Bread n' butter
LaunchersDamage: +51
| Launcher(s) | Follow-Ups | Simple Version |
|---|---|---|
| for dmg | |
| wall carry | |
| wall break | |
| floor break | |
Wavu reference snapshot. Individual source pages have different revision dates; this supplement is not a blanket verification for the current patch.
Damage: +51
Damage: +42
Damage: +48
Damage: +24
CH b+1: May need to dash to land b+1+2 (Heat) b+1: May need to dash to land b+1+2 CH u/b+1: May need to dash to land b+1+2 May need to dash to land b+1+2
Damage: +26
Damage: +13
Must delay after CH BT.1+2 or it will whiff
Damage: +19
Damage: +13
Damage: +30
Damage: +17
Damage: +21
Damage: +20
Damage: +20
u/f+3: At the wall, use d+1+2,1 for a full combo
Damage: +29
Damage: +30
Can convert for even more damage based off distance to wall
Damage: +20
Damage: +51
Damage: +51
Damage: +42
The f,F+4 must be delayed after uf+3 SAT or it will whiff
Damage: +40
Damage: 69
(+5 if you transition to BT with B (1,2,2~B))
(Only use over uf+4 if they're out of range of uf+4)
After the command grab, Feng is right next to the opponent. You can use d/f+3 as okizeme to option select certain outcomes.; Hits both side rolls; Launches into T! from any wake-up kicks and spring attack; Flips the opponent if they choose to stay on the ground.; Should the opponent Stand Up or Wake Up (Backward), they will block the d/f+3. However, this will put them -7 oB and be in the ideal range for a STC parry.
Since f2,1,2 (Boar's Tusk) has a start up of 15 frames, we can set up strong and simple mid/low mixup that results in a frame tight f2 counterhit.; f2,1 is safe on block (-8) and if f2 has a successful counterhit we can very realistically confirm the rest of the string due to the visual and audio cue.; Use b+3 as a chunky +6 on block mid as a common set up for f+2.; FC.df+4,1 is a strong approaching low (can be performed out of snake dash) to gain +6 frames of advantage; Of course there are many other frame situations that Feng can create to instill fear of f+2.; b+3 and FC df+4,1 are great starting points to start implementing this into your gameplan
148 moves
Damage: [12;12] · m
Cancel to r45 with b,b on frame 42; 2 chip damage on block; 12 chip damage on hit; Only deals recoverable damage; Cannot cause a K.O.
Damage: 20,35 · m,t
Heat smash; Balcony break; 7 chip damage on block; 2nd hit 26dmg +30a (-6) on 1st whiff; Transition to STC on block; Transition to standing with B (+7)
Damage: 23 · M
Spike; Consumes 300F of remaining Heat time; 4 chip damage on block; +38d on aerial hit; Creates an unblockable low shockwave along the ground that deals 5 recoverable damage and +7g on hit and forces the opponent to crouch. The shockwave comes out even if the kick itself whiffs, or is parried by certain parries like Jin's or Reina's. It does not come out when the first hit is blocked or absorbed by a Power Crush.; Recovers 3F faster on hit (t67 r35 BT)
Damage: 20 · h
Balcony break; Consumes 210F of remaining Heat time
Damage: 10,20 · m,M
Balcony break; Spike; Combo from 1st hit with 7F delay; 4 chip damage on block; Consumes 300F of remaining Heat time; +38d on aerial hit; Interrupt with i11 from 1st block; Whiffs vs SSL from 1st block (Inconsistent; depends on character/body type); Move can be delayed by 6F; Input can be delayed by 7F
Damage: 30 · m
Balcony break; Consumes 270F of remaining Heat time; 12 chip damage on block
Damage: 5 · h
Recovers 2f faster on hit or block (t27 r17)
Damage: 5,21 · h,m
Interrupt with i7 from 1st block; Whiffs vs SSR, SWR from 1st block; Move can be delayed by 3F; Input can be delayed by 4F
Damage: 5,9 · h,h
Jail from 1st block with 4F delay; Combo from 1st hit with 4F delay
Damage: 5,9,12 · h,h,h
Combo from 1st hit with 3F delay; Jails attack inputs with 2F delay; Duckable; Transition to BT with B (-11/+5)
