Tekken 7

Tekken 7 Feng Wei Guide 2022

feng-wei-tekken-7-guide

Introduction

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. 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.

Pros 

  • Open-ended playstyle
  • Excellent and unique poking tools
  • Great evasive/panic moves
  • Simple and effective whiff punishment
  • Above average wall game
  • Great okizeme options

Cons

  • Very Weak While Standing Punishment
  • Many of his key moves are weak to SSL.
  • Poor range on many key moves, including one of the stubbiest hopkicks in the game.
  • Mediocre Juggle Damage
  • Weak Power Crush
  • Approach options are limited
  • Needs to utilize more tools than other characters to succeed.
  • Limited comeback potential.

Important  Moves

d/f+1: [Startup: 14  Block: 0 Hit: +6  Counter Hit: +36g] One of Feng’s key mid pokes. 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. This works for Feng because he has many good follow up options. b+1 will trade with their jab, and interrupt anything 11 frames or slower for a strong counterhit. 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. You can use Fish Hook(b+4) to poke them out of a sidestep attempt. 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.  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.

Doing nothing after a blocked d/f+1 to see what your opponent is going to do, as well as sidestepping are also good options. 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. Keep in mind throws, jabs and b+1 can still be ducked. d/b+3 can be low crushed but d+4 cannot by generic hopkicks in this situation. On counter hit, the opponent goes into a fallback stun (This same stun occurs after CH WS+4 as well). Nothing is guaranteed, but you get a lot of frame advantage, so Feng gets a free mix-up. For basic options, you can use d+2 or d/b+3 mixed with d/b+1 variations or f,f+2. Dash-in Throws are also decent too. 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. Do be careful, df+1 has pretty bad tracking, being easily stepped to the left, and can also be SWR. It also has slightly less range than other characters’ d/f+1, which can make it more difficult to lock down your opponent.

d/b+3 (The James Brown): [Startup: 16 cs6~ Block: -15 Hit: +4s] An amazing low. It’s fast, high crushes, has good range and good tracking both ways. On hit it is +4 and forces crouch, which is very good for a low poke. You have an uninterruptible option with WS+4, which on counterhit, gives Feng a free mixup. If the opponent is not pressing buttons, you can mix in other follow-ups. WS+1 is a safe option that can keep up the pressure and float hopkick attempts, but will trade with full crouch jabs. 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. It is -15 on block, which means most of the cast can launch it. However, if you are not predictabo with this move, it rarely gets blocked unless the opponent makes a clutch read.

WS+1: [Startup: 14  Block: -1 Hit: +5] Another great mid poke. This move is very safe at -1, so you can still use many of the same options as d/f+1, although the opponent can jab interrupt b+1. The move naturally advances Feng forward a bit, and it can be done out of crouch dash by doing d,d/f,n+1 (you can hold d/f for a little bit to maximize the forward distance of his roll dash) making this Feng’s best option to approach the opponent.. WS+1 is also the move to use for floatable lows (e.g. Law/Shaheen/Lee’s slides, Ling’s AOP 4~3). Note that this move has pretty poor tracking, being especially weak to SSL. WS+1,2 [Block: -10 Hit: +1] is a natural combo, and is also his 14 frame WS punisher. The second hit can also be used to catch SSL, even if the first hit whiffs. On block this is  unsafe at -10. WS+1,2,1 [Block: -12 Hit: KND] is the end of the string and is delayable, making it good to use on opponents who try to punish the second hit of the string, and it wall splats for a wall combo. It can be punished if the opponent doesn’t swing. 

d+2: [Startup: 20s cs6~ Block: -12  Hit: -1 Counter Hit: KND] Another great low poke. This is a good move to use in close range, as it deals decent damage, and it high crushes reliably. Compared to db+3 it is safer on block at -12, and on Counter Hit you get a free Crouch Cancel into stomp (If you have good execution, you can CC into d+4, 1+2 for wall carry and really good Oki). It is slightly negative on hit and leaves Feng in crouch, so isn’t as effective at enforcing pressure, with many of Feng’s options afterwards being stopped by SS or SWL. d+2 is itself also weak to SSL, with the opponent often ending up behind Feng. Due to Feng’s weird hitbox this can actually make this move hard to punish in this situation.

Avoiding the Puddle on d+2

Qcf+1+2 (The Zidane): [Startup: 16 Block: +4s Hit: +8s Counter Hit: KND] A great pressure tool that is quick for a crouch dash move, and is excellent to throw out because it sets up for pressure. On block, Feng is +4 with the opponent in crouch. Jabs and b+4 are uninterruptible, d/f+1 and d+4 will trade with a full crouch jab, b+4 and d+4 cannot be sidestepped(Characters with great sidestep like Lili/Alisa can sidestep b+4 when blocking QCF 1+2 at tip range), D/f+1 can be sidewalked up by all characters(Characters with great sidestep like Lili/Alisa can sidestep it as well). D/F+1 can be back-dashed reliably, but jabs and d+4 cannot be and b+4 can only be back-dashed when QCF 1+2 is blocked at tip range(characters with excellent backdashes like Alisa/Zafina can back-dash this reliably). This move is great in open ground, but becomes amazing at the wall since they can no longer backdash anything, they have to take your offense at that point. On hit you’re left at +8 so all of the options from d/f+1 on hit are great to use here as well. f+1+3 or f+2+4 generic grabs also reach and are uninterruptible. Since good players will rarely try to attack after getting hit, doing slower moves like d+2 and d/b+3 for low options, d/f+3+4 for a safe mid, even Back Turned mix ups can work, but all these can be interrupted if the opponent is not respecting your plus frames. On Counter Hit, the move grants a knockdown and Feng gets a guaranteed stomp for nice damage. If the move connects with an airborne opponent, this will floor break on the Forgotten Realms stage. Another thing to note is that this is a headbutt, so it is immune to most parries/reversals, except for Jin’s, Geese’s, and Leroy’s.

QCF+1: [Startup: 22 cs6~ Block: -14  Hit: +2 Counter Hit: Launch] A chunky long range low. This deals a good chunk of damage, and has good range. On normal hit, they are pushed away, essentially resetting the situation to neutral. It can crush highs once it starts up(No crushing properties during QCF animation), and sometimes can slip under mid attacks too. On counter hit, this launches for a full combo in open ground and at the wall. The tracking on this move is very interesting, as it can catch sidestep both ways, but loses to side walk both ways. This move is great to mix with qcf+1+2 or qcf~ws+1, which are both safe mid options. You can also use qcf+2 or qcf+3 for a launch, though these options are punishable. Another thing to keep in mind is that this move is a shoulder, which makes it one of the very few lows in the game that cannot be low parried. This move starts up slow, so sharp opponents can see the move and block on reaction. It is -14 on block, which means a decent amount of the cast can launch punish(Bob, Jin, Master Raven, Lucky Chloe, Eliza, Miguel, Josie, Kazuya, Akuma and Eddy). Also note that the move’s hitbox can be real funky, Feng can go right under and past an opponent in some situations. Be ready when this happens, you can use BT 4 for a quick option, BT d+3 or BT d+4 for a high crush, or just hit b or d/b to turn around. 

B+1(A.K.A Iron Palm, A.K.A Talk To The Hand) : [Startup: 10 Block: -10  Hit: +1 Counter Hit: KND] One of the best counter hit tools in the game.  It comes out at the same speed at a jab, 10 frames. On normal hit, you get some advantage. However, on counter hit the opponent is knocked down and Feng gets a guaranteed shoulder (b+1+2) for a good chunk of damage. The counter hit property still works on trade, so you still get the follow-up if you trade with moves like a jab.  This move can used when opponents uses strings you can jab in between (e.g. Jin’s laser scraper), if they are using predictable patterns of attack, or mash after certain moves where you are neutral or plus on block, such as d/f+1 or ss+1+2. It is also a good option to use if the opponent does a move or string that is neutral or -1 on block (e.g. Law or Shaheen’s d/f+1) to stop any additional pressure.  Do be careful though, as it can be sidestepped to the right, sidewalked left, ducked, has very short range, and is punishable by jabs at -10. Though you may be able to get away with this sometimes as it can be quite tricky to punish, of course it’s not something to bank on though. 

Tekken 7 | Get to Know Feng’s Iron Palm [B+1] – Avoiding the Puddle 

Visual Guide to using b+1 by Average Joe 

B+4 (Fish Hook): [Startup: 12  Block: -9 Hit: +2] B+4 is a move that covers a lot of bases. This is a 12 frame mid, and will catch the opponent’s sidestep reliably due to its excellent tracking up close. This is also your best mid option to close out a round with a quick mid option. It also hits very low to the ground and will hit low stances, making this is the go-to move to hit Xiaoyu out of her Art of Phoenix Stance. At the wall, this move licks the opponent down, preventing them from sidestepping to get away from the wall, and allowing Feng to apply further wall pressure. On block, this is -9, so you can’t keep up the offense afterwards, and it has short range, so only use it at close range.

B+1+2 (Iron Fortress): [Startup: 13 Block: -19 Hit: KND] A fantastic block/whiff punisher. It is a fast, hard-hitting shoulder with good range that knocks down on normal hit and wallsplats as well. This is Feng’s punisher for moves that are -13 on block and will also reliably hit -15 moves with pushback that his hopkick will not reach. It is one of Feng’s key whiff punishers due to its range and speed, and deals a nice chunk of damage to any opponent that makes an error.  This move also hits low to the ground, so it will actually hit certain characters out of their stance (Eddy’s Relax), and will even hit certain characters on the ground.  He also has a Rage Drive version of this move which will be covered in the Rage section. This move has a key flaw: It is very punishable at -19, that means that everyone in the game (even Steve and Bob) can launch punish a badly timed shoulder.

