Armor King punishers: Difference between revisions

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{{Navbox punishers}}
{{Navbox punishers (Tekken 7)}}


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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.

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