King |
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Punishers (Tekken 8) |
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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 |
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uf+3+4[1] |
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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 |
|
none |
Standing | |||
Enemy | Move | Damage | Frames |
---|---|---|---|
-10 | 2,1 | 25 | +8 |
-12 | b+1,2 | 33 | +5 |
-14 | b+2,1 | 37 | +19a(+10) |
-15 | uf+4 | 13 (66) | +33a(+23) |
f+2,1 | 37 | +16a | |
-16 | b+3:1+2 | 38 | -7d |
Crouching | |||
-11 | ws4 | 20 | +5 |
-14 | ws2,2 | 36 | +12g |
-15 | FC.df+2 | 21 (72) | +56a |
-18 | ws1+2 | 20 (73) | +35a(+25) |
Back-turned opponent | |||
-15 | f+2,d+1,2[4] | 43 | +27a(+17) |
Grounded opponent | |||
-17 | d+3 | 12 | +1 |
-23 | db+3 | 17 | +4c |
-29 | db+4 | 20 | -3d |
-33 | d+2+3 | 25 | +0c |
Related moves
Name
Alt
Num
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
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?
Sometimes written People's Elbow
Round Trip Chop
CD.2,2
85
ws2,2
m,m
11,25
-12
+12g
i15~16
t69? r33?
- 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
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
- 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
- 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
- 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
- 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 |
---|---|---|---|---|---|
1,2 | i10 | 20 | -3 | High | |
2,1 | i10 | 25 | -3 | High | |
b+1,2 | i12 | 33 | -13 | High | |
b+2,1 | i14 | 37 | -9 | High | |
uf+4 | i15 | 13 | -13 | Mid | |
f+2,1 | i15~16 | 37 | -9 | Mid |
External links
- ↑ Punishes b+4,4 and catches the second hit while she's airborne; instant T! for combo
- ↑ Punishes b+3+4 and catches the second hit while she's airborne; instant T! for combo
- ↑ Can whiff at very tip range. Use b+3:1+2 if unsure
- ↑ Leads to a Burning Knuckle combo. Burning Knuckle combos are character specific so use the linked resource to learn the appropriate combo.