F+3,4: [Startup: 21 Block: -16 Hit: Launch] Another great whiff punisher. It is a long range natural combo 2 hit string that is Feng’s most damaging launcher, and is one of the best get up kick whiff punishers in the game. While you can’t hit-confirm the string, there is a window before the first part hits you can use to whiff or counterhit confirm if you see your opponent flinching or pressing a button. Be careful and confirm the whiff first as the string is -16  on block. A good thing to keep in mind is that f+3 [Startup: 21 Block: -3 Hit: +9] alone is a pretty decent entry tool at -3 on block, however don’t overdo it as it is slow and very linear. 

u/f+2: [Startup: 18 Block: -10  Hit: +3 Counter Hit: KND] A very evasive poke. This move is a great panic move as Feng steps to his left and strikes while moving, and is a key part of his evasiveness, and will even evade moves that a regular sidestep can’t. It is a really good counter for the opponent’s pressure, and can even be used after safe but disadvantageous moves to essentially “steal your turn” (Matchup Tip: u/f+2 is a good option select against Katarina’s 4,4,4 Harrier mixups). The move is -10  but is unpunishable by most of the cast due to the pushback on block. On counter hit, the opponent goes into a crumple-stun, however Feng gets no guaranteed follow-up in open ground as the opponent is pushed too far away, but you can dash in for Oki. At the wall, you can convert with with d+4, 1+2 or 1+4, b+1+2, though the opponent needs to be positioned with their backs right against the wall, as they might get pushed back too far at weird angles. The counter hit property doesn’t happen much, as more often than not, you will be hitting the opponent’s side, which does not trigger the stun. This move is also riskier at the wall on offense or defense. On offense, it can give the opponent more room to maneuver, and there is less pushback on block, allowing more characters to punish it, but can still be used to keep the opponent at the wall if they try to move away from the wall. On defense when Feng’s back is to the wall, it can aid in escaping, but is not good to use if the wall is to his left. It also loses to moves that track to Feng’s left, and homing moves. This move’s biggest weaknesses are it’s short range and vulnerability to SSL.  

d/f+3: [Startup: 18 Block: -7 Hit: Launch] A safe close-range launcher. This move doesn’t look like it launches due to the weird flip animation on the opponent. However, on normal hit you get a full combo. It’s best property is that it is safe on block at -7, making this is a great move to use in mix-up scenarios since the risk/reward ratio is in your favor. It is perfect for the 50/50 mid/low where you can do this for the mid option or SS+4 for the low, which grants a full combo as well.  Since it is a low-hitting mid, it will hit characters out of their low stances, but it is a slower option. The biggest drawbacks are that it is slow and highly linear.

SS+4: [Startup: 20 cs10~ Block: -31 Hit: Close: KND, Far:-2] A high-risk, high-reward sweep. One of Feng’s better close-range mixup tools, this grants a full combo on hit in close range (clean hit). At further range, you are left at negative frames on hit, but on counter hit the move grants the same knockdown at tip range as well. This move is also great at the wall because you still get a combo there as well. This is mainly used in mixup scenarios, using it in conjunction with SS~d/f+3 in the open and SS+1+2 at the wall. It will also catch SS, which is those moves’ biggest weakness. Make sure you’re not predictable, because this move is death on block. 

SS+1+2: [Startup: 22 Block: +1 Hit: KND] Another excellent mid, this wall-splats on hit and is +1 on block, leading to more pressure at the wall, with b+1 being a strong option afterwards as it will now splat on ch for even more damage. In open ground there is too much pushback to capitalise on the plus frames. This move replaces d/f+3 as the mid option for the 50/50 with SS+4 at the wall. It’s got more range than SS+4, but you want to use this as close as possible to your opponent to force more of a 50/50 scenario and keep them guessing. Note that this is also slow and highly linear.

b+3+4(Deceptive Step, AKA Kenpo): [Startup: 39] A defensive stance option. It is a key part of Feng’s evasiveness and his best stance to use in neutral for defense. This is incredibly useful for creating creating whiff opportunities while in the neutral, and generally punishing overly aggressive opponents that are eager to rush in, as it moves Feng back enough to make a move whiff and allow him to punish it with his follow-ups, which will be listed in the Stance section. It also has an auto block that blocks highs and mids, but can be hit by lows. It is best used in the mid range, as the auto block does not become active until 19 frames in, Previously in season 1 this was 14 frames, so you’ll have to now be more careful when using Kenpo stance since it can be interrupted easier. 

df+3+4: [Startup: 23 Block: Hit: KND] A long range homing mid. This move is used to keep the opponent’s sidestep in check from a distance, and is also completely safe on block at -8. On hit, the opponent is knocked down and Feng gets a guaranteed 4~3 for a follow-up. Since the season 2 patch it now also screws airborne opponents, though it’s use in combos is quite limited. It’s main drawback is that it is quite slow. 

d/b+1:  [Startup: 16  Block: -12 Hit: +4] A long range, reasonably fast mid poke. As with many of Feng’s moves it is weak to SSL. This move gets its strength from all the options that stem from it. 

db+1,4 [Block: -2  Hit: KND] is a natural combo string, a new addition to Tekken 7. This is a 16 frame punisher that knocks down on hit, wall splats, and is a good whiff punisher. It has about the same range than Feng’s Shoulder, so you can punish whiffs for 5 more damage than b+1+2. This is also one of Feng’s two Tail-spin moves in the game, so this is used in certain combos. d/b+1 can catch an airborne opponent, meaning you can float for a combo with the full string. On block, it is very safe at -2, so you can still easily put Feng’s evasion to good use, but the 4 is a high and doesn’t jail, so can be ducked. If your opponent is not ducking, you can abuse this move

db+1,2 [Block: -12  Hit: +7 Counter Hit: KND] The mid mixup to d/b+1,4, this move is another natural combo string. The second hit is a mid, so it can be used if the opponent is ducking d/b+1, 4. On counter hit, the second hit can knockdown and wallsplat. It is punishable on block, however. Both d/b+1, 4 and d/b+1, 2 can be heavily delayed to bait retaliation, but won’t combo at max delay, even on counterhit. 

d/b+1,B [Startup: 16  Block: -9 Hit: +7]. Holding back after d/b+1 will transfer Feng into Deceptive Step, A.K.A, Kenpo. This is great for baiting whiffs from the opponent and punishing them when you have confirmed the opponent pressed a button. However, an opponent can use a long range move to interrupt if they anticipate the stance transition, so be careful. 

d/b+1,F [Startup: 16  Block: -16 Hit: 0] is used to transfer into his Shifting Clouds stance for mixups. The transition to STC is the same and has the same properties as using f+3+4 (this will be explained in further detail in Stances). This is the riskiest option, only use it if the opponent is hesitating, or if you notice the opponent pushing buttons after d/b+1 to hit Feng’s Kenpo transition.

f+1+2(The Turkish Slap): [Startup: 19 Block: -9 Hit: KND] A new addition to Tekken 7. It is a high homing move that is his main tail-spin from his juggles. It has good range, moves him forward, and tail-spins the opponent on natural hit for a juggle. It can also punish moves that are -19 on block with pushback, so this is a good punisher option for certain moves. It is a high move, so it can be ducked, and it is slow at 19 frames. Also on block it’s -9, which is safe, but does mean your turn is effectively over, which can be a very bad position to be against characters with strong 50/50s.

f,f+2:[Startup: 18 Block-9 Hit: KND] A long range mid that wall splats on hit, and a decent approach tool. It is good at the wall as you can approach and wall splat from range. It is -9 on block, and while you technically lose your turn, there is some slight pushback. With good spacing, you can do some scummy setups like making their jab whiff and punishing with b+1+2. This move is another that is very weak to SSL.

f+4: [Startup: 18  Block: -9 Hit: Launch] f+4 is a great keep-out tool while spacing, and up close can lead to some decent mixups. It launches on normal hit, so you can punish -18 moves on block that hopkick can’t punish due to pushback(Julia’s d/v+2,1; Law’s WS+2). It is also safe on block at -9. It is a little bit slow to come out though, so it’s generally recommended to use it from a distance, and due to its myriad of string extensions, the opponent should always be second guessing their approach if you use this move properly.

f+4,B [Block: -5 Hit: Launch] Leads to Feng’s back-turned state. This is generally your best option from f+4 since you have many options to snuff out overly aggressive players and can create a lot of space with B to d/b to potentially bait out whiffs. On hit you still get a full combo, just tap df to turn around and use ws1 to convert. 

On block you are at -5, and in BT the opponent can punish with jabs or magic 4 strings. Against highs Feng can tap d/b to duck under, though if the opponent uses a mid they can punish this heavily. From BT Feng also has some scary mixups, but first the opponent needs to respect you.  f+4, 3 and f+4, 4 serve as a canned mixup in and of themselves, and can be used in moderation to stop opponents from pressing buttons after f+4. Both these extensions are punishable on block, but neither is launch punishable.

f+4,4 [ Block: -12, Hit: Close: KND Far: -1]  leads to a low sweep that is very similar to his SS+4, as you get a full combo on clean hit, and will even go under many mids. It is -12 on block, which can throw off your opponent since it looks like SS+4, but don’t rely on this happening. This isn’t really recommended at higher levels of play since it can be low parried on reaction. However it is a decent 50/50 when used sparingly in conjunction with f+4, 3. 

f+4,3 [ Block: -10  Hit: KND] is a good mid option that knocks down on hit. If you land both hits, this will result in a knockdown that also floor breaks. This extension is also uninterruptible by anything. If the 3 hits by itself, the opponent is forced into a hard knockdown that gives you a guaranteed stomp. It is -10 on block, but it can still be made safe if blocked at the tip.

u/f+3: [Startup: 21 js9~ Block: -2 Hit: KND] A move that is often overlooked, but is a great tool to add to your arsenal. Similar to Dragunov’s u/f+4, this is a low crushing move that gives you a small combo. It is very safe at -2, and on hit you get a guaranteed follow-up with 4~3. If the wall is to Feng’s right, he can convert into a full combo with 1+4 (You can also use d+4, 1+2 as an easier option since 1+4 pickup can be inconsistent depending on the angle of the wall). It’s cons are that it is slow at 21 frames, and has weak tracking especially against SSL. 

d/f+2,2: [Startup: 20 Block: -6 Hit: KND] Df+2,2 is another powerful mid near the wall, especially now in season 2 since it serves as Feng’s Season 2 Wall Bounce move, considered by some to be one of the better Wall Bounce Moves in the game. This is a damaging safe on block mid, mid string. d/f+2 by itself should never be used as it is less safe than the full string, so only use the full sting. This is safe at -6 (Matchup tip: Yoshimitsu can block punish this move with Flash, so do not throw this move out against him), and on natural hit it grants a juggle off the wall. The wall bounce can occur even at 2 back-dash cancels away from the wall, making this more of a threat to your opponent. However, it comes out slow at 20 frames and is very linear, but if you’ve trained the opponent to stay put with b+4, this is a terrifying tool to deal with. In Season 3, a universal change is that Wall Bounce occurs now on side wall hits, so the wall bounce happens more consistently.

d+4 [Startup: 14  Block: -11 Hit: 0] is a very fast low poke at 14 frames. This move is great to throw out if you need a quick low poke to harass the opponent, and is a great option to close out a round, as it has some surprising range as well. This move doesn’t high crush and does very little damage, so it gets overlooked, but this is a good poke as every other key low poke Feng has is either slow (d+2 at i20) or risky (d/b+3 at -15 on block). It also has a follow up with d+4, 1+2 [Block: -10  Hit: KND ]. It is a counter hit low mid string that knocks down on hit and wall splats. This is not a natural combo, and the second hit is punishable on block at -10.

