FENG Combo & Okizeme Thread

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LJE
Fujin
Joined: Nov 2015
Posts: 576
#1 “Quote” Edit Post
FENG Combo & Okizeme Thread

https://www.youtube.com/watch?v=WN_FMRGtmtI

Combo Starters:
2~1, 1
3~4, 3
f+3, 4
f+4, B
[f+4,] 4
f+1+2
d/f+3
[d/b+2,] 2
d/b+4
u/f+4
u/f+3+4
f, F+4
f, F+4, 3
SS+4
WS+1+2
WS+3
STC 2
KNP 3
qcf+2
BT d+3
FUFT 3+4
Wall jump (b, b, U/B)

CH Combo Starters:
[1,] 1
[1,] 3
4
1+2
[b+3,] 3
u/f+2
u+4
b, f+1
qcf+1
[BT 2,] 2

Screw Moves:
f+1+2
d/b+1, 4

Wall Break Moves:
b+1+2
f+2, 1, 2

Floor Break Moves:
3~4
4~3
d+3+4
W!, f+4, 3

AIR COMBOS

f+3, 4
u/f+4
f, F+4
[f, F+4,] 3
WS+3
qcf+2
STC 1
STC 2
KNP 3
[CH 1,] 1
CH u+4
[CH BT 2,] 2
[CH b+3,] 3


...f1+2 S!, f34, f1, f34

...f1+2 S!, ff43, f1, f34

...f1+2 S!, ff43, f1, f3, b1+2



2~1, 1
3~4, 3
f+4, B, D/F
f+4, 4
d/b+4
SS+4
BT d+3
FUFT 3+4
Wall jump (b, b, U/B)


...df1, df1, db14 S!, 3~43

...iWS1, df1, db14 S!, 3~43

...df1_iWS1, db14 S!, SSR, f34, b1+2



f+1+2 S!

...dash, f34, f1, f34

...dash, ff43, f1, f34

...dash, 33, f1, f34, b1+2



[d/b+2,] 2

...1+4, db14 S!, 3~43



d/f+3
CH 4


...2, db14 S!, dash, f34, b1+2



u/f+3+4

...db14 S!, 3~43



f, F+4, 3

...f1+2 S!, dash, df1, f1, f34



1+2 (parry success)
WS+1+2 (parry success)


...[dash], f+1+2 S!, ...



CH qcf+1

...f3, df1, db14 S!, dash, f34



3~4, b

...BT 4, d41+2



u+2

...d41+2



WS+2
[CH 1,] 3


...df4, b1+2



KNP 2
CH b+1


...dash, b1+2



CH b, f+1

...ff3
......stompin
hard to block

WALL COMBOS

W!

...13, b1+2

...334

...f212

...b2342

...bdash, df3 W!, df1, b1+2

GUARANTEED HITS

f+4, 3
[d/b+2, 2,] 2
[BT 2,] 2
STC 3
CH f, F+3
CH 4~3
CH d+2, cc
CH FC+d/f+1
CH qcf+1+2
CH KNP 4
CH BT 3


...stomp



[3, 3,] 4

...BT d3



d/f+3+4
u/b or u or u/f+3


...4~3

...ff3

OKIZEME

Mid ground-hitting moves
4~3
b+1+2
u+2
u/f+3+4 (first hit only)
KNP 4
[f+4,] 3
[b+2, 3, 4,] 2

Low ground-hitting moves
1+4 (first hit only)
d+2
d+4
d/b+3
d/b+4
FC+d/f+1
SS+4
qcf+1
Opponent Down d+3+4
STC 4
KNP 1
BT d+3
[3, 3,] 4
[3~4,] 3
[f+4,] 4
[d/b+1+2,] 2
[b+2,] 3

Not everything here is confirmed so notify me about errors.

Last edited by LJE on Jan 12th, 2016 at 04:57

Sergeoff
2nd Dan
Joined: Oct 2014
Posts: 27
From: Russia
#2 “Quote” Edit Post
Thanks a lot for the post! I've made a similar post a couple of months ago although I didn't list optimal combos there, only NH/CH launchers and guaranteed hits: http://www.tekkenzaibatsu.com/forum...918#post4771918

A couple of fixes for your post:
In your Screw Moves section, you list d/b+1,2 instead of d/b+1,4.
For your combo section #2 (3~4,3 f+4, f+4,4, etc.), another useful juggle is d/f+1_WS1 d/b+1,4 S! SSR f+3,4 b+1+2. I'm fairly sure it deals more damage.
The most popular combo everyone uses right now (launch, f+1+2 S! f+3,4 etc.) might not connect unless you do an SSR after S!.

