The Art of Kenpo

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adipati
Raijin
Joined: Jul 2005
Posts: 647
From: Indonesia
PSN: thatgarlicguy
#1 “Quote” Edit Post
DISCLAIMER:
This thread served as a guide to build a solid-strong Feng Wei.
For the most part of the guide, i made it myself.
However, i do have many input from fellow Feng players to make some of the Sections.
So, i will not take credits in this guide, as this guide is served as a community project.


ABBREVIATIONS
• TAG = Switching Character. Activated when a player hits 5 (the tag button)
• TA = Tag Assault. Activated when a player hits 5 (the tag button) right after a bound move. The opponent instead of bounding will bounce and so the secondary character will continuing the air combo by providing juggle filler, and later the main character will have finish the air combo.
• TT = Tag Throw. Throw assist with partner. Done by pushing 2+5. Escapeable by tapping 2 right away.
• TF = Tag Filler. Moves that used as juggle filler while Tagging partner
• TC = Tag Crash. By hitting 2 and 5 when the character is lying down while the partner is enraged results to a tag crash. However the secondary character won't be enraged and the main character will lose all their red health.
• Netsu = Partner Rage in TTT2. Active by itself if Active Character recieved certain damage
• JG = Juggle. Launch opponent to the air, enabling air combo.
• KNP = Kenpo Step (b+3+4)
• STC = Shifting Clouds (f+3+4)
• SWYF = Sway Forward (qcf+)
• RC = Recover Crouching
• OC = Opponent Recover Crouching
• WS = while standing up
• iWS = Instant while standing. d,db,N_d,df,N (usually)
• WR = while running
• iWR = Instant while running. f N ff
• SSL = side step to left
• SSR = side step to right
• PLD = Play dead position. Face up & feet away
• KND = Knockdown position. Fface up & feet towards
• SLD = Slide position. Face down & feet away
• FCD = Face down position. Face down & feet towards
• BT = Your back turned to the opponent
• iBT = Instant back turned. B3~4
• OC = Forces opponent into crouch. i.e: Blocked qcf+1+2
• CH = counter hit
• DS = Double over stun. Tap f to escape in most cases, you can usually launch opponent
• KS = Kneel stun. Opponent is forced onto one knee, usually does not act as a combo starter. i.e: NH qcf+1+2
• CS = Crumple stun. opponent crumples to the ground in front of you right away, usually acts as a combo starter. i.e: CH f+2
• BS = Block stun (to attacking character, i.e: 1+4_ss+4)
• HA = Homing attack. move tracks both left and right. i.e: b+4_df+3+4
• B! = This move cause bound state. bound moves usually also cause floor destuction.
• F! = This move cause floor destruction.
• cc = Crouch cancel. Tap u or f,f while crouching


1. MOVELISTS

(Still in progress)



2. NEW MOVES AND CHANGES

Following the development in TTT2, Feng get a few additions and changes in stance as follows.

New moves

• 334. a kick string. 334. high, high, low. The last 3 is – 12 on blocked.The high and high works as a Natural Combo (NC). If you opponent hit by 334, they will KND FDFT (Face Down Face Toward). And Feng will stand Back Turned at the end of 334.
• 1+4. low, high. Its a very fast kick to standing jab. Very hard to see. Too bad, 1+4 couldnt pick up on the ground (OTG) opponent. But now, it picks opponent from CHqcf+1 and CH GU3; to a Bound.
• Qcf+2. His death fist (qcf+2) is gone, replaced by a slow launcher on natural hit, lets call it the Dragon Fist. On hit it connects with f3,4, f+1, db+1+2B!. On blocked its -14. Also, since it came from a snake dashing, so dragon fist will duck high, has its instant version and capable of mix-in with other qcf options.



