原文
http://www.tekken.net/forums/sho ... mp;page=1&pp=10
My list isn't complete yet, but here is the first pass. Keep in mind, frame data is assumed that Feng has a 10F jab. All of this data could change once the legit frame data is out, but it should give you a general idea of his moves. Also, keep in mind that there are slight inconsistencies with the hit and guard data. This is the best that we can do for now.
1 (Jab) | ADV-G +2 | ADV-H +7 (or less)
note: 1, b+1 is uninteruptable against 8F jabbers. If the opponent tries to 1 you back after blocking stand 1, they will get CH b+1'ed in the face.
1,2 (One-Two Punches) | ADV-G -1 | ADV-H +7 (or more)
note: At the wall, 1,2, b+1 is a true combo. Of course it doesn't knock down because it is just hitting normally, but that shows the advantage is at least +7 or greater.
1,2,2 (Shining Fists) | ADV-G -12 (or more) | ADV-H -1
note: Whatever you do, don't get this string blocked. Paul get's a free d+1+2 and other chars get other quick moves. Easily punished by 1,2's (or another Feng 1,2,2, or Kazuya 1,1,2 etc).
df+1 (Snake Upper) | ADV-G +1 | ADV-H +3 to no more than +6
note: Another good advantage move. Not much to say other than it gives +1.
b+1 (One Inch Palm) | ADV-G safe | ADV-H -1
note: Not much to say.
b+4 (Snap Mid Kick) | ADV-G safe | ADV-H +3 (or more)
note: b+4 on hit to stand 1 (assuming it's 10F) cannot be interrupted by 8F jabs.
df+4 (Front Kick) | ADV-G safe | ADV-H +3 (or more)
note: Same as b+4. On hit, stand 1 cannot be interrupted by 8F jabs. As a special note, on guard, if Feng simply blocks, and 8F jab will connect (guarded) with his hit-box. However, if Feng does df+4 (guarded), b+1, his stance/hitbox slightly chance and he will hit the outstretched 8F jab of the opponent. This means that if they 1,2, they will get CH b+1'ed.
WS+4 (Rising Right Kick) | ADV-G -4 (or more) | ADV-H +7 (or more)
note: In corner, WS+4, b+1 is a true combo on hit. This shows that WS+4 gives at least +7 frames on hit. On guard, WS+4, b+1 will lose to 10F jabs (not trading indicates that WS+4 gives at least 4 additional frames to b+4, which is 7F, therefore making the move -11 or greater).
SS+4 (Viper Tail) | ADV-G -11 | ADV-H (far) advantage Feng
note: On guard, King WS+4 (11F) is guaranteed but Paul d+1+2 (12F) does not seem to be.
SS+1+2 (Stun Palm) | ADV-G +1 | ADV-H (knockdown)
note: In retaliation, Feng's stand 1 will beat Jin's stand 1 (10F), trade evenly with King's stand 1 (9F), and lose to 8F jabbers.
f+1+2 (Body Check) | ADV-G 0 | ADV-H (knockdown)
note: On guard, Feng BT d+1 (which is a d+2 by the way), will come out at the exact speed an opponents d+1 (or db+1 depending on char) executes. The problem is, Feng is turning around doing the d+2 animation (regardless if you do BT d+1 or not) and the move will actually whiff while the opponent's d+1 hits from the side. At the very worst, this move may be -1.
BT 1+2 (Reverse Body Check) | ADV-G unsafe | ADV-H (knockdown)
note: On guard, Law's df+4 (12 EX) will interrupt anything Feng has from BT, including BT d+1, BT d+2 (same as BT d+1), BT uf+4, BT d+4, BT d+3 etc etc. I'm not sure if Law's df+4 is hitting during his recovery, or if Law is unable to defend himself due to his BT stance. I'll test later by trying to BT throw vs Law's df+4,3. If it connects, Feng was unable to execute the throw to turn around before the df+4 connected (which shows it's definitely -12 or more). If he can turn around, it shows that the recovery is less than -12. Either way, it's free punishment.
f,f+1+2 (Step Double Palm) | ADV-G -10 | ADV-H (knockdown)
note: Not much to say here. Punishable by 10F jabs. Not punishable by Paul's d+1+2 (12F). I'll test against Lee stand 4 (which was 11F in TK4).