Situational Moves

d+3 [Startup: 16s cs4~  Block: -17 Hit: -3] is a weird low poke. It high crushes very fast, and deals decent damage. It is negative on hit and is launch punishable on block, but if spaced right some characters can’t launch it. 

d+3+4 [Startup: 12s cs4~  Block: -13 Hit: -2] is a generic low that is still usable. This move is Feng’s fastest low at 12 frames, high crushes on frame 4, and is a great option to close out a round. It deals very low damage, is -2 on hit, and -13 on block, so it is a little risky and can be launched by certain characters (Kazyua, Josie).

d/f+4: [Startup: 15 Block: -6  Hit: +5] A ranged mid poke, this move is similar to Dragunov and Alisa’s d/f+4, it has good range and has some pushback on hit and block to bait out a whiff that you can capitalize on. Feng’s version is slower at 15 frame startup, but it is safer at -6 on block. d/f+4 is best used as a mid option at closing a round when the opponent is at mid range, Feng has better mid options up close. Note that this is very linear and can be sidestepped. Feng now has a brand new string extension introduced in Season 3. d/f+4,2 [Block: -11  Hit: +1] is a natural combo on hit, but it -11 on block and is not great to use in neutral. d/f+4,2,1+2 [Block: -19  Hit: KND] is incredibly bad in neutral. It is -19, so the entire cast can launch it, and it is interruptible by moves 13 frames or faster. However, this string is going to be used as another option in combos. This string is now your max damage ender in open ground and does solid wall carry. This is also a great wall combo as it only does one less damage than 1, 3; b+1+2 and gives excellent oki at the wall

SS+2: [Startup: 15 Block: +3  Hit: +9] A homing move that is very advantageous on hit with decent range, and is a great way to get into back-turned stance. In Season 3 the advantage on block was increased to +3 from +1. Now you can go into solid pressure. BT 1 and BT d+4 are uninterruptible, but can be back-dashed or ducked by the opponent, making them whiff. BT 1+2 has enough range to force the opponent to block when they backdash, but is interruptible. On hit, you are at +9 and can do any back-turned mixup that you want. Note this is a high, and people tend to duck this move often in fear of SS+4.

f+2,1(The Choo-Choo): [Startup: 16~17  Block: -5 Hit: +6] A counter hit-confirmable string. You can throw out the first two moves as the second hit is the safest at -5. The third hit is essentially b+1+2 with the same amount of death on block. If the first hit counter hits, you can confirm the counterhit with the second hit and finish the string. All three hits can be delayed, so you can easily confirm the first two hits.The third hit will also hit if the second connects natural or counter hit, but you need to be fast to confirm the second hit connected. The third hit wall splats as well, so if all three hits connect at the wall, you get a very damaging wall combo. 

u/f+4: [Startup: 15 js9~ Block: -13  Hit: Launch] Feng’s hopkick, it is a mediocre one due to the poor range and stubbiness of the move. Many -15 moves cannot be punished by this due to pushback. You have to use a different punisher, which more often than not, is b+1+2. Nonetheless, it is still a hopkick that crushes lows and is a juggle starter, so it still has its uses.

u/f+3+4: [Startup: 24 tc6~23 Block: -10 Hit: Launch] is a decent panic move that high crushes and launches for a full combo on hit. The crush occurs for most of the move’s active frames from frame 6 to 23, and this means it can sometimes duck under certain mids as well. Being only -10 on block, the risk is minimal for the reward you get on hit. Do note that it can be -16 after the 2nd hit is blocked & 3rd hit whiffs, but it is a pretty rare occurrence. 

b,f+1: [Startup: 25 Block: -15 Hit: KND] A very evasive move. Feng takes a big step back and strikes out. The move knocks down on normal hit and wall splats. On counter hit it leads to a mini combo with ff+3 (which also floor breaks on Forgotten Realms). The move is launch punishable on block, and more often than not, Feng can get hit out of it. It is a risky gamble, especially when Feng has a much safer evasive option with his Kenpo Step, but it is still good if you have the right read.

d/b+4: [Startup: 30s cs6~ Block: -26  Hit: KND] A low sweep that starts a full combo.  This sweep is a homing move and high crushes, so it can be used on a hard read. You can also use this at range 2 to 3 as this can be hard to whiff punish, as long as you’re not  predictable. Use sparingly, as it is quite slow and is death on block. 

WS+4: [Startup: 11 Block: -7  Hit: +7 Counter Hit: +29G] Feng’s 11 frame while standing punisher. It is weaker than other WS+4s because the damage is comparatively low, and it’s not good to use against opponents that use slides, as the pickup grants limited follow-ups. You still have to use it as a while standing punish, and this move and has its frame advantage on hit buffed from +4 to a whopping +7, they are still pushed back a bit, so your best options for follow up are d/b+1, d/f+4 and d/b+3.  This move is good to use as an uninterruptible follow-up to moves like d/b+3. The counter hit will make opponents scared to press buttons. It is also accessible from QCF as a fast option, so it can counter hit often, which it great as it deals the exact same stun that d/f+1 grants on counter hit, leading to free mixups.

WS+2: [Startup: 15 Block: -9 Hit: KND] A solid while standing mid. This move on hit gives a small combo on most characters. Against Bears, WS+2 is a full launcher, you use d/f+1 to convert. This is a good option to use after d/b+3 if they aren’t pushing buttons, and is a decent move to use out of Snake Dash using the d,d/f, n method.

f,f,f+3: [Startup: 20 js5~  Block: +6 Hit: KND] A standard running 3, A.K.A., Slash Kick. This is a decent move to use on approach, as it gives great frame advantage on block and pretty solid tracking. On hit, the opponent is knocked down, and you get a free f+3+4 Stance mixup that is uninterruptible if they tech roll. If you’re able to execute Instant While Running moves, you can use this up close. It is one of the slower Slash Kicks, and can be sidewalked if you are predictable with it.

 FC+d/f+1: [Startup: 21 cs1~ Block: -12 Hit: -1 Counter Hit: Hit: KND] A high crushing low poke. This is going to mainly be used after d/b+3 on hit for a mix-up, but you can also access if from QCF stance as well. The counter hit is just like d+2 as you get a guaranteed Crouch Cancel into stomp. It is not that risky on block at only -12, and is -1 on hit, similar to d+2 as well.

FC+d/f+2 (The Johnny Cage): [Startup: 18s Block: -14  Hit: Launch] A crouching mid launcher, similar to King’s FC+2. This is a new addition to Tekken 7, and it gives a full combo on natural hit. This is also Feng’s i18 WS punish. It isn’t used often as a punisher as WS+3 covers most launch punishable lows as it is consistent and deals more damage. It has more range than WS+3, so it’s still useful as punishment for moves that WS+3 can’t punish, such as Law’s Dragon Tail or Jack’s Debugger. It is punishable on block at -14. 

d/b+2: [Startup: 20 cs6~ Block: -11  Hit: 0] Another decent low poke. It high crushes, has decent tracking and is also only -11 on block, so is not a huge risk to throw out every once in a while(compared to other lows), but it is slow for a basic low poke. What makes the move interesting is the string extensions. d/b+2,2 [Block: -17  Hit: KND] is a very risky low follow-up that launches for a full combo with f+1+2. If the first hit counter hits, this second hit is guaranteed, and it still launches. However, it is very punishable on block. You can also cancel the second hit by inputting d/b+2,2,b [Block: -15  Hit: -4] for mind games to mess with the opponent. However this is still launch punishable if the first hit is blocked and leaves you at a bad disadvantage on hit, preventing you from pressuring further. This is somewhat alleviated by the third hit, d/b+2, 2, 2(The Baby Tantrum)[Block: -8 Hit: KND]. The third hit is mid and safe, and on hit knocks the opponent down in front of you. The full string is a bit cheesy against lower level players, but higher level opponents can simply use a reversal to parry the third hit. You can still get away with this against some matchups that don’t have a reversal option (like Bob).

Grounded face up 3+4 (Chinese Getup):  [Startup: 30 js28~ Block: -3 Hit: KND] A get up tool that grants a full combo if it hits. This replaces the generic 3+4 spring kick that characters have when they are Face Up, Feet Towards on the ground. The move can be used to whiff punish opponents who use mids for Oki, but it will lose to lows and low-hitting mids. You get a full conversion if this hits, and this also tends to irritate people when they get hit.

ff+1+2: [Startup: 23 pc6~22 Block: -12 Hit: KND]  Feng’s Power Crush. Unfortunately, this is not a good Power Crush in terms of using it as a get-off-me tool like other armor moves in the game. However, this move is useful for pressuring at the wall. This move wall splats on normal hit, but is -12 on block. Similar to Akuma’s Focus Attack, you can hold 1+2 to charge the move [Startup: 39 pc6~22 Block: +3 Hit: +14]. This move has been reworked in Season 3. It is now +3 on block up from plus 1, and the pushback and block was reduced noticeably, so this is now more solid at the wall for pressure. On hit, the opponent is left in a stun state at and the pushback on hit was reduced as well. Before in open ground, you had to do a difficult dash into b+1+2, but now the opponent is much closer. B+1+2 is guaranteed anywhere with no dash needed. At the wall on hit, it used to be +23 on hit, so you could get f+3,4 or d/f+2, 2 guaranteed for extreme wall damage. The advantage is now reduced to +14 on hit, so Feng only gets b+1+2 at the wall for a combo, which still does really good damage. 

