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Feng Guide
Overview
Feng Wei has always been regarded as one of the trickier and unique characters in Tekken 7. Despite being a love letter to the revered classics of Chinese action cinema, most players confidently rated his as average or slightly above average. Thankfully, after four seasons of changes, he became quite a solid character. If you love characters that reward creativity, solid fundamentals, and the ability to adapt, then Feng is for you!
General Strategy
While playing Feng, something to keep in mind is that he's not as reliant on launchers and combos as other characters, despite having a good selection of safe launchers and CH moves. Feng is all about smoothly navigating the neutral with his various evasive attacks and stances, gradually chipping away at opponents and baiting them into counter-hit attacks that knockdown and lead to small but painful follow-ups.
Beginner
While Feng is one of the more demanding characters to pick up and play, don't get discouraged. With a gradual and measured approach, you will achieve steady progress. When you've just started playing a new character, the go-to advice is always to get familiar with their overall moveset, inputs, and range. For Feng in particular, you will often utilize his crouch dash, or CD, to better use some of his better while standing moves. To do so, you'll need to do the down and down/forward movement and then swiftly release it, allowing you access to WS moves instead of his CD attacks.
When in battle, start with Feng's more straightforward tools like the 1,2 and 1,3 jab strings, d/b3 and d2, to threaten with lows, b4 to use as a versatile mid, and qcf1+2 as a beefier, more threatening mid option. When you become good at poking, your opponents will be unsure which way to block or step, as Feng can cover all of those options, but for now, what matters is getting a feel for the gameplay.
Consider this entire step to be an introduction to the character. Taking rounds will be challenging, so focus first and foremost on committing his stances and attacks to memory. Since Feng is so heavily based around neutral and playing around the opponent, you can't afford to dedicate a part of your mental stack to remembering the attack's input, what follow-ups it has, or how fast it is.
Intermediate
Once you have built up muscle memory and have a good idea of what Feng has at his disposal, you can start delving deeper into what the character has to offer. While you should still focus on more straightforward and easier to implement tools, this is the right time to add more to your arsenal. Since you want to poke people, conditioning will always be a part of your gameplay. If your opponent is neglecting mids and tries to block lows and evade highs - hit the with d/f2,2 for a chunk of damage and potential wall bounce. If it's the opposite and they refuse to duck, you can get a free SS4 at close range, which will launch them on a clean hit. You will also often encounter highly aggressive opponents who attempt to run their offense with impunity. You must learn to stop their offense, as the opponent who likes to press buttons will make it harder to approach or apply mixups. Luckily Feng has robust options to deal with this by choosing one of his CH attacks or using the Kenpo Step (b3+4). If you make the opponent whiff their attack with a Kenpo Step, you have free reign to either punish them or apply a mixup.
The general goal at this step is to add these elements to your gameplay and find answers for various situations that happen during the game. Whether you're on offense or defense, recognizing the current situation and adjusting your plan is crucial in Tekken, especially when playing Feng.
Advanced
So far, the focus has been mainly on Feng himself and building up the foundation of his gameplay. At this point, you should be comfortable with his movelist and understand his tools and when to use them. Now it's time to focus on the opponent. Reading your opponent is a massive advantage in a fighting game, and to gain this advantage, there are several steps you can take.
First and foremost, you need to be patient. Fighting games are complicated, and because of that, we build internal plans and flowcharts, which we then unconsciously execute during matches. By avoiding risks and playing more passively, you will see how your opponent acts in certain situations. How do they approach or retaliate after blocking a strike or having their strikes blocked? When playing Feng, you will often have to consider these things to pick the right course of action.
You also can condition your opponents to act in a way you want them to. This doesn't require understanding your opponent's psyche but simply exploiting their weaknesses or creating openings. For example, if you keep hitting opponents with qcf1 or d/b3, they will naturally start anticipating and duck. Now, all it takes for you is to approach with ff2 or qcf2 to capitalize on their behavior.
Sabaki is one of the more exciting ways for Feng to interact with an opponent's attack. Using moves with built-in parry like 1+2, Feng can steal back his turn and maintain the offense. However, using this properly will require understanding the frame data. The sabaki moves have a specific range in which they will parry the opponent's attack, so it's best to know whether or not you have the time to use them.