d+2 (Ridge Hand) | ADV-G -11 (or more) | ADV-H 0
note: On guard, punishable by Paul's WS+4 (11F). On hit, d+1's trade (even)
db+1+2 (Elbow Crush) | ADV-G +1 | ADV-H (untested)
note: db+1+2, b+1 will beat out any 8F jab retaliation attempts. This move looks like you are at a disadvantage, but it turns out you are not.
db+1+2,2 (Elbow Crush - Ridge Hand) | ADV-G safe | ADV-H advantage
note: I don't have exact data on this, but I'll see what I can do to get some actual numbers. As of now, WS+4's (11F) will not hit on guard.
db+2 (Lotus Chain, 1-hit) | ADV-G -11 (or more) | ADV-H advantage
note: On guard, Jin's WS+4 connected. It needs good timing, but it is definitely guaranteed.
db+2,2 (Lotus Chain, 2-hits | ADV-G -14 (or more) | ADV-H (knockdown)
note: On guard, Jin WS+2 (14F) is guaranteed.
db+2,2,2 (Lotus Chain, Complete) | ADV-G safe | ADV-H (knockdown)
note: self explanatory.
2~1 (Tiger Claw) | ADV-G -10 or -11 | ADV-H (knockdown)
note: on guard, 10F jabs are guaranteed. Paul's d+1+2 (12F) is not guaranteed. I will test vs Lee's stand 4 (11F).
db+3 (Splits Kick) | ADV-G -15 (or more) | ADV-H advantage
note: On guard, Paul WS+2 (15F) is guaranteed. On hit, WS+4 will interrupt anything the opponent throws out, including d+1. If the opponent tries d+1, vs your WS+4 they will be crouch stumbled (same as WS+4 vs crouch or df+1 vs crouch).
f,f+4 (Razor Cutter) | ADV-G -10 | ADV-H (JG)
note: On guard, 10F jabs are guaranteed. Paul's d+1+2 (12F) is not guaranteed. I will test vs Lee's 4 (11F).
f,f+4,3 (Razor Cutter - Razor Edge) | ADV-G -10 | ADV-H (JG)
note: same as Razor Cutter. I'll test vs 11F'ers.
b+2,3 (Chinatown JYC, 2-hits) | ADV-G -11 | ADV-H 0
note: on guard, Paul's WS+4 (11F) is guaranteed. On hit, d+1's will trade (even).
b+2,3,4,2 (Chinatown JYC, Complete) | ADV-G -1 | ADV-H advantage
note: On guard, Paul's db+1 appears to execute at the same frame as Feng's b+1 (which would indicate -1 advantage). Paul's db+1 will interrupt Feng's d+1 (slight disadvantage).
db+1 (Swing Palm) | ADV-G -10 | ADV-H +1
note: On guard, 10F jabs are guaranteed. I will test vs Lee's 4 (11F). Paul's d+1+2 (12F) is not guaranteed.
b,f+1 (Falcon Beak) | ADV-G -13 (or more) | ADV-H (knockdown)
note: On guard, Paul's uf+3 (13F) and uf+4 (14F I think) are guaranteed. Yeow!
df+2 (Gut Buster) | ADV-G -8 or -9 | ADV-H +2
note: On guard, Paul's 1 (8F) will hit, but 2 (10F) will not. I will test vs King's 1 (9F) to be complete.
df+2,2 (Gut Buster - Falcon Edge) | ADV-G -2 (or more) | ADV-H (knockdown)
note: If the opponent guards the Falcon Edge it is completely safe. 8F jabs will not connect. In fact, Feng can crouch under 8F jab's and punish with WS+2 (must be done perfectly). Feng's b+1 will not interrupt 8F jab retaliations, which means the move is at least -2 (if it was -1, b+1 would trade with 8F jabs).
df+3 (Sword Kick) | ADV-G safe | ADV-H (JG)
note: Not much to say here. Safe vs 8F jabs on guard. Nice!
BT d+3 (Reverse Serpent Tail) ADV-G -17 (or more) | ADV-H (knockdown)
note: Contrary to popular belief, this move is not safe. Law's WS+2 (17F) is guaranteed vs guard. Damn!
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Still to Test:
f,f+3 & BT 3
3~4
1,3
1,1
f,f+2
1+2
WS+1+2
uf+1
... and other stuff.