4~3: [Startup: 27 js15~ Block: -4~+4  Hit: +4~+13s] A really good oki tool and is one of the few moves that can hit meaty in Tekken 7. These types of moves are seen more often in 2D fighters, where using a move on an opponent’s wake-up makes it so the move hits later in its animation, giving more frame advantage than usual on block and hit. This is used after Feng’s open ground combos ending with f+3,4. Follow up with a short dash into 4~3 and Feng can be +4 on block if timed perfectly. This is not great to use in the neutral because it is slow, can be floated for a full combo, and can be sidestepped. 

ff+3/BT3: [Startup: 32 Block: +8s Hit: +8s] This is a very chunky mid, and is now an excellent tool for wakeups along with 4~3. It is now +8 on block (It was +4 previously) and hit, and the opponent is forced into crouch as well, so moves 17 frames or faster are uninterruptible . On Counter Hit, the opponent is launched for a full combo, and this is Feng’s highest damaging counter hit launcher.. This move hits grounded opponents, and you can use it in the same Oki scenarios as 4~3. The move also floor breaks, and is used in certain floor break combos. You can also do this move from Back-turn Stance with 3, and it has the same properties. Note that this move is really slow, so you cannot use this in neutral

Reversals

Feng has some interesting reversal options for when you have the read. 

f+3+4 (STC) [Reversal Window: i3 ~ i18] has an auto-parry that will Parry punches and kicks and deals a knockdown after two hits are parried. Good against strings.

1+2 [Startup: 21 Block: -13 Hit: KDN] [Reversal Window: i2 ~ i7] is an elbow that has a sabaki punch parry integrated in the start-up. This move is one of the best punch reversals in the game, as when you reverse a move, you get a full combo with dash f+1+2. On normal hit you get a crumple state with no guaranteed options in open ground. However at the wall, you can convert into a combo with 1+4, b+1+2. There are also plenty of decent setups for this reversal, as it can reliably parry jabs after Feng has a move blocked that is -5 to -7 on block (Opponents often try to jab in this situation as they are trying to take their turn and initiate offense), such as d/f+3, 1,3 and d/f+2,2. This move is punishable on block at -13 if the opponent doesn’t attack, and it doesn’t parry kicks or attacks that use both arms, so it should mainly be used when you have a hard read.

WS+1+2 [Startup: 23 Block: -9  Hit: +3] [Reversal Window: i3 ~ i8] is another move that has a punch parry built into it. This move was reworked a bit in Season 3. On normal hit, Feng used to get a knockdown that could wall splat, but now the opponent is standing, leaving Feng at +3 on hit, which is a big nerf to this rarely-used move. It used to be -10 and unsafe, but now it is -9 and safe on block, but the pushback is reduced on block now, so the opponent can more easily take their turn. When it reverses a punch, the opponent is in a stunned state similar to a fully charged ff+1+2, and has also been reworked similarly as well. The pushback on hit was reduced on hit noticeably, and the hit advantage was reduced as well from +30 to +16. In open ground, Feng used to be able to dash into f+1+2 for a full combo and at the wall, he used to be able to do f+3,4 or d/f+2, 2 as well. Now, Feng gets a guaranteed d/b+1, 4 anywhere. This parry can be used against certain strings, like against Paul’s b+2,1, but is still very limited.

b+1+3 or b+2+4 [Reversal Window: i2 ~ i10] parries punches, and moves that use both arms. This cannot be chickened and also side-swaps.

Jab Strings 

I’m listing Feng’s Jab options in it’s own section here, as he has many options that are usable. 

1: [Startup: 10 Block: +1  Hit: +8]

A Standard jab. This and df+1 are used to open offense in most situations. It is a solid jab, and you can do f+1 for slightly more range (A.K.A, a lead jab).

1,1 [Block: -11  Hit: +2] and it’s extensions are a decent addition to Feng’s close range pressure game, and while a bit risky, if the whole string is mixed up effectively can be very annoying to deal with. This is a high mid string, with the second hit leading to a combo on counterhit, so trying to duck and ws punish Feng is really risky. It’s -11, but the follow-up strings will discourage people from punishing this. 

1,1,2 [Block: -14  Hit: -3] is used to mix up the 1,1 so that the opponent is discouraged from punishing. This string was changed in Season 2. You cannot delay the third hit anymore, so you have to commit to either the second or third part of the string. If 1,1 counter hits and you pressed 2, the opponent stays standing instead of the crumple stun you get if you just do 1, 1. This is also -14 on block.

1,1,2,1 [Block: -14  Hit: -1] is also unsafe on block, but is the beginning of Feng’s 10-Hit Combo. So the opponent will need to choose between a block punish and a low parry here as the next 2 hits (3, 4) in the 10 hit combo are a natural string. Don’t continue the 10 hit string after 3, 4 as the next hit is always a low that can be easily parried.

1, 2 [Block: -1  Hit: +7] is a good 1,2 string. It’s -1, so it is very safe. Use this to keep up pressure, as this jails on block and gives good advantage on hit.

1, 2, 2 [Block: -13  Hit: +3] is his most damaging 10 Frame punish, and a great 10 fram punish in general. This was buffed in season 3 to have more hit advantage, from +1 to plus 3, so you can keep the pressure up easier. 1,2,2,b [Block: -13  Hit: +5] is a good way to get into back-turned at more advantage than just 1,2,2 at +5 on hit. Feng has a really good situation in after this hits, exactly like SS+2 on block. BT 1 and BT d+4 are uninterruptible, but can be back-dashed or ducked by the opponent. BT 1+2 has enough range to force the opponent to block when they backdash and will catch them ducking, but it is interruptible by jabs.  Only do this if you know 1,2,2 will connect. It is risky if you’re not on point, as it is -13 on block, and -13 backturn means the opponent can punish you hard, as they can use a 15 frame launcher guaranteed.

1,3 [Block: -5  Hit:+6] is another good 10 frame punish, it only does 2 less damage than 1,2,2 and gives slightly more advantage on hit. It’s also safe on block, so messing up the punish isn’t risky. The second hit can be ducked, but if it counter hits, you get a free shoulder(or d+4, 1+2 for wall carry), and can wall splat as well.

2: [Startup: 10 Block: -3  Hit: +5] is not very usable on its own. 2,4 [Block: -12  Hit:-1] is a natural combo, so it can be used as a punisher, but it is not a good one. It is only usable if you want to go back-turned with 2,4,1,b [Block: -13  Hit:-2]. This is a decent way to get into back-turned, and you can mix it up with 2,4,1 [Block: -13  Hit: KND], a wall splatting mid. If your opponent is trigger-happy with their buttons, finish off the string. On counter hit, 2,4,1 now knocks down for a guaranteed b+1+2. Note that both options are punishable on block.

Stances

Deceptive Step, A.K.A KNP/Kenpo (b+3+4) itself was previously covered in Important Moves.  

KNP 1 [Startup: 20 cs15~ Block: -13 Hit: +8s] is a high-crushing low that deals good damage on hit. You are +8 on hit with Feng in crouch, but the opponent remains standing. Anything 17 frames or faster is uninterruptible. All the follow-up options you have from d/b+3 apply here. On counter hit, the opponent is knocked down, and you get either a guaranteed CC Stomp or F,F+3, whichever you prefer. There is no good mid option to mix up with this low, and it’s -13, so it’s launch punishable by a handful of characters.

KNP 2 [Startup: 14 cs15~ Block: -9 Hit: KND] is a fast whiff punisher and interrupter if you think the opponent will rush in with a slower mid. This move is safe, and on hit, the opponent is knocked down similarly to Counter Hit b+1, so you get a free b+1+2 for good damage. This is a high, so it can be ducked.

KNP 3 [Startup: 22 js15~) Block: -12 Hit: Launch ] is your go-to move to capitalize on a big whiff, as you get a full juggle from it. Don’t use it unless you have confirmed the whiff, as the move is slow, punishable on block at -12 and very easy to punish on whiff. 

KNP 4 [Startup: 31 js15~ Block: -7 Hit: KND] is a hail-mary move that you throw out to close the distance. It is very similar to Bryan’s b,b+4 as Feng ends up grounded as well. It’s technically safe on block, but it’s very linear, slow and can be jab floated. It can be a little tricky to punish due it’s low hurtbox, but most of the cast has a ground-hitting move that does the job. On hit, the opponent is knocked down, but you can’t follow up for Oki. This move can also be used as an option to lay on the ground fast to stall and get a time-out victory. There is a follow-up with KNP 4,3+4, which has the exact same properties as Grounded Face Up 3+4. If the opponent blocks the 4, you might be able to hit them with Grounded Face Up 3+4 depending on their actions, but this usually doesn’t work, as the opponent is most likely going to use a ground hitting move, so you’re going to take damage either way. At higher levels of play this move is generally best avoided.

Sidestep is effectively a Stance, due to the sheer amount of great options you can perform off of it. 

SS+4 is covered in Important Moves

SS+1+2 is covered in Important Moves

SS+2 is covered in Situational Moves

SS+3 [Startup: 18 Block:-13 Hit:-2] and its follow-ups decent, but the move starts up as a high, so it can be ducked. It is also -13 on block so it is not good to use by itself. SS+3,b[Block: -11 Hit: 0] is another option to go Back-Turned, but is still punishable at -11 and still a high. The extension SS+3,2[Block:-5 Hit: KDN] is the best option to use as it is mid and is essentially BT 1+2 with the same properties (Covered in Back-Turn Stance). This string can be decent for wake-ups at the wall, as you can clip the opponent trying to get up kick the first hit with the second for a wall combo. However, this is outshined by all the other options from Sidestep and is more limited in application.

Shifting Clouds (STC) is a more offensive stance, and seems amazing on paper. By pressing f+3+4 Feng will wave his arms around, reversing all high and mid punches or kicks. If only one hit is reversed, the situation is essentially resent to neutral. If 2 strikes are reversed he will automatically perform a strike which knocks the opponent down and wall splats. It can be just frame blocked if the opponent is on point, which rarely happens, but when it does the parry is -17, so most of the cast can launch after the just frame block. Theoretically, this can be used to both steal an opponent’s turn, before launching into a mix-up if they don’t bite.The problem is every single option can be sidestepped to the left pretty easily, and given the telegraphed entry animation (he is quite literally waving his arms around) coupled with how long Feng is left vulnerable if you don’t press any buttons, it is a massive risk for not much reward. Overall this stance can be a decent reversal against characters who like to stick close and constantly pressure with strings, and may also catch the opponent sleeping when used in moderation, but is generally best avoided at higher levels of play.

STC 1 [Startup: 20 Block: -14  Hit: KND] has been buffed from Tag 2, but is unfortunately still not a great option. It is a mid that can give a full combo with dash f+1+2. You can space it to give it more pushback, but a lot of characters can still punish it, especially when their back is to the wall. 

STC 2 [Startup: 15 Block: -13  Hit: Launch] is your mid option from this stance. It is a full launcher that can be mixed up with STC 4 as people tend to duck expecting the low. It is punishable at -13, so it is risky. 