Changes

Moves that changes its properties during TTT2 to TTT2U
• uf+2. Autoparry removed. +3f on hit. Before is +1f
• 1,1 is now -11f on block. Before is -10f
• 1,2,2 is now -14f on block. Before is -11f
• 3,3,4 is -12f on block.
• 1+4 is -15f on block. But on hit gives +6f
• f+2 is now -9f on block. Before is -7f
• f+1+2 is now 0 on block. Before is -4f
• db+1+2,2 is now -11f on block. Before is -6f
• b2,3,4 is now -13f on block. Before is -10f
• b+4 is now -9f on block. Before is -6f
• ff+4 is now -15f on block. Before is -16f
• bf+1 is now -15f on block. Before is -16f
• ws+1 is now impact at 14f, faster than before (15f)
• ws+4 is now -7f on block. Before is -3f
• FCdf1 is now -13f on block. Before is -12f
• qcf2 is -14f on block.
• BT+2,2 second hit has to be a CH for it to launch .



3. FRAME DATA

(Still in progress)

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.



4. PUNISHERS

As i said. Tekken is math. So every moves has its blocked properties that its either positives or negative. 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 (34 dmg)_1,3 (31 dmg)_2,4 (23 dmg)
• 12f : 1,2,2 (34 dmg), b+4 (20 dmg)
• 13f : 1,2,2 (34 dmg), b+1+2 (40 dmg, KND, mid range)
• 15f : uf+4 (17 dmg, Launcher)
• 19f : ff+4 (17 dmg, Launcher)
• 21f : f+3,4 (40 dmg, Launcher, Long Range)

While Standing Punishers
Movement that uses for punish a crouching blocked attacks.
• 10f : d+1 (6 dmg)
• 11f : ws+4 (24 dmg)
• 14f : ws+1,2
• 15f : ws+3 (27 dmg, Launcher)
• 19f : ff+4 (17 dmg, Launcher)
• 21f : f+3,4 (40 dmg, Launcher, Long Range)



5. BOUND (B!) MOVES

Since T6, Bound has became an integral part of our juggle system. Feng’s moves that bounds are:
• db+1+2 B!
• 2~1 B!
• f+4,3 (last hit) B!
• db+2,2,2 (last hit) B!
• qcf+1+2 B!
• fKNP+3 B!
• BT 2,2 B!
• U+2 B!


6. PARRIES AND REVERSALS

Parries and reversal are defensive tools, but its very important for Feng to keep his momentum. Because we cannot always attacking, and sometimes parry and reversals give better reward than blocking. In example. Bryan has one of the fastest unblockable in the game, f1+4. No one could react faster than that, and we cannot block either, since its unblockable. So reversals is the best choice. This also one of the reason why Feng is considered a turtling character. Because Feng maybe has the best parry and reversals in the game. Though beware, since parries and reversals cannot deals with Head, Shoulder, Knee, Elbow, Waist (KUMA), and Stomach (BOB).

Our parries and reversals are:
• df. universal low parry
• b+1+3_b+2+4. punch reversal. unchickenable
• f+3+4 (KNP). Parries punch and kicks. f+3+4 reverse attacks after parrying minimum 2 hits. wall splats + can be jf blocked
• ws+1+2. Punch parry
• 1+2 should be on the list.
• db+1~f or db+1~b~f also performs same parry as f+3+4



7. TRACKING MOVES

Tracking moves are moves that tracks to left, or right or both. Our tracking and homing moves are:

• b+4 (mid, tracks both ways, short range)
• df+3+4 (mid, tracks both ways, mid range)
• db+4 (low, tracks both ways, mid range)
• b+3 (high, tracks left, long range)
• ss+2 tracks both ways (homing)
• BT d+3 tracks both ways
• db+3 tracks both ways
• uf+2 tracks left



8. WALL SPLATTING MOVES

The presence of the wall should be fully utilized, to provide pressure, additional damage or to lay any specific set-ups. Therefore it is very important to know which wall splatting moves that more suitable to the specific circumstances.
• 2,4,1
• 2~1,1
• f+2,1,2
• f+3,4
• f+1+2
• df+2,2
• d+4,1+2
• d+1+2,1,2
• CHb+1
• b+1+2
• bKNP,2
• bKNP,3
• uf+4
• uf+3+4,3
• ff+2
• ff+4
• ff+4,3
• ff+1+2
• bf+1
• qcf+2
• fff+3
• WS+1,2,1
• WS+3
• WS+1+2
• SS+1+2