Normal hit launchers:
2~1,1: launches too low for f+1+2 to connect, d/b+1,4 is the only option that works more or less consistently. I assume the combo is 2~1,1 d/b+1,4 S! SSR f+3,4 b+1+2.
u/f+3+4: I doubt f+1+2 connects after this. u/f+3+4 d/b+1,4 S! 3~4,3 seems to be the way to go since the launch itself eats up one airborne hit.
STC 1: f+1+2 should connect for a full combo.
f,f+4,3: full juggle is only possible if you delay the string fully. Second hit alone also belongs in section #1.
FUFT 3+4: a launcher you missed in your list (f+1 d/b+1,4 S! SSR f+3,4 b+1+2).
b,b,u/b (the walljump): Feng can get a full launch off of it (d/f+1 d/b+1,4 S! SSR f+3,4 b+1+2).

Counter-hit launchers:
CH (1),1: f+1+2 connects so it belongs to section #1.
CH (1),3: d+4,1+2 is the only thing that's guaranteed still, no change from TTT2.
CH 4: same as d/f+3 now, huge buff!
CH d/b+2,2: 1+4 d/b+1,4 S! 3~4,3.
CH (b+3),3: section #1.
CH b,f+1: although only f,f+3 registers as a true combo, a stomp afterwards is very hard to dodge, kind of guaranteed.
CH 1+2: nothing guaranteed in the open.
CH u/f+2: nothing guaranteed in the open.

Mini-combos (no screw):
(this is where WS2, u+2, CH (1),3, etc. belong IMO)
u/f+1: +12 against a crouching opponent, 2,4_b+4 guaranteed.
BT 1: +14 on hit, b+1+2 guaranteed.
f,f+1+2 (fully charged): dash b+1+2 is guaranteed. If opponent's back is against a wall, f+3,4 is guaranteed.

Your last section should probably be called "Guarantees" or "Guaranteed hits" not to confuse people.
Guaranteed hits:
4~3, KNP 4, f,f+3: stomp is only guaranteed on CH.
d/b+2,2,2, f+4,3, 3,3,4: stomp is only guaranteed if the last hit were to hit a standing opponent, so the proper way to write these down is (d/b+2,2),2, (f+4),3, and (3,3),4.
u/f+3: 4~3_f,f+3 is guaranteed on both normal hit and CH, no need to list it as CH only.
CH d+2, CH FC d/f+1: stomp is guaranteed (crouch cancel via 'u').
BT 2,2: nothing is guaranteed, the stomp is blockable.
BT 1+2: BT 3 connects unless they techroll. Still a good option because you're at a slight advantage in the case of a techroll.

Both successful parries (1+2 and WS1+2) launch in a way that allows f+1+2 to land, no need to dash in either case I believe.
LJE
Fujin
Joined: Nov 2015
Posts: 576
#3 “Quote” Edit Post
Alright.

For CH bf1, Does stomp causes more damage than ff3?

For WS1+2 combo, I saw a combo vid doing a mini dash before f1+2. Just to be safe...
Sergeoff
2nd Dan
Joined: Oct 2014
Posts: 27
From: Russia
#4 “Quote” Edit Post
I meant b,f+1 f,f+3 d+3+4, so stompin after f,f+3.

Of course, using a dash just to be safe is perfectly fine. WS1+2 gives about 32 frames of stun in a standing position, plenty of time to dash in.
LJE
Fujin
Joined: Nov 2015
Posts: 576
#5 “Quote” Edit Post
We should also list the moves that gives the flip bound animation.
BlackViper55
War Lord
Joined: Dec 2011
Posts: 718
From: Philippines
PSN: RenegadeBlade27
#6 “Quote” Edit Post
In the ff. combo:

launcher, f+1+2 (S!), SSR f+3,4, f+1, f+3,4

Is it possible to replace the bolded part with ff+4,3 for more damage?

