Gen_Eric_Gui
ICEGE. I'M CALLING YOU OUT. AT HALLOWEENTYME I'MO TAKE YOU
OUT LIKE THE TRASH PLAYER YOU ARE.
Dragunov QCF+2, F+4, D+4, 4, D+4, 1, 3 = your a**.
Got that Dragunov write up done yet? I know a couple of his goodest pokes and that D+4 and its follow ups are godly in juggles but I don't really know much else.
LET'S DO THIS, I'M A CASHEW
qcf+2, u/f+4, d+4,4, d+4,1,3 plz
Been busy with school and this transition from nights to days in terms of work. I DO have it started though.
Scarlet-X:
Feng WeiNatural Combos1,2,2
(f+2),1,2
d/f+2,2
Wall Combos1,2,2, BT d+4
f+2,1,2
d/f+2,2 (for face first wall splats)
Combos (practical)
WS+4_d/f+1, (f+2),1,2
WS+4_d/f+1, SS+1+2 (vs. crouching)
WS+4_d/f+1, ff+4<3, d/f+1, f+2,1, b+1+2 (vs. crouching)
WS+4_d/f+1, ff+4,3, b+1+2 (vs. crouching)
d/b+4, cc, d+4
CH f+2,1,2
CH ff+2, d/b+3
CH ff+3, d+4_d/b+3
SS+4, f+4,3, d/b+3
u/f+4_SS+4, d/f+1, f+2,1, d/b+1+2,2, FC 3
CH b+1, b+1+2
(WS_qcf)+3, d/f+1, d/f+1, f+4,3, d/b+3
ff+4,3, b+1+2
ff+4<3, f+2,1, d/b+1+2,2, FC 3
d/f+3, f+1, f+2,1, d/b+1+2,2, FC 3
2~1, d+4
WS+2, d/f+1, d/f+1, d+4
u/f,N+4, d/f+1, f+2,1, d/b+1+2,2, FC 3
Note: All WS+4_d/f+1 vs. crouching combos also work off of WS+(1,2),CH 1
Tech TrapsSS+4, b+1 (wall), d/b+4, cc, d+4
d/b+4, cc, b+4, SSR+4, d/f+1, 1,2, d/b+4 (tech trap again), cc, d+4
d/b+4, WS+1, ff+4,3, b+1+2 (catches opponents trying to roll away or stand straight up)
CH b+1, dash, d/b+4
u/f+4, f+2,1, f+1,1, d/b+4
(wall), 1,2,2, BT 3, f+2,1,2
(wall), d/f+4, d/b+4
Punishers1,2,2 (10 frames)
b+1+2 (13 frames, whiffs)
WS+4 (11 frames)
WS+2 (15 frames)
u/f,N+4 (vs. Law's d/b+4, Baek's d/b+3, Nina's WTF, etc)
Top 10 Moves (imo)
d/f+1 - 14-frame mid that is +1 on block and +7 on hit. The real beauty about this move is not only the great pressure it allows you, but if the opponent crouches it knocks them back into a stun (escapable by tech rolling) that gives you free follow-ups. It's also excellent for okizeme. If your opponent attempts to stand straight up or roll backwards it will lift them up for a juggle. It's also a nice set-up for b+1, especially against 8-framers that will try to beat you to the punch (Feng's jab is 10 frames, b+1 is
cool . It's good to throw this out of a sidestep as well since people will be waiting for you to do SS+4. They might duck in anticipation, and if they don't tech roll the stun, you get free 40%.
b+1 - 8-frame high. This move has sick priority and is safe. It doesn't look like much, but this will stuff a lot of things (it's even stuffed EWGF for me before). On counterhit, this move shines. It gives a violent knockdown that gives you a free b+1+2 afterwards (you must dash forward a tiny bit). While you're first starting out, I suggest doing CH b+1, ff+2 to start with. However, practice hitting b+1+2 afterwards. It's not hard and should be second nature after a few minutes. I cannot stress enough how good this move is. It will make your opponents think twice before trying to attack you. Some good moves to use as bait are WS+4, f+2,1, d/f+1, d/f+2,2, and SS+1+2. After these, your opponents might start trying to duck b+1, which gives you ample opportunity to mix up with d/f+1. Smart opponents will just block afterwards.
b+1+2 - 13-frame mid that does 30dmg. This move is huge. It should be used strictly as a whiff punisher, and not a mix-up. On block, everybody gets free 50%. However, this move is great in combos and is an ever looming threat. If your opponent so much as whiffs a jab, b+1+2 will be there to make them rethink their situation. The range is absolutely spectacular as well.
b+4 - This doesn't seem like much, but it's Feng Wei's fastest mid at 12-frames. It also does 15dmg, but what your real use for it is anti-SS. This stops Steve players that fish for infinites dead in their tracks since it will catch him out of not only sidestep, but sways as well. It's an all around excellent tool.
f+2,1 - Not only is this your primary juggle move, but it's a great pressure tool as well. You can delay the hits, and stop them at anytime while being completely safe. At 16-frame start-up, it's rather nice. The first hit is -6 on block while the second hit is only -2. This is excellent bait because you can pause after the first hit, and if the opponent tries to do anything, the second hit will connect which will guarantee the third and final hit (f+2,1,2). Also, if the first hit lands on CH, the entire string is guaranteed for a whopping 52dmg. After the second hit, you can use b+1 to stuff retaliation, or start doing SS+4_SS+1+2 mix-ups.
