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This is hilarious.
They released her as DLC twice.
Money machine goes BRRRRRRR
Also paying for Lidia again, well worth it, great character design
People crying but they still keep playing
Yeah I won’t buy it
Oh wait, I have the ultimate edition, too late
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 counter-hit. 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 hop kick, 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 Hop kick (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 hop kicks in this situation. On counter hit, the opponent goes into a fallback stun (A similar 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 for low options, with d/b+1 variations or f,f+2 for your mid options. Dash-in Throws are also decent too(Only if your opponent can't break throws). 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. If you can confirm the counter hit at the quick enough when you have the opponent’s back against the wall, you get guaranteed follow-ups(SSL U/F+2, or SSR B+1+2 is hell of a dirty as it can wall splat) Do be careful, d/f+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 counte-rhit, gives Feng a free mix-up. 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 hop kick 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. Since Season 4 it now has a new transition on Counter hit that deals a good chunk of damage, leaves the opponent grounded and Feng in Backturn at Neutral frame advantage. Your options are limited since you are in Backturn. BT D+3+4 and BT D+3 beats most options except for generic spring kick and back getup (BT D+3 will hit here but it’s not a clean hit). BT+3 is the best option against back getup since you get plus frames on block. For Spring Kick, tapping forward and blocking it and punishing it or holding D/B~B to make it whiff or block it are the current best ways to deal with that. It is -15 on block, which means most of the cast can launch it. However, if you are not predictable with this move, it rarely gets blocked unless the opponent makes a clutch read.
WS+1: [Startup: 13 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 13 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. Since Season 4, the third hit knocks down on counter hit guaranteeing Feng’S B+1+2. 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.
QCF+1+2 : [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 in most matchups(Characters with great sidestep like Lili/Alisa can sidestep b+4 when blocking QCF 1+2 at tip range), D/f+1 can be side walked up by all characters(Characters with great sidestep like Lili/Alisa can sidestep it). 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 back-dashes like Alisa/Zafina can back-dash this reliably). This move is good in open ground, but becomes amazing at the wall since they can no longer back-dash 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. 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.
Important Moves
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 does one less damage than 1, 3; b+1+2 and causes a flip-over, allowing for good oki.
https://www.youtube.com/watch?v=9ka3RedUhbk
Wait a minute! Isnt that the same sound as Feng's Kempo stance?!
In the perfect world DLC wouldn't exist but it should contain SOME legacy characters and LOTS of new ones.
Just like on Street Fighter 6 with Rashid. He played a VERY important part on 5's story that it was only natural for him to appear on the base roster. Yeah, right. All the suits thought otherwise. Lame af. Stuff like this are waste of slots.
That is pretty funny....That in the span of less time than Tekken 7 (7 years+) was even a thing, the same "New Character" has been sold to fans twice. Let that sink in.
We already knew that with the Apple logo there.
People always complain.
Who want Anna, who Lei, Who Armor King, and then maybe they don't even want to buy the game anyway....
I liked Lidia in Tekken 7. (The moveset, not character, i hate politic character)
So i'd liked to have her in the game.
But I don't understand why they didn't include her in base roster and sell as a DLC, again.
Leroy was promoted in base roster, so it has more sense.
They tested him in DLC and made him importan in story and franchise.
But put the same character in DLC for two games in a row looks like the developer has few creativity and want just to put her in the game... just to do it and say "We have also Eddy, Lidia and John Doe..."
Majority of people that want Anna want Anna because they like Anna. She wasn't a good character in the first place. I want Anna.