Bro went all in with this video. Thanks for doing this instead of just a sample combo showcase, i appreciate seeing different routes, oki etc, thanks for sharing
Huge kudos 👏 💐 Finally opponents will wake up under my ff+3 pressure like in T7. 🤩 Couldn't figure a way to do it and i thought Feng lost his Oki skills in T8. It comes at a cost of sacrificing negligible combo damage tho, but the continuous pressure is worth it. 👌
remember there's chip damage, so in the open if the combo isn't going to end the round, you're still doing about the same amount of damage overall if not more
3:59 is f, f+4, d/f+1, f, f+4, > 3, 1, dash 1, dash d/f+4, 2, 1+2 T! run up u/f+3, dash d/f+4, 3 as long as you delay the 3 long enough (not max delay), your jab afterwards will connect, and then into a dash d/f+4, 2, 1+2 T!
You sir need more views and subs for this. Feng isn’t necessarily popular character, but this intermediate guide on Feng combos and oki setups is phenomenal. I’m going to literally train on this for a good long while and make it muscle memory. PS: Did they remove CH df2 into guaranteed shoulder? I can’t seem to do it.
6:23 - The timing of the f,f4,4 after the u,f 3 is so obnoxiously tight that it makes pulling it off online nearly impossible if the person you're playing doesn't have a person connection to you.,
6:03 I cant get this one to work its like the uf3 is too slow and I cant connect the first hit of fF4,3 which makes me drop the combo just what am I doing wrong
dash at the end of your jab's recovery frames you can find out when the recovery frames are over by holding forward and see when feng is starting to move forward after the jab, then is when you want to do your dash, buffering your first forward input nearing the end of the recovery frames can help with that
Some launchers don't have all of their conversions shown because they're the same as the ones already shown in the earlier parts of this video
00:00 - off-axis launch
00:24 - against a BT opponent
01:06 - standard mid launcher in the open oki
01:55 - standard mid launch wall carry
02:08 - standard mid launcher floor break
02:19 - standard mid launcher damage
02:30 - standard mid launcher wall carry with heat burst
02:44 - standard mid launcher wall carry with heat dash
02:59 - standard mid launcher wall carry without heat and tornado
03:19 - standard mid launcher wall carry with heat burst but no tornado
03:32 - standard mid launcher wall carry with heat dash but no tornado
03:44 - standard mid launcher with heat dash damage
03:59 - f, F+4 wall carry
04:11 - f, F+4, delayed 3 wall carry
04:24 - QCF+2 wall carry
04:36 - d/f+3 in the open oki
04:45 - d/f+3 wall carry
04:55 - d/f+3 damage and floor break
05:04 - d/f+3 wall carry with heat burst
05:18 - d/f+3 wall carry with heat dash
05:31 - d/f+3 with heat dash damage and floor break (better conversion would be u/f+3, b+3, 1, f, F+4, delayed 3, nano walk forward b+1+2~F, u/f+3, d/b+1, 2, 4 for 81 damage floor break, for damage after u/f+3 do f, F+4, delayed 3, nano walk forward b+1+2 for 83 damage)
05:43 - SSL 4 wall carry
05:53 - SSR 4 wall carry
06:03 - low parry in the open oki
06:13 - FC d/f+2 in the open oki
06:23 - FC d/f+2 wall carry
06:36 - CH (1), 1 in the open oki
06:47 - CH (1), 1 wall carry
07:01 - CH QCF+1 wall carry
07:15 - 3~4 in the open oki
07:24 - 3~4 wall carry
07:45 - 3~4 floor break
07:56 - 3~4 damage
08:07 - 3~4~B in the open oki
08:16 - 3~4~B wall carry
08:28 - 3~4~B floor break
08:38 - 3~4~B damage
08:49 - 3~4~B with heat dash wall carry
09:04 - 3~4~B with heat dash damage
09:17 - CH d/b+2, 2 in the open oki
09:28 - CH d/b+2, 2 wall carry
09:40 - CH d/b+2, 2 damage and floor break
09:50 - CH d/b+2, 2 with heat dash wall carry
10:07 - CH d/b+2, 2 with heat dash damage
10:20 - STC 1 in the open oki
10:30 - STC 1 wall carry
10:43 - STC 1 floor break
10:53 - STC 1 damage
11:04 - STC parry retaliation in the open oki
11:15 - STC parry retaliation wall carry
11:29 - STC parry retaliation floor break
11:41 - STC parry retaliation damage
11:54 - u/f+3+4 in the open oki
12:02 - u/f+3+4 wall carry
12:12 - u/f+3+4 floor break
12:22 - u/f+3+4 damage
12:31 - u/f+3+4 with heat dash wall carry
12:45 - u/f+3+4 with heat dash damage
12:57 - u/f+3+4, 3 in the open oki
13:04 - u/f+3+4, 3 wall carry
13:14 - u/f+3+4, 3 damage and floor break
13:23 - u/f+3+4, 3 with heat dash damage and floor break
13:34 - f+4 in the open oki
13:43 - f+4 wall carry 00
13:54 - f+4 wall carry 01
14:07 - f+4 wall carry 02
14:19 - f+4 with heat dash wall carry
14:34 - f+4 with heat dash damage
14:47 - f+4~B in the open oki
14:55 - f+4~B wall carry
15:08 - f+4~B with heat dash wall carry
15:22 - f+4~B with heat dash damage
15:35 - f+4, 2 in the open oki
15:44 - CH b, f+1
15:55 - CH b, f+1 with heat dash damage and floor break
16:11 - CH 4~3 with heat burst wall carry
16:23 - CH 4~3 with heat dash wall carry
16:39 - CH 4~3 with heat dash damage
16:53 - CH u/f+2 with heat dash wall carry
17:09 - CH u/f+2 with heat dash damage
17:24 - heat BT 2~F wall carry
17:39 - heat f, F+2~F wall carry
17:54 - The goal 01
18:06 - The goal 02
Bro you are strong with Feng Wei 😊
Bro went all in with this video. Thanks for doing this instead of just a sample combo showcase, i appreciate seeing different routes, oki etc, thanks for sharing
You're the man. Appreciate you sharing your findings
New to Tekken, loving Feng so far. Great video, will be using it as an extended combo trial
Huge kudos 👏 💐
Finally opponents will wake up under my ff+3 pressure like in T7. 🤩
Couldn't figure a way to do it and i thought Feng lost his Oki skills in T8.