STC 3 [Startup: 20 Block: +8 Hit: KND] is a good option after you have mixed up the opponent already, as this is a high option. This is +8 on block, but the pushback on block was noticeably increased in Season 3, limiting the follow-ups you can do now to d/b+1, d/f+4, and d/b+3. On hit, the opponent is knocked down and you get a free Stomp.

STC 4 [Startup: 20 Block: -14  Hit: +2] is a good low poke. Good opponents will be looking for this move, so use STC 2 for a mixup. On Counter Hit, the opponent is knocked down, and you can follow up with a dash Stomp, or a ff+3.

STC 1+2 and it’s follow-ups are useless, I am only listing it to cover all STC options.

Stance Transitions: KNP can transfer to STC by holding forward after hitting b+3+4, and you can also hold back in STC to transfer to KNP. The transfer to STC has the same reversal property the stance has, and you have access to the same moves from the stances. The options are: b+3+4,f,b and f+3+4,b. You can also access STC from his QCF roll dash by inputting qcf+3+4, and you can cancel into KNP by holding back. You are very open when you are using these transitions, only use this for mind games after you’ve conditioned an opponent to hesitate.

T7 FR: The Wei Scrolls | Feng Wei Tutorial: Shifting Clouds & Deceptive Step by TekkenOtakuHD 

QCF (Quarter Circle Forward) 

Feng’s QCF is a roll dash that Feng can use to approach as well as access certain moves by inputting d,d/f,f. You can also access While Standing moves by holding d/f briefly so you still get the movement, but then you are placed in crouch and can access WS. Holding d/f longer grants you access to Feng’s Full Crouch moves, like FC+d/f+1 or FC+d/f+2 for another layer of mixups and mind games. 

A movement option from QCF is called Snake Dash. Essentially, you are cancelling your QCF by inputting up to sidestep. You can use this to cancel the roll dash and block, or you can input another QCF and repeat. This movement option can be used for spacing, mixups and to induce hesitation.

qcf+1 is already covered in Important Moves.

qcf+2 [Startup: 22 Block: -14 Hit: Launch] is a mid launcher option. This can be used as a mid mixup in conjunction with QCF1, since they have the same startup speed at 22 frames, and look similar to each other on startup. This is also -14 like QCF 1, so it is very risky.

qcf+3 [Startup: 15 Block: 12 Hit: Launch] is Feng’s WS+3. It is a natural hit launcher that leads to a full combo. It’s not the most usable from QCF, as it is best used as a WS block punisher, and it is punishable at -12.

qcf+4 (WS+4) is already covered in Situational Moves

qcf+1+2 is already covered in Important Moves.

All Options out of QCF

qcf+1

qcf+2

qcf+3

qcf+4

qcf+1+2

STC (qcf+3+4)

1+4

d/f+3

d+3

d/b+3

d/f+3+4 (Hold 4 before inputting QCF)

Any move with an u/b, u, or u/f input

All Options out of d,d/f

WS+1

WS+2

WS+3

WS+4

WS+1+2 (Punch Parry)

1+3 or 2+4 (Generic Throws)

FC d/f+1

FC d/f+2

downjabs

FC d+3

FC d+4

T7 FR: The Wei Scrolls | Feng Wei Tutorial: The Art of Snake Dash by TekkenOtakuHD 

Back-Turn Stance (BT) is a mixup stance with a lot of options from it. This can be used as a mixup Oki option after a knockdown, and whenever the opponent is respecting you, for example if you have a lot of plus frames (like after counter hit d/f+1 and WS+4), or hold mental frame advantage for example when the transition is covered by the next hit in the string (f+4 series). The scariest options are low/high options, so ducking beats both options, but he has good mids to keep the opponent standing. While this is used often by high-level players, it is quite risky since you can’t block in BT, and most of the moves are very linear, so this stance is all about commitment.

   Transitions into Back-Turn

B+3~4

2,4,1,b (Cancel)

3,3,4

3,3,4,b (Cancel)

1,2,2,b

3~4,b

f+4,b

SS+2

SS+3,b

SS+3,2

Back-Turn Options

BT 1  [Startup: 12  Block: -3 Hit: +14] is a 12 frame high jab with good range. This is a good quick move to use when you need to throw a fast move out. On block, this is very safe at -3. On hit, you are +14 and you get a guaranteed b+1+2 for good damage, and it is easily hit-confirmable due to the read-able stun. It is a high, so it can be ducked.

BT 2 [Startup: 16b  Block: -6 Hit: +5] is a mid option used to poke the opponent. This keeps Feng in BT for another mixup, and on hit, you are at a decent advantage with the opponent right next to you. On block, the situation is the same as f+4~b (Can be jabbed punished, but d/b ducks jabs, mid options beat d/b). Opponents sometimes won’t hit buttons after the first hit because of the follow-up option BT 2,2 [Block: -13s Hit: KND]. This is a natural combo that knocks down on hit for a good oki scenario. You can also delay the second hit to try to bait your opponent to hit a button, as the second hit on counter hit leads to a full combo. The full string is -13, so Kazuya, Josie and Eddy can launch punish this string.  

BT 3 [Startup: 32 Block: +8 Hit: +8s] is already covered in Situational Moves under ff+3.

BT 1+2 [Startup: 16b Block: -5 Hit: KND] is Feng’s best mid option out of BT. This is a safe double elbow mid that crumples on hit for some great oki options (such as BT 3). On block, the same situation as f+4,b and BT 2 applies here to. At the wall, you get a conversion into a wall combo. This move is very integral if you are going to use BT stance, as Feng’s scariest options are lows and highs, so this is used to keep them standing. 

BT d+3 [Startup: 18 cs6~ Block: -26 Hit: Launch] is Feng’s scariest low option. A high-crushing low sweep that tracks both ways and launches for a full combo in open ground and at the wall, and is the reason why you can’t just sidestep BT all day. This is the move that everyone is aware of when playing against Feng, and will on occasion twitch duck so they can block it for a launch punish, as this move is death on block. This move only launches on clean hit, and is negative on hit if the hit is not clean. Only use this after you have mixed up your opponent with mids out of BT.

BT 1+4 or 2+3 is Feng’s most damaging command throw. It deals 50 damage and also gives decent oki as well. This is another option out of BT that opponents tend to duck out of fear and to also cover BT d+3. Once you’ve conditioned the opponent with mids, you can go for the throw more often. It is a 1+2 break, and is the only command grab in BT, so opponents can easily break it. However, a tricky thing about Feng’s BT is that generic throws also look like 1+2 grabs, so you can use them to force the opponent to guess a break. On Oki, d+4 is the best option as it will hit everything except when the opponent taps up to quick stand. They can low block, but not low parry that low.

BT 4 [Startup: 10  Block: -8 Hit: KND] is Feng’s fastest option of of BT, a generic high kick the sends the opponent flying away with no guaranteed follow up. This can also wallsplat for a wall combo as well. This move is a high, so it can be ducked.

BT d+4 [Startup: 10s cs1~  Block: -11 Hit: +3] is a very fast generic low poke. If you want to catch out stepping opponents and don’t want to commit to d+3, d+4 is a good option that high crushes on frame 1, so after a BT 2 on block you can successfully evade highs with this. It also has good tracking, is considerably safer on block, and plus 3 on hit to keep your offense going.

BT u/f+4 [Startup: 21  Block: -10 Hit: Launch] is a generic back-turned hopkick that launches for a full juggle. This is a good mid to use if you want more reward than if you use BT 1+2. You can also duck in BT to trick the opponent into thinking you’re doing BT d+3 and then hit them with this.

BT d/b is a slippery movement option to back away from the opponent. You are left in crouch, so you can use WS moves if the opponent tries to chase you down. BT d/f is another option to turn around, you can go into any WS or FC option. The duck can be used to make the opponent think you’re doing BT d+3 and hit them with WS+3 for a launch.

T7 FR: The Wei Scrolls | Feng Wei Tutorial Part 4: Back-Turn by TekkenOtakuHD  

Rage 

Rage Drive: b+1+2(Hold) [Startup: 13 Block: +3(+9 at the wall) Hit: KND]

Feng’s Rage Drive is an enhanced version of his b+1+2 that can wallsplat from a large distance away, similar to Leo’s and Paul’s Rage Drives. This is the preferred use for your Rage. On hit, you get a full wall combo, and you can use this in combos as an easy wall carry option. On block, the Rage drive is +3 in open ground and pushes the opponent away. This is not the best use for this, but it is a decent option to push the opponent away, reset the situation to neutral and buy a few seconds of time, which can also aid with time-outs as well. This move is best used at the wall, however. On block, Feng is at +9, so he can do anything 18 frames or faster, and the opponent has to take the mixup. Most opponents are scared to push buttons afterwards, so you can also go into BT stance or Sidestep options as well for more mixup options. The opponent is also dealt 5 damage as chip when they are pushed against the wall, so the Rage Drive can be used to finish opponents on a sliver of life, which is incredibly satisfying

Rage Art: d+1+2 [Startup: 20 pc8~17 Block: -22 Hit: KND]

Feng’s Rage Art is the same as 90% of the cast. There isn’t much to talk about with this one.