This feeds directly into another way of controlling your opponent with Feng, and it is frame traps. One of the most common examples of a frame trap with Feng is hitting your opponent with a d/b3. With the move being +4, Feng is guaranteed to land a WS4 without any threat, or you can apply the frame advantage to use slower and slightly riskier options that will nonetheless beat out most of your opponent's options.
Combine these options of dealing with your opponent and your existing knowledge of Feng's excellent pokes and evasive maneuvers, and you will become a fearsome challenger for any Tekken player.
Now let's look at some of the critical moves Feng has.
Tap Notation |
Hold Notation |
Tekken Move |
Playstation |
Xbox |
f |
F |
Forward |
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d/f |
D/F |
Down & Forward |
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d |
D |
Down |
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d/b |
D/B |
Down & Back |
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b |
B |
Back |
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u/b |
U/B |
Up & Back |
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|
u |
U |
Up |
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|
u/f |
U/F |
Up & Forward |
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N |
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No directional inputs |
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|
SS(L/R) |
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Side Step (Left/Right) |
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qcf |
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Quarter-circle forward |
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qcb |
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Quarter-circle back |
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|
hcf |
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Half-circle forward |
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hcb |
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Half-circle back |
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ch |
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Counter Hit |
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|
ws |
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While Standing |
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wr |
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While Running |
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1 |
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Left Punch |
Square |
X |
2 |
|
Right Punch |
Triangle |
Y |
3 |
|
Left Kick |
Cross |
A |
4 |
|
Right Kick |
Circle |
B |
Base Moves
Move | Speed | Hit | Counter-hit | Block | Notes |
d/f1 | i14 | +6 | +36 | 0 | Slower than average d/f1 but still a fantastic poke thanks to being neutral on block and having several possible followups to either condition or react to what the opponent is doing |
WS1 | i13 | +5 | +5 | -1 | Decent safe poke that also serves as an approach tool by doing it out of a crouch dash (d/df/n) |
QCF1 | i22 | +2 | Launch | -14 | A very long-range low attack that crushes highs and launches on counter-hit |
b1 | i10 | +1 | KND | -10 | Amazing counter-hit tool. While it’s stubby and easily evaded, it’s still exceptional for stopping the opponent’s offense |
QCF1+2 | i16 | +8 | KND | +4 | Powerful mid that sets up the pressure and guarantees more damage on CH |
b1+2 | i13 | KND | KND | -19 | With quick start-up and decent forward momentum, Feng’s shoulder is excellent for punishing whiffs |
d2 | i20 | -1 | KND | -12 | Decent low poke despite being slow. Knocks down on CH, demoralizing aggressive opponents and allowing a free follow-up hit |
u/f2 | i18 | +3 | KND | -10 | Highly evasive poke that can be used to halt the enemy’s momentum. Offers extra reward on CH but won’t knock down off-axis |
ff2 |
i18 | KND | KND | -9 | Safe, forward-moving mid that becomes even more threatening at the wall |
2~1 |
i24 | +8 | +8 | -3 | Powerful keep-out move that can be hit-confirmed into a launch with 1 follow-up through some practice |
