Armor King punishers: Difference between revisions

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{{Infobox tricky moves
{{Infobox tricky moves
|slide={{Plainlist|
|slide={{Plainlist|
* ws4 d/b+2,4 ...
* ws4 db+2,4 ...
* d+3+4,1 ...}}
* d+3+4,1 ...}}
|generic-a=b+1,2
|generic-a=b+1,2
|alisa-a=f,f,n,d,d/f+2<ref>If hit while flying, continue with d+3+4,1 .</ref>
|alisa-a=f,f,n,d,df+2<ref>If hit while flying, continue with d+3+4,1.</ref>
|alisa-b={{Plainlist|
|alisa-b={{Plainlist|
* 1+2,2 ...<ref>If they're hit grounded, d+4,4,4, f+4, and d/b+3 are guaranteed. If hit while flying, continue with d/f+1 d/b2,4</ref>
* 1+2,2 ...<ref>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.</ref>
* u/f+4<ref>If they're hit while flying, float with d+3+4,1. d/b+2,4 will not reach if blocked at range. This is not consistent and yields less damage than floating with 1+2,2.</ref>}}
* uf+4<ref>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.</ref>}}
|king-a=d+3+4,1 ...
|king-a=d+3+4,1 ...
|asuka-a={{Plainlist|
|asuka-a={{Plainlist|
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|claudio-a=f,F+4
|claudio-a=f,F+4
|devil-jin-a={{Plainlist|
|devil-jin-a={{Plainlist|
* f,n,d,d/f+2<ref>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 d/b+2,4</ref>
* f,n,d,df+2<ref>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.</ref>
* SSR f,n,d,d/f+2<ref>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 u/f+3 d/f+1 d+3+4,1 S! u/f+1+2 (hold)</ref>}}
* ssr f,n,d,df+2<ref>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).</ref>}}
|devil-jin-b={{Plainlist|
|devil-jin-b={{Plainlist|
* b+1,2
* b+1,2
* f+1+4
* f+1+4
* d/b+2,4}}
* db+2,4}}
|eddy-a={{Plainlist|
|eddy-a={{Plainlist|
* FC.d/f+2
* FC.df+2
* f,f,n,d,d/f+2}}
* f,f,n,d,df+2}}
|eddy-b=d/b2,4
|eddy-b=db+2,4
|heihachi-a={{Plainlist|
|heihachi-a={{Plainlist|
* f+2,1
* f+2,1
* f+1+4}}
* f+1+4}}
|jack-7-a={{Plainlist|
|jack-7-a={{Plainlist|
* f,f,n,d,d/f+2
* f,f,n,d,df+2
* f,f u/f+4}}
* f,f uf+4}}
|jack-7-b=f+1+4<ref>Won't reach if blocked at range</ref>
|jack-7-b=f+1+4<ref>Won't reach if blocked at range.</ref>
|law-a=f+1+4
|law-a=f+1+4
|leroy-a=''(None)''
|lucky-chloe-a=f+1+4
|lucky-chloe-a=f+1+4
|paul-a={{Plainlist|
|paul-a={{Plainlist|
* f+2,1
* f+2,1
* f+1+4<ref>Can't punish at max range</ref>}}
* f+1+4<ref>Can't punish at max range.</ref>}}
|xiaoyu-a=f+1+4<ref>Won't reach at max range</ref>
|xiaoyu-a=f+1+4<ref>Won't reach at max range.</ref>
|xiaoyu-b={{Plainlist|
|xiaoyu-b={{Plainlist|
* f+2,1
* f+2,1
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|xiaoyu-c={{Plainlist|
|xiaoyu-c={{Plainlist|
* d+3+4,1 ...
* d+3+4,1 ...
* f,f d/b+2,4 ...
* f,f db+2,4 ...
* f,f,n,d,d/f,n+4 d/b2,4 ...<ref>dash ws4</ref>}}
* f,f,n,d,df,n+4 db+2,4 ...}}
}}
}}
{{Navbox punishers (Tekken 7)}}


{| class="punishers"
{| class="punishers"
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! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
|-
|-
| -10 || 1,2<ref name="p"/> || 15 || +7
| rowspan="2" |-10
|-
| 2,1 || 25 || +7
| colspan="4" class="table-cat" | Crouching
|-
|-
| -11 || ws4<ref name="p"/> || 18 || +6
| 1,2 || 17 || +5
|-
| colspan="4" class="table-cat" | Back-turned opponent
|-
| -10 || 1,2,3<ref name="p"/> || 40 || +10a (+1)
|-
| colspan="4" class="table-cat" | Grounded opponent
|-
| -16 || d+3<ref name="p"/> || 9 || -3a (-11)
|}
 
{| class="punishers" style="clear: both"
| colspan="6" class="table-cat" | Whiff punishers
|-
! Move !! Speed !! [[Movelist#Range|Range]] !! Damage !! Risk !! Hitbox
|-
| 1,2<ref name="p">Example. Remove after substitution.</ref> || i10 || 2.00 || 15 || -1 || High<ref>Use references to add more extensive notes or details. Don't add new columns and don't fill them out with entire paragraphs.</ref>
|-
|}
 
