King punishers

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

Punishers for tricky moves
Various Slide ws4, df+4,3 b+1,2 T!
Alisa
  • b+4,4
  • b+4,4,3+4~1
uf+3+4[1]
  • b+3+4
  • b+3+4,3+4
b+3:1+2[2]
b+3 f+2,1
Bryan df+2,3 b+1,2
Claudio f+2,2 dash b+3:1+2 or dash f+1+2
Jack-8 d+1+2 b+3:1+2
King db+4 FC.d+3+4,2
f,F+2 b+3:1+2
Law df+3 df+2
Paul d+4,2:1+2 b+3:1+2
qcf+2 b+3:1+2
Victor f,F+2 uf+4[3]
Xiaoyu BT.f+3+4,3+4 df+1,2
AOP.3+4 ws4, df+4,3 b+1,2 T!
Zafina
  • ws2
  • ws2,D
none


Standing
Enemy Move Damage Frames
-102,125+8
-12b+1,233+5
-14b+2,137+19a(+10)
-15uf+413 (66)+33a(+23)
f+2,137+16a
-16b+3:1+238-7d
Crouching
-11ws420+5
-14ws2,236+12g
-15FC.df+221 (72)+56a
-18ws1+220 (73)+35a(+25)
Back-turned opponent
-15f+2,d+1,2[4]43+27a(+17)
Grounded opponent
-17d+312+1
-23db+317+4c
-29db+420-3d
-33d+2+325+0c

Related moves

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Stomp
40

d+3

L
12
-12
+1
i17
t48 r31
  • Hits OTG.
Crouching Low Kick
47

db+3

L
17
-14
+4c
+25a
i23
cs6~
t56 r33 FC
  • Tracks left side.
  • Flip over on grounded hit
Low Drop Kick
48

db+4

L
20
-17a
-3d
+27d
i29~31
cs6~14 js16~29 fs30~
r65 FDFT
  • r41 FC on hit
Corporate Elbow
45

d+2+3

M
25
-8
+0c
i30~35
js21~32, fs33~54
t73 r43?
Floor Break
Sometimes written People's Elbow
Toe Smash
CD.4
86

ws4

m
20
-6
+5
i11~12
t36 r24
Round Trip Chop
CD.2,2
85

ws2,2

m,​m
11,​25
-12
+12g
i15~16
t69? r33?
Balcony Break
  • Combo from 1st hit with 9F delay
  • Combo from 1st CH with 16F delay
  • Recover 3F faster on hit or block? (r30? t66?)
  • Transition to JGR on hit
  • Move can be delayed by 10F
  • Input can be delayed by 16F
Body Blow
89

FC.df+2

m
21
-14
i15
t48 r33
  • Crumple on hit.
Snap Uppercut
CD.1+2
87

ws1+2

m
20
-10
i18~19
t47 r28
Jaguar Smash Combo
25

f+2,​d+1,2

m,​m,​m
12,​15,​16
-15
+27a(+17)
i22~23
  • Combo from 2nd hit with 13F delay
  • Move can be delayed by 10F
  • Input can be delayed by 13F
  • Jail from 2nd block with no delay
Right Jab > Uppercut
20

2,1

h,​m
10,​15
-3
+8
i23~24
r21
  • Forces standing on hit.
  • Combo from 1st hit.
Quick Hook > Uppercut
51

b+1,2

h,​h
1320
-13
+5
+70a(+54)*
i19~20
Tornado
  • Combo from 1st hit with 8F delay
  • Combo from 1st CH with 10F delay
  • Launches opponent if b+1 on CH.
  • Move can be delayed by 6F
  • Input can be delayed by 10F
Chupacabra > Spinning Back Elbow
53

b+2,1

h,​h
16,​21
-9
+19a(+10)
i20~21
t72 r32
Balcony Break
  • Combo from 1st hit with 5F delay (buffered).
  • Move can be delayed by 10F
  • Input can be delayed by 15F
Jumping Knee Lift
  • u+4
65

uf+4

m
13
-13
i15
js9~
t48? r32?
  • Recovers 2F faster on hit or block (r30? t46?)
Sometimes written Hopkick
Elbow Impact
24

f+2,1

m,​h
12,​25
-9
+16a
i15~16
t69 r33
Heat Engager
Heat Dash +5 on block, +36a(+26a) on hit.
Balcony Break
  • Combo from 1st hit with 4F delay
  • Move can be delayed by 10F
  • Input can be delayed by 12F
Guillotine Drop
57

b+3:1+2

h,​t
23,​15
-7d
  • Shifts to throw on front grounded hit.
  • Input 1+2 before b+3 hits.


Whiff punishers
Move Speed Range Damage Risk Hitbox
1,2i1020-3High
2,1i1025-3High
b+1,2i1233-13High
b+2,1i1437-9High
uf+4i1513-13Mid
f+2,1i15~1637-9Mid

External links

  1. Punishes b+4,4 and catches the second hit while she's airborne; instant T! for combo
  2. Punishes b+3+4 and catches the second hit while she's airborne; instant T! for combo
  3. Can whiff at very tip range. Use b+3:1+2 if unsure
  4. Leads to a Burning Knuckle combo. Burning Knuckle combos are character specific so use the linked resource to learn the appropriate combo.