Creative, stylish, and fun-hearted. He never backs down from a challenge ...with flash!
Feng is the fighter who makes the highlight reel. Everything he does moves him somewhere, and most of it ends with someone in the air. If you like being in the middle of the fight and never standing still, he's your guy.
How he plays
Feng is the fastest close-range fighter on the roster. His first two jabs carry him forward, up, or diagonally as you input them, so the chain is also how you close distance. The plan is to get in, land the chain, and keep the pressure on before anyone can breathe.
He is not helpless at range either. His Powerball keeps people honest and the Energy Disc hunts them down. But you are at your best in someone's face, and you should be there as often as possible.
Specials
Powerball
W5 energy per shot
Keep tapping the key and Feng keeps throwing. It is your poke and your cover fire. Use it to make someone flinch, then sprint in behind it. Powerballs can be guided, by holding ↑ or ↓ while firing to nudge them towards targets. They can also be focused or spread wide to hit everyone by holding ← or → while firing.
Flying Triple Kick
D + ← or →25 energy
Feng launches forward in an arc you can steer, by holding ↑ or ↓, catching up to three enemies on the way and landing three kicks on all of them. Anyone blocking gets their guard broken and knocked back instead. It has armour while it runs, so light hits will not stop it. This is the move that wins crowded rooms.
Handstand Kicks
D + ↓20 energy
Three stages. Spinning kicks from a handstand, a flip-over kick that carries you forward, and a back somersault finisher that sends targets flying. Cheaper than the arc and great for punishing a whiff from just outside jab range. A smart fighter will continue the assault with a Flying Triple Kick!
Energy Disc
D + ↑33 energy
A seeking disc that turns hard and hunts whoever is nearest. It can be guided by holding ← or → while firing to nudge them towards targets ahead of or behind you. An alternate firing method is achieved by pressing ↓ during the wind up, lodging the disc in the ground and sending it blasting forward. Be warned, the energy disc can easily be turned against you if struck 3 times by opposing projecitles.
Handstand Kicks
Basic attacks & natural chains
Tap A. Each hit that lands feeds the next one. Hold a direction on the first two hits to move with them.
Left Jab (moves)
Right Jab (moves)
Aerial Kick
Double-Kick finisher
The finisher lands twice, and the second hit is a launcher. That is your opening for the Handstand Kicks. In the air, A = Flying kick Sprint, then A = Heavy spin kick that launches Sprint, jump, then in the air, A = Heavy flying kick launches.
Natural combos
Specials or attacks that flow straight into the next:
Handstand Kicks→Triple Energy Kick
Handstand Kicks→Air Attack
Handstand Kicks→Running Air Attack
Handstand Kicks→Powerballs
Handstand Kicks→Energy Disc (grounded version)
Handstand Kicks→Sprint Attack
Strengths & weaknesses
Strengths
Fastest chain on the roster, and it moves you
Arc Kicks catch groups and break guards
Two projectiles, one of them a hard-hitting homer
Almost never stuck waiting for someone to come to you
Weaknesses
No idle armour. A single jab interrupts your approach
Your jabs bounce off Rostam and Valrik when they are standing still
The disc is expensive and can be knocked off course
Grabs can grab him right out of the air
Matchups
vs Kinto
You want this fight up close and he wants it at range. Sprint through the Powerballs and start the chain. If he begins charging the Ultimate, that is prime Triple Kick time. Do not let him finish it.
vs Rostam
His idle armour eats your first jab, so open with the a Triple Kick or the chain finisher and let those crack it. Watch for the grab. It ignores your armour, and being thrown behind him puts you in beam range.
vs Valrik
Everything you throw at his shield comes back. Never use the Powerball or the Disc from the front. The Tripole Kick breaks his guard, and his shield only covers the front, so make it your job to be behind him.
vs Freya
She has to kick you if you get inside her arrow range, and her kick is weak. Get there. Her sprint slide is invulnerable so do not try to attack her out of it. Step over the bombs, they go off on touch.
Quick tips
Use the moving jabs to cross gaps. You do not have to sprint at everyone.
Save the Triple Kicks for two or more people standing together. That is where it earns its cost.
Throw the Disc when you are about to be left alone. It fights for you while you reposition.