Wavu Wiki Armor King punishers

Armor King punishers

From Wavu Wiki, the 🌊 wavy Tekken wiki
Punishers for tricky moves
Various Slide
  • ws4 db+2,4 ...
  • d+3+4,1 ...
Generic FUFT.4 b+1,2
Alisa
  • b+4,4
  • b+4,4,3+4~1
f,f,n,d,df+2[1]
  • b+3+4
  • b+3+4,3+4
db+4 d+3+4,1 ...
Asuka b+3
Claudio f+2,2 f,F+4
Devil Jin
  • u+4
  • u+4,U~n_1_2_3
  • f,n,d,df+2[5]
  • ssr f,n,d,df+2[6]
R.f,n,d,df+4,3+4
  • b+1,2
  • f+1+4
  • db+2,4
Eddy 3~4
  • FC.df+2
  • f,f,n,d,df+2
b+3,3 db+2,4
Heihachi f,F+2
  • f+2,1
  • f+1+4
Jack-7 R.b+1+2
  • f,f,n,d,df+2
  • f,f uf+4
d+1+2 f+1+4[7]
Law db+3+4 f+1+4
Leroy db+1+2 (None)
Lucky Chloe
  • BT.f+3+4,3+4
  • BT.f+3+4,3+4,3+4
f+1+4
Paul
  • d+4,2:1+2
  • qcf+2
Xiaoyu BT.3 f+1+4[9]
BT.f+3+4,3+4
  • f+2,1
  • f+1+4
AOP.4~3
  • d+3+4,1 ...
  • f,f db+2,4 ...
  • f,f,n,d,df,n+4 db+2,4 ...
Standing
Enemy Move Damage Frames
-10 2,1 25 +7
1,2 17 +5
-12 b+1,2 32 +6
-13 f+1+4 28 +16d (+11)
-14 db+2,4 30 +13g
f,n,d,df+2 20 (76) +36a (+26)
-15 f+2,1 37 +16d
-15 uf+4 13 (64) +33a (+23)
Crouching
-10 FC.1 5 +6
-11 ws4 20 +5
-15 uf+4 13 (64) +33a (+23)
-16 ws1 16 (67) +31a (+21)
-23 uf,n,4 25 (76) +34a (+24)
Back-turned opponent
-10 2,1 f+1+4[10] 53 +5a (-4)
2,1 df+4 40 +7
Grounded opponent
-17 d+3 8 -1a (-9)
-17 d+3+4 9 -5a (-13)
-19 OTG.d+4,4,4 24 -8d
-26 f+4 16 +1a (-7)
Whiff punishers
Move Speed Range Damage Risk Hitbox
2,1 i10 ~2.2 25 -1 High, Mid
db+2,4 i14 ~2.8 30 -9/-29[11] Mid
f,n,d,df+2 i11(~14) ~2.8 20 (76) -10 High
f+2,1 i15 ~3.1 37 -9/-33[11] Mid
uf+4 i15 ~2.08 13 (64) -13 Mid
f,n,d,df+1 i15(~18) ~3.7 23 (?) +6 High
f,F+4 i15(~18) ~3.5 30 -14 Mid
  1. ↑ If hit while flying, continue with d+3+4,1.
  2. ↑ If they're hit grounded, d+4,4,4, f+4, and db+3 are guaranteed. If hit while flying, continue with df+1 db2,4.
  3. ↑ If they're hit while flying, float with d+3+4,1. db+2,4 will not reach if blocked at range. This is not consistent and yields less damage than floating with 1+2,2.
  4. ↑ Can whiff at max range, but its rare.
  5. ↑ If done too early, will whiff over Devil Jin if he lands. If you hit him while he's flying, continue with 1+2,2 db+2,4.
  6. ↑ Wait for any FLY attacks to whiff before punishing. If he whiffs a move that leaves him back turned when launched by Dark Upper, you can continue into a guaranteed Burning Knuckle combo by with uf+3 df+1 d+3+4,1 S! uf+1+2 (hold).
  7. ↑ Won't reach if blocked at range.
  8. ↑ Can't punish at max range.
  9. ↑ Won't reach at max range.
  10. ↑ Can be blocked if the opponent holds F.
  11. ↑ 11.0 11.1 Duckable high.

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