It comes at a cost of sacrificing negligible combo damage tho, but the continuous pressure is worth it. 👌
remember there's chip damage, so in the open if the combo isn't going to end the round, you're still doing about the same amount of damage overall if not more
Now I know why I can't optimize Feng. There're just too many combo routes that is.
Been dying for someone to drop this, respect 🫡
Post your full ranked sessions, there aint enough high lvl feng content. That wouldve been great. Also some in game music woukd be nice
Thanks. This is the sauce I'm looking for.
Wow, im still doing all the tekken 7 combos, but it's incorporating up forward 3 helps
The combo at 3:59, do you have to do the powered up version of f, f+4 3 in order to get df+4, 2, 1+2 in the combo?
3:59 is f, f+4, d/f+1, f, f+4, > 3, 1, dash 1, dash d/f+4, 2, 1+2 T! run up u/f+3, dash d/f+4, 3
as long as you delay the 3 long enough (not max delay), your jab afterwards will connect, and then into a dash d/f+4, 2, 1+2 T!
thank you!!!!!!!!!
Yo Titan Thor hi😊
You sir need more views and subs for this. Feng isn’t necessarily popular character, but this intermediate guide on Feng combos and oki setups is phenomenal. I’m going to literally train on this for a good long while and make it muscle memory.
PS: Did they remove CH df2 into guaranteed shoulder? I can’t seem to do it.
you mean CH d/f+1
it's even better in Tekken 8
ruclips.net/video/aS6XeAwwQy0/видео.htmlsi=aH1p0MLJlTuDjkW_
Nice Job man!
6:23 - The timing of the f,f4,4 after the u,f 3 is so obnoxiously tight that it makes pulling it off online nearly impossible if the person you're playing doesn't have a person connection to you.,
just need to dash a little longer for the f, F+4 to connect
These are cool as AF, hope they work online
These combos are sick and definately shown me what an amateur I am. How dou you use that u/f+3 to lauch? That never seems to work for me?!
the u/f+3 is used as a conversion tool for crumple stuns and instant T! launchers
the key is to be close enough for it to connect
sick combo compilation
Ryshifter the goat honestly
At 16:11 I can't seem to figure out how the 3rd hit even lands. Pretty new to Tekken. Am I missing something?
it has to be a just frame iWS 4
Oh god. I don't think I've got that sort of thing in me. The knowledge is good for if I wanna practice the execution though. Thanks so much. =D
6:03 I cant get this one to work its like the uf3 is too slow and I cant connect the first hit of fF4,3 which makes me drop the combo just what am I doing wrong
you can walk forward into u/f+3 instead of dash u/f+3 if you're not used to doing it quickly yet
after u/f+3 dash a little deeper for the f, f+4
regarding 0:35 so the basic combo does 3 damage less but none of that is recoverable health? Why is that?
you mean 0:25 ?
if so it's because it's all done against a standing opponent
yes, so only launch combos will have their damage be partially recoverable? That's good to know@@Ryanarta
Does anyone know what the optimal wall carry combo is for floating someone?
dash jabs into T! and then dash u/f+3 then dash d/f+4, 3
or just dash jabs as many as possible (6 hits) and then dash d/f+4, 3
@@Ryanarta Thanks for the reply! Great video btw! What about max damage without wall?
off of a jab float, f, f+4, > 3, 1, dash d/f+4, 2, 1+2 T! run up u/f+3, dash 3, 1+2
doesn't work against bears and jack (short legs)
How do you execute multiple dash jabs?
1, f, F+1, f, F+1, and so on
getting used to doing an immediate dash after your jab will greatly help
@@Ryanarta what’s the timing of doing an immediate dash after a jab?
dash at the end of your jab's recovery frames
you can find out when the recovery frames are over by holding forward and see when feng is starting to move forward after the jab, then is when you want to do your dash, buffering your first forward input nearing the end of the recovery frames can help with that