Feng
Strong neutral control with great jabs, mid pokes (b+4, df+1) and low pokes (d+2, db+3, FC.df+4,1)
+0 on block headbutt that forces the opponent into crouch
Feng Wei is, in a word, unconventional. Whatever he lacks in traditional Tekken tools, he makes up for it with incredible evasion, a full kit of very frustrating lows, and a great suite of back turn tools, including a 50/50 coin-flip throw mixup. His crouch dash (qcf or d,df) gives him the ability to make deep approaches by canceling into his safe ws1 (d,df,n,1) and also gives him access to his qcf+1+2 and qcf+1. The former is a +0 on block headbutt that forces the opponent into crouch. The latter is a low, unparryable shoulder. Both wreak havoc on counter hit. His stances Deceptive Step (b+3+4, A.K.A. "back Kenpo" or "KNP") and Shifting Clouds (f+3+4, A.K.A. "forward Kenpo" or "STC") can both be used to either sway out of an opponents threat range or move into it to apply pressure. In both, Feng has a plentiful selection of threatening pokes and mixups. Feng requires a lot of raw conditioning to be done before he can really open up his evasive, tricky gameplan. After testing the waters with his snake dash (crouch dash chain) and stances, he'll create opportunities to land big hits with moves like b+1+2 in no time.
Strong neutral control with great jabs, mid pokes (b+4, df+1) and low pokes (d+2, db+3, FC.df+4,1)
Weak to sidestep/sidewalk left
Stances
- KNP (kenpo) - b+3+4
- STC (shifting clouds) - f+3+4
Heat Smash
i20 - Mid - +24 (STC)
- Enhanced b+1
- Enhanced f,F+1+2
- New move: 3+4
Strengths
Strong neutral control with great jabs, mid pokes (b+4, df+1) and low pokes (d+2, db+3, FC.df+4,1)
Highly evasive with moves like uf+2, b,f+1, and qcf+1, and stances like Deceptive Step
Good early block punishment
Can keepout in a pinch with f+4 and get big whiff punishes with moves like KNP 3, f+3,4 or df+3
Very good wall carry on combos even with instant tornados
Tricky extended movelist can throw opponents off guard
Heat temporarily makes his b+1 knock down for more damage, and gives him a lockdown mid (3+4) into backturn as well as a guard break
Weaknesses
Weak to sidestep/sidewalk left
Wonky range and hitbox on his hopkick and ws3 can make it hard to launch punish some specific moves
Big lows are locked to stance or clean hit
Heat Smash is among the slowest in the game at i20
The oldest 27 year old man of all time
Moves to learn first
Signature and situational picks come from the guide; the fastest launcher and best unpunishable poke are derived from this character's own frame data.
- Signature→→→✕
f,f,f+3
Severing Sword
- Signature↗○
uf+4
Soaring Eagle
- Launcher↗○
i15 · 13 dmg · -13 on block
Soaring Eagle
- Launcher↓✕
i15 · 15 dmg · -12 on block
Bow Kick
- Wall splat→□△
i19 · 25 dmg · -9 on block
Tiger's Claw
- Wall splatHeat←□
i10 · 20 dmg · -8 on block
Essence of Iron Palm
- Counter-hit launcher↙△△
i28 · 10 dmg · -17 on block
- Counter-hit launcher↓△
i15 · 17 dmg · -7 on block
Adamantine Uppercut
- Heat engager→□△
i19 · 25 dmg · -9 on block
Tiger's Claw
- Heat engager←□△
i13 · 31 dmg · -19 on block
Iron Fortress
- Heat engager→R1△
i18 · 25 dmg · -9 on block
Exploding Dagger
- Fastest launcher↗✕○
i3 · 10 dmg · -14 on block
- Safe on block→R1✕
i32 · 33 dmg · +8 on block
Tremor Stomp
Missing generics: {{Plainlist| * d+2
Watch the guide
Video guides for this character, linked to the sections that matter most. Notation on this site comes from the frame data; these show the technique.