<references/>
 
== Old table (TODO: Copy to above) ==
 
<div style="display: flex; flex-flow: row wrap; gap: 0 1em;>
{| class="wikitable"
|+ Standing
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
|-
|rowspan="2"|-10 || 1,2 || 7, 10 || +5
|-
| 2,1 || 25 || +7
|-
|-
| -12 || b+1,2 || 32 || +6
| -12 || b+1,2 || 32 || +6
|-
|-
| -13 || f+1+4 || 28 || +16d (+11d)
| -13 || f+1+4 || 28 || +16d (+11)
|-
|-
| -14 || d/b+2,4 || 30 || +13g
| rowspan="2" | -14  
| db+2,4 || 30 || +13g
|-
|-
| -14 || f,n,d,d/f+2 || 20 (?) || [[Armor King combos#Staples|+36a (+26a)]]
| f,n,d,df+2 || 20 ([[Armor King combos#Staples|76]]) || +36a (+26)
|-
|-
| -15 || f+2,1 || 37 || +16d
| -15 || f+2,1 || 37 || +16d
|-
|-
| -15 || u/f+4 || 13 (?) || +33a (+23a)
| -15 || uf+4 || 13 ([[Armor King combos#Staples|64]]) || +33a (+23)
|}
 
{| class="wikitable"
|+ Crouching
|-
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
| colspan="4" class="table-cat" | Crouching
|-
|-
| -10 || FC.1 || 5 || +6
| -10 || FC.1 || 5 || +6
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| -11 || ws4 || 20 || +5
| -11 || ws4 || 20 || +5
|-
|-
| -15 || u/f+4 || 13 (?) || [[Armor King combos#Staples|+33a (+23a)]]
| -15 || uf+4 || 13 ([[Armor King combos#Staples|64]]) || +33a (+23)
|-
|-
| -16 || ws1 || 16 || [[Armor King combos#Staples|+31a (+21a)]]
| -16 || ws1 || 16 ([[Armor King combos#Staples|67]]) || +31a (+21)
|-
|-
| -23 || u/f,n,4 || 25 (?) || [[Armor King combos#Staples|(+34a) (+24a)]]
| -23 || uf,n,4 || 25 ([[Armor King combos#Staples|76]]) || +34a (+24)
|-
|-
| -24 || FC.d/f+2 || 23 (?) || +52a
| colspan="4" class="table-cat" | Back-turned opponent
|}
 
{| class="wikitable"
|+ Extra range
|-
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]] !! Can reach
| rowspan="2" | -10
| 2,1 f+1+4<ref>Can be blocked if the opponent holds F.</ref> || 53 || +5a (-4)
|-
|-
| -13 || f+1+4 || 28 || [[Armor King combos#Mini-combos|+30d (+22d) ?]] || Heihachi f,F+2 (AK's most consistent long range punisher)
| 2,1 df+4 || 40 || +7
|-
|-
| -16 || b+3 || 23 || [[Armor King combos#Mini-combos|+30d (+22d)]] || Paul qcf+2 (dash f+1+4 followup guaranteed)
| colspan="4" class="table-cat" | Grounded opponent
|-
| -17+ || f,F,n,d,d/f+2 || 20 || [[Armor King combos#Staples|+36a (+26a)]] || Almost anything ''(hard)''
|}
 
{| class="wikitable"
|+ Back-turned opponent
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
|}
 
{| class="wikitable"
|+ Grounded opponent
|-
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
| -17 || d+3 || 8 || -1a (-9)
|-
|-
| -17 || d+3 || 8 || -1 (-9)
| -17 || d+3+4 || 9 || -5a (-13)
|-
|-
| -17 || d+3+4 || 9 || -5 (-13)
| -19 || OTG.d+4,4,4 || 24 || -8d
|-
|-
| -19 || d+4,4,4 || 24 || -8
| -26 || f+4 || 16 || +1a (-7)
|}
|}


{| class="wikitable"
{| class="punishers" style="clear: both"
|+ Whiff
| colspan="6" class="table-cat" | Whiff punishers
|-
! Move !! Speed !! [[Movelist#Range|Range]] !! Damage !! Risk !! Hitbox
|-
|-
! Move !! [[Movelist#Range|Range]] !! Damage !! [[Movelist#Hit|Frames]] !! Risk
| 2,1 || i10 || ~2.2 || 25 || -1 || High, Mid
|-
|-
| f,n,d,d/f+2 || ~2.8 || 20 || [[Armor King combos#Staples|+36a (+26a)]] || High, -10
| db+2,4 || i14 || ~2.8 || 30 || -9/-29<ref name="duckable"/> || Mid
|-
|-
| f,n,d,d/f+1 || ~3.7 || 23 || [[Armor King combos#Staples|+16a]] || High
| f,n,d,df+2 || i11(~14) || ~2.8 || 20 ([[Armor King combos#Staples|76]]) || -10 || High
|-
|-
| d/b+2,4 || ~2.8 || 30 || +13g || First hit -11, second hit high
| f+2,1 || i15 || ~3.1 || 37 || -9/-33<ref name="duckable">Duckable high.</ref> || Mid
|-
|-
| f+2,1 || ~3.1 || 27 || +16d || First hit -11, second hit high
| uf+4 || i15 || ~2.08 || 13 ([[Armor King combos#Staples|64]]) || -13 || Mid
|-
|-
| u/f+4 || ~2.1 || 13 || [[Armor King combos#Staples|+33a (+23a)]] || -13
| f,n,d,df+1 || i15(~18) || ~3.7 || 23 ([[Armor King combos#Staples|?]]) || +6 || High
|-
|-
| f,F+4 || ~3.5 || 30 || +9a (0a) || -14
| f,F+4 || i15(~18) || ~3.5 || 30 || -14 || Mid
|}
|}
</div>
 
<references/>


== External links ==
== External links ==


* [https://www.youtube.com/watch?v=SfNC-mWFIBc Video guide by Applay]
* [https://www.youtube.com/watch?v=SfNC-mWFIBc Video guide by Applay]

Latest revision as of 09:07, 20 September 2023

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.

External links