SS+4 - This move makes Feng Wei. It's an evasive low that is only -14 on block. For a move that low, nets you 40% plus okizeme, and evades a lot of things due to him ducking so low and sidestepping to start it, that's insane. Most characters can do nothing to you on block. On low parry, the move throws Feng Wei at an odd angle so most follow-ups have to be changed. I suggest using SS+4, f+4,3, d/b+3 (53dmg if they move during the d/b+3, 56dmg if they lay there) as your starter combo before moving on to SS+4, d/f+1, f+2,1, d/b+1+2,2, FC 3 (66dmg if they move during the FC 3, 70dmg if they lay there).
SS+1+2 - 24dmg mid that gives you frame advantage on block. This is a great mix-up tool with SS+4 and good for pressure in general.
ff+2 - Another good whiff punisher. This move is jab punishable on block, but if spaced correctly is unpunishable. It does 25dmg, and is excellent for oki.
d/b+3 - A high crushing low that on CH gives you a free d+4 stomp. This is an awesomely fast low that is nothing but good.
d+4 - The Stomp. This is actually one of Feng Wei's most important okizeme tools. 22dmg, and if they twitch it keeps them in range for another one. This move is ridiculously important to Feng Wei's game and makes him ever so dangerous.
Honourable Mention:
d/f+2,2 - Slow start-up, but 36dmg on hit. It's also safe and great for okizeme when running in from afar.
ff+3 - Big range mid that tracks... sometimes. Great for okizeme and pressure. Slow start-up.
d/b+4 - Slow and punishable, but crushes highs and sets up Feng Wei's excellent oki. Also a great tech trapping tool.
2~1 - Free stomp follow-up. Jab punishable.
d/f+3 - Feng Wei's only completely safe launcher. Range isn't that great, wind-up is a little slow, but it's still an excellent move.
d+2 - A very deceptive looking low. On CH, it floors them and gives you supreme okizeme potential. It also does 18dmg for a low, which is very nice. It's great out of sidestep as well.
Low Parryd/f+3, f+1, f+2,1, d/b+1+2,2, FC 3
OkizemeThis is what makes Feng Wei so good. He's already got excellent punishing, pressure, and offense; but it's his okizeme where he really shines. Okizeme is the art of attacking grounded opponents. I say art, because that's what it is. It's an art form. This is one of the biggest parts of Tekken, and Feng Wei absolutely excels at it.
vs. back rolling opponents, you can dash in and do his b+2,3,4,2 string. Kind of lame, but it does the job. You want to be dashing in with d/f+1 instead to set-up more oki.
Anytime you use d/b+1+2,2 as a juggle ender, you can stop at d/b+1+2 and go straight for a Stomp. Most people don't bother tech rolling during this, and you go from doing a potential 66-70dmg to doing 71dmg. You can also crouch cancel after the last hit of d/b+1+2,2 and Stomp instead of going for FC 3. The stomp does 22dmg. That's huge. If they move, it'll do 15dmg, but it will keep them right at Feng Wei's feet. Anytime you land a Stomp, you should already be planning what you'll do next. Stomp again (this absolutely destroys scrubs), d/f+1, d/b+3, whatever. ff+2 is a great option after the stomp because it does 25dmg and will catch anybody trying to stand up. Another thing is that whenever you Stomp an opponent that leaves them with PLD (face up & feet away, short for Play Dead) or FCD (face down & feet towards, short for Face Down), you can do f+2,1 if they try to stand up. If they try to stand straight up or roll away, the entire string will hit them in the back for huge damage.
Feng Wei also has insane tech traps. Tech traps are set-ups that if an opponent tech rolls, they will hit them out of the tech roll to set up more damage. For instance, let's say your opponent's back is to the wall. You do SS+4 and it hits. Instead of the usual follow-up (which would be a Stomp since they're too close to the wall for anything else), you b+1 instead. You execute d/b+4 immediately afterwards, and the opponent attempts to tech roll. This guarantees the d/b+4, which guarantees a Stomp, which sets up the okizeme. You could potentially do 100% from this alone. SS+4, b+1 [wall] does 31dmg already. They d/b+4, cc, d+4 combo does 36. You've just done 67dmg. They attempt to stand straight up as opposed to taking another Stomp, only to eat f+2,1,2 in the back that slams them against the wall face first. This is followed up by d/f+2,2 for a total of 76dmg. 76 + 67 = 143, which is exactly how big the lifebars are in Tekken 5. With one tech trap and a mix-up, you just did 100%.
Let's say you did another Stomp instead. You do 22dmg and you're still on top of them for okizeme. Most of the time, executing another Stomp against an opponent that does nothing will do the full 22dmg, but push them away so that you have no more okizeme. However, since they're against the wall, you will not get pushed back any. They can stand straight up quickly afterwards, but that puts them in for a standing mix-up.
NotesAfter Feng Wei's 1,2,2, you can hold back to go into BT (Back Turned). On hit, this gives you a great mix-up of BT d+4 or BT 1+2. The d+4 is nearly unpunishable and will hit low. The only way to really avoid it is to low parry/block low. BT 1+2 will beat everything else, and is only avoidable by backdashing, which BT d+4 will hit opponent's out of. It's a minor mix-up, so don't rely on it. However, don't be afraid to use it.
Feng Wei's f+2,1,2 does 47dmg compared to 1,2,2, BT d+4's 44dmg. However, off of 1,2,2, you can go BT and execute BT 3. If the opponent tech rolls, this will tech trap them and catch them sideturned, getting you a free f+2,1,2 on their side. BT 3, f+2,1,2 does 75dmg total. You can potentially kill somebody off of a single wall splat, depending on how they hit the wall to begin with.