, tracking, perhaps if you edited the post...
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OffInBed
TEKKEN CHICKEN
Joined: Jan 2011
Posts: 2221
From: USA Massachusetts
PSN: OffInBed
#7 “Quote” Edit Post
Originally posted by yip_noob
there are mistakes in punishes, juggles, tracking, perhaps if you edited the post and put Tag 2 stuff instead


Fixed.
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OffInBed
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Joined: Jan 2011
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#8 “Quote” Edit Post
Sorry for double posting but I've always wanted to be a Feng mod

but adipati is going an awesome job by himself. Besides, I can't play TTT2 yet.
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adipati
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Joined: Jul 2005
Posts: 647
From: Indonesia
PSN: thatgarlicguy
#9 “Quote” Edit Post
hey?
isnt this is just pasted from my thread in the T6 section?
so your "friend" Jiraiya-Sama2390, may be stealing my work from me.
this is the original thread:
http://www.tekkenzaibatsu.com/forum...threadid=117826

anyway. the reason why i havent make a complete guide about Feng in TTT2 is because, we havent got the final version yet.

the latest Patch is TTT2U, but it seem term "unlimited" will be erased in the final (console) release.

so, its better to see how the final build develop and lets start a solid discussion based in the final version.
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