Damage: 5,19 · h,h
Combo from 1st hit with 4F delay; Move cannot be interrupted; Move can be delayed by 1F; Input can be delayed by 4F
Damage: 8 · h
Damage: 8,15 · h,m
Jail from 1st attack with 2F delay; Combo from 1st hit with 8F delay
Damage: 8,15,25 · h,m,m
Balcony break; Combo from 2nd CH with 6F delay; Interrupt with i6 from 1st block; Move can be delayed by 10F; Input can be delayed by 12F; Cancel to BT with B (-13/-2)
Damage: 15 · m
Damage: 15,10 · m,h
Jail from 1st block with 2F delay; Combo from 1st hit with 10F delay
Damage: 15,10,23 · m,h,l
Combo from 2nd CH with 5F delay; Interrupt with i6 from 1st block; Cancel to r16 BT with B (-13/-2); Move can be delayed by 10F; Input can be delayed by 11F
Damage: 15,30 · m,m
Balcony break; Combo from 1st hit with 2F delay; Combo from 1st hit with up to 2F of charge (i30~31 startup); Interrupt with i8 from 1st block; Whiffs vs SSL, SWL (SSR and SWR may be inconsistent); Move can be delayed by 10F
Damage: 15,35 · m,m
Balcony break; Interrupt with i24 from 1st block; Whiffs vs SS, SW from 1st block; Whiffs vs SS, SW from 1st hit (SSR more consistent w/ big bodies?); 14 chip damage on block
Damage: 27 · m
Transition to BT with B (-2c/+24a)
Damage: 27,16 (11) · m,l
Aerial combo from 1st hit (+19d (+12)) with 7F delay; Move cannot be delayed; Input can be delayed by 7F
Damage: 17 · h
Damage: 25 · M
7 chip damage on block
Damage: 20 · m
+20g on hit; Punch sabaki; +14 on successful parry
Damage: 10 · m
Damage: 10,10 · m,m
Combo from 1st CH with 1F delay; Move can be delayed by 10F; Input can be delayed by 11F
Damage: 10,10,28 · m,m,m
Balcony break; Combo from 2nd hit with 12F delay; Move can be delayed by 10F; Input can be delayed by 16F
Damage: 10 · m
Damage: 10,17 · m,h
Combo from 1st hit with 7F delay
Damage: 10,15 · m,m
Tornado; Combo from 1st hit
Damage: 19 · h
Good left sidestep tracking; Transition to r22 BT with B (-5/+56a)
Damage: 19,24 (16) · h,m
Tornado; Aerial combo from 1st hit (+70a (+54)) with 5F delay; Move cannot be delayed; Input can be delayed by 5F
Damage: 19,30 (21) · h,M
Spike; Aerial combo from 1st hit (+26a (-9)) with 5F delay; Move cannot be delayed; Input can be delayed by 5F
Damage: 19,16 (11) · h,l
Aerial combo from 1st hit (+19a (+12)) with 5F delay; Move cannot be delayed; Input can be delayed by 5F
Damage: 25 · h
Balcony break; Good left sidestep tracking; +0 frame advantage and 10 chip damage on block after absorbing an attack in power crush state
Damage: 11 · m
Damage: 15 · m
Damage: 15,21 · m,m
Balcony break; Combo from 1st hit
Damage: 17 · M
Tornado; Can be accessed from a manual CD input with input qcf,df+3
Damage: 13 · m
Damage: 13,13 · m,m
Combo from 1st hit with 8F delay
Damage: 13,13,21 · m,m,M
Tornado; Combo from 2nd CH with 4F delay; Move can be delayed by 9F; Input can be delayed by 10F
Damage: 13,23 · m,h
Balcony break; Combo from 1st hit with 7F delay
Damage: 23 · m
Homing
Damage: 5 · sl
Transition to standing r24 with f at frame 25; +6c on crouching hit
Damage: 16 · L
-1c on crouching hit
Damage: 10 · L
-6c on crouching hit
Damage: 7 · L
+0c on crouching hit
Damage: 7,22 · L,m
Balcony break; Combo from 1st CH with 4F delay; Move can be delayed by 5F; Input can be delayed by 6F
Damage: 15 · M
Damage: 15,20 · M,m
Tornado; Combo from 1st hit with 12F delay; Move can be delayed by 10F; Input can be delayed by 12F
Damage: 6 · l
-4c on crouching hit
Damage: 15 · m
Transition to r28 KNP with B (-9/+7); Cannot block i15 when going to KNP on block; Transition to r35 STC with F (-16/+0)
Damage: 15,18 · m,m
Combo from 1st hit with 8F delay; Move can be delayed by 10F
Damage: 15,18,30 · m,m,M
Floor break; Combo from 2nd CH with 2F delay; Move cannot be delayed; Input can be delayed by 2F
