Feng punishers

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This page is for Tekken 8. For Tekken 7, see Feng punishers (Tekken 7).

Punishers for tricky moves
Various Slide {{{slide}}}
Alisa
  • b+4,4
  • b+4,4,3+4~1
{{{alisa-a}}}
  • b+3+4
  • b+3+4,3+4
{{{alisa-b}}}
b+3 {{{asuka-a}}}
Bryan df+2,3 {{{bryan-a}}}
Claudio f+2,2 {{{claudio-a}}}
Jack-8 d+1+2 {{{jack-8-a}}}
King db+4 {{{king-a}}}
f,F+2 {{{kuma-a}}}
Law df+3 {{{law-a}}}
Paul d+4,2:1+2 {{{paul-a}}}
qcf+2 {{{paul-b}}}
Victor f,F+2 {{{victor-a}}}
Xiaoyu BT.f+3+4,3+4 {{{xiaoyu-a}}}
AOP.3+4 {{{xiaoyu-b}}}
Zafina
  • ws2
  • ws2,D
{{{zafina-a}}}


Standing
Enemy Move Damage Frames
-101,324+8~+9
1,2,2[1]26+3
-12b+4,229+3
-13b+1+2[2]31+18a (+13)
-15uf+413+33a (+23)
df+4,3[3]36+15g
-18f+4[4]19+52a
Crouching
-11ws418+7
-13ws1,333+4c
-15ws315+33a (+23)
uf+413+33a (+23)
-18FC.df+221+55a
Back-turned opponent
Grounded opponent

Related moves

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Rising Heel Kick
CD.4
81

ws4

m
18
-7
+7
+29g
i11~12
t37 r25
Dancing Scorpion Sting
78

ws1,3

m,​h
13,​20
-6
+4c
i22~23
t71 r33
Heat Engager
Heat Dash +5, +43d (+35)
  • Combo from 1st hit with 3F delay
  • Move can be delayed by 10F
  • Input can be delayed by 12F
  • Unparryable by traditional kick parries (bug?)
Bow Kick
CD.3
80

ws3

m
15
-12
+33a (+23)
i15~16
t46 r30
Soaring Eagle
  • u+4
  • CD.uf+4
  • CD.u+4
65

uf+4

m
13
-13
+33a (+23)
i15~17
  • js9~28
  • fs29~31
t48 r31
  • Recovers 2F faster on hit (t46 r29)
Monkey Strike
84

FC.df+2

m
21
-14
+55a
i18
cs18~40
t52 r34 FC
Jab Roundhouse Combo
21

1,3

h,​h
5,​19
-5
+8~+9
i16~17
t53 r23
  • Combo from 1st hit with 4F delay
  • Move can be delayed by 1F
  • Input can be delayed by 4F
Firestorm
20

1,​2,2

h,​h,​h
5,​9,​12
-13
+3
i17
t69 r32
  • Combo from 1st hit with 3F delay
  • Transition to BT with B (-11/+5)
Lapping Waves
58

b+4,2

m,​h
10,​19
-6
+3
+20cg
i22
t65 r30
Balcony Break
on CH
  • Combo from 1st hit with 7F delay
  • Move can be delayed by 6F
  • Input can be delayed by 7F
  • Transition to CD with df on hit or block (-1/+8/+25cg)
    • Transition to r1 FC with DF~db (-2/+7/+24cg)
Iron Fortress
57

b+1+2

m
31
-19
+18a (+13)
i13~14
t52 r38
Heat Engager
Heat Dash +5, +43d (+35)
Balcony Break
Shoulder
Soaring Eagle
  • u+4
  • CD.uf+4
  • CD.u+4
65

uf+4

m
13
-13
+33a (+23)
i15~17
  • js9~28
  • fs29~31
t48 r31
  • Recovers 2F faster on hit (t46 r29)
Twin Dragon
40

df+4,3

m,​h
13,​23
-4
+15g
+27a
i23~24
t66 r27
Balcony Break
  • Combo from 1st hit with 7F delay

f+4

h
19
-9
+52a
i18~19
t46 r27
  • Good left sidestep tracking
  • Transition to r22 BT with B (-5/+56a)


Whiff punishers
Move Speed Range Damage Risk Hitbox
  1. +5 if you transition to BT with B (1,2,2~B)
  2. Heat Engager. +18a (+13) when already in Heat or Heat is not available.
  3. Only use over uf+4 if they're out of range of uf+4
  4. +55a if you transition to BT with B (f+4~B)