

You can also mix up with lows (When they’re conditioned to not hit buttons) like FC d/f+1, a high crush low poke that catches sidestep on Player One side (You can mix this up with FC d/f+2 for a mid launcher that catches Sidestep on Player 2 side, but this is very risky as it is -14), CC d+2 or CC into another d/b+3.
Tekken 7 slow getting into session room full#
WS+1 is a safe option that can keep up the pressure and float hopkick attempts, but will trade with full crouch jabs. If the opponent is not pressing buttons, you can mix in other follow-ups.
Tekken 7 slow getting into session room free#
You have an uninterruptible option with WS+4, which on counterhit, gives Feng a free mixup. On hit it is +4 and forces crouch, which is very good for a low poke. It’s fast, high crushes, has good range and good tracking both ways. It also has slightly less range than other characters’ d/f+1, which can make it more difficult to lock down your opponent.ĭ/b+3 (The James Brown): An amazing low. Do be careful, df+1 has pretty bad tracking, being easily stepped to the left, and can also be SWR. Your big options are: dash~SS+4 or dash~SS~d/f+3 (At the wall, replace the d/f+3 with SS+1+2), any option off QCF, STC+4/STC+2, and dash into Back-Turned Stance (b+3~4) options. For basic options, you can use d+2 or d/b+3 mixed with d/b+1 variations or f,f+2. Nothing is guaranteed, but you get a lot of frame advantage, so Feng gets a free mix-up. On counter hit, the opponent goes into a fallback stun (This same stun occurs after CH WS+4 as well). d/b+3 can be low crushed but d+4 cannot by generic hopkicks in this situation. Keep in mind throws, jabs and b+1 can still be ducked. On hit, you can follow up with d/f+1, b+1, jabs, b+4, throws, d+4 and d/b+3, none of these cannot be interrupted. If you want to get really tricky, you can also do u/f+2 as an evasive poke, f+3+4 (STC) to reverse strings, and Hopkick(u/f+4) to low crush an opponent trying to duck your b+1, however all these options carry some kind of risk and are only meant for hard reads.ĭoing nothing after a blocked d/f+1 to see what your opponent is going to do, as well as sidestepping are also good options. Alternatively, you can also just do a normal jab (1 or f+1) if you think they aren’t going to do anything or they try to do a low crushing move, such as hopkick, which will float them for a full combo. You can use Fish Hook(b+4) to poke them out of a sidestep attempt.

d+2 and d/b+3 are good low pokes that high crush, you can also use d+1(generic down jab) as a safer high crush option, though all these options can be low parried. b+1 will trade with their jab, and interrupt anything 11 frames or slower for a strong counterhit. This works for Feng because he has many good follow up options. This d/f+1 is unique, it starts up slower at i14 (Most character’s start at i13), however this move is neutral on block unlike most d/f+1’s in the game, which are usually slightly negative on block. Needs to utilize more tools than other characters to succeed.ĭ/f+1: One of Feng’s key mid pokes.Poor range on many key moves, including one of the stubbiest hopkicks in the game.He is also one of the most evasive characters in the game with plenty of evasive panic moves, a fast counterhit option, as well as an auto parry stance to avoid the opponent’s pressure, making him very hard to stick onto for most of the cast. Feng is one of the most versatile characters in the game and can be played however the player wishes, although he excels at constantly annoying his opponent with his arsenal of pokes, including some of the best low pokes in the game, scary mix-ups, and strong crouch dash pressure.