Damage: 20 · m,m,M,m
Balcony break; Same attack as Spring Up (FUFT.b+3+4); Move can be delayed by 12F
Damage: 15,23 · m,h
Balcony break; Combo from 1st hit with 7F delay; Move can be delayed by 8F; Input can be delayed by 10F
Damage: 10 · l
-4c on crouching hit
Damage: 10,10 · l,l
Combo from 1st CH; Cancel to r13 standing with B (-15/-4)
Damage: 10,10,25 · l,l,M
Spike; Aerial combo from 2nd hit (+22a (-13))
Damage: 14 · l
Transition to attack throw when CH from front; Transition to BT on CH; Can be accessed from a manual CD input with input qcf,db+3
Damage: 23 · l
Tornado on normal hit only; Homing; Transition to FC on hit; Instant tornado launcher
Damage: 13 · m
Floor break
Damage: 13,10 · m,l
Combo from 1st CH with 4F delay; Move can be delayed by 10F; Input can be delayed by 12F; -1c on crouching hit
Damage: 17 · h
Balcony break on CH
Damage: 13 · m
Floor break
Damage: 13,6 · m,l
Combo from 1st hit with 3F delay; Move can be delayed by 15F; Input can be delayed by 18F; +0c on crouching hit
Damage: 13,6,13 · m,l,m
Combo from 2nd CH
Damage: 13,6,13,22 · m,l,m,M
Spike; Aerial combo from 3rd hit (-6a~-9a) with 13F delay; Move can be delayed by 10F; Input can be delayed by 13F
Damage: 21 · m
4 chip damage on block; Transition to r25 CD on hit or block with df (+6/+8/+12d); Transition to r1 FC with DF~db (+5/+7/+11d)
Damage: 10 · m
Damage: 10,19 · m,h
Balcony break on CH; Combo from 1st hit with 7F delay; Move can be delayed by 6F; Input can be delayed by 7F; Transition to CD with df on hit or block (-1/+8/+25cg); Transition to r1 FC with DF~db (-2/+7/+24cg)
Damage: 31 · m
Heat engager; Heat dash +5, +43d (+35); Balcony break
Damage: 20 · m
Balcony break; ~i5~8? backsway
Damage: 8,20 · m,h
Does not jail
Damage: 16 · m
Strong aerial tailspin; Backwards momentum
Damage: 15 · m
Balcony break; No forward momentum
Damage: 70 · m!
Damage: 25 · M
7 chip damage on block
Damage: 12 · m
+12c on crouching opponent; No forward momentum with input u+1
Damage: 18 · m
Damage: 16 · m
Strong aerial tailspin; No forward momentum with input u+3
Damage: 13 · m
Recovers 2F faster on hit (t46 r29)
Damage: 10,10,7 (10) · M,h,h
Damage: 10,10,7 (10),23 (11) · M,h,h,h
Balcony break; Tornado; Aerial combo from 1st hit; Previous hit crouching state is canceled when 3 is input; Previous hit is cs6~23 when extension is delayed by at least 21F; Input can be delayed by 37F; Move cannot be delayed; Forces tech backroll on normal hit
Damage: 20 · m
Damage: 25 · m
Heat engager; Heat dash +5, +36a (+26); Balcony break
Damage: 33 · M
9 chip damage on block; Transition to r28 STC with f (+8c/+8c)
Damage: 15 · m
Damage: 15,21 · m,m
Combo from 1st hit with 11F delay; Move can be powered up by delaying input by at least 8F (25 damage and +34a (+24)); Recovers 1F faster on hit (t72 r31)
Damage: 25 · m
Balcony break; Hold 1+2 to power up and deal chip damage on block
Damage: 30 · m
Balcony break; 12 chip damage on block; Becomes Essence of Nian Zhang Mie Ba in Heat
Damage: 30 · m
Balcony break; 9 chip damage on block
Damage: 19 · l
-2c on crouching opponent
Damage: 21 · m
Damage: 13 · l
Can be input with D,df+4 (i27? effective startup); Transition to BT; +3c on crouching opponent
Damage: 13,10 · l,h
Combo from 1st hit; -20 from 1st block
Damage: 13 · m
Damage: 13,16 · m,m
Jail from 1st block with 6F delay; Combo from 1st hit with 6F delay; Move can be delayed by 4F; Input can be delayed by 6F
Damage: 13,16,20 · m,m,m
Balcony break; Jail from 1st block with 2F delay; Combo from 2nd CH with 12F delay; Move can be delayed by 15F; Input can be delayed by 16F
Damage: 13,20 · m,h
Heat engager; Heat dash +5, +43d (+35); Combo from 1st hit with 3F delay; Move can be delayed by 10F; Input can be delayed by 12F; Unparryable by traditional kick parries (bug?)
