Armor King (Tekken 7) |
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Punishers for tricky moves | ||
---|---|---|
Various | Slide |
|
Generic | FUFT.4 | b+1,2 |
Alisa |
|
f,f,n,d,df+2[1] |
|
||
db+4 | d+3+4,1 ... | |
Asuka | b+3 |
|
Claudio | f+2,2 | f,F+4 |
Devil Jin |
|
|
R.f,n,d,df+4,3+4 |
| |
Eddy | 3~4 |
|
b+3,3 | db+2,4 | |
Heihachi | f,F+2 |
|
Jack-7 | R.b+1+2 |
|
d+1+2 | f+1+4[7] | |
Law | db+3+4 | f+1+4 |
Leroy | db+1+2 | (None) |
Lucky Chloe |
|
f+1+4 |
Paul |
|
|
Xiaoyu | BT.3 | f+1+4[9] |
BT.f+3+4,3+4 |
| |
AOP.4~3 |
|
Punishers (Tekken 8) |
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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 |
- ↑ If hit while flying, continue with d+3+4,1.
- ↑ 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.
- ↑ 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.
- ↑ Can whiff at max range, but its rare.
- ↑ 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.
- ↑ 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).
- ↑ Won't reach if blocked at range.
- ↑ Can't punish at max range.
- ↑ Won't reach at max range.
- ↑ Can be blocked if the opponent holds F.
- ↑ 11.0 11.1 Duckable high.