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Check-out the description for short explanations of the moves! i10 Frame Punishers (10 Frame Start-up) 1,2,2,b: Better to do than just 1,2,2 because it gives more plus frames and allows back-turn mix-up options. Really good to follow this up with a generic d+4 because it is uninterruptable. 1,3: Good to follow this up with b+4 to make sure opponent isn't pressing buttons after getting put in negative frames. There are also some counter-hit set-ups you could do. 2,4,1,B: Good for setting up back-turn mix-ups i11 Frame Punisher (11 Frame Start-up) WS 4: Main "while standing" punisher after blocking quick lows. i13 Frame Punisher (13 Frame Start-up) b+1+2: Feng's main standing punisher for moves that are -13 through -14 frames. You will also need this to punish moves that Feng's short-range hop-kick won't punish (like Marshall Law's WS 2) i14 Frame Punisher (14 Frame Start-up) WS 1,2: More damage than WS 4. Side-note: Crouch dash into WS 1 is a good way to counter excessive side-stepping. i15 Frame Punishers (15 Frame start-up) uf+4: Feng's main standing launch punisher. This may not reach after blocking certain moves. In that case just use b+1+2. WS 3: Quick launcher. Be careful as this may whiff on certain lows that stagger in which the opponent is left recovering low (Like Marshall Law's dragon tail "db+4." i18 Frame Punisher (18 Frame Start-up) FC df+2: One of Feng's new moves. Not sure, but this may hit opponents that are left recovering low after being staggered.