Does the TTT2 solo ender still work? for example:

qcf+2, f+3,4, f+1, f+1+2 (S!), ff+4,3, b+1+2
Signature My TTT2 Teams:
Males: Devil Jin/Armor King, Paul/Heihachi, Marduk/Jack-6, Lee/Hwoarang, Ancient Ogre/Jinpachi
Females: Miharu/Asuka, Michelle/Jun, Kunimitsu/Zafina, Jaycee/Anna, Lili/Nina
But I always pick different teams
LJE
Fujin
Joined: Nov 2015
Posts: 576
#7 “Quote” Edit Post
Originally posted by BlackViper55
In the ff. combo:

launcher, f+1+2 (S!), SSR f+3,4, f+1, f+3,4

Is it possible to replace the bolded part with ff+4,3 for more damage?

Yes. It's written below that combo. I imagine you would have to experiment with the delay.

Originally posted by BlackViper55
Does the TTT2 solo ender still work? for example:

qcf+2, f+3,4, f+1, f+1+2 (S!), ff+4,3, b+1+2

No idea. Try it for yourself but I think you would have a hard time doing the ff43.
Sergeoff
2nd Dan
Joined: Oct 2014
Posts: 27
From: Russia
#8 “Quote” Edit Post
Originally posted by BlackViper55
Is it possible to replace the bolded part with ff+4,3 for more damage?

Yes, but you have to fully delay the second hit of f,f+4,3, only then is it possible to connect a jab afterwards. The damage difference is miniscule, though.
Climbing Dragon
Iron Fist God
Joined: Feb 2015
Posts: 1520
#9 “Quote” Edit Post
Originally posted by Sergeoff
The damage difference is miniscule, though.

The difference was 1 point in Tag 2, can't see it being any better in T7. Doing f,f+4<3 in the middle of Feng's combos looks flashier, though.
Signature Originally posted by MysticwinD
Fixed tier list for Lili players only needs 2 tiers, one tier with all the chars better than Lili and a second one with just Lili.
Zhockwave Zc
3rd Dan
Joined: Jul 2016
Posts: 30
From: Malaysia
#10 “Quote” Edit Post
Originally posted by LJE
Alright.

For CH bf1, Does stomp causes more damage than ff3?

For WS1+2 combo, I saw a combo vid doing a mini dash before f1+2. Just to be safe...



I believe after bf+1(CH), a f+(4),3 would be more damaging than other options. Okizeme after I'm not sure... hatta test?
Ultimat
Iron Fist God
Joined: Apr 2006
Posts: 1275
From: USA Kentucky
PSN: FireKungFuHero
#11 “Quote” Edit Post
Low parry combos are the same right?
Signature [Lei2]Drunken Kung Fu and Chinese Kung Fu Rules!!!Right Guys?

YEAH!!!
Climbing Dragon
Iron Fist God
Joined: Feb 2015
Posts: 1520
#12 “Quote” Edit Post
Originally posted by Ultimat
Low parry combos are the same right?

Pretty much. There are a few variations (depending on whether or not you want to finish with b+1+2) but in general, the low parry combos are:

d/f+1, d/f+1, d/b+1,4 S! f+3,4
f+1+2 S! SSR f+3,4, f+1, f+3,4
Signature Originally posted by MysticwinD
Fixed tier list for Lili players only needs 2 tiers, one tier with all the chars better than Lili and a second one with just Lili.
Zhockwave Zc
3rd Dan
Joined: Jul 2016
Posts: 30
From: Malaysia
#13 “Quote” Edit Post
What are the available options if opp quickrise after f+3,4 ender?I know that If they juz lay down... a 4~3 is guaranteed but....what if they quickrise or quickroll? (I dunno how U peoples refer to it but the command is punch or legs immediately when U touch the floor )
Zhockwave Zc
3rd Dan
Joined: Jul 2016
Posts: 30
From: Malaysia
#14 “Quote” Edit Post
Originally posted by Climbing Dragon
Pretty much. There are a few variations (depending on whether or not you want to finish with b+1+2) but in general, the low parry combos are:

d/f+1, d/f+1, d/b+1,4 S! f+3,4
f+1+2 S! SSR f+3,4, f+1, f+3,4


Can this combo connect after a low parry?

~f+3,4 , f+1 , f+1+2 S! , 3~4,3
~d/f+1 , d/b+1,4 S!, f+3,4 , b+1+2

Do these combos happened to be in the variations you mentioned?Hatta test?
Climbing Dragon
Iron Fist God
Joined: Feb 2015
Posts: 1520
#15 “Quote” Edit Post
Originally posted by Zhockwave Zc
What are the available options if opp quickrise after f+3,4 ender?I know that If they juz lay down... a 4~3 is guaranteed but....what if they quickrise or quickroll? (I dunno how U peoples refer to it but the command is punch or legs immediately when U touch the floor )

Feng has tons of good options from that position (btw, the situation is called a tech roll):

- dash 4~3 (hits if opp tries to get up in any way, opp is forced to block it if they tech roll)
- dash b+3~4 for BT mixups
- f+3+4 for STC mixups
- dash and then SS into either d/f+3 or SS+4 for Feng's classic 50/50

There might be more but those are the options you see from Feng players the most.