Punishers

Standing Punishers

-10: 1,3: 24 DMG, +6

       1,2,2: 26 DMG, +3 

       1, 2, 2, b: 26 DMG, +5

-13: b+1+2: 30 DMG, Good Range, Knockdown, Wall Splat

-15: u/f+4 13 DMG, Launch, Poor Range

-16: d/b+1, 4: 35 DMG, Range, Knockdown, Wall Splat

-18: f+4 20 DMG, Launch

-19: f+1+2: 28 DMG, Tailspin Launch

-21: f+3, 4: 30 DMG, Launch

While Standing Punishment

-10: FC+d/b or d+1: 6 DMG

-11: WS+4: 18 DMG, +7

-14: WS+1, 2: 26 DMG, +1; WS+1 only to Float slides

-15: WS+3: 16 DMG, Launch

-18: FC+d/f+2: 25 DMG, Launch

-23: u/f, n+4: 25 DMG, Launch

Combos

Combo References: 

Feng in T7

Tekken FR Feng Combos by SutekiChannel

Tekken 7 Combo Breakdowns: Feng  by HurtboxTV

Feng Wei Season 3 Practical Combo Catalog by Pizza Pizza 

Feng Wei Season 3 Day 1 Combos!(Without Walls) by MasterSpreader

Season 3 Feng Wei Punch Parry And STC 1 Combos!(Day 2) by MasterSpreader

T7 – S3 Staple combos #5 Feng by 쿨잼Coorejam

Mini-combos

  • (f+4),3: d+3+4
  • WS 2: b+1+2 OR d+4, 1+2 for wall carry 
  • u/f+3: 4~3
  • d/f+3+4: 4~3
  • KNP 2: f(tap forward);  b+1+2 
  • STC 3: d+3+4
  • BT 1: b+1+2
  • BT 2,2: d+4 OR b+1+2 (hits unless they do nothing on wakeup)
  • CH (1),3: b+1+2
  • CH b+1: Dash b+1+2
  • CH STC 4: f,f+3 OR Dash d+3+4
  • CH KNP 1: f,f+3 OR CC d+3+4
  • CH QCF1+2: d+3+4
  • CH b,f+1: f,f+3; d+3+4
  • CH d+2: CC d+3+4 OR CC d+4, 1+2 (strict timing)
  • CH FC d/f+1: CC d+3+4
  • CH (2,1),4: b+1+2
  • 3~4: d/f+4,2; b+4; b+1+2

BnB Combos

BNB combo 1

 f+1+2; S! SSR f+3,4; f+1; f+3,4. Variation: f+1+2; S! f,f+4>3 (Full Delay); f+1; f+3,4 (Season 3 – BNB 1: After f+1+2; f+3,4; f+1; Micro-Dash into d/f+4,2,1+2.

Variation of BNB 1: After f+1+2; f+4>3; d/f+4,2,1+2 OR After f+1+2; f,f+4>3;)

Starters

  • f+3,4
  • F+4 (Need to SSL after f+1+2)
  • (f+4),4
  • u/f+4
  • u/f,n,4
  • WS3
  • SS+4
  • STC 1 (must dash to convert with f+1+2)
  • STC 2
  • KNP 3
  • QCF 2
  • BT u/f+4
  • PARRY 1+2 (must dash to convert with f+1+2)
  • CH ff+3

BNB 2 

d/b+1,4; S! dash f+3,4; b+1+2. Variation: d/f+1; d/b+1,4; S! dash f+3,4; (Alternate Ender: 3~4, 3 for more damage/floor break) (Season 3 – BNB 2 and Variation 2: After d/b+1,4; deep dash into d/f+4,2,1+2)

Starters

  • f+4~b~d/f: WS1
  • d/f+3: 2
  • d/b+4: WS1
  • BT d+3: WS1
  • CH (BT 2),2: d/f+1 
  • FC d/f+2: WS1
  • Grounded face up 3+4: d/f+1
  • u/f+3+4(can only use one d/f+1 before d/b+1,4)

Other Important/Unique Combos

f+1+2 

  • dash 3,3; f+1; f+3,4; b+1+2 (Use 2 instead of f+1 for male/big characters) 
  • dash d/f+1; d/f+1; f+1; f+3,4; b+1+2 
  • dash d/f+1; f,f+4>3; f+1; f+3, 4 (Season 3 – dash d/f+1; f,f+4>3; d/f+4,2,1+2 OR f,f+4>3; f+1;Micro-Dash d/f+4,2,1+2.

CH QCF1

  •  f+3,4; f+1; f+1+2; hold ‘f’ f+3,4 (Season 3 – after f+1+2; dash into d/f+4,2,1+2) 
  • d/b+1,4; (f+3),4; f+1; f+3,4 (use 2 instead of f+1 vs males and bigs)
  • 1+4; d/b+1, 4; dash f+3, 4; (Also for u/f+3 when the wall is to Feng’s right)(Season 3 – after d/b+1, 4; deep dash into d/f+4,2,1+2)
  • 1+4; b+1+2 (Wall combo) 

Low Parry Combos

  • d/f+1; d/b+1,4; dash f+3,4; b+1+2
  • d/b+1,4; (f+3),4; f+1; f+3,4 (use 2 instead of f+1 vs males and bigs)
  • SSL, f+1+2; S! SSR f+3,4; f+1; f+3,4 (Season 3 – After f+1+2; S! SSR f+3,4; f+1; Micro-Dash d/f+4,2,1+2 OR After f+1+2; f+4>3; d/f+4,2,1+2 OR After f+1+2; f,f+4>3; f+1;Micro-Dash d/f+4,2,1+2)
  • f+3,4; f+1; f+1+2; dash into d/f+4,2,1+2  

3~4,b

  • BT 2; BT 1; d/b+1,4; Dash f+3,4 OR d/f+4,2,1+2

Bear Only Combos

  • d/f+3: d/b+1,4; S! dash d/f+1; f+3,4; b+1+2 (Damage)
  • d/f+3: d/b+1,4; S! [f+3],4; 2; f+3,4 (Wall Carry, Oki)
  • WS2: d/f+1; d/b+1,4; S! [f+3]4; f+3,4 
  • 3~4: d/f+1; d/b+1,4; S! [f+3]4; f+3,4
  • (launch) f+3,4; f+3,4; f+3,4 (Swag Wall Carry)
  • CH b,f+1: [f+3] 4; d/f+1; d/b+1,4; S! 3~4,3 (Damage)
  • CH b,f+1: [f+3] 4; d/f+1; d/b+1,4; S! Dash f+3,4 (Wall Carry, Oki)
  • STC 3: b+1+2
  • CH FC d/f+1: cc b+1+2
  • CH d+2: cc b+1+2
  • [f+4] 3: b+1+2

Wall Combo Starters

  • CH f+2,1,2
  • d/b+1,4
  • CH b+1
  • b+1+2
  • KNP 2
  • BT 1, b+1+2
  • ff+2
  • ff+1+2 
  • SS+1+2
  • SS+4
  • fff+3

Wall Combos

  • d/f+4,2,1+2 (very consistent, leads to excellent Okizeme, Best Option for Bears, leaves the opponent behind Feng if off axis to the opponent’s right side after wall splat)
  • 1,3; b+1+2 (works with wall carry and every wall splat option except SS+4)
  • 3,3>4 (works with wall carry and every wall splat option, and SS+4)
  • backdash d/f+3; d/f+1; b+1+2 (max damage)
  • f,f+3; b+1+2 (Use only with wall carry, not guaranteed vs every female character, Bob, Akuma, Hwaorang, Bears, and Lee if they stay down – 50/50 with stomp (d+3+4) instead) 
  • f+2,1; b+1+2 (use when Opponent gets tail-spinned near wall)
  • f+4,3 (bound spike, Floor Break)
  • WS+1; b+1+2 (use after d/b+4 and BT d+3)
  • b+2,3,4>2 (spike)
  • High wall-splat (e.g. u/f+4 starter): b+1+2; 1,3; b+1+2 OR 4; 1,3; b+1+2

Low Parry Wall Combos

  • d/f+1; b+1+2
  • d/f+4,2,1+2
  • 3,3>4
  • F+2,1; b+1+2

BT 1+2 Wall Combos

  • BT 1+2: BT 1+2; d+4
  • BT 1+2: BT 1; B+1+2

Wall Bounce Combos

Close to Wall

  • BNB: 1,3; 1,3; b+1+2 (use 1,2; B+1+2 for even more consistency, less damage)
  • At weird wall angles when the opponent won’t stick to the wall: 1,3; d/b+1, 4 Dash f+3,4 (Dash 4~3; d/b+3 if they’re back-turned)
  • Close Oki/Bears: 1,3; d/f+4,2,1+2
  • Close High Damage: d/f+3; 1,3; b+1+2
  • Cool Guy Option: f+4~B; BT3; b+1+2 (Not guaranteed vs every female character, Bob, Akuma, Hwo, Bears, and Lee if they stay down – 50/50 with d+3+4 instead)

Far from Wall (2 backdashes away from wall)

  • BNB: f+1+2; dash f+2,1; b+1+2
  • Oki/Bears: f+1+2; d/f+4,2,1+2
  • Better Damage: d/f+3; f+1+2; 1,3; b+1+2 or d/f+4,2,1+2
  • Max Damage: U/F~N 4, B+1+2, d/f+1, b+1+2

Rage Drive

  • Close BNB: 1,3; RD; 1,3; b+1+2  
  • Close Oki/Bears: 1,3; RD; d/f+4,2,1+2
  • Close High Damage: d/f+3; RD; 1,3; b+1+2  
  • Far BNB: f+1+2; RD; 1,3; b+1+2
  • Far Oki /Bears: f+1+2; RD; d/f+4,2,1+2
  • Far Better Damage: d/f+3; f+1+2; RD; 1,3; b+1+2
  • Far Max Damage: U/F~N 4; B+1+2; RD; 1,3; b+1+2

Wall Bounce Floor Break

  • Close BNB: 1,3;  f+4,3; FB! 4; d/f+1; b+1+2
  • Close Oki/Bears: 1,3;  f+4,3; FB! 4; d/f+4,2,1+2
  • Close High Damage: d/f+3; f+4,3; FB! 4; d/f+1; b+1+2  
  • Far BNB/Oki/Bears: f,f+3; FB! d/f+4,2,1+2
  • Far Better Damage: d/f+3; d/f+4; f+4,3; FB! 4; d/f+1; b+1+2
  • Far High Damage: U/F~N 4; d/f+4; f+4,3; FB! 4; d/f+1; b+1+2

Balcony Break/Wall Break

  • Close BNB: 1,3; b+1+2; BB! d/b+1,4; f+3,4 (replace f+3,4 with d/f+4,2,1+2 for more Damage/Wall Carry)
  • Close BNB: 1,3; b+1+2 BB! f+1+2; f+3,4; b+1+2 (Damage)
  • Close High Damage: d/f+3; b+1+2; BB! d/b+1,4; f+3,4 (replace f+3,4 with d/f+4,2,1+2 for more Damage/Wall Carry)
  • Close High Damage: d/f+3 b+1+2 BB! f+1+2; f+3,4; b+1+2 (Damage)
  • Far BNB/Bears: f+1+2; b+1+2; BB! d/b+1,4; f+3,4 (replace f+3,4 with d/f+4,2,1+2 for more Damage/Wall Carry)
  • Far BNB/Bears: f+1+2; d/f+4; b+1+2; BB! f+1+2; f+3,4; b+1+2 (Damage)
  • Far High Damage: U/F~N 4; d/f+4; b+1+2; BB! d/b+1,4; f+3,4 (replace f+3,4 with d/f+4,2,1+2 for more Damage/Wall Carry)
  • Far High Damage: U/F~N 4; d/f+4; b+1+2; BB! f+1+2; f+3,4; b+1+2 (Damage)

