Tekken 7

Tekken 7 Feng Wei Cheat Sheet

S3 Feng Wei Cheat Sheet v1.2

Contributors: LolitaBot

Please note, this guide is a “Cheat Sheet” intended for new players to learn a little about/start playing a character – the information here is just a fraction of what the character can do, so please use this as a starting point and then explore as much as you want beyond what I’ve presented! There are loads more useful moves, lots of setups, all kinds of combos and I simply can’t list it all (it’s not necessarily practical to, either).

I think this is all accurate but I’m human, so if you find any mistakes, forgive me and just let me know (DM on Twitter), I can edit as needed. – LolitaBot

LEGEND:

Black font = move is safe

Green font = move is plus

Red font = move is punishable

Purple *** = move has been changed in S3, see patch notes for reference

Strengths:

-evasive

-variety of good, safe/safe-ish pokes for many situations (good utility overall)

-wide variety of decent moves allow for creativity/personal preference in playstyle

-has a few strong specific situational tools (Get Off Me b+1, Wallbounce d/f+2,2, i13 Punish b+1+2, Step Killer b+4, Oki ff+3, Sidestep u/f+2)

Weaknesses:

-lack of CH launchers and strings

-relies on punishment OR high risk/high reward decisions for combo damage

-poor While Standing punishment (no KND or launch until i15, except WS+1 which only floats certain moves, WS+3 frequently whiffs point blank)

-lacking in options/tools that opponent must overcome, difficult to oppress opponent (very “honest”)

-below average range (very stubby hopkick, most of his good tools require you to be very close to opponent, backturned tools can frequently whiff)

Powercrush:

ff+1+2 (m, i23, 21 dmg, -12, KND, powercrush, armored frame 6-22?)

ff+1+2hold (m, 25 dmg, i39, +3 armored frame 6-22?)***S3 Changes, see patch notes

Rage Drive:

b+1+2hold (m, i13, 35 dmg, +3, KND, wallsplats, chips on block from wall dmg)

Rage Art:

d+1+2 (m, i21, 55 dmg, -22, armored frame 8-17?)

Unblockable:

u/b+1+2 (m, i79, 70 dmg, unblockable, KND)

Fast Frame Trap:

On Block:

1, b+1 (free shoulder on CH)

d/f+1, b+1 (might trade with jab, or be stuffed by d+1, free shoulder on CH)

qcf+1+2, b+1 (free shoulder on CH)

ff+3 (as oki), ff+2*** (might trade with jab or d+1, KND)

ff+3 (as oki), u/f+4 (launch)

ff+3 (as oki), b+1+2 (KND)

ff+3 (as oki), f+4b (might trade with jab, or be stuffed by d+1, launch)

On Hit:

1,2,2b (+5)***, BT 1 (free shoulder)

1,2,2b (+5)***, BT 4 (KND)

1,2,2b (+5)***, BT throw (can be broken)

WS+4 (+7)***, d+4

WS+4 (+7)***, d/b+3

d/b+1,2 (+7)***, d+4

d/b+1,2 (+7)***, d/b+3 (might trade with d+1)

d/b+1,2 (+7)***, b+1 (free shoulder on CH b+1)

d/b+1,2 (+7)***, f+2 (hit confirmable f+2,1,2 string, KND, wallsplats)

Fast Low:

d+4 (l, i14, 7 dmg, -11)

d/b+3 (l, i16, 14 dmg, -15, hits grounded, high crushes)***S3 Changes, see patch notes

Keepout:

d/f+4 (m, i15, 14 dmg, safe)***S3 Changes, see patch notes

Punishers:

1,2,2 (i10 punisher, can transition into BT for mixup)***S3 Changes, see patch notes

1,3 (i10 punisher, safe)

b+1+2 (i13 punisher, whiff punisher, KND)

u/f+4 (i15 punisher, hopkick, stubby hitbox, launches)

f+3,4 (long range whiff punisher, launches)

WS+4 (i11 while standing punisher, safe)***S3 Changes, see patch notes

WS+1 (i14 while standing punisher, safe, floats specific moves)