d/f2,2 |
i20 | KND | KND | -6 | Safe, mid, wall-bounce. A terrific attack that can lead into a massive wall bounce combo |
f2,1 |
i17 | -5 | +6 | -5 | A good mid-mid string that either becomes -5 on block or natural hit or can be easily hit-confirmed into a 1+2 follow-up |
WS2 |
i15 | +7 | Launch | -7 | Solid mid that’s particularly useful as a counter-hit tool |
d/b3 |
i16 | +4 | KND | -15 | One of Feng’s best low pokes. Has several good options on hit but ironically becomes less useful on CH due to putting Feng in BT |
d/f3 |
i18 | Launch | Launch | -7 | Stubby but nonetheless safe mid launcher. It can be mixed up with an SS4 in close range, which also launches on a clean hit |
f3,4 |
i21 | Launch | Launch | -16 | Feng’s long-range whiff punish |
b3+4 |
i39 | NA | NA | NA | The cornerstone of Feng’s evasion, allowing him to force whiff and counter the opponent’s offense |
b4 |
i12 | +2 | +2 | -8 | Versatile mid that’s remarkable for its speed and tracking |
Situational Moves
Move | Speed | Hit | Counter-hit | Block | Notes |
d/b1 | i16 | +4 | +4 | -12 | Far-reaching mid poke, most notably leads to 2 different stances and several follow-ups |
b/f1 | i25 | KND | KND | -15 | Very evasive back sway type move. Best used on a read as it’s pretty slow and unsafe. CH leads to a crumple stun but only allows for an ff+3 follow-up |
d/b1,4 | i16 | KND | KND | -2 | A non-jailing mid-high string that serves as a decent punish and can be used more freely against opponents who don’t duck the second hit |
d/b1,2 | i16 | +7 | +7 | -11 | A slightly unsafe mid-mid string that can hit opponents who try to duck d/b1,4 and gives a KND if the second hit is CH |
ff3 | i32 | +8 | Launch | +8 | Slow speed makes it hard to use outside of wakeup situations, but with an absurd amount of plus frames, good damage, and a threat of launch on CH it’s a very threatening mid |
d/f4,3 | i15 | +13 | +13 | -6 | Strong but situational mid-high string with several guaranteed follow-ups on hit but can be ducked |
WS4 | i11 | +7 | +29 | -7 | Quite average WS4 but gains extra utility thanks to being accessible from Feng’s crouch dash and d/b3 |
4~3 | i27 | +4 to +13 | KND | -4 to +4 | One of your best okizeme tools when you have time to apply it. Due to variable frame advantage, this move requires proper spacing |
Punishment
Normal
Speed | Move | Hit | Block | Damage | Note |
i10 | 1,3 | +6 | -5 | 24 | |
i10 | 1,2,2 | +3 | -11 | 26 | Can transition into back turn stance for +5 but it’s not very useful unless opponent is at the wall |
i13 | b1+2 | KND | -19 | 30 | Very unsafe, use only when certain that opponent is -13 or worse. Holding down 1+2 during Rage will activate Rage Drive version that is +3 on block |
i15 | u/f4 | Launch | -13 | 13 | Stubby hopkick, even moderate pushback will make it whiff |
i15 | d/f4,3 | +13 | -6 | 32 | Bandai Namco’s apology for his bad hopkick. Doesn’t launch but gives a good frame advantage. |
i16 | d/b1,4 | KND | -2 | 35 | |
i18 | f4 | Launch | -9 | 15 | |
i19 |
f1+2 | Launch | -9 | 28 | |
i21 |
f3,4 | Launch | -16 | 30 | Has amazing range, and works as a whiff punish |
Crouching
Speed | Move | Hit | Block | Damage | Note |
i10 | FC 1 | +6 | -5 | 5 | |
i11 | WS4 | +7 | -7 | 18 | |
i13 | WS1,2 | +1 | -10 | 29 | Good damage but bad frames |
i15 | WS3 | Launch | -12 | 16 | This attack has serious hitbox issues that make it miss when it shouldn’t. Launches on hit or gives you a Twitter clip on whiff |
i18 | FC d/f2 | Launch | -14 | 25 |
Combos
Starter | Combo | Damage |
uf4 | Staple - u/f4, 3,3, d/f1, d/f4,3, run up, d/f4,2,1+2 | 62 |
Hard - u/f4, f1+2, ff4(delay)3, 1, micro-dash d/f4,2,1+2 | 64 | |
qcf2 | Staple - qcf2, f1+2, ff4(delay)3, d/f4,2,1+2 | 69 |
Hard - qcf2, f1+2, d,n,f3,4, 1, micro-dash d/f4,2,1+2 | 72 | |
f1+2 | Staple - f1+2, run up, 3,3, 1, f3,4, b1+2 | 67 |
Hard - f1+2, d,d/f,n, WS1, ff4(delay)3, d/f4,2,1+2 | 65 | |
u/f3+4 | Staple - u/f3+4, d/f1, d/f1, d/f4,3, f4,3, b1+2 | 62 |
d/f3 | Staple - d/f3, 2, d/f1, f3, 1, d/f4,3, 3~4,3 | 63 |
Hard - d/f3, d/f4,3, d,d/f,n, WS1, 1, micro-dash 1, micro-dash d/f4,2,1+2 | 63 | |