Bears Balcony Break/Wall Break

  • Close: 4; b+1+2; BB! d/b+1,4; f+3,4 (replace f+3,4 with d/f+4,2,1+2 for more Damage/Wall Carry)
  • Close: 4; b+1+2; BB!f+1+2; f+3,4; b+1+2 (Damage)

Floor Break Combos

Open Ground Floor Break

  • BNB 1 combo starter, f+1+2; SSR f+3,4; f+1; d+3+4; FB! f+3,4
  • BNB 2 combo starter, d/b+1,4; f+3,4; d+2; FB! f+3,4
  • BNB 2 combo starter, d/f+1; d/b+1,4;  3~4; FB! BT 3 
  • d/f+1+2:  FB! f+3,4; f+1; f+1+2; hold ‘f’ f+3,4 (replace f+3,4 with d/f+4,2,1+2 for more Damage/Wall Carry)

Wall Floor Break

  • W! f+4,3; FB! 4; W! d/f+1; b+1+2  (works with every wall splat except BT 1+2) (After FB! 4; d/f+4,2,1+2 for Oki/Bears)
  • After tailspin at wall: f,f+3; FB! d/f+4,2,1+2

Post-combo oki (Open Ground)

Feng’s open ground okizeme after combos is some of the best in the game. The cornerstone of this is 4~3. After you end your combo with f+3,4, dash then do 4~3, this beats every wakeup option but tech roll, which the opponent has to block leaves Feng up to +4 to +5 if done with proper timing. They can only tech roll to their left after recovering from combos that end in f+3,4, so their get up options are limited to tech roll left, staying down and using side roll or wake-up kicks, backwards wake-up or standing up. Condition them to techroll using dash 4~3. If they keep getting hit by it, keep on doing it until they realize they have to techroll. Then you can mix up with Deep Dash d+3+4, as the opponent needs to block low after a techroll to deal with this. This can whiff on a tech rolling opponent if the dash isn’t deep enough, but with enough practice, it can be done consistently. It beats all other options. If you get the opponent to duck while tech rolling to block the stomp, Feng can be up to +13 after a meaty 4~3 and can link a b+4. With the recent changes to f,f+3 in Season 2, this is another great option for wakeups. This works off the same combos, but you have to do a deep dash into f,f+3 or else quick backrise dodges it. You can get WR3 if your execution isn’t on point, so practice getting the deep dash. f,f+3 beats wakeup kicks, techroll, isn’t interruptible from techroll, reaches quick backrise, tracks both side rolls, and if they do a late stand up, you hit them in the back which means a guaranteed b+1+2. Late backrise doesn’t allow for blocking it either.  Quick backrise does makes f,f+3 blockable (unlike 4~3), but Feng is +8 on block so you’re still in a great position. Feng also has plenty of decent 50/50 options for post combo oki(once they start tech rolling) such as: 

• deep dash into SS 50/50. Loses to quick backstand, putting the opponent out of range for the mixup.
• dash QCF1+2 for frames / QCF1 for a chunky low.
• dash b+3~4 BT mixup. Also loses to quick backstand and certain getup attacks.

Post-combo oki (Wall)

References: 

My Top 6 Favorite Things To Do At The Wall After Df4,2,1+2 (New String) by 

MasterSpreader

With the new d/f+4,2,1+2 string, Feng now has access to a really good wall ender that gives the same knockdown as Devil Jin’s b+4, forcing the opponent to tech roll. Most opponents tech roll 99.99% of the time as it’s the safest option. Feng has some great Oki options of of this such as: 

  • d/f+3+4 catches all wakeups except side roll and mid get-up kicks.
  • SSR d/f+2,2 forces the opponent block no matter which direction they tech. Doing a delayed SSR makes it consistent and covers everything but side-roll and staying down.
  • Microdash 2-1 covers everything but side-roll and forces block on tech roll. You can hit-confirm into the second hit for a re-wallsplat.
  • Microdash SSL d/f+3 will force the opponent to block on tech roll both sides and hits everything else except wake-up backwards. Microdash SSL+4 is good to force a more rewarding mixup to d/f+3 no matter which way they tech. SS+4 can be finicky to get the clean hit, but doing the dash first makes it a bit more consistent.
  • Microdash KNP 1 and Microdash KNP 3 is another 50/50 you can force on both techrolls consistently.

Note that sometimes on weird angles the opponent ends up behind Feng with Feng at the wall now. You can follow up with BT options such as BT 1+2 and BT 2 for safe mids or BT d+3 for a risky launch.

Season 2 Changes

2,4,1: Opponent reaction on counter hit was changed. – This now knocks down for a guaranteed shoulder. 

3~4, 3: Changed from -15F to -26F on block. Feng reaction on block changed. – Feng goes into stagger state when blocked, the move is now much easier to launch punish. This move is only used as a combo ender, and is rarely used in neutral, so this is a negligible change.

b+3+4  / f+3+4,B / d/b+1,B: “Block timing slower by 5F.” The autoblock for Kenpo stance and all transitions to Kenpo now activates at frame 45 instead of frame 40. This means the opponent is more likely to stuff Feng out of a misplaced Kenpo.

d+2 / d/b+3 / f+3+4,4 (STC 4) / During sidestep 4 / b+1: “Opponent closer on block”. Reduces the pushback on block, making the moves slightly easier to punish. A negligible change overall, since d+2 and d/b+3 are hard to see and aren’t blocked often. STC 4, SS+4 and b+1 were already easy to punish, so these moves don’t change in useability.

d/f+2,2: “Causes Wall Bounce on hit”. – Refer to the move info in Important Moves.

d/f+3+4: Causes Screw on mid-air hit. – Refer to the move info in Important Moves

d/b+1+2,2: “Opponent reaction on counter hit was changed”. – The second hit now has the same Counter Hit Property as d+2. This string is still not great, since the opponent can easily low parry it.

f,f+3 (or back toward enemy 3): Changed from +4F to +8F on block. Opponent reaction on counter hit was changed. – Refer to the move info in Situational Moves.

f,f+4,3: Recovery for both players increased by 1F. Changed to -14F on block regardless of input timing. – This is now easier to react to and punish. A negligible change since this move is used rarely in the neutral.

1,1 / 1,1,2: Opponent reaction on counter hit for 1,1,2 was changed. Input window changed from 26F to 24F. – Refer to the move info in Jab Strings

Season 3 Changes

1,2,2: Changed the frame advantage upon hit from +1 frame to +3 frames. 

1,2,2+b: Changed the frame advantage upon hit from +3 frame to +5 frames. – Both of these changes were covered in Jab Strings. Overall a very good buff to his 10 frame punishment.

3: Decreased the distance between the character and the opponent when the move hits or is blocked. Negligible change, the first hit is not great in neutral

3,3,4+b: Shortened recovery time by 4 frames. – Negligible change, the string is very bad, -17 on block and -6 on hit.  

2~1: Changed the frame advantage upon hit from +5 frames to +8 frames. Decreased the distance between the character and the opponent when the move hits or is blocked. The move can now also be performed with “During sidestep 2~1”. – Potentially decent move now. The issue is that the move starts up slow at 24 frames. However, it is -3 on block, and is now very hit-confirmable into the extension. I can also be done from sidestep, but you cannot do it immediately after a sidestep stills as SS+2 still comes out if performed too early.

2~1,1: Changed the frame advantage when blocked from -12 frames to -13 frames. Shortened the recovery time after the move hits by 2 frames. Changed the opponent’s behavior when hit from the side. Increased the distance between the character and the opponent when the move is blocked. Decreased the distance between the character and the opponent when the move hits. – Feng can now connect f+1+2 consistently for his best BNB. The same knockdown occur when Feng connects at the opponent’s side (Not at their back), combos will need to be adjusted since f+1+2 is less consistent off axis. 

3~4: Changed the frame advantage when blocked from -12 frames to -7 frames. Shortened the recovery time after the move hits by 5 frames. The move can now also be performed with “During sidestep 3~4”. – 3~4 now can combo into d/f+4, 2, 1+2, but does not get a full combo. On Bears, d/f+1 does pick up for a full combo. The move can now be performed when sidestepping.

3~4+b:  Changed the frame advantage when blocked from -7 frames to -2 frames. Shortened the recovery time after the move hits by 5 frames. -3~4 back gets a full combo with BT 2, BT 1, d/b+1, 4. Negligible changes, as 3~4 is still too slow and linear to be effective with it.

f+4,3: Changed the attack startup from frame 21 to frame 22. Decreased the distance between the character and the opponent when the move is blocked. –  The pushback on block was reduced, making punishment a little easier for your opponent. The string is still uninterruptible, the startup increase doesn’t matter and still can be made safe on block by spacing the move properly.

F+4,4: Changed the attack startup from frame 31 to frame 32. Decreased the distance between the character and the opponent when the move is blocked. Changed the startup of the character’s crouching status from frame 24 to frame 10. – This can be interrupted and be punished on block slightly more consistently. It now high crushes a lot faster and on the same frame as SS+4.

F+3+4,1:  Shortened recovery time after the move hits by 2 frames. – Feng can now combo into Dash f+1+2 consistently.

F+3+4,3: Increased the distance between the character and the opponent when the move is blocked. – Major pushback on block now. Big nerf on a rarely used move. 

d/f+4: Changed the damage from 15 to 14. Decreased the distance between the character and the opponent when the move hits. – The damage decrease is not a big deal.

d/f+4,2,1+2: New move. – See Situational Moves for more information about this string.

d/b+1,2: Changed the frame advantage upon hit from +5 frames to +7 frames. – Good buff, more frames to pressure more effectively.

d/b+2,2+b: Changed the frame advantage when blocked from -17 frames to -15 frames. Changed the frame advantage upon hit from -6 frames to -4 frames. – Negligible change, still launch punishable on block, still cannot pressure effectively on hit.

d/b+2,2,2: Changed the damage from 5, 10, 30 to 10, 10, 25.  Decreased the distance between the character and the opponent when the 2nd hit is blocked. – The damage increase to the first hit makes it a slightly better low poke, the damage total is the same if all three hit as it was in Season 2.

d/b+3: Changed the damage from 12 to 14. – Good buff, this is a key low, and the damage will add up a little better now.