9. WALL BREAKING MOVES

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 :
1) 2,4,1
2) 2~1,1
3) f+2,1,2
4) f+1+2
5) df+2,2
6) d+4,1+2
7) d+1+2,1,2
8) CHb+1
9) b+1+2
10) bKNP,2
11) uf+3+4,3
12) ff+2
13) ff+1+2
14) bf+1
15) fff+3
16) WS+1,2,1
17) WS+1+2
18) SS+1+2



10. FLOOR BREAKING MOVES

• Df+1+2 (throw, 40 dmg)
• D+3+4 (floor breaking only in combo) (example: 1+2,d+3+4)
• F43 (floor breaking only in combo)
• Db222 (floor breaking only in combo)
• Db1+2 (floor breaking only in combo)
• Qcf+1+2 (floor breaking only in combo)
• BT 2,2 (floor breaking only in combo
• 2~1
• u+2
• ff+3
• 4~3
• 3~4
• d+2


11. 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 then everything else is guaranteed to connect.
• 1,2,2
• 1,3
• 2,4
• 3,3
• ws+1,2
• 2~1,1
• f+3,4
• f+4,3
• f+4,4
• fKNP+1+2,1,2
• df+2,2
• d+1+2,1,2
• db+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)
• 3,3,(4)
• 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)



12. POST LOW PARRY AND FLOOR BREAKS

In TTT2U, 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.
• df+1,df+1,f+1,f+3,4,b+1+2
• df+1,f+1,f+3,4,b+1+2 (38 damage)
• df+1,f+1,f+3,4,d+4,1+2 (37 dmg, consistent + OKI)
• 1+4,f+3,4,b+1+2 (36 dmg)
• df+1,1,3,b+1+2 (32 dmg)
• df+1,f+1,f+4,3 (27 dmg + OKI)

Last edited by adipati on Nov 19th, 2012 at 04:23

Signature PSN: thatgarlicguy
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adipati
Raijin
Joined: Jul 2005
Posts: 647
From: Indonesia
PSN: thatgarlicguy
#2 “Quote” Edit Post
13. 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.

Oh, i also need to note that, for easy comparing, you could look into the damage they deal. And the number of damage is set on Tag play on a Tag opponent. So, NOT as a SOLO character or on SOLO opponent.

u/f+4_u+4 :
• df+1, 1, f+4,3 B! (43 dmg)
• df+1, f+1, db+1+2 B! (34 dmg)

ws+3_QCF+3 :
• df+1, df+1, f+4,3 B! (56 dmg)
• df+1, 1, f+4,3 B! (53 dmg)
• df+1, f+4,3 B! (41 dmg)

SS+4 :
• df+1,1,f+4,3, B! (44 dmg)
• df+1, df+1, db+1+2 B! (38 dmg)

BT d+3 :
• Ws+1, f+1, f+4,3 B! (44 dmg)
• Ws+1, 1,2,db+1+2 B! (38 dmg)

WS+2 :
• Df+1,f+1,f+4,3 B! (48 dmg)
• df+1, df+1, db+1+2 B! (42 dmg)
• 1+4,db+1+2 B! (38 dmg)

df+3 :
• 1, f+1, f4,3 B! (51 dmg)
• 1, df+1, db+1+2, B! (45 dmg)

ff+4 :
• Df+1,f+1,f+4,3 B! (43 dmg)
• df+1, df+1, db+1+2 B! (37 dmg)

ff+4,3 :
• df+1,f+1, db+1+2 B! (44 dmg)

ff+4 (blocked),3 (hit) :
• df+1, df+1, f+4,3 B! (57 dmg)
• df+1, df+1,df+1,db+1+2 B! (53 dmg)

