Feng-Practice Part1
Doctor’s max rank of Feng in TEKKEN7
-Overload(19dan)
In this page,
I would like to share
with you some of my tips.
Based on theory.
1.Use nice moves as much as you can
Since I use many characters,
I know there are nice moves in
all characters.
And Feng has some very useful
moves himself.
Therefore, you can win
just with these moves.
Please remember that
Feng has merits of these moves
that I am going to show you.
Let me introduce some very nice moves,
that Feng has in his command list.
1-1. Yan Wang’s Wrath(half circle forward+1+2)
I think this is one of the best
useful moves in TEKKEN commands.
Mid attack, additional hit after countered,
and Frame Advantageous when blocked.
I don’t you can avoid this by step side,
but I rarely had this move avoided.
But make sure you do this move
in close distance.
It is not useful or strong
in far distance.
And if you get this move blocked,
I would do moves like,
d/f+3+4
d+2
d/f+4
etc.
Even it is blocked, you can
keep attacking.
1-2. Lift kick(d/f+3)
This move has exited since TEKKEN5.
It is a combo launcher without punishment.
I do this after side step or when Okizeme.
Since it has no punishment,
so for those who try to
do 1 after blocking it,
you can crouch and tap 3
and go to combo.
1-3. Side Swipe(u/f+3)
This is not a combo launcher,
but you can get additional hit
with Headspring(4~3).
It has jump status,
which is effective with d+1.
I use this
when I get positive situation,
like Frame Advantageous.
1-4. Ruinous Halberd(d/f+3+4)
It is a homing attack,
and you can get additional damage with
with Headspring(4~3).
It is rather slow kick,
but it has long range.
Personally, Feng’s homing
is very useful, because of the
additional damage.
1-5.Other useful moves.
Heavy Hammer(d+2)
-additional damage when countered
Land slide(half circle forward+1)
-combo launcher when countered
Spreading Wings(f,f+4)
-combo launcher with normal hit.
You can stop at first or finish to the second.
2.Create your own mix up strategy
As I wrote in theory site,
Feng’s mix up(mid or low)
is very unbelievably good.
I will show you how I do
with this mix up.
2-1. When Back Turn
My personal strategy.
I do a lot of
Pao Lau Impaler(1+3 or 2+4).
It is a special throw
from Back Turn.
Even if they crouch for the throws,
I expect a less risk,
compare to the d+3.
This throw will not get a high risk,
depending on the characters.
Sometime you get only 4 during rising,
when they crouch for this throw.
And one more thing,
they will think like,
“I can break the throw,
so that I don’t have to
crouch.”
That is what I am trying
to make them.
Opponents will not be
careful for the low attack,
because of the “alternative” way
to deal with the mix up.
After that, I will do
low attacks
normal throw
mid attacks
for mix up.
But what is important
is to show them the
special throw the most.
Less risk and more effective
to control their minds.
2-2.While side step
Mix up is like
d/f+3 and 4 while side step.
You should do d/f+3 more often
than 4.
So they can’t crouch easily.
You need to get closer
to hit d/f+3.
When talking about mix up,
I think you can create your
own way of thinking.
But you can count on my
strategy, because I have
played Feng from TEKKEN5,
for more than 15 years
in Arcade in Japan.
3.Understand when to evade
Already talked in theory,
Feng has many useful “Panic Moves”.
And you should understand
when to use which.
3-1. b+3+4
I use this the most.
The reason is that
you can judge or see
if they are coming or not.
See above. If they are not coming,
then nothing happens.
After b+3+4,
2(high attack without punish)
3(mid attack with punish)
You need to choose from 2 or 3
when you see they are coming.
And if they are not coming,
try to stop.
Well, I sometimes do 1,
because it is low attack.
If you show it to the player,
they will be careful and stop coming.
Check my play. I do a lot of b+3+4.
3-2. b+1
This is also useful.
You can get additional damage
with b+1+2 when countered.
For sure there is a risk
of being crouched,
but you can show
u/f+2, and b,f+1
for some times.
So that they can’t
just wait for this b+1 and crouch.
3-3. u/f+2
It is a evading punch with side step.
Although you can not get
high damage, and it has a big risk
of being waited,
but it is a good move to just
escape the situation.
Try not to use this too much,
but still it is a good move.
3-4. b,f+1
This also has risk of being waited,
but when countered, you can get
a big damage with,
b,f+1 – f,f+3 – d+3+4
Because of the big damage,
I often do this.
When blocked you have a
risk of being combo,
but I don’t think all players
know the punish.
You can choose if you do this
a lot or a little.
Conclusions
As mentioned in Theory part,
one of Feng’s weakness is that
his moves are “solo”.
But in other words,
these “solo” moves are
very functional.
It is also easy to use and play
with this character.
Why don’t you start using
Feng as a sub character?