B+2,3,4,2: Changed the damage from 15, 8, 12, 21 to 15, 10, 13, 22. Increased the range of the 1st and 4th hits of the attack. Changed the input window for the 4th hit from 27 frames to 37 frames. – This is a much better wall combo option due to the last hit being delayable, it now deals the same total damage as 3,3>4.

Back-Turned 1: Changed the frame advantage when blocked from -1 frame to -3 frames. Increased the recovery time for both the character and the opponent by 2 frames upon hit to slow down the interaction. Increased the lower range of the attack. – A small nerf, since Feng is still safe enough to sidestep. It is now easier to hit-confirm into b+1+2. The attack now has a slightly bigger hitbox, always nice.

KNP 4,3+4: Changed the frame advantage when blocked from -5 frames to -3 frames.  Shortened the recovery time after the move hits by 2 frames. Decreased the distance between the character and the opponent when the move hits. – Safer on block, and leads into a combo more consistently with new options such as d/f+1.  

u/f+3+4: The character is now counted as crouching from frames 6 to 23 of the 1st hit. – Now high crushes from frame 6-23, making this a slightly more effective panic move.

F,f+2: Changed the frame advantage when blocked from -10 frames to -9 frames. – Overall great buff, as this is a key approach tool that had to be spaced properly to avoid being punished. Gigas and Jack could punish it consistently, but not anymore. Feng now has a proper Demon’s Paw. 

f,f+1+2 Hold: Changed the damage from 28 to 25. Changed the frame advantage when blocked from +1 frame to +3 frames. Changed the frame advantage upon hit from +23 frames to +14 frames. Decreased the distance between the character and the opponent when the move hits or is blocked. – Major Re-Work, overall more useful for wall pressure. Move Details are explained in Situational Moves. 

QCF 1 : Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent. – Second attempt to fix infamous bug where Feng teleports behind the opponent. We’ll see how this works out. 

QCF 1+2: Changed the damage from 23 to 21. Changed the frame advantage when blocked from +5 frames to +4 frames. Changed the frame advantage upon hit from +9 frames to +8 frames. Decreased the distance between the character and the opponent when the move is blocked. – Major Re-Work, overall buffed due to less pushback on block. Move details are listed in Important Moves. 

While Standing 1,2 : Changed the damage from 11, 12 to 13, 13. – Small buff, 14 Frame punish now deals 26 damage now from 23. First hit is also buffed as this is a key approach tool. More damage is always nice.

While Standing 4: Changed the frame advantage upon hit from +4 frames to +7 frames. – Good buff.

While Standing 1+2: Changed the damage from 25 to 20. Changed the frame advantage when blocked from -10 frames to -9 frames. Shortened the recovery animation by 1 frame when the move hits. Changed the opponent’s behavior when hit. Decreased the distance between the character and the opponent when the move is blocked. – Nerfed. Safe on block, but -9 with decreased pushback means the opponent gets a free turn. The move also no longer knocks down or wall splats, the opponent is now left standing and Feng is +3 on hit.

While Standing 1+2 upon successful punch parry: Changed the damage from 25 to 20. Changed the frame advantage upon hit from +30 frames to +16 frames. Decreased the distance between the character and the opponent when the move hits. – Majorly Re-Worked similarly to ff+1+2(Full Hold). Move details are listed in Reversal. Still a punch parry with limited utility .

Full Crouch d/f+1: Changed the damage from 18 to 19. Changed the frame advantage when blocked from -13 frames to -12 frames. Changed the frame advantage upon hit from -2 frames to -1 frame. – Good buffs, it cannot be launched anymore by Kazuya, Josie and Eddy. Move Details in Situational Moves.

Sidestep 2: Changed the frame advantage when blocked from +1 frame to +3 frames. – Good buff, more BT pressure. Move Details in Situational Moves.

Sidestep 4: Changed the startup of the character’s crouching status from frame 13 to frame 10. – Same change as f+4, 4. High Crushed on frame 10. Faster crushing is always nice.

While down (facing up) 3+4: Changed the frame advantage when blocked from -5 frames to -3 frames. Shortened the recovery time after the move hits by 2 frames.  Decreased the distance between the character and the opponent when the move hits. – Same changes as KNP 4,3+4. 

Round-Up

Feng is a versatile character with a strong neutral game due to his strong Mid and Low pokes to pressure the opponent, as well as a good selection of mix-up options that he can choose depending on the situation. He is also very hard to lock down due to his many panic and evasive moves, as well as good movement options that allow a player with good spacing to be at the range they want to be, which combines well with his simple and effective whiff punishment.

Feng excels at range 0 to 1, as all of his best pokes are able to reach the opponent at this range and it allows him to control the pace of the match.

Feng is an absolute monster at the wall, due to his rage drive and his oppressive mid and low pokes to keep the opponent in check. Many of his strong mix up options, such as SS+4 and SS1+2, QCF+1 and  QCF+1+2 and his BT options still combo at the wall, forcing the opponent to guess constantly and allowing Feng the freedom to bully his opponent effectively.

Feng’s punishment is overall below average. While he doesn’t excel at punishing mistakes, his i10 and i13 punishers are good. However, he has no good i12 punish and his hopkick has bad range, meaning unlike many other characters, Feng can struggle to punish -15 moves. His WS punishment is among the worst in the game, with his WS+4 having low damage (+7 on hit, however), nothing for i12, i13, and a weak i14 punish. His i15 frame WS+3 does launch, but it has a bad hit box and can whiff against certain moves. He also has low juggle damage off many of his combos, but he makes up for it with good wall carry and oki off of them.

Due to his sheer number of usable moves, Feng is tougher to use than other characters due to the fact that you have to do more decision-making in a clutch situation. However, his simple execution and reliance on good movement and punishment makes him a good character to learn the game with. He is one of the few characters who actually becomes more interesting the better you get with him.

Feng is recommended for players who want a character with strong poking, fantastic evasion and a versatile toolkit.

Tier Ranking: A

Overall Difficulty: 6/10

Anti-Strats

Shut down his evasion: While Feng is a very evasive character and can be tough to pin down, knowing how to deal with them takes away many defensive options. Kenpo and b, f+1 both move feng backwards, so advancing moves will shut these options down and will hit Feng out of them, especially since Kenpo had its autoblock startup 5 frames later in Season 2. u/f+2 can be very tricky to deal with as it can evade moves that a regular sidestep can’t, especially if the Feng player is good at being unpredictable with it. If you catch a pattern, you can blow up u/f+2 with homing moves or moves that track right, and it can be sidestepped left as well. 

Play the Player, Not the Character: Since Feng is an open-ended character, players can play Feng how they want to. While character knowledge is important, no two Feng players are exactly alike and can have different tendencies and timing to their offense. A lot of the time, especially in a tournament setting, you will have to guess what they’ll be doing until you’ve gotten a grasp of their habits. Some good options to limit Feng in general include Sidestep left (which can shut down key pokes such as d/f+1, b+1), fuzzy-guarding his lows and backdashing to avoid obvious Sidestep Mixup attempts. Note that Feng has options to counter these strategies, so keep attentive, and adapt to the situation.

Weak Punishment: Do not be afraid to throw out moves on occasion that are -12 on block. Feng has no good 12 frame punish and can only punish with jabs, and might even be safe depending on the pushback. Also, note your character’s launch punishable moves that have pushback. Feng’s Hopkick has horrible range, so he has to use b+1+2 or d/b+1, 4 to punish these moves. A knockdown is not as bad as getting juggled, so the risk/reward is in your favour. Any low that isn’t -15 on block isn’t going to be punished hard. His WS+4 does pitiful damage, and his 14 frame WS+1, 2 is weak.

Stay Patient, Turtle Up: Don’t retaliate after blocking close range moves such as d/f+1, WS+1, and his 1 or 1,2 options. Most Feng players will follow these up with uf+2 or b+1, which can crush or beat most options. Stay patient, and try to space out Feng at spacing 2 (2 Character Spaces away) to get the life lead, then turtle him out to cause frustration. This will force Feng to come in, and his options are limited to his WS+1, QCF options and long range options such as f+3 and f,f+2 that can be sidestepped, as well as f+1+2, which is a high homing move. Be ready to punish any mistakes. 

Anti-Feng Guide By El Turko

Strings To Watch out For

Information taken from:  Tekken 7 String Cheese by Somsana 

3,3,4  high high low -12

On block low parry. On hit you must block.

Feng can cancel 3,3,4 b which goes into back turned, which is -6 on hit, -17 on block.

3~4,3 mid low -26

Very easy to see and low block, low parry for style points.

F+4,3 high mid -10

F+4,4 high low -12 

Block for a couple frames after the high, then low parry. Feng can go into back turn at -5 on block. His fastest option is i10 which are BT 4 and BT d+4. A simple d/f 1 will stuff his options. 

D/b+1,2 mid mid -12

D/b+1, 4 mid high -2

The high extension comes out a little bit slower so you can delay the duck by a little bit and still block the mid. 

D/b+2,2,2  low low mid -8

Not a natural combo. 2nd low can be blocked, if Feng doesn’t finish the mid extension it is -18. Punch Parry the third hit as it is safe on block.

D/b+1+2,2 mid low -11

On block, low parry. On hit you have to block the low.

B+2,3,4,2 mid low mid mid -5

Must low parry the 2nd hit.

u/f+3+4,3 mid high high high -6

Last hit duckable. No high extension string is -10. Launch punishable if the last couple hits whiff.

b+3,3 mid high -6

Second hit duckable on block

1,1,2,1,3,4 high mid mid mid low mid -17

2nd hit counter hit launches. String can be delayed. 5th hit must be low parried.

Moves you should be block punishing

B+1+2: -19 

F+3, 4: -16 

b, f+1: -15

QCF+1: -14 (Cannot Low Parry)

d/b+3: -15

b+1: -10

d+2: -11

Other References

Discords: Tekken Zaibatsu, Feng Wei 

Stratosfear’s Dojo: Picking a main character

Tekken Zaibatsu

RBNorway

Tekken 7: Feng Cheat Sheet

Tekken 7 FR Guide: Feng by FrameWhisperer Tekken

Tekken It Higher! Ep. 2 – Get Recked! w/Feng by jaBBu

Tekken 7 – Feng Move List Review by MannyBiggz – Part One

Part Two

Part Three

Part Four

FENG WEI – SETUPS + OKIZEME [SEASON 2] by

TK_ Mellowlink

Players to Watch

Yuu

Nashi

Callmenoob

Hao

Mateo

Knee

Honorable Mentions