f4 | Staple 1 - f4, u,n,1+2, d/f1, d/f4,3, run up, d/f4,2,1+2 | 64 |
Staple 2 - f4b, DF,n, WS1, d/f1, d/f1, d/f4,3, run up, f3,4 | 52 | |
3~4 | Staple - 3~4B, BT2, BT1, d/f1, d/f4,3, run up, d/f4,2,1+2 | 69 |
FCd/f2 |
Staple - FCd/f2, WS1, d/f1, d/f1, d/f4,3, run up, d/f4,2,1+2 | 68 |
Hard - FCd/f2, u,n(crouch cancel), f1+2, d,n, f3,4, 1, f3, b1+2 | 71 | |
ff4 |
Staple 1 - ff4, d/f1, f3,4, 1, d/f4,3, 3~4,3 | 60 |
Staple 2 - ff4(delay)3, ff4(delay)3, d/f4,3, run up, d/f4,2,1+2 | 65 | |
CH QCF1 |
Staple - QCF1, 1+4, 1, d/f4,3, run up, d/f4,2,1+2 | 66 |
Hard - QCF1, d/b1,4, f3,4, 1, micro-dash 1, micro-dash d/f4,2,1+2 | 72 | |
CH ff3 |
Staple - ff3, UF4, d/f1, d/f4,3, run up, d/f4,2,1+2 |
84 |
CH WS2 |
Staple - WS2, 2, d/f1, d/f1, d/f4,3, run up, d/f4,2,1+2 |
59 |
Rage Drive |
Staple - f3,4, f1+2, d,n, f3,4, 1, f3, d1+2 |
95 |
Tips against Feng
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Press some buttons. Why? Cause you can get away with it. Until -13, Feng has very lackluster punishment options. Even if he reacts to you doing a -12 move, the most he can do in return is 26 damage. Don’t abuse it too much, as a savvy Feng would still whittle you down through small punishes.
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Break his legs. Feng has several major moves that move him back and force a whiff, allowing Feng to capitalize on it. If you can find the pattern where Feng player uses these moves, you can shut them down with your attacks if they have a decent amount of forward momentum.
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Go left. Many of Feng’s major attacks can be avoided by side-stepping left. Recognizing these moves will require some experience, but the payoff is immense.
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Be patient. Feng can cash in on opponents who try to challenge him, so if you gain a life lead and then keep him away, you will force Feng to use his mediocre approach tools or commit to taking risks.
Summary
Strengths
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Excellent pokes - with a massive moveset, Feng has many viable choices to pick away at his opponents. Using them creatively can net some good damage while confusing unfamiliar opponents.
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Strong okizeme - depending on which combo ender Feng decides to use, he can choose between getting a guaranteed hit, forcing a 50/50, or doing moves that cover most of the opponent’s options on wake up.
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Good evasion - the Kenpo stance alone is one of the best tools in the game to bait whiffs. Add to that several high or low crushing moves and a backswing, and you got a character who can be very challenging to pin down.
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Wall pressure - while not among the best, Feng’s wall game is well above average thanks to several attacks that threaten the opponent with a wallsplat.
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Versatile - Feng’s playstyle can be molded into anything you want it to be. With many offensive and defensive options, you are limited only by your own imagination.
Weaknesses
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Bad punishment - Feng’s punishment leaves a lot to be desired, with nothing to cover i11/i12 moves beyond basic jab strings, opponents can get away with many attacks that would otherwise be risky. His hopkick’s poor range also means he has no reliable launch punishment until i18.
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Difficult to play - with a large movelist and several stances, it can be hard to pick Feng up, and it’s even harder to master all his unique quirks.
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Poor tracking - Feng is particularly susceptible to sidestepping. Players familiar with him will have no issue neutralizing some of Feng’s best tools through good movement.
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Low damage - new screw option Feng received in Season 4 improved his combo routes drastically, but his combo damage remains below average.