CH 1~1 :
• df+1, 1, f+4,3 B! (59 dmg)
• f+3,4,f+1,db+1+2 B! (58 dmg)

CH WS+2 :
• df+1 f+4,3 B! (50 dmg)
• df+1,db+1+2 B! (43 dmg)

CH bf+1 :
• ffn,2~1B! (45 dmg)
• ff3 (57 damage + Oki chance)

bKNP+3
• df+1, df+1, f+4,3 B! (55 dmg)
• df+1, df+1,df+1,db+1+2 B! (51 dmg)

qcf+2
• f+3,4,f+1,db+1+2 B! (54 dmg)
• 1,2,f+4,3 B! (53 dmg)

F+3,4
• df+1, df+1, f+4,3 B! (69 dmg)
• df+1, df+1,df+1,db+1+2 B! (65 dmg)

BT+2, (CH) 2
• df+1,f+1,f+4,3 B! (52 dmg)
• df+1, df+1,db+1+2 B! (46 dmg)

CH qcf+1
• ffn,1+4,f+1,db+1+2 B! (57 dmg)

CH f+2 (if the stun not escaped)
• f3,4,df1,f1,f43 B! 85
• f3,4,df1,df1,f1,db12 B! 81

CH b33
• ssr df+1,f+1,f+4,3 B! (50 dmg)
• df+1, df+1,db+1+2 B! (44 dmg)

db+4
• cc 2~1B! (45 dmg)

FUFT CH3+4
• f+1, db+1+2B!

F+4
• 2~1! (24 dmg)

fKNP2
• 2~1 B!

Uf+3+4
• F+1,f43 B! (53 dmg)


f4,(4) :
• df+1,1,f+4,3, B! (46 dmg)
• df+1, df+1, db+1+2 B! (40 dmg)

f43
• f34,d41+2 60

Last edited by adipati on Oct 28th, 2012 at 03:32

Signature PSN: thatgarlicguy
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adipati
Raijin
Joined: Jul 2005
Posts: 647
From: Indonesia
PSN: thatgarlicguy
#3 “Quote” Edit Post
14. BOUND (B!) ENDERS

I have listed the possible Bound ender, as follows:

• ff+4,3, b+1+2
• f+3,4
• df+1, b+1+2
• 4~3 (d+3+4 not guaranteed)
• ff+3 (d+3+4 not guaranteed)



15. WALL COMBOS

Wall Combos without B!

• FC2, ws1,2,1 = 76 damage
• f1+2,BTd4 = 74 damage
• b2,3,4,2 = 74 damage
• 1,2,b1+2 (switch position) = 74 damage
• f2,1,2 = 71 damage
• 2,4,1 = 67 damage
• d1+2,1,2 = 62 damage

Wall Combos w/ B!

qcf1+2 B!
• FC2,ws+1,2,1 = 86 damage
• B+2,3,4,2 = 82 damage
• F+1+2, BTd4 = 82 damage
• F+2,1,2 = 80 damage
• 2,4,1 = 77 damage

f4,3 B!
• df1,b1+2 = 90 damage
• f1+2,BTd4 = 89 damage
• f2,1,2 = 86 damage

db2,2,2 B! (causes slight offaxis to the left side)
• F+2,1,2 = 84 damage
• f3,4 = 81 damage
• f1+2 = 79 damage

Last edited by adipati on Oct 10th, 2012 at 13:10

Signature PSN: thatgarlicguy
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adipati
Raijin
Joined: Jul 2005
Posts: 647
From: Indonesia
PSN: thatgarlicguy
#4 “Quote” Edit Post
16. 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. 27 dmg, mid, KND, -21f
• f+3+4,2. 20 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. 40 dmg, high, Bound, +2f
• f+3+4,4. 27 dmg, low, KND on CH, -13f.
• f+3+4,1+2,1,2. 43 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. 29 dmg, low, -13f.
• b+3+4,2. 27 dmg, high.
• b+3+4,3. 22 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. 40 dmg, mid, very long range, SLD on hit and CH.

