Combos
Starter
Most Important

df+4,3b+4,2~DF 2 T!uf+3(dash) 3,1+2
f,f+4,3 (delay 2nd hit)b+4,2~DF 2 T!uf+3(dash) 3,1+2
uf+3b+31db+1,2,4
More Combos
- [ 3~4 ]df+4,3b+4,2~DF 2 T!uf+3(dash) 3,1+2
- CH [ 4~3 ]b+4,2~DF 3b+4,2~DF 2 T!uf+3(dash) b+1+2
- STC 1(dash) df+4,3b+4,2~DF 2 T!uf+3(dash) 3,1+2

df+1b+4,2~DF 2 T!uf+3(dash) 3,1+2
uf+3b+31db+1,2,4- heat on f

~
f,f+4,3 (delay 2nd hit)df+4,3b+4,2~DF 2 T! uf+3(dash) 3,1+2
Key Moves
Fast attack to start offense and check situations. Us e 1 ,2 o r 1 ,3 to safely test if a move is punishable on block. 1 ,1 is also a very strong extension to check aggressive opponents, potentially counterhit launching them.
Very fast high you can use as a strong panic button and to check opponents overextending on their offense. It becomes enhanced and safer to use during Heat.
Mid poke to harass the opponent.

Fast mid poke to check opponents sidestepping to Feng's weak side. During heat, you can use the b+4,3+4 extension for pressure and back turned mixups.
A mid knee attack that can be used for pressure. You can shift to crouch dash by inputtin g b+3,DF
Safe mid launcher you can use for mixup situations but also to hit opponents on the ground.
3 and d
High crushing lows to harass the opponent . db+ 3 is stronger but riskier, so use d+2 when you want a safer option- BKP (b

4)Use this stance in the midrange to create whiffs when you expect the opponent's approach. Can also be used along with moves with pushback on block to create spacing traps.
Heat Engagers


Safe long reaching mid that is safe on block. Useful for approaching and fishing for Heat engager in the midrange.
Quick shoulder. Mostly useful for punishment situations as it's very unsafe on block.- WS

Mostly useful as a punish from a crouching position. - BT 2Safe heat engager from backturn stance.
- BKP 2Fast attack out of Kenpo stance. Useful for punishing opponents after making their attacks whiff with Kenpo.
Command Grabs

1+2 escape- BT 2
3 (or BT b

4)1+2 escape
- BT 1
1 escape - BT 2
2 escape
Block Punishers
| Startup | Standing | Crouching |
|---|---|---|
| 10 | FC d | |
| 11 | ― | WS |
| 12 | ― | |
| 13 | WS | |
| 15 | WS | |
| 18 | FC df | |
| 21 | ― |
Suggested Whiff Punishers
Guaranteed Follow-ups
- CH b

crouch dash 1 - CH b
(dash) b
- heat on b
(dash) b
- CH (f
3)
(dash) b
- CH (ws

2)
(dash) b
- CH BT 1
(dash) b
- CH ub
(dash) b

2 (parry)


- BT 1


- CH d





- CH STC 4



[ 4~3 ]
[ 4~3 ]- CH BT d
FC df
- CH BKP 1FC df

- (f
4)



- STC 1



- STC 3BT d

- CH (3
3)
BT d
- heat on b

~



- heat on ws

~






3 ― 1


- heat on f

- - (guard break) NEW-
Defensive Options

Has parry properties- must absorb two hits for the follow-up to come out
Has punch parry properties- WS
Has punch parry properties 

3 (or b

4)Reversal

Power crush
Matchup Punishment
- SlideWS
1 or uf
3 float
- Asuka's b+3


2 (close) ― f

- Kazuya db+1,2


- Ling RDS f+3+4,3+4


- Ling AOP 3+4WS
1 or uf
3 float
- evade Leo's b+1,4...
- Paul's Deathfist


2 (close) ― db

- Demoman (3rd hit)...
- Alisa's b+3+4,(3+4)...
- Claudio's f+2,2...
- Kuma's f,f+2...
- Heihachi's f,f+2


- Jack's d+1+2...
- Jack's df+1,2,1,2...
- King's JGS 4FC df

1 float
Notes
- Moves such as b
1 and f

2 are enhanced Gains access to df


4 and 3
4 for pressure
- f+3,2 ⏵ b+1+2
- heat on b+4,3+4 ⏵ BT d+3 (or BT d+3)