Originally posted by Zhockwave Zc
Can this combo connect after a low parry?

~f+3,4 , f+1 , f+1+2 S! , 3~4,3
~d/f+1 , d/b+1,4 S!, f+3,4 , b+1+2

Do these combos happened to be in the variations you mentioned?Hatta test?

The first combo works except for the ender. Because of the recovery time on f+1+2, I don't think it allows you to do 3~4,3 as the ender. I'm not 100% sure about this but I've never seen anyone try that ender after f+1+2. The second combo is definitely possible as I've seen Hao do it before and yes, that is one of the variations I had in mind.

What I also think MIGHT work for a low parry combo but I'm not sure:

3,3, f+1, d/b+1,4 S! 3~4,3
Signature Originally posted by MysticwinD
Fixed tier list for Lili players only needs 2 tiers, one tier with all the chars better than Lili and a second one with just Lili.
Zhockwave Zc
3rd Dan
Joined: Jul 2016
Posts: 30
From: Malaysia
#16 “Quote” Edit Post
Nicee~thanks for the info on mixups (So tech roll eh? now i got it xD)
Zhockwave Zc
3rd Dan
Joined: Jul 2016
Posts: 30
From: Malaysia
#17 “Quote” Edit Post
Originally posted by Climbing Dragon
Feng has tons of good options from that position (btw, the situation is called a tech roll):

- dash 4~3 (hits if opp tries to get up in any way, opp is forced to block it if they tech roll)
- dash b+3~4 for BT mixups
- f+3+4 for STC mixups
- dash and then SS into either d/f+3 or SS+4 for Feng's classic 50/50

There might be more but those are the options you see from Feng players the most.


The first combo works except for the ender. Because of the recovery time on f+1+2, I don't think it allows you to do 3~4,3 as the ender. I'm not 100% sure about this but I've never seen anyone try that ender after f+1+2. The second combo is definitely possible as I've seen Hao do it before and yes, that is one of the variations I had in mind.

What I also think MIGHT work for a low parry combo but I'm not sure:

3,3, f+1, d/b+1,4 S! 3~4,3



Oh so what if the ender for the first parry combo be switched to
~f+3 , b+1+2

I will try that combo of yours today ~hope it works lol .if yes it'll be the most dmging opt outta all others(I'll test it against smaller size character for combo reliability )
Climbing Dragon
Iron Fist God
Joined: Feb 2015
Posts: 1520
#18 “Quote” Edit Post
Originally posted by Zhockwave Zc
Oh so what if the ender for the first parry combo be switched to
~f+3 , b+1+2

That should work. Typically, you can do 6 hits (7 hits with f+3,4 since it's a 2-hit string) before b+1+2 or else it will whiff. It is a little inconsistent as a combo ender, though, and I've seen people drop it in situations where it should've hit.
Signature Originally posted by MysticwinD
Fixed tier list for Lili players only needs 2 tiers, one tier with all the chars better than Lili and a second one with just Lili.
Zhockwave Zc
3rd Dan
Joined: Jul 2016
Posts: 30
From: Malaysia
#19 “Quote” Edit Post
Originally posted by Climbing Dragon
That should work. Typically, you can do 6 hits (7 hits with f+3,4 since it's a 2-hit string) before b+1+2 or else it will whiff. It is a little inconsistent as a combo ender, though, and I've seen people drop it in situations where it should've hit.


Oh under what kinda situation ? Suppose to hit aye?Lol if this ender lacks reliability then it really isn't worth trying in srs matches..... can't afford to drop combos right?
Climbing Dragon
Iron Fist God
Joined: Feb 2015
Posts: 1520
#20 “Quote” Edit Post
I'm talking about situations where the Feng player has done the allowed 6 hits or even fewer but b+1+2 has still whiffed. Feng's combos in general are not very reliable, which I guess is why people are only using the same two combos over and over.
Signature Originally posted by MysticwinD
Fixed tier list for Lili players only needs 2 tiers, one tier with all the chars better than Lili and a second one with just Lili.

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