Last edited by adipati on Oct 10th, 2012 at 13:10

Signature PSN: thatgarlicguy
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adipati
Raijin
Joined: Jul 2005
Posts: 647
From: Indonesia
PSN: thatgarlicguy
#5 “Quote” Edit Post
17. MOVES WITH GUARANTEED FOLLOWUPS

Feng has a number of moves that gives a guaranteed followups. Here's the list.

• b+3+4,2, ff n b+1+2 (62 dmg)
• b+3+4,2, 1+2 (51 dmg)
• uf+3, 4~3 (54 dmg)
• df+3+4, 4~3 (56 dmg)
• BT+1,f,n,b+1+2 (56 dmg)
• 3,3,4, BT+3 (100 dmg)
• F+3+4,1 ~ d+4,1+2 (42 dmg)
• CH 4,d+4,1+2 (41 dmg)
• CH fKNP1, d4,1+2 (47 dmg)
• CH d+2, d+3+4 (54 dmg)
• CH FC df+1, cc,d+3+4 (56 dmg)
• CH b+1, ff+2 (49 dmg)


18. TAG ABLE LAUNCHER

Feng has five launchers that is tag able, enabling many possibilities of higher damage, better oki, longer wall carry, and others. Play with them. Its fun!.

• F+3,4~5
• Qcf+2~5
• F+4~5
• F34+2
• Qcf+3~5

Last edited by adipati on Oct 10th, 2012 at 13:11

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adipati
Raijin
Joined: Jul 2005
Posts: 647
From: Indonesia
PSN: thatgarlicguy
#6 “Quote” Edit Post
19. 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
Signature PSN: thatgarlicguy
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adipati
Raijin
Joined: Jul 2005
Posts: 647
From: Indonesia
PSN: thatgarlicguy
#7 “Quote” Edit Post
20. BALCONY BREAK

Some of the stages in TTT2U has the balcony break feature, that means if you break a certain wall, your opponent will be fall down to the lower level, in to our waiting partner. I have play a bit with these feature, hoping to find anything worth sharing. But, for now, i figure these fact:
- you could maximize the damage by doing
Wall Splat > Bound! partner TAG filler > Wall break > Small Combo

- but if you after Wall splat, you immediately Wall break, your waiting partner downstairs still could bound your opponent. So its depend on your choices.

And i have listed all the move that could break the balcony:
• 2,4,1
• 1+2
• F+2,1,2
• F+4
• F+1+2
• f+3+4,1
• f+3+4,1+2,1,2
• df+2,2
• tag throw
• df+3+4
• d+4,1+2
• b+1
• BT+1+2
• b+4
• b+1+2
• uf+2
• uf+3
• b,f+1



21. 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, f+1+2, and 334~b.

BT stance is very good for setting set-ups even against seasoned ppl. Just make sure we didn’t 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, 16 dmg, 12f, -1, +5, +14
• BT+2. m, 16 dmg, 16f, -6, +4, +4
• BT+2,2. m,m, 16,22 dmg, -13 OC, SLD B!, SLD B!
• BT+3. m, 40 dmg, 32f, +3 OC, +21 KS, SLD
• BT+d+3. (close),l, 18 dmg, 18f, -15 RC, JG, JG
• BT+d+3. (far), l, 18 dmg, 18f, -15, -3, JG
• BT+1+2. m, 29, 16, -5 BT, CFS BT, CFS BT

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


22. 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.

df+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.


23. SNAKE DASHING

Introduction :
Feng doesn?t have Crouch Dash (CD), but Namco gives him Snake Dash. 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, 33 damage, i22f, -13, +3, combo CH : CHqcf+1,f3,4,d+4,1+2
• qcf+2. Mid, 26 damage, i16f, -13, +10
• qcf+3. Mid, 27 damage, i15f, -12, Standard Launcher (see Juggles Section)
• qcf+4. Mid, 24 damage, i11f, -7, +4 onhit, +4 on CH
• qcf+1+2. Mid 31 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.