WS+1,2 (i14 while standing punisher) ***S3 Changes, see patch notes

WS+3 (i15 while standing punisher, hit box is very small and frequently whiffs point blank, launches)

Step Killer:

b+4 (m, i12, 14 dmg, safe, tracks)

d/f+3+4 (m, i23, 23 dmg, safe, KND, homing, tailspin)

Sidestep:

SS+2 (h, i15, 18 dmg, +3, homing)***S3 Changes, see patch notes

u/f+2 (m, i18, 18 dmg, -10, KND on CH)

SS+4 close (l, i20, 21 dmg, -31, launches on clean hit)***S3 Changes, see patch notes

SS+1+2 (m, i22, 24 dmg, +1, KND, wallsplats)

SS+2~1 (m, i24, 10 dmg, safe, has hit-confirmable extension for launch)***S3 Changes, see patch notes

High Crush:

d+1 (special mid, i10, safe, high crushes)

d/b+3 (l, i16, 14 dmg, -15, hits grounded, high crushes)***S3 Changes, see patch notes

d+2 (l, i20, 17 dmg, -12, KND on CH, hits grounded, high crushes)

KNP 1 (l, i20, 22 dmg, -13, KND on CH, high crushes)

qcf+1 (l, i22, 23 dmg, -14, launches on CH, hits grounded, high crushes)

u/f+3+4 (m-h-h, i24, 30 dmg, -10, high crushes frame 6, launches)***S3 Changes, see patch notes

d/b+4 (l, i30, 20 dmg, -26, high crushes frame 6, launches, homing) 

Low Crush:

u/f+4 (m, i15, 13 dmg, -13, low crushes, launches)

f+4 (h, i18, 15 dmg, safe, low crushes?, launches, can transition into BT)

u/f+1 (m, i18, 12 dmg, safe, low crushes)

fff+3 (m, i20, 30 dmg, +6, low crushes, KND)

u/f+3 (m, i21, 22 dmg, safe, KND, low crushes)

f+3,4 (m-m, i21, 30 dmg, -16, low crushes, launches)

KNP 3 (m, i22, 17 dmg, -12, low crushes, launches)

KNP 4 (m, i31, 30 dmg, safe, low crushes, KND)

3~4 (m, i34, 27 dmg, safe, low crushes, launches, can transition into BT for full combo)***S3 Changes, see patch notes

Long Range:

f,f+2 (m, i18, 25 dmg, safe, KND, wallsplats)***S3 Changes, see patch notes

Get-In:

qcf+4/WS+4 (m, i11???, 18 dmg, safe)***S3 Changes, see patch notes

qcf+1+2 (m, i16, 21 dmg, +4)***S3 Changes, see patch notes

qcf+1 (l, i22, 23 dmg, -14, launches on CH, hits grounded, high crushes)

Get Off Me:

b+1 (h, i10, 17 dmg, -10, KND on CH for free shoulder)

d+1 (special mid, i10, safe, high crushes)

b+4 (m, i12, 14 dmg, safe, tracks)

Anti-Air:

1 (h, i10, +1)

Safe Wallsplat/Wall Options:

SS+1+2 (m, i22, 24 dmg, +1, KND, wallsplats, use to follow them as they step or tech at the wall)

Rage Drive b+1+2 (m, i13, 35 dmg, +3, KND, wallsplats, chips on block from wall dmg)

f+2 (hit confirmable CH f+2,1,2 string, KND, wallsplats)

f,f+2 (m, i18, 25 dmg, safe, KND, wallsplats)***S3 Changes, see patch notes

Wallbounce:

d/f+2,2 (m-m, i20, 36 dmg, safe, KND, wall bounce)

Oki:

d/f+1 (m, i14, 12 dmg, 0 on block)

d+2 (l, i20, 17 dmg, -12, KND on CH, hits grounded, high crushes)

d+3+4 (low, i24, 22 dmg, stomp, only works on grounded)

ff+3 (m, i32, 30 dmg, +8, launches on CH, hits grounded)

Command Grabs:

d/f+1+2 (i12, KND)

Mix-Up/Conditioning Options:

SS+2~1 (m, i24, 10 dmg, safe, has hit-confirmable extension for launch)***S3 Changes, see patch notes