Damage: 17 · m
Tornado (CH Only)
Damage: 15 · m
Damage: 18 · m
Damage: 20 · m
Punch parry; +14 on successful parry
Damage: 18 · h
Homing; Transition to BT
Damage: 19 · l
Has a clean hit effect (+71a (+55) on hit); -3~-1 on hit with no clean hit
Damage: 24 · m
Balcony break; 7 chip damage on block
Transition to BT; Transition to STC r20 with 3+4
Damage: 12 · h
Damage: 20 · m
Heat engager; Heat dash +5, +67a (+50); Balcony break
Damage: 33 · M
9 chip damage on block; Transition to STC with f (+8c/+8c)
Damage: 20 · m
Balcony break (CH only)
Damage: 20 · l
Damage: 20 · L
Has clean hit effect (+70a (+54)); -4~-2 on normal hit
Damage: 45 · t
Throw break 1+2
Minimum 3f needed to enter (one for each directional); Transition to r6? hFC with alternate input d,DF; Cannot access stance moves; Can access FC.df+4 with input d,DF+4 (i27? effective startup); Cancel to sidestep with U; Can access df+3 and db+3 from a manual qcf input
Damage: 18 · L
Transition to FC with D
Damage: 25 · m
Tornado
Damage: 25 · m
Parries high and mid fist and feet moves (not elbows/knees/heads etc); Transition to STC absorbing one hit; Transitions to STC.P after absorbing two hits; Transition to r20 KNP with B (r25 autoblock)
Damage: 20 · m
-9 frame advantage and 8 chip damage on block after absorbing an attack in power crush state
Damage: 18 · h
Transition to BT with B (+3/+28g); Transition to CD on hit or block with DF (+4/+29g); Transition to r1 FC with DF~db (+0/+28g)
Damage: 25 · h
Homing; Balcony break; 7 chip damage on block
Damage: 20 · l
Damage: 20 · m
Damage: 21 · m
Only occurs during STC after absorbing 2 hits without performing any stance action
i20 high/mid block; Transition to r39 STC with f (ps25~39)
Damage: 20 · l
Damage: 20 · h
Heat engager; Heat dash +5, +43d (+35); Balcony break
Damage: 20 · m
Tornado
Damage: 10 · l
Damage: 10,35 (24) · l,h
Balcony break; Aerial combo from 1st hit (+30a (+20))
Damage: 30 · M
Damage: 30,20 · M,m
Balcony break; Same attack as Spring Up (FUFT.b+3+4); Move can be delayed by 12F
Damage: 55+ · m,t
Reversal break; Damage increases with lower health, maximum 82; Freezes match timer on activation and on hit; Restores recoverable health on hit; Transition to attack throw on hit; Consumes Rage
Damage: 20 · m
Balcony break
Damage: 24 (19) · L
-2d (-10) on grounded hit
Damage: 21 · m
Damage: 35 · t
Homing; Throw break 1 or 2
Damage: 35 · t
Homing; Throw break 1 or 2
Damage: 40 · t
Throw break 1
Damage: 40 · t
Throw break 2
Damage: 50 · t
Cannot break throw
Damage: 40 · t
Floor break; Throw break 1+2
Damage: 25
Timed with opponent punch; Sideswitch on parry