24. bf+1. THE TRAP

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,b+1+2 = 73 damage
• ff3 = 57 damage + Oki chance


25. ALLEGIENCE

In Tekken Tag, who you choose as partner will be affecting your gameplay. Well atleast as in its allegience. So allegience is a term that used in TTT for showing Character Relation on its story. And Namco has make it as the allegience affecting the Netsu activation.

Netsu activation is based on how much damage you recieved before your partner entering Netsu (Rage mode).
• If character A Likes character B, then character B only need to recieve 100 damage to make character A entering netsu.
• If character A is Neutral to character B, then character B need to recieve 113 damage to make character A entering netsu.
• If character A dislikes character B, then character B need to recieve 123 damage to make character A entering netsu.
• If character A hate character B, then character B need to recieve 128 damage to make character A entering netsu.

A like-hate difference is only 28 damage points. FYI, an average jab is dealing 8 damage points and throw (1+3/2+4) causing 35 damage poin. So you decide, whether it affecting you or not.

Although personally i think this allegiance system played only a bit part of the whole system. And i thought that its better if you chose your partner to help your main character weaknessess.

So. Feng (storywise) thinks that:
• He Likes (+1): Law, Wang, Jinpachi.
• He Dislikes (-1): Lei, Ogre
• He Hates (-2): Heihachi

Last edited by adipati on Oct 10th, 2012 at 13:35

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adipati
Raijin
Joined: Jul 2005
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#8 “Quote” Edit Post
More to come.
- KNP to normal tagging in
- Team Synergy
- Feng juggle with partner (just thinking about it, makes my head spin)
- FREQUENTLY ASKED QUESTIONS

Last edited by adipati on Oct 10th, 2012 at 13:36

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adipati
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Joined: Jul 2005
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#9 “Quote” Edit Post
I am booking this space for more analysis.
But if you guys had some correction, suggestion, or want to elaborate a topic.
please post below.

thank you
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Fhwoarang
Iron Fist God
Joined: Oct 2000
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#10 “Quote” Edit Post
Adipati:

CH BT+2,2
• df+1,f+1,f+4,3 B! (52 dmg)
• df+1, df+1,db+1+2 B! (46 dmg)

CH qcf+1
• ffn,1+4,f+1,db+1+2 B! (57 dmg)

CH f+1
• f3,4,df1,f1,f43 B! 85
• f3,4,df1,df1,f1,db12 B! 81


What is that in bold? CH f+1? What did you mean?

Also, are you sure Shifting Clouds 1 is -21 on block?

I haven't tested, but, AFAIK, it wasn't sooo bad, and it doesn't have to be that bad, as the reward isn't that good. Altought it wouldn't suprise me.
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retsu_himura
Iron Fist God
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#11 “Quote” Edit Post
-Isn't 334 hhl?
-u sure about 1+2 punch parry property being removed?

U copy these from t6?
U just mention b,f+1 being change to -15 at the top page and right at the bottom, U say its -16.
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adipati
Raijin
Joined: Jul 2005
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#12 “Quote” Edit Post
@fhwoarang
sorry, typo. i meant not CH f+1, but CH f+2.
it did escape-able, but still need to mention.

Shifting Clouds 1 is -21. it is in t6. I am sorry, i haven't finished testing all Feng frame in TTT2U.
so i cannot answer this right now.

@retsu
thanks for correcting 334 from mhl to hhl, man.
and yes, 1+2 punch parry is removed. but please check it out yourself and tell me what do you got.

and basically, feng did not change a lot from T6, so i copy most of my guide and updating them with TTT2 background.

also, i have yet to confirm bf+1 is -15 or -16. please wait.
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OffInBed
TEKKEN CHICKEN
Joined: Jan 2011
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#13 “Quote” Edit Post
Originally posted by adipati
@fhwoarang
sorry, typo. i meant not CH f+1, but CH f+2.
it did escape-able, but still need to mention.