SS+4 close (l, i20, 21 dmg, -31, launches on clean hit)***S3 Changes, see patch notes

d/b+1,4 (m-h, i16, 35 dmg, safe, KND, tailspin, d/b+1b can cancel the string into KNP)

d/b+1,2 (m-m, i16, 30 dmg, -12, KND on CH, d/b+1b can cancel the string into KNP)***S3 Changes, see patch notes

qcf+1+2 (m, i16, 21 dmg, +4)***S3 Changes, see patch notes

qcf+1 (l, i22, 23 dmg, -14, launches on CH, hits grounded, high crushes)

KNP 1 (l, i20, 22 dmg, -13, KND on CH)

KNP 3 (m, i22, 17 dmg, -12, low crushes, launches) OR KNP 4 (m, i31, 30 dmg, safe, low crushes, KND)

STC 4 (l, i20, 20 dmg, -14, KND on CH)

STC 1 (m, i20, 20 dmg, -14, KND) OR STC 2 (m, i15, 15 dmg, -13, launches)

BT d+3 close (l, i18, 21 dmg, -26, launches on clean hit)

BT 2 (m, i16, 12 dmg, safe) OR BT 1+2 (m, i16, 22 dmg, safe, KND on CH?)

MISC:

Kenpo/KNP: b+3+4 (i16, evasive, has 4 options out of it, or can transition to STC)

KNP 1 (l, i20, 22 dmg, -13, KND on CH)

KNP 2 (h, i14, 20 dmg, safe, KND)

KNP 3 (m, i22, 17 dmg, -12, low crushes, launches)

KNP 4 (m, i31, 30 dmg, safe, low crushes, KND)

KNP 4,3+4 (m, i38?, 50 dmg, safe, low crushes, KND)

KNPf (parry/STC transition, i15)

Shifting Clouds/STC: f+3+4 (i3?, parry, KND on successful parry, has 5 options out of it, or can transition to KNP)

STC 1 (m, i20, 20 dmg, -14, KND)***S3 Changes, see patch notes

STC 2 (m, i15, 15 dmg, -13, launches)

STC 3 (h, i20, 30 dmg, +8, KND)***S3 Changes, see patch notes

STC 4 (l, i20, 20 dmg, -14, KND on CH)

STC 1+2 (m, i15, 7 dmg, safe)

STC 1+2,1 (m-h, i15, 15 dmg, -11)

STC 1+2,1,2 (m-h-h, i15, 33 dmg, -11, KND)

STCb (KNP transition)

Backturned/BT: b+3~4

BT 1 (h, i12, 12 dmg, safe, free shoulder on hit)***S3 Changes, see patch notes

BT 2 (m, i16, 12 dmg, safe)

BT 2,2 (m-m, i16, 29 dmg, -13, KND)

BT 3 (m, i32, 30 dmg, +8, launches on CH)

BT 4 (h, i10, 18 dmg, safe, KND)

BT 1+2 (m, i16, 22 dmg, safe, KND on CH?)

BT d+3 close (l, i18, 21 dmg, -26, launches on clean hit)

BT 1+3 or 2+4 (throw, i13, 50 dmg, can be broken, KND?)

punch parry:

b+1+3 or b+2+4 (KND on successful parry)

1+2 (m, i21, 24 dmg, -13, KND, launches on successful parry)

Easy Sample BnB’s:

Jab Float: d/b+1,4 S! f+3,4, b+1+2

Wall Bounce: d/f+2,2 d/f+3 1,3, b+1+2

Wall Combo: 1,3, b+1+2

Low Parry: d/f+1, d/b+1,4 S! f+3,4, b+1+2

u/f+4, f+1+2 S! f+3,4, 1, f+3,4

SS+4, f+1+2 S! f+3,4, 1, f+3,4

CH f,f+3, f+1+2 S! f+3,4, 1, f+3,4

(For small characters: after the Tailspin do f+3,4, 1, b+1+2)

(For some extra damage and wall carry, try a variation using the new ender: d/f+4,2,1+2, note it is slightly harder than the f+3,4 ender)