Shifting Clouds 1 is -21. it is in t6. I am sorry, i haven't finished testing all Feng frame in TTT2U.
so i cannot answer this right now.

@retsu
thanks for correcting 334 from mhl to hhl, man.
and yes, 1+2 punch parry is removed. but please check it out yourself and tell me what do you got.

and basically, feng did not change a lot from T6, so i copy most of my guide and updating them with TTT2 background.

also, i have yet to confirm bf+1 is -15 or -16. please wait.


1+2 punch parry is still there with a new property. I think it's possible to turn it into a combo, but I haven't tried to figure out how to b! from there.
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Fhwoarang
Iron Fist God
Joined: Oct 2000
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#14 “Quote” Edit Post
Thanks, Adipati. You are making a really good effort here.

Doesn't 1+2 punch parry allow 1+4 into d/b+1+2?
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wooden-man
Fujin
Joined: Apr 2006
Posts: 584
#15 “Quote” Edit Post
I think I saw a vids doing 1+2 punch parry just recently, so I'm somehow sure it still does parry.
Think offinbed has confirmed that.
Couldn't test now, just check in to Hanoi, Vietnam for business trip, hope to find some tekken action tomorrow before I visit Ha Long Bay...

The BT 1, frame data might need correction, BT1 give free b1+2 without CH, so it shouldn't be just +5
Prima guides posted b,f1 as -15, I think it's from Aris, cause he wrote the feng section of the guides

Anyway, cool guide adipati, good effort in writting something that long.
Always, wanted to do so, but I'm way too lazy to compile that much information
Give u a +like if this is Facebook.
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OffInBed
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#16 “Quote” Edit Post
Yea, seriously adipati thank you so much. I was planning on doing it, but I have to focus on working on my app (feng's data is all screwed up there too)




Good work man. I'm really liking the Feng community! Constructive criticism and awesome feed back everywhere.




OH WHICH REMINDS ME!


Yesterday, I found out that 3~4,3 works as a wall ender if you don't do too many hits.


Here's the combo


Feng u/f+4, f+4,3 TA! Jinpachi f+2,1,1+2~Feng 3~4,3.

That was the highest damage I can do which was 78.



I tried using this as a wall carry and it does not work. So the above is only max damage for immediate wall splat from first hit.


Oh yea and Fhwoarang, I think 1+4 WOULD work, but to be honest, the timing is REALLY tight. I haven't tried enough though. We should all give it a try tonight!
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Yazid12
Kyu
Joined: Sep 2012
Posts: 7
From: Ireland
#17 “Quote” Edit Post
There's a move list (albeit in an annoying format) online here:
http://www.eventhubs.com/guides/201...trategy-guides/

So maybe a link to that would save you the input effort? Great job so far!
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adipati
Raijin
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#18 “Quote” Edit Post
thanks guys, for the positive responds.

anyway, for the frame data, i still working on it.
i want to make it very accurate.

atm, i was busy working and double life as fighting game community manager, as this weekend we're having the ECWG qualifier where the final would be held in France
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yip_noob
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Joined: Jan 2008
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#19 “Quote” Edit Post
great job so far adipati!
few notes:
3,3,4 to BT+3 is not guaranteed
BT+2<CH+2 launches
1+2 punch parry is still in
ws+1,2 is i14 ws punisher
u+2 causes B!
low parry, df+1; df+1; f+1; f+3,4; b+1+2 does most damage
1+3 can be tagged out
qcf list is not updated yet

Originally posted by Fhwoarang
Doesn't 1+2 punch parry allow 1+4 into d/b+1+2?


very goddamn hard to do that. you need to instant deep-dash qcf+1+4
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OffInBed
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#20 “Quote” Edit Post
Originally posted by yip_noob


very goddamn hard to do that. you need to instant deep-dash qcf+1+4


I'm gonna figure how the fuck to do this man.



Perhaps deep dash 2~1?


Ugh.. idk



TONIGHT I WILL HIT THE LAB!!!
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